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server.mts
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server.mts
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import {readFileSync} from 'fs';
import {WebSocketServer, WebSocket} from 'ws';
import * as common from './common.mjs'
import {Player, Vector2} from './common.mjs';
const SERVER_FPS = 60;
const SERVER_TOTAL_LIMIT = 2000;
const SERVER_SINGLE_IP_LIMIT = 10;
// IMPORTANT: This must be synchronized with the StatEntry in server.c3 until server.mts is fully rewritten in C3.
enum StatEntry {
UPTIME,
TICKS_COUNT,
TICK_TIMES,
MESSAGES_SENT,
MESSAGES_RECEIVED,
TICK_MESSAGES_SENT,
TICK_MESSAGES_RECEIVED,
BYTES_SENT,
BYTES_RECEIVED,
TICK_BYTE_SENT,
TICK_BYTE_RECEIVED,
PLAYERS_CURRENTLY,
PLAYERS_JOINED,
PLAYERS_LEFT,
BOGUS_AMOGUS_MESSAGES,
PLAYERS_REJECTED,
COUNT,
}
interface PlayerOnServer extends Player {
ws: WebSocket,
remoteAddress: string,
newMoving: number,
}
const wasmServer = await instantiateWasmServer('server.wasm');
const players = new Map<number, PlayerOnServer>();
const connectionLimits = new Map<string, number>();
let idCounter = 0;
let bytesReceivedWithinTick = 0;
let messagesRecievedWithinTick = 0;
const wss = new WebSocketServer({
port: common.SERVER_PORT,
})
const joinedIds = new Set<number>()
const leftIds = new Set<number>()
const pingIds = new Map<number, number>()
const level = common.createLevel(wasmServer);
const collectedItemsPtr = wasmServer.allocate_collected_items();
const thrownBombsPtr = wasmServer.allocate_thrown_bombs();
const explodedBombsPtr = wasmServer.allocate_exploded_bombs();
wss.on("connection", (ws, req) => {
ws.binaryType = 'arraybuffer';
if (players.size >= SERVER_TOTAL_LIMIT) {
wasmServer.stats_inc_counter(StatEntry.PLAYERS_REJECTED, 1);
ws.close();
return;
}
if (req.socket.remoteAddress === undefined) {
// NOTE: something weird happened the client does not have a remote address
wasmServer.stats_inc_counter(StatEntry.PLAYERS_REJECTED, 1);
ws.close();
return;
}
const remoteAddress = req.socket.remoteAddress;
{
let count = connectionLimits.get(remoteAddress) || 0;
if (count >= SERVER_SINGLE_IP_LIMIT) {
wasmServer.stats_inc_counter(StatEntry.PLAYERS_REJECTED, 1);
ws.close();
return;
}
connectionLimits.set(remoteAddress, count + 1);
}
const id = idCounter++;
const x = 0;//Math.random()*(common.WORLD_WIDTH - common.PLAYER_SIZE);
const y = 0;//Math.random()*(common.WORLD_HEIGHT - common.PLAYER_SIZE);
const position = new Vector2(x, y);
const hue = Math.floor(Math.random()*360);
const player = {
ws,
remoteAddress,
id,
position,
direction: 0,
moving: 0,
newMoving: 0,
hue,
moved: false,
}
players.set(id, player);
// console.log(`Player ${id} connected`);
joinedIds.add(id);
wasmServer.stats_inc_counter(StatEntry.PLAYERS_JOINED, 1);
wasmServer.stats_inc_counter(StatEntry.PLAYERS_CURRENTLY, 1);
ws.addEventListener("message", (event) => {
wasmServer.stats_inc_counter(StatEntry.MESSAGES_RECEIVED, 1);
messagesRecievedWithinTick += 1;
if (!(event.data instanceof ArrayBuffer)){
wasmServer.stats_inc_counter(StatEntry.BOGUS_AMOGUS_MESSAGES, 1);
// console.log(`Received bogus-amogus message from client ${id}:`, message)
ws.close();
return;
}
const view = new DataView(event.data);
wasmServer.stats_inc_counter(StatEntry.BYTES_RECEIVED, view.byteLength)
bytesReceivedWithinTick += view.byteLength;
if (common.AmmaMovingStruct.verify(view)) {
// console.log(`Received message from player ${id}`, message)
const direction = common.AmmaMovingStruct.direction.read(view);
const start = common.AmmaMovingStruct.start.read(view);
if (start) {
player.newMoving |= (1<<direction);
} else {
player.newMoving &= ~(1<<direction);
}
} else if (common.AmmaThrowingStruct.verify(view)) {
wasmServer.throw_bomb_on_server_side(player.position.x, player.position.y, player.direction, level.bombsPtr, thrownBombsPtr);
} else if (common.PingStruct.verify(view)) {
