594 lines
24 KiB
JavaScript
594 lines
24 KiB
JavaScript
/**
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* Signaling Server
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*
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* Handles two tracks: video and game audio.
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* Also manages controller queue.
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* All Cloudflare API calls happen server-side.
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*
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* Run: CF_APP_ID=xxx CF_APP_TOKEN=xxx NAME_SALT=xxx CONTAINER_NAME=css-test node signaling-server.js
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*/
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'use strict';
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// Prefix every console.log / console.error line with an ISO timestamp.
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// Wrapping here means every existing log call site automatically gets a
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// timestamp without needing to be touched individually.
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const _origLog = console.log;
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const _origError = console.error;
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console.log = (...args) => _origLog(`[${new Date().toISOString()}]`, ...args);
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console.error = (...args) => _origError(`[${new Date().toISOString()}]`, ...args);
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const express = require('express');
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const http = require('http');
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const WebSocket = require('ws');
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const fetch = require('node-fetch');
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const path = require('path');
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const { spawn, execSync } = require('child_process');
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const dns = require('dns').promises;
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const PORT = process.env.PORT || 3000;
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const CF_APP_ID = process.env.CF_APP_ID || '';
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const CF_APP_TOKEN = process.env.CF_APP_TOKEN || '';
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const CF_BASE = `https://rtc.live.cloudflare.com/v1/apps/${CF_APP_ID}`;
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const CONTAINER = process.env.CONTAINER_NAME || 'css-test';
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const IDLE_TIMEOUT = 60000; // 60 seconds
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const NAME_SALT = process.env.NAME_SALT || 'change-this-secret';
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if (!CF_APP_ID || !CF_APP_TOKEN) {
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console.error('[sig] CF_APP_ID and CF_APP_TOKEN must be set');
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process.exit(1);
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}
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// ── Cloudflare API helpers ────────────────────────────────────────────────────
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async function cfPost(path, body) {
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const res = await fetch(`${CF_BASE}${path}`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json', 'Authorization': `Bearer ${CF_APP_TOKEN}` },
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body: JSON.stringify(body),
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});
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const json = await res.json();
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if (json.errorCode) throw new Error(`CF API error: ${json.errorDescription}`);
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return json;
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}
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async function cfPut(path, body) {
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const res = await fetch(`${CF_BASE}${path}`, {
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method: 'PUT',
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headers: { 'Content-Type': 'application/json', 'Authorization': `Bearer ${CF_APP_TOKEN}` },
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body: JSON.stringify(body),
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});
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const json = await res.json();
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if (json.errorCode) throw new Error(`CF API error: ${json.errorDescription}`);
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return json;
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}
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// ── Express + WebSocket ───────────────────────────────────────────────────────
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const app = express();
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const server = http.createServer(app);
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const wss = new WebSocket.Server({ server });
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app.use(express.json());
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app.use(express.urlencoded({ extended: false }));
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app.get('/', (req, res) => res.sendFile(path.join(__dirname, '..', 'client.html')));
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// ── Internal-request gate ─────────────────────────────────────────────────────
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// Used by /webclient-name (POST), /webclient-current-ip (GET), and
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// /webclient-force-restart (POST) — all internal-only endpoints intended for
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// the SourceMod plugin (and, for restart, an optional safety-net trigger).
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// Restricted to loopback / docker-bridge / private ranges, PLUS this box's
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// own resolved public IP.
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//
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// The public-IP allowance is required because SteamWorks' embedded HTTP
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// client (or the Source Engine networking layer beneath it) does NOT route
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// outbound requests through true OS loopback the way a normal HTTP library
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// would — even when targeting 127.0.0.1, the connection is sourced from
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// whatever interface the game server process is bound to for its own
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// traffic, which is the public interface. This was confirmed directly from
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// logs: requests aimed at 127.0.0.1 arrived showing the box's public IP as
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// the remote address. A strict "127.0.0.1 only" check would silently reject
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// the SourceMod plugin's own requests.
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//
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// This is still safe: the TCP handshake proves the sender genuinely owns
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// that IP (not spoofable over a real connection), so allowing this one
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// specific, DNS-resolved address does not expose the endpoint to the public
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// internet — nobody else can complete a TCP handshake claiming to be this
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// server's own IP.
