redis effort part 5

This commit is contained in:
AlecM33
2023-01-14 22:48:30 -05:00
parent 148cfb63db
commit 81a132458e
15 changed files with 254 additions and 294 deletions

View File

@@ -2,8 +2,8 @@ const express = require('express');
const router = express.Router();
const debugMode = Array.from(process.argv.map((arg) => arg.trim().toLowerCase())).includes('debug');
const logger = require('../modules/Logger')(debugMode);
const socketManager = (require('../modules/singletons/SocketManager.js')).instance;
const activeGameRunner = (require('../modules/singletons/ActiveGameRunner.js')).instance;
const eventManager = (require('../modules/singletons/EventManager.js')).instance;
const timerManager = (require('../modules/singletons/TimerManager.js')).instance;
const globals = require('../config/globals.js');
const cors = require('cors');
@@ -16,13 +16,13 @@ router.post('/sockets/broadcast', (req, res, next) => {
// TODO: implement client-side display of this message.
router.post('/sockets/broadcast', function (req, res) {
logger.info('admin user broadcasting message: ' + req.body?.message);
socketManager.broadcast(req.body?.message);
eventManager.broadcast(req.body?.message);
res.status(201).send('Broadcasted message to all connected sockets: ' + req.body?.message);
});
router.get('/games/state', async (req, res) => {
const gamesArray = [];
await activeGameRunner.client.keys('*').then(async (r) => {
await timerManager.client.keys('*').then(async (r) => {
Object.values(r).forEach((v) => gamesArray.push(JSON.parse(v)));
});
res.status(200).send(gamesArray);

View File

@@ -77,7 +77,7 @@ router.patch('/:code/players', async function (req, res) {
) {
res.status(400).send();
} else {
const game = await gameManager.activeGameRunner.getActiveGame(req.body.accessCode);
const game = await gameManager.getActiveGame(req.body.accessCode);
if (game) {
const inUseCookie = gameManager.environment === globals.ENVIRONMENT.PRODUCTION ? req.body.localCookie : req.body.sessionCookie;
gameManager.joinGame(game, req.body.playerName, inUseCookie, req.body.joinAsSpectator).then((data) => {
@@ -102,7 +102,7 @@ router.patch('/:code/restart', async function (req, res) {
) {
res.status(400).send();
} else {
const game = await gameManager.activeGameRunner.getActiveGame(req.body.accessCode);
const game = await gameManager.getActiveGame(req.body.accessCode);
if (game) {
gameManager.restartGame(game, gameManager.namespace).then((data) => {
res.status(200).send();

View File

@@ -42,8 +42,7 @@ const globals = {
RESUME_TIMER: 'resumeTimer',
END_TIMER: 'endTimer',
GET_TIME_REMAINING: 'getTimeRemaining',
SOURCE_TIME_REMAINING: 'sourceTimeRemaining',
SHARE_TIME_REMAINING: 'shareTimeRemaining',
SOURCE_TIMER_EVENT: 'sourceTimerEvent',
KILL_PLAYER: 'killPlayer',
REVEAL_PLAYER: 'revealPlayer',
TRANSFER_MODERATOR: 'transferModerator',
@@ -55,7 +54,8 @@ const globals = {
ADD_SPECTATOR: 'addSpectator',
SYNC_GAME_STATE: 'syncGameState',
UPDATE_SOCKET: 'updateSocket',
ASSIGN_DEDICATED_MOD: 'assignDedicatedMod'
ASSIGN_DEDICATED_MOD: 'assignDedicatedMod',
TIMER_EVENT: 'timerEvent'
},
SYNCABLE_EVENTS: function () {
return [
@@ -81,7 +81,8 @@ const globals = {
return [
this.EVENT_IDS.RESUME_TIMER,
this.EVENT_IDS.PAUSE_TIMER,
this.EVENT_IDS.END_TIMER
this.EVENT_IDS.END_TIMER,
this.EVENT_IDS.GET_TIME_REMAINING
];
},
MESSAGES: {

