Files
Techmino/parts/net.lua
SweetSea dc6b7de15f Fix multiplayer chat (#1154)
* Fix multiplayer chat

* Update wrapping text param.

* Update net_game.lua
2024-09-11 20:31:41 +08:00

768 lines
22 KiB
Lua

local WS=WS
local NET={
uid=false,
uid_sid={},
storedStream=false,
roomState={-- A copy of room structure on server
info={
name=false,
type=false,
version=false,
description=false,
},
data={},
count={
Gamer=0,
Spectator=0,
},
capacity=false,
private=false,
state='Standby',
},
spectate=false,-- If player is spectating
seed=false,
roomAllReady=false,
onlineCount="_",
textBox=WIDGET.newTextBox{name='texts',x=20,y=110,w=980,h=500},
inputBox=WIDGET.newInputBox{name='input',x=20,y=630,w=980,h=50,limit=256},
}
function NET.freshRoomAllReady()
local playCount,readyCount=0,0
for j=1,#NETPLY.list do
if NETPLY.list[j].playMode=='Gamer' then playCount=playCount+1 end
if NETPLY.list[j].readyMode=='Ready' then readyCount=readyCount+1 end
end
NET.roomAllReady=playCount>0 and playCount==readyCount
if playCount>1 and playCount-readyCount==1 then
local p=NETPLY.map[USER.uid]
if p.playMode=='Gamer' and p.readyMode~='Ready' and TASK.lock('urgeReady',1) then
SFX.play('warn_2',.5)
end
end
end
--------------------------<NEW HTTP API>
local ignoreError={
["Techrater.PlayerStream.notAvailable"]=true,
["Techrater.PlayerManager.invalidAccessToken"]=true,
["Techrater.PlayerManager.invalidRefreshToken"]=true,
}
local availableErrorTextType={info=1,warn=1,error=1}
local function parseError(pathStr)
if ignoreError[pathStr] then return end
LOG(pathStr)
if type(pathStr)~='string' then
MES.new('error',"<"..tostring(pathStr)..">",5)
elseif pathStr:find("[^0-9a-zA-Z.]") then
MES.new('error',"["..pathStr.."]",5)
else
local mesPath=STRING.split(pathStr,'.')
if mesPath[1]~='Techrater' then
MES.new('error',"["..pathStr.."]",5)
return
end
local curText=text.Techrater
for i=2,#mesPath do
if type(curText)~='table' then break end
curText=curText[mesPath[i]]
end
if not curText then
curText=text.Techrater[mesPath[#mesPath]]
end
if type(curText)=='table' then
if availableErrorTextType[curText[1]] and type(curText[2])=='string' and type(curText[3])=='number' then
MES.new(curText[1],curText[2],math.min(curText[3],5))
return
end
elseif type(curText)=='string' then
if #curText>0 then
MES.new('warn',curText,5)
return
end
end
MES.new('warn',"["..pathStr.."]",5)
end
end
local function getMsg(request,timeout)
HTTP(request)
local totalTime=0
while true do
local msg=HTTP.pollMsg(request.pool)
if msg then
if type(msg.body)=='string' and #msg.body>0 then
local body=JSON.decode(msg.body)
if body then
if tostring(body.code):sub(1,1)~='2' then
parseError(body.message~=nil and body.message or msg)
end
return body
end
else
MES.new('info',text.serverDown)
return
end
else
totalTime=totalTime+coroutine.yield()
if totalTime>timeout then
return
end
end
end
end
function NET.login(auto)
if not TASK.lock('login') then return end
TASK.new(function()
WAIT{
quit=function()
TASK.unlock('login')
HTTP.deletePool('login')
end,
timeout=12.6,
}
if USER.aToken then
local res=getMsg({
pool='login',
url=AUTHHOST,
path='/studio26f/api/v1/auth/check',
headers={["x-access-token"]=USER.aToken},
},6.26)
if res and math.floor(res.code/100)==2 then
USER.uid=res.data.playerId
if res.data.accessToken then
USER.aToken=res.data.accessToken
end
saveUser()
NET.ws_connect()
if not auto then-- Quit login menu
SCN.pop()
end
SCN.go('net_menu')
WAIT.interrupt()
return
end
end
if auto then
SCN.go('login')
end
WAIT.interrupt()
end)
end
function NET.getUserInfo(uid)
