import { writable, readonly } from 'svelte/store'; import { browser } from '$app/environment'; import type { GameTelemetry } from '$lib/telemetry.js'; export const telemetryByServer = writable>(new Map()); export const matchEventsByServer = writable>(new Map()); export interface RosterPlayer { num: number | null; score: number; ping: number; guid: string | null; name: string; } export type Health = 'online' | 'stale' | 'offline' | 'starting' | 'provisioning'; export type RconFailure = 'no-config' | 'no-port' | 'send-error' | 'timeout' | 'bad-reply' | 'no-players'; export interface RconEndpoint { host: string; port: number; } export interface ServerStatus { server: string; players: number | null; map: string | null; gametype: string | null; roster: RosterPlayer[] | null; health: Health; lastSeenAt: string | null; lastError: string | null; endpoint: RconEndpoint | null; reason: RconFailure | null; replySnippet: string | null; activeSince: string | null; inactiveSince: string | null; gameStartedAt: string | null; gameEndedAt: string | null; } export const statusByServer = writable>(new Map()); export const statusReceivedAt = writable(0); // Shared 1s ticker for elapsed-time displays. One interval feeds every card // on the page instead of N per-card timers. Timer starts on the first // startServerStream() call in the browser. const _uiNow = writable(Date.now()); export const uiNow = readonly(_uiNow); let serverClock: { time: number; receivedAt: number } | null = null; // Report timestamps belong to the backend clock, which can differ from the // browser's wall clock. Advance that clock locally even if updates stop. export function serverTimeNow(): number { return serverClock ? serverClock.time + performance.now() - serverClock.receivedAt : Date.now(); } export function syncServerTime(serverNow?: number): void { if (typeof serverNow === 'number' && Number.isFinite(serverNow)) { // A delayed HTTP snapshot must not rewind time behind a newer stream // update and make that update look like it came from the future. const time = serverClock ? Math.max(serverNow, serverTimeNow()) : serverNow; serverClock = { time, receivedAt: performance.now() }; } // Refresh immediately: a suspended tab's interval may be well behind. _uiNow.set(serverTimeNow()); } let tickInterval: ReturnType | null = null; let source: EventSource | null = null; export function startServerStream(): (() => void) | undefined { if (!browser || source) return; syncServerTime(); source = new EventSource('/api/events/servers'); source.addEventListener('server-telemetry', (evt) => { const data = JSON.parse((evt as MessageEvent).data) as { entries: GameTelemetry[]; snapshot?: boolean; serverNow?: number }; syncServerTime(data.serverNow); matchEventsByServer.update((previous) => { const next = data.snapshot ? new Map() : new Map(previous); for (const entry of data.entries) { if (entry.event === 'game_start' || entry.event === 'game_end') next.set(entry.server, entry); } return next; }); telemetryByServer.update((previous) => { const next = data.snapshot ? new Map() : new Map(previous); for (const entry of data.entries) next.set(entry.server, entry); return next; }); }); source.addEventListener('server-status', (evt) => { const data = JSON.parse((evt as MessageEvent).data) as { entries: ServerStatus[]; serverNow?: number }; syncServerTime(data.serverNow); statusByServer.update(() => { const m = new Map(); for (const e of data.entries) m.set(e.server, e); return m; }); statusReceivedAt.set(Date.now()); }); if (tickInterval === null) { tickInterval = setInterval(() => _uiNow.set(serverTimeNow()), 1000); } return () => { source?.close(); source = null; if (tickInterval) clearInterval(tickInterval); tickInterval = null; }; }