Mercurial > hg > rlgwebd
changeset 55:96815eae4ebe
RLG-Web: make multiple watchers possible.
Split the TermSession class into the new TermSession, which handles the
PTY, and client classes, which handle HTTP sessions. These are Player
and Watcher. This allows multiple watchers per game, and other
improvements.
| author | John "Elwin" Edwards <elwin@sdf.org> |
|---|---|
| date | Mon, 18 Jun 2012 13:43:51 -0700 |
| parents | de01aafd4dd6 |
| children | 7f3ca16409fe |
| files | rlgterm.js rlgwebd.js |
| diffstat | 2 files changed, 303 insertions(+), 225 deletions(-) [+] |
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line diff
--- a/rlgterm.js Fri Jun 15 16:23:57 2012 -0700 +++ b/rlgterm.js Mon Jun 18 13:43:51 2012 -0700 @@ -151,60 +151,61 @@ * All non-special responseTexts should be handed directly to this function. */ function processMsg(msg) { - var msgDict; + var msgDicts; var havedata = null; // eventual return value try { - msgDict = JSON.parse(msg); + msgDicts = JSON.parse(msg); } catch (e) { if (e instanceof SyntaxError) return null; } - if (!msgDict.t) - return null; - else if (msgDict.t == "E") { - if (msgDict.c == 1 || msgDict.c == 6 || msgDict.c == 7) { - gameover(); - if (msgDict.c == 1) { - logout(); + if (msgDicts.length === 0) + return false; + for (var j = 0; j < msgDicts.length; j++) { + if (!msgDicts[j].t) + continue; + else if (msgDicts[j].t == "E") { + if (msgDicts[j].c == 1 || msgDicts[j].c == 6 || msgDicts[j].c == 7) { + gameover(); + if (msgDicts[j].c == 1) { + logout(); + } } + debug(1, "Server error: " + msgDicts[j].s); } - debug(1, "Server error: " + msgDict.s); - } - else if (msgDict.t == "n") { - havedata = false; - } - // A data message - else if (msgDict.t == "d"){ - if (msgDict.n === nrecv) { - writeData(msgDict.d); - nrecv++; - /* Process anything in the queue that's now ready. */ - var next; - while ((next = msgQ.shift()) !== undefined) { - writeData(next.d); + // A data message + else if (msgDicts[j].t == "d") { + if (msgDicts[j].n === nrecv) { + writeData(msgDicts[j].d); nrecv++; + /* Process anything in the queue that's now ready. */ + var next; + while ((next = msgQ.shift()) !== undefined) { + writeData(next.d); + nrecv++; + } } + else if (msgDicts[j].n > nrecv) { + /* The current message comes after one still missing. Queue this one + * for later use. */ + debug(1, "Got packet " + msgDicts[j].n + ", expected " + nrecv); + msgQ[msgDicts[j].n - nrecv - 1] = msgDicts[j]; + } + else { + /* This message's number was encountered previously. */ + debug(1, "Discarding packet " + msgDicts[j].n + ", expected " + nrecv); + } + havedata = true; } - else if (msgDict.n > nrecv) { - /* The current message comes after one still missing. Queue this one - * for later use. */ - debug(1, "Got packet " + msgDict.n + ", expected " + nrecv); - msgQ[msgDict.n - nrecv - 1] = msgDict; + else if (msgDicts[j].t == "T") { + setTitle(msgDicts[j].d); + } + else if (msgDicts[j].t == "q") { + gameover(); } else { - /* This message's number was encountered previously. */ - debug(1, "Discarding packet " + msgDict.n + ", expected " + nrecv); + debug(1, "Unrecognized server message " + msg); } - havedata = true; - } - else if (msgDict.t == "T") { - setTitle(msgDict.d); - } - else if (msgDict.t == "q") { - gameover(); - } - else { - debug(1, "Unrecognized server message " + msg); } return havedata; } @@ -488,7 +489,7 @@ if (req.readyState != 4 || req.status != 200) return; var reply = JSON.parse(req.responseText); - if (reply.t == 'l') { + if (reply.t == 's') { /* Success */ termemu.sessid = reply.id; termemu.resize(reply.h, reply.w);
