Mercurial > hg > rlgwebd
view rlgwebd.js @ 103:f30495f7ede8
RLG-Web server: refactor statusmsg() to work with WebSockets.
Separate the game-listing and http-responding components of statusmsg()
so the listing function can be reused for WebSockets.
author | John "Elwin" Edwards <elwin@sdf.org> |
---|---|
date | Fri, 13 Jul 2012 09:17:05 -0700 |
parents | f34a286c51bd |
children | 7d444ba4739e |
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#!/usr/bin/env node // If you can't quite trust node to find it on its own var localModules = '/usr/local/lib/node_modules/'; var http = require('http'); var net = require('net'); var url = require('url'); var path = require('path'); var fs = require('fs'); var events = require('events'); var child_process = require('child_process'); var daemon = require(path.join(localModules, "daemon")); var pty = require(path.join(localModules, "pty.js")); var WebSocketServer = require(path.join(localModules, "websocket")).server; /* Configuration variables */ // These first two files are NOT in the chroot. var ctlsocket = "/var/local/rlgwebd/ctl"; var logfile = "/var/local/rlgwebd/log"; var httpPort = 8080; var chrootDir = "/var/dgl/"; var dropToUID = 501; var dropToGID = 501; var serveStaticRoot = "/var/www/"; // inside the chroot var playtimeout = 3600000; // Idle time before games are autosaved, in ms /* Data on the games available. */ var games = { "rogue3": { "name": "Rogue V3", "uname": "rogue3", "suffix": ".r3sav", "path": "/bin/rogue3", "clear": new Buffer([27, 91, 72, 27, 91, 50, 74]) // CSI H CSI 2J }, "rogue4": { "name": "Rogue V4", "uname": "rogue4", "suffix": ".r4sav", "path": "/bin/rogue4", "clear": new Buffer([27, 91, 72, 27, 91, 50, 74]) // CSI H CSI 2J }, "rogue5": { "name": "Rogue V5", "uname": "rogue5", "suffix": ".r5sav", "path": "/bin/rogue5", "clear": new Buffer([27, 91, 72, 27, 91, 50, 74]) // CSI H CSI 2J }, "srogue": { "name": "Super-Rogue", "uname": "srogue", "suffix": ".srsav", "path": "/bin/srogue", "clear": new Buffer([27, 91, 72, 27, 91, 74]) // CSI H CSI J } }; /* Global state */ var logins = {}; var sessions = {}; var clients = {}; var allowlogin = true; var nextsession = 0; /* Constructor. A TermSession handles a pty and the game running on it. * game: (String) Name of the game to launch. * lkey: (String, key) The user's id, a key into logins. * dims: (Array [Number, Number]) Height and width of the pty. * handlers: (Object) Key-value pairs, event names and functions to * install to handle them. * Events: * "open": Emitted on startup. Parameters: success (Boolean) * "data": Data generated by child. Parameters: buf (Buffer) * "exit": Child terminated. Parameters: none */ function TermSession(game, lkey, dims, handlers) { var ss = this; /* Subclass EventEmitter to do the hard work. */ events.EventEmitter.call(this); for (var evname in handlers) this.on(evname, handlers[evname]); /* Don't launch anything that's not a real game. */ if (game in games) { this.game = games[game]; } else { this.emit('open', false); return; } if (lkey in logins) { this.key = lkey; this.pname = logins[lkey].name; } else { this.emit('open', false); return; } /* Grab a spot in the sessions table. */ this.sessid = nextsession++; sessions[this.sessid] = this; /* Set up the sizes. */ this.w = Math.floor(Number(dims[1])); if (!(this.w > 0 && this.w < 256)) this.w = 80; this.h = Math.floor(Number(dims[0])); if (!