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#!/usr/bin/env node
/* jshint esnext: true */
var request = require("request-promise");
var pg = require("pg").native;
var Pool = pg.Pool;
var db_config_raw = {
user: process.env.POSTGRESQL_SOURCE_USER || "vainraw",
password: process.env.POSTGRESQL_SOURCE_PASSWORD || "vainraw",
host: process.env.POSTGRESQL_SOURCE_HOST || "localhost",
database: process.env.POSTGRESQL_SOURCE_DB || "vainsocial-raw",
port: process.env.POSTGRESQL_SOURCE_PORT || 5433,
min: 2,
max: 10
};
var db_config_web = {
user: process.env.POSTGRESQL_DEST_USER || "vainweb",
password: process.env.POSTGRESQL_DEST_PASSWORD || "vainweb",
host: process.env.POSTGRESQL_DEST_HOST || "localhost",
database: process.env.POSTGRESQL_DEST_DB || "vainsocial-web",
port: process.env.POSTGRESQL_DEST_PORT || 5432,
min: 4,
max: 10
};
var pool_raw = new Pool(db_config_raw);
var pool_web = new Pool(db_config_web);
var app = require("express")();
var http = require("http").Server(app);
var io = require("socket.io")(http);
var APITOKEN = process.env.VAINSOCIAL_APITOKEN;
if (APITOKEN == undefined) throw "Need a valid API token!";
http.listen(8080);
function sleep(ms) {
return new Promise(resolve => {
setTimeout(resolve, ms)
});
}
/* API helper */
/* search for player name across all shards */
async function api_playerByAttr(attr, val) {
var regions = ["na", "eu", "sg", "sa", "ea"],
finds = [],
filter = "filter[" + attr + "]";
for (let region of regions) {
var options = {
uri: "https://api.dc01.gamelockerapp.com/shards/" + region + "/players",
headers: {
"X-Title-Id": "semc-vainglory",
"Authorization": APITOKEN
},
qs: {},
json: true,
gzip: true
};
options.qs[filter] = val;
retry = true;
while (retry) {
try {
res = await request(options);
finds.push({
"region": res.data[0].attributes.shardId,
"id": res.data[0].id,
"name": res.data[0].attributes.name,
"last_update": res.data[0].attributes.createdAt,
"source": "api"
});
retry = false;
} catch (err) {
if (err.statusCode == 429) {
await sleep(100);
retry = true;
} else if (err.statusCode == 404) {
retry = false;
} else {
console.error(err);
retry = false;
}
// TODO
}
}
}
if (finds.length == 0)
return undefined;
// due to an API bug, many players are also present in NA
// TODO: get history for all regions in case of region transfer
finds.sort((a, b) => { return a.last_update < b.last_update; });
return finds[0];
}
async function api_playerByName(name) {
return await api_playerByAttr("playerNames", name);
}
async function api_playerById(id) {
return await api_playerByAttr("playerIds", id);
}
/* DB helper */
/* retry until no serialization error */
async function db_serialized(con, query, data) {
var commit_success = false,
res;
do {
/* transaction begin */
try {
await con.query("BEGIN");
await con.query("SET TRANSACTION ISOLATION LEVEL SERIALIZABLE");
res = await con.query(query, data);
await con.query("COMMIT");
commit_success = true;
} catch (err) {
await con.query("ROLLBACK");
// serialization error - expected, else rethrow
console.error(err);
if (err.sqlState != "40001") throw err;
// important! with pg, it is err.code,
// with pg-native, it is err.sqlState
console.log("serialization error, retrying");
}
/* transaction end */
} while (!commit_success);
return res;
}
/* find player by id or by name in db */
async function db_playerByAttr(attr, val) {
var web = await pool_web.connect(),
player = await web.query(`
SELECT name, api_id, shard_id, last_match_created_date
FROM player WHERE ` + attr + `=$1
`, [val]);
web.release();
if (player.rows.length > 0) {
return {
"name": player.rows[0].name,
"id": player.rows[0].api_id,
"region": player.rows[0].shard_id,
"last_update": player.rows[0].last_match_created_date,
"source": "db"
};
}
return undefined;
}
async function db_playerByName(name) {
return await db_playerByAttr("name", name);
}
async function db_playerById(id) {
return await db_playerByAttr("api_id", id);
}
/* returns a player by name from db or API */
async function playerByName(name) {
var player = await db_playerByName(name);
if (player != undefined) return player;
console.log("player '" + name + "' not found in db");
player = await api_playerByName(name);
if (player != undefined) return player;
console.log("player '" + name + "' not found in API");
return undefined;
}
/* returns a player by id from db or API */
async function playerById(id) {
var player = await db_playerById(id);
if (player != undefined) return player;
console.log("player with id '" + name + "' not found in db");
player = await api_playerById(id);
if (player != undefined) return player;
console.log("player with id '" + name + "' not found in API");
return undefined;
}
/* returns true if a player has pending jobs */
async function anyJobsRunningFor(con, name, id) {
result = await con.query(`
SELECT COUNT(*)>0 AS jobs_running FROM jobs
WHERE
(
(type='grab' AND payload->'params'->>'filter[playerNames]'=$1) OR
(type='process' AND payload->>'playername'=$1) OR
(type='compile' AND payload->>'type'='player' AND payload->>'id'=$2)
) AND status<>'finished' AND status<>'failed'
`, [name, id]); // TODO improve dependency tracking
console.log("jobs running for %s: %s", name, result.rows[0].jobs_running);
return result.rows[0].jobs_running;
}
/* update request helpers */
/* upsert a job */
async function upsertGrabjob(payload) {
var raw = await pool_raw.connect(),
job, jobs_running;
jobs_running = await anyJobsRunningFor(raw,
payload.params["filter[playerNames]"],
payload.params["filter[playerIds]"])
if (!jobs_running) {
// this job is currently not running, insert it
