- Revamp architecture for modular game server support (Arma 3 first, extensible) - Merge ConfigSchema into ConfigGenerator per council decision (8→7 protocols) - Add has_capability() method to GameAdapter protocol for explicit capability probing - Add FRONTEND.md: production-grade dark neumorphism design with amber/orange palette - Update all docs (ARCHITECTURE, MODULES, DATABASE, API, IMPLEMENTATION_PLAN, THREADING) to reflect protocol merge and multi-game adapter patterns
755 lines
28 KiB
Markdown
755 lines
28 KiB
Markdown
# Languard Servers Manager — Threading & Concurrency Design
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## Overview
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The system uses a hybrid concurrency model:
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- **FastAPI (asyncio)** handles HTTP requests and WebSocket connections
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- **Python threads** (`threading.Thread`) handle long-running background work per server
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- **Queue** bridges the thread world → asyncio world for WebSocket broadcasting
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- **SQLAlchemy sync sessions** are used in threads (thread-local connections)
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The key change for multi-game support: **core threads are game-agnostic** and receive game-specific behavior (log parsers, remote admin clients) via dependency injection from the adapter.
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---
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## Thread Map
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```
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Main Process (FastAPI / asyncio event loop)
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│
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├── [uvicorn] HTTP/WS event loop (asyncio)
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│ ├── REST request handlers (async def / plain def)
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│ └── WebSocket handlers (async def)
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│
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├── BroadcastThread (daemon thread, 1 global)
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│ └── Reads from broadcast_queue (thread-safe)
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│ Calls asyncio.run_coroutine_threadsafe()
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│ → ConnectionManager.broadcast()
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│
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└── Per-running-server thread group (started when server starts, stopped when server stops):
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├── ProcessMonitorThread (1 per server, 1s interval) — CORE
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├── LogTailThread (1 per server, 100ms interval) — CORE + adapter LogParser
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├── MetricsCollectorThread (1 per server, 5s interval) — CORE
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└── RemoteAdminPollerThread (1 per server, 10s interval) — CORE + adapter RemoteAdmin
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```
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For **N running servers**, there are:
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- `4*N` background threads + 1 BroadcastThread = `4N+1` background threads total
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- (If adapter has no `remote_admin`, RemoteAdminPollerThread is skipped → `3*N+1`)
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---
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## Adapter Injection into Threads
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The `ThreadRegistry` resolves the adapter at thread creation time and injects game-specific components into the generic core threads:
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```python
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class ThreadRegistry:
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@classmethod
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def start_server_threads(cls, server_id: int, db: Connection) -> None:
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server = ServerRepository(db).get_by_id(server_id)
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adapter = GameAdapterRegistry.get(server["game_type"])
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threads: dict[str, BaseServerThread] = {}
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# Core threads — always present
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threads["process_monitor"] = ProcessMonitorThread(server_id)
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threads["metrics_collector"] = MetricsCollectorThread(server_id)
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# Core thread with adapter's log parser injected
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log_parser = adapter.get_log_parser()
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threads["log_tail"] = LogTailThread(
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server_id,
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parser=log_parser,
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log_file_resolver=log_parser.get_log_file_resolver(server_id),
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)
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# Core thread with adapter's remote admin injected (if supported)
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remote_admin = adapter.get_remote_admin()
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if remote_admin is not None:
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threads["remote_admin_poller"] = RemoteAdminPollerThread(
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server_id,
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remote_admin_factory=lambda: remote_admin.create_client(
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host="127.0.0.1",
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port=server["rcon_port"],
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password=_get_remote_admin_password(server_id, db),
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),
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)
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# Adapter-declared custom threads (for game-specific background work)
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for thread_factory in adapter.get_custom_thread_factories():
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thread = thread_factory(server_id, db)
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threads[thread.name_key] = thread
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with cls._lock:
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cls._threads[server_id] = threads
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for thread in threads.values():
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thread.start()
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```
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---
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## Thread Safety Rules
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| Resource | Access Pattern | Protection |
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|----------|---------------|------------|
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| `ProcessManager._processes` | read/write from multiple threads | `threading.Lock` |
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| `ThreadRegistry._threads` | read/write from main + shutdown | `threading.Lock` |
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| `broadcast_queue` | multi-writer, single reader | `queue.Queue` (thread-safe built-in) |
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| `ConnectionManager._connections` | async, single event loop | `asyncio.Lock` |
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| SQLite connections | one connection per thread | Thread-local via `threading.local()` |
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| Config files on disk | write on start, read-only during run | No lock needed (regenerated before start) |
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| Adapter objects | read-only after registration | No lock needed (registered once at startup) |
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| RemoteAdminClient calls | called from RemoteAdminPollerThread only | **Core wraps with per-server `threading.Lock`** (see below) |
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### RemoteAdminClient Thread Safety
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Adapters do NOT need to make their `RemoteAdminClient` implementations thread-safe. The core wraps every RemoteAdminClient call with a **per-server `threading.Lock`** so only one call executes at a time against a given server's admin client.