pingIds.set(id, common.PingStruct.timestamp.read(view));
} else {
// console.log(`Received bogus-amogus message from client ${id}:`, view)
wasmServer.stats_inc_counter(StatEntry.BOGUS_AMOGUS_MESSAGES, 1);
ws.close();
return;
}
});
ws.on("close", () => {
// console.log(`Player ${id} disconnected`);
let count = connectionLimits.get(remoteAddress);
if (count !== undefined) {
if (count <= 1) {
connectionLimits.delete(remoteAddress);
} else {
connectionLimits.set(remoteAddress, count - 1);
}
}
players.delete(id);
wasmServer.stats_inc_counter(StatEntry.PLAYERS_LEFT, 1);
wasmServer.stats_inc_counter(StatEntry.PLAYERS_CURRENTLY, -1);
if (!joinedIds.delete(id)) {
leftIds.add(id);
}
})
})
let previousTimestamp = performance.now();
function tick() {
const timestamp = performance.now();
const deltaTime = (timestamp - previousTimestamp)/1000
previousTimestamp = timestamp;
let messageSentCounter = 0;
let bytesSentCounter = 0;
if (joinedIds.size > 0) {
// Initialize joined player
{
// Reconstructing the state of the other players batch
const playersCount = players.size;
const bufferPlayersState = common.PlayersJoinedHeaderStruct.allocateAndInit(playersCount);
{
let index = 0;
players.forEach((player) => {
const playerView = common.PlayersJoinedHeaderStruct.item(bufferPlayersState, index);
common.PlayerStruct.id.write(playerView, player.id);
common.PlayerStruct.x.write(playerView, player.position.x);
common.PlayerStruct.y.write(playerView, player.position.y);
common.PlayerStruct.direction.write(playerView, player.direction);
common.PlayerStruct.hue.write(playerView, player.hue/360*256);
common.PlayerStruct.moving.write(playerView, player.moving);
index += 1;
})
}
// Reconstructing the state of items batch
const bufferItemsState = (() => {
const message = wasmServer.reconstruct_state_of_items(level.itemsPtr);
const size = new DataView(wasmServer.memory.buffer, message, common.UINT32_SIZE).getUint32(0, true);
return new Uint8ClampedArray(wasmServer.memory.buffer, message + common.UINT32_SIZE, size - common.UINT32_SIZE);
})();
// Greeting all the joined players and notifying them about other players
joinedIds.forEach((joinedId) => {
const joinedPlayer = players.get(joinedId);
if (joinedPlayer !== undefined) { // This should never happen, but we handling none existing ids for more robustness
// The greetings
const view = new DataView(new ArrayBuffer(common.HelloStruct.size));
common.HelloStruct.kind.write(view, common.MessageKind.Hello);
common.HelloStruct.id.write(view, joinedPlayer.id);
common.HelloStruct.x.write(view, joinedPlayer.position.x);
common.HelloStruct.y.write(view, joinedPlayer.position.y);
common.HelloStruct.direction.write(view, joinedPlayer.direction);
common.HelloStruct.hue.write(view, Math.floor(joinedPlayer.hue/360*256));
joinedPlayer.ws.send(view);
bytesSentCounter += view.byteLength;
messageSentCounter += 1
// Reconstructing the state of the other players
joinedPlayer.ws.send(bufferPlayersState);
bytesSentCounter += bufferPlayersState.byteLength;
messageSentCounter += 1
// Reconstructing the state of items
joinedPlayer.ws.send(bufferItemsState);
bytesSentCounter += bufferItemsState.byteLength;
messageSentCounter += 1
// TODO: Reconstructing the state of bombs
}
})
}
// Notifying old player about who joined
{
const count = joinedIds.size;
const buffer = common.PlayersJoinedHeaderStruct.allocateAndInit(count);
let index = 0;
joinedIds.forEach((joinedId) => {
const joinedPlayer = players.get(joinedId);
if (joinedPlayer !== undefined) { // This should never happen, but we handling none existing ids for more robustness
const playerView = common.PlayersJoinedHeaderStruct.item(buffer, index);
common.PlayerStruct.id.write(playerView, joinedPlayer.id);
common.PlayerStruct.x.write(playerView, joinedPlayer.position.x);
common.PlayerStruct.y.write(playerView, joinedPlayer.position.y);
common.PlayerStruct.direction.write(playerView, joinedPlayer.direction);
