clean up
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parent
aa02d0ab6f
commit
b9274a42c7
1 changed files with 480 additions and 457 deletions
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@ -48,9 +48,6 @@ export class GameServer extends CommandReceiver {
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private isInEndGame = false;
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private timeScaling = 1;
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private serverName: string;
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private playerLimit: number;
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private initialize() {
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const previousPlayers = this.players;
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this.releaseJoinedSockets();
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@ -85,9 +82,6 @@ export class GameServer extends CommandReceiver {
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) {
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super();
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this.serverName = options.name;
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this.playerLimit = options.playerLimit;
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this.initialize();
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io.on('connection', (socket: Socket) => {
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@ -274,14 +268,9 @@ export class GameServer extends CommandReceiver {
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this.isInEndGame = true;
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const endTitleLength = 6;
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this.players.endGame(winningTeam);
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this.players.queueCommandForEachClient(
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new GameEndCommand(winningTeam, endTitleLength, true),
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);
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setTimeout(() => this.destroy(), endTitleLength * 1000 * 1.1);
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}
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private destroy() {
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this.initialize();
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this.players.queueCommandForEachClient(new GameEndCommand());
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// Rebuild the world for the next round once the end card has been shown.
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setTimeout(() => this.initialize(), endTitleLength * 1000 * 1.1);
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}
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private timeSinceLastPointUpdate = 0;
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@ -377,14 +366,14 @@ export class GameServer extends CommandReceiver {
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rtts.sort((a, b) => a - b);
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console.info(
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`Player RTT median ${rtts[Math.floor(rtts.length / 2)].toFixed(0)} ms ` +
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`(min ${rtts[0].toFixed(0)}, max ${rtts[rtts.length - 1].toFixed(0)}, n=${rtts.length})`,
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`(min ${rtts[0].toFixed(0)}, max ${rtts[rtts.length - 1].toFixed(0)}, n=${rtts.length})`,
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);
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}
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if (this.droppedInboundMessages > 0) {
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console.warn(
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`Rate limited ${this.droppedInboundMessages} inbound message(s) since last report — ` +
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'client input was discarded',
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'client input was discarded',
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);
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this.droppedInboundMessages = 0;
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}
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@ -406,9 +395,9 @@ export class GameServer extends CommandReceiver {
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public get serverInfo(): ServerInformation {
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return {
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serverName: this.serverName,
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serverName: this.options.name,
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playerCount: this.players.count,
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playerLimit: this.playerLimit,
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playerLimit: this.options.playerLimit,
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gameStatePercent: this.gameProgress,
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};
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}
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