Files
GDevelop/GDJS/Runtime/variablescontainer.ts
T
Clément Pasteau 9ed2173038 Multiplayer game host migration (#6878)
* Host of a multiplayer game is now automatically migrated to a new one, picked from the list of players, with the lowest ping.
* A new condition is available "Is host migrating" in order to adapt the game while the migration happens. This can take up to a few seconds. If your game has no interactions between players, you can leave it like this. Otherwise, you may want to pause the game while the host is changing!
* A new action is available to configure the lobby game to end instead of migrating when the host leaves. (This is useful if you prefer the host not changing during your game)
2024-08-27 14:30:36 +02:00

579 lines
18 KiB
TypeScript

/*
* GDevelop JS Platform
* Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
namespace gdjs {
/**
* VariablesContainer stores variables, usually for a a RuntimeGame, a RuntimeScene
* or a RuntimeObject.
*/
export class VariablesContainer {
_variables: Hashtable<gdjs.Variable>;
_variablesArray: gdjs.Variable[] = [];
/**
* @param [initialVariablesData] Optional array containing representations of the base variables.
*/
constructor(initialVariablesData?: VariableData[]) {
this._variables = new Hashtable();
if (initialVariablesData !== undefined) {
this.initFrom(initialVariablesData);
}
}
/**
* Initialize variables from a container data.<br>
* If `keepOldVariables` is set to false (by default), all already existing variables will be
* erased, but the new variables will be accessible thanks to getFromIndex. <br>
* if `keepOldVariables` is set to true, already existing variables won't be erased and will be
* still accessible thanks to getFromIndex.
*
* @param data The array containing data used to initialize variables.
* @param [keepOldVariables] If set to true, already existing variables won't be erased.
*/
initFrom(data: VariableData[], keepOldVariables?: Boolean) {
if (keepOldVariables === undefined) {
keepOldVariables = false;
}
if (!keepOldVariables) {
VariablesContainer._deletedVars = VariablesContainer._deletedVars || [];
// @ts-ignore
this._variables.keys(VariablesContainer._deletedVars);
}
const that = this;
let i = 0;
for (let j = 0; j < data.length; ++j) {
const varData = data[j];
if (!varData.name) continue;
//Get the variable:
const variable = that.get(varData.name);
variable.reinitialize(varData);
if (!keepOldVariables) {
//Register the variable in the extra array to ensure a fast lookup using getFromIndex.
if (i < that._variablesArray.length) {
that._variablesArray[i] = variable;
} else {
that._variablesArray.push(variable);
}
++i;
//Remove the variable from the list of variables to be deleted.
const idx = VariablesContainer._deletedVars.indexOf(varData.name);
if (idx !== -1) {
VariablesContainer._deletedVars[idx] = undefined;
}
}
}
if (!keepOldVariables) {
this._variablesArray.length = i;
//If we do not want to keep the already existing variables,
//remove all the variables not assigned above.
//(Here, remove means flag the variable as not existing, to avoid garbage creation ).
for (
let i = 0, len = VariablesContainer._deletedVars.length;
i < len;
++i
) {
const variableName = VariablesContainer._deletedVars[i];
if (variableName !== undefined) {
this._variables.get(variableName).setUndefinedInContainer();
}
}
}
}
rebuildIndexFrom(data: VariableData[]) {
this._variablesArray.length = 0;
for (const variableData of data) {
if (variableData.name) {
const variable = this._variables.get(variableData.name);
this._variablesArray.push(variable);
}
}
}
/**
* Declare a new variable.
* This should only be used by generated code.
*
* @param name Variable name
* @param newVariable The variable to be declared
*/
_declare(name: string, newVariable: gdjs.Variable): void {
this._variables.put(name, newVariable);
this._variablesArray.push(newVariable);
}
/**
* Add a new variable.
* This can be costly, don't use in performance sensitive paths.
*
* @param name Variable name
* @param newVariable The variable to be added
*/
add(name: string, newVariable: gdjs.Variable) {
const oldVariable = this._variables.get(name);
// Variable is either already defined, considered as undefined
// in the container or missing in the container.
// Whatever the case, replace it by the new.
this._variables.put(name, newVariable);
if (oldVariable) {
// If variable is indexed, ensure that the variable as the index
// is replaced too. This can be costly (indexOf) but we assume `add` is not
// used in performance sensitive code.
const variableIndex = this._variablesArray.indexOf(oldVariable);
if (variableIndex !== -1) {
this._variablesArray[variableIndex] = newVariable;
}
}
}
/**
* Remove a variable.
* (the variable is not really removed from the container to avoid creating garbage, but marked as undefined)
* @param name Variable to be removed
*/
remove(name: string) {
const variable = this._variables.get(name);
if (variable) {
variable.setUndefinedInContainer();
}
}
/**
* Get a variable.
* @param name The variable's name
* @return The specified variable. If not found, an empty variable is added to the container.
*/
get(name: string): gdjs.Variable {
let variable = this._variables.get(name);
if (!variable) {
//Add automatically non-existing variables.
variable = new gdjs.Variable();
this._variables.put(name, variable);
} else {
if (
//Reuse variables removed before.
variable.isUndefinedInContainer()
) {
variable.reinitialize();
}
}
return variable;
}
/**
* Get a variable using its index. If you're unsure about how to use this method, prefer to use `get`.