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```python
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# In RemoteAdminPollerThread
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class RemoteAdminPollerThread(BaseServerThread):
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def __init__(self, server_id: int,
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remote_admin_factory: Callable[[], "RemoteAdminClient"]):
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super().__init__(server_id, self.interval)
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self._client_factory = remote_admin_factory
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self._client: RemoteAdminClient | None = None
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self._connected = False
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self._call_lock = threading.Lock() # per-server lock
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def _call(self, method, *args, **kwargs):
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"""All RemoteAdminClient calls go through this to serialize access."""
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with self._call_lock:
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return method(*args, **kwargs)
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# In tick(), replace direct self._client.get_players() with:
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# players = self._call(self._client.get_players)
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```
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This means:
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- Adapter authors write simple, non-thread-safe clients
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- Core guarantees no concurrent calls to the same client
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- Different servers' clients can call concurrently (different locks)
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### SQLite Thread Safety
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```python
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# Each background thread creates its own SQLAlchemy connection
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# from the same engine (WAL mode allows concurrent reads)
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# PRAGMA busy_timeout=5000 prevents "database is locked" errors
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class BaseServerThread(threading.Thread):
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def run(self):
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engine = get_engine()
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self._db = engine.connect()
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try:
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self.setup()
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while not self._stop_event.is_set():
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try:
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self.tick()
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except Exception as e:
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self.on_error(e)
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self._stop_event.wait(self.interval)
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except Exception as e:
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logger.error(f"{self.name} setup error: {e}")
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finally:
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self.teardown()
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self._db.close()
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```
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---
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## BroadcastThread — Asyncio Bridge
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This is the critical bridge between background threads and the asyncio WebSocket layer. **Game-agnostic.**
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```
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Background Thread Asyncio Event Loop
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───────────────── ──────────────────
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Any background thread uvicorn runs here
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│
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▼
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BroadcastThread.enqueue( loop = asyncio.get_running_loop()
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server_id=1, (stored at app startup)
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msg_type='log',
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data={...}
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)
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│
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▼
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broadcast_queue.put({ asyncio.run_coroutine_threadsafe(
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'server_id': 1, connection_manager.broadcast(
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'type': 'log', server_id=1,
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'data': {...} message={type, data}
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) ),
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│ loop=self._loop
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▼ )
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BroadcastThread.run() ──────────────────►
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while True:
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msg = queue.get()
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fut = run_coroutine_threadsafe(
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broadcast_coro,
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self._loop
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)
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fut.result(timeout=5)
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```
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### Implementation Sketch
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```python
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# core/websocket/broadcaster.py
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import asyncio
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import queue
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import threading
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_broadcast_queue: queue.Queue = queue.Queue(maxsize=10000)
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_event_loop: asyncio.AbstractEventLoop | None = None
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class BroadcastThread(threading.Thread):
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daemon = True
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def __init__(self, loop: asyncio.AbstractEventLoop, manager):
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super().__init__(name="BroadcastThread")
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self._loop = loop
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self._manager = manager
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self._running = True
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def run(self):
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while self._running:
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try:
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msg = _broadcast_queue.get(timeout=1.0)
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server_id = msg['server_id']
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outgoing = {
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'type': msg['type'],
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'server_id': server_id,
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'data': msg['data'],
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}
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future = asyncio.run_coroutine_threadsafe(
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self._manager.broadcast(str(server_id), outgoing, channel=msg['type']),
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self._loop
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)
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try:
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future.result(timeout=5.0)
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except TimeoutError:
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logger.warning(f"Broadcast timeout for server {server_id} msg type {msg['type']}")
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except queue.Empty:
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continue
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except Exception as e:
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logger.error(f"BroadcastThread error: {e}")
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def stop(self):
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self._running = False
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@staticmethod
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def enqueue(server_id: int, msg_type: str, data: dict):
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"""Thread-safe. Called from any background thread."""
