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5 Commits

Author SHA1 Message Date
a547b6ede1 Changed input mode. 2025-10-05 00:18:06 +02:00
084fce0a9b Created logger. 2025-10-05 00:08:47 +02:00
83f28da5c1 Fixed arrow buttons. 2025-10-05 00:08:32 +02:00
3c783056cf Concurrency. 2025-10-04 23:46:44 +02:00
6a2f94337e Financial updates and performance updates. 2025-10-04 23:26:27 +02:00
12 changed files with 429 additions and 339 deletions

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@ -2,6 +2,8 @@ import sqlite3
import json
from pathlib import Path
from typing import Optional, Dict, List
from server.logger import logger
import time
class Database:
"""Handles all database operations"""
@ -18,8 +20,8 @@ class Database:
def init_db(self):
"""Initialize database tables"""
logger.info(f"Initializing database at {self.db_path}...")
with self._get_connection() as conn:
# Players table
conn.execute('''
CREATE TABLE IF NOT EXISTS players (
player_id TEXT PRIMARY KEY,
@ -30,8 +32,6 @@ class Database:
last_online REAL NOT NULL
)
''')
# Buildings table
conn.execute('''
CREATE TABLE IF NOT EXISTS buildings (
x INTEGER NOT NULL,
@ -44,78 +44,65 @@ class Database:
FOREIGN KEY (owner_id) REFERENCES players (player_id)
)
''')
conn.commit()
logger.info("Database initialized successfully.")
def save_game_state(self, game_state):
"""Save complete game state to database"""
logger.debug(f"Saving game state to database... ({len(game_state.players)} players, {len(game_state.buildings)} buildings)")
start_time = time.perf_counter()
with self._get_connection() as conn:
# Save players using INSERT OR REPLACE to handle existing nicknames
for player in game_state.players.values():
conn.execute('''
player_data = [
(p.player_id, p.nickname, p.money, p.population, p.color, p.last_online)
for p in game_state.players.values()
]
if player_data:
conn.executemany('''
INSERT OR REPLACE INTO players (player_id, nickname, money, population, color, last_online)
VALUES (?, ?, ?, ?, ?, ?)
''', (
player.player_id,
player.nickname,
player.money,
player.population,
player.color,
player.last_online
))
# Save buildings
conn.execute('DELETE FROM buildings')
for building in game_state.buildings.values():
conn.execute('''
INSERT INTO buildings (x, y, type, owner_id, name, placed_at)
''', player_data)
cursor = conn.execute('SELECT x, y FROM buildings')
db_coords = {(row['x'], row['y']) for row in cursor}
gs_coords = set(game_state.buildings.keys())
coords_to_delete = db_coords - gs_coords
if coords_to_delete:
conn.executemany('DELETE FROM buildings WHERE x = ? AND y = ?', list(coords_to_delete))
building_data = [
(b.x, b.y, b.building_type.value, b.owner_id, b.name, b.placed_at)
for b in game_state.buildings.values()
]
if building_data:
conn.executemany('''
INSERT OR REPLACE INTO buildings (x, y, type, owner_id, name, placed_at)
VALUES (?, ?, ?, ?, ?, ?)
''', (
building.x,
building.y,
building.building_type.value,
building.owner_id,
building.name,
building.placed_at
))
''', building_data)
conn.commit()
duration = time.perf_counter() - start_time
logger.debug(f"Game state saved to database in {duration:.4f} seconds.")
def load_game_state(self) -> dict:
"""Load complete game state from database"""
logger.info("Loading game state from database...")
start_time = time.perf_counter()
try:
with self._get_connection() as conn:
# Load players
players = []
players, buildings = [], []
cursor = conn.execute('SELECT * FROM players')
for row in cursor:
players.append({
"player_id": row["player_id"],
"nickname": row["nickname"],
"money": row["money"],
"population": row["population"],
"color": row["color"],
"last_online": row["last_online"]
})
players.append(dict(row))
# Load buildings
buildings = []
cursor = conn.execute('SELECT * FROM buildings')
for row in cursor:
buildings.append({
"x": row["x"],
"y": row["y"],
"type": row["type"],
"owner_id": row["owner_id"],
"name": row["name"],
"placed_at": row["placed_at"]
})
buildings.append(dict(row))
return {
"players": players,
"buildings": buildings
}
duration = time.perf_counter() - start_time
logger.info(f"Loaded {len(players)} players and {len(buildings)} buildings in {duration:.4f} seconds.")
return {"players": players, "buildings": buildings}
except Exception as e:
print(f"Error loading game state: {e}")
logger.error(f"Error loading game state: {e}", exc_info=True)
return {"players": [], "buildings": []}

