mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 13:00:42 +00:00
05e2bc9f0a
## Description: This reworks asset delivery and cacheability across the app and moves non-bundled public resources onto immutable, content-hashed URLs. Vite bundle outputs continue to live under `/assets/**` and remain content-hashed by Vite. Public resources that were previously fetched from stable paths in `resources/` now go through a custom hashed namespace under `/_assets/**`, backed by a generated asset manifest that is available to the server, browser, and worker runtime. In parallel, the root app shell is now cacheable shared HTML instead of request-time `no-store` HTML. Dynamic and live routes remain explicitly uncached. ## Why - Improve browser and Cloudflare cacheability for static assets. - Remove query-string and release-version cache busting for runtime-fetched assets. - Allow unchanged public assets to keep the same URL across releases. - Reduce avoidable work on `/` by serving a shared app shell instead of rendering HTML on every request. - Make cache behavior explicit instead of relying on mixed framework defaults and file-extension heuristics. ## What Changed ### 1. Content-hashed public asset pipeline - Added a build-time public asset manifest and hashing pipeline for non-Vite resources. - Production now emits hashed public assets under `/_assets/**`. - Added runtime manifest loading for Node so server-rendered paths resolve against built hashed files instead of rebuilding from source at runtime. - Emitted the runtime asset manifest as an ESM module for server consumption. Result: - `/assets/**` = Vite-managed hashed bundle outputs - `/_assets/**` = custom content-hashed public resources ### 2. Runtime asset URL migration - Added a shared `assetUrl(...)` resolution path. - Migrated runtime references away from query-string versioning and stable source paths. - Updated browser, worker, and server-side rendering paths to resolve through the asset manifest. - Moved map manifests, map binaries, thumbnails, sprites, sounds, fonts, flags, icons, screenshots, and other runtime-fetched resources onto hashed URLs. ### 3. Map and preview fixes - Fixed directory and per-file map asset resolution so map manifest and binary fetches resolve to the correct hashed URLs. - Updated preview metadata and map thumbnail paths to use the hashed asset namespace. - Fixed runtime manifest loading in prod after deployment. ### 4. Explicit cache policies - Added explicit immutable cache headers for: - `/assets/**` - `/_assets/**` - worker-prefixed equivalents under `/wN/...` - Added explicit `no-store` headers for live and dynamic APIs. - Removed the old `/api/env` bootstrap request and baked `gameEnv` into the HTML bootstrap instead. ### 5. Cacheable root app shell - Refactored the root HTML path to serve a shared app shell with: - `Cache-Control: public, max-age=0, s-maxage=300, stale-while-revalidate=86400` - `/` and the SPA fallback now serve shared cacheable HTML instead of request-time `no-store` rendering. - `/game/:id` remains dynamic and `no-store`, but now reuses the shared shell before injecting preview tags. ### 6. Matchmaking instance handling - Because the app shell is now cacheable, `INSTANCE_ID` was removed from shared HTML. - Added `/api/instance` as a temporary `no-store` runtime lookup used only by matchmaking. - This preserves correctness with the current random-per-boot `INSTANCE_ID` model while keeping `/` cacheable, but it is not the intended long-term design. ## Behavior Changes ### Asset URL contract Production URLs for non-Vite public resources now change from stable paths such as: - `/maps/...` - `/images/...` - `/manifest.json` to content-hashed paths under: - `/_assets/...` Examples: - `/_assets/maps/<map>/manifest.<hash>.json` - `/_assets/images/Favicon.<hash>.svg` ### Bootstrap/config - `/api/env` is removed. - `gameEnv` is now bootstrapped from HTML. ### HTML caching - `/` and the SPA fallback are now cacheable shared HTML. - `/game/:id` remains dynamic. ## Cache Matrix After This Branch - `/_assets/**`: `public, max-age=31536000, immutable` - `/assets/**`: `public, max-age=31536000, immutable` - live `/api/**`: explicit `no-store` - `/api/health`: explicit `no-store` - `/api/instance`: explicit `no-store` - `/game/:id`: explicit `no-store` - `/` and SPA fallback: `public, max-age=0, s-maxage=300, stale-while-revalidate=86400` ## Notes / Tradeoffs - `/api/instance` is a temporary compromise. It exists because `INSTANCE_ID` is currently random per boot, which is not safe to embed into cacheable shared HTML. - The current matchmaking flow still asks the client to provide `instance_id` during `matchmaking/join`. That is functional, but it is the wrong ownership boundary: instance selection should be handled by the matchmaking service, not by the browser. - The cleaner end-state would be: - make `matchmaking/join` stop requiring `instance_id` from the client, and let the matchmaking service select a healthy instance from worker check-ins - This branch makes the origin behavior edge-cache-friendly, but Cloudflare still needs matching cache rules if HTML itself should be cached at the edge. ## Validation Verified during development with: - `npx tsc --noEmit` - `node node_modules\\vite\\bin\\vite.js build` - `node node_modules\\vitest\\vitest.mjs run tests/server/RenderHtml.test.ts tests/server/NoStoreHeaders.test.ts tests/server/StaticAssetCache.test.ts tests/core/configuration/ConfigLoader.test.ts` Additional targeted tests added: - `tests/AssetUrls.test.ts` - `tests/core/game/FetchGameMapLoader.test.ts` - `tests/core/configuration/ConfigLoader.test.ts` - `tests/server/NoStoreHeaders.test.ts` - `tests/server/StaticAssetCache.test.ts` - `tests/server/RenderHtml.test.ts` ## Known Existing Warnings The production build still reports pre-existing warnings that are not addressed by this branch: - inconsistent JSON import attributes for `resources/countries.json` - inconsistent JSON import attributes for `resources/QuickChat.json` - large chunk warnings from Vite ## Rollout Notes - Cache rules should treat `/_assets/**` and `/assets/**` as immutable. - Cloudflare will still classify HTML as dynamic after deploy unless matching edge cache rules are configured for it. ## Follow-ups - Remove `/api/instance` by changing `matchmaking/join` so the server selects the target instance, or by making `INSTANCE_ID` deploy-stable if the current contract must remain. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] 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: DISCORD_USERNAME
653 lines