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try:
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_broadcast_queue.put_nowait({
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'server_id': server_id,
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'type': msg_type,
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'data': data,
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})
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except queue.Full:
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logger.warning(f"Broadcast queue full, dropping {msg_type} for server {server_id}")
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```
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---
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## ProcessMonitorThread — Crash Detection & Auto-Restart
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**Game-agnostic.** This thread only checks OS-level process status and updates the core `servers` table.
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```python
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class ProcessMonitorThread(BaseServerThread):
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interval = 1.0
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def tick(self):
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proc = ProcessManager.get().get_process(self.server_id)
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if proc is None:
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self.stop()
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return
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exit_code = proc.poll()
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if exit_code is not None:
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self._handle_process_exit(exit_code)
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self.stop()
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def _handle_process_exit(self, exit_code: int):
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is_crash = (exit_code != 0)
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status = 'crashed' if is_crash else 'stopped'
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server = ServerRepository(self._db).get_by_id(self.server_id)
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ServerRepository(self._db).update_status(
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self.server_id, status, pid=None,
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stopped_at=datetime.utcnow().isoformat()
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)
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PlayerRepository(self._db).clear(self.server_id)
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ServerEventRepository(self._db).insert(
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self.server_id, status,
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actor='system',
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detail={'exit_code': exit_code}
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)
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BroadcastThread.enqueue(self.server_id, 'status', {'status': status})
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BroadcastThread.enqueue(self.server_id, 'event', {
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'event_type': status,
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'detail': {'exit_code': exit_code}
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})
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# Stop other threads for this server via daemon cleanup thread
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# (avoids thread joining itself)
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import threading as _threading
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def _cleanup_and_maybe_restart():
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try:
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ThreadRegistry.get().stop_server_threads(self.server_id)
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if is_crash and server.get('auto_restart'):
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self._schedule_auto_restart(server)
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except Exception as e:
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logger.error(f"Cleanup/restart failed for server {self.server_id}: {e}")
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BroadcastThread.enqueue(self.server_id, 'event', {
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'event_type': 'auto_restart_failed',
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'detail': {'error': str(e)}
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})
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_threading.Thread(
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target=_cleanup_and_maybe_restart,
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daemon=True,
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name=f"StopCleanup-{self.server_id}"
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).start()
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def _schedule_auto_restart(self, server: dict):
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# IMPORTANT: Runs in daemon cleanup thread, NOT ProcessMonitorThread.
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# Must create its own DB connection.
