Handle matchmaking socket close codes per API contract (#4595)

## What

Implements the close-code contract from the matchmaking API handoff (API
PR #419) in the matchmaking modal, plus two runnable integration
harnesses. Previously `onclose` only logged, so an API deploy while
queued left the player on the "searching" spinner forever (the queue is
in-memory on the API worker).

| Close | Behavior |
| --- | --- |
| 1008 `Invalid session` | Reconnect and re-send `join` —
`getPlayToken()` refreshes an expired token internally, so the rejoin
carries a fresh JWT |
| 1000 `Replaced by newer connection` | Another tab/window took the
queue slot: show a message (new `matchmaking_modal.replaced` string) and
stop. No retry |
| Any other close before assignment | Server restart/deploy: reconnect
and re-send `join`, with exponential backoff (1s doubling to a 15s cap)
|

Intentional closes (user backs out of the modal, assignment received)
don't reconnect. A pending 2s join timer from a previous socket is
cleared before each reconnect so it can't fire on the new socket.

## Test harnesses (`tests/matchmaking/`)

- **`npm run test:matchmaking`** (contained): drives the real modal in a
headless browser against a fake in-process matchmaking server speaking
the documented protocol; covers the whole close-code table over real
WebSockets. Needs only `npm run dev`.
- **`npm run test:matchmaking:e2e`**: real integration against the API
worker on `localhost:8787` — two browser players join the real queue,
the dev game server receives the checkin assignment, and both clients
end up in the same created game.

## Why now

This is required by the matchmaking API's client contract independent of
the upcoming 2v2 work ("clients must already handle unexpected close →
reconnect and rejoin"). The rest of the 2v2 integration is planned for
the next version.

