FIX: remove the ping and pong overrides server side in favor of and idleTimeout and added a manual ping client side

This commit is contained in:
kharhamel 2020-11-10 18:26:46 +01:00
parent 5a1147866c
commit 9b64a970b5
7 changed files with 14 additions and 39 deletions

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@ -20,9 +20,9 @@ import {parse} from "query-string";
import {jwtTokenManager} from "../Services/JWTTokenManager";
import {adminApi, CharacterTexture, FetchMemberDataByUuidResponse} from "../Services/AdminApi";
import {SocketManager, socketManager} from "../Services/SocketManager";
import {emitInBatch, pongMaxInterval, refresLogoutTimerOnPong, resetPing} from "../Services/IoSocketHelpers";
import {emitInBatch} from "../Services/IoSocketHelpers";
import {clientEventsEmitter} from "../Services/ClientEventsEmitter";
import {ADMIN_API_TOKEN, ADMIN_API_URL} from "../Enum/EnvironmentVariable";
import {ADMIN_API_TOKEN, ADMIN_API_URL, SOCKET_IDLE_TIMER} from "../Enum/EnvironmentVariable";
export class IoSocketController {
private nextUserId: number = 1;
@ -110,6 +110,7 @@ export class IoSocketController {
this.app.ws('/room', {
/* Options */
//compression: uWS.SHARED_COMPRESSOR,
idleTimeout: SOCKET_IDLE_TIMER,
maxPayloadLength: 16 * 1024 * 1024,
maxBackpressure: 65536, // Maximum 64kB of data in the buffer.
//idleTimeout: 10,
@ -239,8 +240,6 @@ export class IoSocketController {
// Let's join the room
const client = this.initClient(ws); //todo: into the upgrade instead?
socketManager.handleJoinRoom(client);
resetPing(client);
refresLogoutTimerOnPong(ws as ExSocketInterface);
//get data information and show messages
if (ADMIN_API_URL) {
@ -293,9 +292,6 @@ export class IoSocketController {
drain: (ws) => {
console.log('WebSocket backpressure: ' + ws.getBufferedAmount());
},
pong(ws) {
refresLogoutTimerOnPong(ws as ExSocketInterface);
},
close: (ws, code, message) => {
const Client = (ws as ExSocketInterface);
try {

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@ -10,7 +10,7 @@ const CPU_OVERHEAT_THRESHOLD = Number(process.env.CPU_OVERHEAT_THRESHOLD) || 80;
const JITSI_URL : string|undefined = (process.env.JITSI_URL === '') ? undefined : process.env.JITSI_URL;
const JITSI_ISS = process.env.JITSI_ISS || '';
const SECRET_JITSI_KEY = process.env.SECRET_JITSI_KEY || '';
const DEV_MODE = process.env.DEV_MODE || false;
export const SOCKET_IDLE_TIMER = parseInt(process.env.SOCKET_IDLE_TIMER as string) || 30; // maximum time (in second) without activity before a socket is closed
export {
SECRET_KEY,
@ -22,7 +22,6 @@ export {
GROUP_RADIUS,
ALLOW_ARTILLERY,
CPU_OVERHEAT_THRESHOLD,
DEV_MODE,
JITSI_URL,
JITSI_ISS,
SECRET_JITSI_KEY

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@ -25,8 +25,6 @@ export interface ExSocketInterface extends WebSocket, Identificable {
emitInBatch: (payload: SubMessage) => void;
batchedMessages: BatchMessage;
batchTimeout: NodeJS.Timeout|null;
pingTimeout: NodeJS.Timeout|null;
pongTimeout: NodeJS.Timeout|null;
disconnecting: boolean,
tags: string[],
textures: CharacterTexture[],

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@ -1,6 +1,5 @@
import {ExSocketInterface} from "_Model/Websocket/ExSocketInterface";
import {BatchMessage, ErrorMessage, ServerToClientMessage, SubMessage} from "../Messages/generated/messages_pb";
import {DEV_MODE} from "../Enum/EnvironmentVariable";
export function emitInBatch(socket: ExSocketInterface, payload: SubMessage): void {
socket.batchedMessages.addPayload(payload);
@ -19,22 +18,6 @@ export function emitInBatch(socket: ExSocketInterface, payload: SubMessage): voi
socket.batchTimeout = null;
}, 100);
}
// If we send a message, we don't need to keep the connection alive
resetPing(socket);
}
export function resetPing(ws: ExSocketInterface): void {
if (ws.pingTimeout) {
clearTimeout(ws.pingTimeout);
}
ws.pingTimeout = setTimeout(() => {
if (ws.disconnecting) {
return;
}
ws.ping();
resetPing(ws);
}, 29000);
}
export function emitError(Client: ExSocketInterface, message: string): void {
@ -50,12 +33,3 @@ export function emitError(Client: ExSocketInterface, message: string): void {
console.warn(message);
}
export const pongMaxInterval = 30000; // the maximum duration (in ms) between pongs before we shutdown the connexion.
export function refresLogoutTimerOnPong(ws: ExSocketInterface): void {
if (DEV_MODE) return; //this feature is disabled in dev mode as it clashes with live reload.
if(ws.pongTimeout) clearTimeout(ws.pongTimeout);
ws.pongTimeout = setTimeout(() => {
ws.close();
}, pongMaxInterval);
}

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@ -78,7 +78,6 @@ services:
ADMIN_API_TOKEN: "$ADMIN_API_TOKEN"
JITSI_URL: $JITSI_URL
JITSI_ISS: $JITSI_ISS
DEV_MODE: "1"
volumes:
- ./back:/usr/src/app
labels:

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@ -26,6 +26,7 @@ import {
QueryJitsiJwtMessage,
SendJitsiJwtMessage,
CharacterLayerMessage,
PingMessage,
SendUserMessage
} from "../Messages/generated/messages_pb"
@ -42,6 +43,8 @@ import {
} from "./ConnexionModels";
import {BodyResourceDescriptionInterface} from "../Phaser/Entity/body_character";
const manualPingDelay = 20000;
export class RoomConnection implements RoomConnection {
private readonly socket: WebSocket;
private userId: number|null = null;
@ -84,7 +87,9 @@ export class RoomConnection implements RoomConnection {
this.socket.binaryType = 'arraybuffer';
this.socket.onopen = (ev) => {
//console.log('WS connected');
//we manually ping every 20s to not be logged out by the server, even when the game is in background.
const pingMessage = new PingMessage();
setInterval(() => this.socket.send(pingMessage.serializeBinary().buffer), manualPingDelay);
};
this.socket.onmessage = (messageEvent) => {

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@ -38,6 +38,10 @@ message CharacterLayerMessage {
/*********** CLIENT TO SERVER MESSAGES *************/
message PingMessage {
}
message SetPlayerDetailsMessage {
string name = 1;
repeated string characterLayers = 2;