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import { ConvexError, v } from 'convex/values';
import { internalMutation, mutation, query } from './_generated/server';
import { characters } from '../data/characters';
import { insertInput } from './aiTown/insertInput';
import { Descriptions } from '../data/characters';
import {
  DEFAULT_NAME,
  ENGINE_ACTION_DURATION,
  IDLE_WORLD_TIMEOUT,
  WORLD_HEARTBEAT_INTERVAL,
} from './constants';
import { playerId } from './aiTown/ids';
import { kickEngine, startEngine, stopEngine } from './aiTown/main';
import { engineInsertInput } from './engine/abstractGame';

export const defaultWorldStatus = query({
  handler: async (ctx) => {
    const worldStatus = await ctx.db
      .query('worldStatus')
      .filter((q) => q.eq(q.field('isDefault'), true))
      .first();
    return worldStatus;
  },
});
function assignRole(): 'villager' | 'werewolf' {
  const randomNum = Math.random();
  return randomNum < 0.7 ? 'villager' : 'werewolf';
}

export const heartbeatWorld = mutation({
  args: {
    worldId: v.id('worlds'),
  },
  handler: async (ctx, args) => {
    const worldStatus = await ctx.db
      .query('worldStatus')
      .withIndex('worldId', (q) => q.eq('worldId', args.worldId))
      .first();
    if (!worldStatus) {
      throw new Error(`Invalid world ID: ${args.worldId}`);
    }
    const now = Date.now();

    // Skip the update (and then potentially make the transaction readonly)
    // if it's been viewed sufficiently recently..
    if (!worldStatus.lastViewed || worldStatus.lastViewed < now - WORLD_HEARTBEAT_INTERVAL / 2) {
      await ctx.db.patch(worldStatus._id, {
        lastViewed: Math.max(worldStatus.lastViewed ?? now, now),
      });
    }

    // Restart inactive worlds, but leave worlds explicitly stopped by the developer alone.
    if (worldStatus.status === 'stoppedByDeveloper') {
      console.debug(`World ${worldStatus._id} is stopped by developer, not restarting.`);
    }
    if (worldStatus.status === 'inactive') {
      console.log(`Restarting inactive world ${worldStatus._id}...`);
      await ctx.db.patch(worldStatus._id, { status: 'running' });
      await startEngine(ctx, worldStatus.worldId);
    }
  },
});

export const stopInactiveWorlds = internalMutation({
  handler: async (ctx) => {
    const cutoff = Date.now() - IDLE_WORLD_TIMEOUT;
    const worlds = await ctx.db.query('worldStatus').collect();
    for (const worldStatus of worlds) {
      if (cutoff < worldStatus.lastViewed || worldStatus.status !== 'running') {
        continue;
      }
      console.log(`Stopping inactive world ${worldStatus._id}`);
      await ctx.db.patch(worldStatus._id, { status: 'inactive' });
      await stopEngine(ctx, worldStatus.worldId);
    }
  },
});

export const restartDeadWorlds = internalMutation({
  handler: async (ctx) => {
    const now = Date.now();

    // Restart an engine if it hasn't run for 2x its action duration.
    const engineTimeout = now - ENGINE_ACTION_DURATION * 2;
    const worlds = await ctx.db.query('worldStatus').collect();
    for (const worldStatus of worlds) {
      if (worldStatus.status !== 'running') {
        continue;
      }
      const engine = await ctx.db.get(worldStatus.engineId);
      if (!engine) {
        throw new Error(`Invalid engine ID: ${worldStatus.engineId}`);
      }
      if (engine.currentTime && engine.currentTime < engineTimeout) {
        console.warn(`Restarting dead engine ${engine._id}...`);
        await kickEngine(ctx, worldStatus.worldId);
      }
    }
  },
});

export const userStatus = query({
  args: {
    worldId: v.id('worlds'),
    oauthToken: v.optional(v.string()),

  },
  handler: async (ctx, args) => {
    const { worldId, oauthToken } = args;
    
    if (!oauthToken) {
     return null;
    }
    console.log("oauthToken",oauthToken)
    return oauthToken;
  },
});

export const joinWorld = mutation({
  args: {
    worldId: v.id('worlds'),
    oauthToken: v.optional(v.string()),

