mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-13 00:16:40 +00:00
5d21be826d
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>
719 lines
23 KiB
TypeScript
719 lines
23 KiB
TypeScript
import compression from "compression";
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import express, { NextFunction, Request, Response } from "express";
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import rateLimit from "express-rate-limit";
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import http from "http";
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import ipAnonymize from "ip-anonymize";
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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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import { generateID, replacer } from "../core/Util";
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import { CreateGameInputSchema } from "../core/WorkerSchemas";
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import { registerAdminBotRoutes } from "./AdminBotRoutes";
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import { archive, finalizeGameRecord } from "./Archive";
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import { Client } from "./Client";
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import { GameManager } from "./GameManager";
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import { registerGamePreviewRoute } from "./GamePreviewRoute";
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import { getUserMe, verifyClientToken } from "./jwt";
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import { logger } from "./Logger";
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import { MapPlaylist } from "./MapPlaylist";
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import { setNoStoreHeaders } from "./NoStoreHeaders";
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import { startPolling } from "./PollingLoop";
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import { PrivilegeRefresher } from "./PrivilegeRefresher";
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import { ServerEnv } from "./ServerEnv";
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import { applyStaticAssetCacheControl } from "./StaticAssetCache";
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import { verifyTurnstileToken } from "./Turnstile";
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import { WorkerLobbyService } from "./WorkerLobbyService";
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import { initWorkerMetrics } from "./WorkerMetrics";
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const workerId = ServerEnv.workerId() ?? 0;
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const log = logger.child({ comp: `w_${workerId}` });
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const playlist = new MapPlaylist();
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// Worker setup
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export async function startWorker() {
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log.info(`Worker starting...`);
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const __filename = fileURLToPath(import.meta.url);
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const __dirname = path.dirname(__filename);
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const app = express();
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app.use(express.json({ limit: "5mb" }));
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const server = http.createServer(app);
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const wss = new WebSocketServer({
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noServer: true,
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maxPayload: 1024 * 1024, // 1MB
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});
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const gm = new GameManager(log);
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// Initialize lobby service (handles WebSocket upgrade routing)
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const lobbyService = new WorkerLobbyService(server, wss, gm, log);
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setTimeout(
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() => {
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startMatchmakingPolling(gm);
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},
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1000 + Math.random() * 2000,
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);
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if (ServerEnv.otelEnabled()) {
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initWorkerMetrics(gm);
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}
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const privilegeRefresher = new PrivilegeRefresher(
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ServerEnv.jwtIssuer() + "/cosmetics.json",
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ServerEnv.jwtIssuer() + "/profane_words_game_server",
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ServerEnv.apiKey(),
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ServerEnv.jwtIssuer() + "/reserved_clan_tags",
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log,
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);
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privilegeRefresher.start();
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// Middleware to handle /wX path prefix
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app.use((req, res, next) => {
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// Extract the original path without the worker prefix
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const originalPath = req.url;
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const match = originalPath.match(/^\/w(\d+)(.*)$/);
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if (match) {
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const pathWorkerId = parseInt(match[1]);
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const actualPath = match[2] || "/";
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// Verify this request is for the correct worker
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if (pathWorkerId !== workerId) {
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return res.status(404).json({
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error: "Worker mismatch",
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message: `This is worker ${workerId}, but you requested worker ${pathWorkerId}`,
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});
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}
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// Update the URL to remove the worker prefix
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req.url = actualPath;
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}
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next();
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});
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app.set("trust proxy", 3);
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app.use(compression());
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app.use(
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express.static(path.join(__dirname, "../../out"), {
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setHeaders: (res) => {
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applyStaticAssetCacheControl(
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res.setHeader.bind(res),
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res.req.originalUrl,
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);
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},
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}),
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);
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app.use(
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"/maps",
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express.static(path.join(__dirname, "../../static/maps"), {
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maxAge: "1y",
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setHeaders: (res, filePath) => {
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if (filePath.endsWith(".webp")) {
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res.setHeader("Content-Type", "image/webp");
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}
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},
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}),
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);
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app.use(
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rateLimit({
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windowMs: 1000, // 1 second
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max: 20, // 20 requests per IP per second
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}),
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);
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app.use("/api", (_req, res, next) => {
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setNoStoreHeaders(res);
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next();
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});
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// Create a new private game. The worker mints an id that belongs to itself
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// and returns it, so callers don't need to know the sharding. nginx (and the
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// vite dev proxy) randomly route here to spread new games across workers.