TASK.new(function()
local res=getMsg({
pool='getInfo',
url=AUTHHOST,
path='/studio26f/api/v1/player/info?playerId='..uid,
},6.26)
if res and res.code==200 and type(res.data)=='table' then
USERS.updateUserData(res.data)
end
end)
end
function NET.getAvatar(uid)
TASK.new(function()
local res=getMsg({
pool='getInfo',
url=AUTHHOST,
path='/studio26f/api/v1/player/avatar?playerId='..uid,
},6.26)
if res and res.code==200 and type(res.data)=='string' then
USERS.updateAvatar(uid,res.data)
end
end)
end
local noticeLang={
en='en_us',
fr='en_us', -- fr_fr
es='en_us', -- es_es
id='en_us', -- id_id
pt='en_us', -- pt_pt
symbol='en_us', -- gl_os
ja='en_us', -- ja_jp
vi='en_us', -- vi_vn
zh='zh_cn',
zh_trad='zh_tw',
zh_code='zh_cn',
}
function NET.launchNotice()
TASK.new(function()
local res=getMsg({
pool='getNotice',
path='/techmino/api/v1/notice?language='..noticeLang[SETTING.locale]..'&lastCount=1',
},6.26)
if res and res.code==200 then
local opt=res.data.contents[1]
if opt then
MES.new('info',opt.content,12.6)
else
MES.new('info',text.Techrater.NoticeManager.noticeNotFound)
end
end
end)
end
function NET.getNotice(count)
WAIT{timeout=6.26}
TASK.new(function()
local res=getMsg({
pool='getNotice',
path='/techmino/api/v1/notice?language='..noticeLang[SETTING.locale]..'&lastCount='..(count or 5),
},6.26)
if res and res.code==200 then
WAIT.interrupt()
SCN.go('notice',nil,noticeLang[SETTING.locale],res.data.contents)
end
end)
end
--------------------------<NEW WS API>
local actMap={
global_getOnlineCount= 1000,
match_finish= 1100,
match_ready= 1101,
match_start= 1102,
player_updateConf= 1200,
player_finish= 1201,
player_joinGroup= 1202,
player_setReadyMode= 1203,
player_setHost= 1204,
player_setState= 1205,
player_stream= 1206,
player_setPlayMode= 1207,
room_chat= 1300,
room_create= 1301,
room_getData= 1302,
room_setData= 1303,
room_getInfo= 1304,
room_setInfo= 1305,
room_enter= 1306,
room_kick= 1307,
room_leave= 1308,
room_fetch= 1309,
room_setPW= 1310,
room_remove= 1311,
} for k,v in next,actMap do actMap[v]=k end
local function wsSend(act,data)
-- print(("Send: $1 -->"):repD(act))
-- print(("Send: $1 -->"):repD(act)) print(type(data)=='table' and TABLE.dump(data) or tostring(data),"\n")
WS.send('game',JSON.encode{
action=assert(act),
data=data,
})
end
local function _getFullName(uid)
return USERS.getUsername(uid).."#"..uid
end
--Remove player when leave
local function _playerLeaveRoom(uid)
if SCN.cur~='net_game' then return end
for i=1,#PLAYERS do if PLAYERS[i].uid==uid then table.remove(PLAYERS,i) break end end
for i=1,#PLY_ALIVE do if PLY_ALIVE[i].uid==uid then table.remove(PLY_ALIVE,i) break end end
if uid==USER.uid then
GAME.playing=false
SCN.backTo('net_menu')
else
NETPLY.remove(uid)
end
end
--Push stream data to players
function NET.pumpStream(d)
if d.playerId==USER.uid then return end
for _,P in next,PLAYERS do
if P.uid==d.playerId then
local res,stream=pcall(love.data.decode,'string','base64',d.data)
if res then
DATA.pumpRecording(stream,P.stream)
else
MES.new('error',"Bad stream from ".._getFullName(P.uid),.1)
end
return
end
end
end
-- Global
function NET.global_getOnlineCount()
wsSend(actMap.global_getOnlineCount)
end
-- Room
function NET.room_chat(msg,rid)
if not TASK.lock('chatLimit',1.26) then
MES.new('warn',text.tooFrequent)
elseif #msg>0 then
wsSend(1300,{
message=msg,
roomId=rid,-- Admin
})
return true
end
end
function NET.room_create(data)
if not TASK.lock('createRoom',10) then MES.new('warn',text.tooFrequent) return end
TABLE.coverR(data,NET.roomState)
WAIT{timeout=12}
