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//-- Server side logic. Serves pixel streaming WebRTC-based page, proxies data back to Streamer --//
var express = require('express');
var app = express();
const fs = require('fs');
const path = require('path');
const querystring = require('querystring');
const bodyParser = require('body-parser');
const logging = require('./modules/logging.js');
logging.RegisterConsoleLogger();
// Command line argument --configFile needs to be checked before loading the config, all other command line arguments are dealt with through the config object
const defaultConfig = {
UseFrontend: false,
UseMatchmaker: false,
UseHTTPS: false,
UseAuthentication: false,
LogToFile: true,
HomepageFile: "/www/player.html",
AdditionalRoutes: {},
EnableWebserver: true,
MatchmakerAddress: "",
MatchmakerPort: "9999",
PublicIp: "localhost",
HttpPort: 80,
HttpsPort: 443,
StreamerPort: 8888
};
const argv = require('yargs').argv;
var configFile = (typeof argv.configFile != 'undefined') ? argv.configFile.toString() : path.join(__dirname, 'config.json');
console.log(`configFile ${configFile}`);
const config = require('./modules/config.js').init(configFile, defaultConfig);
if (config.LogToFile) {
logging.RegisterFileLogger('./logs');
}
console.log("Config: " + JSON.stringify(config, null, '\t'));
var http = require('http').Server(app);
if (config.UseHTTPS) {
//HTTPS certificate details
const options = {
key: fs.readFileSync(path.join(__dirname, './certificates/client-key.pem')),
cert: fs.readFileSync(path.join(__dirname, './certificates/client-cert.pem'))
};
var https = require('https').Server(options, app);
}
//If not using authetication then just move on to the next function/middleware
var isAuthenticated = redirectUrl => function (req, res, next) { return next(); }
if (config.UseAuthentication && config.UseHTTPS) {
var passport = require('passport');
require('./modules/authentication').init(app);
// Replace the isAuthenticated with the one setup on passport module
isAuthenticated = passport.authenticationMiddleware ? passport.authenticationMiddleware : isAuthenticated
} else if (config.UseAuthentication && !config.UseHTTPS) {
console.error('Trying to use authentication without using HTTPS, this is not allowed and so authentication will NOT be turned on, please turn on HTTPS to turn on authentication');
}
const helmet = require('helmet');
var hsts = require('hsts');
var net = require('net');
var FRONTEND_WEBSERVER = 'https://localhost';
if (config.UseFrontend) {
var httpPort = 3000;
var httpsPort = 8000;
//Required for self signed certs otherwise just get an error back when sending request to frontend see https://stackoverflow.com/a/35633993
process.env.NODE_TLS_REJECT_UNAUTHORIZED = "0"
const httpsClient = require('./modules/httpsClient.js');
var webRequest = new httpsClient();
} else {
var httpPort = config.HttpPort;
var httpsPort = config.HttpsPort;
}
var streamerPort = config.StreamerPort; // port to listen to Streamer connections
var matchmakerAddress = '127.0.0.1';
var matchmakerPort = 9999;
var matchmakerRetryInterval = 5;
var matchmakerKeepAliveInterval = 30;
var gameSessionId;
var userSessionId;
var serverPublicIp;
// `clientConfig` is send to Streamer and Players
// Example of STUN server setting
// let clientConfig = {peerConnectionOptions: { 'iceServers': [{'urls': ['stun:34.250.222.95:19302']}] }};
var clientConfig = { type: 'config', peerConnectionOptions: {} };
// Parse public server address from command line
// --publicIp <public address>
try {
if (typeof config.PublicIp != 'undefined') {
serverPublicIp = config.PublicIp.toString();
}
if (typeof config.HttpPort != 'undefined') {
httpPort = config.HttpPort;
}
if (typeof config.HttpsPort != 'undefined') {
httpsPort = config.HttpsPort;
}
if (typeof config.StreamerPort != 'undefined') {
streamerPort = config.StreamerPort;
}
if (typeof config.FrontendUrl != 'undefined') {
FRONTEND_WEBSERVER = config.FrontendUrl;
}
