Files
OpenFrontIO/src/server/Worker.ts
T

381 lines
11 KiB
TypeScript

import express, { Request, Response, NextFunction } from "express";
import http from "http";
import { WebSocketServer } from "ws";
import path from "path";
import { fileURLToPath } from "url";
import { GameManager } from "./GameManager";
import { getServerConfigFromServer } from "../core/configuration/Config";
import { WebSocket } from "ws";
import { Client } from "./Client";
import rateLimit from "express-rate-limit";
import { RateLimiterMemory } from "rate-limiter-flexible";
import { GameConfig, GameRecord, LogSeverity } from "../core/Schemas";
import { slog } from "./StructuredLog";
import { GameType } from "../core/game/Game";
import { archive } from "./Archive";
const config = getServerConfigFromServer();
// Worker setup
export function startWorker() {
// Get worker ID from environment variable
const workerId = parseInt(process.env.WORKER_ID || "0");
console.log(`Worker ${workerId} starting...`);
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
const app = express();
const server = http.createServer(app);
const wss = new WebSocketServer({ server });
const gm = new GameManager(config);
// Middleware to handle /wX path prefix
app.use((req, res, next) => {
// Extract the original path without the worker prefix
const originalPath = req.url;
const match = originalPath.match(/^\/w(\d+)(.*)$/);
if (match) {
const pathWorkerId = parseInt(match[1]);
const actualPath = match[2] || "/";
// Verify this request is for the correct worker
if (pathWorkerId !== workerId) {
return res.status(404).json({
error: "Worker mismatch",
message: `This is worker ${workerId}, but you requested worker ${pathWorkerId}`,
});
}
// Update the URL to remove the worker prefix
req.url = actualPath;
}
next();
});
app.set("trust proxy", 3);
app.use(express.json());
app.use(express.static(path.join(__dirname, "../../out")));
app.use(
rateLimit({
windowMs: 1000, // 1 second
max: 20, // 20 requests per IP per second
}),
);
const rateLimiter = new RateLimiterMemory({
points: 50, // 50 messages
duration: 1, // per 1 second
});
const updateRateLimiter = new RateLimiterMemory({
points: 10,
duration: 240, // 4 minutes
});
// Async handler with rate limiting
const asyncHandler =
(fn: Function, limiter = null) =>
async (req: Request, res: Response, next: NextFunction) => {
try {
if (limiter) {
if (!isLocalhost(req)) {
const clientIP = req.ip || req.socket.remoteAddress || "unknown";
try {
await limiter.consume(clientIP);
} catch (error) {
console.warn(`Rate limited for IP ${clientIP}`);
return res.status(429).json({ error: "Too many requests" });
}
}
}
await fn(req, res, next);
} catch (error) {
next(error);
}
};
// Endpoint to create a private lobby
app.post(
"/create_game/:id",
asyncHandler(async (req, res) => {
const id = req.params.id;
if (!id) {
console.warn(`cannot create game, id not found`);
return;
}
// TODO: if game is public make sure request came from localhohst!!!
const clientIP = req.ip || req.socket.remoteAddress || "unknown";
const gc = req.body?.gameConfig as GameConfig;
if (gc?.gameType == GameType.Public && !isLocalhost(req)) {
console.warn(
`cannot create public game ${id}, ip ${clientIP} not localhost`,
);
return res.status(400);
}
// Double-check this worker should host this game
const expectedWorkerId = config.workerIndex(id);
if (expectedWorkerId !== workerId) {
console.warn(
`This game ${id} should be on worker ${expectedWorkerId}, but this is worker ${workerId}`,
);
return res.status(400);
}
const game = gm.createGame(id, gc);
console.log(
`Worker ${workerId}: IP ${clientIP} creating game ${game.isPublic() ? "Public" : "Private"} with id ${id}`,
);
res.json(game.gameInfo());
}, updateRateLimiter),
);
// Add other endpoints from your original server
app.post(
"/start_game/:id",
asyncHandler(async (req, res) => {
console.log(`starting private lobby with id ${req.params.id}`);
const game = gm.game(req.params.id);
if (!game) {
return;
}
if (game.isPublic()) {
const clientIP = req.ip || req.socket.remoteAddress || "unknown";
console.log(
`cannot start public game ${game.id}, game is public, ip: ${clientIP}`,
);
return;
}
game.start();
res.status(200).json({ success: true });
}, updateRateLimiter),
);
app.put(
"/game/:id",
asyncHandler(async (req, res) => {
// TODO: only update public game if from local host
const lobbyID = req.params.id;
if (req.body.gameType == GameType.Public) {
console.log(`cannot update game ${lobbyID} to public`);
return res.status(400);
}
const game = gm.game(lobbyID);
if (!game) {
return res.status(400);
}
if (game.isPublic()) {
const clientIP = req.ip || req.socket.remoteAddress || "unknown";
console.warn(`cannot update public game ${game.id}, ip: ${clientIP}`);
return res.status(400);
}
game.updateGameConfig({
