import cluster from "cluster"; import http from "http"; import express from "express"; import { GameMapType, GameType, Difficulty } from "../core/game/Game"; import { generateID } from "../core/Util"; import { PseudoRandom } from "../core/PseudoRandom"; import { GameEnv, getServerConfigFromServer, } from "../core/configuration/Config"; import { GameInfo } from "../core/Schemas"; import path from "path"; import rateLimit from "express-rate-limit"; import { fileURLToPath } from "url"; import { isHighTrafficTime } from "./Util"; import { gatekeeper, LimiterType } from "./Gatekeeper"; const config = getServerConfigFromServer(); const readyWorkers = new Set(); const app = express(); const server = http.createServer(app); const __filename = fileURLToPath(import.meta.url); const __dirname = path.dirname(__filename); app.use(express.json()); app.use( express.static(path.join(__dirname, "../../static"), { maxAge: "1y", // Set max-age to 1 year for all static assets setHeaders: (res, path) => { // You can conditionally set different cache times based on file types if (path.endsWith(".html")) { // HTML files get shorter cache time res.setHeader("Cache-Control", "public, max-age=60"); } else if (path.match(/\.(js|css|svg)$/)) { // JS, CSS, SVG get long cache with immutable res.setHeader("Cache-Control", "public, max-age=31536000, immutable"); } else if (path.match(/\.(bin|dat|exe|dll|so|dylib)$/)) { // Binary files also get long cache with immutable res.setHeader("Cache-Control", "public, max-age=31536000, immutable"); } // Other file types use the default maxAge setting }, }), ); app.use(express.json()); app.set("trust proxy", 3); app.use( rateLimit({ windowMs: 1000, // 1 second max: 20, // 20 requests per IP per second }), ); let publicLobbiesJsonStr = ""; let publicLobbyIDs: Set = new Set(); // Start the master process export async function startMaster() { if (!cluster.isPrimary) { throw new Error( "startMaster() should only be called in the primary process", ); } console.log(`Primary ${process.pid} is running`); console.log(`Setting up ${config.numWorkers()} workers...`); // Fork workers for (let i = 0; i < config.numWorkers(); i++) { const worker = cluster.fork({ WORKER_ID: i, }); console.log(`Started worker ${i} (PID: ${worker.process.pid})`); } cluster.on("message", (worker, message) => { if (message.type === "WORKER_READY") { const workerId = message.workerId; readyWorkers.add(workerId); console.log( `Worker ${workerId} is ready. (${readyWorkers.size}/${config.numWorkers()} ready)`, ); // Start scheduling when all workers are ready if (readyWorkers.size === config.numWorkers()) { console.log("All workers ready, starting game scheduling"); // Safe implementation of dynamic interval let timeoutId = null; const scheduleLobbies = () => { schedulePublicGame() .catch((error) => { console.error("Error scheduling public game:", error); }) .finally(() => { // Schedule next run with the current config value const currentLifetime = config.gameCreationRate(isHighTrafficTime()); timeoutId = setTimeout(scheduleLobbies, currentLifetime); }); }; // Run first execution immediately scheduleLobbies(); // Regular interval for fetching lobbies setInterval(() => fetchLobbies(), 250); } } }); // Handle worker crashes cluster.on("exit", (worker, code, signal) => { const workerId = (worker as any).process?.env?.WORKER_ID; if (!workerId) { console.error(`worker crashed could not find id`); return; } console.warn( `Worker ${workerId} (PID: ${worker.process.pid}) died with code: ${code} and signal: ${signal}`, ); console.log(`Restarting worker ${workerId}...`); // Restart the worker with the same ID const newWorker = cluster.fork({ WORKER_ID: workerId, }); console.log( `Restarted worker ${workerId} (New PID: ${newWorker.process.pid})`, ); }); const PORT = 3000; server.listen(PORT, () => { console.log(`Master HTTP server listening on port ${PORT}`); }); } app.get( "/api/env", gatekeeper.httpHandler(LimiterType.Get, async (req, res) => { const envConfig = { game_env: process.env.GAME_ENV || "prod", }; res.json(envConfig); }), ); // Add lobbies endpoint to list public games for this worker app.get( "/api/public_lobbies", gatekeeper.httpHandler(LimiterType.Get, async (req, res) => { res.send(publicLobbiesJsonStr); }), ); async function fetchLobbies(): Promise { const fetchPromises = []; for (const gameID of publicLobbyIDs) { const port = config.workerPort(gameID); const promise = fetch(`http://localhost:${port}/api/game/${gameID}`) .then((resp) => resp.json()) .then((json) => { return json as GameInfo; }) .catch((error) => { console.error(`Error fetching game ${gameID}:`, error); // Return null or a placeholder if fetch fails return null; }); fetchPromises.push(promise); } // Wait for all promises to resolve const results = await Promise.all(fetchPromises); // Filter out any null results from failed fetches const lobbyInfos: GameInfo[] = results .filter((result) => result !== null) .map((gi: GameInfo) => { return { gameID: gi.gameID, numClients: gi?.clients?.length ?? 0, gameConfig: gi.gameConfig, msUntilStart: (gi.msUntilStart ?? Date.now()) - Date.now(), } as GameInfo; }); lobbyInfos.forEach((l) => { if (l.msUntilStart <= 250) { publicLobbyIDs.delete(l.gameID); } }); // Update the JSON string publicLobbiesJsonStr = JSON.stringify({ lobbies: lobbyInfos, }); } // Function to schedule a new public game async function schedulePublicGame() { const gameID = generateID(); publicLobbyIDs.add(gameID); // Create the default public game config (from your GameManager) const defaultGameConfig = { gameMap: getNextMap(), gameType: GameType.Public, difficulty: Difficulty.Medium, infiniteGold: false, infiniteTroops: false, instantBuild: false, disableNPCs: false, bots: 400, }; const workerPath = config.workerPath(gameID); // Send request to the worker to start the game try { const response = await fetch( `http://localhost:${config.workerPort(gameID)}/api/create_game/${gameID}`, { method: "POST", headers: { "Content-Type": "application/json", "X-Internal-Request": "true", // Special header for internal requests }, body: JSON.stringify({ gameID: gameID, gameConfig: defaultGameConfig, }), }, ); if (!response.ok) { throw new Error(`Failed to schedule public game: ${response.statusText}`); } const data = await response.json(); } catch (error) { console.error( `Failed to schedule public game on worker ${workerPath}:`, error, ); throw error; } } // Map rotation management (moved from GameManager) let mapsPlaylist: GameMapType[] = []; const random = new PseudoRandom(123); // Get the next map in rotation function getNextMap(): GameMapType { if (mapsPlaylist.length > 0) { return mapsPlaylist.shift()!; } const frequency = { World: 4, Europe: 4, Mena: 2, NorthAmerica: 2, BlackSea: 2, Africa: 2, Asia: 2, Mars: 0, }; Object.keys(GameMapType).forEach((key) => { let count = parseInt(frequency[key]); while (count > 0) { mapsPlaylist.push(GameMapType[key]); count--; } }); while (true) { random.shuffleArray(mapsPlaylist); if (allNonConsecutive(mapsPlaylist)) { return mapsPlaylist.shift()!; } } } // Check for consecutive duplicates in the maps array function allNonConsecutive(maps: GameMapType[]): boolean { for (let i = 0; i < maps.length - 1; i++) { if (maps[i] === maps[i + 1]) { return false; } } return true; } function sleep(ms: number): Promise { return new Promise((resolve) => setTimeout(resolve, ms)); } // SPA fallback route app.get("*", function (req, res) { res.sendFile(path.join(__dirname, "../../static/index.html")); });