if (typeof config.peerConnectionOptions != 'undefined') {
clientConfig.peerConnectionOptions = JSON.parse(config.peerConnectionOptions);
console.log(`peerConnectionOptions = ${JSON.stringify(clientConfig.peerConnectionOptions)}`);
} else {
console.log("No peerConnectionConfig")
}
if (typeof config.MatchmakerAddress != 'undefined') {
matchmakerAddress = config.MatchmakerAddress;
}
if (typeof config.MatchmakerPort != 'undefined') {
matchmakerPort = config.MatchmakerPort;
}
if (typeof config.MatchmakerRetryInterval != 'undefined') {
matchmakerRetryInterval = config.MatchmakerRetryInterval;
}
} catch (e) {
console.error(e);
process.exit(2);
}
if (config.UseHTTPS) {
app.use(helmet());
app.use(hsts({
maxAge: 15552000 // 180 days in seconds
}));
//Setup http -> https redirect
console.log('Redirecting http->https');
app.use(function (req, res, next) {
if (!req.secure) {
if (req.get('Host')) {
var hostAddressParts = req.get('Host').split(':');
var hostAddress = hostAddressParts[0];
if (httpsPort != 443) {
hostAddress = `${hostAddress}:${httpsPort}`;
}
return res.redirect(['https://', hostAddress, req.originalUrl].join(''));
} else {
console.error(`unable to get host name from header. Requestor ${req.ip}, url path: '${req.originalUrl}', available headers ${JSON.stringify(req.headers)}`);
return res.status(400).send('Bad Request');
}
}
next();
});
}
sendGameSessionData();
//Setup the login page if we are using authentication
if(config.UseAuthentication){
if(config.EnableWebserver) {
app.get('/login', function(req, res){
res.sendFile(__dirname + '/login.htm');
});
}
// create application/x-www-form-urlencoded parser
var urlencodedParser = bodyParser.urlencoded({ extended: false })
//login page form data is posted here
app.post('/login',
urlencodedParser,
passport.authenticate('local', { failureRedirect: '/login' }),
function(req, res){
//On success try to redirect to the page that they originally tired to get to, default to '/' if no redirect was found
var redirectTo = req.session.redirectTo ? req.session.redirectTo : '/';
delete req.session.redirectTo;
console.log(`Redirecting to: '${redirectTo}'`);
res.redirect(redirectTo);
}
);
}
if(config.EnableWebserver) {
//Setup folders
app.use(express.static(path.join(__dirname, '/www')))
app.use('/images', express.static(path.join(__dirname, './images')))
app.use('/scripts', [isAuthenticated('/login'),express.static(path.join(__dirname, '/scripts'))]);
app.use('/', [isAuthenticated('/login'), express.static(path.join(__dirname, '/custom_html'))])
}
try {
for (var property in config.AdditionalRoutes) {
if (config.AdditionalRoutes.hasOwnProperty(property)) {
console.log(`Adding additional routes "${property}" -> "${config.AdditionalRoutes[property]}"`)
app.use(property, [isAuthenticated('/login'), express.static(path.join(__dirname, config.AdditionalRoutes[property]))]);
}
}
} catch (err) {
console.error(`reading config.AdditionalRoutes: ${err}`)
}
if(config.EnableWebserver) {
app.get('/', isAuthenticated('/login'), function (req, res) {
homepageFile = (typeof config.HomepageFile != 'undefined' && config.HomepageFile != '') ? config.HomepageFile.toString() : defaultConfig.HomepageFile;
homepageFilePath = path.join(__dirname, homepageFile)
fs.access(homepageFilePath, (err) => {
if (err) {
console.error('Unable to locate file ' + homepageFilePath)
res.status(404).send('Unable to locate file ' + homepageFile);
}
else {
res.sendFile(homepageFilePath);
}
});
});
}
//Setup http and https servers
http.listen(httpPort, function () {
console.logColor(logging.Green, 'Http listening on *: ' + httpPort);
});
if (config.UseHTTPS) {
https.listen(httpsPort, function () {
console.logColor(logging.Green, 'Https listening on *: ' + httpsPort);
});
}
console.logColor(logging.Cyan, `Running Cirrus - The Pixel Streaming reference implementation signalling server for Unreal Engine 4.27.`);
/////////////////////////////////////////////////////////////////////////
// Create Websocket server for UE "streamer" to communicate with Cirrus.
