Files
OpenFrontIO/src/server/MasterLobbyService.ts
T
Evan 275fd0dccc refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description:

This is a refactor to simplify config handling.

Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class
hierarchy with two static classes: ClientEnv (browser main thread, reads
from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from
process.env). The four config classes are deleted, the abstract
DefaultServerConfig is gone, and DefaultConfig is renamed to Config.

The values that flow server → client (gameEnv, numWorkers,
turnstileSiteKey, jwtAudience, instanceId) used to be baked into the
hardcoded per-env classes. They're now real env vars on the server,
embedded into a single window.BOOTSTRAP_CONFIG object in index.html at
request time (alongside the existing gitCommit/assetManifest/cdnBase
globals, which moved into the same object), and read back by ClientEnv
on the client. The dev defaults previously hidden inside DevServerConfig
are now explicit in start:server-dev (NUM_WORKERS=2,
TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in
vite.config.ts's html plugin inject.data. Production deploys plumb
NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into
the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh.
The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in
BOOTSTRAP_CONFIG now.

ServerEnv is the only thing server code touches; ClientEnv is
browser-only. The two classes have intentional overlap (env, numWorkers,
jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive
identical logic from different sources — there's a TODO in each to
consolidate via a shared helper later. The game-logic Config no longer
stores a ServerConfig/ClientEnv reference and its serverConfig() getter
is gone; the one caller (MultiTabModal) now reads ClientEnv.env()
directly. Worker init no longer carries server-config values since
nothing in the worker actually reads them.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-11 19:24:01 -07:00

181 lines
5.3 KiB
TypeScript

import { Worker } from "cluster";
import winston from "winston";
import { PublicGameInfo, PublicGameType } from "../core/Schemas";
import { generateID } from "../core/Util";
import {
MasterCreateGame,
MasterLobbiesBroadcast,
MasterUpdateGame,
WorkerMessageSchema,
} from "./IPCBridgeSchema";
import { logger } from "./Logger";
import { MapPlaylist } from "./MapPlaylist";
import { startPolling } from "./PollingLoop";
import { ServerEnv } from "./ServerEnv";
export interface MasterLobbyServiceOptions {
playlist: MapPlaylist;
log: typeof logger;
}
export class MasterLobbyService {
private readonly workers = new Map<number, Worker>();
// Worker id => the lobbies it owns.
private readonly workerLobbies = new Map<number, PublicGameInfo[]>();
private readonly readyWorkers = new Set<number>();
private started = false;
constructor(
private playlist: MapPlaylist,
private log: winston.Logger,
) {}
registerWorker(workerId: number, worker: Worker) {
this.workers.set(workerId, worker);
worker.on("message", (raw: unknown) => {
const result = WorkerMessageSchema.safeParse(raw);
if (!result.success) {
this.log.error("Invalid IPC message from worker:", raw);
return;
}
const msg = result.data;
switch (msg.type) {
case "workerReady":
this.handleWorkerReady(msg.workerId);
break;
case "lobbyList":
this.workerLobbies.set(workerId, msg.lobbies);
break;
}
});
}
removeWorker(workerId: number) {
this.workers.delete(workerId);
this.workerLobbies.delete(workerId);
this.readyWorkers.delete(workerId);
}
isHealthy(): boolean {
// We consider the lobby service healthy if at least half of the workers are ready.
// This allows for some leeway if a worker crashes.
const minWorkers = Math.max(ServerEnv.numWorkers() / 2, 1);
return this.started && this.readyWorkers.size >= minWorkers;
}
private handleWorkerReady(workerId: number) {
this.readyWorkers.add(workerId);
this.log.info(
`Worker ${workerId} is ready. (${this.readyWorkers.size}/${ServerEnv.numWorkers()} ready)`,
);
if (this.readyWorkers.size === ServerEnv.numWorkers() && !this.started) {
this.started = true;
this.log.info("All workers ready, starting game scheduling");
startPolling(async () => this.broadcastLobbies(), 500);
startPolling(async () => await this.maybeScheduleLobby(), 1000);
}
}
private getAllLobbies(): Record<PublicGameType, PublicGameInfo[]> {
const lobbies = Array.from(this.workerLobbies.values()).flat();
const result: Record<PublicGameType, PublicGameInfo[]> = {
ffa: [],
team: [],
special: [],
};
for (const lobby of lobbies) {
result[lobby.publicGameType].push(lobby);
}
for (const type of Object.keys(result) as PublicGameType[]) {
result[type].sort((a, b) => {
if (a.startsAt === undefined && b.startsAt === undefined) {
// Sort by game id for stability.
return a.gameID > b.gameID ? 1 : -1;
}
// If a lobby has startsAt set, we assume it's the active one.
if (a.startsAt === undefined) return 1;
if (b.startsAt === undefined) return -1;
return a.startsAt - b.startsAt;
});
}
return result;
}
private broadcastLobbies() {
const msg = {
type: "lobbiesBroadcast",
publicGames: {
serverTime: Date.now(),
games: this.getAllLobbies(),
},
} satisfies MasterLobbiesBroadcast;
for (const [workerId, worker] of this.workers.entries()) {
worker.send(msg, (e) => {
if (e) {
this.log.error(
`Failed to send lobbies broadcast to worker ${workerId}, killing worker:`,
e,
);
worker.kill();
}
});
}
}
private async maybeScheduleLobby() {
const lobbiesByType = this.getAllLobbies();
for (const type of Object.keys(lobbiesByType) as PublicGameType[]) {
const lobbies = lobbiesByType[type];
// Always ensure the next lobby has a timer, even if we already have 2+
// lobbies. This prevents a race where two lobbies are created before
// either receives a startsAt (IPC round-trip delay), leaving both stuck
// without a countdown.
const nextLobby = lobbies[0];
if (nextLobby && nextLobby.startsAt === undefined) {
this.sendMessageToWorker({
type: "updateLobby",
gameID: nextLobby.gameID,
startsAt: Date.now() + ServerEnv.gameCreationRate(),
});
}
if (lobbies.length >= 2) {
continue;
}
this.sendMessageToWorker({
type: "createGame",
gameID: generateID(),
gameConfig: await this.playlist.gameConfig(type),
publicGameType: type,
} satisfies MasterCreateGame);
}
}
private sendMessageToWorker(msg: MasterCreateGame | MasterUpdateGame): void {
const workerId = ServerEnv.workerIndex(msg.gameID);
const worker = this.workers.get(workerId);
if (!worker) {
this.log.error(`Worker ${workerId} not found`);
return;
}
worker.send(msg, (e) => {
if (e) {
this.log.error(
`Failed to send message to worker ${workerId}, killing worker:`,
e,
);
worker.kill();
}
});
}
}