added bomb tracking
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aefe779db8
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135
server.js
135
server.js
@ -1,3 +1,4 @@
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// server.js
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import express from "express";
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import http from "http";
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import { WebSocketServer } from "ws";
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@ -16,17 +17,23 @@ const GSI_TOKEN = process.env.GSI_TOKEN || "SUPERSECRET";
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const app = express();
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app.use(cors());
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app.use(bodyParser.json({ limit: "512kb" }));
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app.use(express.static("public")); // Radar-Frontend
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app.use(express.static("public")); // optional: dein Radar-Frontend
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const server = http.createServer(app);
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// --- WS Hub für Frontends ---
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/* ────────────────────────────────────────────────────────────
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* WS Hub für Frontends
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* ──────────────────────────────────────────────────────────── */
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const wss = new WebSocketServer({ server, path: WS_PATH });
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const clients = new Set();
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/** Aktueller Map-Key und Round-/Bomben-State */
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let currentMap = null;
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let lastPhase = null;
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/** lastBomb: { x,y,z, status: 'planted'|'dropped'|'carried'|'unknown' } */
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let lastBomb = null;
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// Hilfsfunktion für IDs
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/** Hilfsfunktion für IDs */
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let _nextId = 1;
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function clientId(ws) { return ws._id ?? "anon"; }
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@ -40,7 +47,7 @@ wss.on("connection", (ws, req) => {
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ws.on("pong", () => { ws.isAlive = true; });
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ws.on("close", (code, reason) => {
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ws.on("close", (code) => {
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clients.delete(ws);
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console.log(`[WS] - disconnect id=${ws._id} code=${code} total=${clients.size}`);
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});
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@ -49,13 +56,13 @@ wss.on("connection", (ws, req) => {
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console.warn(`[WS] ! error id=${ws._id}:`, err?.message || err);
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});
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// Begrüßung
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// Begrüßung mit aktuellem Kontext (Map + ggf. Bombe)
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try {
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ws.send(JSON.stringify({ type: "hello", id: ws._id, map: currentMap }));
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ws.send(JSON.stringify({ type: "hello", id: ws._id, map: currentMap, bomb: lastBomb }));
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} catch {}
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});
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// Heartbeat, um tote Verbindungen zu killen
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/** Heartbeat, um tote Verbindungen zu killen */
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setInterval(() => {
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for (const ws of clients) {
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if (ws.isAlive === false) {
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@ -69,17 +76,20 @@ setInterval(() => {
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}
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}, 30000);
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// Broadcast an alle Clients
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/** Broadcast an alle Clients */
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function broadcast(obj) {
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const msg = JSON.stringify(obj);
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for (const ws of clients) {
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if (ws.readyState === 1) ws.send(msg);
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if (ws.readyState === 1) { // OPEN
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try { ws.send(msg); } catch {}
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}
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}
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}
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/**
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/* ────────────────────────────────────────────────────────────
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* Hilfsfunktionen
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*/
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* ──────────────────────────────────────────────────────────── */
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const lastBySteam = new Map();
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function parseVec3(str) {
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@ -120,20 +130,46 @@ function normalizeWeapons(weaponsObj) {
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return { all: out, active };
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}
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/**
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/** Bombe aus GSI normalisieren */
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function normalizeBombFromGSI(body) {
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const b = body?.bomb || body?.c4;
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if (!b) return null;
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const posStr = b.position || b.pos || b.location || null;
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const pos = typeof posStr === "string"
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? parseVec3(posStr)
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: { x: Number(b?.x) || 0, y: Number(b?.y) || 0, z: Number(b?.z) || 0 };
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let raw = String(b?.state || b?.status || "").toLowerCase();
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let status = "unknown"; // 'planted'|'dropped'|'carried'|'unknown'
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if (raw.includes("plant")) status = "planted";
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else if (raw.includes("drop")) status = "dropped";
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else if (raw.includes("carry")) status = "carried";
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// bool-Fallbacks
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if (b?.planted === true) status = "planted";
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if (b?.dropped === true) status = "dropped";
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if (b?.carried === true) status = "carried";
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if (!Number.isFinite(pos.x) || !Number.isFinite(pos.y)) return null;
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return { x: pos.x, y: pos.y, z: pos.z, status };
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}
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function sameBomb(a, b) {
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if (!a && !b) return true;
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if (!a || !b) return false;
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return a.status === b.status && a.x === b.x && a.y === b.y;
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}
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/* ────────────────────────────────────────────────────────────
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* HTTP Endpoint für CS2 GSI POSTs
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*
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* Erwartet:
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* - body.map, body.phase_countdowns
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* - body.allplayers: { [steamid]: { name, team, position, forward, state, weapons, ... } }
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* - body.player: { steamid, team, activity, ... } (POV)
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* - body.auth.token
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*/
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* Erwartet typische CS:GO/CS2-GSI-Felder
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* ──────────────────────────────────────────────────────────── */
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app.post(GSI_PATH, (req, res) => {
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try {
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const body = req.body || {};
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// 1) Auth vor Verarbeitung prüfen
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// 1) Auth
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const tok = body?.auth?.token || "";
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if (tok !== GSI_TOKEN) {
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return res.status(401).json({ ok: false, err: "bad token" });
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@ -154,7 +190,22 @@ app.post(GSI_PATH, (req, res) => {
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broadcast({ type: "map", name: currentMap });
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}
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// 3) Spieler normalisieren (aus allplayers!)
