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@@ -49,6 +49,7 @@ export interface LobbyConfig {
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gameStartInfo?: GameStartInfo;
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// GameRecord exists when replaying an archived game.
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gameRecord?: GameRecord;
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workerAddress: string;
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}
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export function joinLobby(
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@@ -1,6 +1,7 @@
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import page from "page";
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import favicon from "../../resources/images/Favicon.svg";
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import { GameRecord, GameStartInfo } from "../core/Schemas";
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import { workerAddress } from "../core/Util";
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import { getServerConfigFromClient } from "../core/configuration/ConfigLoader";
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import { GameType } from "../core/game/Game";
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import { UserSettings } from "../core/game/UserSettings";
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@@ -272,11 +273,19 @@ class Client {
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this.gameStop();
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}
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const config = await getServerConfigFromClient();
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const subdomainResponse = await fetch("/api/domain");
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if (!subdomainResponse.ok) {
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throw new Error(
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`Failed to fetch subdomain: ${subdomainResponse.status} ${subdomainResponse.statusText}`,
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);
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}
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const { subdomain, domain } = await subdomainResponse.json();
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this.gameStop = joinLobby(
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{
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gameID: lobby.gameID,
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serverConfig: config,
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workerAddress: workerAddress(lobby.gameID, subdomain, domain),
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flag:
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this.flagInput === null || this.flagInput.getCurrentFlag() === "xx"
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? ""
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@@ -163,6 +163,8 @@ export class Transport {
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private onmessage: (msg: ServerMessage) => void;
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private pingInterval: number | null = null;
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private workerAddress: string;
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public readonly isLocal: boolean;
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constructor(
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private lobbyConfig: LobbyConfig,
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@@ -174,6 +176,10 @@ export class Transport {
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lobbyConfig.gameRecord !== undefined ||
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lobbyConfig.gameStartInfo?.config.gameType === GameType.Singleplayer;
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if (!this.isLocal) {
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this.workerAddress = lobbyConfig.workerAddress;
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}
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this.eventBus.on(SendAllianceRequestIntentEvent, (e) =>
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this.onSendAllianceRequest(e),
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);
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@@ -276,12 +282,8 @@ export class Transport {
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) {
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this.startPing();
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this.killExistingSocket();
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const wsHost = window.location.host;
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const wsProtocol = window.location.protocol === "https:" ? "wss:" : "ws:";
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const workerPath = this.lobbyConfig.serverConfig.workerPath(
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this.lobbyConfig.gameID,
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);
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this.socket = new WebSocket(`${wsProtocol}//${wsHost}/${workerPath}`);
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this.socket = new WebSocket(`${wsProtocol}//${this.workerAddress}`);
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this.onconnect = onconnect;
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this.onmessage = onmessage;
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this.socket.onopen = () => {
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+1
-4
@@ -153,10 +153,7 @@ const EmojiSchema = z
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.number()
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.nonnegative()
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.max(flattenedEmojiTable.length - 1);
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const ID = z
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.string()
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.regex(/^[a-zA-Z0-9]+$/)
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.length(8);
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const ID = z.string().regex(/^[a-zA-Z0-9]+$/);
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export const AllPlayersStatsSchema = z.record(ID, PlayerStatsSchema);