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app.post("/api/create_game", async (req, res) => {
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// Identify the creator from their token. Never accept persistentID directly.
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const authHeader = req.headers.authorization;
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if (!authHeader?.startsWith("Bearer ")) {
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return res
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.status(400)
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.json({ error: "Authorization header required to create a game" });
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}
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const auth = await verifyClientToken(
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authHeader.substring("Bearer ".length),
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);
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if (auth.type !== "success") {
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log.warn(`Invalid creator token: ${auth.message}`);
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return res.status(401).json({ error: "Invalid creator token" });
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}
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const creatorPersistentID = auth.persistentId;
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const parsed = CreateGameInputSchema.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 gc = parsed.data;
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// Public games are scheduled by the master over IPC, never created here.
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if (gc?.gameType === GameType.Public) {
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return res
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.status(400)
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.json({ error: "Cannot create public games via this endpoint" });
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}
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const id = ServerEnv.generateGameIdForWorker(workerId);
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if (id === null) {
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log.warn(`Failed to mint game id on worker ${workerId}`);
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return res.status(500).json({ error: "Could not allocate game id" });
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}
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const game = gm.createGame(id, gc, creatorPersistentID);
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if (game === null) {
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log.warn(`cannot create game, id ${id} already exists`);
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return res.status(409).json({ error: "Game ID already exists" });
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}
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// eslint-disable-next-line @typescript-eslint/prefer-nullish-coalescing
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const clientIP = req.ip || req.socket.remoteAddress || "unknown";
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log.info(
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`Worker ${workerId}: IP ${ipAnonymize(clientIP)} creating private${gc?.gameMode ? ` ${gc.gameMode}` : ""} game with id ${id}, creator: ${creatorPersistentID.substring(0, 8)}...`,
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);
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res.json({
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...game.gameInfo(),
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workerIndex: workerId,
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workerPath: ServerEnv.workerPath(id),
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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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exists: gm.game(lobbyId) !== null,
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});
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});
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app.get("/api/game/:id", async (req, res) => {
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const game = gm.game(req.params.id);
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if (game === null) {
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log.info(`lobby ${req.params.id} not found`);
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return res.status(404).json({ error: "Game not found" });
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}
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res.json(game.gameInfo());
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});
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registerGamePreviewRoute({
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app,
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gm,
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workerId,
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log,
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baseDir: __dirname,
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});
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registerAdminBotRoutes({ app, gm, workerId, log });
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app.post("/api/archive_singleplayer_game", async (req, res) => {
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try {
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const record = req.body;
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const result = PartialGameRecordSchema.safeParse(record);
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if (!result.success) {
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const error = z.prettifyError(result.error);
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log.info(error);
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return res.status(400).json({ error });
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}
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const gameRecord = result.data;
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if (gameRecord.info.config.gameType !== GameType.Singleplayer) {
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log.warn(
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`cannot archive singleplayer with game type ${gameRecord.info.config.gameType}`,
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{
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gameID: gameRecord.info.gameID,
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},
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);
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return res.status(400).json({ error: "Invalid request" });
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}
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if (result.data.info.players.length !== 1) {
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log.warn(`cannot archive singleplayer game multiple players`, {
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gameID: gameRecord.info.gameID,
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});
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return res.status(400).json({ error: "Invalid request" });
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}
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log.info("archiving singleplayer game", {
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gameID: gameRecord.info.gameID,
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});
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archive(
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finalizeGameRecord(gameRecord),
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privilegeRefresher.getCosmeticFlagUrls(),
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);
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res.json({
