chore: adjust player tank's size
This commit is contained in:
+96
-22
@@ -2,18 +2,48 @@
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* Tank War PVP Server
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* WebSocket server for online 1v1 multiplayer.
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* Handles room management, message relay, and basic game state authority.
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*
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* Deployment note:
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* - /health → HTTP health check (used by K8s livenessProbe/readinessProbe)
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* - /tankwar/ws → WebSocket upgrade path (exposed publicly via Nginx)
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* Both share the same HTTP server on PORT.
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*/
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const { WebSocketServer } = require('ws');
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const http = require('http');
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// ============================================================
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// Configuration
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// ============================================================
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const PORT = process.env.PORT || 3000;
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const HOST = process.env.HOST || '0.0.0.0';
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const WS_PATH = process.env.WS_PATH || '/tankwar/ws';
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const HEARTBEAT_INTERVAL = 10000; // ms
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const ROOM_TIMEOUT = 300000; // 5 minutes room idle timeout
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// ============================================================
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// HTTP Health Check Server
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// ============================================================
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const healthServer = http.createServer((req, res) => {
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if (req.url === '/health' || req.url === '/tankwar/health') {
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res.writeHead(200, { 'Content-Type': 'application/json' });
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res.end(JSON.stringify({
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status: 'healthy',
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timestamp: new Date().toISOString(),
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activeConnections: players.size,
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activeRooms: rooms.size,
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activeTeamRooms: teamRooms.size
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}));
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} else {
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res.writeHead(404, { 'Content-Type': 'text/plain' });
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res.end('Not Found');
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}
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});
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healthServer.listen(PORT, HOST, () => {
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console.log(`[Health Server] Running on ${HOST}:${PORT}`);
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});
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// ============================================================
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// Message Types (must match client NET_MSG)
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// ============================================================
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@@ -135,6 +165,7 @@ class PlayerInfo {
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constructor(ws, playerId) {
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this.ws = ws;
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this.playerId = playerId;
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this.nickname = '';
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this.roomId = null;
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this.teamId = null;
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this.isAlive = true;
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@@ -152,8 +183,9 @@ class TeamRoom {
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* @param {WebSocket} leaderWs - WebSocket of the team leader
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* @param {string} leaderId - Player id of the leader
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* @param {string} [battleMode='3v3'] - Battle mode ('1v1' or '3v3')
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* @param {string} [leaderNickname=''] - Display nickname of the leader
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*/
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constructor(id, leaderWs, leaderId, battleMode = '3v3') {
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constructor(id, leaderWs, leaderId, battleMode = '3v3', leaderNickname = '') {
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this.id = id;
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this.state = 'forming'; // forming | matching | playing | finished
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this.createdAt = Date.now();
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@@ -164,8 +196,8 @@ class TeamRoom {
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this.teamSize = config.teamSize;
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this.fillWithBotsEnabled = config.fillWithBots;
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// Team A members: { ws, playerId, ready, isBot, disconnectedAt }
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this.teamA = [{ ws: leaderWs, playerId: leaderId, ready: true, isBot: false, disconnectedAt: null }];
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// Team A members: { ws, playerId, nickname, ready, isBot, disconnectedAt }
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this.teamA = [{ ws: leaderWs, playerId: leaderId, nickname: leaderNickname || '', ready: true, isBot: false, disconnectedAt: null }];
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// Team B members
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this.teamB = [];
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this.leaderId = leaderId;
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@@ -233,16 +265,16 @@ class TeamRoom {
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}
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/** Add a player to team A */
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addToTeamA(ws, playerId) {
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addToTeamA(ws, playerId, nickname = '') {
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if (this.isTeamAFull()) return false;
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this.teamA.push({ ws, playerId, ready: false, isBot: false, disconnectedAt: null });
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this.teamA.push({ ws, playerId, nickname, ready: false, isBot: false, disconnectedAt: null });
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return true;
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}
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/** Add a player to team B */
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addToTeamB(ws, playerId) {
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addToTeamB(ws, playerId, nickname = '') {
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if (this.teamB.length >= this.teamSize) return false;
