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
+7
View File
@@ -139,6 +139,13 @@ export type UserSubscription = NonNullable<
NonNullable<UserMeResponse["player"]["subscription"]>
>;
// Whether the player currently has subscriber entitlements (e.g. may list a
// private lobby publicly). Trialing counts; past_due/canceled do not.
export function hasActiveSubscription(userMe: UserMeResponse): boolean {
const status = userMe.player.subscription?.status;
return status === "active" || status === "trialing";
}
export const PlayerStatsLeafSchema = z.object({
wins: BigIntStringSchema,
losses: BigIntStringSchema,
+38 -3
View File
@@ -150,7 +150,31 @@ export type PublicGames = z.infer<typeof PublicGamesSchema>;
export type PublicGameInfo = z.infer<typeof PublicGameInfoSchema>;
export type PublicGameType = z.infer<typeof PublicGameTypeSchema>;
export const PublicGameTypeSchema = z.enum(["ffa", "team", "special"]);
export const PublicGameTypeSchema = z.enum([
"ffa",
"team",
"special",
"hosted",
]);
// Lobby types the master schedules from the map playlist. "hosted" is
// excluded: those are player-created private lobbies that a subscriber has
// listed publicly, and the host (not the master) controls their lifecycle.
// Derived from PublicGameTypeSchema so a new lobby type is scheduled by
// default and opting out is the explicit act.
export const ScheduledPublicGameTypeSchema = PublicGameTypeSchema.exclude([
"hosted",
]);
export const SCHEDULED_PUBLIC_GAME_TYPES =
ScheduledPublicGameTypeSchema.options;
export type ScheduledPublicGameType = z.infer<
typeof ScheduledPublicGameTypeSchema
>;
// Cluster-wide cap on subscriber-listed (hosted) lobbies, to prevent listing
// spam. Workers reject listings past the cap; the master caps the broadcast
// and delists any overflow as the authoritative backstop.
export const MAX_HOSTED_LOBBIES = 10;
export const UsernameSchema = z
.string()
@@ -178,8 +202,17 @@ export const GameInfoSchema = z.object({
serverTime: z.number(),
gameConfig: z.lazy(() => GameConfigSchema).optional(),
publicGameType: PublicGameTypeSchema.optional(),
// Private lobbies only: whether the lobby is publicly listed. Server-owned
// (only /api/game/:id/listing sets it); carried in lobby info so the host
// UI stays in sync when the server delists (whitelist enabled, duplicate
// creator resolved by the master).
listed: z.boolean().optional(),
});
// Browser-facing lobby info. Master/worker-internal fields (the creator hash
// used for the one-listed-lobby-per-creator check) live on
// InternalGameInfoSchema in IPCBridgeSchema.ts, so client payloads cannot
// carry them by construction.
export const PublicGameInfoSchema = z.object({
gameID: z.string(),
numClients: z.number(),
@@ -190,7 +223,9 @@ export const PublicGameInfoSchema = z.object({
export const PublicGamesSchema = z.object({
serverTime: z.number(),
games: z.record(PublicGameTypeSchema, z.array(PublicGameInfoSchema)),
// partialRecord: every consumer already treats buckets as optional, and it
// lets clients tolerate servers that don't send every lobby type.
games: z.partialRecord(PublicGameTypeSchema, z.array(PublicGameInfoSchema)),
});
// Wire message sent from server to lobby WebSocket clients.
@@ -199,7 +234,7 @@ export const PublicGamesSchema = z.object({
export const PublicLobbyFullSchema = z.object({
type: z.literal("full"),
serverTime: z.number(),
games: z.record(PublicGameTypeSchema, z.array(PublicGameInfoSchema)),
games: z.partialRecord(PublicGameTypeSchema, z.array(PublicGameInfoSchema)),
});
export const PublicLobbyCountsSchema = z.object({