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gameLoadBalancer.js
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const shortid = require("shortid");
const sockets = require("./sockets");
const redis = require("./redis");
const logger = require("./logging")(".");
var gameServerPorts = [];
var servers = {};
var waiting = {};
(async function () {
try {
gameServerPorts = await redis.getAllGameServerPorts();
for (let i = 0; i < gameServerPorts.length; i++) {
let port = gameServerPorts[i];
let socket = new sockets.ClientSocket(`ws://localhost:${port}`, true);
servers[port] = socket;
socket.on("connected", () => {
socket.send("authAsServer", process.env.LOAD_BALANCER_KEY);
});
socket.on("gameCreated", gameId => {
const gameResults = waiting[gameId];
if (!gameResults) return;
delete waiting[gameId];
gameResults.resolve(gameId);
});
socket.on("gameCreateError", info => {
const gameResults = waiting[info.gameId];
if (!gameResults) return;
delete waiting[info.gameId];
gameResults.reject(new Error(info.error));
});
socket.on("gameLeft", userId => {
const leaveResults = waiting[userId];
if (!leaveResults) return;
delete waiting[userId];
leaveResults.resolve();
});
socket.on("gameLeaveError", info => {
const leaveResults = waiting[info.userId];
if (!leaveResults) return;
delete waiting[info.userId];
leaveResults.reject(new Error(info.error));
});
}
}
catch (e) {
logger.error(e);
}
})();
function createGame(hostId, gameType, settings) {
return new Promise(async (res, rej) => {
try {
const gameId = shortid.generate();
const portForNextGame = await redis.getNextGameServerPort();
waiting[gameId] = {
resolve: res,
reject: rej
};
servers[portForNextGame].send("createGame", {
gameId: gameId,
key: process.env.LOAD_BALANCER_KEY,
hostId: hostId,
gameType: gameType,
settings: settings
});
setTimeout(() => {
if (!waiting[gameId])
return;
rej(new Error("Timeout creating game on game server"));
delete waiting[gameId];
}, Number(process.env.GAME_CREATION_TIMEOUT));
}
catch (e) {
logger.error(e);
rej(e);
}
});
}
async function leaveGame(userId) {
return new Promise(async (res, rej) => {
try {
const gameId = await redis.inGame(userId);
if (!gameId) {
res();
return;
}
const port = await redis.getGamePort(gameId);
if (!port) {
res();
return;
}
waiting[userId] = {
resolve: res,
reject: rej
};
servers[port].send("leaveGame", {
userId: userId,
key: process.env.LOAD_BALANCER_KEY
});
}
catch (e) {
logger.error(e);
rej(e);
}
});
}
async function cancelGame(userId, gameId) {
return new Promise(async (res, rej) => {
try {
const port = await redis.getGamePort(gameId);
waiting[userId] = {
resolve: res,
reject: rej
};
servers[port].send("cancelGame", {
gameId: gameId,
userId: userId,
key: process.env.LOAD_BALANCER_KEY
});
}
catch (e) {
logger.error(e);
rej(e);
}
});
}
module.exports = {
createGame,
leaveGame,
cancelGame
};