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move lobby websockets to worker (#2974)
## Description: Currently only the master process sends public lobby updates to clients. This is not scalable since it could overload the master process. In this PR, the master uses IPC to send public lobby info to all workers. Then clients connect to a random worker to get public lobby updates via websocket. This way clients never connect directly to the master websocket. The flow looks like this: Every 100ms: 1. Master schedules a public game on a random worker if new games are needed 2. Master broadcasts public lobby info to all workers (all public games & num clients connected to each game) 3. Each worker responds to that update with the number of clients connected to its own public games 4. Master then updates its public lobby state so it knows how many clients are connected to each public game ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
This commit is contained in:
@@ -26,6 +26,12 @@ export class GameManager {
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return this.games.get(id) ?? null;
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}
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public publicLobbies(): GameServer[] {
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return Array.from(this.games.values()).filter(
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(g) => g.phase() === GamePhase.Lobby && g.isPublic(),
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);
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}
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joinClient(client: Client, gameID: GameID): boolean {
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const game = this.games.get(gameID);
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if (game) {
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@@ -52,6 +58,7 @@ export class GameManager {
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id: GameID,
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gameConfig: GameConfig | undefined,
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creatorClientID?: string,
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startsAt?: number,
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) {
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const game = new GameServer(
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id,
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@@ -77,6 +84,7 @@ export class GameManager {
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...gameConfig,
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},
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creatorClientID,
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startsAt,
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);
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this.games.set(id, game);
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return game;
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@@ -147,8 +147,7 @@ export function buildPreview(
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activePlayers = countActivePlayers(players);
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} else {
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activePlayers =
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countActivePlayers(players) ||
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(lobby?.numClients ?? lobby?.clients?.length ?? 0);
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countActivePlayers(players) || (lobby?.clients?.length ?? 0);
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}
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const map = lobby?.gameConfig?.gameMap ?? config.gameMap;
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let mode = lobby?.gameConfig?.gameMode ?? config.gameMode ?? GameMode.FFA;
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@@ -88,6 +88,7 @@ export class GameServer {
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private config: ServerConfig,
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public gameConfig: GameConfig,
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private lobbyCreatorID?: string,
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private startsAt?: number,
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) {
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this.log = log_.child({ gameID: id });
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}
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@@ -506,15 +507,6 @@ export class GameServer {
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return this.activeClients.length;
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}
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public startTime(): number {
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if (this._startTime !== null && this._startTime > 0) {
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return this._startTime;
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} else {
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//game hasn't started yet, only works for public games
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return this.createdAt + this.config.gameCreationRate();
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}
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}
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public prestart() {
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if (this.hasStarted()) {
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return;
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@@ -787,8 +779,9 @@ export class GameServer {
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}
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}
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const msSinceCreation = now - this.createdAt;
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const lessThanLifetime = msSinceCreation < this.config.gameCreationRate();
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// Public Games
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const lessThanLifetime = Date.now() < this.startsAt!;
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const notEnoughPlayers =
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this.gameConfig.gameType === GameType.Public &&
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this.gameConfig.maxPlayers &&
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@@ -796,8 +789,7 @@ export class GameServer {
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if (lessThanLifetime && notEnoughPlayers) {
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return GamePhase.Lobby;
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}
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const warmupOver =
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now > this.createdAt + this.config.gameCreationRate() + 30 * 1000;
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const warmupOver = now > this.startsAt! + 30 * 1000;
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if (noActive && warmupOver && noRecentPings) {
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return GamePhase.Finished;
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}
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@@ -817,15 +809,11 @@ export class GameServer {
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clientID: c.clientID,
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})),
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gameConfig: this.gameConfig,
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msUntilStart: this.isPublic() ? this.getMsUntilStart() : undefined,
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startsAt: this.startsAt,
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serverTime: Date.now(),
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};
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}
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private getMsUntilStart(): number {
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const startTime = this.createdAt + this.config.gameCreationRate();
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return Math.max(0, startTime - Date.now());
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}
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public isPublic(): boolean {
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return this.gameConfig.gameType === GameType.Public;
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}
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@@ -0,0 +1,56 @@
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import { z } from "zod";
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import {
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GameConfigSchema,
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PublicGameInfoSchema,
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PublicGamesSchema,
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} from "../core/Schemas";
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export type WorkerLobbyList = z.infer<typeof WorkerLobbyListSchema>;
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export type WorkerReady = z.infer<typeof WorkerReadySchema>;
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export type MasterLobbiesBroadcast = z.infer<
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typeof MasterLobbiesBroadcastSchema
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>;
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export type MasterCreateGame = z.infer<typeof MasterCreateGameSchema>;
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export type WorkerMessage = z.infer<typeof WorkerMessageSchema>;
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export type MasterMessage = z.infer<typeof MasterMessageSchema>;
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// --- Worker Messages ---
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// Worker tells the master about its lobbies.
