Files
ai.interactive.fiction/src/server-yaml.ts

322 lines
9.7 KiB
TypeScript

/**
* AI Interactive Fiction - Web Server
* Serves the web UI and handles WebSocket communication
*/
import path from 'path';
import express from 'express';
import http from 'http';
import { Server as SocketIOServer } from 'socket.io';
import * as dotenv from 'dotenv';
import { GameRunner } from './cli/game-runner';
import { existsSync, mkdirSync, copyFileSync } from 'fs';
import {
textToParagraphs,
TurnResult,
} from './interfaces/turn-result';
import {
clientGameConfig,
ensureConfiguredAssetDirectories,
loadGameConfig,
projectPath,
} from './config/game-config';
// Load environment variables
dotenv.config();
// Create Express application
const app = express();
const server = http.createServer(app);
const io = new SocketIOServer(server);
// Get port from environment variables or use default
const DEFAULT_PORT = 3001;
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
const PORT_RANGE = 300; // Try enough ports to skip OS-excluded ranges.
const engineConfig = loadGameConfig(
process.env.YAML_CONFIG_FILE || './config/engines/yaml.json',
'yaml',
);
// Serve static files from the public directory. During local development the
// browser must not keep stale ES modules, otherwise UI fixes appear to do
// nothing until a hard cache clear.
app.use(express.static(path.join(__dirname, '../public'), {
etag: false,
lastModified: false,
setHeaders: (res) => {
res.setHeader('Cache-Control', 'no-store, no-cache, must-revalidate, proxy-revalidate');
res.setHeader('Pragma', 'no-cache');
res.setHeader('Expires', '0');
}
}));
app.get('/api/game-config', (_req, res) => {
res.json(clientGameConfig(engineConfig));
});
// Set up game sessions
const gameSessions = new Map<string, GameRunner>();
const nextTurnIds = new Map<string, number>();
function nextTurnId(socketId: string): number {
const current = nextTurnIds.get(socketId) || 1;
nextTurnIds.set(socketId, current + 1);
return current;
}
function createTextTurn(
socketId: string,
text: string,
gameState: TurnResult['gameState'] = {},
suggestions?: string[],
): TurnResult {
const paragraphs = textToParagraphs(text);
return {
turnId: nextTurnId(socketId),
paragraphs,
choices: [],
inputMode: 'text',
gameState,
suggestions,
};
}
function normalizeSaveSlot(slot: unknown): number {
const value = Number(slot);
return Number.isInteger(value) && value > 0 ? value : 1;
}
async function startDemoGameForSocket(socket: any): Promise<GameRunner> {
nextTurnIds.set(socket.id, 1);
const gameRunner = new GameRunner();
const worldFile = projectPath(process.env.DEFAULT_WORLD_FILE || engineConfig.paths.mainGameFile);
await gameRunner.initialize(worldFile);
gameSessions.set(socket.id, gameRunner);
const gameState = gameRunner.getGameState();
const paragraphs = [
...textToParagraphs(gameState.world.introduction),
...textToParagraphs(gameRunner.getCurrentRoomDescription()),
];
socket.emit('narrativeResponse', {
turnId: nextTurnId(socket.id),
paragraphs,
choices: [],
inputMode: 'text',
gameState: {
currentRoomId: gameState.currentRoomId,
},
});
return gameRunner;
}
async function handleGameApi(socket: any, method: string, args: unknown[] = []) {
const saveGames: Map<number, any> = socket.data.saveGames || new Map<number, any>();
socket.data.saveGames = saveGames;
switch (method) {
case 'newGame':
case 'newGame()':
await startDemoGameForSocket(socket);
return { success: true, result: true, running: true, canLoad: saveGames.size > 0 };
case 'loadGame':
case 'loadGame()': {
const slot = normalizeSaveSlot(args[0]);
if (!saveGames.has(slot)) {
return { success: false, error: 'missing_save', result: false };
}
await startDemoGameForSocket(socket);
socket.emit('gameLoaded', { slot });
return { success: true, result: true, running: true, slot };
}
case 'saveGame':
case 'saveGame()': {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
return { success: false, error: 'game_not_running', result: false };
}
const slot = normalizeSaveSlot(args[0]);
saveGames.set(slot, gameRunner.getGameState());
socket.emit('gameSaved', { slot });
return { success: true, result: true, slot };
}
case 'hasSaveGame':
case 'hasSaveGame()': {
const slot = normalizeSaveSlot(args[0]);
return { success: true, result: saveGames.has(slot), slot };
}
case 'getSaveGames':
case 'getSaveGames()':
return { success: true, result: Array.from(saveGames.keys()).sort((a, b) => a - b) };
case 'isGameRunning':
case 'isGameRunning()':
return { success: true, result: gameSessions.has(socket.id) };
default:
return { success: false, error: `unknown_method:${method}` };
}
}
// Handle socket connections
io.on('connection', (socket) => {
console.log(`New client connected: ${socket.id}`);
socket.emit('gameConfig', clientGameConfig(engineConfig));
socket.data.saveGames = new Map<number, any>();
socket.on('gameApi', async (request, respond) => {
try {
const response = await handleGameApi(socket, String(request?.method || ''), Array.isArray(request?.args) ? request.args : []);
if (typeof respond === 'function') {
respond(response);
}
} catch (error) {
console.error('Game API error:', error);
if (typeof respond === 'function') {
respond({ success: false, error: error instanceof Error ? error.message : String(error) });
}
}
});
// Process player command
socket.on('playerCommand', async (data) => {
try {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
const command = String(data?.command || '').trim();
// During typography and animation work, mirror the command back through
// the real socket path so the UI pipeline can be tested end to end.