wsSend(actMap.room_create,data)
end
function NET.room_getData(rid)
wsSend(actMap.room_getData,{
roomId=rid,-- Admin
})
end
function NET.room_setData(data,rid)
wsSend(actMap.room_setData,{
data=data,
roomId=rid,-- Admin
})
end
function NET.room_getInfo(rid)
wsSend(actMap.room_getInfo,{
roomId=rid,-- Admin
})
end
function NET.room_setInfo(info,rid)
wsSend(actMap.room_setInfo,{
info=info,
roomId=rid,-- Admin
})
end
function NET.room_enter(rid,password)
if not TASK.lock('enterRoom',6) then return end
SFX.play('reach',.6)
wsSend(actMap.room_enter,{
roomId=rid,
password=password,
})
end
function NET.room_kick(pid,rid)
wsSend(actMap.room_kick,{
playerId=pid,-- Host
roomId=rid,-- Admin
})
end
function NET.room_leave()
wsSend(actMap.room_leave)
end
function NET.room_fetch()
if not TASK.lock('fetchRoom',3) then return end
wsSend(actMap.room_fetch,{
pageIndex=0,
pageSize=26,
})
end
function NET.room_setPW(pw,rid)
if not TASK.lock('setRoomPW',2) then return end
wsSend(actMap.room_setPW,{
password=pw,
roomId=rid,-- Admin
})
end
function NET.room_remove(rid)
wsSend(actMap.room_remove,{
roomId=rid-- Admin
})
end
-- Player
function NET.player_updateConf()
wsSend(actMap.player_updateConf,dumpBasicConfig())
end
function NET.player_finish(msg)
wsSend(actMap.player_finish,msg)
end
function NET.player_joinGroup(gid)
wsSend(actMap.player_joinGroup,gid)
end
function NET.player_setReady(isReady)
wsSend(actMap.player_setReadyMode,isReady)
end
function NET.player_setHost(pid)
wsSend(actMap.player_setHost,{
playerId=pid,
role='Admin',
})
end
function NET.player_setState(state)-- not used
wsSend(actMap.player_setState,state)
end
function NET.player_stream(stream)
wsSend(actMap.player_stream,love.data.encode('string','base64',stream))
end
function NET.player_setPlayMode(mode)
wsSend(actMap.player_setPlayMode,mode)
end
-- WS
NET.wsCallBack={}
function NET.wsCallBack.global_getOnlineCount(body)
NET.onlineCount=tonumber(body.data) or "_"
end
function NET.wsCallBack.room_chat(body)
if SCN.cur~='net_game' then return end
TASK.unlock('receiveMessage')
TASK.lock('receiveMessage',1)
local name=_getFullName(body.data.playerId).." "
-- P/s: we need to wrap both name and message, not just only message
local _,msgWrapped=FONT.get(NET.inputBox.font):getWrap(name..body.data.message,950)
-- We don't want to see the name repeat twice :skull:
msgWrapped[1]=string.gsub(msgWrapped[1],name,"",1)
-- Push the name in white and first line of message in blue first
NET.textBox:push{COLOR.Z,name,COLOR.N,msgWrapped[1]}
for i, line in ipairs(msgWrapped) do
if i ~= 1 then
NET.textBox:push{COLOR.N,msgWrapped[i]}
end
end
end
function NET.wsCallBack.room_create(body)
MES.new('check',text.createRoomSuccessed)
SCN.pop()
NET.wsCallBack.room_enter(body)
WAIT.interrupt()
end
function NET.wsCallBack.room_getData(body)
NET.roomState.data=body.data
end
function NET.wsCallBack.room_setData(body)
NET.wsCallBack.room_getData(body)
end
function NET.wsCallBack.room_getInfo(body)
NET.roomState.info=body.info
end
function NET.wsCallBack.room_setInfo(body)
NET.wsCallBack.room_getInfo(body)
end
function NET.wsCallBack.room_enter(body)
TASK.unlock('enterRoom')
if body.data.players then
NET.textBox.hide=true
NET.inputBox.hide=true
NET.textBox:clear()
NET.inputBox:clear()
NET.roomState=body.data
NETPLY.clear()
destroyPlayers()
loadGame('netBattle',true,true)
for _,p in next,body.data.players do
NETPLY.add{
uid=p.playerId,
group=p.group,
role=p.role,
playMode=p.type,
readyMode=p.state,
config=p.config,
}
end
if NET.roomState.state=='Playing' then