## Verification

- Contained harness: 8/8 checks pass (join, 1006 reconnect+rejoin, 1008
rejoin with fresh token, assignment, replaced → message + no retry,
intentional close → no retry/no message).
- E2E harness against a local worker: 3/3 — both players matched into
the same game, game created via checkin and joinable by both.
- `npm test` (all 2,046 pass), `npx tsc --noEmit`, ESLint clean.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-07-13 10:55:15 -07:00
committed by GitHub
co-authored by Claude Fable 5
parent 558f2e20db
commit e76b34be22
9 changed files with 490 additions and 2 deletions
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# Matchmaking integration harnesses
Two harnesses for the matchmaking client integration (the `matchmaking-modal`
close-code/reconnect contract from the matchmaking API handoff). Neither runs
as part of `npm test` — they drive a real headless browser.
## Contained — `npm run test:matchmaking`
Integration test against a **fake matchmaking server** (`fakeServer.mjs`, an
in-process `ws` server speaking the documented protocol). The browser's
`WebSocket` for `/matchmaking/join` is redirected to it, so real close-code
semantics apply. Covers:
| Scenario | Expected client behavior |
| ----------------------------------- | ------------------------------- |
| join after connect | `{type:"join", jwt}` sent |
| abrupt drop (deploy/restart, 1006) | reconnect + rejoin (backoff) |
| 1008 `Invalid session` | reconnect + rejoin, fresh token |
| `match-assignment` | gameId recorded, socket done |
| 1000 `Replaced by newer connection` | message shown, **no** retry |
| intentional close (user backs out) | no retry, no message |
Prerequisite: `npm run dev` (app on :9000). No API worker needed.
## E2E — `npm run test:matchmaking:e2e`
Real integration against the **API worker on `localhost:8787`**. Two browser
players join the real queue through the real modal; the dev game server's
`/matchmaking/checkin` long-poll receives the assignment and creates the
game; the test asserts both players get the same `gameId` and dispatch
`join-lobby` once the game exists.
Prerequisites:
- `npm run dev` (app + game server on :9000; the game server polls checkin
on :8787 out of the box in dev)
- the API worker running locally: `wrangler dev` in the API repo (port 8787)
On failure the harness dumps both players' browser consoles — close code
1008 means the worker rejected the play token; no assignment usually means
the worker rejected the game server's `x-api-key` checkin.
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// Contained matchmaking integration test: drives the real matchmaking modal
// in the real app against a fake matchmaking server (fakeServer.mjs) that
// speaks the documented protocol. Covers the close-code contract:
// - unexpected close (deploy) -> reconnect + rejoin
// - 1008 Invalid session -> reconnect + rejoin (fresh token)
// - 1000 Replaced by newer connection-> message shown, NO retry
// - intentional close (user backs out or assignment received) -> no retry
//
// Prerequisite: the dev app must be running (`npm run dev`, port 9000).
// Run: npm run test:matchmaking
import {
gotoHome,
launch,
} from "../../.claude/skills/run-openfront/driver.mjs";
import { startFakeMatchmakingServer } from "./fakeServer.mjs";
import { isUp, makeChecker, waitFor } from "./util.mjs";
if (!(await isUp("http://localhost:9000"))) {
console.error(
"Dev app is not running on :9000 — start it with `npm run dev`.",
);
process.exit(1);
}
const fake = await startFakeMatchmakingServer();
const control = async (path, body) => {
const res = await fetch(`${fake.controlUrl}/${path}`, {
method: "POST",
body: body ? JSON.stringify(body) : undefined,
});
return res.json();
};
const joins = async () => {
const res = await fetch(`${fake.controlUrl}/state`);
return (await res.json()).joins;
};
const joinCountReaches = (n, timeoutMs) =>
waitFor(async () => (await joins()).length >= n, {
timeoutMs,
label: `join #${n} to reach the fake server`,
});
const { browser, page } = await launch();
const c = makeChecker();
try {
await gotoHome(page);
// Redirect the modal's /matchmaking/join socket to the fake server while
// keeping real browser WebSocket (and close-code) semantics.
await page.evaluate((wsUrl) => {
const Real = window.WebSocket;
window.WebSocket = class extends Real {
constructor(url, protocols) {
const s = String(url);
if (s.includes("/matchmaking/join")) {
super(
`${wsUrl}/matchmaking/join?${s.split("?")[1] ?? ""}`,
protocols,
);
} else {
super(url, protocols);
}
}
};
window.__mmMessages = [];
window.addEventListener("show-message", (e) =>
window.__mmMessages.push(e.detail?.message),
);
}, fake.wsUrl);
const modal = (body) =>
page.evaluate(`(() => {
const el = document.querySelector("matchmaking-modal");
${body}
