Files
dflike/server/src/game/GameLoop.ts
T
root eb639bf562 feat(server): integrate persistence into GameLoop and main.ts
Wire SaveManager into game startup/shutdown: constructor now checks for
existing save file and loads or creates new world accordingly. Add
autosave every 30s, final save on stop, and graceful shutdown signals.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-09 14:34:03 +00:00

290 lines
12 KiB
TypeScript

import { TICK_RATE, BROADCAST_EVERY_N_TICKS, ENERGY_DECAY_PER_TICK, DAY_NIGHT_RATIO } from '@dflike/shared';
import { World } from '../ecs/World.js';
import { GameMap } from '../map/GameMap.js';
import { generateMap } from '../map/mapGenerator.js';
import { needsDecaySystem } from '../systems/needsDecaySystem.js';
import { npcBrainSystem } from '../systems/npcBrainSystem.js';
import { movementSystem } from '../systems/movementSystem.js';
import { socialSystem } from '../systems/socialSystem.js';
import { statModifierSystem } from '../systems/statModifierSystem.js';
import { relationshipSystem } from '../systems/relationshipSystem.js';
import { gatheringSystem } from '../systems/gatheringSystem.js';
import { createBondRegistry } from '../systems/bondRegistry.js';
import { ItemRegistry } from '../industry/itemRegistry.js';
import { industrySystem } from '../systems/industrySystem.js';
import { craftingSystem } from '../systems/craftingSystem.js';
import { buildingSystem } from '../systems/buildingSystem.js';
import { dropoffSystem } from '../systems/dropoffSystem.js';
import { pickupSystem } from '../systems/pickupSystem.js';
import { RecipeRegistry } from '../industry/recipeRegistry.js';
import { spawnNPC } from './spawner.js';
import { createLlmService, type LlmService } from '../llm/llmService.js';
import { generateBackstory } from '../llm/backstoryGenerator.js';
import { createNarrationService, type NarrationService } from '../llm/narrationService.js';
import { narrationEmitter } from '../systems/narrationEmitter.js';
import type { EntityId, InventionSummary, Position } from '@dflike/shared';
import type { StructureData } from '../systems/buildingSystem.js';
import { createThoughtSystem, type ThoughtSystem } from '../systems/thoughtSystem.js';
import { createEventMemoryService, type EventMemoryService } from '../llm/eventMemoryService.js';
import { createInventionSystem, type InventionSystem } from '../systems/inventionSystem.js';
import { createInventionTimeline } from '../industry/inventionTimeline.js';
import { createStockpileLog } from '../industry/stockpileLog.js';
import type { StockpileLogEntry } from '@dflike/shared';
import { SaveManager } from '../persistence/saveManager.js';
import { saveNarrationEvent, loadRecentNarrationEvents, saveMemoryEvent, loadAllRecentMemoryEvents, saveStockpileEntry, loadRecentStockpileEntries, saveInvention, loadAllInventions } from '../persistence/eventSerializer.js';
import type { StockpileLog } from '../industry/stockpileLog.js';
import type { InventionTimeline } from '../industry/inventionTimeline.js';
export class GameLoop {
readonly world: World;
readonly map: GameMap;
readonly llmService: LlmService;
readonly narrationService: NarrationService;
readonly eventMemoryService: EventMemoryService;
readonly thoughtSystem: ThoughtSystem;
readonly inventionSystem: InventionSystem;
public followedEntityIds: Set<EntityId> = new Set();
public onInventionCreated: ((summary: InventionSummary) => void) | null = null;
public onStockpileEvent: ((entry: StockpileLogEntry) => void) | null = null;
private tick = 0;
private interval: ReturnType<typeof setInterval> | null = null;
private saveManager: SaveManager | null = null;
private saveInterval: ReturnType<typeof setInterval> | null = null;
private onBroadcast: (() => void) | null = null;