(this.h > 0 && this.h < 256)) this.h = 24; /* Environment. */ var childenv = {}; for (var key in process.env) { childenv[key] = process.env[key]; } var args = ["-n", this.pname]; var spawnopts = {"env": childenv, "cwd": "/", "rows": this.h, "cols": this.w, "name": "xterm-256color"}; this.term = pty.spawn(this.game.path, args, spawnopts); tslog("%s playing %s (index %d, pid %d)", this.pname, this.game.uname, this.sessid, this.term.pid); this.emit('open', true, this.sessid); /* Set up the lockfile and ttyrec */ var ts = timestamp(); var progressdir = "/dgldir/inprogress-" + this.game.uname; this.lock = path.join(progressdir, this.pname + ":node:" + ts + ".ttyrec"); var lmsg = this.term.pid.toString() + '\n' + this.w + '\n' + this.h + '\n'; fs.writeFile(this.lock, lmsg, "utf8"); var ttyrec = path.join("/dgldir/ttyrec", this.pname, this.game.uname, ts + ".ttyrec"); this.record = fs.createWriteStream(ttyrec, { mode: 0664 }); /* Holds the output since the last screen clear, so watchers can begin * with a complete screen. */ this.framebuf = new Buffer(1024); this.frameoff = 0; logins[lkey].sessions.push(this.sessid); /* END setup */ function ttyrec_chunk(datastr) { var ts = new Date(); var buf = new Buffer(datastr); var chunk = new Buffer(buf.length + 12); /* TTYREC headers */ chunk.writeUInt32LE(Math.floor(ts.getTime() / 1000), 0); chunk.writeUInt32LE(1000 * (ts.getTime() % 1000), 4); chunk.writeUInt32LE(buf.length, 8); buf.copy(chunk, 12); ss.record.write(chunk); ss.framepush(buf); ss.emit('data', buf); } this.term.on("data", ttyrec_chunk); this.framepush = function(chunk) { /* If this chunk resets the screen, discard what preceded it. */ if (bufncmp(chunk, this.game.clear, this.game.clear.length)) { this.framebuf = new Buffer(1024); this.frameoff = 0; } /* Make sure there's space. */ while (this.framebuf.length < chunk.length + this.frameoff) { var nbuf = new Buffer(this.framebuf.length * 2); this.framebuf.copy(nbuf, 0, 0, this.frameoff); this.framebuf = nbuf; if (this.framebuf.length > 65536) { tslog("Warning: Game %d frame buffer at %d bytes", this.sessid, this.framebuf.length); } } chunk.copy(this.framebuf, this.frameoff); this.frameoff += chunk.length; }; this.write = function(data) { this.term.write(data); }; // Teardown. this.term.on("exit", function () { fs.unlink(ss.lock); ss.record.end(); ss.emit('exit'); var id = ss.sessid; delete sessions[id]; tslog("Game %s ended.", id); }); this.close = function () { this.term.kill('SIGHUP'); }; } TermSession.prototype = new events.EventEmitter(); function Watcher(session) { var ss = this; // that this.session = session; this.alive = true; /* State for messaging. */ this.nsend = 0; this.sendQ = []; /* Get a place in the table. */ this.id = randkey(2); while (this.id in clients) { this.id = randkey(2); } clients[this.id] = this; /* Recreate the current screen state from the session's buffer. */ this.sendQ.push({"t": "d", "n": this.nsend++, "d": session.framebuf.toString("hex", 0, session.frameoff)}); function dataH(buf) { var reply = {}; reply.t = "d"; reply.n = ss.nsend++; reply.d = buf.toString("hex"); ss.sendQ.push(reply); } function exitH() { ss.alive = false; ss.sendQ.push({"t": "q"}); } session.on('data', dataH); session.on('exit', exitH); this.read = function() { /* Returns an array of all outstanding messages, empty if none. */ var temp = this.sendQ; this.sendQ = []; /* Clean up if finished. */ if (!this.alive) { delete clients[this.id]; } return temp; }; this.quit = function() { this.session.removeListener('data', dataH); this.session.removeListener('exit', exitH); delete clients[this.id]; }; } function Player(gamename, lkey, dims, callback) { var ss = this; this.alive = false; /* State for messaging. */ this.nsend = 0; this.nrecv = 0; this.sendQ = []; this.recvQ = [] this.Qtimeout = null; /* Get a place in the table. */ this.id = randkey(2); while (this.id in clients) { this.id = randkey(2); } clients[this.id] = this; this.read = function() { var temp = this.sendQ; this.sendQ = []; /* Clean up if finished. */ if (!this.alive) { clearTimeout(this.Qtimeout); delete clients[this.id]; } return temp; }; this.write = function (data, n) { if (!this.alive || typeof (n) != "number") { return; } var oindex = n - this.nrecv; if (oindex === 0) { this.session.write(data); this.nrecv++; var next; while ((next = this.recvQ.shift()) !