Files
OpenFrontIO/src/client/Matchmaking.ts
T
3a5fba2e12 Add 2v2 ranked matchmaking (#4596)
## Description:

Implements 2v2 ranked matchmaking end-to-end against the matchmaking
API's 2v2 queues (API PR #419): core team pinning, the server's second
checkin loop and game creation, and the client UI.

## Core — deterministic team pinning

The matcher's assignment specifies exactly who plays with whom (`teams:
[[a,d],[b,c]]`), but team assignment previously only did clan/friend
balancing and could scramble the ELO-balanced split.

- `PlayerSchema`/`PlayerInfo` gain an optional **`teamIndex`** — a
server-stamped index into the game's team list, part of `GameStartInfo`
so it's identical on every client (same category as `clanTag`/`friends`,
which already feed deterministic team assignment).
- `assignTeams` honors pins **unconditionally** — before clan/friend
grouping and past `maxTeamSize` (the matcher's balancing is
authoritative) — and seeds the counts that balancing of any unpinned
players sees. Pinned players still participate in the friend graph, so
an unpinned friend is pulled toward a pinned player's team.
- publicIds never enter core: the game server resolves publicId →
teamIndex per client at game start.

## Server

- **One checkin long-poll per mode.** Both loops send `mode` explicitly
(the API deployed ahead of the client, so no omit-for-back-compat
needed).
- **`get2v2Config()`**: Team mode, `playerTeams: 2`, `maxPlayers: 4`,
always-compact map, donations enabled (matching public team games),
`rankedType: "2v2"` (the API's 2v2 ingestion has shipped; `RankedType`
gains `TwoVTwo`).
- **The assignment payload is now used** (it was previously discarded):
`players` → `allowedPublicIds` so only the matched accounts can take the
slots (also hardens 1v1), and `teams` → `teamIndex` stamps at game
start. A malformed assignment logs a warning and falls back to creating
the game without pins rather than stranding matched players.
- The 3-clients-per-IP cap on public games applies to matchmade games
too (an allowlist doesn't stop one person multi-tabbing multiple
accounts). It is now skipped in dev, where local testing (multi-tab, the
4-player e2e) is inherently same-IP — matching the existing dev/prod
gating of Turnstile and the duplicate-account kick.

## Client

- Ranked modal's 2v2 card is enabled; it passes the mode through
`open-matchmaking` (dispatchers without a detail — homepage button,
requeue URL — still mean 1v1).
- Matchmaking modal joins with `&mode=1v1`/`&mode=2v2`, shows a 2v2
title (`matchmaking_modal.title_2v2` in en.json), and shows the real 2v2
ELO from the new `leaderboard.twoVtwo` field in `/users/@me` (the ranked
modal's 2v2 card does too).
- WinModal shows requeue for any ranked game and carries the mode back
into the right queue (`/?requeue=2v2`).
- 2v2 ranked stats surface in the player stats tree (labeled via
`player_stats_tree.ranked_2v2`).

## Harnesses (`tests/matchmaking/`)

- Contained: the fake server captures the `mode` query param; asserts
each queue sends its mode explicitly. **10/10.**
- E2E: `MM_MODE=2v2` runs four real browser players through the real
local worker's 2v2 queue and rides the flow into the started game.
Asserts same gameId for all four, the 2v2 config, allowlist admission,
and a **deterministic 2 vs 2 in-game split read from each client's
GameView** (the software-WebGL gate is spoofed in test pages only).
**8/8.** 1v1 e2e still **6/6.**

## Verification

- `npm test`: 2,053 tests pass, including 7 new (6 `assignTeams` pinning
unit tests + a full-game pinned-split test through `setup()`).
- `npx tsc --noEmit`, ESLint clean.
- Live e2e against a local `wrangler dev` API worker: 1v1 (6/6) and 2v2
(8/8) as above.