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@ -1,6 +1,8 @@
from server.game_state import GameState
from server.models import BUILDING_CONFIGS, BuildingType
import time
from collections import defaultdict
from server.logger import logger
class EconomyEngine:
"""Handles all economy calculations and ticks"""
@ -9,55 +11,45 @@ class EconomyEngine:
self.game_state = game_state
def tick(self):
"""Process one economy tick for all players"""
current_time = time.time()
"""
Process one economy tick for all players using an efficient aggregate calculation.
"""
logger.debug("Processing economy tick...")
start_time = time.perf_counter()
for player in self.game_state.players.values():
# Calculate power factor (10% if offline, 100% if online)
time_diff = current_time - player.last_online
if player.is_online:
power_factor = 1.0
else:
power_factor = 0.1
# Process player economy
self._process_player_economy(player, power_factor)
def _process_player_economy(self, player, power_factor: float):
"""Process economy for a single player"""
total_income = 0
total_population = 0
# Get all player buildings
buildings = self.game_state.get_player_buildings(player.player_id)
for building in buildings:
player_money_deltas = defaultdict(int)
player_total_population = defaultdict(int)
# 1. Single pass over all buildings to aggregate their effects
for building in self.game_state.buildings.values():
config = BUILDING_CONFIGS[building.building_type]
owner_id = building.owner_id
# Calculate base income
base_income = config.income
# Apply connectivity bonus for income-generating buildings
if base_income > 0:
zone_size = self.game_state.get_building_zone_size(building.x, building.y)
connectivity_bonus = 1.0 + (zone_size * 0.05) # 5% per road in zone
connectivity_bonus = 1.0 + (zone_size * 0.05)
base_income = int(base_income * connectivity_bonus)
# Add to totals
total_income += base_income
total_population += config.population
player_money_deltas[owner_id] += base_income
player_total_population[owner_id] += config.population
# 2. Apply the aggregated deltas to each player
for player_id, player in self.game_state.players.items():
power_factor = 1.0 if player.is_online else 0.1
money_delta = player_money_deltas.get(player_id, 0)
player.money += int(money_delta * power_factor)
total_population = player_total_population.get(player_id, 0)
player.population = max(0, total_population)
if player.money < -100000:
player.money = -100000
# Apply power factor
total_income = int(total_income * power_factor)
# Update player stats
player.money += total_income
player.population = max(0, total_population)
# Prevent negative money (but allow debt for realism)
if player.money < -100000:
player.money = -100000
duration = time.perf_counter() - start_time
logger.debug(f"Economy tick processed in {duration:.4f} seconds for {len(self.game_state.players)} players.")
def calculate_building_stats(self, player_id: str, building_type: BuildingType) -> dict:
"""Calculate what a building would produce for a player"""
config = BUILDING_CONFIGS[building_type]