== undefined) { this.session.write(next); this.nrecv++; } if (this.recvQ.length == 0 && this.Qtimeout) { clearTimeout(this.Qtimeout); this.Qtimeout = null; } } else if (oindex > 0 && oindex <= 1024) { tslog("Client %s: Stashing message %d at %d", this.id, n, oindex - 1); this.recvQ[oindex - 1] = data; if (!this.Qtimeout) { var nextn = this.nrecv + this.recvQ.length + 1; this.Qtimeout = setTimeout(this.flushQ, 30000, this, nextn); } } /* Otherwise, discard it */ return; }; this.flushQ = function (client, n) { /* Callback for when an unreceived message times out. * n is the first empty space that will not be given up on. */ if (!client.alive || client.nrecv >= n) return; client.nrecv++; var next; /* Clear the queue up to n */ while (client.nrecv < n) { next = client.recvQ.shift(); if (next !== undefined) client.session.write(next); client.nrecv++; } /* Clear out anything that's ready. */ while ((next = client.recvQ.shift()) !== undefined) { client.session.write(next); client.nrecv++; } /* Now set another timeout if necessary. */ if (client.recvQ.length != 0) { var nextn = client.nrecv + client.recvQ.length + 1; client.Qtimeout = setTimeout(client.flushQ, 30000, client, nextn); } tslog("Flushing queue for player %s", player.id); }; this.reset = function () { /* To be called when the game is taken over. */ if (this.Qtimeout) { clearTimeout(this.Qtimeout); this.Qtimeout = null; } for (var i = 0; i < this.recvQ.length; i++) { if (this.recvQ[i] !== undefined) { this.session.write(this.recvQ[i]); } } this.recvQ = []; this.nrecv = 0; this.nsend = 0; this.sendQ = [{"t": "d", "n": this.nsend++, "d": this.session.framebuf.toString("hex", 0, this.session.frameoff)}]; }; this.quit = function() { if (this.alive) this.session.close(); }; function openH(success, id) { if (success) { ss.alive = true; ss.session = sessions[id]; ss.h = sessions[id].h; ss.w = sessions[id].w; } callback(ss, success); } function dataH(chunk) { var reply = {}; reply.t = "d"; reply.n = ss.nsend++; reply.d = chunk.toString("hex"); ss.sendQ.push(reply); } function exitH() { ss.alive = false; ss.sendQ.push({"t": "q"}); } var handlers = {'open': openH, 'data': dataH, 'exit': exitH}; this.session = new TermSession(gamename, lkey, dims, handlers); } // Also known as WebSocketAndTermSessionClosureGlueFactory function wsWatcher(conn, session) { var ss = this; // is this even needed? var dataH = function(buf) { conn.sendUTF(JSON.stringify({"t": "d", "d": buf.toString("hex")})); }; var exitH = function() { if (conn.connected) conn.close(); } session.on('data', dataH); session.on('exit', exitH); conn.on('close', function(code, desc) { session.removeListener('data', dataH); session.removeListener('exit', exitH); if (session.sessid in sessions) tslog("A WebSocket watcher has left game %d", session.sessid); }); conn.sendUTF(JSON.stringify({ "t": "w", "w": session.w, "h": session.h, "p": session.pname, "g": session.game.uname })); conn.sendUTF(JSON.stringify({"t": "d", "d": session.framebuf.toString("hex", 0, session.frameoff)})); } /* Some functions which check whether a player is currently