View File

@@ -53,15 +53,6 @@ const Events = [
}
}
},
// {
// id: EVENT_IDS.UPDATE_SOCKET,
// stateChange: (game, socketArgs, vars) => {
// const matchingPerson = vars.gameManager.findPersonByField(game, 'id', socketArgs.personId);
// if (matchingPerson) {
// matchingPerson.socketId = socketArgs.socketId;
// }
// }
// }
{
id: EVENT_IDS.SYNC_GAME_STATE,
stateChange: async (game, socketArgs, vars) => {},
@@ -79,7 +70,7 @@ const Events = [
game.status = globals.STATUS.IN_PROGRESS;
if (game.hasTimer) {
game.timerParams.paused = true;
await vars.activeGameRunner.runGame(game, vars.gameManager.namespace, vars.socketManager, vars.gameManager);
await vars.timerManager.runTimer(game, vars.gameManager.namespace, vars.eventManager, vars.gameManager);
}
}
},
@@ -133,10 +124,10 @@ const Events = [
id: EVENT_IDS.END_GAME,
stateChange: async (game, socketArgs, vars) => {
game.status = globals.STATUS.ENDED;
// if (this.activeGameRunner.timerThreads[game.accessCode]) {
// this.logger.trace('KILLING TIMER PROCESS FOR ENDED GAME ' + game.accessCode);
// this.activeGameRunner.timerThreads[game.accessCode].kill();
// }
if (vars.timerManager.timerThreads[game.accessCode]) {
vars.logger.trace('KILLING TIMER PROCESS FOR ENDED GAME ' + game.accessCode);
vars.timerManager.timerThreads[game.accessCode].kill();
}
for (const person of game.people) {
person.revealed = true;
}
@@ -208,7 +199,15 @@ const Events = [
},
{
id: EVENT_IDS.RESTART_GAME,
stateChange: async (game, socketArgs, vars) => {},
stateChange: async (game, socketArgs, vars) => {
if (vars.instanceId !== vars.senderInstanceId
&& vars.timerManager.timerThreads[game.accessCode]
&& !vars.timerManager.timerThreads[game.accessCode].killed
) {
vars.timerManager.timerThreads[game.accessCode].kill();
delete vars.timerManager.timerThreads[game.accessCode];
}
},
communicate: async (game, socketArgs, vars) => {
if (vars.ackFn) {
vars.ackFn();
@@ -217,51 +216,51 @@ const Events = [
}
},
{
id: EVENT_IDS.GET_TIME_REMAINING,
id: EVENT_IDS.TIMER_EVENT,
stateChange: async (game, socketArgs, vars) => {},
communicate: async (game, socketArgs, vars) => {
const thread = vars.activeGameRunner.timerThreads[game.accessCode];
const thread = vars.timerManager.timerThreads[game.accessCode];
if (thread && (!thread.killed && thread.exitCode === null)) {
thread.send({
command: globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING,
command: vars.timerEventSubtype,
accessCode: game.accessCode,
socketId: vars.socketId,
logLevel: vars.logger.logLevel
});
} else if (thread) {
console.log(game.timerParams);
if (game.timerParams && game.timerParams.timeRemaining === 0) {
vars.gameManager.namespace.to(vars.socketId)
.emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, game.timerParams.timeRemaining, game.timerParams.paused);
await vars.socketManager.publisher.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
game.accessCode + ';' + globals.EVENT_IDS.SHARE_TIME_REMAINING + ';' +
JSON.stringify({
socketId: vars.socketId,
timeRemaining: game.timerParams.timeRemaining,
paused: game.timerParams.paused
}) +
';' + vars.instanceId
);
if (vars.timerEventSubtype === EVENT_IDS.GET_TIME_REMAINING && game.timerParams && game.timerParams.timeRemaining === 0) {
// vars.gameManager.namespace.to(vars.socketId)
// .emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, game.timerParams.timeRemaining, game.timerParams.paused);
// await vars.eventManager.publisher.publish(
// globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
// game.accessCode + ';' + globals.EVENT_IDS.SHARE_TIME_REMAINING + ';' +
// JSON.stringify({
// socketId: vars.socketId,
// timeRemaining: game.timerParams.timeRemaining,
// paused: game.timerParams.paused
// }) +
// ';' + vars.instanceId
// );
}
} else { // we need to consult another container for the timer data
await vars.socketManager.publisher?.publish(
