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feat: subscriber-hosted public lobby listing (#4480)
Part of #4040 (v1 scope: listing + browser + per-subscriber limit; custom lobby name/description left for a follow-up). ## What Subscribers can toggle their **private lobby** to be **publicly listed**; a browsable **"Open Lobbies"** list appears in the Join Lobby modal. Hard limit of **one listed lobby per subscriber**, enforced cluster-wide. ## How **Semantics** — a listed lobby stays `GameType.Private`: the host keeps full control and starts the game manually; the toggle only controls visibility. The `listed` flag lives on `GameServer` (not `GameConfig`), so it cannot be smuggled in through `update_game_config` and never touches core/sim/records. **Distribution** — reuses the existing public-lobby pipeline end to end: a new `"hosted"` `PublicGameType` bucket flows worker → master IPC → `/lobbies` websocket → `PublicLobbySocket`. Master scheduling now iterates only `SCHEDULED_PUBLIC_GAME_TYPES` (`ffa`/`team`/`special`), so it never sets countdowns on or schedules replacements for hosted lobbies. Lobbies delist automatically when the game starts/fills/dies (phase change). The broadcast fingerprint now includes browser-visible config, so host edits (map/mode) refresh the list even though the gameID doesn't change. **Gating** — new authenticated endpoint `POST /api/game/:id/listing`: - creator-only (403), private + not-started only (409) - fresh subscription check via server-side `getUserMe` using the shared `hasActiveSubscription()` helper (`active`/`trialing`); skipped in `GameEnv.Dev` (same precedent as Turnstile) so it's testable locally - one-lobby-per-creator (409): a SHA-256 hash of the creator's persistentID rides worker↔master IPC (`PublicGameInfo.creatorID`); the master dedupes as a race backstop. The hash — and host-only config (whitelist, name reveals) — are **stripped from every client payload** (broadcast + primed snapshot). **Client** — subscriber-gated "List lobby publicly" toggle in the host modal (server rejection reverts the toggle and shows a translated message); "Open Lobbies" rows (map, mode, player count) in the Join Lobby modal that reuse the existing private-join flow. **Compat** — `PublicGames.games` is now a `partialRecord`, so newer clients tolerate servers that don't send every bucket. Note: already-open old clients will fail to parse broadcasts containing the new `hosted` key until refreshed (closed Zod enum) — same class of break as previous wire-schema changes. ## Testing - `tests/server/HostedLobbyListing.test.ts` (15 tests): listed-lobby filtering, flag not settable via config intent, master aggregation + creator dedupe + no scheduling of hosted, creatorID stripping (broadcast + primed snapshot), `creatorHasListedLobby` (broadcast + local), fingerprint refresh on config change - `hasActiveSubscription` cases in `ApiSchemas.test.ts`; hosted counts-delta patch in `LobbySocket.test.ts` - Full suite green (1723 + 141 tests), tsc/eslint/prettier clean - **E2E in the real app** (headless Chromium, two browser contexts): host lists lobby → appears in second browser's Join Lobby list (creatorID absent from payload) → join succeeds (2 players in lobby) → same creator's second lobby rejected 409 with toggle revert → unlist removes it from a fresh browser's list. Curl negatives: missing auth 400, bad token 401, non-creator 403, missing game 404, bad body 400. ## Known follow-ups - Custom lobby name/description in the browser (needs the censor pipeline) — rest of #4040 - A listed lobby whose host closes the tab stays advertised indefinitely (an empty private lobby never leaves the Lobby phase) — pre-existing lifecycle, now more visible; consider delisting on creator disconnect 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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@@ -5,6 +5,7 @@ import { assetUrl } from "../../../core/AssetUrls";
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import { EventBus } from "../../../core/EventBus";
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import {
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AllPlayers,
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GameType,
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PlayerActions,
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PlayerProfile,
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PlayerType,
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@@ -12,6 +13,7 @@ import {
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} from "../../../core/game/Game";
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import { TileRef } from "../../../core/game/GameMap";
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import { Emoji, flattenedEmojiTable } from "../../../core/Util";
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import { fetchLobbyListed } from "../../Api";
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import { actionButton } from "../../components/ui/ActionButton";
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import "../../components/ui/Divider";
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import { Controller } from "../../Controller";
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@@ -73,6 +75,9 @@ export class PlayerPanel extends LitElement implements Controller {
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@state() private suppressNextHide: boolean = false;
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@state() private moderationTarget: PlayerView | null = null;
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@state() private playerRole: string | null = null;
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// Whether this game is a publicly listed lobby. Kept out of
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// GameStartInfo (never touches records), so it's fetched from the worker.
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@state() private gameListed = false;
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setRole(role: string | null): void {
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this.playerRole = role;
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@@ -113,6 +118,13 @@ export class PlayerPanel extends LitElement implements Controller {
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if (!this.ctModal) {
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console.warn("ChatModal element not found in DOM");
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}
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// Only private games can be listed.
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if (this.g.config().gameConfig().gameType === GameType.Private) {
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void fetchLobbyListed(this.g.gameID()).then((listed) => {
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this.gameListed = listed;
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});
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}
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}
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async tick() {
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@@ -456,6 +468,9 @@ export class PlayerPanel extends LitElement implements Controller {
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isAdmin: boolean,
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) {
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if (!my.isLobbyCreator() && !isAdmin) return html``;
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// The host of a publicly listed game cannot kick (server-enforced), so
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// don't offer the panel; admins keep it for moderation.
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if (this.gameListed && !isAdmin) return html``;
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const moderationTitle = translateText("player_panel.moderation");
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return html`
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