20 KiB
TypeScript
653 lines
20 KiB
TypeScript
import compression from "compression";
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import express, { NextFunction, Request, Response } from "express";
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import rateLimit from "express-rate-limit";
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import http from "http";
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import ipAnonymize from "ip-anonymize";
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import { RateLimiter } from "limiter";
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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 { z } from "zod";
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import { getServerConfigFromServer } from "../core/configuration/ConfigLoader";
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import { GameType } from "../core/game/Game";
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import {
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ClientMessageSchema,
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GameID,
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PartialGameRecordSchema,
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ServerErrorMessage,
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} from "../core/Schemas";
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import { generateID, replacer } from "../core/Util";
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import { CreateGameInputSchema } from "../core/WorkerSchemas";
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import { archive, finalizeGameRecord } from "./Archive";
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import { Client } from "./Client";
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import { GameManager } from "./GameManager";
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import { registerGamePreviewRoute } from "./GamePreviewRoute";
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import { getUserMe, verifyClientToken } from "./jwt";
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import { logger } from "./Logger";
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import { GameEnv } from "../core/configuration/Config";
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import { MapPlaylist } from "./MapPlaylist";
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import { setNoStoreHeaders } from "./NoStoreHeaders";
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import { startPolling } from "./PollingLoop";
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import { PrivilegeRefresher } from "./PrivilegeRefresher";
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import { applyStaticAssetCacheControl } from "./StaticAssetCache";
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import { verifyTurnstileToken } from "./Turnstile";
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import { WorkerLobbyService } from "./WorkerLobbyService";
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import { initWorkerMetrics } from "./WorkerMetrics";
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const config = getServerConfigFromServer();
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const workerId = parseInt(process.env.WORKER_ID ?? "0");
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const log = logger.child({ comp: `w_${workerId}` });
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const playlist = new MapPlaylist();
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// Worker setup
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export async function startWorker() {
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log.info(`Worker starting...`);
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const __filename = fileURLToPath(import.meta.url);
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const __dirname = path.dirname(__filename);
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const app = express();
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app.use(express.json({ limit: "5mb" }));
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const server = http.createServer(app);
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const wss = new WebSocketServer({
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noServer: true,
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maxPayload: 1024 * 1024, // 1MB
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});
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const gm = new GameManager(config, log);
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// Initialize lobby service (handles WebSocket upgrade routing)
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const lobbyService = new WorkerLobbyService(server, wss, gm, log);
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setTimeout(
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() => {
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startMatchmakingPolling(gm);
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},
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1000 + Math.random() * 2000,
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);
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if (config.otelEnabled()) {
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initWorkerMetrics(gm);
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}
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const privilegeRefresher = new PrivilegeRefresher(
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config.jwtIssuer() + "/cosmetics.json",
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config.jwtIssuer() + "/profane_words_game_server",
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config.apiKey(),