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this.teamB.push({ ws, playerId, ready: false, isBot: false, disconnectedAt: null });
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this.teamB.push({ ws, playerId, nickname, ready: false, isBot: false, disconnectedAt: null });
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return true;
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}
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@@ -260,6 +292,7 @@ class TeamRoom {
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this.teamA.push({
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ws: null,
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playerId: `bot_a_${botCounter}_${this.id}`,
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nickname: '',
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ready: true,
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isBot: true,
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disconnectedAt: null,
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@@ -270,6 +303,7 @@ class TeamRoom {
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this.teamB.push({
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ws: null,
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playerId: `bot_b_${botCounter}_${this.id}`,
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nickname: '',
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ready: true,
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isBot: true,
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disconnectedAt: null,
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@@ -335,6 +369,7 @@ class TeamRoom {
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teamSize: this.teamSize,
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teamA: this.teamA.map(m => ({
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playerId: m.playerId,
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nickname: m.nickname || '',
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ready: m.ready,
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isBot: m.isBot,
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isLeader: m.playerId === this.leaderId,
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@@ -342,6 +377,7 @@ class TeamRoom {
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})),
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teamB: this.teamB.map(m => ({
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playerId: m.playerId,
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nickname: m.nickname || '',
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ready: m.ready,
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isBot: m.isBot,
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connected: m.isBot || (m.ws && m.ws.readyState === 1),
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@@ -449,7 +485,7 @@ function handleCreateRoom(ws, data) {
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const roomCode = generateRoomCode();
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// Create a TeamRoom in 1v1 mode instead of a legacy Room
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const teamRoom = new TeamRoom(roomCode, ws, playerInfo.playerId, '1v1');
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const teamRoom = new TeamRoom(roomCode, ws, playerInfo.playerId, '1v1', playerInfo.nickname || '');
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teamRooms.set(roomCode, teamRoom);
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playerInfo.teamId = roomCode;
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@@ -498,7 +534,7 @@ function handleJoinRoom(ws, data) {
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}
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// Join as team B
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teamRoom.addToTeamB(ws, playerInfo.playerId);
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teamRoom.addToTeamB(ws, playerInfo.playerId, playerInfo.nickname || '');
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playerInfo.teamId = roomId;
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console.log(`[Server] Player ${playerInfo.playerId} joined 1v1 room ${roomId} (TeamRoom)`);
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@@ -568,7 +604,7 @@ function handleCreateTeam(ws, data) {
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}
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const teamId = generateTeamId();
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const teamRoom = new TeamRoom(teamId, ws, playerInfo.playerId);
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const teamRoom = new TeamRoom(teamId, ws, playerInfo.playerId, '3v3', playerInfo.nickname || '');
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teamRooms.set(teamId, teamRoom);
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playerInfo.teamId = teamId;
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@@ -592,7 +628,7 @@ function handleJoinTeam(ws, data) {
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// Team was cleaned up (e.g. leader disconnected during dev-tool reload).
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// Auto-create a new room with the same ID so the invite link still works.
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console.log(`[Server] Team ${teamId} not found, auto-creating for ${playerInfo.playerId}`);
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teamRoom = new TeamRoom(teamId, ws, playerInfo.playerId);
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teamRoom = new TeamRoom(teamId, ws, playerInfo.playerId, '3v3', playerInfo.nickname || '');
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teamRooms.set(teamId, teamRoom);
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playerInfo.teamId = teamId;
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sendMessage(ws, NET_MSG.TEAM_STATE, teamRoom.getTeamState());
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@@ -614,7 +650,7 @@ function handleJoinTeam(ws, data) {
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handleLeaveTeam(ws, {});
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}
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teamRoom.addToTeamA(ws, playerInfo.playerId);
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teamRoom.addToTeamA(ws, playerInfo.playerId, playerInfo.nickname || '');
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playerInfo.teamId = teamId;
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console.log(`[Server] Player ${playerInfo.playerId} joined team ${teamId}`);
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@@ -815,7 +851,7 @@ function handleSoloMatch(ws, data) {
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// Create a solo team room for this player
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const teamId = generateTeamId();
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const teamRoom = new TeamRoom(teamId, ws, playerInfo.playerId);
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const teamRoom = new TeamRoom(teamId, ws, playerInfo.playerId, '3v3', playerInfo.nickname || '');
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teamRoom.state = 'matching';
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teamRoom.matchStartTime = Date.now();
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teamRooms.set(teamId, teamRoom);
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@@ -888,7 +924,7 @@ function tryMatchTeams() {
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// Merge team B members into team A room as opponents
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for (const member of teamB_room.teamA) {
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teamA_room.addToTeamB(member.ws, member.playerId);
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teamA_room.addToTeamB(member.ws, member.playerId, member.nickname || '');
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if (member.ws) {
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const info = players.get(member.ws);
