Improve application responsiveness and background processing
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@@ -6,10 +6,10 @@ import { emit } from './bus.js';
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import type { ServerStatusEntry } from './bus.js';
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import { rconStatusResult } from '../integrations/rcon.js';
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import type { RconFailure } from '../integrations/rcon.js';
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import { getServer, listServers, setServerField, type ServerRow } from '../fleet/servers.js';
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import { getServer, listServers, setServerFields, type ServerRow } from '../fleet/servers.js';
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import { komodoInspectHealthy } from '../integrations/komodo.js';
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import { restartSettling } from '../provisioning/index.js';
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import { serverObservation } from '../fleet/status.js';
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import { serverObservation, observationReader } from '../fleet/status.js';
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import { telemetryEvidence, latestGameSubmission } from '../fleet/status-evidence.js';
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import { isProvisioning } from '../fleet/provisioning.js';
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import { STATUS_REFRESH_MS } from '../../server-freshness.js';
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@@ -76,6 +76,15 @@ function encodeError(reason: RconFailure, detail: string): string {
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const pendingStatus = new Map<string, Promise<number | null>>();
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const statusQueue: Array<() => Promise<void>> = [];
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let activeStatus = 0;
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const changedStatus = new Map<string, ServerStatusEntry>();
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function publishStatus(entry: ServerStatusEntry) {
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const scheduled = changedStatus.size > 0;
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changedStatus.set(entry.server, entry);
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if (!scheduled) queueMicrotask(() => {
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const entries = [...changedStatus.values()]; changedStatus.clear();
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emit({ type: 'server-status', delta: true, entries });
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});
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}
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function drainStatusQueue(): void {
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while (activeStatus < STATUS_CONCURRENCY && statusQueue.length) {
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@@ -95,9 +104,9 @@ function queueStatus(server: string): Promise<number | null> {
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let capacity: number | null = null;
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try {
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capacity = await refreshServerStatus(server);
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// Consumers expect a full snapshot. Re-read it now so neither game
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// data nor container evidence waits for the slowest fleet member.
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emit({ type: 'server-status', entries: listServers().map(statusEntry) });
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// Publish this server's latest evidence without waiting for the fleet.
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const current = getServer(server);
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if (current) publishStatus(statusEntry(current));
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} catch (err) { console.error(`[worker] status error for ${server}:`, err); }
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finally { pendingStatus.delete(server); finish(capacity); }
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});
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@@ -113,8 +122,9 @@ export async function fanoutStatus(): Promise<void> {
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try {
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// Metrics remain complete fleet collections, using freshness at capture
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// time rather than the status saved at the beginning of a long scan.
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const observe = observationReader();
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recordMetrics(listServers().map(srv => {
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const current = serverObservation(srv);
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const current = observe(srv);
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return { server: srv.name, game: srv.game ?? 'unknown',
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map: selectedZombieMap(srv.game, current.last_map ?? srv.map, srv.map_slug)?.friendly ?? current.last_map ?? srv.map ?? 'Unknown map',
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players: current.health === 'online' ? current.last_players : null,
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@@ -127,6 +137,8 @@ async function refreshServerStatus(server: string): Promise<number | null> {
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const srv = getServer(server);
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if (!srv) return null;
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let capacity: number | null = null;
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let updates: Partial<Record<keyof ServerRow, string | number | null>> = {};
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const flush = () => { setServerFields(srv.name, updates); updates = {}; };
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if (!isProvisioning(srv.name)) {
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const epoch = latestGameSubmission(srv.name);
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const unchanged = () => epoch === latestGameSubmission(srv.name) && !isProvisioning(srv.name)
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@@ -136,53 +148,56 @@ async function refreshServerStatus(server: string): Promise<number | null> {
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: await komodoInspectHealthy(srv.name).catch(err => ({ ok: false as const, state: 'unknown', reason: (err as Error).message }));
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// A lifecycle request may be submitted while an inspection is in flight.
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if (unchanged()) {
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setServerField(srv.name, 'container_state', container.ok ? 'running' : container.state?.toLowerCase() ?? 'unknown');
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setServerField(srv.name, 'container_checked_at', new Date().toISOString());
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updates.container_state = container.ok ? 'running' : container.state?.toLowerCase() ?? 'unknown';
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updates.container_checked_at = new Date().toISOString();
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if (!container.ok) {
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setServerField(srv.name, 'last_error', null);
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setServerField(srv.name, 'last_reply_snippet', null);
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updates.last_error = null;
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updates.last_reply_snippet = null;
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} else if (!telemetryEvidence(srv.name)) {
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flush();
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const result = await rconStatusResult(srv.name).catch(err => ({ ok: false as const,
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reason: 'send-error' as RconFailure, detail: (err as Error).message, rawReply: undefined }));
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if (unchanged()) {
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const now = new Date().toISOString();
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setServerField(srv.name, 'last_checked_at', now);
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setServerField(srv.name, 'last_reply_snippet', result.rawReply ?? null);
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updates.last_checked_at = now;
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updates.last_reply_snippet = result.rawReply ?? null;
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if (result.ok) {
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capacity = result.status.capacity ?? null;
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setServerField(srv.name, 'last_players', result.status.players);
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setServerField(srv.name, 'last_map', result.status.map);
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setServerField(srv.name, 'last_gametype', result.status.gametype);
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setServerField(srv.name, 'last_roster', JSON.stringify(result.status.roster));
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setServerField(srv.name, 'last_seen_at', now);
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setServerField(srv.name, 'last_error', null);
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} else setServerField(srv.name, 'last_error', encodeError(result.reason, result.detail));
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updates.last_players = result.status.players;
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updates.last_map = result.status.map;
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updates.last_gametype = result.status.gametype;
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updates.last_roster = JSON.stringify(result.status.roster);
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updates.last_seen_at = now;
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updates.last_error = null;
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} else updates.last_error = encodeError(result.reason, result.detail);
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}
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}
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}
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} else {
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setServerField(srv.name, 'last_error', null);
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setServerField(srv.name, 'last_reply_snippet', null);
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updates.last_error = null;
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updates.last_reply_snippet = null;
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}
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flush();
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const current = getServer(srv.name) ?? srv;
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const status = serverObservation(current);
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// Occupancy timers and match clearing follow the same source as the UI.
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if (status.health === 'online' && status.last_players !== null) {
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if (status.last_players > 0) {
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setServerField(srv.name, 'active_since', current.active_since ?? status.last_seen_at);
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setServerField(srv.name, 'inactive_since', null);
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updates.active_since = current.active_since ?? status.last_seen_at;
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updates.inactive_since = null;
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} else {
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setServerField(srv.name, 'active_since', null);
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setServerField(srv.name, 'inactive_since', current.inactive_since ?? status.last_seen_at);
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setServerField(srv.name, 'game_started_at', null);
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setServerField(srv.name, 'game_ended_at', null);
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updates.active_since = null;
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updates.inactive_since = current.inactive_since ?? status.last_seen_at;
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updates.game_started_at = null;
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updates.game_ended_at = null;
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}
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}
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flush();
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return capacity;
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}
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function statusEntry(srv: ServerRow): ServerStatusEntry {
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const final = serverObservation(srv);
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export function statusEntry(srv: ServerRow, observe = serverObservation): ServerStatusEntry {
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const final = observe(srv);
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return { server: srv.name, players: final.last_players, map: final.last_map ?? srv.map,
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gametype: final.last_gametype, roster: final.roster, health: final.health, lastSeenAt: final.last_seen_at,
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lastError: final.last_error, replySnippet: final.replySnippet,
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