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from database import get_thread_db
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db = get_thread_db()
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restart_count = server['restart_count']
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max_restarts = server['max_restarts']
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window = server['restart_window_seconds']
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last_restart = server.get('last_restart_at')
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if last_restart:
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last_dt = datetime.fromisoformat(last_restart)
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elapsed = (datetime.utcnow() - last_dt).total_seconds()
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if elapsed > window:
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ServerRepository(db).reset_restart_count(self.server_id)
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restart_count = 0
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if restart_count < max_restarts:
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delay = min(10 * (restart_count + 1), 60) # exponential backoff
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logger.info(f"Auto-restarting server {self.server_id} in {delay}s (attempt {restart_count+1}/{max_restarts})")
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threading.Timer(delay, self._auto_restart).start()
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else:
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logger.warning(f"Server {self.server_id} exceeded max auto-restarts ({max_restarts})")
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BroadcastThread.enqueue(self.server_id, 'event', {
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'event_type': 'max_restarts_exceeded',
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'detail': {'restart_count': restart_count}
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})
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def _auto_restart(self):
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from core.servers.service import ServerService
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try:
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ServerService().start(self.server_id)
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except Exception as e:
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logger.error(f"Auto-restart failed for server {self.server_id}: {e}")
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```
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---
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## LogTailThread — Generic File Tailing with Adapter Parser
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**Core thread** that takes an adapter-provided `LogParser` for game-specific log line parsing and file discovery.
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```python
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class LogTailThread(BaseServerThread):
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interval = 0.1 # 100ms
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def __init__(self, server_id: int, log_parser: "LogParser",
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log_file_resolver: Callable[[Path], Path | None]):
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super().__init__(server_id, self.interval)
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self._parser = log_parser
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self._log_file_resolver = log_file_resolver
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self._file: TextIO | None = None
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self._current_path: Path | None = None
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self._last_size: int = 0
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def setup(self):
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self._open_latest_log()
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def _open_latest_log(self):
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"""
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Uses the adapter-provided log_file_resolver to find the current log file.
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Opens it and seeks to end (tail behavior).
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NOTE: Do NOT use os.stat().st_ino for rotation detection — on Windows/NTFS
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st_ino is always 0. Instead, track filename and file size.
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"""
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server_dir = get_server_dir(self.server_id)
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log_path = self._log_file_resolver(server_dir)
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if log_path is None:
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return # Server hasn't created log yet; retry in next tick
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try:
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self._file = open(log_path, 'r', encoding='utf-8', errors='replace')
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self._file.seek(0, 2) # seek to end
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self._current_path = log_path
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self._last_size = self._file.tell()
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except OSError:
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self._file = None
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def tick(self):
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if self._file is None:
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self._open_latest_log()
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return
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# Rotation detection: only re-check every 5 seconds
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now = time.monotonic()
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if now - getattr(self, '_last_glob_time', 0) > 5.0:
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self._last_glob_time = now
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server_dir = get_server_dir(self.server_id)
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log_path = self._log_file_resolver(server_dir)
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if log_path is not None and log_path != self._current_path:
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self._file.close()
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self._open_latest_log()
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return
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try:
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current_size = self._current_path.stat().st_size
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except OSError:
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return
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if current_size < self._last_size:
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self._file.close()
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self._open_latest_log()
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return
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# Read new lines and parse using adapter's parser
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while True:
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line = self._file.readline()
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if not line:
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break
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self._last_size = self._file.tell()
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line = line.rstrip('\n')
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if not line:
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continue
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# Adapter parses the line — game-specific format
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entry = self._parser.parse_line(line)
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if entry:
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LogRepository(self._db).insert(self.server_id, entry)
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BroadcastThread.enqueue(self.server_id, 'log', entry)
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def teardown(self):
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if self._file is not None:
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try:
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self._file.close()
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except OSError:
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pass
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self._file = None
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```
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---
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## MetricsCollectorThread — Game-Agnostic Resource Monitoring
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**Fully game-agnostic.** Uses psutil to monitor any process.
