Add live game stats endpoint to the admin bot API (#4399)

## Summary

The game simulation runs **client-side**, so the server can't directly
see what's happening in a running game. This adds a way for the admin
bot to observe a live game: clients report a live stats snapshot every
~10s, the server reaches consensus on it (reusing the winner's vote
mechanism), and a new admin-bot endpoint serves it.

## How it works

1. **`LiveStatsController`** (client) emits a snapshot every **100
turns** (~10s at 100ms/turn) — only deterministic sim values, with
players sorted by clientID, so in-sync clients produce an identical
payload.
2. The snapshot is sent as a new **`live_stats`** wire message wrapping
a `LiveStats` object (`turn` + per-human-player
`tilesOwned`/`troops`/`gold`/`isAlive`/`team`).
3. **`GameServer.handleLiveStats`** tallies a per-turn **IP-weighted
majority vote** — the same consensus the winner uses — and keeps the
latest agreed snapshot.
4. **`GET /api/adminbot/game/:id/stats`** returns it, enriched with
usernames the server already holds. `liveStats` is `null` until the
first consensus.

The winner's vote tally was extracted into a small reusable
**`VoteRound`** (`src/server/VoteTally.ts`) and is now used for both
winner and live-stats consensus.

Names are deliberately **excluded** from the voted payload (they vary
per client under name anonymization, which would break exact-match
consensus); the server joins `clientID → username` instead.

## Changes

- `src/server/VoteTally.ts` *(new)* — reusable IP-weighted `VoteRound`
- `src/core/Schemas.ts` — `PlayerLiveStatsSchema`, `LiveStatsSchema`,
`ClientSendLiveStatsSchema` + unions
- `src/client/controllers/LiveStatsController.ts` *(new)* — per-100-turn
snapshot reporter
- `src/client/Transport.ts` — `SendLiveStatsEvent` + sender
- `src/client/hud/GameRenderer.ts` — register the controller
- `src/server/GameServer.ts` — refactor winner onto `VoteRound`; add
live-stats consensus + `liveStats()` accessor
- `src/server/AdminBotRoutes.ts` — `GET …/stats` endpoint