await vars.eventManager.publisher?.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
game.accessCode + ';' + globals.EVENT_IDS.SOURCE_TIME_REMAINING + ';' + JSON.stringify({ socketId: vars.socketId }) + ';' + vars.instanceId
game.accessCode + ';' + globals.EVENT_IDS.SOURCE_TIMER_EVENT + ';' +
JSON.stringify({ socketId: vars.socketId, timerEventSubtype: vars.timerEventSubtype }) + ';' + vars.instanceId
);
}
}
},
{
/* unlike the GET_TIME_REMAINING event, this event is a request from another instance for timer data. In response
/* This event is a request from another instance to consult its timer data. In response
* to this event, this instance will check if it is home to a particular timer thread. */
id: EVENT_IDS.SOURCE_TIME_REMAINING,
id: EVENT_IDS.SOURCE_TIMER_EVENT,
stateChange: async (game, socketArgs, vars) => {},
communicate: async (game, socketArgs, vars) => {
const thread = vars.activeGameRunner.timerThreads[game.accessCode];
const thread = vars.timerManager.timerThreads[game.accessCode];
if (thread && (!thread.killed && thread.exitCode === null)) {
thread.send({
command: globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING,
command: socketArgs.timerEventSubtype,
accessCode: game.accessCode,
socketId: socketArgs.socketId,
logLevel: vars.logger.logLevel
@@ -271,7 +270,7 @@ const Events = [
vars.gameManager.namespace.to(vars.socketId)
.emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, game.timerParams.timeRemaining, game.timerParams.paused);
}
await vars.socketManager.publisher.publish(
await vars.eventManager.publisher.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
game.accessCode + ';' + globals.EVENT_IDS.SHARE_TIME_REMAINING + ';' +
JSON.stringify({
@@ -284,22 +283,12 @@ const Events = [
}
}
},
{
/* This is an event fired when an instance receives timer data from another instance. In this case, we should check if the socket id
* given in the message is connected to this namespace. If it is, emit the time remaining to them. */
id: EVENT_IDS.SHARE_TIME_REMAINING,
stateChange: async (game, socketArgs, vars) => {},
communicate: async (game, socketArgs, vars) => {
const socket = vars.gameManager.namespace.sockets.get(socketArgs.socketId);
if (socket) {
vars.gameManager.namespace.to(socket.id)
.emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, socketArgs.timeRemaining, socketArgs.paused);
}
}
},
{
id: EVENT_IDS.END_TIMER,
stateChange: async (game, socketArgs, vars) => {
if (vars.timerManager.timerThreads[game.accessCode]) {
delete vars.timerManager.timerThreads[game.accessCode];
}
game.timerParams.paused = false;
game.timerParams.timeRemaining = 0;
},
@@ -314,7 +303,7 @@ const Events = [
game.timerParams.timeRemaining = socketArgs.timeRemaining;
},
communicate: async (game, socketArgs, vars) => {
vars.gameManager.namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER, game.timerParams.timeRemaining);
vars.gameManager.namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER, socketArgs.timeRemaining);
}
},
{
@@ -324,7 +313,19 @@ const Events = [
game.timerParams.timeRemaining = socketArgs.timeRemaining;
},
communicate: async (game, socketArgs, vars) => {
vars.gameManager.namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.RESUME_TIMER, game.timerParams.timeRemaining);
vars.gameManager.namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.RESUME_TIMER, socketArgs.timeRemaining);
}
},
{
id: EVENT_IDS.GET_TIME_REMAINING,
stateChange: async (game, socketArgs, vars) => {
game.timerParams.timeRemaining = socketArgs.timeRemaining;
},
communicate: async (game, socketArgs, vars) => {
const socket = vars.gameManager.namespace.sockets.get(socketArgs.socketId);
if (socket) {
vars.gameManager.namespace.to(socket.id).emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, socketArgs.timeRemaining, game.timerParams.paused);
}
}
}
];