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```python
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class MetricsCollectorThread(BaseServerThread):
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interval = 5.0
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def tick(self):
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pid = ProcessManager.get().get_pid(self.server_id)
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if pid is None:
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return
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try:
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proc = psutil.Process(pid)
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cpu = proc.cpu_percent(interval=0.5)
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ram = proc.memory_info().rss / (1024 * 1024) # MB
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except (psutil.NoSuchProcess, psutil.AccessDenied):
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return
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player_count = PlayerRepository(self._db).count(self.server_id)
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MetricsRepository(self._db).insert(self.server_id, cpu, ram, player_count)
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BroadcastThread.enqueue(self.server_id, 'metrics', {
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'cpu_percent': cpu,
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'ram_mb': ram,
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'player_count': player_count,
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})
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```
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---
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## RemoteAdminPollerThread — Generic Polling with Adapter Client
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**Core thread** that takes an adapter-provided `RemoteAdmin` factory for game-specific admin protocol communication. Skipped entirely if adapter has no `remote_admin` capability.
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```python
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class RemoteAdminPollerThread(BaseServerThread):
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interval = 10.0
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STARTUP_DELAY = 30.0
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def __init__(self, server_id: int,
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remote_admin_factory: Callable[[], "RemoteAdminClient"]):
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super().__init__(server_id, self.interval)
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self._client_factory = remote_admin_factory
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self._client: RemoteAdminClient | None = None
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self._connected = False
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def setup(self):
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# Wait for server to start up before attempting connection
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# Uses _stop_event.wait() instead of time.sleep() for immediate shutdown
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startup_delay = self._get_startup_delay()
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if self._stop_event.wait(startup_delay):
|
|
return # stop was requested during wait
|
|
self._connect()
|
|
|
|
def _get_startup_delay(self) -> float:
|
|
# Default delay; adapter may override via RemoteAdmin.get_startup_delay()
|
|
return self.STARTUP_DELAY
|
|
|
|
def _connect(self):
|
|
try:
|
|
self._client = self._client_factory()
|
|
self._connected = True
|
|
except Exception as e:
|
|
logger.warning(f"Remote admin connection failed for server {self.server_id}: {e}")
|
|
self._connected = False
|
|
|
|
def tick(self):
|
|
if not self._connected:
|
|
self._reconnect_attempts = getattr(self, '_reconnect_attempts', 0) + 1
|
|
delay = min(10 * 2 ** self._reconnect_attempts, 120) # exponential backoff
|
|
if self._reconnect_attempts > 1:
|
|
logger.info(f"Remote admin reconnect attempt {self._reconnect_attempts} for server {self.server_id}")
|
|
if self._stop_event.wait(delay):
