Files
OpenFrontIO/src/client/Matchmaking.ts
T
376061793a Handle ranked play limits in the client (#4602)
## Summary

Client-side handling for the new server-enforced ranked play limits
(infra#427): free players get a lifetime allowance of ranked matches,
then a small daily allowance; subscribers on tiers with the
`unlimitedRanked` entitlement are never limited.

- **Queue rejection**: the matchmaking socket closing with code 1008 and
reason `ranked_limit_reached` now renders a limit-reached view in the
matchmaking modal (message + "Get unlimited ranked" button that opens
the store on the subscriptions tab) and does **not** auto-reconnect.
Auth-failure 1008 (`Invalid session`) is disambiguated by the reason
string and keeps the existing reconnect-with-refreshed-token path; code
1000 ("replaced by another tab") is unchanged. Both 1v1 and 2v2 go
through the same modal, so both queues get identical handling.
- **`/users/@me`**: added required `player.unlimitedRanked: boolean` to
`UserMeResponseSchema`.
- **cosmetics.json**: added required `unlimitedRanked: boolean` to
`SubscriptionSchema`; store subscription tiles now show an "Unlimited
ranked" perk line for tiers that include it.

Display copy avoids hardcoding the limit numbers since the server
constants may be tuned.

## ⚠️ Deploy ordering

Both new schema fields are **required**, so this must ship **after** the
API starts serving them (infra#427). Against the current API,
`/users/@me` parsing fails (players appear logged out) and a catalog
without the subscription field fails the whole cosmetics parse.

## Testing

- Schema tests for both new fields (present / rejected-when-missing) in
`tests/ApiSchemas.test.ts` and `tests/CosmeticSchemas.test.ts`; full
suite, tsc, ESLint, Prettier all pass.
- Verified in the running app (headless Chromium): forced the modal into
the limit-reached state, confirmed the rendered view, and confirmed the
upsell click closes matchmaking and opens the store on the subscriptions
tab.
- Not verifiable locally (needs deployed infra#427): the real close
frame, the midnight-UTC reset, and the perk line against a real catalog
— covered by the handoff QA checklist.

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

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 19:55:40 -07:00

363 lines
12 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;
@state() private limitReached = false;
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.limitReached) {
return html`
<div class="flex flex-col items-center gap-4 text-center">
<p class="text-white font-bold">
${translateText("matchmaking_modal.limit_reached")}
</p>
<p class="text-sm text-white/60">
${translateText("matchmaking_modal.limit_reached_info")}
</p>
<button
@click=${this.openSubscriptions}
class="px-6 py-3 bg-purple-600 hover:bg-purple-500 text-white font-bold uppercase tracking-wider rounded-xl transition-colors"
>
${translateText("matchmaking_modal.limit_upsell")}
</button>
</div>
`;
}
if (!this.connected) {
return this.renderLoadingSpinner(
translateText("matchmaking_modal.connecting"),
"blue",
);
}
if (this.gameID === null) {
return this.renderLoadingSpinner(
translateText("matchmaking_modal.searching"),
"green",
);
} else {
return this.renderLoadingSpinner(
translateText("matchmaking_modal.waiting_for_game"),
"yellow",
);
}
}
private openSubscriptions = () => {
// The matchmaking modal isn't registered with the modal router, so it
// won't be closed by the store opening from the hash change.
this.close();
window.location.hash = "modal=store&tab=subscriptions";
};
private async connect() {
// A pending join timer from a previous socket must not fire on this one.
if (this.connectTimeout) {
clearTimeout(this.connectTimeout);
this.connectTimeout = null;
}
this.socket = new WebSocket(
`${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;
}
// 1008 is also used for auth failures ("Invalid session"), so match on
// the reason. Out of free ranked plays — the server will keep refusing
// until the next UTC day (or a subscription), so don't reconnect.
if (event.code === 1008 && event.reason === "ranked_limit_reached") {
this.connected = false;
this.limitReached = true;
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.limitReached = 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");
}
}