separate lean server from socket server
This commit is contained in:
@@ -1,3 +0,0 @@
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build/
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games/
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.lake
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@@ -1,31 +0,0 @@
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#/bin/bash
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ELAN_HOME=$(lake env printenv ELAN_HOME)
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# $1 : the game directory
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# $2 : the lean4game folder
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# $3 : the gameserver executable
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(exec bwrap\
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--bind $2 /lean4game \
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--bind $1 /game \
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--bind $ELAN_HOME /elan \
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--bind /usr /usr \
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--dev /dev \
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--proc /proc \
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--symlink usr/lib /lib\
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--symlink usr/lib64 /lib64\
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--symlink usr/bin /bin\
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--symlink usr/sbin /sbin\
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--clearenv \
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--setenv PATH "/elan/bin:/bin" \
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--setenv ELAN_HOME "/elan" \
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--unshare-user \
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--unshare-pid \
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--unshare-net \
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--unshare-uts \
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--unshare-cgroup \
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--die-with-parent \
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--chdir "/game/.lake/packages/GameServer/server/.lake/build/bin/" \
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./gameserver --server /game
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)
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@@ -1,140 +0,0 @@
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import { spawn } from 'child_process'
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import fs from 'fs';
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import request from 'request'
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import requestProgress from 'request-progress'
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import { Octokit } from 'octokit';
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import { fileURLToPath } from 'url';
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import path from 'path';
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const __filename = fileURLToPath(import.meta.url);
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const __dirname = path.dirname(__filename);
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const TOKEN = process.env.LEAN4GAME_GITHUB_TOKEN
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const USERNAME = process.env.LEAN4GAME_GITHUB_USER
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const octokit = new Octokit({
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auth: TOKEN
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})
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const progress = {}
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async function runProcess(id, cmd, args, cwd) {
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return new Promise((resolve, reject) => {
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const ls = spawn(cmd, args, {cwd});
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ls.stdout.on('data', (data) => {
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progress[id].output += data.toString()
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});
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ls.stderr.on('data', (data) => {
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progress[id].output += data.toString()
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});
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ls.on('close', (code) => {
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resolve()
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});
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})
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}
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async function download(id, url, dest) {
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return new Promise((resolve, reject) => {
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// The options argument is optional so you can omit it
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requestProgress(request({
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url,
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headers: {
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'accept': 'application/vnd.github+json',
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'User-Agent': USERNAME,
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'X-GitHub-Api-Version': '2022-11-28',
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'Authorization': 'Bearer ' + TOKEN
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}
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}))
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.on('progress', function (state) {
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progress[id].output += `Downloaded ${Math.round(state.size.transferred/1024/1024)}MB\n`
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})
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.on('error', function (err) {
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reject(err)
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})
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.on('end', function () {
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resolve()
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})
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.pipe(fs.createWriteStream(dest));
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})
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}
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async function doImport (owner, repo, id) {
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progress[id].output += `Import starting in a few seconds...\n`
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await new Promise(resolve => setTimeout(resolve, 3000))
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let artifactId = null
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try {
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const artifacts = await octokit.request('GET /repos/{owner}/{repo}/actions/artifacts', {
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owner,
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repo,
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headers: {
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'X-GitHub-Api-Version': '2022-11-28'
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}
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})
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// choose latest artifact
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const artifact = artifacts.data.artifacts
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.reduce((acc, cur) => acc.created_at < cur.created_at ? cur : acc)
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artifactId = artifact.id
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const url = artifact.archive_download_url
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// Make sure the download folder exists
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if (!fs.existsSync(`${__dirname}/../games`)){
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fs.mkdirSync(`${__dirname}/../games`);
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}
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if (!fs.existsSync(`${__dirname}/../games/tmp`)){
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fs.mkdirSync(`${__dirname}/../games/tmp`);
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}
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progress[id].output += `Download from ${url}\n`
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await download(id, url, `${__dirname}/../games/tmp/${owner.toLowerCase()}_${repo.toLowerCase()}_${artifactId}.zip`)
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progress[id].output += `Download finished.\n`
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await runProcess(id, "/bin/bash", [`${__dirname}/unpack.sh`, artifactId, owner.toLowerCase(), repo.toLowerCase()], `${__dirname}/..`)
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// let manifest = fs.readFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`);
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// manifest = JSON.parse(manifest);
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// if (manifest.length !== 1) {
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// throw `Unexpected manifest: ${JSON.stringify(manifest)}`
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// }
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// manifest[0].RepoTags = [`g/${owner.toLowerCase()}/${repo.toLowerCase()}:latest`]
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// fs.writeFileSync(`tmp/artifact_${artifactId}_inner/manifest.json`, JSON.stringify(manifest));
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// await runProcess(id, "tar", ["-cvf", `../archive_${artifactId}.tar`, "."], `tmp/artifact_${artifactId}_inner/`)
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// // await runProcess(id, "docker", ["load", "-i", `tmp/archive_${artifactId}.tar`])