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log,
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);
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privilegeRefresher.start();
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// Middleware to handle /wX path prefix
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app.use((req, res, next) => {
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// Extract the original path without the worker prefix
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const originalPath = req.url;
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const match = originalPath.match(/^\/w(\d+)(.*)$/);
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if (match) {
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const pathWorkerId = parseInt(match[1]);
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const actualPath = match[2] || "/";
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// Verify this request is for the correct worker
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if (pathWorkerId !== workerId) {
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return res.status(404).json({
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error: "Worker mismatch",
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message: `This is worker ${workerId}, but you requested worker ${pathWorkerId}`,
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});
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}
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// Update the URL to remove the worker prefix
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req.url = actualPath;
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}
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next();
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});
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app.set("trust proxy", 3);
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app.use(compression());
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app.use(express.json());
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// Configure MIME types for webp files
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express.static.mime.define({ "image/webp": ["webp"] });
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app.use(
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express.static(path.join(__dirname, "../../out"), {
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setHeaders: (res) => {
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applyStaticAssetCacheControl(
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res.setHeader.bind(res),
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res.req.originalUrl,
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);
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},
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}),
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);
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app.use(
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"/maps",
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express.static(path.join(__dirname, "../../static/maps"), {
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maxAge: "1y",
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setHeaders: (res, filePath) => {
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if (filePath.endsWith(".webp")) {
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res.setHeader("Content-Type", "image/webp");
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}
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},
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}),
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);
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app.use(
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rateLimit({
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windowMs: 1000, // 1 second
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max: 20, // 20 requests per IP per second
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}),
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);
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app.use("/api", (_req, res, next) => {
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setNoStoreHeaders(res);
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next();
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});
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app.post("/api/create_game/:id", async (req, res) => {
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const id = req.params.id;
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// Extract persistentID from Authorization header token
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// Never accept persistentID directly from client
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let creatorPersistentID: string | undefined;
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const authHeader = req.headers.authorization;
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if (authHeader?.startsWith("Bearer ")) {
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const token = authHeader.substring("Bearer ".length);
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const result = await verifyClientToken(token, config);
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if (result.type === "success") {
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creatorPersistentID = result.persistentId;
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} else {
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log.warn(`Invalid creator token: ${result.message}`);
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return res.status(401).json({ error: "Invalid creator token" });
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}
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} else if (
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!req.headers[config.adminHeader()] // Public games use admin token instead
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) {
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return res
