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// Example Realtime Server Script | |
'use strict'; | |
// Example override configuration | |
const configuration = { | |
pingIntervalTime: 30000 | |
}; | |
// Timing mechanism used to trigger end of game session. Defines how long, in milliseconds, between each tick in the example tick loop | |
const tickTime = 1000; | |
// Defines how to long to wait in Seconds before beginning early termination check in the example tick loop | |
const minimumElapsedTime = 120; | |
var session; // The Realtime server session object | |
var logger; // Log at appropriate level via .info(), .warn(), .error(), .debug() | |
var startTime; // Records the time the process started | |
var activePlayers = 0; // Records the number of connected players | |
var onProcessStartedCalled = false; // Record if onProcessStarted has been called | |
var players = {}; | |
// Example custom op codes for user-defined messages | |
// Any positive op code number can be defined here. These should match your client code. | |
const CURRENT_PLAYER_ACCEPTED = 100; | |
const PLAYER_ACCEPTED = 101; | |
const PLAYER_DISCONNECTED = 102; | |
const CURRENT_PLAYER_UPDATE = 200; | |
const PLAYER_UPDATE = 201; | |
// Called when game server is initialized, passed server's object of current session | |
function init(rtSession) { | |
session = rtSession; | |
logger = session.getLogger(); | |
} | |
// On Process Started is called when the process has begun and we need to perform any | |
// bootstrapping. This is where the developer should insert any code to prepare | |
// the process to be able to host a game session, for example load some settings or set state | |
// | |
// Return true if the process has been appropriately prepared and it is okay to invoke the | |
// GameLift ProcessReady() call. | |
function onProcessStarted(args) { | |
onProcessStartedCalled = true; | |
logger.info("Starting process with args: " + args); | |
logger.info("Ready to host games..."); | |
return true; | |
} | |
// Called when a new game session is started on the process | |
function onStartGameSession(gameSession) { | |
// Complete any game session set-up | |
// Set up an example tick loop to perform server initiated actions | |
startTime = getTimeInS(); | |
tickLoop(); | |
} | |
// Handle process termination if the process is being terminated by GameLift | |
// You do not need to call ProcessEnding here | |
function onProcessTerminate() { | |
// Perform any clean up | |
} | |
// Return true if the process is healthy | |
function onHealthCheck() { | |
return true; | |
} | |
// On Player Connect is called when a player has passed initial validation | |
// Return true if player should connect, false to reject | |
function onPlayerConnect(connectMsg) { | |
// Perform any validation needed for connectMsg.payload, connectMsg.peerId | |
return true; | |
} | |
// Called when a Player is accepted into the game | |
function onPlayerAccepted(currentPlayer) { | |
const playersValues = Object.values(players); | |
const playersStr = (playersValues.length == 0) ? ('{"players":[]}') : ('{"players":[' + playersValues.join(',') + ']}'); | |
const outPlayerAcceptedMessage = session.newTextGameMessage(PLAYER_ACCEPTED, currentPlayer.peerId, ""); | |
const outCurrentPlayerAcceptedMessage = session.newTextGameMessage(CURRENT_PLAYER_ACCEPTED, currentPlayer.peerId, playersStr); | |
for (var playerId in players) { | |
if (players.hasOwnProperty(playerId)) { | |
session.sendReliableMessage(outPlayerAcceptedMessage, parseInt(playerId)); | |
} | |
} | |
session.sendReliableMessage(outCurrentPlayerAcceptedMessage, currentPlayer.peerId); | |
players[currentPlayer.peerId] = ""; | |
activePlayers++; | |
} | |
// On Player Disconnect is called when a player has left or been forcibly terminated | |
// Is only called for players that actually connected to the server and not those rejected by validation | |
// This is called before the player is removed from the player list | |
function onPlayerDisconnect(peerId) { | |
const outMessage = session.newTextGameMessage(PLAYER_DISCONNECTED, peerId, ""); | |
delete players[peerId]; | |
for (var playerId in players) { | |
if (players.hasOwnProperty(playerId)) { | |
session.sendReliableMessage(outMessage, parseInt(playerId)); | |
} | |
} | |
activePlayers--; | |
} | |
// Handle a message to the server | |
function onMessage(gameMessage) { | |
switch (gameMessage.opCode) { | |
case PLAYER_UPDATE: | |
players[gameMessage.sender] = String.fromCharCode(...Object.values(gameMessage.payload)); | |
const outPlayerChangedMessage = session.newTextGameMessage(PLAYER_UPDATE, gameMessage.sender, gameMessage.payload); | |
const outPlayerChangedCurrentMessage = session.newTextGameMessage(CURRENT_PLAYER_UPDATE, gameMessage.sender, gameMessage.payload); | |
for (var playerId in players) { | |
if (players.hasOwnProperty(playerId)) { | |
playerId = parseInt(playerId); | |
if (playerId != gameMessage.sender) { | |
session.sendReliableMessage(outPlayerChangedMessage, playerId); | |
} | |
} | |
} | |
session.sendReliableMessage(outPlayerChangedCurrentMessage, gameMessage.sender); | |
break; | |
} | |
} | |
// Return true if the send should be allowed | |
function onSendToPlayer(gameMessage) { | |
// This example rejects any payloads containing "Reject" | |
return (!gameMessage.getPayloadAsText().includes("Reject")); | |
} | |
// Return true if the send to group should be allowed | |
// Use gameMessage.getPayloadAsText() to get the message contents | |
function onSendToGroup(gameMessage) { | |
return true; | |
} | |
// Return true if the player is allowed to join the group | |
function onPlayerJoinGroup(groupId, peerId) { | |
return true; | |
} | |
// Return true if the player is allowed to leave the group | |
function onPlayerLeaveGroup(groupId, peerId) { | |
return true; | |
} | |
// A simple tick loop example | |
// Checks to see if a minimum amount of time has passed before seeing if the game has ended | |
async function tickLoop() { | |
const elapsedTime = getTimeInS() - startTime; | |
logger.info("Tick... " + elapsedTime + " activePlayers: " + activePlayers); | |
// In Tick loop - see if all players have left early after a minimum period of time has passed | |
// Call processEnding() to terminate the process and quit | |
if ((activePlayers == 0) && (elapsedTime > minimumElapsedTime)) { | |
logger.info("All players disconnected. Ending game"); | |
const outcome = await session.processEnding(); | |
logger.info("Completed process ending with: " + outcome); | |
process.exit(0); | |
} | |
else { | |
setTimeout(tickLoop, tickTime); | |
} | |
} | |
// Calculates the current time in seconds | |
function getTimeInS() { | |
return Math.round(new Date().getTime() / 1000); | |
} | |
exports.ssExports = { | |
configuration: configuration, | |
init: init, | |
onProcessStarted: onProcessStarted, | |
onMessage: onMessage, | |
onPlayerConnect: onPlayerConnect, | |
onPlayerAccepted: onPlayerAccepted, | |
onPlayerDisconnect: onPlayerDisconnect, | |
onSendToPlayer: onSendToPlayer, | |
onSendToGroup: onSendToGroup, | |
onPlayerJoinGroup: onPlayerJoinGroup, | |
onPlayerLeaveGroup: onPlayerLeaveGroup, | |
onStartGameSession: onStartGameSession, | |
onProcessTerminate: onProcessTerminate, | |
onHealthCheck: onHealthCheck | |
}; |
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