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decouple transport layer from server logic
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- create a GameMaster class that handles server side logic
- create a transport layer API that can be overriden
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darthfiddler committed Aug 22, 2018
1 parent 66aebf0 commit 1688639
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124 changes: 124 additions & 0 deletions src/master/master.js
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/*
* Copyright 2018 The boardgame.io Authors
*
* Use of this source code is governed by a MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
*/

import { CreateGameReducer } from '../core/reducer';
import { MAKE_MOVE, GAME_EVENT } from '../core/action-types';
import { createStore } from 'redux';

export class GameMaster {
constructor(game, storageAPI, transportAPI, isActionFromAuthenticPlayer) {
this.game = game;
this.storageAPI = storageAPI;
this.transportAPI = transportAPI;
this.isActionFromAuthenticPlayer = () => true;

if (isActionFromAuthenticPlayer !== undefined) {
this.isActionFromAuthenticPlayer = isActionFromAuthenticPlayer;
}
}

async onUpdate(action, stateID, gameID, playerID) {
let state = await this.storageAPI.get(gameID);

if (state === undefined) {
return { error: 'game not found' };
}

const reducer = CreateGameReducer({
game: this.game,
numPlayers: state.ctx.numPlayers,
});
const store = createStore(reducer, state);

const isActionAuthentic = await this.isActionFromAuthenticPlayer({
action,
storageAPI: this.storageAPI,
gameID,
playerID,
});
if (!isActionAuthentic) {
return { error: 'unauthorized action' };
}

// Check whether the player is allowed to make the move.
if (
action.type == MAKE_MOVE &&
!this.game.flow.canPlayerMakeMove(state.G, state.ctx, playerID)
) {
return;
}

// Check whether the player is allowed to call the event.
if (
action.type == GAME_EVENT &&
!this.game.flow.canPlayerCallEvent(state.G, state.ctx, playerID)
) {
return;
}

if (state._stateID == stateID) {
let log = store.getState().log || [];

// Update server's version of the store.
store.dispatch(action);
state = store.getState();

this.transportAPI.sendAll(playerID => {
const filteredState = {
...state,
G: this.game.playerView(state.G, state.ctx, playerID),
ctx: { ...state.ctx, _random: undefined },
log: undefined,
deltalog: undefined,
};

return {
type: 'update',
args: [gameID, filteredState, state.deltalog],
};
});

// TODO: We currently attach the log back into the state
// object before storing it, but this should probably
// sit in a different part of the database eventually.
log = [...log, ...state.deltalog];
const stateWithLog = { ...state, log };

await this.storageAPI.set(gameID, stateWithLog);
}

return;
}

async onSync(gameID, playerID, numPlayers) {
const reducer = CreateGameReducer({ game: this.game, numPlayers });
let state = await this.storageAPI.get(gameID);

if (state === undefined) {
const store = createStore(reducer);
state = store.getState();
await this.storageAPI.set(gameID, state);
}

const filteredState = {
...state,
G: this.game.playerView(state.G, state.ctx, playerID),
ctx: { ...state.ctx, _random: undefined },
log: undefined,
deltalog: undefined,
};

this.transportAPI.send({
playerID,
type: 'sync',
args: [gameID, filteredState, state.log],
});

return;
}
}
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@nicolodavis
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