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success: true,
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});
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} catch (error) {
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log.error("Error processing archive request:", error);
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res.status(500).json({ error: "Internal server error" });
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}
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});
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// WebSocket handling
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wss.on("connection", (ws: WebSocket, req) => {
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ws.on("message", async (message: string) => {
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const ip = getClientIp(req);
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try {
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// Parse and handle client messages
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const parsed = ClientMessageSchema.safeParse(
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JSON.parse(message.toString()),
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);
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if (!parsed.success) {
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const error = z.prettifyError(parsed.error);
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log.warn("Error parsing client message", error);
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ws.send(
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JSON.stringify({
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type: "error",
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error: error.toString(),
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} satisfies ServerErrorMessage),
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);
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ws.close(1002, "ClientJoinMessageSchema");
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return;
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}
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const clientMsg = parsed.data;
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if (clientMsg.type === "ping") {
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// Ignore ping
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return;
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} else if (clientMsg.type !== "join" && clientMsg.type !== "rejoin") {
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log.warn(
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`Invalid message before join: ${JSON.stringify(clientMsg, replacer)}`,
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);
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return;
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}
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// Verify this worker should handle this game
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const expectedWorkerId = ServerEnv.workerIndex(clientMsg.gameID);
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if (expectedWorkerId !== workerId) {
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log.warn(
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`Worker mismatch: Game ${clientMsg.gameID} should be on worker ${expectedWorkerId}, but this is worker ${workerId}`,
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);
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return;
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}
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|
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// Verify token signature
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const result = await verifyClientToken(clientMsg.token);
|
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if (result.type === "error") {
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log.warn(`Invalid token: ${result.message}`, {
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gameID: clientMsg.gameID,
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});
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ws.close(1002, `Unauthorized: invalid token`);
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return;
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}
|
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const { persistentId, claims } = result;
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|
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if (claims?.role === "banned") {
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ws.close(1002, "Account Banned");
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return;
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}
|
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|
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if (clientMsg.type === "rejoin") {
|
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log.info("rejoining game", {
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gameID: clientMsg.gameID,
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persistentID: persistentId,
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});
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const wasFound = gm.rejoinClient(
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ws,
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persistentId,
|
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clientMsg.gameID,
|
|
clientMsg.lastTurn,
|
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);
|
|
if (!wasFound) {
|
|
log.warn(
|
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`game ${clientMsg.gameID} not found on worker ${workerId}`,
|
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);
|
|
ws.close(1002, "Game not found");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Normalize username and clan tag before any rejoin/join handling.
|
|
// If this connection maps to an existing lobby client, we still want
|
|
// the latest pre-join identity to be reflected.
|
|
const { clanTag: censoredClanTag, username: censoredUsername } =
|
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privilegeRefresher
|
|
.get()
|
|
.censor(clientMsg.username, clientMsg.clanTag ?? null);
|
|
|
|
// Try to reconnect an existing client (e.g., page refresh)
|
|
// If successful, skip all authorization
|
|
if (
|
|
gm.rejoinClient(ws, persistentId, clientMsg.gameID, 0, {
|
|
username: censoredUsername,
|
|
clanTag: censoredClanTag,
|
|
})
|
|
) {
|
|
return;
|
|
}
|
|
|
|
let flares: string[] | undefined;
|
|
let publicId: string | undefined;
|
|
let friends: string[] = [];
|
|
let ownedClanTags: string[] = [];
|
|
|
|
const allowedFlares = ServerEnv.allowedFlares();
|
|
if (claims === null) {
|
|
if (allowedFlares !== undefined) {
|
|
log.warn("Unauthorized: Anonymous user attempted to join game");
|
|
ws.close(1002, "Unauthorized");
|
|
return;
|
|
}
|
|
} else {
|
|
// Verify token and get player permissions
|
|
const result = await getUserMe(clientMsg.token);
|
|
if (result.type === "error") {
|
|
log.warn(`Unauthorized: ${result.message}`, {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
});
|
|
ws.close(1002, "Unauthorized: user me fetch failed");
|
|
return;
|
|
}
|
|
flares = result.response.player.flares;
|
|
publicId = result.response.player.publicId;
|
|
friends = result.response.player.friends;
|
|
ownedClanTags = result.response.player.clans?.map((c) => c.tag) ?? [];
|
|
|
|
if (allowedFlares !== undefined) {
|
|
const allowed =
|
|
allowedFlares.length === 0 ||
|
|
allowedFlares.some((f) => flares?.includes(f));
|
|
if (!allowed) {
|
|
log.warn(
|
|
"Forbidden: player without an allowed flare attempted to join game",
|
|
);
|
|
ws.close(1002, "Forbidden");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Enforce clan tag ownership: a player can wear a tag only if they're
|
|
// a member; a real clan they're not in (or an unverifiable tag) is
|
|
// dropped to prevent impersonation. Fictional tags pass through.
