@colyseus/core
Version:
Multiplayer Framework for Node.js.
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{
"version": 3,
"sources": ["../../src/rooms/QueueRoom.ts"],
"sourcesContent": ["import { Room } from '../Room.ts';\nimport type { Client } from '../Transport.ts';\nimport type { IRoomCache } from '../matchmaker/driver.ts';\nimport * as matchMaker from '../MatchMaker.ts';\nimport { debugMatchMaking } from '../Debug.ts';\nimport { ServerError } from '../errors/ServerError.ts';\nimport { CloseCode, ErrorCode } from '@colyseus/shared-types';\n\nexport interface QueueOptions {\n /**\n * number of players on each match\n */\n maxPlayers?: number;\n\n /**\n * name of the room to create\n */\n matchRoomName: string;\n\n /**\n * after these cycles, create a match with a bot\n */\n maxWaitingCycles?: number;\n\n /**\n * after this time, try to fit this client with a not-so-compatible group\n */\n maxWaitingCyclesForPriority?: number;\n\n /**\n * If set, teams must have the same size to be matched together\n */\n maxTeamSize?: number;\n\n /**\n * If `allowIncompleteGroups` is true, players inside an unmatched group (that\n * did not reached `maxPlayers`, and `maxWaitingCycles` has been\n * reached) will be matched together. Your room should fill the remaining\n * spots with \"bots\" on this case.\n */\n allowIncompleteGroups?: boolean;\n\n /**\n * Comparison function for matching clients to groups\n * Returns true if the client is compatible with the group\n */\n compare?: (client: QueueClientData, matchGroup: QueueMatchGroup) => boolean;\n\n /**\n *\n * When onGroupReady is set, the \"roomNameToCreate\" option is ignored.\n */\n onGroupReady?: (this: QueueRoom, group: QueueMatchGroup) => Promise<IRoomCache>;\n}\n\nexport interface QueueMatchGroup {\n averageRank: number;\n clients: Array<Client<{ userData: QueueClientData }>>,\n ready?: boolean;\n confirmed?: number;\n}\n\nexport interface QueueMatchTeam {\n averageRank: number;\n clients: Array<Client<{ userData: QueueClientData }>>,\n teamId: string | symbol;\n}\n\nexport interface QueueClientData {\n /**\n * Rank of the client\n */\n rank: number;\n\n /**\n * Timestamp of when the client entered the queue\n */\n currentCycle?: number;\n\n /**\n * Optional: if matching with a team, the team ID\n */\n teamId?: string;\n\n /**\n * Additional options passed by the client when joining the room\n */\n options?: any;\n\n /**\n * Match group the client is currently in\n */\n group?: QueueMatchGroup;\n\n /**\n * Whether the client has confirmed the connection to the room\n */\n confirmed?: boolean;\n\n /**\n * Whether the client should be prioritized in the queue\n * (e.g. for players that are waiting for a long time)\n */\n highPriority?: boolean;\n\n /**\n * The last number of clients in the queue sent to the client\n */\n lastQueueClientCount?: number;\n}\n\n//\n// Optional: strongly-typed client messages\n// (This is optional, but recommended for better type safety and code generation for native SDKs)\n//\ntype QueueClient = Client<{\n userData: QueueClientData;\n messages: {\n clients: number;\n seat: matchMaker.ISeatReservation;\n }\n}>;\n\nconst DEFAULT_TEAM = Symbol(\"$default_team\");\nconst DEFAULT_COMPARE = (client: QueueClientData, matchGroup: QueueMatchGroup) => {\n const diff = Math.abs(client.rank - matchGroup.averageRank);\n const diffRatio = (diff / matchGroup.averageRank);\n // If diff ratio is too high, create a new match group\n return (diff < 10 || diffRatio <= 2);\n}\n\nexport class QueueRoom extends Room {\n maxPlayers = 4;\n maxTeamSize: number;\n allowIncompleteGroups: boolean = false;\n\n maxWaitingCycles = 15;\n maxWaitingCyclesForPriority?: number = 10;\n\n /**\n * Evaluate groups for each client at interval\n */\n cycleTickInterval = 1000;\n\n /**\n * Groups of players per iteration\n */\n groups: QueueMatchGroup[] = [];\n highPriorityGroups: QueueMatchGroup[] = [];\n\n matchRoomName: string;\n\n protected compare = DEFAULT_COMPARE;\n protected onGroupReady = (group: