mirror of
https://github.com/cyberarm/w3d_hub_linux_launcher.git
synced 2026-11-03 16:44:05 +00:00
Initial support for GSH websocket live server updates, minor refactoring to remove thread usage from Worker 'server-side'
This commit is contained in:
117
lib/worker.rb
117
lib/worker.rb
@@ -18,6 +18,9 @@ module W3DHubLauncher
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@buffer = StringIO.new
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@buffer = StringIO.new
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@socket = UNIXSocket.new(IPC_PATH)
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@socket = UNIXSocket.new(IPC_PATH)
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rescue Errno::ENOENT
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sleep 1
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retry
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end
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end
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def connected?
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def connected?
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@@ -29,7 +32,6 @@ module W3DHubLauncher
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end
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end
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def init_server
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def init_server
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@threads = []
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@requests = []
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@requests = []
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@tasks = []
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@tasks = []
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@@ -39,34 +41,17 @@ module W3DHubLauncher
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@game_servers = []
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@game_servers = []
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@host_pings = {}
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@host_pings = {}
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# connect to and monitor GSH web service
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@threads << Thread.new { game_server_hub_websocket }
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# connect to and monitor Backend web service
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@threads << Thread.new { backend_websocket }
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# poke game servers to ascertain their ping relative to the local machine
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@threads << Thread.new { ping_game_servers }
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@w3dhub_api = W3DHubLauncher::W3DHubApi.new
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@w3dhub_api = W3DHubLauncher::W3DHubApi.new
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Async do |task|
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Async do |task|
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task.async do
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while true
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@tasks.delete_if { |t| [Request::STATUS_ERROR, Request::STATUS_COMPLETE].include?(t.status) }
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if @tasks.first && @tasks.all? { |t| t.status == Request::STATUS_PENDING }
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@tasks.first.start(self)
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end
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sleep 0.25
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end
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end
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task.async do |subtask|
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task.async do |subtask|
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UNIXServer.open(IPC_PATH) do |server|
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UNIXServer.open(IPC_PATH) do |server|
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puts "IPC running!"
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while(socket = server.accept)
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while(socket = server.accept)
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@client = socket
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@client = socket
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task.async do
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subtask.async do
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while(data = socket.gets)
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while(data = socket.gets)
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json = JSON.parse(data)
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json = JSON.parse(data)
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query = Request::Query.new(type: json["type"].to_sym, request_id: json["request_id"], data: json["data"])
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query = Request::Query.new(type: json["type"].to_sym, request_id: json["request_id"], data: json["data"])
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@@ -88,10 +73,96 @@ module W3DHubLauncher
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ensure # manually delete "socket"
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ensure # manually delete "socket"
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File.delete(IPC_PATH)
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File.delete(IPC_PATH)
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end
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end
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# Handle getting and updating game server data
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task.async do
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game_server_hub_websocket
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end
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# Handle backend communication
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task.async do
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backend_websocket
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end
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# Handle getting ping times to servers
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task.async do
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ping_game_servers
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end
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# Handle Task requests
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task.async do
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while true
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@tasks.delete_if { |t| [Request::STATUS_ERROR, Request::STATUS_COMPLETE].include?(t.status) }
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if @tasks.first && @tasks.all? { |t| t.status == Request::STATUS_PENDING }
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@tasks.first.start(self)
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end
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sleep 0.25
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end
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end
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end
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end
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end
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end
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def game_server_hub_websocket
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def game_server_hub_websocket
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WebSocketClient.new.connect("ws://localhost:9292/api/websocket") do |websocket|
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websocket.on(:open) do
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# puts "CONNECTED"
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websocket.send( { "protocol_version": 1 }.to_json )
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end
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websocket.on(:message) do |message|
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# puts "MESSAGE"
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# pp message
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hash = JSON.parse(message)
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case hash["type"]
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when "ping"
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websocket.send({ "type":"pong", "data":"" }.to_json)
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when "pong"
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when "server_list"
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@game_servers = hash["data"].map { |server| Worker::Api::GameServer.new(server) }
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broadcast(:game_server_list, data: hash["data"])
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when "server_added", "server_updated"
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existing_game_server = @game_servers.find { |s| s.id == hash["data"]["id"] }
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game_server = Worker::Api::GameServer.new(hash["data"])
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if existing_game_server # replace
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@game_servers[@game_servers.index(existing_game_server)] = game_server
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else # add
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@game_servers << game_server
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end
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broadcast(hash["type"].to_sym, data: hash["data"])
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when "server_removed"
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game_server = @game_servers.find { |s| s.id == hash["data"]["id"] }
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@game_servers.delete(game_server) if game_server
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broadcast(hash["type"].to_sym, data: hash["data"]["id"])
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when "server_details"
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# TODO
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end
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end
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websocket.on(:close) do
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# puts "CLOSED"
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sleep 5
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game_server_hub_websocket
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end
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websocket.on(:error) do |error|
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puts "ERROR: #{error}"
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puts error.backtrace
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sleep 5
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game_server_hub_websocket
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end
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end
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end
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end
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def backend_websocket
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def backend_websocket
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@@ -101,8 +172,8 @@ module W3DHubLauncher
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socket = Socket.open(Socket::AF_INET, Socket::SOCK_DGRAM, Socket::IPPROTO_ICMP)
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socket = Socket.open(Socket::AF_INET, Socket::SOCK_DGRAM, Socket::IPPROTO_ICMP)
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socket.setsockopt(:SOCKET, :TIMESTAMP, true)
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socket.setsockopt(:SOCKET, :TIMESTAMP, true)
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Async do |task|
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Sync do |task|
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while true
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loop do
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echo_requests = {}
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echo_requests = {}
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# Send pings to each unique server host
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# Send pings to each unique server host
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@@ -23,6 +23,7 @@ require "chunky_png"
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require "sdl3"
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require "sdl3"
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require_relative "lib/gosu_ext"
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require_relative "lib/gosu_ext"
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require_relative "lib/common"
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require_relative "lib/version"
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require_relative "lib/version"
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require_relative "lib/constants"
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require_relative "lib/constants"
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@@ -49,6 +50,7 @@ require_relative "lib/application_helper"
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require_relative "lib/ico"
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require_relative "lib/ico"
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require_relative "lib/dds"
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require_relative "lib/dds"
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require_relative "lib/ww_mix"
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require_relative "lib/ww_mix"
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require_relative "lib/websocket_client"
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require_relative "lib/worker"
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require_relative "lib/worker"
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require_relative "lib/worker/api"
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require_relative "lib/worker/api"
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@@ -78,9 +80,6 @@ module W3DHubLauncher
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W3DHubLauncher::Worker.new.listen
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W3DHubLauncher::Worker.new.listen
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end
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end
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# Prevent race condition where server IPC isn't ready before the client attempts to connect
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sleep 0.1
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# UNIXSocket / client
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# UNIXSocket / client
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WORKER = W3DHubLauncher::Worker.new
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WORKER = W3DHubLauncher::Worker.new
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WORKER.connect
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WORKER.connect
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