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.status(400)
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.json({ error: "Authorization header required to create a game" });
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}
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if (!id) {
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log.warn(`cannot create game, id not found`);
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return res.status(400).json({ error: "Game ID is required" });
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}
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// eslint-disable-next-line @typescript-eslint/prefer-nullish-coalescing
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const clientIP = req.ip || req.socket.remoteAddress || "unknown";
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const result = CreateGameInputSchema.safeParse(req.body);
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if (!result.success) {
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const error = z.prettifyError(result.error);
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return res.status(400).json({ error });
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}
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const gc = result.data;
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if (
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gc?.gameType === GameType.Public &&
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req.headers[config.adminHeader()] !== config.adminToken()
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) {
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log.warn(
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`cannot create public game ${id}, ip ${ipAnonymize(clientIP)} incorrect admin token`,
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);
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return res.status(401).send("Unauthorized");
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}
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// Double-check this worker should host this game
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const expectedWorkerId = config.workerIndex(id);
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if (expectedWorkerId !== workerId) {
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log.warn(
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`This game ${id} should be on worker ${expectedWorkerId}, but this is worker ${workerId}`,
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);
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return res.status(400).json({ error: "Worker, game id mismatch" });
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}
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// Pass creatorPersistentID to createGame
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const game = gm.createGame(id, gc, creatorPersistentID);
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log.info(
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`Worker ${workerId}: IP ${ipAnonymize(clientIP)} creating ${game.isPublic() ? GameType.Public : GameType.Private}${gc?.gameMode ? ` ${gc.gameMode}` : ""} game with id ${id}${creatorPersistentID ? `, creator: ${creatorPersistentID.substring(0, 8)}...` : ""}`,
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);
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res.json(game.gameInfo());
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});
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// Add other endpoints from your original server
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app.post("/api/start_game/:id", async (req, res) => {
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log.info(`starting private lobby with id ${req.params.id}`);
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const game = gm.game(req.params.id);
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if (!game) {
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return;
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}
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if (game.isPublic()) {
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// eslint-disable-next-line @typescript-eslint/prefer-nullish-coalescing
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const clientIP = req.ip || req.socket.remoteAddress || "unknown";
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log.info(
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`cannot start public game ${game.id}, game is public, ip: ${ipAnonymize(clientIP)}`,
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);
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return;
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}
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game.start();
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res.status(200).json({ success: true });
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});
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app.get("/api/game/:id/exists", async (req, res) => {
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const lobbyId = req.params.id;
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res.json({
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exists: gm.game(lobbyId) !== null,
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});
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});
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app.get("/api/game/:id", async (req, res) => {
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const game = gm.game(req.params.id);
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if (game === null) {
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log.info(`lobby ${req.params.id} not found`);
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return res.status(404).json({ error: "Game not found" });
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}
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res.json(game.gameInfo());
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});
