boardgame.io
Version:
library for turn-based games
589 lines (525 loc) • 16.2 kB
text/typescript
/*
* Copyright 2017 The boardgame.io Authors
*
* Use of this source code is governed by a MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
*/
import { nanoid } from 'nanoid/non-secure';
import 'svelte';
import type { Dispatch, StoreEnhancer } from 'redux';
import { createStore, compose, applyMiddleware } from 'redux';
import * as Actions from '../core/action-types';
import * as ActionCreators from '../core/action-creators';
import { ProcessGameConfig } from '../core/game';
import type Debug from './debug/Debug.svelte';
import {
CreateGameReducer,
TransientHandlingMiddleware,
} from '../core/reducer';
import { InitializeGame } from '../core/initialize';
import { PlayerView } from '../plugins/main';
import type { Transport, TransportOpts } from './transport/transport';
import { DummyTransport } from './transport/dummy';
import { ClientManager } from './manager';
import type { TransportData } from '../master/master';
import type {
ActivePlayersArg,
ActionShape,
CredentialedActionShape,
FilteredMetadata,
Game,
LogEntry,
PlayerID,
Reducer,
State,
Store,
ChatMessage,
} from '../types';
type ClientAction =
| ActionShape.Reset
| ActionShape.Sync
| ActionShape.Update
| ActionShape.Patch;
type Action =
| CredentialedActionShape.Any
| ActionShape.StripTransients
| ClientAction;
export interface DebugOpt {
target?: HTMLElement;
impl?: typeof Debug;
collapseOnLoad?: boolean;
hideToggleButton?: boolean;
}
/**
* Global client manager instance that all clients register with.
*/
const GlobalClientManager = new ClientManager();
/**
* Standardise the passed playerID, using currentPlayer if appropriate.
*/
function assumedPlayerID(
playerID: PlayerID | null | undefined,
store: Store,
multiplayer?: unknown
): PlayerID {
// In singleplayer mode, if the client does not have a playerID
// associated with it, we attach the currentPlayer as playerID.
if (!multiplayer && (playerID === null || playerID === undefined)) {
const state = store.getState();
playerID = state.ctx.currentPlayer;
}
return playerID;
}
/**
* createDispatchers
*
* Create action dispatcher wrappers with bound playerID and credentials
*/
function createDispatchers(
storeActionType: 'makeMove' | 'gameEvent' | 'plugin',
innerActionNames: string[],
store: Store,
playerID: PlayerID,
credentials: string,
multiplayer?: unknown
) {
const dispatchers: Record<string, (...args: any[]) => void> = {};
for (const name of innerActionNames) {
dispatchers[name] = (...args) => {
const action = ActionCreators[storeActionType](
name,
args,
assumedPlayerID(playerID, store, multiplayer),
credentials
);
store.dispatch(action);
};
}
return dispatchers;
}
// Creates a set of dispatchers to make moves.
export const createMoveDispatchers = createDispatchers.bind(null, 'makeMove');
// Creates a set of dispatchers to dispatch game flow events.
export const createEventDispatchers = createDispatchers.bind(null, 'gameEvent');
// Creates a set of dispatchers to dispatch actions to plugins.
export const createPluginDispatchers = createDispatchers.bind(null, 'plugin');
export interface ClientOpts<
G extends any = any,
PluginAPIs extends Record<string, unknown> = Record<string, unknown>
> {
game: Game<G, PluginAPIs>;
debug?: DebugOpt | boolean;
numPlayers?: number;
multiplayer?: (opts: TransportOpts) => Transport;
matchID?: string;
playerID?: PlayerID;
credentials?: string;
enhancer?: StoreEnhancer;
}
export type ClientState<G extends any = any> =
| null
| (State<G> & {
isActive: boolean;
isConnected: boolean;
log: LogEntry[];
});
/**
* Implementation of Client (see below).