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const WorkerLobbyListSchema = z.object({
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type: z.literal("lobbyList"),
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lobbies: z.array(PublicGameInfoSchema),
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});
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const WorkerReadySchema = z.object({
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type: z.literal("workerReady"),
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workerId: z.number(),
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});
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export const WorkerMessageSchema = z.discriminatedUnion("type", [
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WorkerLobbyListSchema,
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WorkerReadySchema,
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]);
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// --- Master Messages ---
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// Broadcasts all public game info to all workers.
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// Workers need information on all public lobbies so
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// it can send it to the client.
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const MasterLobbiesBroadcastSchema = z.object({
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type: z.literal("lobbiesBroadcast"),
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publicGames: PublicGamesSchema,
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});
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// Master sends a message to worker to schedule a new public game/lobby.
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const MasterCreateGameSchema = z.object({
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type: z.literal("createGame"),
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gameID: z.string(),
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gameConfig: GameConfigSchema,
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startsAt: z.number(),
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});
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export const MasterMessageSchema = z.discriminatedUnion("type", [
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MasterLobbiesBroadcastSchema,
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MasterCreateGameSchema,
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]);
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+9
-199
@@ -5,19 +5,16 @@ import rateLimit from "express-rate-limit";
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import http from "http";
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import path from "path";
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import { fileURLToPath } from "url";
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import { WebSocket, WebSocketServer } from "ws";
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import { GameEnv } from "../core/configuration/Config";
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import { getServerConfigFromServer } from "../core/configuration/ConfigLoader";
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import { GameInfo } from "../core/Schemas";
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import { generateID } from "../core/Util";
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import { logger } from "./Logger";
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import { MapPlaylist } from "./MapPlaylist";
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import { startPolling } from "./PollingLoop";
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import { MasterLobbyService } from "./MasterLobbyService";
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import { renderHtml } from "./RenderHtml";
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const config = getServerConfigFromServer();
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const playlist = new MapPlaylist();
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const readyWorkers = new Set();
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let lobbyService: MasterLobbyService;
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const app = express();
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const server = http.createServer(app);
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@@ -68,33 +65,6 @@ app.use(
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}),
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);
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let publicLobbiesData: { lobbies: GameInfo[] } = { lobbies: [] };
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const publicLobbyIDs: Set<string> = new Set();
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const connectedClients: Set<WebSocket> = new Set();
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// Broadcast lobbies to all connected clients
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function broadcastLobbies() {
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const message = JSON.stringify({
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type: "lobbies_update",
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data: publicLobbiesData,
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});
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const clientsToRemove: WebSocket[] = [];
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connectedClients.forEach((client) => {
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if (client.readyState === WebSocket.OPEN) {
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client.send(message);
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} else {
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clientsToRemove.push(client);
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}
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});
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clientsToRemove.forEach((client) => {
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connectedClients.delete(client);
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});
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}
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// Start the master process
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export async function startMaster() {
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if (!cluster.isPrimary) {
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@@ -106,36 +76,7 @@ export async function startMaster() {
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log.info(`Primary ${process.pid} is running`);
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log.info(`Setting up ${config.numWorkers()} workers...`);
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// Setup WebSocket server for clients
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const wss = new WebSocketServer({ server, path: "/lobbies" });
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wss.on("connection", (ws: WebSocket) => {
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connectedClients.add(ws);
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// Send current lobbies immediately (always send, even if empty)
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ws.send(
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JSON.stringify({ type: "lobbies_update", data: publicLobbiesData }),
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);
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ws.on("close", () => {
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connectedClients.delete(ws);
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});