gameMap: req.body.gameMap,
difficulty: req.body.difficulty,
infiniteGold: req.body.infiniteGold,
infiniteTroops: req.body.infiniteTroops,
instantBuild: req.body.instantBuild,
bots: req.body.bots,
disableNPCs: req.body.disableNPCs,
});
res.status(200).json({ success: true });
}),
);
app.get(
"/game/:id/exists",
asyncHandler(async (req, res) => {
const lobbyId = req.params.id;
res.json({
exists: gm.game(lobbyId) != null,
});
}),
);
app.get(
"/game/:id",
asyncHandler(async (req, res) => {
const game = gm.game(req.params.id);
if (game == null) {
console.log(`lobby ${req.params.id} not found`);
return res.status(404).json({ error: "Game not found" });
}
res.json(game.gameInfo());
}),
);
app.post(
"/archive_singleplayer_game",
asyncHandler(async (req, res) => {
const gameRecord: GameRecord = req.body;
const clientIP = req.ip || req.socket.remoteAddress || "unknown";
if (!gameRecord) {
console.log("game record not found in request");
res.status(404).json({ error: "Game record not found" });
return;
}
gameRecord.players.forEach((p) => (p.ip = clientIP));
archive(gameRecord);
res.json({
success: true,
});
}, updateRateLimiter),
);
// WebSocket handling
wss.on("connection", (ws: WebSocket, req) => {
ws.on("message", async (message: string) => {
const forwarded = req.headers["x-forwarded-for"];
const ip = Array.isArray(forwarded)
? forwarded[0]
: forwarded || req.socket.remoteAddress;
try {
await rateLimiter.consume(ip);
} catch (error) {
console.warn(`rate limit exceeded for ${ip}`);
return;
}
try {
// Process WebSocket messages as in your original code
// Parse and handle client messages
const clientMsg = JSON.parse(message.toString());
if (clientMsg.type == "join") {
// Verify this worker should handle this game
const expectedWorkerId = config.workerIndex(clientMsg.gameID);
if (expectedWorkerId !== workerId) {
console.warn(
`Worker mismatch: Game ${clientMsg.gameID} should be on worker ${expectedWorkerId}, but this is worker ${workerId}`,
);
return;
}
// Create client and add to game
const client = new Client(
clientMsg.clientID,
clientMsg.persistentID,
ip,
clientMsg.username,
ws,
);
const wasFound = gm.addClient(
client,
clientMsg.gameID,
clientMsg.lastTurn,
);
if (!wasFound) {
console.log(
`game ${clientMsg.gameID} not found on worker ${workerId}`,
);
// Handle game not found case
}
}
// Handle other message types
} catch (error) {
console.warn(
`error handling websocket message for ${ip}: ${error}`.substring(
0,
250,
),
);
}
});
ws.on("error", (error: Error) => {
if ((error as any).code === "WS_ERR_UNEXPECTED_RSV_1") {
ws.close(1002);
}
});
});
// Set up ticker
setInterval(() => gm.tick(), 1000);
// The load balancer will handle routing to this server based on path
const PORT = config.workerPortByIndex(workerId);
server.listen(PORT, () => {
console.log(`Worker ${workerId} running on http://localhost:${PORT}`);
console.log(`Handling requests with path prefix /w${workerId}/`);
// Signal to the master process that this worker is ready
if (process.send) {
process.send({
type: "WORKER_READY",
workerId: workerId,
});
console.log(`Worker ${workerId} signaled ready state to master`);
}
});
// Global error handler
app.use((err: Error, req: Request, res: Response, next: NextFunction) => {
console.error(`Error in ${req.method} ${req.path}:`, err);
slog({
logKey: "server_error",
msg: `Unhandled exception in ${req.method} ${req.path}: ${err.message}`,
severity: LogSeverity.Error,
stack: err.stack,
});
res.status(500).json({ error: "An unexpected error occurred" });
});
// Process-level error handlers
process.on("uncaughtException", (err) => {
console.error(`Worker ${workerId} uncaught exception:`, err);
slog({
logKey: "uncaught_exception",
msg: `Worker ${workerId} uncaught exception: ${err.message}`,
severity: LogSeverity.Error,
stack: err.stack,
});
});
process.on("unhandledRejection", (reason, promise) => {
console.error(
`Worker ${workerId} unhandled rejection at:`,
promise,
"reason:",
reason,
);
slog({
logKey: "unhandled_rejection",
msg: `Worker ${workerId} unhandled promise rejection: ${reason}`,
severity: LogSeverity.Error,
});
});
}
const isLocalhost = (req: Request): boolean => {
// Get client IP address from various possible sources
const clientIP =
req.ip ||
req.socket.remoteAddress ||
(req.headers["x-forwarded-for"] as string)?.split(",").shift() ||
"unknown";
// Check if the request is from a loopback address
const isLoopbackIP =
// IPv4 localhost
clientIP === "127.0.0.1" ||
// IPv6 localhost
clientIP === "::1" ||
// Full loopback range
clientIP.startsWith("127.");
// Check hostname
const isLocalHostname =
req.hostname === "localhost" || req.headers.host?.startsWith("localhost:");
// Consider request local if either IP is loopback or hostname is localhost
return isLoopbackIP || isLocalHostname;
};