})()`);
const resetAndConnect = () =>
modal(`el.gameID = null;
el.intentionalClose = false;
el.reconnectAttempts = 0;
el.connect();`);
// 1. Joining the queue: connect -> join arrives (after the modal's 2s delay)
await resetAndConnect();
await joinCountReaches(1, 8000);
c.check("join sent after connect", true);
// 2. Deploy/restart: server drops the socket abruptly -> reconnect + rejoin
await control("kill");
await joinCountReaches(2, 10000);
c.check("unexpected close -> reconnected and rejoined", true);
// 3. Invalid session: next join is closed 1008 -> client retries and rejoins
await control("reject-next");
await control("kill"); // forces the reconnect whose join gets 1008
await joinCountReaches(4, 20000); // join 3 rejected, join 4 accepted
c.check("1008 -> reconnected and rejoined with fresh token", true);
// 4. Assignment: modal records the gameId
await control("assign", { gameId: "FakeGame1" });
await waitFor(() => modal(`return el.gameID === "FakeGame1";`), {
timeoutMs: 5000,
label: "modal to receive match-assignment",
});
c.check("match-assignment received", true);
await modal(`el.onClose();`); // stop the game-exists polling
// 5. Replaced by newer connection: message shown, no retry
await resetAndConnect();
await joinCountReaches(5, 8000);
await control("replace");
await waitFor(() => page.evaluate(() => window.__mmMessages.length > 0), {
timeoutMs: 5000,
label: "replaced message",
});
const msg = await page.evaluate(() => window.__mmMessages.at(-1));
c.check(
`replaced -> message shown ("${msg}")`,
typeof msg === "string" && !msg.includes("matchmaking_modal."),
);
await new Promise((r) => setTimeout(r, 3500));
c.check("replaced -> no retry", (await joins()).length === 5);
// 6. Intentional close (user backs out): no retry, no message
await resetAndConnect();
await joinCountReaches(6, 8000);
const msgsBefore = await page.evaluate(() => window.__mmMessages.length);
await modal(`el.onClose();`);
await new Promise((r) => setTimeout(r, 3500));
c.check("intentional close -> no retry", (await joins()).length === 6);
c.check(
"intentional close -> no message",
(await page.evaluate(() => window.__mmMessages.length)) === msgsBefore,
);
} finally {
await browser.close();
await fake.close();
}
c.finish();
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// End-to-end matchmaking integration test. Requires the REAL stack:
// - the API worker running on localhost:8787 (wrangler dev in the API repo)
// - the dev app running on localhost:9000 (`npm run dev` — its game server
// long-polls the worker's /matchmaking/checkin out of the box in dev)
//
// Drives two real browser players through the real matchmaking modal:
// both join the queue on the worker, the matcher pairs them, the local game
// server receives the checkin assignment and creates the game, and both
// clients see the game exist and dispatch join-lobby.
//
// Run: npm run test:matchmaking:e2e
import {
gotoHome,
launch,
} from "../../.claude/skills/run-openfront/driver.mjs";
import { isUp, makeChecker, waitFor } from "./util.mjs";
if (!(await isUp("http://localhost:9000"))) {
console.error(
"Dev app is not running on :9000 — start it with `npm run dev`.",
);
process.exit(1);
}
if (!(await isUp("http://localhost:8787"))) {
console.error(
"API worker is not running on :8787 — start it with `wrangler dev` in the API repo.",
);
process.exit(1);
}
const { browser, page: page1 } = await launch();
const context2 = await browser.newContext({
viewport: { width: 1400, height: 1000 },
});
const page2 = await context2.newPage();
const pages = [page1, page2];
const consoles = pages.map(() => []);
pages.forEach((p, i) => p.on("console", (msg) => consoles[i].push(msg.text())));
const dumpConsoles = () => {
pages.forEach((_, i) => {
console.error(`\n--- player ${i + 1} console (last 25 lines) ---`);
for (const line of consoles[i].slice(-25)) console.error(line);
});
console.error(
"\nHints: close code 1008 means the worker rejected the play token; " +
"no assignment at all usually means the worker isn't accepting the " +
"game server's checkin (x-api-key) or the matcher isn't running.",
);
};
const c = makeChecker();
try {
// Two contexts = separate localStorage = two distinct players.
for (const p of pages) {
await gotoHome(p);
await p.evaluate(() => {
window.__joinLobby = null;
document.addEventListener(
"join-lobby",
(e) => (window.__joinLobby = e.detail ?? {}),
);
document.querySelector("matchmaking-modal").connect();
});
}
const gameIdOf = (p) =>
p.evaluate(() => document.querySelector("matchmaking-modal").gameID);
let gameIds;
try {
gameIds = await waitFor(
async () => {
const ids = await Promise.all(pages.map(gameIdOf));
return ids.every(Boolean) ? ids : null;
},
{
timeoutMs: 90000,
intervalMs: 1000,
label: "both players to receive a match-assignment",
},
);