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ws.on("error", (error) => {
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log.error(`WebSocket error:`, error);
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connectedClients.delete(ws);
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try {
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if (
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ws.readyState === WebSocket.OPEN ||
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ws.readyState === WebSocket.CONNECTING
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) {
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ws.close(1011, "WebSocket internal error");
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}
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} catch (closeError) {
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log.error("Error while closing WebSocket after error:", closeError);
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}
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});
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});
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lobbyService = new MasterLobbyService(config, playlist, log);
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// Generate admin token for worker authentication
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const ADMIN_TOKEN = crypto.randomBytes(16).toString("hex");
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@@ -157,44 +98,21 @@ export async function startMaster() {
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INSTANCE_ID,
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});
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lobbyService.registerWorker(i, worker);
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log.info(`Started worker ${i} (PID: ${worker.process.pid})`);
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}
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cluster.on("message", (worker, message) => {
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if (message.type === "WORKER_READY") {
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const workerId = message.workerId;
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readyWorkers.add(workerId);
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log.info(
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`Worker ${workerId} is ready. (${readyWorkers.size}/${config.numWorkers()} ready)`,
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);
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// Start scheduling when all workers are ready
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if (readyWorkers.size === config.numWorkers()) {
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log.info("All workers ready, starting game scheduling");
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const scheduleLobbies = () => {
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schedulePublicGame(playlist).catch((error) => {
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log.error("Error scheduling public game:", error);
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});
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};
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startPolling(async () => {
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const lobbies = await fetchLobbies();
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if (lobbies === 0) {
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scheduleLobbies();
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}
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}, 100);
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}
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}
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});
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// Handle worker crashes
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cluster.on("exit", (worker, code, signal) => {
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const workerId = (worker as any).process?.env?.WORKER_ID;
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if (!workerId) {
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if (workerId === undefined) {
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log.error(`worker crashed could not find id`);
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return;
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}
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const workerIdNum = parseInt(workerId);
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lobbyService.removeWorker(workerIdNum);
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log.warn(
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`Worker ${workerId} (PID: ${worker.process.pid}) died with code: ${code} and signal: ${signal}`,
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);
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@@ -207,6 +125,7 @@ export async function startMaster() {
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INSTANCE_ID,
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});
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lobbyService.registerWorker(workerIdNum, newWorker);
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log.info(
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`Restarted worker ${workerId} (New PID: ${newWorker.process.pid})`,
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);
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@@ -226,115 +145,6 @@ app.get("/api/env", async (req, res) => {
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res.json(envConfig);
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});
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// Add lobbies endpoint to list public games for this worker
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app.get("/api/public_lobbies", async (req, res) => {
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res.json(publicLobbiesData);
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});
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async function fetchLobbies(): Promise<number> {
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const fetchPromises: Promise<GameInfo | null>[] = [];
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for (const gameID of new Set(publicLobbyIDs)) {
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const controller = new AbortController();
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setTimeout(() => controller.abort(), 5000); // 5 second timeout
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const port = config.workerPort(gameID);
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const promise = fetch(`http://localhost:${port}/api/game/${gameID}`, {
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headers: { [config.adminHeader()]: config.adminToken() },
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signal: controller.signal,
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})
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.then((resp) => resp.json())
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.then((json) => {
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return json as GameInfo;
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})
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.catch((error) => {
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log.error(`Error fetching game ${gameID}:`, error);
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// Return null or a placeholder if fetch fails
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publicLobbyIDs.delete(gameID);
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return null;
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});