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progress[id].done = true
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progress[id].output += `Done!\n`
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progress[id].output += `Play the game at: {your website}/#/g/${owner}/${repo}\n`
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} catch (e) {
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progress[id].output += `Error: ${e.toString()}\n${e.stack}`
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} finally {
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// clean-up temp. files
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if (artifactId) {
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fs.rmSync(`${__dirname}/../games/tmp/${owner}_${repo}_${artifactId}.zip`, {force: true, recursive: false});
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fs.rmSync(`${__dirname}/../games/tmp/${owner}_${repo}_${artifactId}`, {force: true, recursive: true});
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}
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progress[id].done = true
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}
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await new Promise(resolve => setTimeout(resolve, 10000))
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}
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export const importTrigger = (req, res) => {
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const owner = req.params.owner
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const repo = req.params.repo
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const id = req.params.owner + '/' + req.params.repo
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if(!/^[\w.-]+\/[\w.-]+$/.test(id)) { res.send(`Invalid repo name ${id}`); return }
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if(!progress[id] || progress[id].done) {
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progress[id] = {output: "", done: false}
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doImport(owner, repo, id)
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}
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res.redirect(`/import/status/${owner}/${repo}`)
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}
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export const importStatus = (req, res) => {
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const owner = req.params.owner
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const repo = req.params.repo
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const id = req.params.owner + '/' + req.params.repo
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res.send(`<html><head><meta http-equiv="refresh" content="5"></head><body><pre>${progress[id]?.output ?? "Nothing here."}</pre></body></html>`)
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}
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@@ -1,204 +0,0 @@
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import { WebSocketServer } from 'ws';
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import express from 'express'
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import path from 'path'
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import * as cp from 'child_process';
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import * as url from 'url';
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import * as rpc from 'vscode-ws-jsonrpc';
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import * as jsonrpcserver from 'vscode-ws-jsonrpc/server';
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import os from 'os';
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import fs from 'fs';
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import anonymize from 'ip-anonymize';
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import { importTrigger, importStatus } from './import.mjs'
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// import fs from 'fs'
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/**
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* Add a game here if the server should keep a queue of pre-loaded games ready at all times.
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*
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* IMPORTANT! Tags here need to be lower case!
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*/
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const queueLength = {
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"g/hhu-adam/robo": 2,
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"g/hhu-adam/nng4": 5,
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"g/djvelleman/stg4": 2,
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}
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const __filename = url.fileURLToPath(import.meta.url);
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const __dirname = url.fileURLToPath(new URL('.', import.meta.url));
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const app = express()
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const PORT = process.env.PORT || 8080;
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var router = express.Router();
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router.get('/import/status/:owner/:repo', importStatus)
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router.get('/import/trigger/:owner/:repo', importTrigger)
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const server = app
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.use(express.static(path.join(__dirname, '../client/dist/'))) // TODO: add a dist folder from inside the game
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.use('/data/g/:owner/:repo/*', (req, res, next) => {
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const owner = req.params.owner;
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const repo = req.params.repo
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const filename = req.params[0];
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req.url = filename;
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express.static(path.join(getGameDir(owner,repo),".lake","gamedata"))(req, res, next);
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})
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.use('/', router)
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.listen(PORT, () => console.log(`Listening on ${PORT}`));
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const wss = new WebSocketServer({ server })
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var socketCounter = 0
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const environment = process.env.NODE_ENV
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const isDevelopment = environment === 'development'
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/** We keep queues of started Lean Server processes to be ready when a user arrives */
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const queue = {}
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function getTag(owner, repo) {
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return `g/${owner.toLowerCase()}/${repo.toLowerCase()}`
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}
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function getGameDir(owner, repo) {
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owner = owner.toLowerCase()
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if (owner == 'local') {
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if(!isDevelopment) {
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console.error(`No local games in production mode.`)
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return ""
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}
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} else {
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if(!fs.existsSync(path.join(__dirname, '..', 'games'))) {
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console.error(`Did not find the following folder: ${path.join(__dirname, '..', 'games')}`)
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console.error('Did you already import any games?')
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return ""
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}
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}
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let game_dir = (owner == 'local') ?
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path.join(__dirname, '..', '..', repo) : // note: here we need `repo` to be case sensitive
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path.join(__dirname, '..', 'games', `${owner}`, `${repo.toLowerCase()}`)
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if(!fs.existsSync(game_dir)) {
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console.error(`Game '${game_dir}' does not exist!`)
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return ""
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}
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return game_dir;
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}
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function startServerProcess(owner, repo) {
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let game_dir = getGameDir(owner, repo)
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if (!game_dir) return;
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let serverProcess
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if (isDevelopment) {
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let args = ["--server", game_dir]
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let binDir = path.join(game_dir, ".lake", "packages", "GameServer", "server", ".lake", "build", "bin")
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// Note: `cwd` is important to be the `bin` directory as `Watchdog` calls `./gameserver` again
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if (fs.existsSync(binDir)) {
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// Try to use the game's own copy of `gameserver`.