View File

@@ -3,7 +3,7 @@ const ServerTimer = require('./ServerTimer.js');
let timer;
// This is a subprocess spawned by logic in the ActiveGameRunner module.
// This is a subprocess spawned by logic in the TimerManager module.
process.on('message', (msg) => {
const logger = require('./Logger')(msg.logLevel);
switch (msg.command) {

View File

@@ -4,9 +4,9 @@ const https = require('https');
const path = require('path');
const fs = require('fs');
const crypto = require('crypto');
const SocketManager = require('./singletons/SocketManager.js');
const EventManager = require('./singletons/EventManager.js');
const GameManager = require('./singletons/GameManager.js');
const ActiveGameRunner = require('./singletons/ActiveGameRunner.js');
const TimerManager = require('./singletons/TimerManager.js');
const { ENVIRONMENT } = require('../config/globals.js');
const rateLimit = require('express-rate-limit').default;
@@ -14,8 +14,8 @@ const ServerBootstrapper = {
singletons: (logger, instanceId) => {
return {
activeGameRunner: new ActiveGameRunner(logger, instanceId),
socketManager: new SocketManager(logger, instanceId),
timerManager: new TimerManager(logger, instanceId),
eventManager: new EventManager(logger, instanceId),
gameManager: process.env.NODE_ENV.trim() === 'development'
? new GameManager(logger, ENVIRONMENT.LOCAL, instanceId)
: new GameManager(logger, ENVIRONMENT.PRODUCTION, instanceId)

View File

@@ -1,116 +0,0 @@
const { fork } = require('child_process');
const path = require('path');
const globals = require('../../config/globals');
const redis = require('redis');
class ActiveGameRunner {
constructor (logger, instanceId) {
if (ActiveGameRunner.instance) {
throw new Error('The server tried to instantiate more than one ActiveGameRunner');
}
logger.info('CREATING SINGLETON ACTIVE GAME RUNNER');
this.timerThreads = {};
this.logger = logger;
this.client = redis.createClient();
this.subscriber = null;
this.instanceId = instanceId;
ActiveGameRunner.instance = this;
}
getActiveGame = async (accessCode) => {
const r = await this.client.get(accessCode);
return r === null ? r : JSON.parse(r);
}
createGameSyncSubscriber = async (gameManager, socketManager) => {
this.subscriber = this.client.duplicate();
await this.subscriber.connect();
await this.subscriber.subscribe(globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM, async (message) => {
this.logger.info('MESSAGE: ' + message);
const messageComponents = message.split(';');
if (messageComponents[messageComponents.length - 1] === this.instanceId) {
this.logger.trace('Disregarding self-authored message');
return;
}
const game = await this.getActiveGame(messageComponents[0]);
let args;
if (messageComponents[2]) {
args = JSON.parse(messageComponents[2]);
}
if (game) {
await socketManager.handleEventById(
messageComponents[1],
game,
null,
game?.accessCode || messageComponents[0],
args || null,
null,
true
);
}
});
this.logger.info('ACTIVE GAME RUNNER - CREATED GAME SYNC SUBSCRIBER');
}
/* We're only going to fork a child process for games with a timer. They will report back to the parent process whenever
the timer is up.
*/
runGame = async (game, namespace, socketManager, gameManager) => {
this.logger.debug('running game ' + game.accessCode);
const gameProcess = fork(path.join(__dirname, '../GameProcess.js'));
this.timerThreads[game.accessCode] = gameProcess;
console.log(this.timerThreads);
this.logger.debug('game ' + game.accessCode + ' now associated with subProcess ' + gameProcess.pid);
gameProcess.on('message', async (msg) => {
game = await this.getActiveGame(game.accessCode);
switch (msg.command) {
case globals.GAME_PROCESS_COMMANDS.END_TIMER:
await socketManager.handleEventById(globals.EVENT_IDS.END_TIMER, game, msg.socketId, game.accessCode, msg, null, false);
this.logger.trace('PARENT: END TIMER');
break;
case globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER:
await socketManager.handleEventById(globals.EVENT_IDS.PAUSE_TIMER, game, msg.socketId, game.accessCode, msg, null, false);
break;
case globals.GAME_PROCESS_COMMANDS.RESUME_TIMER:
await socketManager.handleEventById(globals.EVENT_IDS.RESUME_TIMER, game, msg.socketId, game.accessCode, msg, null, false);
break;
case globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING:
this.logger.trace(msg);
game.timerParams.timeRemaining = msg.timeRemaining;
this.logger.trace('PARENT: GET TIME REMAINING');
msg.paused = game.timerParams.paused;
await socketManager.publisher.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
game.accessCode + ';' + globals.EVENT_IDS.SHARE_TIME_REMAINING + ';' + JSON.stringify(msg) + ';' + this.instanceId
);
const socket = namespace.sockets.get(msg.socketId);
if (socket) {
namespace.to(socket.id).emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, game.timerParams.timeRemaining, game.timerParams.paused);
}
break;
}
if (globals.SYNCABLE_EVENTS().includes(msg.command)) {
await gameManager.refreshGame(game);
await socketManager.publisher.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
game.accessCode + ';' + msg.command + ';' + JSON.stringify(msg) + ';' + this.instanceId
);
}
});
gameProcess.on('exit', (code, signal) => {
this.logger.debug('Game timer thread ' + gameProcess.pid + ' exiting with code ' + code + ' - game ' + game.accessCode);
});
gameProcess.send({
command: globals.GAME_PROCESS_COMMANDS.START_TIMER,
accessCode: game.accessCode,
logLevel: this.logger.logLevel,
hours: game.timerParams.hours,
minutes: game.timerParams.minutes
});
game.startTime = new Date().toJSON();
};
}
module.exports = ActiveGameRunner;