  },
  handler: async (ctx, args) => {
    const { worldId, oauthToken } = args;
    
    if (!oauthToken) {
      throw new ConvexError(`Not logged in`);
    }
    // if (!identity) {
    //   throw new ConvexError(`Not logged in`);
    // }
    // const name =
    //   identity.givenName || identity.nickname || (identity.email && identity.email.split('@')[0]);
    const name = oauthToken;
    // if (!name) {
    //   throw new ConvexError(`Missing name on ${JSON.stringify(identity)}`);
    // }
    const world = await ctx.db.get(args.worldId);
    if (!world) {
      throw new ConvexError(`Invalid world ID: ${args.worldId}`);
    }

    const playerIds = [...world.players.values()].map(player => player.id)

    const playerDescriptions = await ctx.db
      .query('playerDescriptions')
      .withIndex('worldId', (q) => q.eq('worldId', args.worldId))
      .collect();

    const namesInGame = playerDescriptions.map(description => {
      if (playerIds.includes(description.playerId)) {
        return description.name
      }
    })
    const availableDescriptions = Descriptions.filter(
      description => !namesInGame.includes(description.name)
    );

    const randomCharacter = availableDescriptions[Math.floor(Math.random() * availableDescriptions.length)];
      // Assign role with probability
    const role = assignRole();
    console.log("assignin : ", role)
    // const { tokenIdentifier } = identity;
    return await insertInput(ctx, world._id, 'join', {
      name: randomCharacter.name,
      character: randomCharacter.character,
      description: randomCharacter.identity,
      // description: `${identity.givenName} is a human player`,
      tokenIdentifier: oauthToken, // TODO: change for multiplayer to oauth
      // By default everybody is a villager
      type: role,
    });
  },
});

export const leaveWorld = mutation({
  args: {
    worldId: v.id('worlds'),
    oauthToken: v.optional(v.string()),
  },
  handler: async (ctx, args) => {
    const { worldId, oauthToken } = args;
    
    if (!oauthToken) {
      throw new ConvexError(`Not logged in`);
    }

    const world = await ctx.db.get(args.worldId);
    if (!world) {
      throw new Error(`Invalid world ID: ${args.worldId}`);
    }
    // const existingPlayer = world.players.find((p) => p.human === tokenIdentifier);
    const existingPlayer = world.players.find((p) => p.human === oauthToken);
    console.log("existingPlayer :",existingPlayer)
    if (!existingPlayer) {
      return;
    }
    console.log("leaving is : ", existingPlayer)
    await insertInput(ctx, world._id, 'leave', {
      playerId: existingPlayer.id,
    });
    
    
  },
});

export const sendWorldInput = mutation({
  args: {
    engineId: v.id('engines'),
    name: v.string(),
    args: v.any(),
  },
  handler: async (ctx, args) => {
    // const identity = await ctx.auth.getUserIdentity();
    // if (!identity) {
    //   throw new Error(`Not logged in`);
    // }
    return await engineInsertInput(ctx, args.engineId, args.name as any, args.args);
  },
});

export const worldState = query({
  args: {
    worldId: v.id('worlds'),
  },
  handler: async (ctx, args) => {
    const world = await ctx.db.get(args.worldId);
    if (!world) {
      throw new Error(`Invalid world ID: ${args.worldId}`);
    }
    const worldStatus = await ctx.db
      .query('worldStatus')
      .withIndex('worldId', (q) => q.eq('worldId', world._id))
      .unique();
    if (!worldStatus) {
      throw new Error(`Invalid world status ID: ${world._id}`);
    }
    const engine = await ctx.db.get(worldStatus.engineId);
    if (!engine) {
      throw new Error(`Invalid engine ID: ${worldStatus.engineId}`);
    }
    return { world, engine };
  },
});

export const gameDescriptions = query({
  args: {
    worldId: v.id('worlds'),
  },
  handler: async (ctx, args) => {
    const playerDescriptions = await ctx.db
      .query('playerDescriptions')
      .withIndex('worldId', (q) => q.eq('worldId', args.worldId))
      .collect();
    const agentDescriptions = await ctx.db
      .query('agentDescriptions')
      .withIndex('worldId', (q) => q.eq('worldId', args.worldId))
      .collect();
    const worldMap = await ctx.db
      .query('maps')
      .withIndex('worldId', (q) => q.eq('worldId', args.worldId))
      .first();
    if (!worldMap) {
      throw new Error(`No map for world: ${args.worldId}`);
    }
    return { worldMap, playerDescriptions, agentDescriptions };
  },
});

export const previousConversation = query({
  args: {
    worldId: v.id('worlds'),
    playerId,
  },
  handler: async (ctx, args) => {
    // Walk the player's history in descending order, looking for a nonempty
    // conversation.
    const members = ctx.db
      .query('participatedTogether')
      .withIndex('playerHistory', (q) => q.eq('worldId', args.worldId).eq('player1', args.playerId))
      .order('desc');

    for await (const member of members) {
      const conversation = await ctx.db
        .query('archivedConversations')
        .withIndex('worldId', (q) => q.eq('worldId', args.worldId).eq('id', member.conversationId))
        .unique();
      if (!conversation) {
        throw new Error(`Invalid conversation ID: ${member.conversationId}`);
      }
      if (conversation.numMessages > 0) {
        return conversation;
      }
    }
    return null;
  },
});