|
|
return
|
|
self._connect()
|
|
if not self._connected:
|
|
return
|
|
self._reconnect_attempts = 0
|
|
|
|
try:
|
|
players = self._call(self._client.get_players)
|
|
PlayerService(self._db).update_from_remote_admin(self.server_id, players)
|
|
BroadcastThread.enqueue(self.server_id, 'players', {
|
|
'players': [p for p in players],
|
|
'count': len(players),
|
|
})
|
|
except ConnectionError:
|
|
self._connected = False
|
|
logger.warning(f"Remote admin connection lost for server {self.server_id}")
|
|
except RemoteAdminError as e:
|
|
logger.error(f"Remote admin adapter error for server {self.server_id}: {e}")
|
|
self._connected = False
|
|
|
|
def teardown(self):
|
|
if self._client is not None:
|
|
try:
|
|
self._client.disconnect()
|
|
except Exception:
|
|
pass
|
|
self._client = None
|
|
```
|
|
|
|
---
|
|
|
|
## Thread Lifecycle
|
|
|
|
### Start Server Flow
|
|
```
|
|
POST /servers/{id}/start
|
|
│
|
|
├── ServerService.start()
|
|
│ ├── adapter = GameAdapterRegistry.get(server.game_type)
|
|
│ ├── check_server_ports_available(server_id)
|
|
│ │ └── For ALL running servers, resolve each adapter,
|
|
│ │ get port conventions, check full derived port set
|
|
│ │ (cross-game: Arma 3 game+steam query + other games' ports)
|
|
│ ├── adapter.config_generator.write_configs()
|
|
│ │ └── Atomic write: write to .tmp files first, then os.replace()
|
|
│ │ On failure: .tmp files cleaned up, originals untouched
|
|
│ ├── launch_args = adapter.config_generator.build_launch_args()
|
|
│ ├── ProcessManager.start() ← creates subprocess.Popen
|
|
│ └── ThreadRegistry.start_server_threads(id, db)
|
|
│ ├── ProcessMonitorThread(id) ← core, always
|
|
│ ├── LogTailThread(id, adapter.log_parser) ← core + adapter
|
|
│ ├── MetricsCollectorThread(id) ← core, always
|
|
│ └── RemoteAdminPollerThread(id, adapter.remote_admin)
|
|
│ ← core + adapter (if available)
|
|
│
|
|
└── BroadcastThread.enqueue(id, 'status', {status: 'starting'})
|
|
|
|
Error paths on start:
|
|
├── ConfigWriteError → rollback .tmp files, return 500 to client
|
|
├── ConfigValidationError → return 422 with validation details
|
|
├── LaunchArgsError → return 400 with invalid arg info
|
|
├── ExeNotAllowedError → return 403 with executable name
|
|
└── PortInUseError → return 409 with conflicting port info
|
|
```
|
|
|
|
### Stop Server Flow
|
|
```
|
|
POST /servers/{id}/stop
|
|
│
|
|
├── adapter.remote_admin.shutdown() ← if adapter has remote_admin
|
|
├── Wait up to 30s for process exit (ProcessManager.stop(timeout=30))
|
|
├── If still running: ProcessManager.kill()
|
|
├── ThreadRegistry.stop_server_threads(id)
|
|
│ ├── ProcessMonitorThread.stop()
|
|
│ ├── LogTailThread.stop()
|
|
│ ├── MetricsCollectorThread.stop()
|
|
│ └── RemoteAdminPollerThread.stop() ← if present
|
|
│ └── Thread.join(timeout=5) for each
|
|
│
|
|
└── BroadcastThread.enqueue(id, 'status', {status: 'stopped'})
|
|
```
|
|
|
|
### App Shutdown Flow
|
|
```
|
|
FastAPI shutdown event
|
|
│
|
|
├── ThreadRegistry.stop_all() ← stop all threads for all servers
|
|
├── BroadcastThread.stop()
|
|
├── ConnectionManager.close_all()
|
|
└── database engine dispose
|
|
```
|
|
|
|
---
|
|
|
|
## Stop Event Pattern
|
|
|
|
All background threads use a `threading.Event` for graceful shutdown:
|
|
|
|
```python
|
|
class BaseServerThread(threading.Thread):
|
|
def __init__(self, server_id: int, interval: float):
|
|
super().__init__(name=f"{self.__class__.__name__}-{server_id}", daemon=True)
|
|
self.server_id = server_id
|
|
self.interval = interval
|
|
self._stop_event = threading.Event()
|
|
|
|
def stop(self):
|
|
self._stop_event.set()
|
|
|
|
def is_stopped(self) -> bool:
|
|
return self._stop_event.is_set()
|
|
|
|
def teardown(self):
|
|
"""Override to release resources (close files, sockets) after the loop ends."""
|
|
pass
|
|
|
|
def run(self):
|
|
try:
|
|
self.setup()
|
|
except Exception as e:
|
|
logger.error(f"{self.name} setup error: {e}")
|
|
return # setup failed completely
|
|
|
|
try:
|
|
while not self._stop_event.is_set():
|
|
try:
|
|
self.tick()
|
|
except Exception as e:
|
|
self.on_error(e)
|
|
self._stop_event.wait(self.interval)
|
|
finally:
|
|
self.teardown()
|
|
|
|
def on_error(self, error: Exception):
|
|
"""Default error handler. Adapter exceptions are typed for specific handling."""