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serverProcess = cp.spawn("./gameserver", args, { cwd: binDir })
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} else {
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// If the game is built with `-Klean4game.local` there is no copy in the lake packages.
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serverProcess = cp.spawn("./gameserver", args,
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{ cwd: path.join(__dirname, ".lake", "build", "bin") })
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}
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} else {
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serverProcess = cp.spawn("./bubblewrap.sh",
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[ game_dir, path.join(__dirname, '..')],
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{ cwd: __dirname })
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}
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serverProcess.on('error', error =>
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console.error(`Launching Lean Server failed: ${error}`)
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)
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if (serverProcess.stderr !== null) {
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serverProcess.stderr.on('data', data =>
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console.error(`Lean Server: ${data}`)
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)
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}
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return serverProcess
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}
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/** start Lean Server processes to refill the queue */
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function fillQueue(tag) {
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while (queue[tag].length < queueLength[tag]) {
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let serverProcess
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serverProcess = startServerProcess(tag)
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if (serverProcess == null) {
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console.error('serverProcess was undefined/null')
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return
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}
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queue[tag].push(serverProcess)
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}
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}
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// // TODO: We disabled queue for now
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// if (!isDevelopment) { // Don't use queue in development
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// for (let tag in queueLength) {
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// queue[tag] = []
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// fillQueue(tag)
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// }
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// }
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const urlRegEx = /^\/websocket\/g\/([\w.-]+)\/([\w.-]+)$/
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wss.addListener("connection", function(ws, req) {
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const reRes = urlRegEx.exec(req.url)
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if (!reRes) { console.error(`Connection refused because of invalid URL: ${req.url}`); return; }
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const owner = reRes[1]
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const repo = reRes[2]
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const tag = getTag(owner, repo)
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let ps
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if (!queue[tag] || queue[tag].length == 0) {
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ps = startServerProcess(owner, repo)
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} else {
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console.info('Got process from the queue')
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ps = queue[tag].shift() // Pick the first Lean process; it's likely to be ready immediately
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fillQueue(tag)
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}
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if (ps == null) {
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console.error('server process is undefined/null')
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return
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}
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socketCounter += 1;
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const ip = anonymize(req.headers['x-forwarded-for'] || req.socket.remoteAddress)
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console.log(`[${new Date()}] Socket opened - ${ip}`)
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const socket = {
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onMessage: (cb) => { ws.on("message", cb) },
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onError: (cb) => { ws.on("error", cb) },
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onClose: (cb) => { ws.on("close", cb) },
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send: (data, cb) => { ws.send(data,cb) }
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}
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const reader = new rpc.WebSocketMessageReader(socket)
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const writer = new rpc.WebSocketMessageWriter(socket)
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const socketConnection = jsonrpcserver.createConnection(reader, writer, () => ws.close())
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const serverConnection = jsonrpcserver.createProcessStreamConnection(ps)
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socketConnection.forward(serverConnection, message => {
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if (isDevelopment) {console.log(`CLIENT: ${JSON.stringify(message)}`)}
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return message;
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})
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serverConnection.forward(socketConnection, message => {
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if (isDevelopment) {console.log(`SERVER: ${JSON.stringify(message)}`)}
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return message;
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});
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console.log(`[${new Date()}] Number of open sockets - ${socketCounter}`)
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console.log(`[${new Date()}] Free RAM - ${Math.round(os.freemem() / 1024 / 1024)} / ${Math.round(os.totalmem() / 1024 / 1024)} MB`)
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ws.on('close', () => {
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console.log(`[${new Date()}] Socket closed - ${ip}`)
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socketCounter -= 1
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})
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socketConnection.onClose(() => serverConnection.dispose())
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serverConnection.onClose(() => socketConnection.dispose())
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})
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@@ -1,30 +0,0 @@
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#/bin/bash
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ARTIFACT_ID=$1
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OWNER=$2
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REPO=$3
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# mkdir -p games
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cd games
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pwd
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# mkdir -p tmp
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mkdir -p ${OWNER}
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echo "Unpacking ZIP."
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unzip -o tmp/${OWNER}_${REPO}_${ARTIFACT_ID}.zip -d tmp/${OWNER}_${REPO}_${ARTIFACT_ID}
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echo "Unpacking game."
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# exit the npm project to avoid reloading. TODO: Where should we actually save these?
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echo "Delete old version of the game"
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rm -rf ${OWNER}/${REPO}
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mkdir -p ${OWNER}/${REPO}
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for f in tmp/${OWNER}_${REPO}_${ARTIFACT_ID}/* #Should only be one file
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do
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echo "Unpacking $f"
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#tar -xvzf $f -C games/${OWNER}/${REPO}
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unzip -q -o $f -d ${OWNER}/${REPO}
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done
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Reference in New Issue
Block a user