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


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

(UI changes — the ranked modal's 1v1/2v2 cards — were verified with
before/after screenshots in the live app during development.)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:22:52 -07:00

328 lines
10 KiB
TypeScript

import { html, LitElement } from "lit";
import { customElement, state } from "lit/decorators.js";
import { ClientEnv } from "src/client/ClientEnv";
import { UserMeResponse } from "../core/ApiSchemas";
import { getUserMe, hasLinkedAccount } from "./Api";
import { getPlayToken } from "./Auth";
import { BaseModal } from "./components/BaseModal";
import "./components/Difficulties";
import { modalHeader } from "./components/ui/ModalHeader";
import { crazyGamesSDK } from "./CrazyGamesSDK";
import { JoinLobbyEvent } from "./Main";
import { translateText } from "./Utils";
@customElement("matchmaking-modal")
export class MatchmakingModal extends BaseModal {
private gameCheckInterval: ReturnType<typeof setInterval> | null = null;
private connectTimeout: ReturnType<typeof setTimeout> | null = null;
private reconnectTimeout: ReturnType<typeof setTimeout> | null = null;
private reconnectAttempts = 0;
private intentionalClose = false;
// Which queue to join; set by Main from the open-matchmaking event
// before the modal opens.
public mode: "1v1" | "2v2" = "1v1";
@state() private connected = false;
@state() private socket: WebSocket | null = null;
@state() private gameID: string | null = null;
private elo: number | string = "...";
constructor() {
super();
this.id = "page-matchmaking";
}
createRenderRoot() {
return this;
}
protected renderHeaderSlot() {
return modalHeader({
title: translateText(
this.mode === "2v2"
? "matchmaking_modal.title_2v2"
: "matchmaking_modal.title",
),
onBack: () => this.close(),
ariaLabel: translateText("common.back"),
});
}
protected renderBody() {
const eloDisplay = html`
<p class="text-center mt-2 mb-4 text-white/60">
${translateText("matchmaking_modal.elo", { elo: this.elo })}
</p>
`;
return html`
<div class="flex flex-col items-center justify-center gap-6 p-6">
${eloDisplay} ${this.renderInner()}
</div>
`;
}
private renderInner() {
if (!this.connected) {
return this.renderLoadingSpinner(
translateText("matchmaking_modal.connecting"),
"blue",
);
}
if (this.gameID === null) {
return this.renderLoadingSpinner(
translateText("matchmaking_modal.searching"),
"green",
);
} else {
return this.renderLoadingSpinner(
translateText("matchmaking_modal.waiting_for_game"),
"yellow",
);
}
}
private async connect() {
// A pending join timer from a previous socket must not fire on this one.
if (this.connectTimeout) {
clearTimeout(this.connectTimeout);
this.connectTimeout = null;
}
this.socket = new WebSocket(
`${ClientEnv.jwtIssuer()}/matchmaking/join?instance_id=${encodeURIComponent(ClientEnv.instanceId())}&mode=${this.mode}`,
);
this.socket.onopen = async () => {
console.log("Connected to matchmaking server");
this.connectTimeout = setTimeout(async () => {
if (this.socket?.readyState !== WebSocket.OPEN) {
console.warn("[Matchmaking] socket not ready");
return;
}
// Set a delay so the user can see the "connecting" message,
// otherwise the "searching" message will be shown immediately.
// Also wait so people who back out immediately aren't added
// to the matchmaking queue.
this.socket.send(
JSON.stringify({
type: "join",
jwt: await getPlayToken(),
}),
);
this.connected = true;
this.requestUpdate();
}, 2000);
};
this.socket.onmessage = (event) => {
console.log(event.data);
const data = JSON.parse(event.data);
if (data.type === "match-assignment") {
this.intentionalClose = true;
this.socket?.close();
console.log(`matchmaking: got game ID: ${data.gameId}`);
this.gameID = data.gameId;
this.gameCheckInterval = setInterval(() => this.checkGame(), 1000);
}
};
this.socket.onerror = (event: Event) => {
console.error("WebSocket error occurred:", event);
};
this.socket.onclose = (event: CloseEvent) => {
console.log(
`Matchmaking server closed connection: code=${event.code} reason=${event.reason}`,
);
if (this.intentionalClose || this.gameID !== null) {
return;
}
if (event.code === 1000) {
// A newer connection for this account (e.g. a second tab) took the
// queue slot; this socket was replaced. Do not retry.
window.dispatchEvent(
new CustomEvent("show-message", {
detail: {
message: translateText("matchmaking_modal.replaced"),
color: "red",
duration: 5000,
},
}),