NET.storedStream={}
for _,p in next,body.data.players do
table.insert(NET.storedStream,{
playerId=p.playerId,
data=p.history,
})
end
NET.seed=body.data.seed
TASK.lock('netPlaying')
else
NET.freshRoomAllReady()
end
else
local p=body.data
if NETPLY.exist(p.playerId) then _playerLeaveRoom(p.playerId) end
NETPLY.add{
uid=p.playerId,
group=p.group,
role=p.role,
playMode=p.type,
readyMode=p.state,
config=p.config,
}
NET.textBox:push{COLOR.Y,text.joinRoom:repD(_getFullName(p.playerId))}
if not TASK.getLock('netPlaying') then
SFX.play('connected')
NET.freshRoomAllReady()
end
end
end
function NET.wsCallBack.room_kick(body)
MES.new('info',text.playerKicked:repD(_getFullName(body.data.executorId),_getFullName(body.data.playerId)))
_playerLeaveRoom(body.data.playerId)
end
function NET.wsCallBack.room_leave(body)
local uid=body.data and body.data.playerId or USER.uid
if body.data then
NET.textBox:push{COLOR.Y,text.leaveRoom:repD(_getFullName(uid))}
end
_playerLeaveRoom(uid)
NET.freshRoomAllReady()
end
function NET.wsCallBack.room_fetch(body)
TASK.unlock('fetchRoom')
if not body.data then body.data={} end
SCN.scenes.net_rooms.widgetList.roomList:setList(body.data)
end
function NET.wsCallBack.room_setPW()
if SCN.cur~='net_game' then return end
MES.new(text.roomPasswordChanged)
end
function NET.wsCallBack.room_remove()
if SCN.cur~='net_game' then return end
MES.new('info',text.roomRemoved)
_playerLeaveRoom(USER.uid)
end
function NET.wsCallBack.player_updateConf(body)
if SCN.cur~='net_game' then return end
if type(body.data)=='table' then
NETPLY.map[body.data.playerId].config=body.data.config
end
end
function NET.wsCallBack.player_finish(body)
if SCN.cur~='net_game' then return end
for _,P in next,PLY_ALIVE do
if P.uid==body.data.playerId then
NETPLY.setPlace(P.uid,#PLY_ALIVE)
P.loseTimer=26
break
end
end
end
function NET.wsCallBack.player_joinGroup(body)
if SCN.cur~='net_game' then return end
NETPLY.map[body.data.playerId].group=body.data.group
end
function NET.wsCallBack.player_setHost(body)
if SCN.cur~='net_game' then return end
if body.data.role=='Admin' then
MES.new('info',text.becomeHost:repD(_getFullName(body.data.playerId)))
end
NETPLY.map[body.data.playerId].role=body.data.role
end
function NET.wsCallBack.player_setState(body)-- not used
end
function NET.wsCallBack.player_stream(body)
if SCN.cur~='net_game' then return end
NET.pumpStream(body.data)
end
function NET.wsCallBack.player_setPlayMode(body)
if SCN.cur~='net_game' then return end
NETPLY.map[body.data.playerId].playMode=body.data.type
NET.freshRoomAllReady()
end
function NET.wsCallBack.player_setReadyMode(body)
if SCN.cur~='net_game' then return end
NETPLY.map[body.data.playerId].readyMode=body.data.isReady and 'Ready' or 'Standby'
NET.freshRoomAllReady()
end
function NET.wsCallBack.match_finish()
if SCN.cur~='net_game' then return end
for _,P in next,PLAYERS do
NETPLY.setStat(P.uid,P.stat)
end
TASK.new(function()
TEST.yieldT(2.6)
TASK.unlock('netPlaying')
end)
end
function NET.wsCallBack.match_ready()-- not used
end
function NET.wsCallBack.match_start(body)
if SCN.cur~='net_game' then return end
TASK.lock('netPlaying')
NET.seed=body.data and body.data.seed
if not NET.seed then
NET.seed=0
MES.new("error",'No seed received')
end
end
function NET.ws_connect()
if WS.status('game')=='dead' then
WS.connect('game','',{['x-access-token']=USER.oToken},6)
TASK.removeTask_code(NET.ws_update)
TASK.new(NET.ws_update)
end
end
function NET.ws_close()
WS.close('game')
end
function NET.ws_update()
-- Wait until connected
while true do
