const { fork } = require('child_process'); const path = require('path'); const globals = require('../config/globals'); class ActiveGameRunner { constructor (logger) { this.activeGames = {}; this.timerThreads = {}; this.logger = logger; } /* 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 = (game, namespace) => { this.logger.debug('running game ' + game.accessCode); const gameProcess = fork(path.join(__dirname, '/GameProcess.js')); this.timerThreads[game.accessCode] = gameProcess; gameProcess.on('message', (msg) => { switch (msg.command) { case globals.GAME_PROCESS_COMMANDS.END_GAME: game.status = globals.STATUS.ENDED; this.logger.debug('PARENT: END GAME'); namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.END_GAME, game.accessCode); break; case globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER: game.timerParams.paused = true; this.logger.trace(msg); game.timeRemaining = msg.timeRemaining; this.logger.debug('PARENT: PAUSE TIMER'); namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER, game.timeRemaining); break; case globals.GAME_PROCESS_COMMANDS.RESUME_TIMER: game.timerParams.paused = false; this.logger.trace(msg); game.timeRemaining = msg.timeRemaining; this.logger.debug('PARENT: RESUME TIMER'); namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.RESUME_TIMER, game.timeRemaining); break; } }); gameProcess.on('exit', () => { this.logger.debug('Game ' + game.accessCode + ' has ended.'); delete this.timerThreads[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(); namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.START_TIMER); } } class Singleton { constructor (logger) { if (!Singleton.instance) { logger.log('CREATING SINGLETON ACTIVE GAME RUNNER'); Singleton.instance = new ActiveGameRunner(logger); } } getInstance () { return Singleton.instance; } } module.exports = Singleton;