} catch (err) {
dumpConsoles();
throw err;
}
c.check(`both players received an assignment (${gameIds[0]})`, true);
c.check("both players got the same gameId", gameIds[0] === gameIds[1]);
// The modal polls the game server until the assigned game exists, then
// dispatches join-lobby — this proves the checkin/creation side worked.
try {
await waitFor(
async () => {
const details = await Promise.all(
pages.map((p) => p.evaluate(() => window.__joinLobby)),
);
return details.every((d) => d?.gameID === gameIds[0]);
},
{
timeoutMs: 45000,
intervalMs: 1000,
label: "both players to dispatch join-lobby for the created game",
},
);
c.check("game created on the game server and joinable by both", true);
} catch (err) {
dumpConsoles();
throw err;
}
} finally {
await browser.close();
}
c.finish();
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// Fake matchmaking server implementing the API worker's documented protocol
// (see the matchmaking integration handoff): WS /matchmaking/join, the
// {type:"join", jwt} message, {type:"match-assignment", gameId}, and the
// close-code contract (1008 invalid session, 1000 replaced by newer
// connection). A control API lets tests trigger each server-side behavior.
import http from "node:http";
import { WebSocketServer } from "ws";
export async function startFakeMatchmakingServer() {
const state = {
joins: [], // every {type:"join"} ever received: { jwt, at }
sockets: new Map(), // jwt -> ws holding the queue slot
rejectNextJoin: false,
};
const server = http.createServer((req, res) => {
let body = "";
req.on("data", (c) => (body += c));
req.on("end", () => {
const send = (obj) => {
res.setHeader("content-type", "application/json");
res.end(JSON.stringify(obj));
};
switch (new URL(req.url, "http://localhost").pathname) {
case "/control/state":
return send({
joins: state.joins,
queued: [...state.sockets.keys()],
});
case "/control/reject-next": // next join gets 1008 Invalid session
state.rejectNextJoin = true;
return send({ ok: true });
case "/control/kill": // abrupt drop (deploy/restart) -> client sees 1006
for (const ws of state.sockets.values()) ws.terminate();
state.sockets.clear();
return send({ ok: true });
case "/control/replace": // queue slot taken by a newer connection
for (const ws of state.sockets.values()) {
ws.close(1000, "Replaced by newer connection");
}
state.sockets.clear();
return send({ ok: true });
case "/control/assign": {
const { gameId } = JSON.parse(body || "{}");
for (const ws of state.sockets.values()) {
ws.send(JSON.stringify({ type: "match-assignment", gameId }));
}
return send({ ok: true });
}
default:
res.statusCode = 404;
return res.end();
}
});
});
const wss = new WebSocketServer({
server,
// Real worker rejects a missing instance_id with HTTP 400 pre-upgrade.
verifyClient: ({ req }) =>
new URL(req.url, "http://localhost").searchParams.has("instance_id"),
});
wss.on("connection", (ws) => {
ws.on("message", (raw) => {
let msg;
try {
msg = JSON.parse(raw.toString());
} catch {
return;
}
if (msg.type !== "join") return;
state.joins.push({ jwt: msg.jwt, at: Date.now() });
if (state.rejectNextJoin) {
state.rejectNextJoin = false;
ws.close(1008, "Invalid session");
return;
}
const prev = state.sockets.get(msg.jwt);
if (prev && prev !== ws) {
prev.close(1000, "Replaced by newer connection");
}
state.sockets.set(msg.jwt, ws);
});
ws.on("close", () => {
for (const [jwt, s] of state.sockets) {
if (s === ws) state.sockets.delete(jwt);
}
});
});
await new Promise((r) => server.listen(0, "127.0.0.1", r));
const port = server.address().port;
return {
port,
wsUrl: `ws://127.0.0.1:${port}`,
controlUrl: `http://127.0.0.1:${port}/control`,
close: () => new Promise((r) => server.close(r)),
};
}
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// Shared helpers for the matchmaking harnesses (contained + e2e).
export async function waitFor(
fn,
{ timeoutMs = 10000, intervalMs = 200, label = "condition" } = {},
) {
const deadline = Date.now() + timeoutMs;
for (;;) {
const value = await fn();
if (value) return value;
if (Date.now() > deadline) {
throw new Error(`Timed out after ${timeoutMs}ms waiting for: ${label}`);
}
await new Promise((r) => setTimeout(r, intervalMs));
}
}
// Any HTTP response (including 404) counts as "up"; only a network error
// (nothing listening) counts as down.
export async function isUp(url) {
try {
await fetch(url, { signal: AbortSignal.timeout(2000) });
return true;
} catch {
return false;
}
}
export function makeChecker() {
const results = [];
return {
check(name, cond) {
results.push({ name, pass: !!cond });
console.log(`${cond ? "PASS" : "FAIL"} ${name}`);
},
finish() {
const failed = results.filter((r) => !r.pass);
console.log(
`\n${results.length - failed.length}/${results.length} checks passed`,
);
process.exit(failed.length > 0 ? 1 : 0);
},
};
}