TEST.yieldT(1/26)
if WS.status('game')=='dead' then
USER.aToken=false
USER.oToken=false
TEST.yieldUntilNextScene()
GAME.playing=false
SCN.backTo('main')
return
elseif WS.status('game')=='running' then
break
end
end
do-- Get UID
local res=getMsg({
pool='getUID',
path='/techmino/api/v1/auth/check',
headers={["x-access-token"]=USER.oToken},
},6.26)
if res and math.floor(res.code/100)==2 then
USER.uid=res.data.playerId
if res.data.accessToken then
USER.oToken=res.data.accessToken
end
saveUser()
else
TEST.yieldUntilNextScene()
GAME.playing=false
SCN.backTo('main')
return
end
end
-- Initialize player setting
NET.player_updateConf()
-- Websocket main loop
local updateOnlineCD=0
while true do
TEST.yieldT(.01)-- Network messages, max 126 FPS is enough
if WS.status('game')=='dead' then
TEST.yieldUntilNextScene()
GAME.playing=false
SCN.backTo('main')
return
end
updateOnlineCD=updateOnlineCD%626+1
if updateOnlineCD==1 then NET.global_getOnlineCount() end
local msg,op=WS.read('game')
if msg then
if op=='ping' then
elseif op=='pong' then
elseif op=='close' then
msg=JSON.decode(msg)
if msg then
MES.new('info',text.wsClose:repD(msg and msg.message or msg))
if msg and msg.message then LOG(msg.message) end
end
TEST.yieldUntilNextScene()
GAME.playing=false
SCN.backTo('main')
return
elseif msg then
msg=JSON.decode(msg)
-- print(("Recv: <-- $1 err:$2"):repD(msg.action,msg.errno))
-- print(("Recv: <-- $1 err:$2"):repD(msg.action,msg.errno)) print(TABLE.dump(msg),"\n")
if msg.errno~=0 then
parseError(msg.message~=nil and msg.message or msg)
else
local f=NET.wsCallBack[actMap[msg.action]]
if f then f(msg) end
end
else
MES.new('warn',"Wrong json: "..msg,5)
WS.alert('user')
end
end
end
end
--------------------------<OLD ONLINE API>
-- Save
function NET.uploadSave()
if not TASK.lock('uploadSave',8) then return end
wsSend({data={sections={
{section=1,data=STRING.packTable(STAT)},
{section=2,data=STRING.packTable(RANKS)},
{section=3,data=STRING.packTable(SETTING)},
{section=4,data=STRING.packTable(KEY_MAP)},
{section=5,data=STRING.packTable(VK_ORG)},
{section=6,data=STRING.packTable(loadFile('conf/vkSave1','-canSkip') or{})},
{section=7,data=STRING.packTable(loadFile('conf/vkSave2','-canSkip') or{})},
}}})
MES.new('info',"Uploading")
end
function NET.downloadSave()
if not TASK.lock('downloadSave',8) then return end
wsSend({data={sections={1,2,3,4,5,6,7}}})
MES.new('info',"Downloading")
end
function NET.loadSavedData(sections)
local cloudData={}
local secNameList={'STAT','RANKS','SETTING','keyMap','VK_org','vkSave1','vkSave2'}
for _,sec in next,sections do
cloudData[secNameList[sec.section]]=STRING.unpackTable(sec.data)
end
local fail
repeat
if cloudData.STAT then
TABLE.cover(cloudData.STAT,STAT)
if not saveStats() then fail=true end
end
if cloudData.RANKS then
TABLE.cover(cloudData.RANKS,RANKS)
if not saveProgress() then fail=true end
end
if cloudData.SETTING then
TABLE.cover(cloudData.SETTING,SETTING)
if not saveSettings() then fail=true end
end
applySettings()
if cloudData.keyMap then
TABLE.cover(cloudData.keyMap,KEY_MAP)
if not saveFile(KEY_MAP,'conf/key') then fail=true end
end
if cloudData.VK_org then
TABLE.cover(cloudData.VK_org,VK_ORG)
if not saveFile(VK_ORG,'conf/virtualkey') then fail=true end
end
if #cloudData.vkSave1[1] and not saveFile(cloudData.vkSave1,'conf/vkSave1') then fail=true end
if #cloudData.vkSave2[1] and not saveFile(cloudData.vkSave2,'conf/vkSave2') then fail=true end
until true
if fail then
MES.new('error',text.dataCorrupted)
else
MES.new('check',text.saveDone)
end
end
return NET