Initial public release of PSX Adventure Engine

Browser reference stack for PSX-era third-person adventure: fixed cameras,
inventory puzzles, Box3D physics, host-authoritative P2P co-op, and a modular
character harness. Ships the Ashgrove Precinct Level 1 investigation demo with
a full cast and nine linked rooms.
This commit is contained in:
ryanfitzpatrickio
2026-07-31 06:32:43 -05:00
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import type { ClientMessage, GameMessage, HostMessage, PeerId, PeerInfo } from "@psx/shared";
import { validateClientMessage, validateHostMessage } from "@psx/shared";
import { PeerLink, type PeerLinkState } from "./PeerLink.js";
import { SignalingClient } from "./SignalingClient.js";
/**
* Transport layer for a co-op session — GDD §8.
*
* Topology is a star centred on the host, not a mesh. The host is
* authoritative, so a guest-to-guest link would carry nothing either side is
* permitted to act on; every guest holds exactly one link, to peer 0.
*
* This class is role-agnostic: it moves validated messages and reports
* membership. What to *do* with a message is `HostAuthority`'s or the guest
* session's problem.
*/
export const HOST_PEER_ID = 0;
export class NetSession {
private readonly signaling: SignalingClient;
private readonly links = new Map<PeerId, PeerLink>();
private readonly peers = new Map<PeerId, PeerInfo>();
localPeerId: PeerId = -1;
isHost = false;
/** Host side: a guest sent input or an action. Already validated. */
onClientMessage: ((message: ClientMessage, from: PeerId) => void) | null = null;
/** Guest side: the host sent authoritative state. Already validated. */
onHostMessage: ((message: HostMessage) => void) | null = null;
onPeersChanged: ((peers: PeerInfo[]) => void) | null = null;
onLinkStateChanged: ((peerId: PeerId, state: PeerLinkState) => void) | null = null;
onFatal: ((message: string) => void) | null = null;
/**
* World-level peer lifecycle, distinct from the transport-level membership
* in `onPeersChanged`. `Game` uses these to spawn and despawn bodies, and
* only wants them once the peer is actually reachable.
*/
onPeerJoinedWorld: ((peerId: PeerId) => void) | null = null;
onPeerLeftWorld: ((peerId: PeerId) => void) | null = null;
constructor(
signalingUrl: string,
private readonly iceServers?: RTCIceServer[],
) {
this.signaling = new SignalingClient(signalingUrl, {
onWelcome: (peerId, isHost, peers) => {
this.localPeerId = peerId;
this.isHost = isHost;
for (const peer of peers) this.peers.set(peer.peerId, peer);
// The host opens connections to everyone already present; a guest
// waits to be offered, so both sides never offer simultaneously.
if (isHost) {
for (const peer of peers) {
if (peer.peerId !== peerId) this.openLink(peer.peerId, true);
}
}
this.onPeersChanged?.(this.peerList());
},
onPeerJoined: (peer) => {
this.peers.set(peer.peerId, peer);
if (this.isHost) this.openLink(peer.peerId, true);
this.onPeersChanged?.(this.peerList());
},
onPeerLeft: (peerId) => {
this.peers.delete(peerId);
this.links.get(peerId)?.close();
this.links.delete(peerId);
this.onPeerLeftWorld?.(peerId);
this.onPeersChanged?.(this.peerList());
},
onPeerUpdated: (peer) => {
this.peers.set(peer.peerId, peer);
this.onPeersChanged?.(this.peerList());
},
onSignal: (from, payload) => {
// A guest learns of the host by being offered, so create on demand.
const link = this.links.get(from) ?? this.openLink(from, false);
void link.handleSignal(payload);
},
onStart: () => {
/* Room transitions are driven by the host over the data channel. */
},
onError: (message) => this.onFatal?.(message),
onClose: () => {
/* Data channels outlive the signalling socket; not fatal on its own. */
},
});
}
connect(token: string, lobbyCode: string): Promise<void> {
return this.signaling.connect(token, lobbyCode);
}
private openLink(peerId: PeerId, isInitiator: boolean): PeerLink {
const existing = this.links.get(peerId);
if (existing) return existing;
const link = new PeerLink({
peerId,
isInitiator,
sendSignal: (payload) => this.signaling.sendSignal(peerId, payload),
...(this.iceServers ? { iceServers: this.iceServers } : {}),
});
link.onMessage = (message, from) => this.route(message, from);
link.onStateChange = (state, id) => {
// Spawn a body only once the channel is actually usable — announcing on
// `peer-joined` would create a body for a peer that may never connect.
if (state === "connected" && this.isHost) this.onPeerJoinedWorld?.(id);
if (state === "closed" || state === "failed") this.onPeerLeftWorld?.(id);
this.onLinkStateChanged?.(id, state);
};
this.links.set(peerId, link);
return link;
}
/**
* Validate before dispatch. The host must never act on unvalidated guest
* input, and a guest should not be crashable by a malformed host frame.
*/
private route(message: GameMessage, from: PeerId): void {
if (this.isHost) {
const result = validateClientMessage(message);
if (result.ok) this.onClientMessage?.(result.value, from);
return;
}
// Guests accept authoritative state only from the host's link.
if (from !== HOST_PEER_ID) return;
const result = validateHostMessage(message);
if (result.ok) this.onHostMessage?.(result.value);
}
/** Host: unreliable broadcast, for state superseded by the next frame. */
broadcastState(message: HostMessage): void {
for (const link of this.links.values()) link.sendState(message);
}
/** Host: reliable broadcast, for state that must not be dropped. */
broadcastEvent(message: HostMessage): void {
for (const link of this.links.values()) link.sendEvent(message);
}
sendToPeer(peerId: PeerId, message: HostMessage): void {
this.links.get(peerId)?.sendEvent(message);
}
/** Guest: input goes on the unreliable channel, actions on the reliable one. */
sendInput(message: ClientMessage): void {
this.links.get(HOST_PEER_ID)?.sendState(message);
}
sendAction(message: ClientMessage): void {
this.links.get(HOST_PEER_ID)?.sendEvent(message);
}
setReady(isReady: boolean): void {
this.signaling.setReady(isReady);
}
peerList(): PeerInfo[] {
return [...this.peers.values()].sort((a, b) => a.peerId - b.peerId);
}
get connectedPeerCount(): number {
return [...this.links.values()].filter((link) => link.isOpen).length;
}
close(): void {
for (const link of this.links.values()) link.close();
this.links.clear();
this.peers.clear();
this.signaling.close();
}
}