QueueMatchGroup) => matchMaker.createRoom(this.matchRoomName, {});\n\n messages = {\n confirm: (client: Client, _: unknown) => {\n const queueData = client.userData;\n\n if (queueData && queueData.group && typeof (queueData.group.confirmed) === \"number\") {\n queueData.confirmed = true;\n queueData.group.confirmed++;\n client.leave(CloseCode.NORMAL_CLOSURE);\n }\n },\n }\n\n onCreate(options: QueueOptions) {\n if (typeof(options.maxWaitingCycles) === \"number\") {\n this.maxWaitingCycles = options.maxWaitingCycles;\n }\n\n if (typeof(options.maxPlayers) === \"number\") {\n this.maxPlayers = options.maxPlayers;\n }\n\n if (typeof(options.maxTeamSize) === \"number\") {\n this.maxTeamSize = options.maxTeamSize;\n }\n\n if (typeof(options.allowIncompleteGroups) !== \"undefined\") {\n this.allowIncompleteGroups = options.allowIncompleteGroups;\n }\n\n if (typeof(options.compare) === \"function\") {\n this.compare = options.compare;\n }\n\n if (typeof(options.onGroupReady) === \"function\") {\n this.onGroupReady = options.onGroupReady;\n }\n\n if (options.matchRoomName) {\n this.matchRoomName = options.matchRoomName;\n\n } else {\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"QueueRoom: 'matchRoomName' option is required.\");\n }\n\n debugMatchMaking(\"QueueRoom#onCreate() maxPlayers: %d, maxWaitingCycles: %d, maxTeamSize: %d, allowIncompleteGroups: %d, roomNameToCreate: %s\", this.maxPlayers, this.maxWaitingCycles, this.maxTeamSize, this.allowIncompleteGroups, this.matchRoomName);\n\n /**\n * Redistribute clients into groups at every interval\n */\n this.setSimulationInterval(() => this.reassignMatchGroups(), this.cycleTickInterval);\n }\n\n onJoin(client: QueueClient, options: any, auth?: unknown) {\n this.addToQueue(client, {\n rank: options.rank,\n teamId: options.teamId,\n options,\n });\n }\n\n addToQueue(client: QueueClient, queueData: QueueClientData) {\n if (queueData.currentCycle === undefined) {\n queueData.currentCycle = 0;\n }\n client.userData = queueData;\n\n // FIXME: reassign groups upon joining [?] (without incrementing cycle count)\n client.send(\"clients\", 1);\n }\n\n createMatchGroup() {\n const group: QueueMatchGroup = { clients: [], averageRank: 0 };\n this.groups.push(group);\n return group;\n }\n\n reassignMatchGroups() {\n // Re-set all groups\n this.groups.length = 0;\n this.highPriorityGroups.length = 0;\n\n const sortedClients = (this.clients)\n .filter((client) => {\n // Filter out:\n // - clients that are not in the queue\n // - clients that are already in a \"ready\" group\n return (\n client.userData &&\n client.userData.group?.ready !== true\n );\n })\n .sort((a, b) => {\n //\n // Sort by rank ascending\n //\n return a.userData.rank - b.userData.rank;\n });\n\n //\n // The room either distribute by teams or by clients\n //\n if (typeof(this.maxTeamSize) === \"number\") {\n this.redistributeTeams(sortedClients);\n\n } else {\n this.redistributeClients(sortedClients);\n }\n\n this.evaluateHighPriorityGroups();\n this.processGroupsReady();\n }\n\n redistributeTeams(sortedClients: Client<{ userData: QueueClientData }>[]) {\n const teamsByID: { [teamId: string | symbol]: QueueMatchTeam } = {};\n\n sortedClients.forEach((client) => {\n const teamId = client.userData.teamId || DEFAULT_TEAM;\n\n // Create a new team if it doesn't exist\n if (!teamsByID[teamId]) {\n teamsByID[teamId] = { teamId: teamId, clients: [], averageRank: 0, };\n }\n\n teamsByID[teamId].averageRank += client.userData.rank;\n teamsByID[teamId].clients.push(client);\n });\n\n // Calculate average rank for each team\n let teams = Object.values(teamsByID).map((team) => {\n team.averageRank /= team.clients.length;\n return team;\n }).sort((a, b) => {\n // Sort by average rank ascending\n return a.averageRank - b.averageRank;\n });\n\n // Iterate over teams multiple times until all clients are assigned to a group\n do {\n let currentGroup: QueueMatchGroup = this.createMatchGroup();\n teams = teams.filter((team) => {\n // Remove clients from the team and add