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const SERVER_HOSTNAME = process.env.SERVER_HOSTNAME || 'ze.unloze.com';
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let resolvedServerIp = null;
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async function refreshServerPublicIp() {
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try {
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const { address } = await dns.lookup(SERVER_HOSTNAME);
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resolvedServerIp = address;
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console.log(`[sig] resolved ${SERVER_HOSTNAME} -> ${address}`);
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} catch (e) {
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console.error(`[sig] failed to resolve ${SERVER_HOSTNAME}:`, e.message);
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}
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}
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refreshServerPublicIp();
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function isInternalRequest(req) {
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const ip = req.socket.remoteAddress || '';
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// Normalise IPv4-mapped IPv6 addresses (::ffff:127.0.0.1 -> 127.0.0.1)
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const normalized = ip.replace('::ffff:', '');
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return normalized === '127.0.0.1' ||
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normalized === '::1' ||
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normalized.startsWith('172.') || // docker bridge network range
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normalized.startsWith('10.') || // private network range, adjust as needed
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(resolvedServerIp && normalized === resolvedServerIp);
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}
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// SourceMod plugin -> signaling server: reports the name the connect
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// extension generated for the currently-connected webclient player, so the
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// browser queue panel and controller-restart-skip logic stay in sync with
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// the actual in-game name/SteamID.
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app.post('/webclient-name', (req, res) => {
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if (!isInternalRequest(req)) {
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console.log(`[sig] rejected /webclient-name from non-internal IP: ${req.socket.remoteAddress}`);
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return res.status(403).send('forbidden');
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}
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const name = (req.body && req.body.name) ? String(req.body.name).trim() : '';
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const ip = (req.body && req.body.ip) ? String(req.body.ip).trim() : '';
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if (!name) {
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return res.status(400).send('missing name');
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}
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// Only apply this name if it corresponds to the CURRENTLY active
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// controller's real IP. Without this check, a delayed/stale POST from a
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// previous webclient session (the connect extension's OnClientAuthorized
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// can fire with a noticeable delay after the actual in-game reconnect)
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// can land AFTER a new person has already taken over control, silently
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// overwriting the new controller's correct name with the old one's.
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if (!currentController || !ip || currentController.ws._realIp !== ip) {
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console.log(`[sig] ignored stale /webclient-name (ip=${ip || 'none'}) — does not match current controller`);
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return res.status(200).send('ignored (stale)');
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}
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console.log(`[sig] webclient-name received: ${name}`);
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lastControllerName = name;
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currentController.visitorName = name;
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broadcastQueueState();
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res.status(200).send('ok');
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});
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// SourceMod plugin -> signaling server (polled): returns the current
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// controller's real IP as plain text, so the plugin can detect when it
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// changes and force the already-connected webclient player to reconnect
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// via ClientCommand(client, "retry") — the connect extension backfills the
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// real password from this same cached IP via OnClientPreConnectEx.
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// Returns an empty body when nobody is currently controlling.
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app.get('/webclient-current-ip', (req, res) => {
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if (!isInternalRequest(req)) {
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console.log(`[sig] rejected /webclient-current-ip from non-internal IP: ${req.socket.remoteAddress}`);
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return res.status(403).send('forbidden');
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}
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const ip = currentController ? (currentController.ws._realIp || '') : '';
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res.status(200).send(ip);
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});
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// Internal-only safety net: force-kill and relaunch CSS on demand. Intended
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// for use by the SourceMod plugin (or any other trusted internal caller) if
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// it detects the game client itself has wedged/crashed and needs a hard
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// restart, separate from the manual in-browser restart button and the
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// scheduled 5-hour restart.
