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The dashboard's web server answers one request at a time, so converting a big .nif (glom files up to tens of MB) held up every other request, flairs included. - dWeb: Web::Defer hands a request to another thread; the reply is sent from the web thread on its next poll (DeferredQueue). A client that leaves first cancels it and the late reply is dropped. The synchronous route API is unchanged. - Web::Shutdown closes connections while the state their close events touch is still alive; the destructor no longer runs handlers during static destruction (stopping the dashboard aborted in ~WSClient). - WorkerPool: priority lanes, with one thread only for urgent work (flairs, small models, textures), and limited background work. - Scenery: mesh and texture routes (and the showcase's) convert on the pool; thread-safe memory and disk caches, one conversion per model at a time with waiters sharing it; zones are converted ahead onto the disk cache while viewed. - Setting scenery_workers (0: half the cores, 2 to 4). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
141 lines
5.7 KiB
C++
141 lines
5.7 KiB
C++
#ifndef __WEB_H__
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#define __WEB_H__
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#include <functional>
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#include <string>
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#include <optional>
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#include <vector>
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#include <memory>
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#include "mongoose.h"
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#include "json_fwd.hpp"
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#include "eHTTPStatusCode.h"
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#include "HTTPContext.h"
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#include "HTTPReply.h"
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#include "DeferredReply.h"
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#include "IHTTPMiddleware.h"
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// Forward declarations for game namespace
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// so that we can access the data anywhere
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class Web;
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namespace Game {
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extern Web web;
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}
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enum class eHTTPMethod;
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// Forward declaration for mongoose manager
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typedef struct mg_mgr mg_mgr;
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// HTTP route structure
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// This structure is used to register HTTP routes
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// with the server. Each route has a path, method, optional middleware,
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// and a handler function that will be called when the route is matched.
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struct HTTPRoute {
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std::string path;
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eHTTPMethod method;
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std::vector<MiddlewarePtr> middleware;
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std::function<void(HTTPReply&, const HTTPContext&)> handle;
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};
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// WebSocket event structure
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// This structure is used to register WebSocket events
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// with the server. Each event has a name and a handler function
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// that will be called when the event is triggered.
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struct WSEvent {
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std::string name;
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std::function<void(mg_connection*, nlohmann::json)> handle;
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};
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// Subscription status for WebSocket clients
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enum SubscriptionStatus {
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UNSUBSCRIBED = 0,
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SUBSCRIBED = 1
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};
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// Who a WebSocket connection belongs to
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struct WSAuth {
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uint8_t level{};
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uint32_t accountId{};
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};
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// WebSocket authentication callback function type
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// Returns the permission level and account of the token's owner, or nullopt if the token is invalid.
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// It is called again for open connections (every minute, and on RecheckWebSockets), so revoked sessions, bans and
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// demotions reach live sockets too.
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using WSAuthCallback = std::function<std::optional<WSAuth>(const std::string&)>;
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class Web {
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public:
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// Constructor
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Web();
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// Destructor
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~Web();
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// Handle incoming messages
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// Handle pending HTTP and WebSocket traffic, waiting up to timeoutMs for some to arrive
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void ReceiveRequests(int timeoutMs = 15);
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// Start the web server
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// Returns true if the server started successfully
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bool Startup(const std::string& listen_ip, const uint32_t listen_port);
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// Register HTTP route to be handled by the server
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void RegisterHTTPRoute(HTTPRoute route);
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// Register WebSocket event to be handled by the server
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void RegisterWSEvent(WSEvent event);
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// Register WebSocket subscription to be handled by the server.
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// Only connections whose permission level is at least minLevel may subscribe or receive it.
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void RegisterWSSubscription(const std::string& subscription, uint8_t minLevel = 0);
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// The level is looked up each time (for permissions that can change while running)
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void RegisterWSSubscription(const std::string& subscription, std::function<uint8_t()> minLevel);
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/**
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* Answer this request later (from any thread) instead of when the handler returns, for slow work that would hold
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* up every other request: the handler hands the returned DeferredReply to a worker and returns; the web thread
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* sends the worker's reply on its next poll. Headers middleware set on `reply` are sent with it.
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*/
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static DeferredReply Defer(HTTPReply& reply, const HTTPContext& context);
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// Deferred requests still waiting for their answers
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size_t PendingDeferred() const;
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// Add global middleware that applies to all routes
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void AddGlobalMiddleware(MiddlewarePtr middleware);
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// Set WebSocket authentication callback for token validation
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void SetWSAuthCallback(WSAuthCallback callback) { wsAuthCallback = callback; }
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// Whether a GM level may connect with an API token (Authorization: Bearer) rather than the browser's cookie
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void SetWSApiAccessCallback(std::function<bool(uint8_t)> callback) { wsApiAccessCallback = std::move(callback); }
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// Returns if the web server is enabled
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bool IsEnabled() const { return enabled; };
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/**
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* Close every connection and stop listening, before the server's other state is torn down (the destructor runs
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* during static destruction, when what the connections' close events touch may be gone). Deferred requests still
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* waiting are cancelled; stop the workers that answer them first.
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*/
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void Shutdown();
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// Send a message to all connected WebSocket clients that are subscribed to the given topic
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void static SendWSMessage(std::string sub, nlohmann::json& message);
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// Send a message on a topic only to the subscribed connections of one account
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void static SendWSMessageToAccount(std::string sub, nlohmann::json& message, uint32_t accountId);
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// Check the token of open WebSocket connections again on the next poll (one account's, or all when 0).
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// Connections that no longer verify are closed; the others get their current level.
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void RecheckWebSockets(uint32_t accountId = 0);
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// Security headers added to every HTTP response
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void SetDefaultHeaders(std::vector<std::string> headers) { defaultHeaders = std::move(headers); }
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const std::vector<std::string>& GetDefaultHeaders() const { return defaultHeaders; }
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// Get mongoose manager for direct access
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mg_mgr& GetManager() { return mgr; };
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// Get WebSocket auth callback (used during WebSocket upgrade)
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WSAuthCallback GetWSAuthCallback() const { return wsAuthCallback; }
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const std::function<bool(uint8_t)>& GetWSApiAccessCallback() const { return wsApiAccessCallback; }
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private:
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// Send the answers of deferred requests that have arrived
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void SendDeferredReplies();
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// mongoose manager
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mg_mgr mgr;
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// If the web server is enabled
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bool enabled = false;
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// mg_mgr_free has run (Shutdown)
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bool managerFreed = false;
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// WebSocket authentication callback
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WSAuthCallback wsAuthCallback = nullptr;
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std::function<bool(uint8_t)> wsApiAccessCallback = nullptr;
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std::vector<std::string> defaultHeaders{};
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};
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#endif // !__WEB_H__
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