*/
export class _ClientImpl<
G extends any = any,
PluginAPIs extends Record<string, unknown> = Record<string, unknown>
> {
private gameStateOverride?: any;
private initialState: State<G>;
readonly multiplayer: (opts: TransportOpts) => Transport;
private reducer: Reducer;
private _running: boolean;
private subscribers: Record<string, (state: State<G> | null) => void>;
private transport: Transport;
private manager: ClientManager;
readonly debugOpt?: DebugOpt | boolean;
readonly game: ReturnType<typeof ProcessGameConfig>;
readonly store: Store;
log: State['deltalog'];
matchID: string;
playerID: PlayerID | null;
credentials: string;
matchData?: FilteredMetadata;
moves: Record<string, (...args: any[]) => void>;
events: {
endGame?: (gameover?: any) => void;
endPhase?: () => void;
endTurn?: (arg?: { next: PlayerID }) => void;
setPhase?: (newPhase: string) => void;
endStage?: () => void;
setStage?: (newStage: string) => void;
setActivePlayers?: (arg: ActivePlayersArg) => void;
};
plugins: Record<string, (...args: any[]) => void>;
reset: () => void;
undo: () => void;
redo: () => void;
sendChatMessage: (message: any) => void;
chatMessages: ChatMessage[];
constructor({
game,
debug,
numPlayers,
multiplayer,
matchID: matchID,
playerID,
credentials,
enhancer,
}: ClientOpts<G, PluginAPIs>) {
this.game = ProcessGameConfig(game);
this.playerID = playerID;
this.matchID = matchID || 'default';
this.credentials = credentials;
this.multiplayer = multiplayer;
this.debugOpt = debug;
this.manager = GlobalClientManager;
this.gameStateOverride = null;
this.subscribers = {};
this._running = false;
this.reducer = CreateGameReducer({
game: this.game,
isClient: multiplayer !== undefined,
});
this.initialState = null;
if (!multiplayer) {
this.initialState = InitializeGame({ game: this.game, numPlayers });
}
this.reset = () => {
this.store.dispatch(ActionCreators.reset(this.initialState));
};
this.undo = () => {
const undo = ActionCreators.undo(
assumedPlayerID(this.playerID, this.store, this.multiplayer),
this.credentials
);
this.store.dispatch(undo);
};
this.redo = () => {
const redo = ActionCreators.redo(
assumedPlayerID(this.playerID, this.store, this.multiplayer),
this.credentials
);
this.store.dispatch(redo);
};
this.log = [];
/**
* Middleware that manages the log object.
* Reducers generate deltalogs, which are log events
* that are the result of application of a single action.
* The master may also send back a deltalog or the entire
* log depending on the type of request.
* The middleware below takes care of all these cases while
* managing the log object.
*/
const LogMiddleware =
(store: Store) => (next: Dispatch<Action>) => (action: Action) => {
const result = next(action);
const state = store.getState();
switch (action.type) {
case Actions.MAKE_MOVE:
case Actions.GAME_EVENT:
case Actions.UNDO:
case Actions.REDO: {
const deltalog = state.deltalog;
this.log = [...this.log, ...deltalog];
break;
}
case Actions.RESET: {
this.log = [];
break;
}
case Actions.PATCH:
case Actions.UPDATE: {
let id = -1;
if (this.log.length > 0) {
id = this.log[this.log.length - 1]._stateID;
}
let deltalog = action.deltalog || [];
// Filter out actions that are already present
// in the current log. This may occur when the
// client adds an entry to the log followed by
// the update from the master here.
deltalog = deltalog.filter((l) => l._stateID > id);
this.log = [...this.log, ...deltalog];
break;
}
case Actions.SYNC: {
this.initialState = action.initialState;
this.log = action.log || [];
break;
}
}
return result;
};
/**
* Middleware that intercepts actions and sends them to the master,
* which keeps the authoritative version of the state.
*/
const TransportMiddleware =
(store: Store) => (next: Dispatch<Action>) => (action: Action) => {
const baseState = store.getState();
const result = next(action);
if (
!('clientOnly' in action) &&
action.type !== Actions.STRIP_TRANSIENTS
) {
this.transport.sendAction(baseState, action);
}
return result;
};
/**
* Middleware that intercepts actions and invokes the subscription callback.
*/
const SubscriptionMiddleware =
() => (next: Dispatch<Action>) => (action: Action) => {
const result = next(action);
this.notifySubscribers();
return result;
};
const middleware = applyMiddleware(
TransientHandlingMiddleware,
SubscriptionMiddleware,
TransportMiddleware,
LogMiddleware
);
enhancer =
enhancer !== undefined ? compose(middleware, enhancer) : middleware;
this.store = createStore(this.reducer, this.initialState, enhancer);
if (!multiplayer) multiplayer = DummyTransport;
this.transport = multiplayer({
transportDataCallback: (data) => this.receiveTransportData(data),
gameKey: game,
game: this.game,
matchID,
playerID,
credentials,
gameName: this.game.name,
numPlayers,
});
this.createDispatchers();
this.chatMessages = [];
this.sendChatMessage = (payload) => {
this.transport.sendChatMessage(this.matchID, {
id: nanoid(7),
sender: this.playerID,
payload: payload,
});
};
}
/** Handle incoming match data from a multiplayer transport. */
private receiveMatchData(matchData: FilteredMetadata): void {
this.matchData = matchData;
this.notifySubscribers();
}
/** Handle an incoming chat message from a multiplayer transport. */
private receiveChatMessage(message: ChatMessage): void {
this.chatMessages = [...this.chatMessages, message];
this.notifySubscribers();
}
/** Handle all incoming updates from a multiplayer transport. */
private receiveTransportData(data: TransportData): void {
const [matchID] = data.args;
if (matchID !== this.matchID) return;
switch (data.type) {
case 'sync': {
const [, syncInfo] = data.args;
const action = ActionCreators.sync(syncInfo);
this.receiveMatchData(syncInfo.filteredMetadata);
this.store.dispatch(action);
break;
}
case 'update': {
const [, state, deltalog] = data.args;
const currentState = this.store.getState();
if (state._stateID >= currentState._stateID) {
const action = ActionCreators.update(state, deltalog);
this.store.dispatch(action);
}
break;
}
case 'patch': {
const [, prevStateID, stateID, patch, deltalog] = data.args;
const currentStateID = this.store.getState()._stateID;
if (prevStateID !== currentStateID) break;
const action = ActionCreators.patch(
prevStateID,
stateID,
patch,
deltalog
);
this.store.dispatch(action);
// Emit sync if patch apply failed.