socket.emit('narrativeResponse', createTextTurn(socket.id, command, {
currentRoomId: gameRunner.getGameState().currentRoomId
}, gameRunner.getSuggestions()));
} catch (error) {
console.error('Error processing command:', error);
socket.emit('error', { message: 'Failed to process command. Please try again.' });
}
});
// Handle disconnection
socket.on('disconnect', () => {
console.log(`Client disconnected: ${socket.id}`);
// Clean up game session
if (gameSessions.has(socket.id)) {
gameSessions.delete(socket.id);
}
nextTurnIds.delete(socket.id);
});
});
// Ensure required asset folders exist
function ensureDirectories() {
const dirs = [
path.join(__dirname, '../public'),
path.join(__dirname, '../public/js'),
path.join(__dirname, '../public/css'),
path.join(__dirname, '../public/images'),
path.join(__dirname, '../public/music'),
path.join(__dirname, '../public/sounds'),
path.join(__dirname, '../public/fonts')
];
for (const dir of dirs) {
if (!existsSync(dir)) {
mkdirSync(dir, { recursive: true });
}
}
ensureConfiguredAssetDirectories(engineConfig);
}
// Copy kokoro-js library from node_modules if not already present
function ensureKokoroJs() {
const source = path.join(__dirname, '../node_modules/kokoro-js/dist/index.js');
const destination = path.join(__dirname, '../public/js/kokoro-js.js');
if (existsSync(source) && !existsSync(destination)) {
copyFileSync(source, destination);
console.log(`Copied kokoro-js from ${source} to ${destination}`);
}
}
// Start the server with port fallback
export async function startServer(initialPort: number, range: number): Promise<void> {
let currentPort = initialPort;
const maxPort = initialPort + range;
// Try ports in the specified range
while (currentPort < maxPort) {
try {
// Ensure directories exist
ensureDirectories();
// Ensure kokoro-js is copied
try {
ensureKokoroJs();
} catch (error) {
console.error('Error copying kokoro-js:', error);
}
// Try to start the server on the current port
await new Promise<void>((resolve, reject) => {
server.removeAllListeners('error');
server.removeAllListeners('listening');
server.once('listening', () => {
console.log(`AI Interactive Fiction web server running on http://localhost:${currentPort}`);
resolve();
});
server.once('error', (error: NodeJS.ErrnoException) => {
// If port is in use, try next port
if (error.code === 'EADDRINUSE' || error.code === 'EACCES') {
console.log(`Port ${currentPort} is unavailable (${error.code}), trying next port...`);
server.close();
currentPort++;
reject();
} else {
// For other errors, log and reject
console.error('Server error:', error);
reject(error);
}
});
server.listen(currentPort);
});
// If we reach here, server started successfully
return;
} catch (error) {
// If we reach the max port and still fail, throw an error
if (currentPort >= maxPort - 1) {
throw new Error(`Failed to start server on ports ${initialPort} to ${maxPort - 1}`);
}
// Otherwise try the next port
// The loop continues as the rejection above increments currentPort
}
}
}
// Start the server when this module is run directly
if (require.main === module) {
startServer(PORT, PORT_RANGE).catch(error => {
console.error('Failed to start server:', error);
process.exit(1);
});
}
export { app, server, io };