Implement main game as a mod

This commit is contained in:
2026-09-24 23:49:34 -03:00
parent bb42dd662e
commit 6458bc0440
131 changed files with 1810 additions and 786 deletions
+40 -19
View File
@@ -1,41 +1,30 @@
/// <reference lib="deno.worker" />
// runs the game in a worker without any permissions, the host does files and networking
import { GameServer, TICK_MS } from "./game_server.ts";
import type { GameServer } from "./game_server.ts";
import { TICK_MS } from "./game_server.ts";
import { GameToHost, HostToGame } from "./host_protocol.ts";
import { data_url, start_game } from "./load_mods.ts";
const SAVE_INTERVAL_MS = 30_000;
let game: GameServer | undefined;
let starting: Promise<void> | undefined;
function post(message: GameToHost) {
self.postMessage(message);
}
self.onmessage = (event: MessageEvent<HostToGame>) => {
self.onmessage = async (event: MessageEvent<HostToGame>) => {
const message = event.data;
if (message.type === "init") {
game = new GameServer(
{
send: (conn, data) => post({ type: "send", conn, data }),
close: (conn) => post({ type: "close", conn }),
},
message.save,
message.default_seed,
);
setInterval(() => game!.tick(), TICK_MS);
setInterval(() => {
if (game!.world.dirty) {
post({ type: "save", data: game!.save(), final: false });
}
}, SAVE_INTERVAL_MS);
post({ type: "ready", seed: game.world.seed });
starting = init(message);
return;
}
// players can connect while mods are still loading
await starting;
if (!game) {
return;
}
@@ -55,3 +44,35 @@ self.onmessage = (event: MessageEvent<HostToGame>) => {
break;
}
};
async function init(message: Extract<HostToGame, { type: "init" }>) {
try {
game = await start_game(
{
send: (conn, data) => post({ type: "send", conn, data }),
close: (conn) => post({ type: "close", conn }),
},
message.save,
message.default_seed,
message.mods.map((mod) => ({
listing: mod.listing,
data: mod.data,
// the worker has no file access, so the host sends the code and it's imported from memory
server_url: mod.server_code ? data_url(mod.server_code) : undefined,
worldgen_url: mod.worldgen_code ? data_url(mod.worldgen_code) : undefined,
})),
);
} catch (e) {
post({ type: "failed", error: e instanceof Error ? e.message : String(e) });
return;
}
setInterval(() => game!.tick(), TICK_MS);
setInterval(() => {
if (game!.world.dirty) {
post({ type: "save", data: game!.save(), final: false });
}
}, SAVE_INTERVAL_MS);
post({ type: "ready", seed: game.world.seed });
}