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@ -1,6 +1,7 @@
from typing import Dict, List, Optional, Set, Tuple
from server.models import Player, Building, BuildingType, BUILDING_CONFIGS
import time
from server.logger import logger
class GameState:
"""Manages the complete game state"""
@ -17,6 +18,7 @@ class GameState:
player = self.players[player_id]
player.is_online = True
player.last_online = time.time()
logger.debug(f"Returning existing player '{nickname}' ({player_id}).")
return player
player = Player(
@ -25,50 +27,48 @@ class GameState:
last_online=time.time()
)
self.players[player_id] = player
logger.info(f"Created new player '{nickname}' ({player_id}) with ${player.money} starting money.")
return player
def place_building(self, player_id: str, building_type: str, x: int, y: int) -> dict:
"""Place a building on the map"""
# Check if tile is occupied
logger.debug(f"Attempting to place '{building_type}' at ({x},{y}) for player {player_id}.")
if (x, y) in self.buildings:
logger.warning(f"Placement failed for {player_id}: Tile ({x},{y}) already occupied.")
return {"success": False, "error": "Tile already occupied"}
# Get player
player = self.players.get(player_id)
if not player:
logger.error(f"Placement failed: Player {player_id} not found.")
return {"success": False, "error": "Player not found"}
# Get building config
try:
b_type = BuildingType(building_type)
config = BUILDING_CONFIGS[b_type]
except (ValueError, KeyError):
logger.error(f"Placement failed for {player_id}: Invalid building type '{building_type}'.")
return {"success": False, "error": "Invalid building type"}
# Check if player can afford
if not player.can_afford(config.cost):
logger.debug(f"Placement failed for {player_id}: Cannot afford '{building_type}'. Cost: {config.cost}, Player Money: {player.money}.")
return {"success": False, "error": "Not enough money"}
# Check requirements
if config.requires_population > player.population:
logger.debug(f"Placement failed for {player_id}: '{building_type}' requires {config.requires_population} pop, has {player.population}.")
return {"success": False, "error": f"Requires {config.requires_population} population"}
if config.power_required and not self._has_power_plant(player_id):
logger.debug(f"Placement failed for {player_id}: '{building_type}' requires a power plant.")
return {"success": False, "error": "Requires power plant"}
# Place building
building = Building(
building_type=b_type,
x=x,
y=y,
owner_id=player_id,
placed_at=time.time()
)
building = Building(building_type=b_type, x=x, y=y, owner_id=player_id, placed_at=time.time())
self.buildings[(x, y)] = building
player.deduct_money(config.cost)
# Update road network if it's a road
logger.info(f"Player {player_id} placed '{building_type}' at ({x},{y}). New balance: ${player.money}.")
if b_type == BuildingType.ROAD:
self.road_network.add((x, y))
self._update_connected_zones()
@ -77,18 +77,20 @@ class GameState:
def remove_building(self, player_id: str, x: int, y: int) -> dict:
"""Remove a building"""
logger.debug(f"Attempting to remove building at ({x},{y}) for player {player_id}.")
building = self.buildings.get((x, y))
if not building:
logger.warning(f"Removal failed for {player_id}: No building at ({x},{y}).")
return {"success": False, "error": "No building at this location"}
if building.owner_id != player_id:
logger.warning(f"Removal failed for {player_id}: Does not own building at ({x},{y}). Owner is {building.owner_id}.")
return {"success": False, "error": "You don't own this building"}
# Remove building
del self.buildings[(x, y)]
# Update road network if it was a road
logger.info(f"Player {player_id} removed '{building.building_type.value}' from ({x},{y}).")
if building.building_type == BuildingType.ROAD:
self.road_network.discard((x, y))
self._update_connected_zones()
@ -98,21 +100,19 @@ class GameState:
def edit_building_name(self, player_id: str, x: int, y: int, name: str) -> dict:
"""Edit building name"""
building = self.buildings.get((x, y))
if not building:
return {"success": False, "error": "No building at this location"}
if building.owner_id != player_id:
return {"success": False, "error": "You don't own this building"}
building.name = name
logger.info(f"Player {player_id} renamed building at ({x},{y}) to '{name}'.")
return {"success": True}
def _has_power_plant(self, player_id: str) -> bool:
"""Check if player has a power plant"""
for building in self.buildings.values():
if (building.owner_id == player_id and
building.building_type == BuildingType.POWER_PLANT):
if (building.owner_id == player_id and building.building_type == BuildingType.POWER_PLANT):
return True
return False
@ -122,6 +122,9 @@ class GameState:
self.connected_zones = []
return
logger.debug("Recalculating road network connected zones...")
start_time = time.perf_counter()
visited = set()
self.connected_zones = []
@ -129,19 +132,13 @@ class GameState:
if road_pos in visited:
continue
# Flood fill to find connected zone
zone = set()
stack = [road_pos]
while stack:
pos = stack.pop()
if pos in visited:
continue
if pos in visited: continue
visited.add(pos)
zone.add(pos)
# Check adjacent positions
x, y = pos
for dx, dy in [(0, 1), (1, 0), (0, -1), (-1, 0)]:
adj_pos = (x + dx, y + dy)
@ -149,14 +146,15 @@ class GameState:
stack.append(adj_pos)
self.connected_zones.append(zone)
duration = time.perf_counter() - start_time
logger.debug(f"Found {len(self.connected_zones)} road zones in {duration:.4f} seconds.")
def get_building_zone_size(self, x: int, y: int) -> int:
"""Get the size of the connected zone for a building"""
# Find adjacent roads
for dx, dy in [(0, 1), (1, 0), (0, -1), (-1, 0), (1, 1), (-1, 1), (1, -1), (-1, -1)]:
road_pos = (x + dx, y + dy)
if road_pos in self.road_network:
# Find which zone this road belongs to
for zone in self.connected_zones:
if road_pos in zone:
return len(zone)
@ -178,13 +176,11 @@ class GameState:
if not state:
return
# Load players
for player_data in state.get("players", []):
player = Player(**player_data)
player.is_online = False
player.is_online = False # All players start as offline
self.players[player.player_id] = player
# Load buildings
for building_data in state.get("buildings", []):
building = Building(
building_type=BuildingType(building_data["type"]),
@ -200,3 +196,4 @@ class GameState:
self.road_network.add((building.x, building.y))
self._update_connected_zones()
logger.info(f"Loaded state with {len(self.players)} players and {len(self.buildings)} buildings from database.")

35
server/logger.py Normal file
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@ -0,0 +1,35 @@
import logging
import sys
def setup_logger():
"""Sets up a custom logger for the application."""
# Get the logger
logger = logging.getLogger("CityBuilder")
logger.setLevel(logging.DEBUG)
# Prevent adding duplicate handlers if this function is called multiple times
if logger.hasHandlers():
logger.handlers.clear()
# Create a formatter to define the log message format
formatter = logging.Formatter(
'%(asctime)s - %(name)s - [%(levelname)s] - %(message)s',
datefmt='%Y-%m-%d %H:%M:%S'
)
# Create a handler to output log messages to the console (stdout)
stream_handler = logging.StreamHandler(sys.stdout)
stream_handler.setFormatter(formatter)
# Add the handler to the logger
logger.addHandler(stream_handler)
# Optional: To log to a file, uncomment the following lines
# file_handler = logging.FileHandler("server.log")
# file_handler.setFormatter(formatter)
# logger.addHandler(file_handler)
return logger
# Create and export the logger instance
logger = setup_logger()