View File

@@ -1,22 +1,23 @@
const globals = require('../../config/globals');
const EVENT_IDS = globals.EVENT_IDS;
const { RateLimiterMemory } = require('rate-limiter-flexible');
const redis = require('redis');
const Events = require('../Events');
class SocketManager {
class EventManager {
constructor (logger, instanceId) {
if (SocketManager.instance) {
throw new Error('The server attempted to instantiate more than one SocketManager.');
if (EventManager.instance) {
throw new Error('The server attempted to instantiate more than one EventManager.');
}
logger.info('CREATING SINGLETON SOCKET MANAGER');
logger.info('CREATING SINGLETON EVENT MANAGER');
this.logger = logger;
this.client = redis.createClient();
this.io = null;
this.publisher = null;
this.activeGameRunner = null;
this.subscriber = null;
this.timerManager = null;
this.gameManager = null;
this.instanceId = instanceId;
SocketManager.instance = this;
EventManager.instance = this;
}
broadcast = (message) => {
@@ -26,7 +27,38 @@ class SocketManager {
createRedisPublisher = async () => {
this.publisher = redis.createClient();
await this.publisher.connect();
this.logger.info('SOCKET MANAGER - CREATED GAME SYNC PUBLISHER');
this.logger.info('EVENT MANAGER - CREATED PUBLISHER');
}
createGameSyncSubscriber = async (gameManager, eventManager) => {
this.subscriber = this.client.duplicate();
await this.subscriber.connect();
await this.subscriber.subscribe(globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM, async (message) => {
this.logger.info('MESSAGE: ' + message);
const messageComponents = message.split(';');
if (messageComponents[messageComponents.length - 1] === this.instanceId) {
this.logger.trace('Disregarding self-authored message');
return;
}
const game = await gameManager.getActiveGame(messageComponents[0]);
let args;
if (messageComponents[2]) {
args = JSON.parse(messageComponents[2]);
}
if (game) {
await eventManager.handleEventById(
messageComponents[1],
messageComponents[messageComponents.length - 1],
game,
null,
game?.accessCode || messageComponents[0],
args || null,
null,
true
);
}
});
this.logger.info('EVENT MANAGER - CREATED SUBSCRIBER');
}
createSocketServer = (main, app, port, logger) => {
@@ -49,24 +81,24 @@ class SocketManager {
createGameSocketNamespace = (server, logger, gameManager) => {
const namespace = server.of('/in-game');
const registerHandlers = this.registerHandlers;
const registerSocketHandler = this.registerSocketHandler;
registerRateLimiter(namespace, logger);
namespace.on('connection', function (socket) {
socket.on('disconnecting', (reason) => {
logger.trace('client socket disconnecting because: ' + reason);
});
registerHandlers(namespace, socket, gameManager);
registerSocketHandler(namespace, socket, gameManager);
});
return server.of('/in-game');
};
registerHandlers = (namespace, socket) => {
registerSocketHandler = (namespace, socket, gameManager) => {
socket.on(globals.SOCKET_EVENTS.IN_GAME_MESSAGE, async (eventId, accessCode, args = null, ackFn = null) => {
const game = await this.activeGameRunner.getActiveGame(accessCode);
const game = await gameManager.getActiveGame(accessCode);
if (game) {
if (globals.TIMER_EVENTS().includes(eventId)) {
await this.handleAndSyncTimerEvent(eventId, game, socket, args, ackFn, false);
await this.handleEventById(globals.EVENT_IDS.TIMER_EVENT, null, game, socket.id, game.accessCode, args, ackFn, true, eventId);
} else {
await this.handleAndSyncSocketEvent(eventId, game, socket, args, ackFn, false);
}
@@ -77,7 +109,7 @@ class SocketManager {
};
handleAndSyncSocketEvent = async (eventId, game, socket, socketArgs, ackFn) => {
await this.handleEventById(eventId, game, socket?.id, game.accessCode, socketArgs, ackFn, false);
await this.handleEventById(eventId, null, game, socket?.id, game.accessCode, socketArgs, ackFn, false);
/* This server should publish events initiated by a connected socket to Redis for consumption by other instances. */
if (globals.SYNCABLE_EVENTS().includes(eventId)) {
await this.gameManager.refreshGame(game);
@@ -88,33 +120,22 @@ class SocketManager {
}
}
handleAndSyncTimerEvent = async (eventId, game, socketId, accessCode, socketArgs, ackFn, syncOnly) => {
switch (eventId) {
case EVENT_IDS.PAUSE_TIMER:
await this.gameManager.pauseTimer(game, this.logger);
break;
case EVENT_IDS.RESUME_TIMER:
await this.gameManager.resumeTimer(game, this.logger);
break;
default:
break;
}
}
handleEventById = async (eventId, game, socketId, accessCode, socketArgs, ackFn, syncOnly) => {
handleEventById = async (eventId, senderInstanceId, game, socketId, accessCode, socketArgs, ackFn, syncOnly, timerEventSubtype = null) => {
this.logger.trace('ARGS TO HANDLER: ' + JSON.stringify(socketArgs));
const event = Events.find((event) => event.id === eventId);
const additionalVars = {
gameManager: this.gameManager,
activeGameRunner: this.activeGameRunner,
socketManager: this,
timerManager: this.timerManager,
eventManager: this,
socketId: socketId,
ackFn: ackFn,
logger: this.logger,
instanceId: this.instanceId
instanceId: this.instanceId,
senderInstanceId: senderInstanceId,
timerEventSubtype: timerEventSubtype
};
if (event) {
if (!syncOnly) {
if (!syncOnly || eventId === globals.EVENT_IDS.RESTART_GAME) {
await event.stateChange(game, socketArgs, additionalVars);
}
await event.communicate(game, socketArgs, additionalVars);
@@ -140,4 +161,4 @@ function registerRateLimiter (server, logger) {
});
}
module.exports = SocketManager;
module.exports = EventManager;

