Files
OpenFrontIO/src/server/MasterLobbyService.ts
T
Evan 2e2e686699 have lobby schedule ffa, teams, & special game types (#3196)
## Description:

This implements the backend for multiple lobbies in preparation for
https://github.com/openfrontio/OpenFrontIO/pull/3191

The server now schedules & sends a map of game type (ffa, teams,
special) => public lobbies.

NOTE: this is just temporary, the lobby only shows ffa currently.

Have the Master scheduler schedule ffa, teams, & special games. 

## 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
2026-02-14 11:59:35 -08:00

156 lines
4.3 KiB
TypeScript

import { Worker } from "cluster";
import winston from "winston";
import { ServerConfig } from "../core/configuration/Config";
import { PublicGameInfo, PublicGameType } from "../core/Schemas";
import { generateID } from "../core/Util";
import {
MasterCreateGame,
MasterLobbiesBroadcast,
WorkerMessageSchema,
} from "./IPCBridgeSchema";
import { logger } from "./Logger";
import { MapPlaylist } from "./MapPlaylist";
import { startPolling } from "./PollingLoop";
export interface MasterLobbyServiceOptions {
config: ServerConfig;
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 config: ServerConfig,
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);
}
private handleWorkerReady(workerId: number) {
this.readyWorkers.add(workerId);
this.log.info(
`Worker ${workerId} is ready. (${this.readyWorkers.size}/${this.config.numWorkers()} ready)`,
);
if (this.readyWorkers.size === this.config.numWorkers() && !this.started) {
this.started = true;
this.log.info("All workers ready, starting game scheduling");
startPolling(async () => this.broadcastLobbies(), 250);
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) => a.startsAt - b.startsAt);
}
return result;
}
private broadcastLobbies() {
const msg = {
type: "lobbiesBroadcast",
publicGames: {
serverTime: Date.now(),
games: this.getAllLobbies(),
},
} satisfies MasterLobbiesBroadcast;
for (const worker of this.workers.values()) {
worker.send(msg, (e) => {
if (e) {
this.log.error("Failed to send lobbies broadcast to worker:", e);
}
});
}
}
private async maybeScheduleLobby() {
const lobbiesByType = this.getAllLobbies();
for (const type of Object.keys(lobbiesByType) as PublicGameType[]) {
const lobbies = lobbiesByType[type];
if (lobbies.length >= 2) {
continue;
}
const lastStart = lobbies.reduce(
(max, pb) => Math.max(max, pb.startsAt),
Date.now(),
);
const gameID = generateID();
const workerId = this.config.workerIndex(gameID);
const gameConfig = await this.playlist.gameConfig(type);
const worker = this.workers.get(workerId);
if (!worker) {
this.log.error(`Worker ${workerId} not found`);
continue;
}
worker.send(
{
type: "createGame",
gameID,
gameConfig,
startsAt: lastStart + this.config.gameCreationRate(),
publicGameType: type,
} satisfies MasterCreateGame,
(e) => {
if (e) {
this.log.error("Failed to schedule lobby on worker:", e);
}
},
);
this.log.info(
`Scheduled public game ${gameID} (${type}) on worker ${workerId}`,
);
}
}
}