const { fork } = require('child_process'); const path = require('path'); const globals = require('../../config/globals'); class ActiveGameRunner { constructor (logger) { if (ActiveGameRunner.instance) { throw new Error('The server tried to instantiate more than one ActiveGameRunner'); } logger.info('CREATING SINGLETON ACTIVE GAME RUNNER'); this.activeGames = new Map(); this.timerThreads = {}; this.logger = logger; ActiveGameRunner.instance = this; } /* 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; this.logger.debug('game ' + game.accessCode + ' now associated with subProcess ' + gameProcess.pid); gameProcess.on('message', (msg) => { switch (msg.command) { case globals.GAME_PROCESS_COMMANDS.END_TIMER: game.timerParams.paused = false; game.timerParams.timeRemaining = 0; namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.END_TIMER); this.logger.trace('PARENT: END TIMER'); break; case globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER: game.timerParams.paused = true; this.logger.trace(msg); game.timerParams.timeRemaining = msg.timeRemaining; this.logger.trace('PARENT: PAUSE TIMER'); namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER, game.timerParams.timeRemaining); break; case globals.GAME_PROCESS_COMMANDS.RESUME_TIMER: game.timerParams.paused = false; this.logger.trace(msg); game.timerParams.timeRemaining = msg.timeRemaining; this.logger.trace('PARENT: RESUME TIMER'); namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.RESUME_TIMER, game.timerParams.timeRemaining); 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'); namespace.to(msg.socketId).emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, game.timerParams.timeRemaining, game.timerParams.paused); break; } }); 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;