View File

@@ -13,20 +13,25 @@ class GameManager {
logger.info('CREATING SINGLETON GAME MANAGER');
this.logger = logger;
this.environment = environment;
this.activeGameRunner = null;
this.socketManager = null;
this.timerManager = null;
this.eventManager = null;
this.namespace = null;
this.instanceId = instanceId;
GameManager.instance = this;
}
getActiveGame = async (accessCode) => {
const r = await this.eventManager.client.get(accessCode);
return r === null ? r : JSON.parse(r);
}
setGameSocketNamespace = (namespace) => {
this.namespace = namespace;
};
refreshGame = async (game) => {
this.logger.debug('PUSHING REFRESH OF ' + game.accessCode);
await this.activeGameRunner.client.set(game.accessCode, JSON.stringify(game));
await this.eventManager.client.set(game.accessCode, JSON.stringify(game));
}
createGame = async (gameParams) => {
@@ -61,7 +66,7 @@ class GameManager {
new Date().toJSON(),
req.timerParams
);
await this.activeGameRunner.client.set(newAccessCode, JSON.stringify(newGame), {
await this.eventManager.client.set(newAccessCode, JSON.stringify(newGame), {
EX: globals.STALE_GAME_SECONDS
});
return Promise.resolve({ accessCode: newAccessCode, cookie: moderator.cookie, environment: this.environment });
@@ -73,7 +78,7 @@ class GameManager {
};
pauseTimer = async (game, logger) => {
const thread = this.activeGameRunner.timerThreads[game.accessCode];
const thread = this.timerManager.timerThreads[game.accessCode];
if (thread && !thread.killed) {
this.logger.debug('Timer thread found for game ' + game.accessCode);
thread.send({
@@ -85,7 +90,7 @@ class GameManager {
};
resumeTimer = async (game, logger) => {
const thread = this.activeGameRunner.timerThreads[game.accessCode];
const thread = this.timerManager.timerThreads[game.accessCode];
if (thread && !thread.killed) {
this.logger.debug('Timer thread found for game ' + game.accessCode);
thread.send({
@@ -98,7 +103,7 @@ class GameManager {
getTimeRemaining = async (game, socketId) => {
if (socketId) {
const thread = this.activeGameRunner.timerThreads[game.accessCode];
const thread = this.timerManager.timerThreads[game.accessCode];
if (thread && (!thread.killed && thread.exitCode === null)) {
thread.send({
command: globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING,
@@ -115,7 +120,7 @@ class GameManager {
};
checkAvailability = async (code) => {
const game = await this.activeGameRunner.getActiveGame(code.toUpperCase().trim());
const game = await this.getActiveGame(code.toUpperCase().trim());
if (game) {
return Promise.resolve({ accessCode: code, playerCount: getGameSize(game.deck), timerParams: game.timerParams });
} else {
@@ -127,7 +132,7 @@ class GameManager {
const charCount = charPool.length;
let codeDigits, accessCode;
let attempts = 0;
while (!accessCode || ((await this.activeGameRunner.client.keys('*')).includes(accessCode)
while (!accessCode || ((await this.eventManager.client.keys('*')).includes(accessCode)
&& attempts < globals.ACCESS_CODE_GENERATION_ATTEMPTS)) {
codeDigits = [];
let iterations = globals.ACCESS_CODE_LENGTH;