playing or * has a saved game. Maybe someday they will provide information on * the game. */ function checkprogress(user, game, callback, args) { var progressdir = "/dgldir/inprogress-" + game.uname; fs.readdir(progressdir, function(err, files) { if (err) { args.unshift(err, null); callback.apply(null, args); return; } var fre = RegExp("^" + user + ":"); for (var i = 0; i < files.length; i++) { if (files[i].match(fre)) { args.unshift(null, files[i]); callback.apply(null, args); return; } } args.unshift(null, false); callback.apply(null, args); }); } function checksaved(user, game, callback, args) { var savedirc = game.uname + "save"; var basename = String(dropToUID) + "-" + user + game.suffix; var savefile = path.join("/var/games/roguelike", savedirc, basename); fs.exists(savefile, function (exist) { args.unshift(exist); callback.apply(null, args); }); } function playerstatus(user, callback) { var sdata = {}; function finishp() { for (var gname in games) { if (!(gname in sdata)) return; } callback(sdata); } function regsaved(exists, game) { if (exists) sdata[game.uname] = "s"; else sdata[game.uname] = "0"; finishp(); } function regactive(err, filename, game) { if (!err && filename) { if (filename.match(/^[^:]*:node:/)) sdata[game.uname] = "p"; else sdata[game.uname] = "d"; finishp(); } else checksaved(user, game, regsaved, [game]); } for (var gname in games) { checkprogress(user, games[gname], regactive, [games[gname]]); } } /* A few utility functions */ function timestamp() { dd = new Date(); sd = dd.toISOString(); sd = sd.slice(0, sd.indexOf(".")); return sd.replace("T", "."); } function randkey(words) { if (!words || !(words > 0)) words = 1; function rand32() { rnum = Math.floor(Math.random() * 65536 * 65536); hexstr = rnum.toString(16); while (hexstr.length < 8) hexstr = "0" + hexstr; return hexstr; } var key = ""; for (var i = 0; i < words; i++) key += rand32(); return key; } /* Compares two buffers, returns true for equality up to index n */ function bufncmp(buf1, buf2, n) { if (!Buffer.isBuffer(buf1) || !Buffer.isBuffer(buf2)) return false; for (var i = 0; i < n; i++) { if (i == buf1.length && i == buf2.length) return true; if (i == buf1.length || i == buf2.length) return false; if (buf1[i] != buf2[i]) return false; } return true; } function tslog() { arguments[0] = new Date().toISOString() + ": " + String(arguments[0]); console.log.apply(console, arguments); } /* Returns a list of the cookies in the request, obviously. */ function getCookies(req) { cookies = []; if ("cookie" in req.headers) { cookstrs = req.headers["cookie"].split("; "); for (var i = 0; i < cookstrs.length; i++) { eqsign = cookstrs[i].indexOf("="); if (eqsign > 0) { name = cookstrs[i].slice(0, eqsign).toLowerCase(); val = cookstrs[i].slice(eqsign + 1); cookies[name] = val; } else if (eqsign < 0) cookies[cookstrs[i]] = null; } } return cookies; } function getMsg(posttext) { var jsonobj; if (!posttext) return {}; try { jsonobj = JSON.parse(posttext); } catch (e) { if (e instanceof SyntaxError) return {}; } if (typeof(jsonobj) != "object") return {}; return jsonobj; } function reaper() { var now = new Date(); function reapcheck(session) { fs.fstat(session.record.fd, function (err, stats) { if (!err && now - stats.mtime > playtimeout) { tslog("Reaping session %s", session.sessid); /* Dissociate it with its login name. */ var sn = logins[session.key].sessions.indexOf(session.sessid); if (sn >= 0) { logins[session.key].sessions.splice(sn, 1); if (now - logins[session.key].ts > playtimeout) logins[session.key].ts = new Date(now - playtimeout); } /* Shut it down. */ session.close(); } }); } for (var sessid in sessions) { reapcheck(sessions[sessid]); } /* HELPME this is about as clever as I can code, so I can't tell whether * there are any bugs. */ for (var lkey in logins) { if (logins[lkey].sessions.length == 0) { /* A login with no current games can be killed for inactivity. */ if (now - logins[lkey].ts > playtimeout * 4) { tslog("Login for %s (key %s) timed out", logins[lkey].name, lkey); delete logins[lkey]; } } else { /* Check for games that have terminated normally, and update * the timestamp. */ var expired = []; var targarray = logins[lkey].sessions; /* Let's not find out what happens if you modify an array * you're iterating through. */ for (var i = 0; i < targarray.length; i++) { if (!(targarray[i] in sessions)) expired.push(targarray[i]); } if (expired.length > 0) { logins[lkey].ts = new Date(now); for (var j = 0; j < expired.length; j++) { targarray.splice(targarray.indexOf(expired[j]), 1); } } } } } function login(req, res, formdata) { if (!allowlogin) { sendError(res, 6, null, false); return; } if (!("name" in formdata)) { sendError(res, 2, "Username not given.", false); return; } else if (!("pw" in formdata)) { sendError(res, 2, "Password not given.", false); return; } var username = String(formdata["name"]); var password = String(formdata["pw"]); function checkit(code, signal) { /* Checks the exit status, see sqlickrypt.c for details. */ if (code != 0) { sendError(res, 3); if (code == 1) tslog("Password check failed for user %s", username); else if (code == 2) tslog("Attempted login by nonexistent user %s", username); else tslog("Login failed: sqlickrypt error %d", code); return; } var lkey = randkey(2); while (lkey in logins) lkey = randkey(2); logins[lkey] = {"name": username, "ts": new Date(), "sessions": []}; res.writeHead(200, {'Content-Type': 'application/json'}); var reply = {"t": "l", "k": lkey, "u": username}; res.write(JSON.stringify(reply)); res.end(); tslog("%s has logged in (key %s)", username, lkey); return; } /* Launch the sqlickrypt utility to check the password. */ var pwchecker = child_process.spawn("/bin/sqlickrypt", ["check"]); pwchecker.on("exit", checkit); pwchecker.stdin.end(username + '\n' + password + '\n', "utf8"); return; } function startgame(req, res, formdata) { if (!allowlogin) { sendError(res, 6, null); return; } if (!("key" in formdata)) { sendError(res, 2, "No key given."); return; } else if (!("game" in formdata)) { sendError(res, 2, "No game specified."); return; } var lkey = String(formdata["key"]); if (!(lkey in logins)) { sendError(res, 1, null); return; } else { logins[lkey].ts = new Date(); } var username = logins[lkey].name; var gname = formdata["game"]; // If dims are not given or invalid, the constructor will handle it. var dims = [formdata["h"], formdata["w"]]; if (!(gname in games)) { sendError(res, 2, "No such game: " + gname); tslog("Request for nonexistant game \"%s\"", gname); return; } // A callback to pass to the game-in-progress checker. var launch = function(err, fname) { var nodematch = new RegExp("^" + username + ":node:"); if (fname && (fname.match(nodematch) === null)) { /* It's being played in dgamelaunch. */ sendError(res, 4, null); tslog("%s is already playing %s", username, gname); return; } // Game starting has been approved. var respondlaunch = function(nclient, success) { if (success) { res.writeHead(200, {'Content-Type': 'application/json'}); var reply = {"t": "s", "id": nclient.id, "w": nclient.w, "h": nclient.h, "p": username, "g": gname}; res.write(JSON.stringify(reply)); res.end(); } else { sendError(res, 5, "Failed to open TTY"); tslog("Unable to allocate TTY for %s", gname); } }; if (fname) { for (var cid in clients) { cli = clients[cid]; if ((cli instanceof Player) && cli.session.pname == username && cli.session.game.uname == gname) { cli.reset(); respondlaunch(cli, true); tslog("Game %d has been taken over.", cli.session.sessid); return; } } sendError(res, 7); } else { new Player(gname, lkey, dims, respondlaunch); } }; checkprogress(username, games[gname], launch, []); } function watch(req, res, formdata) { if (!