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@ -4,157 +4,153 @@ from fastapi import FastAPI, WebSocket, WebSocketDisconnect
from fastapi.staticfiles import StaticFiles
from fastapi.responses import FileResponse
from pathlib import Path
import time
from server.logger import logger
from server.websocket_manager import WebSocketManager
from server.game_state import GameState
from server.economy import EconomyEngine
from server.database import Database
# Global instances
ws_manager = WebSocketManager()
game_state = GameState()
ws_manager = WebSocketManager(game_state)
economy_engine = EconomyEngine(game_state)
database = Database()
# Background task for economy ticks and persistence
async def game_loop():
"""Main game loop: economy ticks every 10 seconds, DB save every 10 seconds"""
# --- HYBRID MODEL RE-IMPLEMENTED ---
last_economy_tick_time = time.time()
TICK_INTERVAL = 10 # seconds
async def trigger_economy_update_and_save():
"""Triggers an economy tick, broadcasts updates concurrently, saves, and resets the timer."""
global last_economy_tick_time
logger.debug("Triggering full economy update and save cycle...")
start_time = time.perf_counter()
economy_engine.tick()
update_tasks = []
for player_id, player in game_state.players.items():
if player_id in ws_manager.active_connections:
task = ws_manager.send_to_player(player_id, {
"type": "player_stats_update",
"player": player.to_dict()
})
update_tasks.append(task)
if update_tasks:
await asyncio.gather(*update_tasks)
database.save_game_state(game_state)
# Reset the global tick timer after any update
last_economy_tick_time = time.time()
duration = time.perf_counter() - start_time
logger.info(f"Full economy update cycle completed in {duration:.4f} seconds.")
async def economy_loop():
"""Runs periodically to check if a passive economy update is needed."""
global last_economy_tick_time
while True:
try:
await asyncio.sleep(10)
# Economy tick
economy_engine.tick()
# Save to database
database.save_game_state(game_state)
# Broadcast state to all players
await ws_manager.broadcast_game_state(game_state.get_state())
except Exception as e:
print(f"Error in game loop: {e}")
# Continue running even if there's an error
# Check if 10 seconds have passed since the last tick (from any source)
if time.time() - last_economy_tick_time > TICK_INTERVAL:
logger.info("Triggering timed economy update for idle players.")
await trigger_economy_update_and_save()
# Check frequently for responsiveness
await asyncio.sleep(1)
@asynccontextmanager
async def lifespan(app: FastAPI):
"""Startup and shutdown events"""
# Startup
"""Startup and shutdown events."""
logger.info("Server starting up...")
database.init_db()
game_state.load_state(database.load_game_state())
# Start game loop
task = asyncio.create_task(game_loop())
# Start the hybrid economy loop
task = asyncio.create_task(economy_loop())
logger.info("Hybrid economy loop started.")
yield
# Shutdown
logger.info("Server shutting down...")
task.cancel()
database.save_game_state(game_state)
logger.info("Final game state saved.")
app = FastAPI(lifespan=lifespan)
# Mount static files
app.mount("/static", StaticFiles(directory="static"), name="static")
@app.get("/")
async def root():
"""Serve index.html"""
return FileResponse("static/index.html")
@app.websocket("/ws/{nickname}")
async def websocket_endpoint(websocket: WebSocket, nickname: str):
"""WebSocket endpoint for real-time game communication"""
await ws_manager.connect(websocket, nickname)
try:
# Send initial game state
player_id = await ws_manager.get_player_id(websocket)
player = game_state.get_or_create_player(nickname, player_id)
await websocket.send_json({
"type": "init",
"player": player.to_dict(),
"game_state": game_state.get_state()
})
# Listen for messages
while True:
data = await websocket.receive_json()
await handle_message(websocket, data)
if player_id:
player = game_state.get_or_create_player(nickname, player_id)
await websocket.send_json({
"type": "init",
"player": player.to_dict(),
"game_state": game_state.get_state()
})
while True:
data = await websocket.receive_json()
await handle_message(websocket, data)
except WebSocketDisconnect:
await ws_manager.disconnect(websocket)
except Exception as e:
player_id = await ws_manager.get_player_id(websocket)
logger.error(f"An error occurred in the websocket endpoint for player {player_id}: {e}", exc_info=True)
async def handle_message(websocket: WebSocket, data: dict):
"""Handle incoming WebSocket messages"""
"""Handle incoming WebSocket messages."""
msg_type = data.get("type")
player_id = await ws_manager.get_player_id(websocket)
if not player_id:
logger.warning("Received message from an unknown player, ignoring.")
return
logger.debug(f"Received '{msg_type}' from player {player_id}")
if msg_type == "cursor_move":
# Broadcast cursor position
await ws_manager.broadcast({
"type": "cursor_move",
"player_id": player_id,
"x": data["x"],
"y": data["y"]
}, exclude=websocket)
await ws_manager.broadcast({"type": "cursor_move", "player_id": player_id, "x": data["x"], "y": data["y"]}, exclude=websocket)
elif msg_type == "place_building":
# Place building
result = game_state.place_building(
player_id,
data["building_type"],
data["x"],
data["y"]
)
result = game_state.place_building(player_id, data["building_type"], data["x"], data["y"])
if result["success"]:
# Broadcast to all players
await ws_manager.broadcast({
"type": "building_placed",
"building": result["building"]
})
await ws_manager.broadcast({"type": "building_placed", "building": result["building"]})
# --- CHANGE: Trigger an INSTANT economy update on financial action ---
logger.info(f"Player {player_id} action triggered immediate economy update.")
await trigger_economy_update_and_save()
else:
# Send error to player
await websocket.send_json({
"type": "error",
"message": result["error"]
})
await websocket.send_json({"type": "error", "message": result["error"]})
elif msg_type == "remove_building":
# Remove building
result = game_state.remove_building(player_id, data["x"], data["y"])
if result["success"]:
await ws_manager.broadcast({
"type": "building_removed",
"x": data["x"],
"y": data["y"]
})
await ws_manager.broadcast({"type": "building_removed", "x": data["x"], "y": data["y"]})
# --- CHANGE: Trigger an INSTANT economy update on financial action ---
logger.info(f"Player {player_id} action triggered immediate economy update.")
await trigger_economy_update_and_save()
else:
await websocket.send_json({"type": "error", "message": result["error"]})
elif msg_type == "edit_building":
# Edit building name
result = game_state.edit_building_name(
player_id,
data["x"],
data["y"],
data["name"]
)
result = game_state.edit_building_name(player_id, data["x"], data["y"], data["name"])
if result["success"]:
await ws_manager.broadcast({
"type": "building_updated",
"x": data["x"],
"y": data["y"],
"name": data["name"]
})
await ws_manager.broadcast({"type": "building_updated", "x": data["x"], "y": data["y"], "name": data["name"]})
database.save_game_state(game_state)
elif msg_type == "chat":
# Broadcast chat message
nickname = await ws_manager.get_nickname(websocket)
await ws_manager.broadcast({
"type": "chat",
"nickname": nickname,
"message": data["message"],
"timestamp": data["timestamp"]
})
await ws_manager.broadcast({"type": "chat", "nickname": nickname, "message": data["message"], "timestamp": data["timestamp"]})