* The index of a variable is its index in the data passed to initFrom.
*
* This method is generally used by events generated code to increase lookup speed for variables.
*
* @param id The variable index
* @return The specified variable. If not found, an empty variable is added to the container, but it
* should not happen.
*/
getFromIndex(id: number): gdjs.Variable {
if (id >= this._variablesArray.length) {
//Add automatically non-existing variables.
let variable = new gdjs.Variable();
this._variables.put('', variable);
return variable;
} else {
let variable: gdjs.Variable = this._variablesArray[id];
//Reuse variables removed before.
if (variable.isUndefinedInContainer()) {
variable.reinitialize();
}
return variable;
}
}
/**
* Check if a variable exists in the container.
* @param name The variable's name
* @return true if the variable exists.
*/
has(name: string): boolean {
const variable = this._variables.get(name);
return !!variable && !variable.isUndefinedInContainer();
}
/**
* Check if a variable exists in the container.
* @param variable The variable
* @return true if the variable exists.
*/
hasVariable(variable: gdjs.Variable): boolean {
const foundVariable = this._variablesArray.find((v) => v === variable);
return !!foundVariable && !foundVariable.isUndefinedInContainer();
}
getVariableNameInContainerByLoopingThroughAllVariables(
variable: gdjs.Variable
): string | null {
const variableItems = this._variables.items;
for (const variableName in variableItems) {
if (variableItems.hasOwnProperty(variableName)) {
if (variableItems[variableName] === variable) {
return variableName;
}
}
}
return null;
}
static _deletedVars: Array<string | undefined> = [];
getNetworkSyncData(
syncOptions: GetNetworkSyncDataOptions
): VariableNetworkSyncData[] {
const syncedPlayerNumber = syncOptions.playerNumber;
const isHost = syncOptions.isHost;
const networkSyncData: VariableNetworkSyncData[] = [];
const variableNames = [];
this._variables.keys(variableNames);
variableNames.forEach((variableName) => {
const variable = this._variables.get(variableName);
const variableOwner = variable.getPlayerOwnership();
if (
// Variable undefined.
variable.isUndefinedInContainer() ||
// Variable marked as not to be synchronized.
variableOwner === null ||
// Getting sync data for a specific player:
(syncedPlayerNumber !== undefined &&
// Variable is owned by host but this player number is not the host.
variableOwner === 0 &&
!isHost) ||
// Variable is owned by a player but not getting sync data for this player number.
(variableOwner !== 0 && syncedPlayerNumber !== variableOwner)
) {
// In those cases, the variable should not be synchronized.
return;
}
const variableType = variable.getType();
const variableValue =
variableType === 'structure' || variableType === 'array'
? ''
: variable.getValue();
networkSyncData.push({
name: variableName,
value: variableValue,
type: variableType,
children: this.getStructureNetworkSyncData(variable),
owner: variableOwner,
});
});
return networkSyncData;
}
// Structure variables can contain other variables, so we need to recursively
// get the sync data for each child variable.
getStructureNetworkSyncData(
variable: gdjs.Variable
): VariableNetworkSyncData[] | undefined {
if (variable.getType() === 'array') {
const allVariableNetworkSyncData: VariableNetworkSyncData[] = [];
variable.getAllChildrenArray().forEach((childVariable) => {
const childVariableType = childVariable.getType();
const childVariableValue =
childVariableType === 'structure' || childVariableType === 'array'
? ''
: childVariable.getValue();
const childVariableOwner = childVariable.getPlayerOwnership();
if (
// Variable undefined.
childVariable.isUndefinedInContainer() ||
// Variable marked as not to be synchronized.
childVariableOwner === null
) {
// In those cases, the variable should not be synchronized.
return;
}
allVariableNetworkSyncData.push({
name: '',
value: childVariableValue,
type: childVariableType,
children: this.getStructureNetworkSyncData(childVariable),
owner: childVariableOwner,
});
});
return allVariableNetworkSyncData;
}
if (variable.getType() === 'structure') {
const variableChildren = variable.getAllChildren();
if (!variableChildren) return undefined;
const allVariableNetworkSyncData: VariableNetworkSyncData[] = [];
Object.entries(variableChildren).forEach(
([childVariableName, childVariable]) => {
const childVariableType = childVariable.getType();
const childVariableValue =
childVariableType === 'structure' || childVariableType === 'array'
? ''
: childVariable.getValue();
const childVariableOwner = childVariable.getPlayerOwnership();
if (
// Variable undefined.
childVariable.isUndefinedInContainer() ||
// Variable marked as not to be synchronized.
childVariableOwner === null
) {
// In those cases, the variable should not be synchronized.