@@ -138,7 +143,7 @@ class GameManager {
accessCode = codeDigits.join('');
attempts ++;
}
return (await this.activeGameRunner.client.keys('*')).includes(accessCode)
return (await this.eventManager.client.keys('*')).includes(accessCode)
? null
: accessCode;
};
@@ -156,7 +161,7 @@ class GameManager {
) {
return Promise.reject({ status: 400, reason: 'There are too many people already spectating.' });
} else if (joinAsSpectator) {
return await addSpectator(game, name, this.logger, this.namespace, this.socketManager.publisher, this.instanceId, this.refreshGame);
return await addSpectator(game, name, this.logger, this.namespace, this.eventManager.publisher, this.instanceId, this.refreshGame);
}
const unassignedPerson = this.findPersonByField(game, 'id', game.currentModeratorId).assigned === false
? this.findPersonByField(game, 'id', game.currentModeratorId)
@@ -172,7 +177,7 @@ class GameManager {
GameStateCurator.mapPerson(unassignedPerson),
game.isFull
);
await this.activeGameRunner.publisher?.publish(
await this.eventManager.publisher?.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
game.accessCode + ';' + globals.EVENT_IDS.PLAYER_JOINED + ';' + JSON.stringify(unassignedPerson) + ';' + this.instanceId
);
@@ -181,20 +186,20 @@ class GameManager {
if (game.people.filter(person => person.userType === globals.USER_TYPES.SPECTATOR).length === globals.MAX_SPECTATORS) {
return Promise.reject({ status: 400, reason: 'This game has reached the maximum number of players and spectators.' });
}
return await addSpectator(game, name, this.logger, this.namespace, this.socketManager.publisher, this.instanceId, this.refreshGame);
return await addSpectator(game, name, this.logger, this.namespace, this.eventManager.publisher, this.instanceId, this.refreshGame);
}
};
restartGame = async (game, namespace) => {
// kill any outstanding timer threads
const subProcess = this.activeGameRunner.timerThreads[game.accessCode];
const subProcess = this.timerManager.timerThreads[game.accessCode];
if (subProcess) {
if (!subProcess.killed) {
this.logger.info('Killing timer process ' + subProcess.pid + ' for: ' + game.accessCode);
this.activeGameRunner.timerThreads[game.accessCode].kill();
this.timerManager.timerThreads[game.accessCode].kill();
}
this.logger.debug('Deleting reference to subprocess ' + subProcess.pid);
delete this.activeGameRunner.timerThreads[game.accessCode];
delete this.timerManager.timerThreads[game.accessCode];
}
// re-shuffle the deck
@@ -230,11 +235,11 @@ class GameManager {
game.status = globals.STATUS.IN_PROGRESS;
if (game.hasTimer) {
game.timerParams.paused = true;
await this.activeGameRunner.runGame(game, namespace, this.socketManager, this);
await this.timerManager.runTimer(game, namespace, this.eventManager, this);
}
await this.refreshGame(game);
await this.socketManager.publisher?.publish(
await this.eventManager.publisher?.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
game.accessCode + ';' + globals.EVENT_IDS.RESTART_GAME + ';' + JSON.stringify({}) + ';' + this.instanceId
);