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+12
-3
@@ -247,10 +247,10 @@ export function assertNever(x: never): never {
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throw new Error("Unexpected value: " + x);
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}
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export function generateID(): GameID {
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export function generateID(length: number = 8): GameID {
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const nanoid = customAlphabet(
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"0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ",
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8,
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"123456789abcdefghijkmnopqrstuvwxyzABCDEFGHJKMNPQRSTUVWXYZ",
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length,
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);
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return nanoid();
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}
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@@ -315,3 +315,12 @@ export const flattenedEmojiTable: string[] = emojiTable.flat();
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export function replacer(_key: string, value: any): any {
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return typeof value === "bigint" ? value.toString() : value;
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}
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export function workerAddress(
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gameID: GameID,
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subdomain: string,
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domain: string,
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): string {
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const id = gameID.slice(4);
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return `https://w${id}-${subdomain}.${domain}`;
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}
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@@ -49,6 +49,10 @@ export interface ServerConfig {
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r2Endpoint(): string;
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r2AccessKey(): string;
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r2SecretKey(): string;
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cloudflareAccountId(): string;
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cloudflareApiToken(): string;
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domain(): string;
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subdomain(): string;
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otelEndpoint(): string;
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otelUsername(): string;
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otelPassword(): string;
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@@ -60,6 +64,8 @@ export interface ServerConfig {
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subdomain(): string;
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cloudflareAccountId(): string;
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cloudflareApiToken(): string;
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masterAddress(): string;
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workerAddress(workerId: number): string;
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}
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export interface NukeMagnitude {
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@@ -66,6 +66,20 @@ const numPlayersConfig = {
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} as const satisfies Record<GameMapType, [number, number, number]>;
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export abstract class DefaultServerConfig implements ServerConfig {
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masterAddress(): string {
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if (this.env() === GameEnv.Dev) {
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return `http://localhost:3000`;
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} else {
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return `https://${this.subdomain()}.${this.domain()}`;
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}
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}
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workerAddress(workerId: number): string {
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if (this.env() === GameEnv.Dev) {
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return `http://localhost:${3000 + workerId + 1}`;
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} else {
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return `https://w${workerId}-${this.subdomain()}.${this.domain()}`;
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}
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}
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domain(): string {
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return process.env.DOMAIN ?? "";
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}
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@@ -2,6 +2,7 @@ import { Logger } from "winston";
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import { ServerConfig } from "../core/configuration/Config";
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import { Difficulty, GameMapType, GameMode, GameType } from "../core/game/Game";
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import { GameConfig, GameID } from "../core/Schemas";
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import { generateID } from "../core/Util";
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import { Client } from "./Client";
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import { GamePhase, GameServer } from "./GameServer";
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@@ -11,10 +12,21 @@ export class GameManager {
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constructor(
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private config: ServerConfig,
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private log: Logger,
