246 lines
7.3 KiB
TypeScript
246 lines
7.3 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';
|
|
|
|
// 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 = 3000;
|
|
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
|
|
const PORT_RANGE = 10; // Try up to 10 ports starting from the default
|
|
|
|
// Serve static files from the public directory
|
|
app.use(express.static(path.join(__dirname, '../public')));
|
|
|
|
// Set up game sessions
|
|
const gameSessions = new Map<string, GameRunner>();
|
|
|
|
// Handle socket connections
|
|
io.on('connection', (socket) => {
|
|
console.log(`New client connected: ${socket.id}`);
|
|
|
|
// Start a new game
|
|
socket.on('startGame', async () => {
|
|
try {
|
|
// Initialize game runner
|
|
const gameRunner = new GameRunner();
|
|
const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
|
|
|
|
// Initialize the game
|
|
await gameRunner.initialize(worldFile);
|
|
|
|
// Store game session
|
|
gameSessions.set(socket.id, gameRunner);
|
|
|
|
// Send introduction to client
|
|
const gameState = gameRunner.getGameState();
|
|
socket.emit('gameIntroduction', {
|
|
introduction: gameState.world.introduction,
|
|
initialRoomDescription: gameRunner.getCurrentRoomDescription(),
|
|
currentRoomId: gameState.currentRoomId
|
|
});
|
|
|
|
} catch (error) {
|
|
console.error('Error starting game:', error);
|
|
socket.emit('error', { message: 'Failed to start game. Please try again.' });
|
|
}
|
|
});
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Process command and get response
|
|
const response = await gameRunner.processCommand(data.command);
|
|
|
|
// Send narrative response to client
|
|
socket.emit('narrativeResponse', {
|
|
text: response,
|
|
gameState: {
|
|
currentRoomId: gameRunner.getGameState().currentRoomId
|
|
},
|
|
suggestions: gameRunner.getSuggestions()
|
|
});
|
|
|
|
} catch (error) {
|
|
console.error('Error processing command:', error);
|
|
socket.emit('error', { message: 'Failed to process command. Please try again.' });
|
|
}
|
|
});
|
|
|
|
// Save game state
|
|
socket.on('saveGame', () => {
|
|
try {
|
|
const gameRunner = gameSessions.get(socket.id);
|
|
|
|
if (!gameRunner) {
|
|
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
|
|
return;
|
|
}
|
|
|
|
// Store save data in session
|
|
socket.data.savedGame = gameRunner.getGameState();
|
|
|
|
socket.emit('gameSaved');
|
|
|
|
} catch (error) {
|
|
console.error('Error saving game:', error);
|
|
socket.emit('error', { message: 'Failed to save game. Please try again.' });
|
|
}
|
|
});
|
|
|
|
// Load game state
|
|
socket.on('loadGame', () => {
|
|
try {
|
|
const gameRunner = gameSessions.get(socket.id);
|
|
|
|
if (!gameRunner) {
|
|
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
|
|
return;
|
|
}
|
|
|
|
// Check if there's a saved game
|
|
if (!socket.data.savedGame) {
|
|
socket.emit('error', { message: 'No saved game found.' });
|
|
return;
|
|
}
|
|
|
|
// Load saved game
|
|
gameRunner.loadGameState(socket.data.savedGame);
|
|
|
|
// Send current state to client
|
|
socket.emit('gameLoaded', {
|
|
currentRoomDescription: gameRunner.getCurrentRoomDescription(),
|
|
currentRoomId: gameRunner.getGameState().currentRoomId
|
|
});
|
|
|
|
} catch (error) {
|
|
console.error('Error loading game:', error);
|
|
socket.emit('error', { message: 'Failed to load game. 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);
|
|
}
|
|
});
|
|
});
|
|
|
|
// 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/fonts')
|
|
];
|
|
|
|
for (const dir of dirs) {
|
|
if (!existsSync(dir)) {
|
|
mkdirSync(dir, { recursive: true });
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 ${destination}`);
|
|
}
|
|
}
|
|
|
|
// Start the server with port fallback
|
|
export async function startServer(initialPort: number, range: number): Promise<void> {
|
|
let currentPort = initialPort;
|
|
const maxPort = initialPort + range;
|
|
|
|
// Try ports in the specified range
|
|
while (currentPort < maxPort) {
|
|
try {
|
|
// Ensure directories exist
|
|
ensureDirectories();
|
|
|
|
// Ensure kokoro-js is copied
|
|
try {
|
|
ensureKokoroJs();
|
|
} catch (error) {
|
|
console.error('Error copying kokoro-js:', error);
|
|
}
|
|
|
|
// Try to start the server on the current port
|
|
await new Promise<void>((resolve, reject) => {
|
|
server.listen(currentPort, () => {
|
|
console.log(`AI Interactive Fiction web server running on http://localhost:${currentPort}`);
|
|
resolve();
|
|
});
|
|
|
|
server.on('error', (error: NodeJS.ErrnoException) => {
|
|
// If port is in use, try next port
|
|
if (error.code === 'EADDRINUSE') {
|
|
console.log(`Port ${currentPort} is in use, trying next port...`);
|
|
server.close();
|
|
currentPort++;
|
|
reject();
|
|
} else {
|
|
// For other errors, log and reject
|
|
console.error('Server error:', error);
|
|
reject(error);
|
|
}
|
|
});
|
|
});
|
|
|
|
// 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 }; |