|
|
const resolution = privilegeRefresher
|
|
.get()
|
|
.resolveClanTag(censoredClanTag, ownedClanTags);
|
|
if (resolution.dropped) {
|
|
log.warn("Dropped clan tag: player is not a member", {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
clanTag: censoredClanTag,
|
|
});
|
|
}
|
|
const resolvedClanTag = resolution.tag;
|
|
|
|
const cosmeticResult = privilegeRefresher
|
|
.get()
|
|
.isAllowed(flares ?? [], clientMsg.cosmetics ?? {});
|
|
|
|
if (cosmeticResult.type === "forbidden") {
|
|
log.warn(`Forbidden: ${cosmeticResult.reason}`, {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
});
|
|
ws.close(1002, cosmeticResult.reason);
|
|
return;
|
|
}
|
|
|
|
// Turnstile gates the FIRST join only. An already-admitted player who
|
|
// reconnects (e.g. a socket drop during the lobby->start transition,
|
|
// after which the server has cleared their reconnection mapping) must
|
|
// not be re-challenged: their original Turnstile token is single-use
|
|
// and was already redeemed, so re-verifying it would always fail.
|
|
if (
|
|
ServerEnv.env() !== GameEnv.Dev &&
|
|
!gm.wasAdmitted(clientMsg.gameID, persistentId)
|
|
) {
|
|
const turnstileResult = await verifyTurnstileToken(
|
|
ip,
|
|
clientMsg.turnstileToken,
|
|
);
|
|
switch (turnstileResult.status) {
|
|
case "approved":
|
|
break;
|
|
case "rejected":
|
|
log.warn("Unauthorized: Turnstile token rejected", {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
reason: turnstileResult.reason,
|
|
});
|
|
ws.close(1002, "Unauthorized: Turnstile token rejected");
|
|
return;
|
|
case "error":
|
|
// Fail open, allow the client to join.
|
|
log.error("Turnstile token error", {
|
|
persistentID: persistentId,
|
|
gameID: clientMsg.gameID,
|
|
reason: turnstileResult.reason,
|
|
});
|
|
}
|
|
}
|
|
|
|
// Create client and add to game
|
|
const client = new Client(
|
|
generateID(),
|
|
persistentId,
|
|
claims,
|
|
claims?.role ?? null,
|
|
flares,
|
|
ip,
|
|
censoredUsername,
|
|
resolvedClanTag,
|
|
ws,
|
|
cosmeticResult.cosmetics,
|
|
publicId,
|
|
friends,
|
|
);
|
|
|
|
const joinResult = gm.joinClient(client, clientMsg.gameID);
|
|
|
|
if (joinResult === "not_found") {
|
|
log.info(`game ${clientMsg.gameID} not found on worker ${workerId}`);
|
|
ws.close(1002, "Game not found");
|
|
} else if (joinResult === "kicked") {
|
|
log.warn(`kicked client tried to join game ${clientMsg.gameID}`, {
|
|
gameID: clientMsg.gameID,
|
|
workerId,
|
|
});
|
|
ws.close(1002, "Cannot join game");
|
|
} else if (joinResult === "not_allowlisted") {
|
|
log.info(`client not whitelisted for game ${clientMsg.gameID}`, {
|
|
gameID: clientMsg.gameID,
|
|
workerId,
|
|
});
|
|
ws.close(1002, "You are not whitelisted");
|
|
} else if (joinResult === "rejected") {
|
|
log.info(`client rejected from game ${clientMsg.gameID}`, {
|
|
gameID: clientMsg.gameID,
|
|
workerId,
|
|
});
|
|
ws.close(1002, "Lobby full");
|
|
}
|
|
|
|
// Handle other message types
|
|
} catch (error) {
|
|
ws.close(1011, "Internal server error");
|
|
log.warn(
|
|
`error handling websocket message for ${ipAnonymize(ip)}: ${error}`.substring(
