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(); private readonly peers = new Map(); 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 { 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(); } }