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registerGamePreviewRoute({
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app,
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gm,
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config,
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workerId,
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log,
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baseDir: __dirname,
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});
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app.post("/api/archive_singleplayer_game", async (req, res) => {
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try {
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const record = req.body;
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const result = PartialGameRecordSchema.safeParse(record);
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if (!result.success) {
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const error = z.prettifyError(result.error);
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log.info(error);
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return res.status(400).json({ error });
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}
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const gameRecord = result.data;
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if (gameRecord.info.config.gameType !== GameType.Singleplayer) {
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log.warn(
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`cannot archive singleplayer with game type ${gameRecord.info.config.gameType}`,
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{
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gameID: gameRecord.info.gameID,
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},
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);
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return res.status(400).json({ error: "Invalid request" });
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}
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if (result.data.info.players.length !== 1) {
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log.warn(`cannot archive singleplayer game multiple players`, {
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gameID: gameRecord.info.gameID,
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});
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return res.status(400).json({ error: "Invalid request" });
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}
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log.info("archiving singleplayer game", {
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gameID: gameRecord.info.gameID,
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});
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archive(finalizeGameRecord(gameRecord));
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res.json({
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success: true,
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});
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} catch (error) {
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log.error("Error processing archive request:", error);
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res.status(500).json({ error: "Internal server error" });
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}
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});
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// WebSocket handling
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wss.on("connection", (ws: WebSocket, req) => {
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ws.on("message", async (message: string) => {
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const forwarded = req.headers["x-forwarded-for"];
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const ip = Array.isArray(forwarded)
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? forwarded[0]
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: // eslint-disable-next-line @typescript-eslint/prefer-nullish-coalescing
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forwarded || req.socket.remoteAddress || "unknown";
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if (!getWsIpLimiter(ip).tryRemoveTokens(1)) {
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ws.close(1008, "Rate limit exceeded");
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return;
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}
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try {
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// Parse and handle client messages
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const parsed = ClientMessageSchema.safeParse(
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JSON.parse(message.toString()),
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);
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if (!parsed.success) {
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const error = z.prettifyError(parsed.error);
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log.warn("Error parsing client message", error);
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ws.send(
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JSON.stringify({
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type: "error",
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error: error.toString(),
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} satisfies ServerErrorMessage),
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);
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ws.close(1002, "ClientJoinMessageSchema");
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return;
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}
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const clientMsg = parsed.data;
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if (clientMsg.type === "ping") {
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// Ignore ping
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return;