/////////////////////////////////////////////////////////////////////////
let WebSocket = require('ws');
let streamerServerOptions = !config.UseHTTPS ? {} : {
key: fs.readFileSync(path.join(__dirname, './certificates/client-key.pem')),
cert: fs.readFileSync(path.join(__dirname, './certificates/client-cert.pem')) //note this cert must be full chain (i.e. contain domain cert and CA cert)
};
var streamerHttpServer = require(config.UseHTTPS ? 'https' : 'http').Server(streamerServerOptions);
streamerHttpServer.listen(streamerPort);
let streamerServer = new WebSocket.Server({ server: streamerHttpServer, backlog: 1 });
console.logColor(logging.Green, `WebSocket listening to Streamer connections on :${streamerPort}`)
let streamer; // WebSocket connected to Streamer
streamerServer.on('connection', function (ws, req) {
console.logColor(logging.Green, `Streamer connected: ${req.connection.remoteAddress}`);
sendStreamerConnectedToMatchmaker();
ws.on('message', function onStreamerMessage(msg) {
console.logColor(logging.Blue, `<- Streamer: ${msg}`);
try {
msg = JSON.parse(msg);
} catch(err) {
console.error(`cannot parse Streamer message: ${msg}\nError: ${err}`);
streamer.close(1008, 'Cannot parse');
return;
}
try {
if (msg.type == 'ping') {
streamer.send(JSON.stringify({ type: "pong", time: msg.time}));
return;
}
let playerId = msg.playerId;
delete msg.playerId; // no need to send it to the player
// Convert incoming playerId to a string if it is an integer, if needed. (We support receiving it as an int or string).
if(playerId && typeof playerId === 'number')
{
playerId = playerId.toString();
}
let player = players.get(playerId);
if (!player) {
console.log(`dropped message ${msg.type} as the player ${playerId} is not found`);
return;
}
if (msg.type == 'answer') {
player.ws.send(JSON.stringify(msg));
} else if (msg.type == 'iceCandidate') {
player.ws.send(JSON.stringify(msg));
} else if (msg.type == 'disconnectPlayer') {
player.ws.close(1011 /* internal error */, msg.reason);
} else {
console.error(`unsupported Streamer message type: ${msg.type}`);
streamer.close(1008, 'Unsupported message type');
}
} catch(err) {
console.error(`ERROR: ws.on message error: ${err.message}`);
}
});
function onStreamerDisconnected() {
sendStreamerDisconnectedToMatchmaker();
disconnectAllPlayers();
}
ws.on('close', function(code, reason) {
try {
console.error(`streamer disconnected: ${code} - ${reason}`);
onStreamerDisconnected();
} catch(err) {
console.error(`ERROR: ws.on close error: ${err.message}`);
}
});
ws.on('error', function(error) {
try {
console.error(`streamer connection error: ${error}`);
ws.close(1006 /* abnormal closure */, error);
onStreamerDisconnected();
} catch(err) {
console.error(`ERROR: ws.on error: ${err.message}`);
}
});
streamer = ws;
streamer.send(JSON.stringify(clientConfig));
});
//////////////////////////////////////////////////////////////////////////////
// Create Websocket server for players (browsers) to communicate with Cirrus.