|
|
0,
|
|
250,
|
|
),
|
|
);
|
|
}
|
|
});
|
|
|
|
ws.on("error", (error: Error) => {
|
|
if ((error as any).code === "WS_ERR_UNEXPECTED_RSV_1") {
|
|
ws.close(1002, "WS_ERR_UNEXPECTED_RSV_1");
|
|
}
|
|
});
|
|
ws.on("close", () => {
|
|
ws.removeAllListeners();
|
|
});
|
|
});
|
|
|
|
// The load balancer will handle routing to this server based on path
|
|
const PORT = ServerEnv.workerPortByIndex(workerId);
|
|
server.listen(PORT, () => {
|
|
log.info(`running on http://localhost:${PORT}`);
|
|
log.info(`Handling requests with path prefix /w${workerId}/`);
|
|
// Signal to the master process that this worker is ready
|
|
lobbyService.sendReady(workerId);
|
|
log.info(`signaled ready state to master`);
|
|
});
|
|
|
|
// Global error handler
|
|
app.use((err: Error, req: Request, res: Response, next: NextFunction) => {
|
|
log.error(`Error in ${req.method} ${req.path}:`, err);
|
|
res.status(500).json({ error: "An unexpected error occurred" });
|
|
});
|
|
|
|
// Process-level error handlers
|
|
process.on("uncaughtException", (err) => {
|
|
log.error(`uncaught exception:`, err);
|
|
});
|
|
|
|
process.on("unhandledRejection", (reason, promise) => {
|
|
log.error(`unhandled rejection at:`, promise, "reason:", reason);
|
|
});
|
|
}
|
|
|
|
async function startMatchmakingPolling(gm: GameManager) {
|
|
startPolling(
|
|
async () => {
|
|
try {
|
|
const url = `${ServerEnv.jwtIssuer() + "/matchmaking/checkin"}`;
|
|
const gameId = ServerEnv.generateGameIdForWorker(workerId);
|
|
if (gameId === null) {
|
|
log.warn(`Failed to generate game ID for worker ${workerId}`);
|
|
return;
|
|
}
|
|
|
|
const controller = new AbortController();
|
|
const timeoutId = setTimeout(() => controller.abort(), 20000);
|
|
const response = await fetch(url, {
|
|
method: "POST",
|
|
headers: {
|
|
"Content-Type": "application/json",
|
|
"x-api-key": ServerEnv.apiKey(),
|
|
},
|
|
body: JSON.stringify({
|
|
id: workerId,
|
|
gameId: gameId,
|
|
ccu: gm.activeClients(),
|
|
instanceId: process.env.INSTANCE_ID,
|
|
}),
|
|
signal: controller.signal,
|
|
});
|
|
|
|
clearTimeout(timeoutId);
|
|
|
|
if (!response.ok) {
|
|
log.warn(
|
|
`Failed to poll lobby: ${response.status} ${response.statusText}`,
|
|
);
|
|
return;
|
|
}
|
|
|
|
const data = await response.json();
|
|
log.info(`Lobby poll successful:`, data);
|
|
|
|
if (data.assignment) {
|
|
const game = gm.createGame(
|
|
gameId,
|
|
playlist.get1v1Config(),
|
|
undefined,
|
|
Date.now() + 7000,
|
|
);
|
|
if (game === null) {
|
|
log.warn(`Failed to create matchmaking game ${gameId}`);
|
|
}
|
|
}
|
|
} catch (error) {
|
|
if (error instanceof Error && error.name === "AbortError") {
|
|
// Abort is expected if no game is scheduled on this worker.
|
|
return;
|
|
}
|
|
log.error(`Error polling lobby:`, error);
|
|
}
|
|
},
|
|
5000 + Math.random() * 1000,
|
|
);
|
|
}
|
|
|
|
function getClientIp(req: http.IncomingMessage): string {
|
|
const cfIp = req.headers["cf-connecting-ip"];
|
|
if (typeof cfIp === "string" && cfIp) return cfIp;
|
|
return req.socket.remoteAddress ?? "unknown";
|
|
}
|