("n" in formdata)) { sendError(res, 2, "Game number not given"); return; } var gamenumber = Number(formdata["n"]); if (!(gamenumber in sessions)) { sendError(res, 7); return; } var session = sessions[gamenumber]; var watch = new Watcher(session); var reply = {"t": "w", "id": watch.id, "w": session.w, "h": session.h, "p": session.pname, "g": session.game.uname}; res.writeHead(200, {'Content-Type': 'application/json'}); res.write(JSON.stringify(reply)); res.end(); tslog("Game %d is being watched (key %s)", gamenumber, watch.id); } /* Sets things up for a new user, like dgamelaunch's commands[register] */ function regsetup(username) { function regsetup_l2(err) { for (var g in games) { fs.mkdir(path.join("/dgldir/ttyrec", username, games[g].uname), 0755); } } fs.mkdir(path.join("/dgldir/userdata", username), 0755); fs.mkdir(path.join("/dgldir/ttyrec/", username), 0755, regsetup_l2); } function register(req, res, formdata) { var uname, passwd, email; if (typeof (formdata.name) != "string" || formdata.name === "") { sendError(res, 2, "No name given."); return; } else uname = formdata["name"]; if (typeof (formdata.pw) != "string" || formdata.pw === "") { sendError(res, 2, "No password given."); return; } else passwd = formdata["pw"]; if (typeof (formdata.email) != "string" || formdata.email === "") { /* E-mail is optional */ email = "nobody@nowhere.not"; } else email = formdata["email"]; function checkreg(code, signal) { if (code === 0) { var lkey = randkey(2); while (lkey in logins) lkey = randkey(2); logins[lkey] = {"name": uname, "ts": new Date(), "sessions": []}; var reply = {"t": "r", "k": lkey, "u": uname}; res.writeHead(200, {'Content-Type': 'application/json'}); res.write(JSON.stringify(reply)); res.end(); tslog("Added new user: %s", uname); regsetup(uname); } else if (code == 4) { sendError(res, 2, "Invalid characters in name or email."); tslog("Attempted registration: %s %s", uname, email); } else if (code == 1) { sendError(res, 2, "Username " + uname + " is already being used."); tslog("Attempted duplicate registration: %s", uname); } else { sendError(res, 0, null); tslog("sqlickrypt register failed with code %d", code); } } var child_adder = child_process.spawn("/bin/sqlickrypt", ["register"]); child_adder.on("exit", checkreg); child_adder.stdin.end(uname + '\n' + passwd + '\n' + email + '\n', "utf8"); return; } /* Ends the game, obviously. Less obviously, stops watching the game if * the client is a Watcher instead of a Player. */ function endgame(client, res) { if (!client.alive) { sendError(res, 7, null, true); return; } client.quit(); // Give things some time to happen. if (client instanceof Player) setTimeout(readFeed, 200, client, res); else readFeed(client, res); return; } function findClient(formdata, playersOnly) { if (typeof(formdata) != "object") return null; if ("id" in formdata) { var id = formdata["id"]; if (id in clients && (!playersOnly || clients[id] instanceof Player)) { return clients[id]; } } return null; } function serveStatic(req, res, fname) { var nname = path.normalize(fname); if (nname == "" || nname == "/") nname = "index.html"; if (nname.match(/\/$/))