397 lines
10 KiB
Go
397 lines
10 KiB
Go
package server
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import (
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"encoding/json"
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"errors"
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"fmt"
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"io/ioutil"
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"log"
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"net/http"
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"os"
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"runtime/pprof"
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"strings"
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"sync"
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"github.com/elazarl/go-bindata-assetfs"
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"golang.org/x/net/websocket"
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"mcquay.me/idg"
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)
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// JsonHandler is a function type that allows setting the Content-Type
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// appropriately for views destined to serve JSON
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type JsonHandler func(http.ResponseWriter, *http.Request)
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// ServeHTTP is JsonHandler's http.Handler implementation.
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func (h JsonHandler) ServeHTTP(w http.ResponseWriter, req *http.Request) {
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w.Header().Set("Content-Type", "application/json")
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h(w, req)
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}
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// Controller is the shepherd of a collection of games. The main package in
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// server simply populates one of these and starts an http server.
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type Controller struct {
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Idg *idg.Generator
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Conf Config
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Games MapLock
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Memprofile string
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Profile string
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}
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var prefix map[string]string
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// NewController takes a populated Config, and some parameters to determine
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// what sorts of profiling to deal with and returns a freshly populated
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// Controller.
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func NewController(conf Config, mprof, pprof, staticFiles string) *http.ServeMux {
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c := &Controller{
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Idg: idg.NewGenerator(),
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Conf: conf,
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Games: MapLock{
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M: make(map[string]*Game),
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},
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Memprofile: mprof,
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Profile: pprof,
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}
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go c.Run()
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prefix = map[string]string{
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"ui": "/ui/",
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"websocket": "/ws/",
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"list": "/api/v0/game/list/",
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"start": "/api/v0/game/start/",
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"stats": "/api/v0/game/stats/",
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"stop": "/api/v0/game/stop/",
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"bandwidth": "/api/v0/game/bw/",
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"fsu": "/api/v0/fsu/",
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"info": "/api/v0/info/",
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"metrics": "/metrics",
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}
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sm := http.NewServeMux()
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sm.HandleFunc(
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"/",
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func(w http.ResponseWriter, r *http.Request) {
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http.Redirect(w, r, prefix["ui"], http.StatusMovedPermanently)
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},
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)
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if staticFiles == "" {
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sm.Handle(
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prefix["ui"],
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http.FileServer(
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&assetfs.AssetFS{
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Asset: Asset,
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AssetDir: AssetDir,
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AssetInfo: AssetInfo,
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},
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),
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)
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} else {
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sm.Handle(
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prefix["ui"],
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http.StripPrefix(
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prefix["ui"],
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http.FileServer(http.Dir(staticFiles)),
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),
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)
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}
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sm.Handle(prefix["websocket"], websocket.Handler(c.AddPlayer))
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sm.Handle(prefix["list"], JsonHandler(c.ListGames))
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sm.Handle(prefix["start"], JsonHandler(c.StartGame))
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sm.Handle(prefix["stats"], JsonHandler(c.GameStats))
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sm.Handle(prefix["stop"], JsonHandler(c.StopGame))
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sm.Handle(prefix["bandwidth"], JsonHandler(c.BW))
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sm.HandleFunc(prefix["fsu"], c.KillServer)
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sm.HandleFunc(prefix["info"], c.Info)
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sm.HandleFunc(prefix["metrics"], func(w http.ResponseWriter, req *http.Request) {
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fmt.Fprintf(w, "up 1\n")
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})
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return sm
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}
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// TODO Eventually this thing will have a select loop for dealing with game
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// access in a more lock-free manner?
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func (c *Controller) Run() {
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c.Idg.Run()
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}
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// StartGame is the http route responsible for responding to requests to start
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// games under this controller. Creates a default Config object, and populates
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// it according to data POSTed.