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// Round-Events anhand Phase-Transition
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const curPhase = (phaseInfo.phase || "").toLowerCase();
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if (curPhase !== lastPhase) {
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// Start zählt, sobald es "live" wird (alternativ: "freezetime" → "live")
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if (curPhase === "live" && lastPhase && lastPhase !== "live") {
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broadcast({ type: "round_start", round: phaseInfo.round ?? null });
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}
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// Ende, wenn "over"
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if (curPhase === "over" && lastPhase !== "over") {
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broadcast({ type: "round_end", round: phaseInfo.round ?? null });
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lastBomb = null; // round-reset
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}
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lastPhase = curPhase;
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}
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// 3) Spieler normalisieren (aus allplayers)
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const t = Date.now();
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const allplayers = body?.allplayers || {};
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const presentIds = new Set();
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@ -166,7 +217,7 @@ app.post(GSI_PATH, (req, res) => {
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const pos = parseVec3(p.position);
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const fwd = parseVec3(p.forward);
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const { yaw, pitch } = forwardToYawPitch(fwd);
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const eye = { x: pos.x, y: pos.y, z: pos.z + 64 }; // ~Kopf-/Augenhöhe
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const eye = { x: pos.x, y: pos.y, z: pos.z + 64 }; // grobe Augenhöhe
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const { all: weapons, active } = normalizeWeapons(p.weapons);
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@ -196,22 +247,42 @@ app.post(GSI_PATH, (req, res) => {
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return snap;
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});
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// 4) Aus Cache entfernen, wer nicht mehr im allplayers-Snapshot ist
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// Aus Cache entfernen, wer im Snapshot fehlt
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for (const sid of Array.from(lastBySteam.keys())) {
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if (!presentIds.has(sid)) lastBySteam.delete(sid);
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}
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// 5) (Optional) Grenades roh durchreichen (du kannst hier später normalisieren)
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// 4) Grenades roh (du kannst bei Bedarf normalisieren)
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const grenades = body?.grenades || {};
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// 6) Broadcast eines kompakten "tick"-Pakets für Clients
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// 5) Bombe normalisieren + Events bei Statuswechsel
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const bomb = normalizeBombFromGSI(body);
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if (!sameBomb(bomb, lastBomb)) {
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if (bomb) {
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if (bomb.status === "planted" && (!lastBomb || lastBomb.status !== "planted")) {
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broadcast({ type: "bomb_planted", bomb });
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} else if (bomb.status === "dropped") {
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broadcast({ type: "bomb_dropped", bomb });
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} else if (bomb.status === "carried" && lastBomb && lastBomb.status === "dropped") {
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broadcast({ type: "bomb_pickup", bomb });
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} else {
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broadcast({ type: "bomb", bomb });
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}
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} else if (lastBomb) {
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broadcast({ type: "bomb_cleared" });
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}
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lastBomb = bomb || null;
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}
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// 6) Tick mit kompletter Momentaufnahme (inkl. bomb)
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broadcast({
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type: "tick",
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t,
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map: currentMap,
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phase: phaseInfo,
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players, // vollständiger Satz, alle Spieler dieses Snapshots
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grenades // roh
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players, // vollständiger Satz aller Spieler dieses Snapshots
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grenades, // roh
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bomb // für Client-Rendering der C4
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});
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// 7) Erfolg
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@ -222,10 +293,11 @@ app.post(GSI_PATH, (req, res) => {
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}
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});
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// health
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/* ────────────────────────────────────────────────────────────
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* Health / Stats
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* ──────────────────────────────────────────────────────────── */
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app.get("/health", (_req, res) => res.json({ ok: true, clients: clients.size }));
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// stats
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app.get("/stats", (_req, res) => {
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const list = [];
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for (const ws of clients) {
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@ -235,9 +307,12 @@ app.get("/stats", (_req, res) => {
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isAlive: !!ws.isAlive
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});
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}
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res.json({ ok: true, count: list.length, clients: list, map: currentMap });
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res.json({ ok: true, count: list.length, clients: list, map: currentMap, bomb: lastBomb, phase: lastPhase });
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});
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/* ────────────────────────────────────────────────────────────
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* Start
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* ──────────────────────────────────────────────────────────── */
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server.listen(PORT, () => {
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console.log(`[HTTP] listening on http://0.0.0.0:${PORT}`);
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console.log(`[WS] ws://HOST:${PORT}${WS_PATH}`);
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