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fetchPromises.push(promise);
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}
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// Wait for all promises to resolve
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const results = await Promise.all(fetchPromises);
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// Filter out any null results from failed fetches
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const lobbyInfos: GameInfo[] = results
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.filter((result) => result !== null)
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.map((gi: GameInfo) => {
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return {
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gameID: gi.gameID,
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numClients: gi?.clients?.length ?? 0,
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gameConfig: gi.gameConfig,
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msUntilStart: gi.msUntilStart,
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} as GameInfo;
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});
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lobbyInfos.forEach((l) => {
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if (
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"msUntilStart" in l &&
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l.msUntilStart !== undefined &&
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l.msUntilStart <= 250
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) {
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publicLobbyIDs.delete(l.gameID);
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return;
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}
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if (
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"gameConfig" in l &&
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l.gameConfig !== undefined &&
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"maxPlayers" in l.gameConfig &&
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l.gameConfig.maxPlayers !== undefined &&
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"numClients" in l &&
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l.numClients !== undefined &&
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l.gameConfig.maxPlayers <= l.numClients
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) {
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publicLobbyIDs.delete(l.gameID);
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return;
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}
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});
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// Update the lobbies data
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publicLobbiesData = {
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lobbies: lobbyInfos,
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};
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|
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broadcastLobbies();
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|
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return publicLobbyIDs.size;
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}
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// Function to schedule a new public game
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async function schedulePublicGame(playlist: MapPlaylist) {
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const gameID = generateID();
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publicLobbyIDs.add(gameID);
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|
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const workerPath = config.workerPath(gameID);
|
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|
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// Send request to the worker to start the game
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try {
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const response = await fetch(
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`http://localhost:${config.workerPort(gameID)}/api/create_game/${gameID}`,
|
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{
|
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method: "POST",
|
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headers: {
|
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"Content-Type": "application/json",
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[config.adminHeader()]: config.adminToken(),
|
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},
|
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body: JSON.stringify(await playlist.gameConfig()),
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},
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);
|
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|
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if (!response.ok) {
|
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throw new Error(`Failed to schedule public game: ${response.statusText}`);
|
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}
|
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} catch (error) {
|
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log.error(`Failed to schedule public game on worker ${workerPath}:`, error);
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throw error;
|
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}
|
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}
|
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|
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// SPA fallback route
|
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app.get("*", async function (_req, res) {
|
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try {
|
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|
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@@ -0,0 +1,135 @@
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import { Worker } from "cluster";
|
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import winston from "winston";
|
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import { ServerConfig } from "../core/configuration/Config";
|
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import { PublicGameInfo } from "../core/Schemas";
|
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import { generateID } from "../core/Util";
|
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import {
|
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MasterCreateGame,
|
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MasterLobbiesBroadcast,
|
||||
WorkerMessageSchema,
|
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} from "./IPCBridgeSchema";
|
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import { logger } from "./Logger";
|
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import { MapPlaylist } from "./MapPlaylist";
|
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import { startPolling } from "./PollingLoop";
|
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|
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export interface MasterLobbyServiceOptions {
|
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config: ServerConfig;
|
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playlist: MapPlaylist;
|
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log: typeof logger;
|
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}
|
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|
||||
export class MasterLobbyService {
|
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private readonly workers = new Map<number, Worker>();
|
||||
// Worker id => the lobbies it owns.