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func (c *Controller) StartGame(w http.ResponseWriter, req *http.Request) {
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log.Println("asked to create a game")
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requested_game_name := c.Idg.Hash()
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width, height := float64(c.Conf.Width), float64(c.Conf.Height)
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obstacleCount := 0
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obstacles := []Obstacle{}
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maxPoints := c.Conf.MaxPoints
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mode := "deathmatch"
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// here we determine if we are going to run with defaults or pick them off
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// a posted json blob
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if req.Method == "POST" {
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body, err := ioutil.ReadAll(req.Body)
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if err != nil {
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log.Printf("unable to read request body: %v", err)
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}
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req.Body.Close()
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cfg := struct {
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Name string `json:"name"`
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Config
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}{}
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err = json.Unmarshal(body, &cfg)
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if err != nil {
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if err := json.NewEncoder(w).Encode(NewFailure(err.Error())); err != nil {
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http.Error(w, err.Error(), http.StatusInternalServerError)
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}
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return
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}
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requested_game_name = cfg.Name
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width = float64(cfg.Width)
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height = float64(cfg.Height)
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obstacleCount = cfg.ObstacleCount
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obstacles = cfg.Obstacles
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maxPoints = cfg.MaxPoints
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mode = cfg.Mode
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}
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g := c.Games.Get(requested_game_name)
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if g == nil {
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log.Printf("Game '%s' non-existant; making it now", requested_game_name)
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var err error
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g, err = NewGame(
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requested_game_name,
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width,
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height,
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c.Conf.Tick,
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maxPoints,
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mode,
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)
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g.obstacleCount = obstacleCount
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g.obstacles = obstacles
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g.defaultObstacles = obstacles
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if len(g.defaultObstacles) == 0 {
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g.obstacles = GenerateObstacles(
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g.obstacleCount,
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g.width,
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g.height,
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)
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} else {
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g.obstacles = c.Conf.Obstacles
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}
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if err != nil {
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log.Printf("problem creating game: %s: %s", requested_game_name, err)
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b, _ := json.Marshal(NewFailure("game creation failure"))
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http.Error(w, string(b), http.StatusConflict)
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return
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}
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go g.run()
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c.Games.Add(g)
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} else {
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log.Printf("Game '%s' already exists: %p", requested_game_name, g)
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b, _ := json.Marshal(NewFailure("game already exists"))
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http.Error(w, string(b), http.StatusConflict)
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return
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}
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game_json := struct {
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Id string `json:"id"`
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}{
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Id: g.id,
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}
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if err := json.NewEncoder(w).Encode(game_json); err != nil {
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http.Error(w, err.Error(), http.StatusInternalServerError)
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}
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}
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// ListGames makes a reasonable JSON response based on the games currently
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// being run.
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func (c *Controller) ListGames(w http.ResponseWriter, req *http.Request) {
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log.Println("games list requested")
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c.Games.RLock()
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defer c.Games.RUnlock()
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type pout struct {
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Name string `json:"name"`
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Id string `json:"id"`
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}
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type gl struct {
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Id string `json:"id"`
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Players []pout `json:"players"`
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}
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ids := make([]gl, 0)
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for id, g := range c.Games.M {
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players := make([]pout, 0)
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// TODO - players instead of robots?
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for p := range g.players {
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for _, r := range p.Robots {
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players = append(players, pout{
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Name: r.Name,
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Id: r.Id,
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})
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}
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}
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ids = append(ids, gl{
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Id: id,
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Players: players,
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})
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}
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if err := json.NewEncoder(w).Encode(ids); err != nil {
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http.Error(w, err.Error(), http.StatusInternalServerError)
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}
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}
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// GameStats provides an control mechanism to query for the stats of a single
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// game
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func (c *Controller) GameStats(w http.ResponseWriter, req *http.Request) {
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// TODO: wrap this up in something similar to the JsonHandler to verify the
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// url? Look at gorilla routing?
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key, err := c.getGameId(req.URL.Path)
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if err != nil {
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b, _ := json.Marshal(NewFailure(err.Error()))
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http.Error(w, string(b), http.StatusBadRequest)
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return
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}
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log.Printf("requested stats for game: %s", key)
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c.Games.RLock()
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g, ok := c.Games.M[key]
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c.Games.RUnlock()
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if !ok {
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b, _ := json.Marshal(NewFailure("game not found"))
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http.Error(w, string(b), http.StatusNotFound)
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return
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}
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g.stats.RLock()
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defer g.stats.RUnlock()
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if err := json.NewEncoder(w).Encode(g.stats.PlayerStats); err != nil {
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http.Error(w, err.Error(), http.StatusInternalServerError)
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}
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}
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// BW provides a route to query for current bandwidth utilization for a single
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// game.