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private workerIndex: number,
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) {
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setInterval(() => this.tick(), 1000);
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}
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public createGameID(): GameID {
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for (let i = 0; i < 1000; i++) {
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const id = generateID(4) + this.workerIndex;
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if (!this.games.has(id)) {
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return id;
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}
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}
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throw new Error("Failed to create game ID");
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}
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public game(id: GameID): GameServer | null {
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return this.games.get(id) ?? null;
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}
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+85
-101
@@ -1,4 +1,3 @@
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import cluster from "cluster";
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import express from "express";
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import rateLimit from "express-rate-limit";
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import http from "http";
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@@ -6,14 +5,14 @@ import path from "path";
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import { fileURLToPath } from "url";
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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 { gatekeeper, LimiterType } from "./Gatekeeper";
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import { logger } from "./Logger";
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import { MapPlaylist } from "./MapPlaylist";
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import { WorkerDiscoveryService } from "./WorkerDiscoveryService";
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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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const workerDiscovery = new WorkerDiscoveryService();
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const app = express();
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const server = http.createServer(app);
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@@ -61,94 +60,48 @@ app.use(
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let publicLobbiesJsonStr = "";
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const publicLobbyIDs: Set<string> = new Set();
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interface PublicLobby {
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gameID: string;
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dns: string;
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}
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const publicLobbies: Map<string, PublicLobby> = new Map();
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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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throw new Error(
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"startMaster() should only be called in the primary process",
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);
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}
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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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// Fork workers
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for (let i = 0; i < config.numWorkers(); i++) {
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const worker = cluster.fork({
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WORKER_ID: i,
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});
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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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setInterval(
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() =>
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fetchLobbies().then((lobbies) => {
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if (lobbies === 0) {
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scheduleLobbies();
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}
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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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});
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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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log.error(`worker crashed could not find id`);
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return;
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}
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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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log.info(`Restarting worker ${workerId}...`);
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// Restart the worker with the same ID
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const newWorker = cluster.fork({
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WORKER_ID: workerId,
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});
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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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});
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const PORT = 3000;
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server.listen(PORT, () => {
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log.info(`Master HTTP server listening on port ${PORT}`);
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});
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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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// Wait for the workers to start
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sleep(5 * 1000).then(() => {