);
this.close();
return;
}
// 1008: the jwt was rejected — getPlayToken() refreshes expired tokens,
// so rejoining sends a fresh one. Anything else is a server
// restart/deploy; the queue is in-memory only, so rejoin. Back off in
// case the failure repeats.
this.connected = false;
const delay = Math.min(1000 * 2 ** this.reconnectAttempts++, 15000);
this.reconnectTimeout = setTimeout(() => this.connect(), delay);
};
}
protected async onOpen(): Promise<void> {
const userMe = await getUserMe();
// Early return if modal was closed during async operation
if (!this.isModalOpen) {
return;
}
// CrazyGames players authenticate through the SDK rather than a linked
// Discord/Google/email account, so a signed-in CrazyGames user counts as
// logged in for ranked.
const crazyGamesSignedIn =
crazyGamesSDK.isOnCrazyGames() &&
(await crazyGamesSDK.getUserProfile()) !== null;
if (!this.isModalOpen) {
return;
}
if (
userMe === false ||
(!hasLinkedAccount(userMe) && !crazyGamesSignedIn)
) {
window.dispatchEvent(
new CustomEvent("show-message", {
detail: {
message: translateText("matchmaking_button.must_login"),
color: "red",
duration: 3000,
},
}),
);
this.close();
window.showPage?.("page-account");
return;
}
const row =
this.mode === "2v2"
? userMe.player.leaderboard?.twoVtwo
: userMe.player.leaderboard?.oneVone;
this.elo = row?.elo ?? translateText("matchmaking_modal.no_elo");
this.connected = false;
this.gameID = null;
this.intentionalClose = false;
this.reconnectAttempts = 0;
this.connect();
}
protected onClose(): void {
this.connected = false;
this.intentionalClose = true;
this.socket?.close();
if (this.connectTimeout) {
clearTimeout(this.connectTimeout);
this.connectTimeout = null;
}
if (this.reconnectTimeout) {
clearTimeout(this.reconnectTimeout);
this.reconnectTimeout = null;
}
if (this.gameCheckInterval) {
clearInterval(this.gameCheckInterval);
this.gameCheckInterval = null;
}
}
private async checkGame() {
if (this.gameID === null) {
return;
}
const url = `/${ClientEnv.workerPath(this.gameID)}/api/game/${this.gameID}/exists`;
const response = await fetch(url, {
method: "GET",
headers: { "Content-Type": "application/json" },
});
const gameInfo = await response.json();
if (response.status !== 200) {
console.error(`Error checking game ${this.gameID}: ${response.status}`);
return;
}
if (!gameInfo.exists) {
console.info(`Game ${this.gameID} does not exist or hasn't started yet`);
return;
}
if (this.gameCheckInterval) {
clearInterval(this.gameCheckInterval);
this.gameCheckInterval = null;
}
this.dispatchEvent(
new CustomEvent("join-lobby", {
detail: {
gameID: this.gameID,
source: "matchmaking",
} as JoinLobbyEvent,
bubbles: true,
composed: true,
}),
);
}
}
@customElement("matchmaking-button")
export class MatchmakingButton extends LitElement {
@state() private isLoggedIn = false;
constructor() {
super();
}
async connectedCallback() {
super.connectedCallback();
// Listen for user authentication changes
document.addEventListener("userMeResponse", (event: Event) => {
const customEvent = event as CustomEvent;
if (customEvent.detail) {
const userMeResponse = customEvent.detail as UserMeResponse | false;
this.isLoggedIn = hasLinkedAccount(userMeResponse);
}
});
}
createRenderRoot() {
return this;
}
render() {
return this.isLoggedIn
? html`
<button
@click="${this.handleLoggedInClick}"
class="no-crazygames w-full h-20 bg-purple-600 hover:bg-purple-500 text-white font-black uppercase tracking-widest rounded-xl transition-all duration-200 flex flex-col items-center justify-center group overflow-hidden relative"
title="${translateText("matchmaking_modal.title")}"
>
<span class="relative z-10 text-2xl">
${translateText("matchmaking_button.play_ranked")}
</span>
<span
class="relative z-10 text-xs font-medium text-purple-100 opacity-90 group-hover:opacity-100 transition-opacity"
>
${translateText("matchmaking_button.description")}
</span>
</button>
`
: html`
<button
@click="${this.handleLoggedOutClick}"
class="no-crazygames w-full h-20 bg-purple-600 hover:bg-purple-500 text-white font-black uppercase tracking-widest rounded-xl transition-all duration-200 flex flex-col items-center justify-center overflow-hidden relative cursor-pointer"
>
<span class="relative z-10 text-2xl">
${translateText("matchmaking_button.login_required")}
</span>
</button>
`;
}
private handleLoggedInClick() {
document.dispatchEvent(new CustomEvent("open-matchmaking"));
}
private handleLoggedOutClick() {
window.showPage?.("page-account");
}
}