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func (c *Controller) BW(w http.ResponseWriter, req *http.Request) {
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// TODO: wrap this up in something similar to the JsonHandler to verify the
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// url? Look at gorilla routing?
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key, err := c.getGameId(req.URL.Path)
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if err != nil {
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b, _ := json.Marshal(NewFailure(err.Error()))
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http.Error(w, string(b), http.StatusBadRequest)
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return
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}
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log.Printf("requested bandwidth for game: %s", key)
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c.Games.RLock()
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g, ok := c.Games.M[key]
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c.Games.RUnlock()
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if !ok {
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b, _ := json.Marshal(NewFailure("game not found"))
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http.Error(w, string(b), http.StatusNotFound)
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return
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}
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s := map[string][]float64{
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"tx": <-g.bw.Tx,
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"rx": <-g.bw.Rx,
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}
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if err := json.NewEncoder(w).Encode(s); err != nil {
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http.Error(w, err.Error(), http.StatusInternalServerError)
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}
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}
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// StopGame is the only mechanism to decrease the number of running games in
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// a Controller
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func (c *Controller) StopGame(w http.ResponseWriter, req *http.Request) {
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key, err := c.getGameId(req.URL.Path)
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if err != nil {
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b, _ := json.Marshal(NewFailure(err.Error()))
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http.Error(w, string(b), http.StatusBadRequest)
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return
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}
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c.Games.Lock()
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g, ok := c.Games.M[key]
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defer c.Games.Unlock()
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if !ok {
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http.NotFound(w, req)
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return
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}
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g.kill <- true
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delete(c.Games.M, key)
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message := struct {
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Ok bool `json:"ok"`
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Message string `json:"message"`
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}{
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Ok: true,
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Message: fmt.Sprintf("Successfully stopped game: %s", key),
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}
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if err := json.NewEncoder(w).Encode(message); err != nil {
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http.Error(w, err.Error(), http.StatusInternalServerError)
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}
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log.Printf("returning from StopGame")
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}
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// KillServer is my favorite method of all the methods in server: it shuts
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// things down respecting profiling requests.
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func (c *Controller) KillServer(w http.ResponseWriter, req *http.Request) {
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if c.Profile != "" {
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log.Print("trying to stop cpu profile")
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pprof.StopCPUProfile()
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log.Print("stopped cpu profile")
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}
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if c.Memprofile != "" {
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log.Print("trying to dump memory profile")
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f, err := os.Create(c.Memprofile)
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if err != nil {
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log.Fatal(err)
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}
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pprof.WriteHeapProfile(f)
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f.Close()
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log.Print("stopped memory profile dump")
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}
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log.Fatal("shit got fucked up")
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}
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// getGameId trims the gameid off of the url. This is hokey, and makes me miss
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// django regex-specified routes.
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func (c *Controller) getGameId(path string) (string, error) {
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var err error
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trimmed := strings.Trim(path, "/")
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fullPath := strings.Split(trimmed, "/")
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log.Printf("%+v: %d", fullPath, len(fullPath))
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if len(fullPath) != 5 {
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return "", errors.New("improperly formed url")
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}
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key := fullPath[len(fullPath)-1]
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return key, err
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}
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// MapLock is simply a map and a RWMutex
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// TODO: obviate the need for this in Controller.Run
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type MapLock struct {
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M map[string]*Game
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sync.RWMutex
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}
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// get is a function that returns a game if found, and creates one if
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// not found and force is true. In order to get a hash (rather than use
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// the string you pass) send "" for id.
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func (ml *MapLock) Get(id string) *Game {
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ml.Lock()
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g, _ := ml.M[id]
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ml.Unlock()
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return g
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}
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// add is used to insert a new game into this MapLock
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func (ml *MapLock) Add(g *Game) {
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ml.Lock()
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ml.M[g.id] = g
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ml.Unlock()
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}
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