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
+116
View File
@@ -0,0 +1,116 @@
// 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();