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@ -1,90 +1,118 @@
from fastapi import WebSocket
from typing import Dict, Set
from typing import Dict, List
import uuid
import time
from server.game_state import GameState
from server.logger import logger
class WebSocketManager:
"""Manages WebSocket connections for multiplayer"""
def __init__(self):
self.active_connections: Dict[str, WebSocket] = {}
def __init__(self, game_state: GameState):
self.active_connections: Dict[str, List[WebSocket]] = {}
self.player_nicknames: Dict[str, str] = {}
self.nickname_to_id: Dict[str, str] = {}
self.game_state = game_state
async def connect(self, websocket: WebSocket, nickname: str):
"""Connect a new player"""
"""Connect a new player, allowing multiple connections per nickname."""
logger.debug(f"Connection attempt from nickname '{nickname}'.")
await websocket.accept()
# Generate or reuse player ID
if nickname in self.nickname_to_id:
player_id = self.nickname_to_id[nickname]
else:
player_id = str(uuid.uuid4())
self.nickname_to_id[nickname] = player_id
logger.info(f"New player '{nickname}' assigned ID {player_id}.")
self.active_connections[player_id] = websocket
self.player_nicknames[player_id] = nickname
player = self.game_state.get_or_create_player(nickname, player_id)
# Broadcast player joined
await self.broadcast({
"type": "player_joined",
"player_id": player_id,
"nickname": nickname
})
async def disconnect(self, websocket: WebSocket):
"""Disconnect a player"""
player_id = None
for pid, ws in self.active_connections.items():
if ws == websocket:
player_id = pid
break
if player_id:
del self.active_connections[player_id]
nickname = self.player_nicknames.pop(player_id, None)
# Broadcast player left
if not self.active_connections.get(player_id):
player.is_online = True
self.active_connections[player_id] = []
logger.info(f"Player '{nickname}' ({player_id}) is now online.")
await self.broadcast({
"type": "player_left",
"type": "player_joined",
"player_id": player_id,
"nickname": nickname
})
self.active_connections[player_id].append(websocket)
self.player_nicknames[player_id] = nickname
logger.debug(f"Added new websocket for '{nickname}'. Total connections for user: {len(self.active_connections[player_id])}.")
async def broadcast(self, message: dict, exclude: WebSocket = None):
"""Broadcast message to all connected players"""
disconnected = []
async def disconnect(self, websocket: WebSocket):
"""Disconnect a player's specific websocket instance."""
player_id = await self.get_player_id(websocket)
for player_id, websocket in self.active_connections.items():
if player_id and player_id in self.active_connections:
self.active_connections[player_id].remove(websocket)
logger.debug(f"Removed websocket for player {player_id}. Remaining connections: {len(self.active_connections[player_id])}.")
if not self.active_connections[player_id]:
del self.active_connections[player_id]
nickname = self.player_nicknames.pop(player_id, None)
# --- REVERTED CHANGE: The following lines that set a player
# --- to 'offline' have been removed to restore original economy.
# player = self.game_state.players.get(player_id)
# if player:
# player.is_online = False
# player.last_online = time.time()
logger.info(f"Player '{nickname}' ({player_id}) last connection closed.")
await self.broadcast({
"type": "player_left",
"player_id": player_id,
"nickname": nickname
})
async def send_to_player(self, player_id: str, message: dict):
"""Send a message to all active connections for a specific player."""
connections = self.active_connections.get(player_id, [])
if not connections: return
logger.debug(f"Sending '{message['type']}' to player {player_id} ({len(connections)} connections).")
disconnected_sockets = []
for websocket in connections:
try:
await websocket.send_json(message)
except Exception:
disconnected_sockets.append(websocket)
for ws in disconnected_sockets:
logger.warning(f"Found dead socket for player {player_id} during send. Cleaning up.")
if ws in self.active_connections.get(player_id, []):
self.active_connections[player_id].remove(ws)
async def broadcast(self, message: dict, exclude: WebSocket = None):
"""Broadcast message to all connected players and all their connections."""
msg_type = message.get("type", "unknown")
logger.debug(f"Broadcasting '{msg_type}' to all active connections.")
all_sockets = []
for ws_list in self.active_connections.values():
all_sockets.extend(ws_list)
for websocket in all_sockets:
if websocket == exclude:
continue
try:
await websocket.send_json(message)
except Exception:
disconnected.append(player_id)
# Clean up disconnected websockets
for player_id in disconnected:
if player_id in self.active_connections:
del self.active_connections[player_id]
if player_id in self.player_nicknames:
del self.player_nicknames[player_id]
async def broadcast_game_state(self, state: dict):
"""Broadcast full game state"""
await self.broadcast({
"type": "game_state_update",
"state": state
})
pass
async def get_player_id(self, websocket: WebSocket) -> str:
"""Get player ID from websocket"""
for player_id, ws in self.active_connections.items():
if ws == websocket:
"""Get player ID from a specific websocket instance."""
for player_id, ws_list in self.active_connections.items():
if websocket in ws_list:
return player_id
return None
async def get_nickname(self, websocket: WebSocket) -> str:
"""Get nickname from websocket"""
"""Get nickname from websocket."""
player_id = await self.get_player_id(websocket)
return self.player_nicknames.get(player_id, "Unknown")