common.PlayerStruct.hue.write(playerView, joinedPlayer.hue/360*256);
common.PlayerStruct.moving.write(playerView, joinedPlayer.moving);
index += 1;
}
});
players.forEach((player) => {
if (!joinedIds.has(player.id)) { // Joined player should already know about themselves
player.ws.send(buffer);
bytesSentCounter += buffer.byteLength;
messageSentCounter += 1
}
})
}
}
// Notifying about whom left
if (leftIds.size > 0) {
const count = leftIds.size;
const buffer = common.PlayersLeftHeaderStruct.allocateAndInit(count);
let index = 0;
leftIds.forEach((leftId) => {
common.PlayersLeftHeaderStruct.item(buffer, index).setUint32(0, leftId, true);
index += 1;
})
players.forEach((player) => {
player.ws.send(buffer);
bytesSentCounter += buffer.byteLength;
messageSentCounter += 1
})
}
// Notify about moving player
{
let count = 0;
players.forEach((player) => {
if (player.newMoving !== player.moving) {
count += 1;
}
})
if (count > 0) {
const buffer = common.PlayersMovingHeaderStruct.allocateAndInit(count);
let index = 0;
players.forEach((player) => {
if (player.newMoving !== player.moving) {
player.moving = player.newMoving;
const playerView = common.PlayersMovingHeaderStruct.item(buffer, index);
common.PlayerStruct.id.write(playerView, player.id);
common.PlayerStruct.x.write(playerView, player.position.x);
common.PlayerStruct.y.write(playerView, player.position.y);
common.PlayerStruct.direction.write(playerView, player.direction);
common.PlayerStruct.moving.write(playerView, player.moving);
index += 1;
}
});
players.forEach((player) => {
player.ws.send(buffer);
bytesSentCounter += buffer.byteLength;
messageSentCounter += 1;
});
}
}
// Notifying about thrown bombs
const bufferBombsThrown = (() => {
const message = wasmServer.thrown_bombs_as_batch_message(level.bombsPtr, thrownBombsPtr);
if (message === 0) return null;
const size = new DataView(wasmServer.memory.buffer, message, common.UINT32_SIZE).getUint32(0, true);
return new Uint8ClampedArray(wasmServer.memory.buffer, message + common.UINT32_SIZE, size - common.UINT32_SIZE);
})();
if (bufferBombsThrown !== null) {
players.forEach((player) => {
player.ws.send(bufferBombsThrown);
bytesSentCounter += bufferBombsThrown.byteLength;
messageSentCounter += 1;
})
}
// Simulating the world for one server tick.
{
players.forEach((player) => {
common.updatePlayer(wasmServer, player, level.scenePtr, deltaTime);
wasmServer.collect_items_by_player_at(player.position.x, player.position.y, collectedItemsPtr, level.itemsPtr);
});
const bufferItemsCollected = (() => {
const message = wasmServer.collected_items_as_batch_message(level.itemsPtr, collectedItemsPtr);
if (message === 0) return null;
const size = new DataView(wasmServer.memory.buffer, message, common.UINT32_SIZE).getUint32(0, true);
return new Uint8ClampedArray(wasmServer.memory.buffer, message + common.UINT32_SIZE, size - common.UINT32_SIZE);
})();
if (bufferItemsCollected !== null) {
players.forEach((player) => {
player.ws.send(bufferItemsCollected);
bytesSentCounter += bufferItemsCollected.byteLength;
messageSentCounter += 1;
});
}
wasmServer.update_bombs_on_server_side(level.scenePtr, deltaTime, explodedBombsPtr, level.bombsPtr);
const bufferBombsExploded = (() => {
const message = wasmServer.exploded_bombs_as_batch_message(explodedBombsPtr, level.bombsPtr);
if (message === 0) return null;
const size = new DataView(wasmServer.memory.buffer, message, common.UINT32_SIZE).getUint32(0, true);
return new Uint8ClampedArray(wasmServer.memory.buffer, message + common.UINT32_SIZE, size - common.UINT32_SIZE);
})();
if (bufferBombsExploded !== null) {
players.forEach((player) => {
player.ws.send(bufferBombsExploded);
bytesSentCounter += bufferBombsExploded.byteLength;
messageSentCounter += 1;
})
}
}
// Sending out pings
pingIds.forEach((timestamp, id) => {
const player = players.get(id);
if (player !== undefined) { // This MAY happen. A player may send a ping and leave.