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} else if (clientMsg.type !== "join" && clientMsg.type !== "rejoin") {
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log.warn(
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`Invalid message before join: ${JSON.stringify(clientMsg, replacer)}`,
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);
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return;
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}
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// Verify this worker should handle this game
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const expectedWorkerId = config.workerIndex(clientMsg.gameID);
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if (expectedWorkerId !== workerId) {
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log.warn(
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`Worker mismatch: Game ${clientMsg.gameID} should be on worker ${expectedWorkerId}, but this is worker ${workerId}`,
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);
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return;
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}
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// Verify token signature
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const result = await verifyClientToken(clientMsg.token, config);
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if (result.type === "error") {
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log.warn(`Invalid token: ${result.message}`, {
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gameID: clientMsg.gameID,
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});
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ws.close(1002, `Unauthorized: invalid token`);
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return;
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}
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const { persistentId, claims } = result;
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if (clientMsg.type === "rejoin") {
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log.info("rejoining game", {
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gameID: clientMsg.gameID,
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persistentID: persistentId,
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});
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const wasFound = gm.rejoinClient(
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ws,
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persistentId,
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clientMsg.gameID,
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clientMsg.lastTurn,
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);
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if (!wasFound) {
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log.warn(
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`game ${clientMsg.gameID} not found on worker ${workerId}`,
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);
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ws.close(1002, "Game not found");
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}
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return;
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}
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// Normalize username and clan tag before any rejoin/join handling.
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// If this connection maps to an existing lobby client, we still want
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// the latest pre-join identity to be reflected.
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const { clanTag: censoredClanTag, username: censoredUsername } =
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privilegeRefresher
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.get()
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.censor(clientMsg.username, clientMsg.clanTag ?? null);
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// Try to reconnect an existing client (e.g., page refresh)
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// If successful, skip all authorization
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if (
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gm.rejoinClient(ws, persistentId, clientMsg.gameID, 0, {
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username: censoredUsername,
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clanTag: censoredClanTag,
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})
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) {
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return;
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}
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let roles: string[] | undefined;
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let flares: string[] | undefined;
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const allowedFlares = config.allowedFlares();
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if (claims === null) {
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if (allowedFlares !== undefined) {
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log.warn("Unauthorized: Anonymous user attempted to join game");
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ws.close(1002, "Unauthorized");
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return;
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}
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} else {
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// Verify token and get player permissions
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const result = await getUserMe(clientMsg.token, config);
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if (result.type === "error") {
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log.warn(`Unauthorized: ${result.message}`, {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
});
|
|
ws.close(1002, "Unauthorized: user me fetch failed");
|
|
return;
|
|
}
|
|
roles = result.response.player.roles;
|
|
flares = result.response.player.flares;
|
|
|
|
