refac: wip GameEngine
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@@ -3,41 +3,54 @@ import Denque from "denque";
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import { ResourceController } from "./ResourceController.js";
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import { entriesWithType } from "@sammo/util/converter";
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export interface ActionQueueItem {
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waiterSeq: number;
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export interface ActionRequest {
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}
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export interface ActionQueueItemResult {
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success: boolean;
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reason?: string;
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export interface ActionRequestContainer {
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waiterSeq: number;
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action: ActionRequest;
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}
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export type ActionSuccess = {
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success: true;
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message?: string;
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}
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export type ActionFailure = {
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success: false;
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reason: string;
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}
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export type ActionResult = ActionSuccess | ActionFailure;
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type QueueType = 'server' | 'api';
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//type QueueType = 'server' | 'npc' | 'api';
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export class GameEngine {
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private static instance: GameEngine | null = null;
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private actionSeq = 0;
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private queueWaiters = new Map<number, [resolve: (result: unknown) => void, reject: (reason: unknown) => void]>();
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private queueWaiters = new Map<number, [resolve: (result: ActionSuccess) => void, reject: (reason: ActionFailure) => void]>();
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private signal = new Signal(30000);
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private actionQueue = {
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server: new Denque<ActionQueueItem>(),
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npc: new Denque<ActionQueueItem>(),
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api: new Denque<ActionQueueItem>(),
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} as const;
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server: new Denque<ActionRequestContainer>(),
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//npc: new Denque<ActionRequestContainer>(),
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api: new Denque<ActionRequestContainer>(),
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} as const satisfies Record<QueueType, Denque<ActionRequestContainer>>;
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private rsc: ResourceController
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private constructor() {
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//TODO MongoDB를 넘겨줘야함
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this.rsc = new ResourceController();
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}
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private continueRun = true;
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private async gameLoop(): Promise<void> {
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let generalWaitTimer: ReturnType<typeof setTimeout> | null = null;
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let prevSaveWaiter: Promise<void> | null = null;
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@@ -46,7 +59,7 @@ export class GameEngine {
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//가장 빠른 장수
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do {
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const now = new Date();
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const upcomingGeneral = this.rsc.upcomingGeneral();
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const upcomingGeneral = this.rsc.peekGeneralTurntimeQueue();
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if (!upcomingGeneral) {
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break;
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}
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@@ -64,6 +77,13 @@ export class GameEngine {
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}
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} while (0);
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for(const queue of Object.values(this.actionQueue)){
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if(!queue.isEmpty()){
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this.signal.notify();
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break;
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}
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}
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//이벤트 대기
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await this.signal.wait();
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@@ -80,18 +100,23 @@ export class GameEngine {
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while (true) {
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//장수턴 부터 처리
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const upcomingGeneral = this.rsc.upcomingGeneral();
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const upcomingGeneral = this.rsc.popGeneralTurntimeQueue();
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if (!upcomingGeneral) {
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break;
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}
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if (upcomingGeneral.raw.turntime > now) {
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const generalTurntime = upcomingGeneral.raw.turntime;
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if (generalTurntime > now) {
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break;
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}
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//TODO: 턴 수행해야지!
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upcomingGeneral.updateTurntime();
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this.rsc.insertGeneralTurntimeQueue(upcomingGeneral, true);
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this.rsc.gameEnv().update((env)=>{
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env.lastExecuted = generalTurntime;
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})
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processedGeneralCount++;
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}
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@@ -136,7 +161,7 @@ export class GameEngine {
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await prevSaveWaiter;
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prevSaveWaiter = null;
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await this.rsc.saveAll();
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for(const response of responseQueue){
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for (const response of responseQueue) {
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response();
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}
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}
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@@ -147,9 +172,18 @@ export class GameEngine {
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private gameLoopPromise: Promise<void> | null = null;
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public static async initInstance(): Promise<GameEngine> {
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if (GameEngine.instance) {
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throw new Error('GameEngine is already initialized');
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}
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GameEngine.instance = new GameEngine();
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return GameEngine.instance;
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}
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public static getInstance() {
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if (!GameEngine.instance) {
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GameEngine.instance = new GameEngine();
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throw new Error('GameEngine is not initialized');
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}
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return GameEngine.instance;
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}
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@@ -182,7 +216,8 @@ export class GameEngine {
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}
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private async pushAction(queneName: string, queue: Denque<ActionQueueItem>, action: ActionQueueItem): Promise<ActionQueueItemResult> {
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private async pushAction(queueName: QueueType, action: ActionRequest): Promise<ActionResult> {
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const queue = this.actionQueue[queueName];
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if (this.actionSeq >= Number.MAX_SAFE_INTEGER) {
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this.actionSeq = 0;
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}
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@@ -197,29 +232,34 @@ export class GameEngine {
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const waiter = new Promise((resolve, reject) => {
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this.queueWaiters.set(seq, [resolve, reject]);
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done = true;
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queue.push(action);
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queue.push({
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waiterSeq: seq,
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action
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});
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});
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await delay(0);
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this.signal.notify();
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if (!done) {
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throw new Error(`GameEngine: push${queneName}Action failed`);
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throw new Error(`GameEngine: pushAction(${queueName}) failed`);
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}
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return waiter as Promise<ActionQueueItemResult>;
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return waiter as Promise<ActionResult>;
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}
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public async pushServerAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
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return this.pushAction('Server', this.actionQueue.server, action);
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public async pushServerAction(action: ActionRequest): Promise<ActionResult> {
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return this.pushAction('server', action);
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}
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public async pushNPCAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
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return this.pushAction('NPC', this.actionQueue.npc, action);
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/*
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public async pushNPCAction(action: ActionRequest): Promise<ActionResult> {
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return this.pushAction('npc', action);
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}
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*/
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public async pushAPIAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
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return this.pushAction('API', this.actionQueue.api, action);
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public async pushAPIAction(action: ActionRequest): Promise<ActionResult> {
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return this.pushAction('api', action);
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}
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}
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