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app.post('/webclient-force-restart', (req, res) => {
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if (!isInternalRequest(req)) {
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console.log(`[sig] rejected /webclient-force-restart from non-internal IP: ${req.socket.remoteAddress}`);
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return res.status(403).send('forbidden');
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}
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console.log('[sig] /webclient-force-restart triggered');
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performCssRestart('force-restart endpoint');
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res.status(200).send('ok');
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});
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// ── Session registry ──────────────────────────────────────────────────────────
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const agentSessions = new Map();
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const browserToAgent = new Map();
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const pacatProcesses = new Map();
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// ── Controller queue ──────────────────────────────────────────────────────────
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let currentController = null;
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let lastControllerName = null;
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let idleTimer = null;
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const controlQueue = [];
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let containerRestarting = false;
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function broadcastQueueState() {
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const controllerName = currentController ? currentController.visitorName : null;
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const queueNames = controlQueue
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.map(e => e.visitorName)
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.filter(name => name !== controllerName);
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const msg = JSON.stringify({
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type: 'queue_state',
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controller: controllerName,
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queue: queueNames,
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restarting: containerRestarting,
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});
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wss.clients.forEach(ws => {
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if (ws.readyState === WebSocket.OPEN) ws.send(msg);
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});
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}
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function resetIdleTimer(entry) {
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if (idleTimer) clearTimeout(idleTimer);
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idleTimer = setTimeout(() => {
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console.log(`[sig] controller ${entry.visitorName} idle timeout`);
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releaseControl(entry, 'idle');
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}, IDLE_TIMEOUT);
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}
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function applyController(entry) {
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// Defensive: if this exact entry is sitting in the queue (e.g. a race
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// between request_control calls), pull it out so it's never displayed
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// as both controller and queued.
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const qIdx = controlQueue.indexOf(entry);
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if (qIdx !== -1) controlQueue.splice(qIdx, 1);
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// Granting control is now instant — no CSS restart, no GameMenu.res
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// rewrite, no automated click sequence. The SourceMod plugin picks up the
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// new controller's IP by polling GET /webclient-current-ip and forces the
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// in-game reconnect itself via ClientCommand(client, "retry").
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lastControllerName = entry.visitorName;
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currentController = entry;
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resetIdleTimer(entry);
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broadcastQueueState();
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console.log(`[sig] applying controller: ${entry.visitorName}`);
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if (entry.ws.readyState === WebSocket.OPEN) {
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entry.ws.send(JSON.stringify({ type: 'control_granted' }));
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}
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}
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// ── CSS restart (shared by scheduled timer, manual button, and the internal
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// force-restart endpoint) ──────────────────────────────────────────────────
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function performCssRestart(reason) {
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console.log(`[sig] CSS restart starting (${reason})`);
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containerRestarting = true;
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broadcastQueueState();
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// Use Wine's own proper teardown instead of pkill + a fixed sleep guess.
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// `wineserver -k` signals every Wine process under this prefix to exit;
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// `wineserver -w` BLOCKS until wineserver has actually fully released all
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// its shared memory / locks / sockets, rather than gambling on a fixed
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// delay being long enough. This is what previously let a fresh CSS
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// instance start before the old one had genuinely finished tearing down,
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// inheriting a wedged state and landing right back on the same stuck
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// "Connecting to server..." screen even after repeated restarts.
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// Wrapped in `timeout` so a manual restart can never hang indefinitely if
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// wineserver somehow never exits — after 15s we give up waiting and
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// proceed to relaunch anyway.
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try {
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execSync(`docker exec ${CONTAINER} bash -c "wineserver -k; timeout 15 wineserver -w || true"`);
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console.log('[sig] CSS restart: wineserver fully torn down');
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} catch (e) {
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console.error('[sig] CSS restart: wineserver teardown failed:', e.message);
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}
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// No artificial delay needed here anymore — wineserver -w above already
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// blocked until teardown was genuinely complete (or the 15s timeout was
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// hit), so we can relaunch immediately rather than adding another
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// arbitrary fixed wait on top of a real synchronization guarantee.
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(() => {
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try {
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execSync(`docker exec -d ${CONTAINER} bash -c "DISPLAY=:99 wine '/home/ubuntu/Counter-Strike Source/revLoader.exe'"`);
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console.log('[sig] CSS restart: relaunched');
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} catch (e) {
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console.error('[sig] CSS restart: failed to relaunch CSS:', e.message);
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}
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containerRestarting = false;
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broadcastQueueState();
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// Explicitly give the newly-created CSS window keyboard focus once it
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// has had time to map. Mouse clicks/movement always work after a
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// restart because they target whatever window is physically under the
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// cursor — but keyboard input goes to whichever window holds X11 input
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// focus, which is separate state that does NOT automatically transfer
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// to a freshly-relaunched window after a kill+relaunch (as opposed to a
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// genuinely fresh X session on container boot). Without this, keyboard
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// input can silently keep targeting a stale/dead window reference while
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// everything else on the new window works fine — this was very likely
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// the actual cause of "keyboard stuck, mouse/video fine" after restarts.