View File

@@ -0,0 +1,47 @@
const { fork } = require('child_process');
const path = require('path');
const globals = require('../../config/globals');
class TimerManager {
constructor (logger, instanceId) {
if (TimerManager.instance) {
throw new Error('The server tried to instantiate more than one TimerManager');
}
logger.info('CREATING SINGLETON TIMER MANAGER');
this.timerThreads = {};
this.logger = logger;
this.subscriber = null;
this.instanceId = instanceId;
TimerManager.instance = this;
}
runTimer = async (game, namespace, eventManager, gameManager) => {
this.logger.debug('running timer for game ' + game.accessCode);
const gameProcess = fork(path.join(__dirname, '../GameProcess.js'));
this.timerThreads[game.accessCode] = gameProcess;
this.logger.debug('game ' + game.accessCode + ' now associated with subProcess ' + gameProcess.pid);
gameProcess.on('message', async (msg) => {
game = await gameManager.getActiveGame(game.accessCode);
await eventManager.handleEventById(msg.command, null, game, msg.socketId, game.accessCode, msg, null, false);
await gameManager.refreshGame(game);
await eventManager.publisher.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
game.accessCode + ';' + msg.command + ';' + JSON.stringify(msg) + ';' + this.instanceId
);
});
gameProcess.on('exit', (code, signal) => {
this.logger.debug('Game timer thread ' + gameProcess.pid + ' exiting with code ' + code + ' - game ' + game.accessCode);
});
gameProcess.send({
command: globals.GAME_PROCESS_COMMANDS.START_TIMER,
accessCode: game.accessCode,
logLevel: this.logger.logLevel,
hours: game.timerParams.hours,
minutes: game.timerParams.minutes
});
game.startTime = new Date().toJSON();
}
}
module.exports = TimerManager;