View File

@ -63,7 +63,7 @@ stats-display {
/* Building Toolbox */
building-toolbox {
position: absolute;
left: 10px;
right: 10px;
top: 120px;
background: var(--bg-medium);
border: 2px solid var(--border-color);

View File

@ -15,41 +15,33 @@ export class App {
players: {},
buildings: {}
};
this.selectedBuildingType = null;
this.isPlacingBuilding = false;
}
init() {
console.log('Initializing City Builder...');
// Initialize UI Manager
this.uiManager = new UIManager(this);
this.uiManager.init();
// Show login screen
this.uiManager.showLoginScreen();
}
async startGame(nickname) {
console.log(`Starting game for ${nickname}...`);
// Hide login, show game UI
this.uiManager.hideLoginScreen();
this.uiManager.showGameUI();
// Initialize renderer
this.renderer = new GameRenderer();
this.renderer.init();
// Initialize input handler
this.inputHandler = new InputHandler(this);
this.inputHandler.init();
// Connect to WebSocket
this.wsClient = new WebSocketClient(this);
await this.wsClient.connect(nickname);
// Start render loop
this.renderer.startRenderLoop();
}
@ -62,21 +54,22 @@ export class App {
// Update UI
this.uiManager.updateStats(this.player);
this.uiManager.updateBuildingToolbox(this.player);
// Render initial state
this.renderer.updateGameState(gameState);
}
onGameStateUpdate(state) {
this.gameState = state;
this.renderer.updateGameState(state);
// Update own player stats
if (this.player && state.players[this.player.player_id]) {
this.player = state.players[this.player.player_id];
onPlayerStatsUpdate(playerData) {
// Update our own player object and UI if the update is for us
if (this.player && this.player.player_id === playerData.player_id) {
this.player = playerData;
this.uiManager.updateStats(this.player);
this.uiManager.updateBuildingToolbox(this.player);
}
// Update the player in the global game state as well
if (this.gameState.players[playerData.player_id]) {
this.gameState.players[playerData.player_id] = playerData;
}
}
onCursorMove(playerId, x, y) {
@ -86,16 +79,22 @@ export class App {
onBuildingPlaced(building) {
console.log('Building placed:', building);
this.renderer.addBuilding(building);
// Also add to local game state for context menu checks etc.
this.gameState.buildings[`${building.x},${building.y}`] = building;
}
onBuildingRemoved(x, y) {
console.log('Building removed at:', x, y);
this.renderer.removeBuilding(x, y);
delete this.gameState.buildings[`${x},${y}`];
}
onBuildingUpdated(x, y, name) {
console.log('Building updated:', x, y, name);
this.renderer.updateBuildingName(x, y, name);
if (this.gameState.buildings[`${x},${y}`]) {
this.gameState.buildings[`${x},${y}`].name = name;
}
}
onPlayerJoined(playerId, nickname) {
@ -127,7 +126,6 @@ export class App {
placeBuilding(x, y) {
if (!this.selectedBuildingType) return;
console.log('Placing building:', this.selectedBuildingType, 'at', x, y);
this.wsClient.placeBuilding(this.selectedBuildingType, x, y);
}