|
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private readonly workerLobbies = new Map<number, PublicGameInfo[]>();
|
||||
private readonly readyWorkers = new Set<number>();
|
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private started = false;
|
||||
|
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constructor(
|
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private config: ServerConfig,
|
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private playlist: MapPlaylist,
|
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private log: winston.Logger,
|
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) {}
|
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|
||||
registerWorker(workerId: number, worker: Worker) {
|
||||
this.workers.set(workerId, worker);
|
||||
|
||||
worker.on("message", (raw: unknown) => {
|
||||
const result = WorkerMessageSchema.safeParse(raw);
|
||||
if (!result.success) {
|
||||
this.log.error("Invalid IPC message from worker:", raw);
|
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return;
|
||||
}
|
||||
|
||||
const msg = result.data;
|
||||
switch (msg.type) {
|
||||
case "workerReady":
|
||||
this.handleWorkerReady(msg.workerId);
|
||||
break;
|
||||
case "lobbyList":
|
||||
this.workerLobbies.set(workerId, msg.lobbies);
|
||||
break;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
removeWorker(workerId: number) {
|
||||
this.workers.delete(workerId);
|
||||
this.workerLobbies.delete(workerId);
|
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this.readyWorkers.delete(workerId);
|
||||
}
|
||||
|
||||
private handleWorkerReady(workerId: number) {
|
||||
this.readyWorkers.add(workerId);
|
||||
this.log.info(
|
||||
`Worker ${workerId} is ready. (${this.readyWorkers.size}/${this.config.numWorkers()} ready)`,
|
||||
);
|
||||
if (this.readyWorkers.size === this.config.numWorkers() && !this.started) {
|
||||
this.started = true;
|
||||
this.log.info("All workers ready, starting game scheduling");
|
||||
startPolling(async () => this.broadcastLobbies(), 250);
|
||||
startPolling(async () => await this.maybeScheduleLobby(), 1000);
|
||||
}
|
||||
}
|
||||
|
||||
private getAllLobbies(): PublicGameInfo[] {
|
||||
const lobbies = Array.from(this.workerLobbies.values())
|
||||
.flat()
|
||||
.sort((a, b) => a.startsAt! - b.startsAt);
|
||||
return lobbies;
|
||||
}
|
||||
|
||||
private broadcastLobbies() {
|
||||
const msg = {
|
||||
type: "lobbiesBroadcast",
|
||||
publicGames: {
|
||||
serverTime: Date.now(),
|
||||
games: this.getAllLobbies(),
|
||||
},
|
||||
} satisfies MasterLobbiesBroadcast;
|
||||
for (const worker of this.workers.values()) {
|
||||
worker.send(msg, (e) => {
|
||||
if (e) {
|
||||
this.log.error("Failed to send lobbies broadcast to worker:", e);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private async maybeScheduleLobby() {
|
||||
const lobbies = this.getAllLobbies();
|
||||
if (lobbies.length >= 2) {
|
||||
return;
|
||||
}
|
||||
|
||||
const lastStart = lobbies.reduce(
|
||||
(max, pb) => Math.max(max, pb.startsAt),
|
||||
Date.now(),
|
||||
);
|
||||
|
||||
const gameID = generateID();
|
||||
const workerId = this.config.workerIndex(gameID);
|
||||
|
||||
const gameConfig = await this.playlist.gameConfig();
|
||||
const worker = this.workers.get(workerId);
|
||||
if (!worker) {
|
||||
this.log.error(`Worker ${workerId} not found`);
|
||||
return;
|
||||
}
|
||||
|
||||
