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server.go
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package codenames
import (
"crypto/subtle"
"encoding/json"
"html/template"
"io"
"log"
"net/http"
"net/http/pprof"
"os"
"sort"
"strings"
"sync"
"time"
"github.com/jbowens/dictionary"
)
var closed chan struct{}
func init() {
closed = make(chan struct{})
close(closed)
}
type Server struct {
Server http.Server
Store Store
tpl *template.Template
gameIDWords []string
mu sync.Mutex
games map[string]*GameHandle
defaultWords []string
mux *http.ServeMux
}
type Store interface {
Save(*Game) error
}
type GameHandle struct {
store Store
mu sync.Mutex
updated chan struct{}
marshaled []byte
g *Game
}
func newHandle(g *Game, s Store) *GameHandle {
gh := &GameHandle{store: s, g: g, updated: make(chan struct{})}
err := s.Save(g)
if err != nil {
log.Printf("Unable to write updated game %q to disk: %s\n", gh.g.ID, err)
}
return gh
}
func (gh *GameHandle) update(fn func(*Game)) {
gh.mu.Lock()
defer gh.mu.Unlock()
fn(gh.g)
gh.marshaled = nil
ch := gh.updated
gh.updated = make(chan struct{})
// write the updated game to disk
err := gh.store.Save(gh.g)
if err != nil {
log.Printf("Unable to write updated game %q to disk: %s\n", gh.g.ID, err)
}
close(ch)
}
func (gh *GameHandle) gameStateChanged(stateID *string) <-chan struct{} {
if stateID == nil {
return closed
}
gh.mu.Lock()
defer gh.mu.Unlock()
if gh.g.GameState.ID() != *stateID {
return closed
}
return gh.updated
}
// MarshalJSON implements the encoding/json.Marshaler interface.
// It caches a marshalled value of the game object.
func (gh *GameHandle) MarshalJSON() ([]byte, error) {
gh.mu.Lock()
defer gh.mu.Unlock()
var err error
if gh.marshaled == nil {
gh.marshaled, err = json.Marshal(struct {
*Game
StateID string `json:"state_id"`
}{gh.g, gh.g.GameState.ID()})
}
return gh.marshaled, err
}
func (s *Server) getGame(gameID string) (*GameHandle, bool) {
s.mu.Lock()
defer s.mu.Unlock()
return s.getGameLocked(gameID)
}
func (s *Server) getGameLocked(gameID string) (*GameHandle, bool) {
gh, ok := s.games[gameID]
if ok {
return gh, ok
}
gh = newHandle(newGame(gameID, randomState(s.defaultWords)), s.Store)
s.games[gameID] = gh
return gh, true
}
// POST /game-state
func (s *Server) handleGameState(rw http.ResponseWriter, req *http.Request) {
var body struct {
GameID string `json:"game_id"`
StateID *string `json:"state_id"`
}
err := json.NewDecoder(req.Body).Decode(&body)
if err != nil {
http.Error(rw, "Error decoding request body", 400)
return
}
s.mu.Lock()
gh, ok := s.getGameLocked(body.GameID)
if !ok {
gh = newHandle(newGame(body.GameID, randomState(s.defaultWords)), s.Store)
s.games[body.GameID] = gh
s.mu.Unlock()
writeGame(rw, gh)
return
}
s.mu.Unlock()
select {
case <-req.Context().Done():
return
case <-time.After(15 * time.Second):
writeGame(rw, gh)
case <-gh.gameStateChanged(body.StateID):
writeGame(rw, gh)
}
}
// POST /guess
func (s *Server) handleGuess(rw http.ResponseWriter, req *http.Request) {
var request struct {
GameID string `json:"game_id"`
Index int `json:"index"`
}
decoder := json.NewDecoder(req.Body)
if err := decoder.Decode(&request); err != nil {
http.Error(rw, "Error decoding", 400)
return
}
gh, ok := s.getGame(request.GameID)
if !ok {
http.Error(rw, "No such game", 404)
return
}
var err error
gh.update(func(g *Game) {
err = g.Guess(request.Index)
})
if err != nil {
http.Error(rw, err.Error(), 400)
return
}
writeGame(rw, gh)
}
// POST /end-turn
func (s *Server) handleEndTurn(rw http.ResponseWriter, req *http.Request) {
var request struct {
GameID string `json:"game_id"`
}
decoder := json.NewDecoder(req.Body)
if err := decoder.Decode(&request); err != nil {
http.Error(rw, "Error decoding", 400)
return
}
gh, ok := s.getGame(request.GameID)
if !ok {
http.Error(rw, "No such game", 404)
return
}
var err error
gh.update(func(g *Game) {
err = g.NextTurn()
})
if err != nil {
http.Error(rw, err.Error(), 400)
return
}
writeGame(rw, gh)
}
func (s *Server) handleNextGame(rw http.ResponseWriter, req *http.Request) {
var request struct {
GameID string `json:"game_id"`
WordSet []string `json:"word_set"`
CreateNew bool `json:"create_new"`
}
if err := json.NewDecoder(req.Body).Decode(&request); err != nil {
http.Error(rw, "Error decoding", 400)
return
}
wordSet := map[string]bool{}
for _, w := range request.WordSet {