if (this.store.getState()._stateID === currentStateID) {
this.transport.requestSync();
}
break;
}
case 'matchData': {
const [, matchData] = data.args;
this.receiveMatchData(matchData);
break;
}
case 'chat': {
const [, chatMessage] = data.args;
this.receiveChatMessage(chatMessage);
break;
}
}
}
private notifySubscribers() {
Object.values(this.subscribers).forEach((fn) => fn(this.getState()));
}
overrideGameState(state: any) {
this.gameStateOverride = state;
this.notifySubscribers();
}
start() {
this.transport.connect();
this._running = true;
this.manager.register(this);
}
stop() {
this.transport.disconnect();
this._running = false;
this.manager.unregister(this);
}
subscribe(fn: (state: ClientState<G>) => void) {
const id = Object.keys(this.subscribers).length;
this.subscribers[id] = fn;
this.transport.subscribeToConnectionStatus(() => this.notifySubscribers());
if (this._running || !this.multiplayer) {
fn(this.getState());
}
// Return a handle that allows the caller to unsubscribe.
return () => {
delete this.subscribers[id];
};
}
getInitialState() {
return this.initialState;
}
getState(): ClientState<G> {
let state = this.store.getState();
if (this.gameStateOverride !== null) {
state = this.gameStateOverride;
}
// This is the state before a sync with the game master.
if (state === null) {
return state as null;
}
// isActive.
let isActive = true;
const isPlayerActive = this.game.flow.isPlayerActive(
state.G,
state.ctx,
this.playerID
);
if (this.multiplayer && !isPlayerActive) {
isActive = false;
}
if (
!this.multiplayer &&
this.playerID !== null &&
this.playerID !== undefined &&
!isPlayerActive
) {
isActive = false;
}
if (state.ctx.gameover !== undefined) {
isActive = false;
}
// Secrets are normally stripped on the server,
// but we also strip them here so that game developers
// can see their effects while prototyping.
// Do not strip again if this is a multiplayer game
// since the server has already stripped secret info. (issue #818)
if (!this.multiplayer) {
state = {
...state,
G: this.game.playerView({
G: state.G,
ctx: state.ctx,
playerID: this.playerID,
}),
plugins: PlayerView(state, this),
};
}
// Combine into return value.
return {
...state,
log: this.log,
isActive,
isConnected: this.transport.isConnected,
};
}
private createDispatchers() {
this.moves = createMoveDispatchers(
this.game.moveNames,
this.store,
this.playerID,
this.credentials,
this.multiplayer
);
this.events = createEventDispatchers(
this.game.flow.enabledEventNames,
this.store,
this.playerID,
this.credentials,
this.multiplayer
);
this.plugins = createPluginDispatchers(
this.game.pluginNames,
this.store,
this.playerID,
this.credentials,
this.multiplayer
);
}
updatePlayerID(playerID: PlayerID | null) {
this.playerID = playerID;
this.createDispatchers();
this.transport.updatePlayerID(playerID);
this.notifySubscribers();
}
updateMatchID(matchID: string) {
this.matchID = matchID;
this.createDispatchers();
this.transport.updateMatchID(matchID);
this.notifySubscribers();
}
updateCredentials(credentials: string) {
this.credentials = credentials;
this.createDispatchers();
this.transport.updateCredentials(credentials);
this.notifySubscribers();
}
}
/**
* Client
*
* boardgame.io JS client.
*
* @param {...object} game - The return value of `Game`.
* @param {...object} numPlayers - The number of players.
* @param {...object} multiplayer - Set to a falsy value or a transportFactory, e.g., SocketIO()
* @param {...object} matchID - The matchID that you want to connect to.
* @param {...object} playerID - The playerID associated with this client.
* @param {...string} credentials - The authentication credentials associated with this client.
*
* Returns:
* A JS object that provides an API to interact with the
* game by dispatching moves and events.
*/
export function Client<
G extends any = any,
PluginAPIs extends Record<string, unknown> = Record<string, unknown>
>(opts: ClientOpts<G, PluginAPIs>) {
return new _ClientImpl<G, PluginAPIs>(opts);
}