worker.send(
|
||||
{
|
||||
type: "createGame",
|
||||
gameID,
|
||||
gameConfig,
|
||||
startsAt: lastStart + this.config.gameCreationRate(),
|
||||
} satisfies MasterCreateGame,
|
||||
(e) => {
|
||||
if (e) {
|
||||
this.log.error("Failed to schedule lobby on worker:", e);
|
||||
}
|
||||
},
|
||||
);
|
||||
this.log.info(`Scheduled public game ${gameID} on worker ${workerId}`);
|
||||
}
|
||||
}
|
||||
+15
-16
@@ -30,6 +30,7 @@ import { MapPlaylist } from "./MapPlaylist";
|
||||
import { startPolling } from "./PollingLoop";
|
||||
import { PrivilegeRefresher } from "./PrivilegeRefresher";
|
||||
import { verifyTurnstileToken } from "./Turnstile";
|
||||
import { WorkerLobbyService } from "./WorkerLobbyService";
|
||||
import { initWorkerMetrics } from "./WorkerMetrics";
|
||||
|
||||
const config = getServerConfigFromServer();
|
||||
@@ -42,6 +43,18 @@ const playlist = new MapPlaylist(true);
|
||||
export async function startWorker() {
|
||||
log.info(`Worker starting...`);
|
||||
|
||||
const __filename = fileURLToPath(import.meta.url);
|
||||
const __dirname = path.dirname(__filename);
|
||||
|
||||
const app = express();
|
||||
const server = http.createServer(app);
|
||||
const wss = new WebSocketServer({ noServer: true });
|
||||
|
||||
const gm = new GameManager(config, log);
|
||||
|
||||
// Initialize lobby service (handles WebSocket upgrade routing)
|
||||
const lobbyService = new WorkerLobbyService(server, wss, gm, log);
|
||||
|
||||
setTimeout(
|
||||
() => {
|
||||
startMatchmakingPolling(gm);
|
||||
@@ -49,15 +62,6 @@ export async function startWorker() {
|
||||
1000 + Math.random() * 2000,
|
||||
);
|
||||
|
||||
const __filename = fileURLToPath(import.meta.url);
|
||||
const __dirname = path.dirname(__filename);
|
||||
|
||||
const app = express();
|
||||
const server = http.createServer(app);
|
||||
const wss = new WebSocketServer({ server });
|
||||
|
||||
const gm = new GameManager(config, log);
|
||||
|
||||
if (config.otelEnabled()) {
|
||||
initWorkerMetrics(gm);
|
||||
}
|
||||
@@ -459,13 +463,8 @@ export async function startWorker() {
|
||||
log.info(`running on http://localhost:${PORT}`);
|
||||
log.info(`Handling requests with path prefix /w${workerId}/`);
|
||||
// Signal to the master process that this worker is ready
|
||||
if (process.send) {
|
||||
process.send({
|
||||
type: "WORKER_READY",
|
||||
workerId: workerId,
|
||||
});
|
||||
log.info(`signaled ready state to master`);
|
||||
}
|
||||
lobbyService.sendReady(workerId);
|
||||
log.info(`signaled ready state to master`);
|
||||
});
|
||||
|
||||
// Global error handler
|
||||
|
||||
@@ -0,0 +1,136 @@
|
||||
import http from "http";
|
||||
import { WebSocket, WebSocketServer } from "ws";
|
||||
import { PublicGameInfo, PublicGames } from "../core/Schemas";
|
||||
import { GameManager } from "./GameManager";
|
||||
import {
|
||||
MasterMessageSchema,
|
||||
WorkerLobbyList,
|
||||
WorkerReady,
|
||||
} from "./IPCBridgeSchema";
|
||||
import { logger } from "./Logger";
|
||||
|
||||
export class WorkerLobbyService {
|
||||
private readonly lobbiesWss: WebSocketServer;
|
||||
private readonly lobbyClients: Set<WebSocket> = new Set();
|
||||
|
||||
constructor(
|
||||
private readonly server: http.Server,
|
||||
private readonly gameWss: WebSocketServer,
|
||||
private readonly gm: GameManager,
|
||||
private readonly log: typeof logger,
|
||||
) {
|
||||
this.lobbiesWss = new WebSocketServer({ noServer: true });