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if (info) info.teamId = teamA_room.id;
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@@ -953,9 +989,9 @@ function tryMatchTeams() {
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// Alternate: odd index -> team A, even index -> team B
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if (i % 2 === 1 && !gameRoom.isTeamAFull()) {
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gameRoom.addToTeamA(ws, info.playerId);
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gameRoom.addToTeamA(ws, info.playerId, info.nickname || '');
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} else {
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gameRoom.addToTeamB(ws, info.playerId);
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gameRoom.addToTeamB(ws, info.playerId, info.nickname || '');
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}
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}
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@@ -986,8 +1022,8 @@ function startTeamGame(teamRoom) {
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const gameData = {
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mapId: teamRoom.mapId,
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teamA: teamRoom.teamA.map(m => ({ playerId: m.playerId, isBot: m.isBot })),
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teamB: teamRoom.teamB.map(m => ({ playerId: m.playerId, isBot: m.isBot })),
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teamA: teamRoom.teamA.map(m => ({ playerId: m.playerId, nickname: m.nickname || '', isBot: m.isBot })),
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teamB: teamRoom.teamB.map(m => ({ playerId: m.playerId, nickname: m.nickname || '', isBot: m.isBot })),
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teamABaseHp: teamRoom.teamABaseHp,
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teamBBaseHp: teamRoom.teamBBaseHp,
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battleMode: teamRoom.battleMode,
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@@ -1306,7 +1342,7 @@ function handleMessage(ws, rawData) {
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return;
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}
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const { type, data, playerId } = msg;
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const { type, data, playerId, nickname } = msg;
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// Update player info
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const playerInfo = players.get(ws);
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@@ -1315,6 +1351,26 @@ function handleMessage(ws, rawData) {
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if (playerId && !playerInfo.playerId) {
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playerInfo.playerId = playerId;
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}
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// Refresh nickname on every message (it may be granted mid-session).
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if (typeof nickname === 'string' && nickname) {
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if (playerInfo.nickname !== nickname) {
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playerInfo.nickname = nickname;
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// Also propagate into any active team room member entry.
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if (playerInfo.teamId) {
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const tr = teamRooms.get(playerInfo.teamId);
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if (tr) {
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const member = tr.getMemberByWs(ws);
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if (member && member.nickname !== nickname) {
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member.nickname = nickname;
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// Broadcast regardless of room state (forming / matching / playing)
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// so that peers always render the latest display name — in 3v3 a
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// player may only tap the UserInfoButton AFTER the match starts.
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tr.broadcast(NET_MSG.TEAM_STATE, tr.getTeamState());
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}
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}
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}
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}
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}
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}
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switch (type) {
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@@ -1538,9 +1594,26 @@ setInterval(() => {
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}, 300000); // Every 5 minutes
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// ============================================================
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// WebSocket Server
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// WebSocket Server (noServer mode, shares HTTP server with health check)
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// ============================================================
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const wss = new WebSocketServer({ host: HOST, port: PORT });
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// Use noServer mode so the WS upgrade only fires on the configured path.
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// This lets /health stay as plain HTTP on the same port.
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const wss = new WebSocketServer({ noServer: true });
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healthServer.on('upgrade', (req, socket, head) => {
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// Only upgrade on the configured WebSocket path; reject any other path.
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// We compare by pathname so query strings are tolerated.
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const pathname = (req.url || '').split('?')[0];
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if (pathname !== WS_PATH) {
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console.warn(`[Server] Rejected WebSocket upgrade on unexpected path: ${req.url}`);
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socket.write('HTTP/1.1 404 Not Found\r\n\r\n');
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socket.destroy();
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return;
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}
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wss.handleUpgrade(req, socket, head, (ws) => {
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wss.emit('connection', ws, req);
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});
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});
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wss.on('connection', (ws, req) => {
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const ip = req.socket.remoteAddress;
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@@ -1604,4 +1677,5 @@ setInterval(() => {
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// Startup
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// ============================================================
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console.log(`[Tank War Server] Running on ${HOST}:${PORT}`);
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console.log(`[Tank War Server] WebSocket URL: ws://${HOST}:${PORT}`);
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console.log(`[Tank War Server] WebSocket path: ${WS_PATH}`);
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console.log(`[Tank War Server] Health check paths: /health, /tankwar/health`);
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