//////////////////////////////////////////////////////////////////////////////
let playerServer = new WebSocket.Server({ server: config.UseHTTPS ? https : http});
console.logColor(logging.Green, `WebSocket listening to Players connections on :${httpPort}`)
let players = new Map(); // playerId <-> player, where player is either a web-browser or a native webrtc player
let nextPlayerId = 100;
playerServer.on('connection', function (ws, req) {
// Reject connection if streamer is not connected
if (!streamer || streamer.readyState != 1 /* OPEN */) {
ws.close(1013 /* Try again later */, 'Streamer is not connected');
return;
}
let playerId = (++nextPlayerId).toString();
console.log(`player ${playerId} (${req.connection.remoteAddress}) connected`);
players.set(playerId, { ws: ws, id: playerId });
function sendPlayersCount() {
let playerCountMsg = JSON.stringify({ type: 'playerCount', count: players.size });
for (let p of players.values()) {
p.ws.send(playerCountMsg);
}
}
ws.on('message', function (msg) {
console.logColor(logging.Blue, `<- player ${playerId}: ${msg}`);
try {
msg = JSON.parse(msg);
} catch (err) {
console.error(`Cannot parse player ${playerId} message: ${err}`);
ws.close(1008, 'Cannot parse');
return;
}
if (msg.type == 'offer') {
console.log(`<- player ${playerId}: offer`);
msg.playerId = playerId;
streamer.send(JSON.stringify(msg));
} else if (msg.type == 'iceCandidate') {
console.log(`<- player ${playerId}: iceCandidate`);
msg.playerId = playerId;
streamer.send(JSON.stringify(msg));
} else if (msg.type == 'stats') {
console.log(`<- player ${playerId}: stats\n${msg.data}`);
} else if (msg.type == 'kick') {
let playersCopy = new Map(players);
for (let p of playersCopy.values()) {
if (p.id != playerId) {
console.log(`kicking player ${p.id}`)
p.ws.close(4000, 'kicked');
}
}
} else {
console.error(`<- player ${playerId}: unsupported message type: ${msg.type}`);
ws.close(1008, 'Unsupported message type');
return;
}
});
function onPlayerDisconnected() {
try {
players.delete(playerId);
streamer.send(JSON.stringify({type: 'playerDisconnected', playerId: playerId}));
sendPlayerDisconnectedToFrontend();
sendPlayerDisconnectedToMatchmaker();
sendPlayersCount();
} catch(err) {
console.logColor(loggin.Red, `ERROR:: onPlayerDisconnected error: ${err.message}`);
}
}
ws.on('close', function(code, reason) {
console.logColor(logging.Yellow, `player ${playerId} connection closed: ${code} - ${reason}`);
onPlayerDisconnected();
});
ws.on('error', function(error) {
console.error(`player ${playerId} connection error: ${error}`);
ws.close(1006 /* abnormal closure */, error);
onPlayerDisconnected();
console.logColor(logging.Red, `Trying to reconnect...`);
reconnect();
});
sendPlayerConnectedToFrontend();
sendPlayerConnectedToMatchmaker();
ws.send(JSON.stringify(clientConfig));
sendPlayersCount();
});
function disconnectAllPlayers(code, reason) {
let clone = new Map(players);
for (let player of clone.values()) {
player.ws.close(code, reason);
}
}
/**
* Function that handles the connection to the matchmaker.
*/
if (config.UseMatchmaker) {
var matchmaker = new net.Socket();
matchmaker.on('connect', function() {
console.log(`Cirrus connected to Matchmaker ${matchmakerAddress}:${matchmakerPort}`);
// message.playerConnected is a new variable sent from the SS to help track whether or not a player
// is already connected when a 'connect' message is sent (i.e., reconnect). This happens when the MM
// and the SS get disconnected unexpectedly (was happening often at scale for some reason).