|
||||
this.setupUpgradeHandler();
|
||||
this.setupLobbiesWebSocket();
|
||||
this.setupIPCListener();
|
||||
}
|
||||
|
||||
private setupIPCListener() {
|
||||
process.on("message", (raw: unknown) => {
|
||||
const result = MasterMessageSchema.safeParse(raw);
|
||||
if (!result.success) {
|
||||
this.log.error("Invalid IPC message from master:", raw);
|
||||
return;
|
||||
}
|
||||
|
||||
const msg = result.data;
|
||||
switch (msg.type) {
|
||||
case "lobbiesBroadcast":
|
||||
// Forward message to all clients
|
||||
this.broadcastLobbiesToClients(msg.publicGames);
|
||||
// Update master with my lobby info
|
||||
this.sendMyLobbiesToMaster();
|
||||
break;
|
||||
case "createGame":
|
||||
if (this.gm.game(msg.gameID) !== null) {
|
||||
this.log.warn(`Game ${msg.gameID} already exists, skipping create`);
|
||||
return;
|
||||
}
|
||||
this.log.info(`Creating public game ${msg.gameID} from master`);
|
||||
this.gm.createGame(
|
||||
msg.gameID,
|
||||
msg.gameConfig,
|
||||
undefined,
|
||||
msg.startsAt,
|
||||
);
|
||||
break;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
sendReady(workerId: number) {
|
||||
const msg: WorkerReady = { type: "workerReady", workerId };
|
||||
process.send?.(msg);
|
||||
}
|
||||
|
||||
private sendMyLobbiesToMaster() {
|
||||
const lobbies = this.gm
|
||||
.publicLobbies()
|
||||
.map((g) => g.gameInfo())
|
||||
.map((gi) => {
|
||||
return {
|
||||
gameID: gi.gameID,
|
||||
numClients: gi.clients?.length ?? 0,
|
||||
startsAt: gi.startsAt!,
|
||||
gameConfig: gi.gameConfig,
|
||||
} satisfies PublicGameInfo;
|
||||
});
|
||||
process.send?.({ type: "lobbyList", lobbies } satisfies WorkerLobbyList);
|
||||
}
|
||||
|
||||
private setupUpgradeHandler() {
|
||||
this.server.on("upgrade", (request, socket, head) => {
|
||||
const pathname = request.url ?? "";
|
||||
if (pathname === "/lobbies" || pathname.endsWith("/lobbies")) {
|
||||
this.lobbiesWss.handleUpgrade(request, socket, head, (ws) => {
|
||||
this.lobbiesWss.emit("connection", ws, request);
|
||||
});
|
||||
} else {
|
||||
this.gameWss.handleUpgrade(request, socket, head, (ws) => {
|
||||
this.gameWss.emit("connection", ws, request);
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private setupLobbiesWebSocket() {
|
||||
this.lobbiesWss.on("connection", (ws: WebSocket) => {
|
||||
this.lobbyClients.add(ws);
|
||||
ws.on("close", () => {
|
||||
this.lobbyClients.delete(ws);
|
||||
});
|
||||
|
||||
ws.on("error", (error) => {
|
||||
this.log.error(`Lobbies WebSocket error:`, error);
|
||||
this.lobbyClients.delete(ws);
|
||||
try {
|
||||
if (
|
||||
ws.readyState === WebSocket.OPEN ||
|
||||
ws.readyState === WebSocket.CONNECTING
|
||||
) {
|
||||
ws.close(1011, "WebSocket internal error");
|
||||
}
|
||||
} catch (closeError) {
|
||||
this.log.error("Error closing lobbies WebSocket:", closeError);
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
private broadcastLobbiesToClients(publicGames: PublicGames) {
|
||||
const message = JSON.stringify(publicGames);
|
||||
|
||||
const clientsToRemove: WebSocket[] = [];
|
||||
this.lobbyClients.forEach((client) => {
|
||||
if (client.readyState === WebSocket.OPEN) {
|
||||
client.send(message);
|
||||
} else {
|
||||
clientsToRemove.push(client);
|
||||
}
|
||||
});
|
||||
|
||||
clientsToRemove.forEach((client) => {
|
||||
this.lobbyClients.delete(client);
|
||||
});
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user