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>
This commit is contained in:
Evan
2026-07-05 20:25:56 -07:00
committed by GitHub
co-authored by Claude Fable 5
parent 22c873cf55
commit 5d21be826d
18 changed files with 1777 additions and 150 deletions
+15
View File
@@ -5,6 +5,7 @@ import { assetUrl } from "../../../core/AssetUrls";
import { EventBus } from "../../../core/EventBus";
import {
AllPlayers,
GameType,
PlayerActions,
PlayerProfile,
PlayerType,
@@ -12,6 +13,7 @@ import {
} from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { Emoji, flattenedEmojiTable } from "../../../core/Util";
import { fetchLobbyListed } from "../../Api";
import { actionButton } from "../../components/ui/ActionButton";
import "../../components/ui/Divider";
import { Controller } from "../../Controller";
@@ -73,6 +75,9 @@ export class PlayerPanel extends LitElement implements Controller {
@state() private suppressNextHide: boolean = false;
@state() private moderationTarget: PlayerView | null = null;
@state() private playerRole: string | null = null;
// Whether this game is a publicly listed lobby. Kept out of
// GameStartInfo (never touches records), so it's fetched from the worker.
@state() private gameListed = false;
setRole(role: string | null): void {
this.playerRole = role;
@@ -113,6 +118,13 @@ export class PlayerPanel extends LitElement implements Controller {
if (!this.ctModal) {
console.warn("ChatModal element not found in DOM");
}
// Only private games can be listed.
if (this.g.config().gameConfig().gameType === GameType.Private) {
void fetchLobbyListed(this.g.gameID()).then((listed) => {
this.gameListed = listed;
});
}
}
async tick() {
@@ -456,6 +468,9 @@ export class PlayerPanel extends LitElement implements Controller {
isAdmin: boolean,
) {
if (!my.isLobbyCreator() && !isAdmin) return html``;
// The host of a publicly listed game cannot kick (server-enforced), so
// don't offer the panel; admins keep it for moderation.
if (this.gameListed && !isAdmin) return html``;
const moderationTitle = translateText("player_panel.moderation");
return html`