job = await db_serialized(raw, `
INSERT INTO jobs(type, payload, priority)
VALUES('grab', $1, 0)
RETURNING id
`, [payload]);
// wake apigrabber up
await raw.query(`NOTIFY grab_open`);
console.log("job requested: '%j'", payload);
}
raw.release();
}
async function playerRequestUpdate(name, id) {
if (name == undefined && id == undefined) // fail hard and die
throw "playerRequestUpdate needs either name or id";
var player;
if (id != undefined) // prefer id over name
player = await playerById(id);
else
player = await playerByName(name);
if (player == undefined)
return undefined;
console.log("updating player '%j'", player);
// if last_update is from our db, use it as a start, else get the whole history
if (player.source == "api" || player.last_update == undefined)
player.last_update = new Date(value=0); // forever ago
/* comment out on shutter's machine
if (player.source == "db")
player.last_update.setMinutes(player.last_update.getMinutes() - new Date().getTimezoneOffset()); // TODO workaround for my broken db schema
*/
// add 1s, because createdAt-start <= x <= createdAt-end
// so without the +1s, we'd always get the last_match_created_date match back
player.last_update.setSeconds(player.last_update.getSeconds() + 1);
var timedelta_minutes = ((new Date()) - player.last_update) / 1000 / 60;
if (timedelta_minutes < 30) {
console.log("player '" + player.name + "' update skipped");
return;
}
var payload = {
"region": player.region,
"params": {
"filter[playerIds]": player.id,
"filter[playerNames]": player.name, // TODO remove in 2.0 - backwards compat
"filter[createdAt-start]": player.last_update.toISOString(),
"filter[gameMode]": "casual,ranked"
}
};
upsertGrabjob(payload); // TODO do something with response?
return player;
}
async function playerRequestUpdateByName(name) {
return await playerRequestUpdate(name, undefined);
}
async function playerRequestUpdateById(id) {
return await playerRequestUpdate(undefined, id);
}
/* routes */
/* request a grab job */
app.get("/api/player/name/:name", async (req, res) => {
player = await playerRequestUpdateByName(req.params.name);
if (player == undefined) res.sendStatus(404);
else res.json(player);
});
app.get("/api/player/id/:id", async (req, res) => {
player = await playerRequestUpdateById(req.params.id);
if (player == undefined) res.sendStatus(404);
else res.json(player);
});
/* internal monitoring */
app.get("/", async (req, res) => {
res.sendFile(__dirname + "/index.html");
});
/* notifications from database */
async function listen() {
var client = new pg.Client(db_config_raw);
await client.connect();
/* job status change notification listener */
client.on('notification', async (msg) => {
var raw = await pool_raw.connect(),
jobs;
await raw.query("BEGIN"); // TODO catch error & rollback
// find all interesting jobs, delete them & forward their notification
if (msg.channel == "grab_failed") {
jobs = await raw.query(`
WITH grab_failed AS (
DELETE FROM jobs WHERE
type='grab' AND status='failed' AND payload->'error'->>'title'='Not Found'
RETURNING
payload->'params'->>'filter[playerIds]' AS player_id,
payload->'params'->>'filter[playerNames]' AS player_name
)
SELECT DISTINCT * FROM grab_failed
`);
}
if (msg.channel == "process_finished") {
jobs = await raw.query(`
WITH process_finished AS (
DELETE FROM jobs WHERE
type='process' AND status='finished'
RETURNING payload->>'playername' AS player_name
)
SELECT DISTINCT * FROM process_finished
`);
}
if (msg.channel == "compile_finished") {
jobs = await raw.query(`
WITH compile_finished AS (
DELETE FROM jobs WHERE
type='compile' AND payload->>'type'='player' AND status='finished'
RETURNING payload->>'id' AS player_id
)
SELECT DISTINCT * FROM compile_finished
`);
}
if (jobs == undefined) {
console.log("notification was about no jobs, exiting");
return; // nothing to do
}
console.log("forwarding notifications for %s", msg.channel);
// forward notification to all playername / playerid channels
for (let job of jobs.rows) {
var name = job.player_name;
var id = job.player_id;
if (name == undefined && id == undefined) throw "notification needs either name or ID";
// attempt to fill gaps (TODO will not be needed in 2.0)
if (name == undefined && id != undefined) {
var player = await db_playerById(id);
if (player != undefined)
name = player.name;
else console.log("id %s: warning! player had a job, but doesn't exist in db yet", id);
}
if (id == undefined && name != undefined) {
var player = await db_playerByName(name);
if (player != undefined)
id = player.id;
else console.log("name %s: warning! player had a job, but doesn't exist in db yet", name);
}
console.log("sending '%s' notification for player '%s' ('%s')", msg.channel, name, id);
if (name != undefined) io.emit(name, msg.channel);
if (id != undefined) io.emit(id, msg.channel);
// don't give up on player not being found in db (= playerByAttr returns undefined),
// be optimistic and try to notify what we can
if (name != undefined && id != undefined) {
// re - above: when we get grab_failed/compile_finished, the player will be COMMITted already for sure, so we don't miss 'done'
if (msg.channel == "grab_failed" || (msg.channel == "compile_finished" && !await anyJobsRunningFor(raw, name, id))) {
io.emit(name, "done");
io.emit(id, "done");
}
}
}
await raw.query("COMMIT");
raw.release();
});
client.query("LISTEN process_finished");
client.query("LISTEN compile_finished");
client.query("LISTEN analyze_finished");
client.query("LISTEN grab_failed");
// keep open forever
}
listen();
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