wordSet[strings.TrimSpace(strings.ToUpper(w))] = true
}
if len(wordSet) > 0 && len(wordSet) < 25 {
http.Error(rw, "Need at least 25 words", 400)
return
}
var gh *GameHandle
func() {
s.mu.Lock()
defer s.mu.Unlock()
words := s.defaultWords
if len(wordSet) > 0 {
words = nil
for w := range wordSet {
words = append(words, w)
}
sort.Strings(words)
}
var ok bool
gh, ok = s.games[request.GameID]
if !ok {
// no game exists, create for the first time
gh = newHandle(newGame(request.GameID, randomState(words)), s.Store)
s.games[request.GameID] = gh
} else if request.CreateNew {
nextState := nextGameState(gh.g.GameState)
gh = newHandle(newGame(request.GameID, nextState), s.Store)
s.games[request.GameID] = gh
}
}()
writeGame(rw, gh)
}
type statsResponse struct {
GamesTotal int `json:"games_total"`
GamesInProgress int `json:"games_in_progress"`
GamesCreatedOneHour int `json:"games_created_1h"`
}
func (s *Server) handleStats(rw http.ResponseWriter, req *http.Request) {
hourAgo := time.Now().Add(-time.Hour)
s.mu.Lock()
defer s.mu.Unlock()
var inProgress, createdWithinAnHour int
for _, gh := range s.games {
gh.mu.Lock()
if gh.g.WinningTeam == nil && gh.g.anyRevealed() {
inProgress++
}
if hourAgo.Before(gh.g.CreatedAt) {
createdWithinAnHour++
}
gh.mu.Unlock()
}
writeJSON(rw, statsResponse{
GamesTotal: len(s.games),
GamesInProgress: inProgress,
GamesCreatedOneHour: createdWithinAnHour,
})
}
func (s *Server) cleanupOldGames() {
s.mu.Lock()
defer s.mu.Unlock()
for id, gh := range s.games {
gh.mu.Lock()
if gh.g.WinningTeam != nil && gh.g.CreatedAt.Add(3*time.Hour).Before(time.Now()) {
delete(s.games, id)
log.Printf("Removed completed game %s\n", id)
} else if gh.g.CreatedAt.Add(12 * time.Hour).Before(time.Now()) {
delete(s.games, id)
log.Printf("Removed expired game %s\n", id)
}
gh.mu.Unlock()
}
}
func (s *Server) Start(games map[string]*Game) error {
gameIDs, err := dictionary.Load("assets/game-id-words.txt")
if err != nil {
return err
}
d, err := dictionary.Load("assets/original.txt")
if err != nil {
return err
}
s.tpl, err = template.New("index").Parse(tpl)
if err != nil {
return err
}
s.mux = http.NewServeMux()
s.mux.HandleFunc("/stats", s.handleStats)
s.mux.HandleFunc("/next-game", s.handleNextGame)
s.mux.HandleFunc("/end-turn", s.handleEndTurn)
s.mux.HandleFunc("/guess", s.handleGuess)
s.mux.HandleFunc("/game-state", s.handleGameState)
s.mux.Handle("/static/", http.StripPrefix("/static/", http.FileServer(http.Dir("frontend/dist"))))
s.mux.HandleFunc("/", s.handleIndex)
gameIDs = dictionary.Filter(gameIDs, func(s string) bool { return len(s) > 3 })
s.gameIDWords = gameIDs.Words()
s.games = make(map[string]*GameHandle)
s.defaultWords = d.Words()
sort.Strings(s.defaultWords)
s.Server.Handler = withPProfHandler(s.mux)
if s.Store == nil {
s.Store = discardStore{}
}
if games != nil {
for _, g := range games {
s.games[g.ID] = newHandle(g, s.Store)
}
}
go func() {
for range time.Tick(10 * time.Minute) {
s.cleanupOldGames()
}
}()
return s.Server.ListenAndServe()
}
func withPProfHandler(next http.Handler) http.Handler {
mux := http.NewServeMux()
mux.HandleFunc("/debug/pprof/", pprof.Index)
mux.HandleFunc("/debug/pprof/cmdline", pprof.Cmdline)
mux.HandleFunc("/debug/pprof/profile", pprof.Profile)
mux.HandleFunc("/debug/pprof/symbol", pprof.Symbol)
mux.HandleFunc("/debug/pprof/trace", pprof.Trace)
pprofHandler := basicAuth(mux, os.Getenv("PPROFPW"), "admin")
return http.HandlerFunc(func(rw http.ResponseWriter, req *http.Request) {
if strings.HasPrefix(req.URL.Path, "/debug/pprof") {
pprofHandler.ServeHTTP(rw, req)
return
}
next.ServeHTTP(rw, req)
})
}
func basicAuth(handler http.Handler, password, realm string) http.Handler {
p := []byte(password)
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
_, pass, ok := r.BasicAuth()
if !ok || subtle.ConstantTimeCompare([]byte(pass), p) != 1 {
w.Header().Set("WWW-Authenticate", `Basic realm="`+realm+`"`)
w.WriteHeader(401)
io.WriteString(w, "Unauthorized\n")
return
}
handler.ServeHTTP(w, r)
})
}
func writeGame(rw http.ResponseWriter, gh *GameHandle) {
writeJSON(rw, gh)
}
func writeJSON(rw http.ResponseWriter, resp interface{}) {
j, err := json.Marshal(resp)
if err != nil {
http.Error(rw, "unable to marshal response: "+err.Error(), 500)
return
}
rw.Header().Set("Content-Type", "application/json")
rw.Write(j)
}