Files
bworld/server/host.ts
T
2026-09-26 17:33:07 -03:00

193 lines
5.9 KiB
TypeScript

// the part of a game server that has permissions: files and networking. the game itself runs in a worker with none.
// server/main.ts runs it as a dedicated server, and the desktop app runs it for singleplayer
import { serveDir } from "@std/http/file-server";
import { join } from "@std/path";
import { GameToHost, HostToGame } from "./game/host_protocol.ts";
import { load_bmods } from "./load_bmods.ts";
const MAX_MESSAGE_SIZE = 4096;
// in build/, see build.ts
export const ENGINE_TEXTURES_INDEX = "assets/textures/index.json";
const SHUTDOWN_TIMEOUT_MS = 5000;
export interface HostOptions {
// what deno task build made: the client and the engine's assets
build_dir: string;
// the .bmod files to load
server_mods_dir: string;
world_file: string;
seed?: string;
// the game can't go on, like the worker crashing
on_fatal(message: string): void;
}
export interface Host {
handle(req: Request): Response | Promise<Response>;
// saves the world and stops the game. resolves once it's on disk
shutdown(): Promise<void>;
}
// throws when the mods have problems, saying what they are
export async function start_host(options: HostOptions): Promise<Host> {
const mods = await load_bmods(options.server_mods_dir, engine_texture_ids(options.build_dir));
console.log(`Mods: ${mods.map((mod) => `${mod.listing.id} ${mod.listing.version}`).join(", ") || "none"}`);
// what players download, by path
const downloads = new Map(mods.map((mod) => [`/${mod.listing.file}`, mod.client_bytes]));
const game = new Worker(new URL("./game/worker.ts", import.meta.url), {
type: "module",
deno: { permissions: "none" },
} as WorkerOptions);
const post = (message: HostToGame) => game.postMessage(message);
const sockets = new Map<number, WebSocket>();
let next_conn = 1;
let on_final_save: (() => void) | undefined;
game.onmessage = (event: MessageEvent<GameToHost>) => {
const message = event.data;
switch (message.type) {
case "ready":
console.log(`World ${options.world_file} ready, seed ${message.seed}`);
break;
case "failed":
options.on_fatal(`Couldn't start the game: ${message.error}`);
break;
case "send": {
const socket = sockets.get(message.conn);
if (socket?.readyState === WebSocket.OPEN) {
socket.send(message.data);
}
break;
}
case "close":
sockets.get(message.conn)?.close();
break;
case "save":
write_world(options.world_file, message.data);
if (message.final) {
console.log("World saved");
on_final_save?.();
}
break;
}
};
game.onerror = (event) => {
event.preventDefault();
options.on_fatal(`Game server crashed: ${event.message}`);
};
post({
type: "init",
save: read_world(options.world_file),
default_seed: options.seed ?? crypto.randomUUID(),
mods: mods.map(({ listing, bmod }) => ({
listing,
data: bmod.data,
server_code: bmod.scripts.server,
worldgen_code: bmod.scripts.worldgen,
})),
});
function handle_socket(socket: WebSocket) {
const conn = next_conn++;
socket.addEventListener("open", () => {
sockets.set(conn, socket);
post({ type: "connect", conn });
});
socket.addEventListener("message", (event) => {
if (typeof event.data !== "string" || event.data.length > MAX_MESSAGE_SIZE) {
return;
}
post({ type: "message", conn, data: event.data });
});
socket.addEventListener("close", () => {
if (sockets.delete(conn)) {
post({ type: "disconnect", conn });
}
});
}
return {
handle(req) {
const url = new URL(req.url);
if (url.pathname === "/ws") {
if (req.headers.get("upgrade")?.toLowerCase() !== "websocket") {
return new Response("Expected a websocket", { status: 426 });
}
const { socket, response } = Deno.upgradeWebSocket(req);
handle_socket(socket);
return response;
}
if (url.pathname === "/") {
return Response.redirect(new URL("/client/", url), 302);
}
const download = downloads.get(url.pathname);
if (download) {
// named by its hash, so it never changes and pages on other origins can cache it forever
return new Response(download, {
headers: {
"content-type": "application/zip",
"access-control-allow-origin": "*",
"cache-control": "public, max-age=31536000, immutable",
},
});
}
return serve_static(options.build_dir, req, url);
},
shutdown() {
console.log("Saving world...");
return new Promise((resolve, reject) => {
const timeout = setTimeout(
() => reject(new Error("Game server didn't save in time")),
SHUTDOWN_TIMEOUT_MS,
);
on_final_save = () => {
clearTimeout(timeout);
game.terminate();
resolve();
};
post({ type: "shutdown" });
});
},
};
}
function read_world(file: string): string | undefined {
try {
return Deno.readTextFileSync(file);
} catch (e) {
if (e instanceof Deno.errors.NotFound) {
return undefined;
}
throw e;
}
}
function write_world(file: string, data: string) {
// write then rename so a crash mid write doesnt eat the world
Deno.writeTextFileSync(`${file}.tmp`, data);
Deno.renameSync(`${file}.tmp`, file);
}
// the engine's textures, listed by the build next to the client's assets. engine:missing is drawn by code
export function engine_texture_ids(build_dir: string): string[] {
const names: string[] = JSON.parse(Deno.readTextFileSync(join(build_dir, ENGINE_TEXTURES_INDEX)));
return ["engine:missing", ...names.map((name) => `engine:${name}`)];
}
// the client and the engine's assets. pages on other origins load the engine's textures from here too
export async function serve_static(build_dir: string, req: Request, url: URL) {
const response = await serveDir(req, { fsRoot: build_dir, quiet: true });
if (url.pathname.startsWith("/assets/") && response.ok) {
const headers = new Headers(response.headers);
headers.set("Access-Control-Allow-Origin", "*");
return new Response(response.body, { status: response.status, statusText: response.statusText, headers });
}
return response;
}