them to the current group\n const totalRank = team.averageRank * team.clients.length;\n\n // currentGroup.averageRank = (currentGroup.averageRank === undefined)\n // ? team.averageRank\n // : (currentGroup.averageRank + team.averageRank) / ;\n currentGroup = this.redistributeClients(team.clients.splice(0, this.maxTeamSize), currentGroup, totalRank);\n\n if (team.clients.length >= this.maxTeamSize) {\n // team still has enough clients to form a group\n return true;\n }\n\n // increment cycle count for all clients in the team\n team.clients.forEach((client) => client.userData.currentCycle++);\n\n return false;\n });\n } while (teams.length >= 2);\n }\n\n redistributeClients(\n sortedClients: Client<{ userData: QueueClientData }>[],\n currentGroup: QueueMatchGroup = this.createMatchGroup(),\n totalRank: number = 0,\n ) {\n for (let i = 0, l = sortedClients.length; i < l; i++) {\n const client = sortedClients[i];\n const userData = client.userData;\n const currentCycle = userData.currentCycle++;\n\n if (currentGroup.averageRank > 0) {\n if (\n !this.compare(userData, currentGroup) &&\n !userData.highPriority\n ) {\n currentGroup = this.createMatchGroup();\n totalRank = 0;\n }\n }\n\n userData.group = currentGroup;\n currentGroup.clients.push(client);\n\n totalRank += userData.rank;\n currentGroup.averageRank = totalRank / currentGroup.clients.length;\n\n // Enough players in the group, mark it as ready!\n if (currentGroup.clients.length === this.maxPlayers) {\n currentGroup.ready = true;\n currentGroup = this.createMatchGroup();\n totalRank = 0;\n continue;\n }\n\n if (currentCycle >= this.maxWaitingCycles && this.allowIncompleteGroups) {\n /**\n * Match long-waiting clients with bots\n */\n if (this.highPriorityGroups.indexOf(currentGroup) === -1) {\n this.highPriorityGroups.push(currentGroup);\n }\n\n } else if (\n this.maxWaitingCyclesForPriority !== undefined &&\n currentCycle >= this.maxWaitingCyclesForPriority\n ) {\n /**\n * Force this client to join a group, even if rank is incompatible\n */\n userData.highPriority = true;\n }\n }\n\n return currentGroup;\n }\n\n evaluateHighPriorityGroups() {\n /**\n * Evaluate groups with high priority clients\n */\n this.highPriorityGroups.forEach((group) => {\n group.ready = group.clients.every((c) => {\n // Give new clients another chance to join a group that is not \"high priority\"\n return c.userData?.currentCycle > 1;\n // return c.userData?.currentCycle >= this.maxWaitingCycles;\n });\n });\n }\n\n processGroupsReady() {\n this.groups.forEach(async (group) => {\n if (group.ready) {\n group.confirmed = 0;\n\n try {\n /**\n * Create room instance in the server.\n */\n const room = await this.onGroupReady.call(this, group);\n\n /**\n * Reserve a seat for each client in the group.\n * (If one fails, force all clients to leave, re-queueing is up to the client-side logic)\n */\n await matchMaker.reserveMultipleSeatsFor(\n room,\n group.clients.map((client) => ({\n sessionId: client.sessionId,\n options: client.userData.options,\n auth: client.auth,\n })),\n );\n\n /**\n * Send room data for new WebSocket connection!\n */\n group.clients.forEach((client, i) => {\n client.send(\"seat\", matchMaker.buildSeatReservation(room, client.sessionId));\n });\n\n } catch (e: any) {\n //\n // If creating a room, or reserving a seat failed - fail all clients\n // Whether the clients retry or not is up to the client-side logic\n //\n group.clients.forEach(client => client.leave(1011, e.message));\n }\n\n } else {\n /**\n * Notify clients within the group on how many players are in the queue\n */\n group.clients.forEach((client) => {\n //\n // avoid sending the same number of clients to the client if it hasn't changed\n //\n const queueClientCount = group.clients.length;\n if (client.userData.lastQueueClientCount !== queueClientCount) {\n client.userData.lastQueueClientCount = queueClientCount;\n client.send(\"clients\", queueClientCount);\n }\n });\n }\n });\n }\n\n}"],
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}