const view = new DataView(new ArrayBuffer(common.PongStruct.size));
common.PongStruct.kind.write(view, common.MessageKind.Pong);
common.PongStruct.timestamp.write(view, timestamp);
player.ws.send(view);
bytesSentCounter += view.byteLength;
messageSentCounter += 1;
}
});
const tickTime = performance.now() - timestamp;
wasmServer.stats_inc_counter(StatEntry.TICKS_COUNT, 1);
wasmServer.stats_push_sample(StatEntry.TICK_TIMES, tickTime/1000);
wasmServer.stats_inc_counter(StatEntry.MESSAGES_SENT, messageSentCounter);
wasmServer.stats_push_sample(StatEntry.TICK_MESSAGES_SENT, messageSentCounter);
wasmServer.stats_push_sample(StatEntry.TICK_MESSAGES_RECEIVED, messagesRecievedWithinTick);
wasmServer.stats_inc_counter(StatEntry.BYTES_SENT, bytesSentCounter);
wasmServer.stats_push_sample(StatEntry.TICK_BYTE_SENT, bytesSentCounter);
wasmServer.stats_push_sample(StatEntry.TICK_BYTE_RECEIVED, bytesReceivedWithinTick);
joinedIds.clear();
leftIds.clear();
pingIds.clear();
bytesReceivedWithinTick = 0;
messagesRecievedWithinTick = 0;
// TODO: serve the stats over a separate websocket, so a separate html page can poll it once in a while
wasmServer.stats_print_per_n_ticks(SERVER_FPS);
wasmServer.reset_temp_mark();
setTimeout(tick, Math.max(0, 1000/SERVER_FPS - tickTime));
}
interface WasmServer extends common.WasmCommon {
stats_inc_counter: (entry: number, delta: number) => void,
stats_push_sample: (entry: number, sample: number) => void,
stats_print_per_n_ticks: (n: number) => void,
reconstruct_state_of_items: (items: number) => number,
allocate_collected_items: () => number,
collect_items_by_player_at: (player_position_x: number, player_position_y: number, collected_items: number, items: number) => void,
collected_items_as_batch_message: (items: number, collected_items: number) => number,
allocate_thrown_bombs: () => number,
throw_bomb: (player_position_x: number, player_position_y: number, player_direction: number, bombs: number) => number,
throw_bomb_on_server_side: (player_position_x: number, player_position_y: number, player_direction: number, bombs: number, thrown_bombs: number) => number,
thrown_bombs_as_batch_message: (bombs: number, thrown_bombs: number) => number,
allocate_exploded_bombs: () => number,
update_bombs_on_server_side: (scene: number, delta_time: number, exploded_bombs: number, bombs: number) => void,
exploded_bombs_as_batch_message: (exploded_bombs: number, bombs: number) => number,
}
function platform_now_secs(): number {
return Math.floor(Date.now()/1000);
}
// NOTE: This implicitly adds newline, but given how we using this
// function in server.c3 it's actually fine. This function is called
// once per io::printn() anyway.
function platform_write(buffer: number, buffer_len: number) {
console.log(new TextDecoder().decode(new Uint8ClampedArray(wasmServer.memory.buffer, buffer, buffer_len)));
}
async function instantiateWasmServer(path: string): Promise<WasmServer> {
const wasm = await WebAssembly.instantiate(readFileSync(path), {
"env": {platform_now_secs, platform_write},
});
const wasmCommon = common.makeWasmCommon(wasm);
wasmCommon._initialize();
return {
...wasmCommon,
stats_inc_counter: wasm.instance.exports.stats_inc_counter as (entry: number) => void,
stats_push_sample: wasm.instance.exports.stats_push_sample as (entry: number, sample: number) => void,
stats_print_per_n_ticks: wasm.instance.exports.stats_print_per_n_ticks as (n: number) => void,
reconstruct_state_of_items: wasm.instance.exports.reconstruct_state_of_items as (items: number) => number,
allocate_collected_items: wasm.instance.exports.allocate_collected_items as () => number,
collect_items_by_player_at: wasm.instance.exports.collect_items_by_player_at as (player_position_x: number, player_position_y: number, collected_items: number, items: number) => void,
collected_items_as_batch_message: wasm.instance.exports.collected_items_as_batch_message as (items: number, collected_items: number) => number,
allocate_thrown_bombs: wasm.instance.exports.allocate_thrown_bombs as () => number,
throw_bomb: wasm.instance.exports.throw_bomb as (player_position_x: number, player_position_y: number, player_direction: number, bombs: number) => number,
throw_bomb_on_server_side: wasm.instance.exports.throw_bomb_on_server_side as (player_position_x: number, player_position_y: number, player_direction: number, bombs: number, thrown_bombs: number) => number,
thrown_bombs_as_batch_message: wasm.instance.exports.thrown_bombs_as_batch_message as (bombs: number, thrown_bombs: number) => number,
allocate_exploded_bombs: wasm.instance.exports.allocate_exploded_bombs as () => number,
update_bombs_on_server_side: wasm.instance.exports.update_bombs_on_server_side as (scene: number, delta_time: number, exploded_bombs: number, bombs: number) => void,
exploded_bombs_as_batch_message: wasm.instance.exports.exploded_bombs_as_batch_message as (exploded_bombs: number, bombs: number) => number
};
}
setTimeout(tick, 1000/SERVER_FPS);
console.log(`Listening to ws://0.0.0.0:${common.SERVER_PORT}`)