return;
}
allVariableNetworkSyncData.push({
name: childVariableName,
value: childVariableValue,
type: childVariableType,
children: this.getStructureNetworkSyncData(childVariable),
owner: childVariableOwner,
});
}
);
return allVariableNetworkSyncData;
}
return undefined;
}
updateFromNetworkSyncData(networkSyncData: VariableNetworkSyncData[]) {
const that = this;
for (let j = 0; j < networkSyncData.length; ++j) {
const variableSyncData = networkSyncData[j];
const variableData = that._getVariableDataFromNetworkSyncData(
variableSyncData
);
const variableName = variableData.name;
if (!variableName) continue;
const variable = that.get(variableName);
// // If we receive an update for this variable for a different owner than the one we know about,
// then 2 cases:
// - If we are the owner of the variable, then ignore the message, we assume it's a late update message or a wrong one,
// we are confident that we own this variable. (it may be reverted if we don't receive an acknowledgment in time)
// - If we are not the owner of the variable, then assume that we missed the ownership change message, so update the variable's
// ownership and then update the variable.
const syncedVariableOwner = variableSyncData.owner;
const currentPlayerNumber = gdjs.multiplayer.getCurrentPlayerNumber();
const currentVariableOwner = variable.getPlayerOwnership();
if (currentPlayerNumber === currentVariableOwner) {
console.info(
`Variable ${variableName} is owned by us ${gdjs.multiplayer.playerNumber}, ignoring update message from ${syncedVariableOwner}.`
);
return;
}
if (syncedVariableOwner !== currentVariableOwner) {
console.info(
`Variable ${variableName} is owned by ${currentVariableOwner} on our game, changing ownership to ${syncedVariableOwner} as part of the update event.`
);
variable.setPlayerOwnership(syncedVariableOwner);
}
variable.reinitialize(variableData);
}
}
_getVariableDataFromNetworkSyncData(
syncData: VariableNetworkSyncData
): VariableData {
return {
name: syncData.name,
value: syncData.value,
type: syncData.type,
children: syncData.children
? syncData.children.map((childSyncData) =>
this._getVariableDataFromNetworkSyncData(childSyncData)
)
: undefined,
};
}
/**
* "Bad" variable container, used by events when no other valid container can be found.
* This container has no state and always returns the bad variable ( see VariablesContainer.badVariable ).
* @static
*/
static badVariablesContainer: VariablesContainer = {
_variables: new Hashtable(),
_variablesArray: [],
has: function () {
return false;
},
getFromIndex: function () {
return VariablesContainer.badVariable;
},
get: function () {
return VariablesContainer.badVariable;
},
remove: function () {
return;
},
add: function () {
return;
},
_declare: function () {
return;
},
initFrom: function () {
return;
},
getNetworkSyncData: function () {
return [];
},
updateFromNetworkSyncData: function () {
return;
},
getStructureNetworkSyncData: function () {
return undefined;
},
_getVariableDataFromNetworkSyncData: function () {
return {};
},
hasVariable: function () {
return false;
},
getVariableNameInContainerByLoopingThroughAllVariables: function () {
return '';
},
rebuildIndexFrom: function () {
return;
},
};
/**
* "Bad" variable, used by events when no other valid variable can be found.
* This variable has no state and always return 0 or the empty string.
* @static
*/
static badVariable: Variable = {
_type: 'number',
_bool: false,
_children: {},
_childrenArray: [],
_str: '',
_undefinedInContainer: true,
_value: 0,
_playerNumber: 0,
fromJSON: () => gdjs.VariablesContainer.badVariable,
toJSObject: () => 0,
fromJSObject: () => gdjs.VariablesContainer.badVariable,
reinitialize: () => {},
addChild: () => gdjs.VariablesContainer.badVariable,
castTo: () => {},
clearChildren: () => {},
clone: () => gdjs.VariablesContainer.badVariable,
getChildrenCount: () => 0,
replaceChildren: () => {},
replaceChildrenArray: () => {},
getType: function () {
return 'number';
},
isPrimitive: function () {
return true;
},
setValue: () => {},
toggle: () => {},
getValue: () => 0,
getChild: () => gdjs.VariablesContainer.badVariable,
getChildAt: () => gdjs.VariablesContainer.badVariable,
getChildNamed: () => gdjs.VariablesContainer.badVariable,
hasChild: function () {
return false;
},
isStructure: function () {
return false;
},
isNumber: function () {
return true;
},
removeChild: function () {
return;
},
setNumber: function () {
return;
},
setString: function () {
return;
},
setBoolean: function () {
return;
},
getAsString: function () {
return '0';
},
getAsNumber: function () {
return 0;
},
getAsNumberOrString: function () {
return 0;
},
getAsBoolean: function () {
return false;
},
getAllChildren: function () {
return {};
},
getAllChildrenArray: function () {
return [];
},
pushVariableCopy: () => {},
_pushVariable: () => {},
pushValue: () => {},
removeAtIndex: function () {
return;
},
add: function () {
return;
},
sub: function () {
return;
},
mul: function () {
return;
},
div: function () {
return;
},
concatenate: function () {
return;
},
concatenateString: function () {
return;
},
setUndefinedInContainer: function () {
return;
},
isUndefinedInContainer: function () {
return true;
},
getPlayerOwnership: function () {
return 0;
},
setPlayerOwnership: function () {
return;
},
disableSynchronization: function () {
return;
},
};
}
}