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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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@@ -7,10 +7,12 @@ import path from "path";
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import { fileURLToPath } from "url";
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import { WebSocket, WebSocketServer } from "ws";
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import { z } from "zod";
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import { hasActiveSubscription } from "../core/ApiSchemas";
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import { GameEnv } from "../core/configuration/Config";
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import { GameType } from "../core/game/Game";
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import {
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ClientMessageSchema,
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MAX_HOSTED_LOBBIES,
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PartialGameRecordSchema,
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ServerErrorMessage,
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} from "../core/Schemas";
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@@ -195,6 +197,94 @@ export async function startWorker() {
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});
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});
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// Toggle whether a private lobby is visible in the public lobby browser.
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// Creator-only; listing requires an active subscription (checked fresh
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// against the API) and is limited to one listed lobby per creator.
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app.post("/api/game/:id/listing", async (req, res) => {
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const authHeader = req.headers.authorization;
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if (!authHeader?.startsWith("Bearer ")) {
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return res.status(400).json({ error: "Authorization header required" });
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}
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const token = authHeader.substring("Bearer ".length);
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const auth = await verifyClientToken(token);
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if (auth.type !== "success") {
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return res.status(401).json({ error: "Invalid token" });
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}
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const parsed = z.object({ listed: z.boolean() }).safeParse(req.body);
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if (!parsed.success) {
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return res.status(400).json({ error: z.prettifyError(parsed.error) });
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}
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const { listed } = parsed.data;
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const game = gm.game(req.params.id);
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if (game === null) {
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return res.status(404).json({ error: "Game not found" });
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}
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if (!game.isCreator(auth.persistentId)) {
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return res
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.status(403)
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.json({ error: "Only the lobby creator can change its listing" });
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}
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if (game.isPublic() || game.hasStarted()) {
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return res.status(409).json({ error: "Game cannot be listed" });
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}
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if (listed) {
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// A whitelisted lobby would be advertised to everyone yet reject every
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// joiner; the whitelist itself is stripped from the broadcast, so
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// browsers could not even tell why.
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if (game.hasJoinWhitelist()) {
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return res.status(409).json({ error: "listing_whitelist_enabled" });
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}
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// Host cheats give the host an asymmetric advantage over players
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// recruited from the lobby browser. Enabling them while listed is
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// likewise rejected (GameServer's update_game_config handling).
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if (game.hasHostCheats()) {
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return res.status(409).json({ error: "listing_host_cheats_enabled" });
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}
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// Dev has no subscription backend; skip the check so the feature is
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// testable locally (same precedent as Turnstile).
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if (ServerEnv.env() !== GameEnv.Dev) {
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const userMe = await getUserMe(token);
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if (userMe.type === "error") {
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log.warn(
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`listing rejected, user me fetch failed: ${userMe.message}`,
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{
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gameID: req.params.id,
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},
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);
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return res.status(403).json({ error: "subscription_required" });
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}
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if (!hasActiveSubscription(userMe.response)) {
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return res.status(403).json({ error: "subscription_required" });
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}
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}
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const creatorID = game.hashedCreatorID();
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if (
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creatorID !== undefined &&
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lobbyService.creatorHasListedLobby(creatorID, game.id)
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) {
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return res.status(409).json({ error: "listing_limit_reached" });
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}
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// Cluster-wide cap to prevent listing spam. Approximate here (the
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// broadcast lags by ~1s); the master's cap is the backstop.
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if (lobbyService.hostedLobbyCount() >= MAX_HOSTED_LOBBIES) {
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return res.status(409).json({ error: "listing_full" });
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}
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}
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game.setListed(listed);
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log.info(`lobby listing ${listed ? "enabled" : "disabled"}`, {
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gameID: game.id,
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});
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res.json({ listed });
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});
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app.get("/api/game/:id/exists", async (req, res) => {
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const lobbyId = req.params.id;
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res.json({
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