Commit Graph

3 Commits

Author SHA1 Message Date
Evan 46b9fe88bb fix: survive host modal close during listed-lobby auto-start (#4514)
Follow-up to the listed-lobby auto-start feature (`2a82b01e3`, on main).

## Bug

When a listed lobby auto-started (and in some paths on manual start),
the game began server-side but a player got ejected back to the menu
before it loaded.

Root cause: `BaseModal.close()` navigates via `showPage()`, which
**force-closes whichever page-modal is currently visible**. During the
game-start transition that is the *other* lobby modal — closing the join
modal first cascade-closed the host's modal with `leaveLobbyOnClose`
still armed (host disconnected → host-left teardown killed the game);
reversing the order just moved the victim to the joiner. No close order
fixes both sides.

## Fix

- **Disarm both lobby modals before closing either** in the prestart
transition (`disarmLeaveOnClose()` on `HostLobbyModal` and
`JoinLobbyModal`), so no cascade order can disconnect anyone mid
game-start.
- Both modals re-arm `leaveLobbyOnClose` in `onOpen` instead of
`onClose`'s state reset, so once disarmed no later cascade close can
re-arm it until the modal is reopened.
- `HostLobbyModal.closeWithoutLeaving()` (pattern `JoinLobbyModal`
already used), called explicitly instead of the generic modal-close
loop.
- **Server hardening:** `handleClientDisconnect` bails on `hasStarted()`
(which includes prestart) instead of raw `_hasStarted`, so host socket
churn during the lobby → game transition can never tear down a starting
game regardless of client behavior. Regression test included.

## Verification

Headless end-to-end (two browser contexts, host + joiner, `leave-lobby`
stack-trace tripwire armed on both pages):

- **Manual start:** host and joiner both receive prestart/start and
enter the game; zero `leave-lobby` dispatches.
- **Auto-start:** same, with nobody interacting after listing.

Also confirmed manually in a real browser. The auto-start deadline was
temporarily 30s during testing and is restored to 5 minutes in the final
commit. Full suite green (1843 + 161), tsc/eslint/prettier clean.

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

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Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 10:55:16 -07:00
evanpelle 2a82b01e30 feat: auto-start listed lobbies after 5 minutes
Hosts can't sit on a public listing: setListed(true) records listedAt,
and once listedAt + HOSTED_LOBBY_AUTO_START_MS passes, GameManager's
tick arms the normal start countdown (same path as the host's Start
button, honoring startDelay). Cancelling the countdown re-arms on the
next tick; unlisting cancels the deadline and relisting starts a fresh
one. Duplicate setListed(true) calls don't extend it.

The deadline rides to the host as autoStartAt in lobby info, rendered
as an amber countdown next to the Public/Private switch in the host
modal header (hidden once the real start countdown takes over).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 09:11:13 -07:00
Evan 5d21be826d 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)

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Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 20:25:56 -07:00