View File

@ -5,14 +5,18 @@ export class GameRenderer {
this.renderer = null;
this.canvas = null;
this.tiles = new Map(); // Map of tile meshes
this.buildings = new Map(); // Map of building meshes
this.cursors = new Map(); // Map of player cursors
this.labels = new Map(); // Map of building labels
this.tiles = new Map();
// Map of tile meshes
this.buildings = new Map();
// Map of building meshes
this.cursors = new Map();
// Map of player cursors
this.labels = new Map();
// Map of building labels
this.hoveredTile = null;
this.cameraPos = { x: 0, y: 50, z: 50 };
this.cameraZoom = 1;
this.cameraZoom = 1; // Re-introduced for proper orthographic zoom
this.TILE_SIZE = 2;
this.VIEW_DISTANCE = 50;
@ -20,10 +24,10 @@ export class GameRenderer {
init() {
this.canvas = document.getElementById('gameCanvas');
// Create scene
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x87CEEB); // Sky blue
this.scene.background = new THREE.Color(0x87CEEB);
// Sky blue
// Create camera
this.camera = new THREE.OrthographicCamera(
@ -48,10 +52,8 @@ export class GameRenderer {
directionalLight.position.set(10, 20, 10);
directionalLight.castShadow = true;
this.scene.add(directionalLight);
// Create ground
this.createGround();
// Handle window resize
window.addEventListener('resize', () => this.onResize());
}
@ -81,13 +83,13 @@ export class GameRenderer {
createBuilding(buildingData) {
const { type, x, y, owner_id, name } = buildingData;
// Get building height and color based on type
let height = 1;
let color = 0x808080;
if (type.includes('house')) {
height = type === 'small_house' ? 2 : type === 'medium_house' ? 3 : 4;
height = type === 'small_house' ?
2 : type === 'medium_house' ? 3 : 4;
color = 0xD2691E;
} else if (type.includes('shop') || type === 'supermarket' || type === 'mall') {
height = 3;
@ -154,7 +156,6 @@ export class GameRenderer {
addBuilding(buildingData) {
const key = `${buildingData.x},${buildingData.y}`;
// Remove existing building at this position
if (this.buildings.has(key)) {
this.scene.remove(this.buildings.get(key));
@ -241,17 +242,21 @@ export class GameRenderer {
}
zoomCamera(delta) {
this.cameraZoom = Math.max(0.5, Math.min(2, this.cameraZoom + delta));
this.updateCameraPosition();
// Adjust the zoom property. A positive delta (scroll up) increases zoom.
this.cameraZoom += delta;
// Clamp the zoom level to a reasonable range
this.cameraZoom = Math.max(0.5, Math.min(2.5, this.cameraZoom));
// Apply the zoom to the camera and update its projection matrix
this.camera.zoom = this.cameraZoom;
this.camera.updateProjectionMatrix();
}
updateCameraPosition() {
this.camera.position.set(
this.cameraPos.x,
this.cameraPos.y * this.cameraZoom,
this.cameraPos.z * this.cameraZoom
this.cameraPos.x, this.cameraPos.y, this.cameraPos.z
);
this.camera.lookAt(this.cameraPos.x, 0, 0);
this.camera.lookAt(this.cameraPos.x, 0, this.cameraPos.z - 50);
}
startRenderLoop() {

View File

@ -9,21 +9,19 @@ export class InputHandler {
this.currentTileX = null;
this.currentTileY = null;
this.cursorUpdateThrottle = 100; // ms
this.lastCursorUpdate = 0;
this.keyPanSpeed = 3; // Controls camera movement speed with arrow keys
}
init() {
this.canvas = document.getElementById('gameCanvas');
// Mouse events
this.canvas.addEventListener('mousedown', (e) => this.onMouseDown(e));
this.canvas.addEventListener('mouseup', (e) => this.onMouseUp(e));
this.canvas.addEventListener('mousemove', (e) => this.onMouseMove(e));
this.canvas.addEventListener('wheel', (e) => this.onWheel(e));
this.canvas.addEventListener('contextmenu', (e) => e.preventDefault());
// Keyboard events
document.addEventListener('keydown', (e) => this.onKeyDown(e));
}
@ -36,12 +34,9 @@ export class InputHandler {
this.canvas.style.cursor = 'grabbing';
} else if (event.button === 0) { // Left mouse button
const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
if (this.app.isPlacingBuilding && this.app.selectedBuildingType) {
// Place building
this.app.placeBuilding(tile.x, tile.y);
this.app.isPlacingBuilding = false;
this.app.selectedBuildingType = null;
}
}
}
@ -49,13 +44,17 @@ export class InputHandler {
onMouseUp(event) {
if (event.button === 2) { // Right mouse button
this.isRightMouseDown = false;
// A right-click should cancel building placement mode
this.app.isPlacingBuilding = false;
this.app.selectedBuildingType = null;
this.canvas.style.cursor = 'default';
// Check if click (not drag)
const dragThreshold = 5;
const dx = Math.abs(event.clientX - this.lastMouseX);
const dy = Math.abs(event.clientY - this.lastMouseY);
if (dx < dragThreshold && dy < dragThreshold) {
// Right click on tile - show context menu
const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
@ -76,14 +75,12 @@ export class InputHandler {
onMouseMove(event) {
// Update tile position
const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
if (tile.x !== this.currentTileX || tile.y !== this.currentTileY) {
this.currentTileX = tile.x;
this.currentTileY = tile.y;
// Highlight tile
this.app.renderer.highlightTile(tile.x, tile.y);
// Send cursor position to server (throttled)
const now = Date.now();
if (now - this.lastCursorUpdate > this.cursorUpdateThrottle) {
@ -111,11 +108,36 @@ export class InputHandler {
}
onKeyDown(event) {
// ESC to cancel building placement
if (event.key === 'Escape') {
this.app.isPlacingBuilding = false;
this.app.selectedBuildingType = null;
this.app.uiManager.hideContextMenu();
}
let moved = false;
const s = this.keyPanSpeed; // shorthand for speed
switch (event.key) {
case 'ArrowUp':
this.app.renderer.moveCamera(s, -s); // Move diagonally to pan straight up
moved = true;
break;
case 'ArrowDown':
this.app.renderer.moveCamera(-s, s); // Move diagonally to pan straight down
moved = true;
break;
case 'ArrowLeft':
this.app.renderer.moveCamera(-s, -s); // Move diagonally to pan straight left
moved = true;
break;
case 'ArrowRight':
this.app.renderer.moveCamera(s, s); // Move diagonally to pan straight right
moved = true;
break;
}
if (moved) {
event.preventDefault(); // Prevents the browser from scrolling
}
}
}