var playerConnected = false;
// Set the playerConnected flag to tell the MM if there is already a player active (i.e., don't send a new one here)
if( players && players.size > 0) {
playerConnected = true;
}
// Add the new playerConnected flag to the message body to the MM
message = {
type: 'connect',
address: typeof serverPublicIp === 'undefined' ? '127.0.0.1' : serverPublicIp,
port: httpPort,
ready: streamer && streamer.readyState === 1,
playerConnected: playerConnected
};
matchmaker.write(JSON.stringify(message));
});
matchmaker.on('error', (err) => {
console.log(`Matchmaker connection error ${JSON.stringify(err)}`);
});
matchmaker.on('end', () => {
console.log('Matchmaker connection ended');
});
matchmaker.on('close', (hadError) => {
console.logColor(logging.Blue, 'Setting Keep Alive to true');
matchmaker.setKeepAlive(true, 60000); // Keeps it alive for 60 seconds
console.log(`Matchmaker connection closed (hadError=${hadError})`);
reconnect();
});
// Attempt to connect to the Matchmaker
function connect() {
matchmaker.connect(matchmakerPort, matchmakerAddress);
}
// Try to reconnect to the Matchmaker after a given period of time
function reconnect() {
console.log(`Try reconnect to Matchmaker in ${matchmakerRetryInterval} seconds`)
setTimeout(function() {
connect();
}, matchmakerRetryInterval * 1000);
}
function registerMMKeepAlive() {
setInterval(function() {
message = {
type: 'ping'
};
matchmaker.write(JSON.stringify(message));
}, matchmakerKeepAliveInterval * 1000);
}
connect();
registerMMKeepAlive();
}
//Keep trying to send gameSessionId in case the server isn't ready yet
function sendGameSessionData() {
//If we are not using the frontend web server don't try and make requests to it
if (!config.UseFrontend)
return;
webRequest.get(`${FRONTEND_WEBSERVER}/server/requestSessionId`,
function (response, body) {
if (response.statusCode === 200) {
gameSessionId = body;
console.log('SessionId: ' + gameSessionId);
}
else {
console.error('Status code: ' + response.statusCode);
console.error(body);
}
},
function (err) {
//Repeatedly try in cases where the connection timed out or never connected
if (err.code === "ECONNRESET") {
//timeout
sendGameSessionData();
} else if (err.code === 'ECONNREFUSED') {
console.error('Frontend server not running, unable to setup game session');
} else {
console.error(err);
}
});
}
function sendUserSessionData(serverPort) {
//If we are not using the frontend web server don't try and make requests to it
if (!config.UseFrontend)
return;
webRequest.get(`${FRONTEND_WEBSERVER}/server/requestUserSessionId?gameSessionId=${gameSessionId}&serverPort=${serverPort}&appName=${querystring.escape(clientConfig.AppName)}&appDescription=${querystring.escape(clientConfig.AppDescription)}${(typeof serverPublicIp === 'undefined' ? '' : '&serverHost=' + serverPublicIp)}`,
function (response, body) {
if (response.statusCode === 410) {
sendUserSessionData(serverPort);
} else if (response.statusCode === 200) {
userSessionId = body;
console.log('UserSessionId: ' + userSessionId);
} else {
console.error('Status code: ' + response.statusCode);
console.error(body);
}
},
function (err) {
//Repeatedly try in cases where the connection timed out or never connected
if (err.code === "ECONNRESET") {
//timeout
sendUserSessionData(serverPort);
} else if (err.code === 'ECONNREFUSED') {
console.error('Frontend server not running, unable to setup user session');
} else {
console.error(err);
}
});
}
function sendServerDisconnect() {
//If we are not using the frontend web server don't try and make requests to it
if (!config.UseFrontend)
return;
try {
webRequest.get(`${FRONTEND_WEBSERVER}/server/serverDisconnected?gameSessionId=${gameSessionId}&appName=${querystring.escape(clientConfig.AppName)}`,
function (response, body) {
if (response.statusCode === 200) {
console.log('serverDisconnected acknowledged by Frontend');
