Server authority
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/// <reference lib="deno.worker" />
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// runs the game in a worker without any permissions, the host does files and networking
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import { GameServer, TICK_MS } from "./game_server.ts";
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import { GameToHost, HostToGame } from "./host_protocol.ts";
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const SAVE_INTERVAL_MS = 30_000;
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let game: GameServer | undefined;
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function post(message: GameToHost) {
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self.postMessage(message);
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}
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self.onmessage = (event: MessageEvent<HostToGame>) => {
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const message = event.data;
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if (message.type === "init") {
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game = new GameServer(
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{
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send: (conn, data) => post({ type: "send", conn, data }),
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close: (conn) => post({ type: "close", conn }),
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},
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message.save,
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message.default_seed,
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);
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setInterval(() => game!.tick(), TICK_MS);
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setInterval(() => {
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if (game!.world.dirty) {
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post({ type: "save", data: game!.save(), final: false });
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}
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}, SAVE_INTERVAL_MS);
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post({ type: "ready", seed: game.world.seed });
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return;
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}
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if (!game) {
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return;
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}
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switch (message.type) {
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case "connect":
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game.on_connect(message.conn);
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break;
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case "message":
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game.on_message(message.conn, message.data);
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break;
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case "disconnect":
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game.on_disconnect(message.conn);
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break;
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case "shutdown":
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post({ type: "save", data: game.save(), final: true });
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break;
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}
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};
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