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setTimeout(() => {
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try {
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execSync(`docker exec ${CONTAINER} bash -c "DISPLAY=:99 WIN=\$(xdotool search --name '' | head -1) && xdotool windowfocus --sync \$WIN" || true`);
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console.log('[sig] CSS restart: focused new window');
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} catch (e) {
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console.error('[sig] CSS restart: failed to focus new window:', e.message);
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}
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}, 8000);
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})();
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}
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// Periodic restart: controller handoffs no longer restart the game at all,
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// so CSS stays running indefinitely across many sessions. Long Wine
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// sessions have historically accumulated issues (audio/keyboard corruption,
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// memory growth, wedged connection state), so restart on a fixed schedule
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// regardless of who's currently in control.
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const CSS_RESTART_INTERVAL = 5 * 60 * 60 * 1000; // 5 hours
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setInterval(() => performCssRestart('scheduled 5-hour restart'), CSS_RESTART_INTERVAL);
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function releaseControl(entry, reason) {
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if (idleTimer) { clearTimeout(idleTimer); idleTimer = null; }
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if (currentController !== entry) return;
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currentController = null;
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console.log(`[sig] control released from ${entry.visitorName} (${reason})`);
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if (entry.ws.readyState === WebSocket.OPEN) {
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entry.ws.send(JSON.stringify({ type: 'control_released', reason }));
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}
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// Tell gst_agent to release all held keys and reset X11 modifier state.
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// Without this, stuck keys (shift/ctrl/w/etc.) persist across controller
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// handoffs and eventually corrupt xdotool's input state, requiring a
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// full container restart to recover.
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const agent = [...agentSessions.values()][0];
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if (agent && agent.agentWs && agent.agentWs.readyState === WebSocket.OPEN) {
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agent.agentWs.send(JSON.stringify({ type: 'release_keys' }));
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}
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if (controlQueue.length > 0) {
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const next = controlQueue.shift();
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applyController(next);
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}
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broadcastQueueState();
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}
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function removeFromQueue(ws) {
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const idx = controlQueue.findIndex(e => e.ws === ws);
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if (idx !== -1) {
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console.log(`[sig] removed ${controlQueue[idx].visitorName} from queue`);
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controlQueue.splice(idx, 1);
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broadcastQueueState();
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}
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}
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// ── IP → Name (server side, salt never exposed to browser) ───────────────────
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function hashString(str) {
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let hash = 5381;
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for (let i = 0; i < str.length; i++) {
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hash = ((hash << 5) + hash) + str.charCodeAt(i);
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hash = hash & 0x7fffffff;
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}
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return hash;
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}
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function ipToName(ip) {
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const adjectives = ['Fast','Slow','Red','Blue','Green','Dark','Bright','Wild',
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'Cool','Hot','Big','Small','Sharp','Brave','Swift','Bold'];
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const nouns = ['Wolf','Eagle','Tiger','Bear','Fox','Lion','Hawk','Shark',
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'Snake','Raven','Storm','Rock','Fire','Ice','Wind','Steel'];
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const salted = ip + NAME_SALT;
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const h1 = hashString(salted);
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const h2 = hashString(salted + '1');
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const h3 = hashString(salted + '2');
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return `${adjectives[h1 % adjectives.length]} ${nouns[h2 % nouns.length]} ${h3 % 9999}`;
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}
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// ── pacat for mic audio ───────────────────────────────────────────────────────
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const PACAT_ARGS = [
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'--playback',
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'--device=mic_sink',
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'--format=s16le',
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'--rate=48000',
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'--channels=1',
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'--latency-msec=20',
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];
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function startPacat(browserSessId) {
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const pacat = spawn('docker', ['exec', '-i', CONTAINER, 'pacat', ...PACAT_ARGS]);
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pacat.stderr.on('data', d => console.error(`[pacat:${browserSessId}]`, d.toString().trim()));
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pacat.on('close', code => {
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console.log(`[pacat:${browserSessId}] exited with code ${code}`);
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pacatProcesses.delete(browserSessId);
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});
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// Prevent EPIPE from crashing the server when pacat exits while we're
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// still writing to its stdin (e.g. mic frames arriving after disconnect).