} else {
console.error('Status code: ' + response.statusCode);
console.error(body);
}
},
function (err) {
//Repeatedly try in cases where the connection timed out or never connected
if (err.code === "ECONNRESET") {
//timeout
sendServerDisconnect();
} else if (err.code === 'ECONNREFUSED') {
console.error('Frontend server not running, unable to setup user session');
} else {
console.error(err);
}
});
} catch(err) {
console.logColor(logging.Red, `ERROR::: sendServerDisconnect error: ${err.message}`);
}
}
function sendPlayerConnectedToFrontend() {
//If we are not using the frontend web server don't try and make requests to it
if (!config.UseFrontend)
return;
try {
webRequest.get(`${FRONTEND_WEBSERVER}/server/clientConnected?gameSessionId=${gameSessionId}&appName=${querystring.escape(clientConfig.AppName)}`,
function (response, body) {
if (response.statusCode === 200) {
console.log('clientConnected acknowledged by Frontend');
} else {
console.error('Status code: ' + response.statusCode);
console.error(body);
}
},
function (err) {
//Repeatedly try in cases where the connection timed out or never connected
if (err.code === "ECONNRESET") {
//timeout
sendPlayerConnectedToFrontend();
} else if (err.code === 'ECONNREFUSED') {
console.error('Frontend server not running, unable to setup game session');
} else {
console.error(err);
}
});
} catch(err) {
console.logColor(logging.Red, `ERROR::: sendPlayerConnectedToFrontend error: ${err.message}`);
}
}
function sendPlayerDisconnectedToFrontend() {
//If we are not using the frontend web server don't try and make requests to it
if (!config.UseFrontend)
return;
try {
webRequest.get(`${FRONTEND_WEBSERVER}/server/clientDisconnected?gameSessionId=${gameSessionId}&appName=${querystring.escape(clientConfig.AppName)}`,
function (response, body) {
if (response.statusCode === 200) {
console.log('clientDisconnected acknowledged by Frontend');
}
else {
console.error('Status code: ' + response.statusCode);
console.error(body);
}
},
function (err) {
//Repeatedly try in cases where the connection timed out or never connected
if (err.code === "ECONNRESET") {
//timeout
sendPlayerDisconnectedToFrontend();
} else if (err.code === 'ECONNREFUSED') {
console.error('Frontend server not running, unable to setup game session');
} else {
console.error(err);
}
});
} catch(err) {
console.logColor(logging.Red, `ERROR::: sendPlayerDisconnectedToFrontend error: ${err.message}`);
}
}
function sendStreamerConnectedToMatchmaker() {
if (!config.UseMatchmaker)
return;
try {
message = {
type: 'streamerConnected'
};
matchmaker.write(JSON.stringify(message));
} catch (err) {
console.logColor(logging.Red, `ERROR sending streamerConnected: ${err.message}`);
}
}
function sendStreamerDisconnectedToMatchmaker() {
if (!config.UseMatchmaker)
{
return;
}
try {
message = {
type: 'streamerDisconnected'
};
matchmaker.write(JSON.stringify(message));
} catch (err) {
console.logColor(logging.Red, `ERROR sending streamerDisconnected: ${err.message}`);
}
}
// The Matchmaker will not re-direct clients to this Cirrus server if any client
// is connected.
function sendPlayerConnectedToMatchmaker() {
if (!config.UseMatchmaker)
return;
try {
message = {
type: 'clientConnected'
};
matchmaker.write(JSON.stringify(message));
} catch (err) {
console.logColor(logging.Red, `ERROR sending clientConnected: ${err.message}`);
}
}
// The Matchmaker is interested when nobody is connected to a Cirrus server
// because then it can re-direct clients to this re-cycled Cirrus server.
function sendPlayerDisconnectedToMatchmaker() {
if (!config.UseMatchmaker)
return;
try {
message = {
type: 'clientDisconnected'
};
matchmaker.write(JSON.stringify(message));
} catch (err) {
console.logColor(logging.Red, `ERROR sending clientDisconnected: ${err.message}`);
}
}
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