constructor(options?: { newWorld?: boolean; savePath?: string }) {
this.world = new World();
this.map = new GameMap();
this.llmService = createLlmService();
this.narrationService = createNarrationService(this.llmService);
this.eventMemoryService = createEventMemoryService();
this.thoughtSystem = createThoughtSystem(this.llmService, this.narrationService, this.eventMemoryService);
this.inventionSystem = createInventionSystem(
this.llmService,
this.narrationService,
this.eventMemoryService,
(summary) => this.onInventionCreated?.(summary),
);
this.saveManager = new SaveManager(options?.savePath ?? 'saves/default.db');
if (!options?.newWorld && this.saveManager.saveExists()) {
this.loadFromSave();
} else {
this.initNewWorld();
}
}
private initNewWorld(): void {
this.world.setSingleton('bondRegistry', createBondRegistry());
this.world.setSingleton('itemRegistry', ItemRegistry.createDefault());
this.world.setSingleton('recipeRegistry', RecipeRegistry.createDefault());
this.world.setSingleton('inventionTimeline', createInventionTimeline());
this.world.setSingleton('stockpileLog', createStockpileLog());
this.setupMap();
this.spawnDefaultStockpiles();
this.spawnInitialNPCs(8);
if (this.saveManager) {
this.saveManager.initNewWorld(this.world, this.map, {
terrain: this.map.terrain,
decorations: this.map.decorations,
trunkDecorations: this.map.trunkDecorations,
resourceTiles: this.map.resourceTiles,
obstacles: new Set(this.map.getObstacles().map(p => `${p.x},${p.y}`)),
foodPositions: this.map.getPointsOfInterest('food').map(p => p.position),
restPositions: this.map.getPointsOfInterest('rest').map(p => p.position),
});
this.saveManager.saveEntityState(this.world, 0);
this.wirePersistenceCallbacks();
}
console.log('Created new world');
}
private loadFromSave(): void {
this.saveManager!.openExistingSave();
// Load map
this.saveManager!.loadMapState(this.map);
// Set non-entity singletons
this.world.setSingleton('itemRegistry', ItemRegistry.createDefault());
this.world.setSingleton('recipeRegistry', RecipeRegistry.createDefault());
// Load entities (also restores bondRegistry singleton)
this.tick = this.saveManager!.loadEntityState(this.world);
// Create and load inventionTimeline
const inventionTimeline = createInventionTimeline();
const inventions = loadAllInventions();
inventionTimeline.loadFromPersistence(inventions);
this.world.setSingleton('inventionTimeline', inventionTimeline);
// Create and load stockpileLog
const stockpileLog = createStockpileLog();
const stockEntries = loadRecentStockpileEntries(50);
stockpileLog.loadFromPersistence(stockEntries);
this.world.setSingleton('stockpileLog', stockpileLog);
// Load event history into services
const narrationEvents = loadRecentNarrationEvents(50);
this.narrationService.loadFromPersistence(narrationEvents);
const memoryEvents = loadAllRecentMemoryEvents(50);
this.eventMemoryService.loadFromPersistence(memoryEvents);
this.wirePersistenceCallbacks();
console.log(`Loaded save: tick ${this.tick}, ${this.world.getAllEntities().length} entities`);
}
private wirePersistenceCallbacks(): void {
this.narrationService.setPersistence(saveNarrationEvent);
this.eventMemoryService.setPersistence(saveMemoryEvent);
const stockpileLog = this.world.getSingleton<StockpileLog>('stockpileLog')!;
stockpileLog.setPersistence(saveStockpileEntry);
const inventionTimeline = this.world.getSingleton<InventionTimeline>('inventionTimeline')!;
inventionTimeline.setPersistence(saveInvention);
}
private setupMap(): void {
const generated = generateMap(this.map.width, this.map.height);
// Load terrain and decorations
this.map.terrain = generated.terrain;
this.map.decorations = generated.decorations;
this.map.trunkDecorations = generated.trunkDecorations;
