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