if (allowedFlares !== undefined) {
|
|
const allowed =
|
|
allowedFlares.length === 0 ||
|
|
allowedFlares.some((f) => flares?.includes(f));
|
|
if (!allowed) {
|
|
log.warn(
|
|
"Forbidden: player without an allowed flare attempted to join game",
|
|
);
|
|
ws.close(1002, "Forbidden");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
const cosmeticResult = privilegeRefresher
|
|
.get()
|
|
.isAllowed(flares ?? [], clientMsg.cosmetics ?? {});
|
|
|
|
if (cosmeticResult.type === "forbidden") {
|
|
log.warn(`Forbidden: ${cosmeticResult.reason}`, {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
});
|
|
ws.close(1002, cosmeticResult.reason);
|
|
return;
|
|
}
|
|
|
|
if (config.env() !== GameEnv.Dev) {
|
|
const turnstileResult = await verifyTurnstileToken(
|
|
ip,
|
|
clientMsg.turnstileToken,
|
|
config.turnstileSecretKey(),
|
|
);
|
|
switch (turnstileResult.status) {
|
|
case "approved":
|
|
break;
|
|
case "rejected":
|
|
log.warn("Unauthorized: Turnstile token rejected", {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
reason: turnstileResult.reason,
|
|
});
|
|
ws.close(1002, "Unauthorized: Turnstile token rejected");
|
|
return;
|
|
case "error":
|
|
// Fail open, allow the client to join.
|
|
log.error("Turnstile token error", {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
reason: turnstileResult.reason,
|
|
});
|
|
}
|
|
}
|
|
|
|
// Create client and add to game
|
|
const client = new Client(
|
|
generateID(),
|
|
persistentId,
|
|
claims,
|
|
roles,
|
|
flares,
|
|
ip,
|
|
censoredUsername,
|
|
censoredClanTag,
|
|
ws,
|
|
cosmeticResult.cosmetics,
|
|
);
|
|
|
|
const joinResult = gm.joinClient(client, clientMsg.gameID);
|
|
|
|
if (joinResult === "not_found") {
|
|
log.info(`game ${clientMsg.gameID} not found on worker ${workerId}`);
|
|
ws.close(1002, "Game not found");
|
|
} else if (joinResult === "kicked") {
|
|
log.warn(`kicked client tried to join game ${clientMsg.gameID}`, {
|
|
gameID: clientMsg.gameID,
|
|
workerId,
|
|
});
|
|
ws.close(1002, "Cannot join game");
|
|
} else if (joinResult === "rejected") {
|
|
log.info(`client rejected from game ${clientMsg.gameID}`, {
|
|
gameID: clientMsg.gameID,
|
|
workerId,
|
|
});
|
|
ws.close(1002, "Lobby full");
|
|
}
|
|
|
|
// Handle other message types
|
|
} catch (error) {
|
|
ws.close(1011, "Internal server error");
|
|
log.warn(
|
|
`error handling websocket message for ${ipAnonymize(ip)}: ${error}`.substring(
|
|
0,
|
|
250,
|
|
),
|
|
);
|
|
}
|
|
});
|
|
|
|
ws.on("error", (error: Error) => {
|
|
if ((error as any).code === "WS_ERR_UNEXPECTED_RSV_1") {
|
|
ws.close(1002, "WS_ERR_UNEXPECTED_RSV_1");
|
|
}
|
|
});
|
|
ws.on("close", () => {
|
|
ws.removeAllListeners();
|
|
});
|
|
});
|
|
|
|
// The load balancer will handle routing to this server based on path
|
|
const PORT = config.workerPortByIndex(workerId);
|
|
server.listen(PORT, () => {
|
|
log.info(`running on http://localhost:${PORT}`);
|
|
log.info(`Handling requests with path prefix /w${workerId}/`);
|
|
// Signal to the master process that this worker is ready
|
|
lobbyService.sendReady(workerId);
|
|
log.info(`signaled ready state to master`);
|
|
});
|
|
|
|
// Global error handler
|
|
app.use((err: Error, req: Request, res: Response, next: NextFunction) => {
|
|
log.error(`Error in ${req.method} ${req.path}:`, err);
|
|
res.status(500).json({ error: "An unexpected error occurred" });
|
|
});
|
|
|
|
// Process-level error handlers
|
|
process.on("uncaughtException", (err) => {
|
|
log.error(`uncaught exception:`, err);
|
|
});
|
|
|
|
process.on("unhandledRejection", (reason, promise) => {
|
|
log.error(`unhandled rejection at:`, promise, "reason:", reason);
|
|
});
|
|
}
|
|
|
|
async function startMatchmakingPolling(gm: GameManager) {
|
|
startPolling(
|
|
async () => {
|
|
try {
|
|
const url = `${config.jwtIssuer() + "/matchmaking/checkin"}`;
|
|
const gameId = generateGameIdForWorker();
|
|
if (gameId === null) {
|
|
log.warn(`Failed to generate game ID for worker ${workerId}`);
|
|
return;
|
|
}
|
|
|
|
const controller = new AbortController();
|
|
const timeoutId = setTimeout(() => controller.abort(), 20000);
|
|
const response = await fetch(url, {
|
|
method: "POST",
|
|
headers: {
|
|
"Content-Type": "application/json",
|
|
"x-api-key": config.apiKey(),
|
|
},
|
|
body: JSON.stringify({
|
|
id: workerId,
|
|
gameId: gameId,
|
|
ccu: gm.activeClients(),
|
|
instanceId: process.env.INSTANCE_ID,
|
|
}),
|
|
signal: controller.signal,
|
|
});
|
|
|
|
clearTimeout(timeoutId);
|
|
|
|
if (!response.ok) {
|
|
log.warn(
|
|
`Failed to poll lobby: ${response.status} ${response.statusText}`,
|
|
);
|
|
return;
|
|
}
|
|
|
|
const data = await response.json();
|
|
log.info(`Lobby poll successful:`, data);
|
|
|
|
if (data.assignment) {
|
|
gm.createGame(
|
|
gameId,
|
|
playlist.get1v1Config(),
|
|
undefined,
|
|
Date.now() + 7000,
|
|
);
|
|
}
|
|
} catch (error) {
|
|
if (error instanceof Error && error.name === "AbortError") {
|
|
// Abort is expected if no game is scheduled on this worker.
|
|
return;
|
|
}
|
|
log.error(`Error polling lobby:`, error);
|
|
}
|
|
},
|
|
5000 + Math.random() * 1000,
|
|
);
|
|
}
|
|
|
|
// TODO: This is a hack to generate a game ID for the worker.
|
|
// It should be replaced with a more robust solution.
|
|
function generateGameIdForWorker(): GameID | null {
|
|
let attempts = 1000;
|
|
while (attempts > 0) {
|
|
const gameId = generateID();
|
|
if (workerId === config.workerIndex(gameId)) {
|
|
return gameId;
|
|
}
|
|
attempts--;
|
|
}
|
|
log.warn(`Failed to generate game ID for worker ${workerId}`);
|
|
return null;
|
|
}
|
|
|
|
// Per-IP rate limiter for pre-join WebSocket messages.
|
|
// Prevents unauthenticated connections from spamming messages
|
|
// (e.g. pings) before joining a game.
|
|
const wsIpLimiters = new Map<string, RateLimiter>();
|
|
function getWsIpLimiter(ip: string): RateLimiter {
|
|
let limiter = wsIpLimiters.get(ip);
|
|
if (!limiter) {
|
|
limiter = new RateLimiter({
|
|
tokensPerInterval: 5,
|
|
interval: "second",
|
|
});
|
|
wsIpLimiters.set(ip, limiter);
|
|
}
|
|
return limiter;
|
|
}
|
|
// Clean up stale IP limiters every 10 minutes
|
|
setInterval(() => wsIpLimiters.clear(), 10 * 60 * 1000);
|