this.map.loadObstacles(generated.obstacles);
// Load resource tiles
this.map.resourceTiles = generated.resourceTiles;
// Points of interest from generator
for (const pos of generated.foodPositions) {
this.map.addPointOfInterest({ type: 'food', position: pos });
}
for (const pos of generated.restPositions) {
this.map.addPointOfInterest({ type: 'rest', position: pos });
}
}
private spawnDefaultStockpiles(): void {
const cx = Math.floor(this.map.width / 2);
const cy = Math.floor(this.map.height / 2);
// Find two walkable positions near the center for wood and stone stockpiles
const positions: Position[] = [];
outer:
for (let r = 0; positions.length < 2; r++) {
for (let dx = -r; dx <= r; dx++) {
for (let dy = -r; dy <= r; dy++) {
if (r > 0 && Math.abs(dx) !== r && Math.abs(dy) !== r) continue;
const x = cx + dx;
const y = cy + dy;
if (this.map.isWalkable(x, y) && !positions.some(p => p.x === x && p.y === y)) {
positions.push({ x, y });
if (positions.length >= 2) break outer;
}
}
}
}
const subtypes = ['wood', 'stone'];
for (let i = 0; i < positions.length; i++) {
const entity = this.world.createEntity();
this.world.addComponent<Position>(entity, 'position', positions[i]);
this.world.addComponent<StructureData>(entity, 'structure', {
type: 'stockpile',
subtype: subtypes[i],
inventory: new Map(),
});
}
}
generateNpcBackstory(entityId: number): void {
generateBackstory(this.world, entityId, this.llmService);
}
private spawnInitialNPCs(count: number): void {
for (let i = 0; i < count; i++) {
const entity = spawnNPC(this.world, this.map, undefined, this.eventMemoryService);
this.generateNpcBackstory(entity);
}
}
setBroadcastHandler(handler: () => void): void {
this.onBroadcast = handler;
}
start(): void {
const tickInterval = 1000 / TICK_RATE;
this.interval = setInterval(() => this.update(), tickInterval);
console.log(`Game loop started at ${TICK_RATE} ticks/sec`);
// Periodic save every 30 seconds
this.saveInterval = setInterval(() => {
if (this.saveManager) {
this.saveManager.saveEntityState(this.world, this.tick);
console.log(`Autosaved at tick ${this.tick}`);
}
}, 30_000);
}
stop(): void {
if (this.interval) {
clearInterval(this.interval);
this.interval = null;
}
if (this.saveInterval) {
clearInterval(this.saveInterval);
this.saveInterval = null;
}
// Final save on shutdown
if (this.saveManager) {
this.saveManager.saveEntityState(this.world, this.tick);
this.saveManager.close();
console.log(`Final save at tick ${this.tick}`);
}
}
private update(): void {
this.tick++;
// Run systems in order
statModifierSystem(this.world);
needsDecaySystem(this.world, this.eventMemoryService);
npcBrainSystem(this.world, this.map, this.eventMemoryService);
socialSystem(this.world, this.eventMemoryService);
narrationEmitter(this.world, this.narrationService, this.followedEntityIds, this.eventMemoryService);
relationshipSystem(this.world, this.eventMemoryService);
industrySystem(this.world, this.map);
pickupSystem(this.world, this.tick, (entry) => this.onStockpileEvent?.(entry));
gatheringSystem(this.world, this.map);
craftingSystem(this.world);
buildingSystem(this.world, this.map);
dropoffSystem(this.world, this.map, this.tick, (entry) => this.onStockpileEvent?.(entry));
movementSystem(this.world);
this.thoughtSystem.update(this.world, this.followedEntityIds, this.tick);
this.inventionSystem.update(this.world, this.tick);
// Broadcast state periodically
if (this.tick % BROADCAST_EVERY_N_TICKS === 0 && this.onBroadcast) {
this.onBroadcast();
}
}
getTick(): number {
return this.tick;
}
getGameTime(): number {
const dayTicks = 100 / ENERGY_DECAY_PER_TICK;
const nightTicks = dayTicks / DAY_NIGHT_RATIO;
const cycleTicks = Math.round(dayTicks + nightTicks);
return (this.tick % cycleTicks) / cycleTicks;
}
}