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setInterval(
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() =>
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fetchLobbies().then((lobbies) => {
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if (lobbies === 0) {
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scheduleLobbies();
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}
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}),
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100, // TODO: set this back to 100
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);
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});
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}
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app.get(
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"/api/env",
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gatekeeper.httpHandler(LimiterType.Get, async (req, res) => {
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const envConfig = {
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res.status(200).json({
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game_env: process.env.GAME_ENV || "prod",
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};
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res.json(envConfig);
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subdomain: config.subdomain(),
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domain: config.domain(),
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});
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}),
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);
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@@ -193,14 +146,46 @@ app.post(
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}),
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);
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app.post(
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"/api/worker_heartbeat",
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gatekeeper.httpHandler(LimiterType.Post, async (req, res) => {
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log.info(`Received heartbeat from ${req.body.dns}...`);
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if (req.headers[config.adminHeader()] !== config.adminToken()) {
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res.status(401).send("Unauthorized");
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return;
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}
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const { workerId, dns, activeClients } = req.body;
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if (!workerId || !dns || typeof activeClients !== "number") {
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res.status(400).json({ error: "Missing required fields" });
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return;
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}
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workerDiscovery.updateWorkerHeartbeat(workerId, dns, activeClients);
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res.status(200).json({ success: true });
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}),
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);
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app.get(
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"/api/worker_address",
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gatekeeper.httpHandler(LimiterType.Post, async (req, res) => {
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const worker = workerDiscovery.getAvailableWorker();
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if (!worker) {
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res.status(500).json({ error: "No available workers" });
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return;
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}
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res.status(200).json({ dns: worker.dns });
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}),
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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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for (const lobby of publicLobbies.values()) {
|
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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/${gameID}`, {
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const promise = fetch(`${lobby.dns}/api/game/${lobby.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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@@ -209,9 +194,9 @@ async function fetchLobbies(): Promise<number> {
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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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log.error(`Error fetching game ${lobby.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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publicLobbies.delete(lobby.gameID);
|
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return null;
|
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});
|
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|
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@@ -239,7 +224,7 @@ async function fetchLobbies(): Promise<number> {
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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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publicLobbies.delete(l.gameID);
|
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return;
|
||||
}
|
||||
|
||||
@@ -252,7 +237,7 @@ async function fetchLobbies(): Promise<number> {
|
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l.numClients !== undefined &&
|
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l.gameConfig.maxPlayers <= l.numClients
|
||||
) {
|
||||
publicLobbyIDs.delete(l.gameID);
|
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publicLobbies.delete(l.gameID);
|
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return;
|
||||
}
|
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});
|
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@@ -262,37 +247,36 @@ async function fetchLobbies(): Promise<number> {
|
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lobbies: lobbyInfos,
|
