mirror of
https://github.com/AlecM33/Werewolf.git
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110 lines
4.8 KiB
JavaScript
110 lines
4.8 KiB
JavaScript
const { fork } = require('child_process');
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const path = require('path');
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const globals = require('../../config/globals');
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const redis = require('redis');
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class ActiveGameRunner {
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constructor (logger, instanceId) {
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if (ActiveGameRunner.instance) {
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throw new Error('The server tried to instantiate more than one ActiveGameRunner');
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}
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logger.info('CREATING SINGLETON ACTIVE GAME RUNNER');
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this.timerThreads = {};
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this.logger = logger;
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this.client = redis.createClient();
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this.publisher = null;
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this.subscriber = null;
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this.instanceId = instanceId;
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ActiveGameRunner.instance = this;
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}
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getActiveGame = async (accessCode) => {
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const r = await this.client.get(accessCode);
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return r === null ? r : JSON.parse(r);
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}
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createGameSyncSubscriber = async (gameManager, socketManager) => {
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this.subscriber = this.client.duplicate();
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await this.subscriber.connect();
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await this.subscriber.subscribe(globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM, async (message) => {
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this.logger.info('MESSAGE: ' + message);
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const messageComponents = message.split(';');
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if (messageComponents[messageComponents.length - 1] === this.instanceId) {
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this.logger.trace('Disregarding self-authored message');
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return;
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}
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const game = await this.getActiveGame(messageComponents[0]);
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let args;
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if (messageComponents[2]) {
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args = JSON.parse(messageComponents[2]);
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}
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if (game) {
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await socketManager.handleEventById(
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messageComponents[1],
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game,
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null,
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game?.accessCode || messageComponents[0],
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args || null,
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null,
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true
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);
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}
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});
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this.logger.info('ACTIVE GAME RUNNER - CREATED GAME SYNC SUBSCRIBER');
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}
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/* We're only going to fork a child process for games with a timer. They will report back to the parent process whenever
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the timer is up.
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*/
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runGame = (game, namespace) => {
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this.logger.debug('running game ' + game.accessCode);
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const gameProcess = fork(path.join(__dirname, '../GameProcess.js'));
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this.timerThreads[game.accessCode] = gameProcess;
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this.logger.debug('game ' + game.accessCode + ' now associated with subProcess ' + gameProcess.pid);
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gameProcess.on('message', (msg) => {
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switch (msg.command) {
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case globals.GAME_PROCESS_COMMANDS.END_TIMER:
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game.timerParams.paused = false;
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game.timerParams.timeRemaining = 0;
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namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.END_TIMER);
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this.logger.trace('PARENT: END TIMER');
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break;
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case globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER:
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game.timerParams.paused = true;
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this.logger.trace(msg);
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game.timerParams.timeRemaining = msg.timeRemaining;
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this.logger.trace('PARENT: PAUSE TIMER');
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namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER, game.timerParams.timeRemaining);
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break;
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case globals.GAME_PROCESS_COMMANDS.RESUME_TIMER:
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game.timerParams.paused = false;
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this.logger.trace(msg);
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game.timerParams.timeRemaining = msg.timeRemaining;
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this.logger.trace('PARENT: RESUME TIMER');
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namespace.in(game.accessCode).emit(globals.GAME_PROCESS_COMMANDS.RESUME_TIMER, game.timerParams.timeRemaining);
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break;
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case globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING:
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this.logger.trace(msg);
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game.timerParams.timeRemaining = msg.timeRemaining;
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this.logger.trace('PARENT: GET TIME REMAINING');
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namespace.to(msg.socketId).emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, game.timerParams.timeRemaining, game.timerParams.paused);
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break;
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}
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});
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gameProcess.on('exit', (code, signal) => {
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this.logger.debug('Game timer thread ' + gameProcess.pid + ' exiting with code ' + code + ' - game ' + game.accessCode);
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});
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gameProcess.send({
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command: globals.GAME_PROCESS_COMMANDS.START_TIMER,
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accessCode: game.accessCode,
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logLevel: this.logger.logLevel,
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hours: game.timerParams.hours,
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minutes: game.timerParams.minutes
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});
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game.startTime = new Date().toJSON();
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};
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}
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module.exports = ActiveGameRunner;
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