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pacat.stdin.on('error', err => {
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if (err.code !== 'EPIPE') console.error(`[pacat:${browserSessId}] stdin error: ${err.message}`);
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pacatProcesses.delete(browserSessId);
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});
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pacatProcesses.set(browserSessId, pacat);
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return pacat;
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}
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function stopPacat(browserSessId) {
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const pacat = pacatProcesses.get(browserSessId);
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if (pacat) { pacat.kill(); pacatProcesses.delete(browserSessId); }
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}
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// ── WebSocket handler ─────────────────────────────────────────────────────────
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wss.on('connection', (ws, req) => {
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// Capture the real visitor IP at connection time from nginx headers.
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// ws._socket.remoteAddress would be nginx's local IP for everyone.
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const forwarded = req.headers['x-real-ip'] ||
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req.headers['x-forwarded-for'] || '';
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ws._realIp = forwarded.split(',')[0].trim() ||
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req.socket.remoteAddress.replace('::ffff:', '');
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let role = null;
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let agentSessionId = null;
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let browserSessId = null;
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let visitorName = null;
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ws.on('message', async (raw, isBinary) => {
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if (isBinary) {
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if (browserSessId) {
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let pacat = pacatProcesses.get(browserSessId);
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if (!pacat) pacat = startPacat(browserSessId);
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if (pacat && pacat.stdin.writable) pacat.stdin.write(raw);
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}
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return;
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}
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let msg;
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try { msg = JSON.parse(raw); } catch { return; }
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if (msg.type === 'register') {
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role = 'agent';
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agentSessionId = msg.sessionId;
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agentSessions.set(agentSessionId, {
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agentSessionId: msg.sessionId,
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videoTrackName: msg.videoTrackName,
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audioTrackName: msg.audioTrackName,
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agentWs: ws,
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});
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console.log(`[sig] agent registered — sessionId=${agentSessionId}`);
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|
}
|
|
|
|
else if (msg.type === 'request_control') {
|
|
// Use the server-assigned name only — never trust the client-supplied one.
|
|
// If get_ip hasn't been called yet, reject the request.
|
|
if (!ws._assignedName) {
|
|
console.log('[sig] request_control rejected — no server-assigned name yet');
|
|
return;
|
|
}
|
|
visitorName = ws._assignedName;
|
|
|
|
if (containerRestarting) return;
|
|
|
|
if (currentController && currentController.ws === ws) {
|
|
resetIdleTimer(currentController);
|
|
return;
|
|
}
|
|
|
|
if (controlQueue.find(e => e.ws === ws)) return;
|
|
|
|
// Prevent someone with the same IP as the current controller from
|
|
// queuing behind themselves (duplicate tab or same-IP reconnect).
|
|
if (currentController && currentController.visitorName === visitorName) {
|
|
console.log(`[sig] ${visitorName} already controlling, ignoring duplicate request_control`);
|
|
return;
|
|
}
|
|
|
|
const entry = { ws, visitorName, browserSessId };
|
|
|
|
if (!currentController) {
|
|
applyController(entry);
|
|
} else {
|
|
controlQueue.push(entry);
|
|
console.log(`[sig] ${visitorName} joined queue position ${controlQueue.length}`);
|
|
broadcastQueueState();
|
|
}
|
|
}
|
|
|
|
else if (msg.type === 'controller_active') {
|
|
if (currentController && currentController.ws === ws) {
|
|
resetIdleTimer(currentController);
|
|
}
|
|
}
|
|
|
|
else if (msg.type === 'restart_css') {
|
|
// Manual restart button — only the CURRENT controller may trigger
|
|
// this. Anyone else's message is silently ignored.