## Testing

- **Unit:** `tests/server/VoteTally.test.ts` (majority/dedup/ties),
`tests/server/LiveStats.test.ts` (consensus, disagreement, per-client
dedup, stale-turn rejection, turn advance, out-of-sync exclusion, +
endpoint 200/404/400). Full suite green (`npm test`), typecheck + lint
clean.
- **Manual e2e** against the dev server: created an admin-bot game,
joined it in a browser, force-started via `toggle_game_start_timer`, and
confirmed `GET …/stats` returned the consensus snapshot with username
enrichment and an advancing `turn`. Also verified wrong-worker → 400 and
missing-key → 401.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-25 11:37:05 -07:00
committed by evanpelle
co-authored by Claude Opus 4.8
parent 3f0592f84e
commit 8049ebcc7a
12 changed files with 559 additions and 23 deletions
+18
View File
@@ -102,6 +102,24 @@ export function registerAdminBotRoutes(opts: {
});
});
// Read what's happening in a running game. The sim runs on the clients, so
// this returns the latest live stats snapshot a majority of them agreed on
// (liveStats is null until the first consensus is reached).
app.get("/api/adminbot/game/:id/stats", requireAdminBotKey, (req, res) => {
const id = req.params.id as string;
if (!ownsGame(id, res)) return;
const game = gm.game(id);
if (game === null) {
return res.status(404).json({ error: "Game not found" });
}
res.json({
gameID: id,
liveStats: game.liveStats(),
});
});
// Send an intent. Honors the lobby-management intents; everything else 400.
app.post("/api/adminbot/game/:id/intent", requireAdminBotKey, (req, res) => {
const id = req.params.id as string;
+1 -1
View File
@@ -4,7 +4,7 @@ import { ClientID } from "../core/Schemas";
const INTENTS_PER_SECOND = 10;
const INTENTS_PER_MINUTE = 150;
const MAX_INTENT_SIZE = 2000;
const TOTAL_BYTES = 2 * 1024 * 1024; // 2MB per client
const TOTAL_BYTES = 5 * 1024 * 1024; // 5MB per client
export type RateLimitResult = "ok" | "limit" | "kick";
interface ClientBucket {
+111 -16
View File
@@ -8,12 +8,15 @@ import { GameType } from "../core/game/Game";
import {
ClientID,
ClientMessageSchema,
ClientSendLiveStatsMessage,
ClientSendWinnerMessage,
GameConfig,
GameInfo,
GameStartInfo,
GameStartInfoSchema,
Intent,
LiveStats,
PlayerLiveStats,
PlayerRecord,
PublicGameType,
ServerDesyncSchema,
@@ -30,6 +33,7 @@ import { archive, finalizeGameRecord } from "./Archive";
import { Client } from "./Client";
import { ClientMsgRateLimiter } from "./ClientMsgRateLimiter";
import { ServerEnv } from "./ServerEnv";
import { VoteRound } from "./VoteTally";
export enum GamePhase {
Lobby = "LOBBY",
Active = "ACTIVE",
@@ -104,10 +108,17 @@ export class GameServer {
private websockets: Set<WebSocket> = new Set();
private winnerVotes: Map<
string,
{ winner: ClientSendWinnerMessage; ips: Set<string> }
private winnerVotes = new VoteRound<ClientSendWinnerMessage>();
// Per-turn consensus on the live stats snapshot (see handleLiveStats).
// Tallies are keyed by turn number; an entry is removed once consensus is
// reached for that turn (or a later one) so the map stays small.
private liveStatsVotes: Map<
number,
{ round: VoteRound<LiveStats>; voters: Set<ClientID> }
> = new Map();
private latestLiveStats: LiveStats | null = null;
private static readonly MAX_PENDING_LIVE_STATS_ROUNDS = 20;
private _hasEnded = false;
@@ -615,6 +626,10 @@ export class GameServer {
this.handleWinner(client, clientMsg);
break;
}
case "live_stats": {
this.handleLiveStats(client, clientMsg);
break;
}
default: {
this.log.warn(`Unknown message type: ${(clientMsg as any).type}`, {
clientID: client.clientID,
@@ -1309,34 +1324,114 @@ export class GameServer {
// Add client vote
const winnerKey = JSON.stringify(clientMsg.winner);
if (!this.winnerVotes.has(winnerKey)) {
this.winnerVotes.set(winnerKey, { ips: new Set(), winner: clientMsg });
}
const potentialWinner = this.winnerVotes.get(winnerKey)!;
potentialWinner.ips.add(client.ip);
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
const votes = this.winnerVotes.add(winnerKey, clientMsg, client.ip);
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip));
const ratio = `${potentialWinner.ips.size}/${activeUniqueIPs.size}`;
this.log.info(
`received winner vote ${clientMsg.winner}, ${ratio} votes for this winner`,
`received winner vote ${clientMsg.winner}, ${votes}/${activeUniqueIPs} votes for this winner`,
{
clientID: client.clientID,
},
);
if (potentialWinner.ips.size * 2 < activeUniqueIPs.size) {
const result = this.winnerVotes.result(activeUniqueIPs);
if (result === null) {
return;
}
// Vote succeeded
this.winner = potentialWinner.winner;
this.winner = result.value;
this.log.info(
`Winner determined by ${potentialWinner.ips.size}/${activeUniqueIPs.size} active IPs`,
`Winner determined by ${result.votes}/${activeUniqueIPs} active IPs`,
{
winnerKey: winnerKey,
winnerKey,
},
);
this.archiveGame();
}
// Clients each send a live stats snapshot every ~10s tagged with the turn it
// was taken at. In-sync clients produce an identical snapshot for a given
// turn, so we reach majority consensus (same IP-weighted vote as the winner)
// and keep the latest agreed snapshot for the admin bot to read.
private handleLiveStats(
client: Client,
clientMsg: ClientSendLiveStatsMessage,
) {
if (
this.outOfSyncClients.has(client.clientID) ||
this.isKicked(client.clientID)
) {
return;
}
const stats = clientMsg.stats;
const turn = stats.turn;
// Ignore turns we've already reached consensus on (or older ones).
if (this.latestLiveStats !== null && turn <= this.latestLiveStats.turn) {
return;
}
let entry = this.liveStatsVotes.get(turn);
if (entry === undefined) {
entry = { round: new VoteRound<LiveStats>(), voters: new Set() };
this.liveStatsVotes.set(turn, entry);
this.pruneLiveStatsVotes();
}
// One vote per client per turn.
if (entry.voters.has(client.clientID)) {
return;
}
entry.voters.add(client.clientID);
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
entry.round.add(JSON.stringify(stats), stats, client.ip);
const result = entry.round.result(activeUniqueIPs);
if (result === null) {
return;
}
this.latestLiveStats = result.value;
// This turn (and any older still-pending ones) are now settled.
for (const t of this.liveStatsVotes.keys()) {
if (t <= turn) {
this.liveStatsVotes.delete(t);
}
}
}
// Bound the pending-vote map in case consensus is never reached for some
// turns (e.g. a persistent desync). Maps iterate in insertion order and turns
// arrive ascending, so this drops the oldest pending rounds.
private pruneLiveStatsVotes() {
while (
this.liveStatsVotes.size > GameServer.MAX_PENDING_LIVE_STATS_ROUNDS
) {
const oldest = this.liveStatsVotes.keys().next().value;
if (oldest === undefined) break;
this.liveStatsVotes.delete(oldest);
}
}
// Latest majority-agreed live stats snapshot, with players enriched with
// server-authoritative info the clients don't vote on: the username and
// current connection status. null until the first consensus.
public liveStats(): {
turn: number;
players: (PlayerLiveStats & {
username: string | null;
connected: boolean;
})[];
} | null {
if (this.latestLiveStats === null) {
return null;
}
return {
turn: this.latestLiveStats.turn,
players: this.latestLiveStats.players.map((p) => ({
...p,
username: this.allClients.get(p.clientID)?.username ?? null,
connected: !this.isClientDisconnected(p.clientID),
})),
};
}
}
+34
View File
@@ -0,0 +1,34 @@
// IP-weighted single-round vote used to reach consensus on a value that the
// authoritative simulation only exists for on the clients (which run the game),
// not the server. Clients each vote for a candidate value; a candidate wins once
// a strict majority of the electorate's unique IPs back it.
//
// Used both for end-of-game winner consensus and for periodic running-stats
// consensus (see GameServer).
export class VoteRound<T> {
private candidates = new Map<string, { value: T; ips: Set<string> }>();
// Records a vote for `value` (identified by the stable string `key`) from
// `ip`. Repeat votes from the same IP for the same candidate are idempotent.
// Returns the candidate's unique-IP vote count after the vote.
add(key: string, value: T, ip: string): number {
let candidate = this.candidates.get(key);
if (candidate === undefined) {
candidate = { value, ips: new Set() };
this.candidates.set(key, candidate);
}
candidate.ips.add(ip);
return candidate.ips.size;
}
// Returns the winning value once some candidate holds a strict majority of
// `totalUniqueIPs` (votes * 2 >= total), else null.
result(totalUniqueIPs: number): { value: T; votes: number } | null {
for (const candidate of this.candidates.values()) {
if (candidate.ips.size * 2 >= totalUniqueIPs) {
return { value: candidate.value, votes: candidate.ips.size };
}
}
return null;
}
}