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});
|
||||
|
||||
return publicLobbyIDs.size;
|
||||
return publicLobbies.size;
|
||||
}
|
||||
|
||||
// Function to schedule a new public game
|
||||
async function schedulePublicGame(playlist: MapPlaylist) {
|
||||
const gameID = generateID();
|
||||
publicLobbyIDs.add(gameID);
|
||||
|
||||
const workerPath = config.workerPath(gameID);
|
||||
const dns = workerDiscovery.getAvailableWorker().dns;
|
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log.info(`Scheduling public game on worker ${dns}...`);
|
||||
|
||||
// Send request to the worker to start the game
|
||||
try {
|
||||
const response = await fetch(
|
||||
`http://localhost:${config.workerPort(gameID)}/api/create_game/${gameID}`,
|
||||
{
|
||||
method: "POST",
|
||||
headers: {
|
||||
"Content-Type": "application/json",
|
||||
[config.adminHeader()]: config.adminToken(),
|
||||
},
|
||||
body: JSON.stringify(playlist.gameConfig()),
|
||||
const response = await fetch(`${dns}/api/create_game`, {
|
||||
method: "POST",
|
||||
headers: {
|
||||
"Content-Type": "application/json",
|
||||
[config.adminHeader()]: config.adminToken(),
|
||||
},
|
||||
);
|
||||
body: JSON.stringify(playlist.gameConfig()),
|
||||
});
|
||||
|
||||
if (!response.ok) {
|
||||
throw new Error(`Failed to schedule public game: ${response.statusText}`);
|
||||
}
|
||||
|
||||
const data = await response.json();
|
||||
publicLobbies.set(data.gameID, {
|
||||
gameID: data.gameID,
|
||||
dns,
|
||||
});
|
||||
} catch (error) {
|
||||
log.error(`Failed to schedule public game on worker ${workerPath}:`, error);
|
||||
log.error(`Failed to schedule public game on worker ${dns}:`, error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
+65
-7
@@ -3,26 +3,30 @@ import * as dotenv from "dotenv";
|
||||
import { GameEnv } from "../core/configuration/Config";
|
||||
import { getServerConfigFromServer } from "../core/configuration/ConfigLoader";
|
||||
import { Cloudflare, TunnelConfig } from "./Cloudflare";
|
||||
import { logger } from "./Logger";
|
||||
import { startMaster } from "./Master";
|
||||
import { startWorker } from "./Worker";
|
||||
|
||||
const log = logger.child({
|
||||
comp: "startup",
|
||||
});
|
||||
|
||||
const config = getServerConfigFromServer();
|
||||
|
||||
dotenv.config();
|
||||
|
||||
// Main entry point of the application
|
||||
async function main() {
|
||||
// Check if this is the primary (master) process
|
||||
if (cluster.isPrimary) {
|
||||
if (config.env() !== GameEnv.Dev) {
|
||||
setupTunnels();
|
||||
}
|
||||
console.log("Starting master process...");
|
||||
await startMaster();
|
||||
if (config.env() !== GameEnv.Dev) {
|
||||
await setupTunnels();
|
||||
}
|
||||
await startWorkers();
|
||||
} else {
|
||||
// This is a worker process
|
||||
console.log("Starting worker process...");
|
||||
await startWorker();
|
||||
console.log(`Starting worker process ${process.env.WORKER_ID}...`);
|
||||
startWorker();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -58,3 +62,57 @@ async function setupTunnels() {
|
||||
|
||||
await cloudflare.startCloudflared(tunnel.tunnelToken);
|
||||
}
|
||||
|
||||
// Start the master process
|
||||
export async function startWorkers() {
|
||||
const readyWorkers = new Set();
|
||||
|
||||
log.info(`Primary ${process.pid} is running`);
|
||||
log.info(`Setting up ${config.numWorkers()} workers...`);
|
||||
|
||||
// Fork workers
|
||||
for (let i = 0; i < config.numWorkers(); i++) {
|
||||
const worker = cluster.fork({
|
||||
WORKER_ID: i,
|
||||
});
|
||||
|
||||
log.info(`Started worker ${i} (PID: ${worker.process.pid})`);
|
||||
}
|
||||
|
||||
cluster.on("message", (worker, message) => {
|
||||
if (message.type === "WORKER_READY") {
|
||||
const workerId = message.workerId;
|
||||
readyWorkers.add(workerId);
|
||||
log.info(
|
||||
`Worker ${workerId} is ready. (${readyWorkers.size}/${config.numWorkers()} ready)`,
|
||||
);
|
||||
// Start scheduling when all workers are ready
|
||||
if (readyWorkers.size === config.numWorkers()) {
|
||||
log.info("All workers ready, starting game scheduling");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Handle worker crashes
|
||||
cluster.on("exit", (worker, code, signal) => {
|
||||
const workerId = (worker as any).process?.env?.WORKER_ID;
|
||||
if (!workerId) {
|
||||
log.error(`worker crashed could not find id`);
|
||||
return;
|
||||
}
|
||||
|
||||
log.warn(
|
||||
`Worker ${workerId} (PID: ${worker.process.pid}) died with code: ${code} and signal: ${signal}`,
|
||||
);
|
||||
log.info(`Restarting worker ${workerId}...`);
|
||||
|
||||
// Restart the worker with the same ID
|
||||
const newWorker = cluster.fork({
|
||||
WORKER_ID: workerId,
|
||||
});
|
||||
|
||||
log.info(
|
||||
`Restarted worker ${workerId} (New PID: ${newWorker.process.pid})`,
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
+49
-11
@@ -26,8 +26,14 @@ import { initWorkerMetrics } from "./WorkerMetrics";
|
||||
const config = getServerConfigFromServer();
|
||||
|
||||
const workerId = parseInt(process.env.WORKER_ID || "0");
|
||||
|
||||
const workerAddress = config.workerAddress(workerId);
|
||||
|
||||
const masterAddress = config.masterAddress();
|
||||
const log = logger.child({ comp: `w_${workerId}` });
|
||||
|
||||
const isRunning = false;
|
||||
|
||||
// Worker setup
|
||||
export function startWorker() {
|
||||
log.info(`Worker starting...`);
|
||||
@@ -39,7 +45,7 @@ export function startWorker() {
|
||||
const server = http.createServer(app);
|
||||
const wss = new WebSocketServer({ server });
|
||||
|
||||
const gm = new GameManager(config, log);
|
||||
const gm = new GameManager(config, log, workerId);
|
||||
|
||||
if (config.env() === GameEnv.Prod && config.otelEnabled()) {
|
||||
initWorkerMetrics(gm);
|
||||
@@ -80,10 +86,41 @@ export function startWorker() {
|
||||
}),
|
||||
);
|
||||
|
||||
sendHeartbeat();
|
||||
setInterval(async () => {
|
||||
const jitter = Math.random() * 1000;
|
||||
await new Promise((resolve) => setTimeout(resolve, jitter));
|
||||
await sendHeartbeat();
|
||||
}, 15 * 1000);
|
||||
|
||||
async function sendHeartbeat(): Promise<any> {
|
||||
log.info(`Sending heartbeat to ${masterAddress}...`);
|
||||
|
||||
const response = await fetch(`${masterAddress}/api/worker_heartbeat`, {
|
||||
method: "POST",
|
||||
headers: {
|
||||
[config.adminHeader()]: config.adminToken(),
|
||||