|
|
if isinstance(error, RemoteAdminError):
|
|
logger.error(f"{self.name} remote admin error: {error}")
|
|
# RemoteAdminPollerThread overrides to set _connected = False
|
|
elif isinstance(error, ConfigWriteError):
|
|
logger.critical(f"{self.name} config write error (atomic write failed): {error}")
|
|
elif isinstance(error, ConfigValidationError):
|
|
logger.error(f"{self.name} config validation error: {error}")
|
|
else:
|
|
logger.error(f"{self.name} unhandled error: {error}")
|
|
```
|
|
|
|
---
|
|
|
|
## WebSocket Connection Manager (asyncio)
|
|
|
|
**Game-agnostic.** No changes from single-game design.
|
|
|
|
```python
|
|
# core/websocket/manager.py
|
|
class ConnectionManager:
|
|
def __init__(self):
|
|
self._connections: dict[str, set[WebSocket]] = defaultdict(set)
|
|
self._channel_subs: dict[WebSocket, set[str]] = defaultdict(set)
|
|
self._lock = asyncio.Lock()
|
|
|
|
async def connect(self, ws: WebSocket, server_id: str):
|
|
await ws.accept()
|
|
async with self._lock:
|
|
self._connections[server_id].add(ws)
|
|
self._channel_subs[ws].add('status')
|
|
if server_id == 'all':
|
|
self._connections['all'].add(ws)
|
|
|
|
async def disconnect(self, ws: WebSocket, server_id: str):
|
|
async with self._lock:
|
|
self._connections[server_id].discard(ws)
|
|
self._connections['all'].discard(ws)
|
|
self._channel_subs.pop(ws, None)
|
|
|
|
async def subscribe(self, ws: WebSocket, channels: list[str]):
|
|
async with self._lock:
|
|
self._channel_subs[ws].update(channels)
|
|
|
|
async def unsubscribe(self, ws: WebSocket, channels: list[str]):
|
|
async with self._lock:
|
|
self._channel_subs[ws].difference_update(channels)
|
|
|
|
async def broadcast(self, server_id: str, message: dict, channel: str = None):
|
|
targets: set[WebSocket] = set()
|
|
async with self._lock:
|
|
server_clients = self._connections.get(server_id, set())
|
|
all_clients = self._connections.get('all', set())
|
|
candidates = server_clients | all_clients
|
|
|
|
if channel:
|
|
targets = {ws for ws in candidates
|
|
if channel in self._channel_subs.get(ws, set())}
|
|
else:
|
|
targets = candidates
|
|
|
|
dead = []
|
|
for ws in targets:
|
|
try:
|
|
await ws.send_json(message)
|
|
except Exception:
|
|
dead.append(ws)
|
|
|
|
if dead:
|
|
async with self._lock:
|
|
for ws in dead:
|
|
for bucket in self._connections.values():
|
|
bucket.discard(ws)
|
|
self._channel_subs.pop(ws, None)
|
|
```
|
|
|
|
---
|
|
|
|
## Memory & Performance Considerations
|
|
|
|
| Thread | Memory Impact | CPU Impact |
|
|
|--------|--------------|-----------|
|
|
| ProcessMonitorThread | Minimal (one `os.kill` check) | Negligible |
|
|
| LogTailThread | Buffer for unread log lines | Low (file I/O + adapter parsing) |
|
|
| MetricsCollectorThread | psutil subprocess scan | Low-Medium |
|
|
| RemoteAdminPollerThread | Adapter client socket + buffer | Low (varies by adapter protocol) |
|
|
| BroadcastThread | Queue buffer (max 10000 entries) | Low |
|
|
|
|
### Recommendations
|
|
- Set all threads as `daemon=True` — they die automatically if main process exits
|
|
- `broadcast_queue.maxsize=10000` — backpressure; drop on Full (log warning)
|
|
- `LogTailThread` buffers max ~100 lines per tick before writing to DB in batch
|
|
- `MetricsCollectorThread` uses `psutil.Process.cpu_percent(interval=0.5)` — blocks 500ms, acceptable at 5s interval
|
|
- For N=10 servers: 31-41 background threads — well within Python's thread limits
|
|
- Games without remote admin skip the RemoteAdminPollerThread entirely |