///
// runs the game in a worker without any permissions, the host does files and networking
import type { GameServer } from "./game_server.ts";
import { GameLoop } from "./game_loop.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 | undefined;
function post(message: GameToHost) {
self.postMessage(message);
}
self.onmessage = async (event: MessageEvent) => {
const message = event.data;
if (message.type === "init") {
starting = init(message);
return;
}
// players can connect while mods are still loading
await starting;
if (!game) {
return;
}
switch (message.type) {
case "connect":
game.on_connect(message.conn);
break;
case "message":
game.on_message(message.conn, message.data);
break;
case "disconnect":
game.on_disconnect(message.conn);
break;
case "shutdown":
post({ type: "save", data: game.save(), final: true });
break;
}
};
async function init(message: Extract) {
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.atlas,
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;
}
const loop = new GameLoop(() => game!.tick());
game.loop = loop;
loop.start();
setInterval(() => {
if (game!.world.dirty) {
post({ type: "save", data: game!.save(), final: false });
}
}, SAVE_INTERVAL_MS);
post({ type: "ready", seed: game.world.seed });
}