"Content-Type": "application/json",
|
||||
},
|
||||
body: JSON.stringify({
|
||||
workerId: workerId,
|
||||
dns: workerAddress,
|
||||
activeClients: gm.activeClients(),
|
||||
}),
|
||||
});
|
||||
|
||||
if (!response.ok) {
|
||||
throw new Error(`HTTP error! status: ${response.status}`);
|
||||
}
|
||||
|
||||
return response.json();
|
||||
}
|
||||
|
||||
app.post(
|
||||
"/api/create_game/:id",
|
||||
"/api/create_game",
|
||||
gatekeeper.httpHandler(LimiterType.Post, async (req, res) => {
|
||||
const id = req.params.id;
|
||||
console.log("create_game!!!!");
|
||||
const id = gm.createGameID();
|
||||
if (!id) {
|
||||
log.warn(`cannot create game, id not found`);
|
||||
return res.status(400).json({ error: "Game ID is required" });
|
||||
@@ -91,6 +128,7 @@ export function startWorker() {
|
||||
const clientIP = req.ip || req.socket.remoteAddress || "unknown";
|
||||
const result = CreateGameInputSchema.safeParse(req.body);
|
||||
if (!result.success) {
|
||||
console.log("create_game error", result.error);
|
||||
const error = z.prettifyError(result.error);
|
||||
return res.status(400).json({ error });
|
||||
}
|
||||
@@ -106,14 +144,14 @@ export function startWorker() {
|
||||
return res.status(401).send("Unauthorized");
|
||||
}
|
||||
|
||||
// Double-check this worker should host this game
|
||||
const expectedWorkerId = config.workerIndex(id);
|
||||
if (expectedWorkerId !== workerId) {
|
||||
log.warn(
|
||||
`This game ${id} should be on worker ${expectedWorkerId}, but this is worker ${workerId}`,
|
||||
);
|
||||
return res.status(400).json({ error: "Worker, game id mismatch" });
|
||||
}
|
||||
// // Double-check this worker should host this game
|
||||
// const expectedWorkerId = config.workerIndex(id);
|
||||
// if (expectedWorkerId !== workerId) {
|
||||
// log.warn(
|
||||
// `This game ${id} should be on worker ${expectedWorkerId}, but this is worker ${workerId}`,
|
||||
// );
|
||||
// return res.status(400).json({ error: "Worker, game id mismatch" });
|
||||
// }
|
||||
|
||||
const game = gm.createGame(id, gc);
|
||||
|
||||
|
||||
@@ -0,0 +1,104 @@
|
||||
import { PseudoRandom } from "../core/PseudoRandom";
|
||||
|
||||
interface WorkerInfo {
|
||||
id: string;
|
||||
dns: string;
|
||||
activeClients: number;
|
||||
lastHeartbeat: Date;
|
||||
healthy: boolean;
|
||||
}
|
||||
|
||||
// WorkerDiscoveryService - manages worker registry and load balancing
|
||||
export class WorkerDiscoveryService {
|
||||
private workers: Map<string, WorkerInfo> = new Map();
|
||||
private readonly HEARTBEAT_TIMEOUT = 60000; // 60 seconds
|
||||
private readonly CLEANUP_INTERVAL = 5000; // Check every 5 seconds
|
||||
private readonly MAX_ACTIVE_CLIENTS = 500; // Can actually handle up to 1000, but we don't want to overload the workers
|
||||
private readonly rand = new PseudoRandom(1);
|
||||
|
||||
constructor() {
|
||||
// Periodically clean up dead workers
|
||||
setInterval(() => this.cleanupDeadWorkers(), this.CLEANUP_INTERVAL);
|
||||
}
|
||||
|
||||
// Worker sends heartbeat with current state
|
||||
updateWorkerHeartbeat(
|
||||
workerId: string,
|
||||
dns: string,
|
||||
activeClients: number,
|
||||
): void {
|
||||
const existingWorker = this.workers.get(workerId);
|
||||
|
||||
this.workers.set(workerId, {
|
||||
id: workerId,
|
||||
dns,
|
||||
activeClients,
|
||||
lastHeartbeat: new Date(),
|
||||
healthy: true,
|
||||
});
|
||||
|
||||
// Log if this is a new worker
|
||||
if (!existingWorker) {
|
||||
console.log(`New worker registered: ${workerId} at ${dns}`);
|
||||
}
|
||||
}
|
||||
|
||||
getAvailableWorker(): WorkerInfo {
|
||||
let healthyWorkers = Array.from(this.workers.values())
|
||||
.filter((w) => w.healthy && w.activeClients < this.MAX_ACTIVE_CLIENTS)
|
||||
.sort((a, b) => {
|
||||
// Sort by load percentage (ascending)
|
||||
const loadA = a.activeClients / this.MAX_ACTIVE_CLIENTS;
|
||||
const loadB = b.activeClients / this.MAX_ACTIVE_CLIENTS;
|
||||
return loadA - loadB;
|
||||
});
|
||||
|
||||
if (healthyWorkers.length === 0) {
|
||||
healthyWorkers = Array.from(this.workers.values());
|
||||
}
|
||||
if (healthyWorkers.length === 0) {
|
||||
throw new Error("No workers available");
|
||||
}
|
||||
|
||||
return this.rand.randElement(healthyWorkers);
|
||||
}
|
||||
|
||||
// Get specific worker info
|
||||
getWorker(workerId: string): WorkerInfo | null {
|
||||
const worker = this.workers.get(workerId);
|
||||
return worker?.healthy ? worker : null;
|
||||
}
|
||||
|
||||
// Remove dead workers
|
||||
private cleanupDeadWorkers() {
|
||||
const now = Date.now();
|
||||
|
||||
for (const [workerId, worker] of this.workers) {
|
||||
const timeSinceHeartbeat = now - worker.lastHeartbeat.getTime();
|
||||
|
||||
if (timeSinceHeartbeat > this.HEARTBEAT_TIMEOUT && worker.healthy) {
|
||||
// Mark as unhealthy first (soft delete)
|
||||
worker.healthy = false;
|
||||
console.log(
|
||||
`Worker ${workerId} marked unhealthy (no heartbeat for ${timeSinceHeartbeat}ms)`,
|
||||
);
|
||||
} else if (timeSinceHeartbeat > this.HEARTBEAT_TIMEOUT * 3) {
|
||||
// Hard delete after 30 seconds
|
||||
this.workers.delete(workerId);
|
||||
console.log(
|
||||
`Worker ${workerId} removed (dead for ${timeSinceHeartbeat}ms)`,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Manually remove a worker (for graceful shutdown)
|
||||
removeWorker(workerId: string): boolean {
|
||||
const existed = this.workers.has(workerId);
|
||||
this.workers.delete(workerId);
|
||||
if (existed) {
|
||||
console.log(`Worker ${workerId} manually removed`);
|
||||
}
|
||||
return existed;
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,12 @@ import { GameMapType } from "../../src/core/game/Game";
|
||||
import { GameID } from "../../src/core/Schemas";
|
||||
|
||||
export class TestServerConfig implements ServerConfig {
|
||||
masterAddress(): string {
|
||||
throw new Error("Method not implemented.");
|
||||
}
|
||||
workerAddress(workerId: number): string {
|
||||
throw new Error("Method not implemented.");
|
||||
}
|
||||
domain(): string {
|
||||
throw new Error("Method not implemented.");
|
||||
}
|
||||
|
||||
@@ -232,6 +232,7 @@ export default async (env, argv) => {
|
||||
"/api/auth/callback",
|
||||
"/api/auth/discord",
|
||||
"/api/kick_player",
|
||||
"/api/worker_address",
|
||||
],
|
||||
target: "http://localhost:3000",
|
||||
secure: false,
|
||||
|
||||
Reference in New Issue
Block a user