Evan 2436eebaa7 fix: don't re-challenge Turnstile on lobby reconnect (#4420)
## Problem

A player who joins a **private** lobby and waits for the start timer can
get an alert — `connection refused: Unauthorized: Turnstile token
rejected` — the moment the game starts. Turnstile is only supposed to
gate the *first* join, so this looks wrong.

## Root cause

A websocket **reconnect during the lobby phase** re-sends the original
Turnstile token via `joinGame()` (`ClientGameRunner.ts` lobby
`onconnect` → `Transport.joinGame()`, line 417). Cloudflare Turnstile
tokens are **single-use** and `lobbyConfig.turnstileToken` is never
refreshed, so re-verifying the already-redeemed token returns `rejected`
→ `ws.close(1002, ...)` (`Worker.ts`).

Normally the server skips Turnstile for reconnects: a `join` first tries
`rejoinClient` and returns early if the player is a known member
(`Worker.ts:359-366`). But on a **lobby-phase disconnect**, the close
handler **deletes** the `persistentId → clientId` mapping to free the
slot (`GameServer.ts`, `if (!this._hasStarted) {
persistentIdToClientId.delete(...) }`). With the mapping gone,
`rejoinClient` fails and the reconnect falls through to a full join + a
doomed Turnstile re-check.

**Why at game start:** `GameManager.tick()` calls `prestart()`
immediately but schedules `start()` 2s later, so `_hasStarted` is still
`false` for ~2s — exactly while the client runs its heavy terrain-decode
+ WebGL init, which stalls the ping loop and makes a socket drop (`1006`
→ `reconnect()`) likely. A reconnect in that window re-sends the spent
token and gets rejected.

## Fix

Decouple **"was admitted"** from the slot-mapping:

- `GameServer` tracks `admittedPersistentIds` (populated on a successful
`joinClient`) that **survives** lobby-phase disconnects, plus a
`wasAdmitted()` accessor.
- `GameManager.wasAdmitted(gameID, persistentID)` exposes it.
- `Worker` skips the Turnstile check for an already-admitted player: `if
(env !== Dev && !gm.wasAdmitted(gameID, persistentId))`.

A reconnecting admitted player now proceeds through `joinClient`
normally instead of failing on the spent token.

### Safety
Only the Turnstile check is skipped. Every other gate still runs on
every join: token-signature, ban, flares, clan tag, cosmetics,
allowlist, maxPlayers, and **kick**. Genuine first joins are still
challenged (no admission record yet). The set is per-game and excludes
kicked players, and `persistentId` comes from the verified token so it
can't be spoofed.

## Testing
- New `tests/server/TurnstileReadmit.test.ts` (4 tests), incl. a
regression that fires the real `ws.on("close")` handler and asserts
`getClientIdForPersistentId` goes null **but `wasAdmitted` stays true**.
- Full server suite: 126/126 pass · `tsc --noEmit` clean · eslint clean.

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

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 14:54:57 -07:00
2025-06-22 08:14:08 -07:00
2026-05-31 15:09:08 +01:00
2025-05-15 23:09:39 -04:00
2025-03-06 15:50:29 -08:00
2025-05-15 23:09:39 -04:00
2026-03-23 13:40:21 -07:00
2026-04-29 12:49:19 -06:00
2026-01-21 10:00:55 -08:00
2026-05-31 15:09:08 +01:00
2026-05-31 15:09:08 +01:00

OpenFrontIO Logo

OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.

This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

License

OpenFront source code is licensed under the GNU Affero General Public License v3.0

Current copyright notices appear in:

  • Footer: "© OpenFront and Contributors"
  • Loading screen: "© OpenFront and Contributors"

Modified versions must preserve these notices in reasonably visible locations.

See the LICENSE for complete requirements.

For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.

🌟 Features

  • Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
  • Alliance System: Form alliances with other players for mutual defense
  • Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
  • Resource Management: Balance your expansion with defensive capabilities
  • Cross-platform: Play in any modern web browser

📋 Prerequisites

  • npm (v10.9.2 or higher)
  • A modern web browser (Chrome, Firefox, Edge, etc.)

🚀 Installation

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and doesn't run scripts. This can prevent being hit by a supply chain attack.

🎮 Running the Game

Development Mode

Run both the client and server in development mode with live reloading:

npm run dev

This will:

  • Start the webpack dev server for the client
  • Launch the game server with development settings
  • Open the game in your default browser (to disable this behavior, set SKIP_BROWSER_OPEN=true in your environment)

Client Only

To run just the client with hot reloading:

npm run start:client

Server Only

To run just the server with development settings:

npm run start:server-dev

Connecting to staging or production backends

Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.

To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the gitCommit value via https://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.

To connect to staging api servers:

npm run dev:staging

To connect to production api servers:

npm run dev:prod

🛠️ Development Tools

  • Format code:

    npm run format
    
  • Lint code:

    npm run lint
    
  • Lint and fix code:

    npm run lint:fix
    
  • Testing

    npm test
    

🏗️ Project Structure

  • /src/client - Frontend game client
  • /src/core - Deterministic game simulation
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.

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