|
|
if (currentController && currentController.ws === ws) {
|
|
console.log(`[sig] manual CSS restart requested by ${currentController.visitorName}`);
|
|
performCssRestart(`manual button — ${currentController.visitorName}`);
|
|
} else {
|
|
console.log('[sig] restart_css ignored — sender is not the current controller');
|
|
}
|
|
}
|
|
|
|
else if (msg.type === 'mic_stop') {
|
|
if (browserSessId) stopPacat(browserSessId);
|
|
}
|
|
|
|
else if (msg.type === 'get_ip') {
|
|
const name = ipToName(ws._realIp);
|
|
// Store server-assigned name on the socket so request_control can use
|
|
// it exclusively — the client-supplied visitorName is never trusted.
|
|
ws._assignedName = name;
|
|
visitorName = name;
|
|
ws.send(JSON.stringify({ type: 'your_ip', ip: name }));
|
|
}
|
|
|
|
else if (msg.type === 'browser_connect') {
|
|
role = 'browser';
|
|
const entry = [...agentSessions.values()][0];
|
|
if (!entry) { ws.send(JSON.stringify({ type: 'waiting' })); return; }
|
|
|
|
let newSession;
|
|
try {
|
|
newSession = await cfPost('/sessions/new', {
|
|
sessionDescription: { type: 'offer', sdp: msg.sdp },
|
|
});
|
|
} catch (e) {
|
|
ws.send(JSON.stringify({ type: 'error', message: e.message }));
|
|
return;
|
|
}
|
|
|
|
browserSessId = newSession.sessionId;
|
|
browserToAgent.set(browserSessId, entry.agentSessionId);
|
|
ws.send(JSON.stringify({
|
|
type: 'session_created',
|
|
sessionId: browserSessId,
|
|
sdpAnswer: newSession.sessionDescription,
|
|
}));
|
|
|
|
broadcastQueueState();
|
|
}
|
|
|
|
else if (msg.type === 'pull_track') {
|
|
const agentId = browserToAgent.get(msg.sessionId);
|
|
const entry = agentSessions.get(agentId);
|
|
if (!entry) { ws.send(JSON.stringify({ type: 'error', message: 'no agent session' })); return; }
|
|
|
|
let trackResult;
|
|
try {
|
|
trackResult = await cfPost(`/sessions/${msg.sessionId}/tracks/new`, {
|
|
tracks: [
|
|
{ location: 'remote', sessionId: entry.agentSessionId, trackName: entry.videoTrackName },
|
|
{ location: 'remote', sessionId: entry.agentSessionId, trackName: entry.audioTrackName },
|
|
],
|
|
});
|
|
} catch (e) {
|
|
ws.send(JSON.stringify({ type: 'error', message: e.message }));
|
|
return;
|
|
}
|
|
ws.send(JSON.stringify({ type: 'track_ready', trackResult }));
|
|
}
|
|
|
|
else if (msg.type === 'renegotiate') {
|
|
try {
|
|
await cfPut(`/sessions/${msg.sessionId}/renegotiate`, {
|
|
sessionDescription: { type: 'answer', sdp: msg.sdp },
|
|
});
|
|
} catch (e) {
|
|
ws.send(JSON.stringify({ type: 'error', message: e.message }));
|
|
}
|
|
}
|
|
|
|
else if (msg.type === 'input') {
|
|
const agentId = browserToAgent.get(msg.sessionId);
|
|
const entry = agentSessions.get(agentId);
|
|
if (entry && entry.agentWs && entry.agentWs.readyState === WebSocket.OPEN) {
|
|
entry.agentWs.send(JSON.stringify(msg.event));
|
|
}
|
|
}
|
|
});
|
|
|
|
ws.on('close', () => {
|
|
if (role === 'agent' && agentSessionId) {
|
|
agentSessions.delete(agentSessionId);
|
|
console.log(`[sig] agent disconnected — sessionId=${agentSessionId}`);
|
|
}
|
|
if (role === 'browser') {
|
|
if (currentController && currentController.ws === ws) {
|
|
releaseControl(currentController, 'disconnect');
|
|
}
|
|
removeFromQueue(ws);
|
|
stopPacat(browserSessId);
|
|
browserToAgent.delete(browserSessId);
|
|
}
|
|
});
|
|
});
|
|
|
|
server.listen(PORT, () => console.log(`[sig] signaling server listening on port ${PORT}`));
|