View File

@ -12,7 +12,6 @@ export class WebSocketClient {
try {
this.ws = new WebSocket(wsUrl);
this.ws.onopen = () => {
console.log('WebSocket connected');
this.reconnectAttempts = 0;
@ -50,10 +49,9 @@ export class WebSocketClient {
this.app.onPlayerInit(data.player, data.game_state);
break;
case 'game_state_update':
this.app.onGameStateUpdate(data.state);
case 'player_stats_update':
this.app.onPlayerStatsUpdate(data.player);
break;
case 'cursor_move':
this.app.onCursorMove(data.player_id, data.x, data.y);
break;
@ -61,11 +59,9 @@ export class WebSocketClient {
case 'building_placed':
this.app.onBuildingPlaced(data.building);
break;
case 'building_removed':
this.app.onBuildingRemoved(data.x, data.y);
break;
case 'building_updated':
this.app.onBuildingUpdated(data.x, data.y, data.name);
break;

View File

@ -6,6 +6,7 @@ class BuildingToolbox extends HTMLElement {
constructor() {
super();
this.app = null;
this.buildingItems = []; // A cache for the building DOM elements
this.buildings = [
{ type: 'small_house', name: 'Small House', cost: 5000, income: -50, pop: 10 },
{ type: 'medium_house', name: 'Medium House', cost: 12000, income: -120, pop: 25 },
@ -24,18 +25,30 @@ class BuildingToolbox extends HTMLElement {
}
connectedCallback() {
this.render();
// 1. Initial full render happens only once
this.innerHTML = this.renderHTML();
// 2. Cache the DOM elements for efficient future updates
this.buildingItems = this.querySelectorAll('.building-item');
// 3. Add click handlers only once
this.addClickHandlers();
}
attributeChangedCallback() {
this.render();
// When player stats change, run the lightweight update function
// instead of a full re-render.
if (this.buildingItems.length > 0) {
this.updateItemStates();
}
}
render() {
renderHTML() {
// This function generates the initial HTML string.
const money = parseInt(this.getAttribute('player-money') || '0');
const population = parseInt(this.getAttribute('player-population') || '0');
this.innerHTML = `
return `
<div style="font-weight: bold; margin-bottom: 10px; font-size: 16px; border-bottom: 1px solid var(--border-color); padding-bottom: 5px;">
Buildings
</div>
@ -44,7 +57,6 @@ class BuildingToolbox extends HTMLElement {
const canAfford = money >= building.cost;
const meetsReq = !building.req || population >= building.req;
const enabled = canAfford && meetsReq;
return `
<div
class="building-item"
@ -55,8 +67,7 @@ class BuildingToolbox extends HTMLElement {
background: var(--bg-light);
border: 1px solid var(--border-color);
cursor: ${enabled ? 'pointer' : 'not-allowed'};
opacity: ${enabled ? '1' : '0.5'};
"
opacity: ${enabled ? '1' : '0.5'};"
>
<div style="font-weight: bold; margin-bottom: 4px;">
${building.name}
@ -74,12 +85,15 @@ class BuildingToolbox extends HTMLElement {
}).join('')}
</div>
`;
// Add click handlers
this.querySelectorAll('.building-item').forEach(item => {
}
addClickHandlers() {
this.buildingItems.forEach(item => {
item.addEventListener('click', () => {
const type = item.dataset.type;
const building = this.buildings.find(b => b.type === type);
const money = parseInt(this.getAttribute('player-money') || '0');
const population = parseInt(this.getAttribute('player-population') || '0');
if (money >= building.cost && (!building.req || population >= building.req)) {
if (this.app) {
@ -89,6 +103,26 @@ class BuildingToolbox extends HTMLElement {
});
});
}
updateItemStates() {
// This lightweight function only updates styles, preserving the DOM and scroll position.
const money = parseInt(this.getAttribute('player-money') || '0');
const population = parseInt(this.getAttribute('player-population') || '0');
this.buildingItems.forEach(item => {
const type = item.dataset.type;
const building = this.buildings.find(b => b.type === type);
if (!building) return;
const canAfford = money >= building.cost;
const meetsReq = !building.req || population >= building.req;
const enabled = canAfford && meetsReq;
// Directly update only the styles that change
item.style.opacity = enabled ? '1' : '0.5';
item.style.cursor = enabled ? 'pointer' : 'not-allowed';
});
}
}
customElements.define('building-toolbox', BuildingToolbox);