feat: gameengine(wip)

This commit is contained in:
2024-03-09 07:41:06 +00:00
parent a430d45e2a
commit 31184c1cd4
+187 -5
View File
@@ -1,16 +1,139 @@
import { Signal, delay, must, must_err } from "@sammo/util";
import Denque from "denque";
import { ResourceController } from "./ResourceController.js";
import { entriesWithType } from "@sammo/util/converter";
export interface ActionQueueItem {
waiterSeq: number;
}
export interface ActionQueueItemResult {
success: boolean;
reason?: string;
message?: string;
}
export class GameEngine {
private static instance: GameEngine | null = null;
private npcActionQueue = new Denque<unknown>();
private apiActionQueue = new Denque<unknown>();
private actionSeq = 0;
private queueWaiters = new Map<number, [resolve: (result: unknown) => void, reject: (reason: unknown) => void]>();
private signal = new Signal(30000);
private actionQueue = {
server: new Denque<ActionQueueItem>(),
npc: new Denque<ActionQueueItem>(),
api: new Denque<ActionQueueItem>(),
} as const;
private rsc: ResourceController
private constructor() {
this.rsc = new ResourceController();
}
private continueRun = true;
private async gameLoop(): Promise<void> {
let generalWaitTimer: ReturnType<typeof setTimeout> | null = null;
let prevSaveWaiter: Promise<void> | null = null;
while (this.continueRun) {
//가장 빠른 장수
do {
const now = new Date();
const upcomingGeneral = this.rsc.upcomingGeneral();
if (!upcomingGeneral) {
break;
}
const upcomingTurn = upcomingGeneral.raw.turntime;
const waitGeneralTurnMs = upcomingTurn.getTime() - now.getTime();
if (waitGeneralTurnMs > 0) {
generalWaitTimer = setTimeout(() => {
this.signal.notify();
}, waitGeneralTurnMs);
}
else {
this.signal.notify();
}
} while (0);
//이벤트를 대기
const waitResult = await this.signal.wait();
if (generalWaitTimer) {
clearTimeout(generalWaitTimer);
}
if (!this.continueRun) {
break;
}
const now = new Date();
let processedGeneralCount = 0;
while (true) {
//장수턴 부터 처리
const upcomingGeneral = this.rsc.upcomingGeneral();
if (!upcomingGeneral) {
break;
}
if (upcomingGeneral.raw.turntime > now) {
break;
}
//TODO: 턴 수행해야지!
upcomingGeneral.updateTurntime();
processedGeneralCount++;
}
if (processedGeneralCount > 0) {
await prevSaveWaiter;
prevSaveWaiter = this.rsc.saveAll();
}
//서버 이벤트 처리
for (const [invoker, queue] of entriesWithType(this.actionQueue)) {
let processEventCount = 0;
while (!queue.isEmpty()) {
const action = must(queue.shift());
//TODO: action 처리
const errorReason: string | undefined = undefined;
const [ticketResolve, ticketRejected] = must_err(
this.queueWaiters.get(action.waiterSeq),
Error, `GameEngine: waiterSeq(${action.waiterSeq}) not found`
);
this.queueWaiters.delete(action.waiterSeq);
if (errorReason) {
ticketRejected(errorReason);
}
else {
ticketResolve({ success: true });
}
processEventCount++;
}
if (processEventCount > 0) {
await prevSaveWaiter;
prevSaveWaiter = this.rsc.saveAll();
}
}
}
}
private gameLoopPromise: Promise<void> | null = null;
public static getInstance() {
if (!GameEngine.instance) {
GameEngine.instance = new GameEngine();
@@ -18,13 +141,72 @@ export class GameEngine {
return GameEngine.instance;
}
public async start() {
public start(): boolean {
if (this.gameLoopPromise) {
return false;
}
console.log('GameEngine started');
for(const queue of Object.values(this.actionQueue)){
queue.clear();
}
this.continueRun = true;
this.gameLoopPromise = this.gameLoop();
console.info('GameEngine started');
return true;
}
public async stop() {
this.continueRun = false;
if (this.gameLoopPromise) {
await this.signal.abort();
await this.gameLoopPromise;
this.gameLoopPromise = null;
}
console.log('GameEngine stopped');
}
private async pushAction(queneName: string, queue: Denque<ActionQueueItem>, action: ActionQueueItem): Promise<ActionQueueItemResult> {
if (this.actionSeq >= Number.MAX_SAFE_INTEGER) {
this.actionSeq = 0;
}
const seq = this.actionSeq++;
if (this.queueWaiters.has(seq)) {
throw new Error(`GameEngine: seq(${seq}) is already used`);
}
let done = false;
const waiter = new Promise((resolve, reject) => {
this.queueWaiters.set(seq, [resolve, reject]);
done = true;
queue.push(action);
});
await delay(0);
this.signal.notify();
if (!done) {
throw new Error(`GameEngine: push${queneName}Action failed`);
}
return waiter as Promise<ActionQueueItemResult>;
}
public async pushServerAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
return this.pushAction('Server', this.actionQueue.server, action);
}
public async pushNPCAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
return this.pushAction('NPC', this.actionQueue.npc, action);
}
public async pushAPIAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
return this.pushAction('API', this.actionQueue.api, action);
}
}