--- a/rlgwebd.js Fri Jun 15 16:23:57 2012 -0700 +++ b/rlgwebd.js Mon Jun 18 13:43:51 2012 -0700 @@ -7,6 +7,7 @@ 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")); @@ -52,39 +53,46 @@ /* Global state */ var logins = {}; var sessions = {}; +var clients = {}; var allowlogin = true; +var nextsession = 0; -/* Constructor for TermSessions. Note that it opens the terminal and - * adds itself to the sessions dict. It currently assumes the user has - * been authenticated. +/* 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: exitcode, signal */ -/* TODO take a callback, or emit success/err events. */ -function TermSession(game, user, dims, lkey) { - /* First make sure starting the game will work. */ +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 { - // TODO: throw an exception instead - return null; + this.emit('open', false); + return; } - this.player = String(user); - this.key = lkey; - /* This order seems to best avoid race conditions... */ - this.alive = false; - // A kludge until TermSession is rewritten to handle real watching. - this.sendq = false; - this.sessid = randkey(2); - while (this.sessid in sessions) { - this.sessid = randkey(2); + 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; - /* State for messaging. */ - this.nsend = 0; - this.nrecv = 0; - this.msgQ = [] - this.Qtimeout = null; /* Set up the sizes. */ this.w = Math.floor(Number(dims[1])); if (!(this.w > 0 && this.w < 256)) @@ -98,22 +106,21 @@ childenv[key] = process.env[key]; } childenv["PTYHELPER"] = String(this.h) + "x" + String(this.w); - /* TODO handle tty-opening errors */ - /* TODO make argument-finding into a method */ - args = [this.game.path, "-n", user.toString()]; + args = [this.game.path, "-n", this.pname]; this.child = child_process.spawn("/bin/ptyhelper", args, {"env": childenv}); - var ss = this; - this.alive = true; - this.data = []; + this.emit('open', true); /* Set up the lockfile and ttyrec */ var ts = timestamp(); var progressdir = "/dgldir/inprogress-" + this.game.uname; - this.lock = path.join(progressdir, this.player + ":node:" + ts + ".ttyrec"); + this.lock = path.join(progressdir, this.pname + ":node:" + ts + ".ttyrec"); var lmsg = this.child.pid.toString() + '\n' + this.w + '\n' + this.h + '\n'; fs.writeFile(this.lock, lmsg, "utf8"); - var ttyrec = path.join("/dgldir/ttyrec", this.player, this.game.uname, + var ttyrec = path.join("/dgldir/ttyrec", this.pname, this.game.uname, ts + ".ttyrec"); this.record = fs.createWriteStream(ttyrec, { mode: 0664 }); + logins[lkey].sessions.push(this.sessid); + tslog("%s playing %s (index %d, pid %d)", this.pname, this.game.uname, + this.sessid, this.child.pid); /* END setup */ function ttyrec_chunk(buf) { var ts = new Date(); @@ -123,115 +130,180 @@ chunk.writeUInt32LE(1000 * (ts.getTime() % 1000), 4); chunk.writeUInt32LE(buf.length, 8); buf.copy(chunk, 12); - ss.data.push(chunk); ss.record.write(chunk); + ss.emit('data', buf); } this.child.stdout.on("data", ttyrec_chunk); this.child.stderr.on("data", ttyrec_chunk); + this.write = function(data) { + this.child.stdin.write(data); + }; this.child.on("exit", function (code, signal) { - ss.exitcode = (code != null ? code : 255); - ss.alive = false; fs.unlink(ss.lock); - /* Wait for all the data to get collected */ - setTimeout(ss.cleanup, 1000); + ss.record.end(); + ss.emit('exit', code, signal); + var id = ss.sessid; + delete sessions[id]; + tslog("Session %s ended.", id); }); + this.close = function () { + this.child.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; + function dataH(buf) { + var reply = {}; + reply.t = "d"; + reply.n = ss.nsend++; + reply.d = buf.toString("hex"); + ss.sendQ.push(reply); + } + function exitH(code, signal) { + 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. */
