Files
OpenFrontIO/tests/LobbySocket.test.ts
T
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)

---------

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

150 lines
4.9 KiB
TypeScript

import { beforeEach, describe, expect, it, vi } from "vitest";
import { PublicLobbySocket } from "../src/client/LobbySocket";
import {
PublicGameInfo,
PublicGames,
PublicGameType,
} from "../src/core/Schemas";
function lobby(
gameID: string,
numClients: number,
publicGameType: PublicGameType = "ffa",
): PublicGameInfo {
return { gameID, numClients, publicGameType };
}
function fullMessage(
serverTime: number,
games: Partial<Record<PublicGameType, PublicGameInfo[]>>,
) {
return JSON.stringify({
type: "full",
serverTime,
games: { ffa: [], team: [], special: [], ...games },
});
}
function countsMessage(serverTime: number, counts: Record<string, number>) {
return JSON.stringify({ type: "counts", serverTime, counts });
}
function makeSocket() {
const callback = vi.fn<(g: PublicGames) => void>();
const socket = new PublicLobbySocket(callback);
const dispatch = (data: string) => {
(socket as any).handleMessage({ data } as MessageEvent);
};
return { socket, callback, dispatch };
}
describe("PublicLobbySocket.handleMessage", () => {
beforeEach(() => {
vi.spyOn(console, "error").mockImplementation(() => {});
});
it("delivers a full snapshot to the callback", () => {
const { callback, dispatch } = makeSocket();
dispatch(
fullMessage(1000, {
ffa: [lobby("g1", 3)],
team: [lobby("g2", 5, "team")],
}),
);
expect(callback).toHaveBeenCalledTimes(1);
const arg = callback.mock.calls[0][0];
expect(arg.serverTime).toBe(1000);
expect(arg.games.ffa).toEqual([lobby("g1", 3)]);
expect(arg.games.team).toEqual([lobby("g2", 5, "team")]);
});
it("patches numClients onto the last full snapshot when counts arrives", () => {
const { callback, dispatch } = makeSocket();
dispatch(fullMessage(1000, { ffa: [lobby("g1", 3), lobby("g2", 4)] }));
callback.mockClear();
dispatch(countsMessage(1500, { g1: 7, g2: 4 }));
expect(callback).toHaveBeenCalledTimes(1);
const arg = callback.mock.calls[0][0];
expect(arg.serverTime).toBe(1500);
expect(arg.games.ffa).toEqual([lobby("g1", 7), lobby("g2", 4)]);
// Static fields (gameConfig, startsAt, publicGameType) survive the patch.
expect(arg.games.ffa?.[0].publicGameType).toBe("ffa");
});
it("ignores counts arriving before any full snapshot", () => {
const { callback, dispatch } = makeSocket();
dispatch(countsMessage(1000, { g1: 5 }));
expect(callback).not.toHaveBeenCalled();
});
it("leaves lobbies whose gameID is absent from counts unchanged", () => {
const { callback, dispatch } = makeSocket();
dispatch(fullMessage(1000, { ffa: [lobby("g1", 3), lobby("g2", 4)] }));
callback.mockClear();
dispatch(countsMessage(1500, { g1: 9 }));
const arg = callback.mock.calls[0][0];
expect(arg.games.ffa).toEqual([lobby("g1", 9), lobby("g2", 4)]);
});
it("applies consecutive counts deltas on top of the merged state", () => {
const { callback, dispatch } = makeSocket();
dispatch(fullMessage(1000, { ffa: [lobby("g1", 1)] }));
dispatch(countsMessage(1500, { g1: 2 }));
dispatch(countsMessage(2000, { g1: 3 }));
expect(callback).toHaveBeenCalledTimes(3);
expect(callback.mock.calls[2][0].games.ffa).toEqual([lobby("g1", 3)]);
expect(callback.mock.calls[2][0].serverTime).toBe(2000);
});
it("replaces lobby set when a fresh full snapshot arrives", () => {
const { callback, dispatch } = makeSocket();
dispatch(fullMessage(1000, { ffa: [lobby("g1", 3)] }));
dispatch(fullMessage(2000, { ffa: [lobby("g2", 5)] }));
const arg = callback.mock.calls[1][0];
expect(arg.games.ffa).toEqual([lobby("g2", 5)]);
expect(arg.serverTime).toBe(2000);
});
it("does not call the callback on malformed JSON", () => {
const { callback, dispatch } = makeSocket();
dispatch("not json");
expect(callback).not.toHaveBeenCalled();
});
it("does not call the callback on schema-invalid messages", () => {
const { callback, dispatch } = makeSocket();
dispatch(JSON.stringify({ type: "bogus", serverTime: 1 }));
expect(callback).not.toHaveBeenCalled();
});
it("patches counts onto hosted lobbies too", () => {
const { callback, dispatch } = makeSocket();
dispatch(fullMessage(1000, { hosted: [lobby("h1", 2, "hosted")] }));
callback.mockClear();
dispatch(countsMessage(1500, { h1: 6 }));
const arg = callback.mock.calls[0][0];
expect(arg.games.hosted).toEqual([lobby("h1", 6, "hosted")]);
});
it("does not mutate the previously-delivered snapshot when applying counts", () => {
const { callback, dispatch } = makeSocket();
dispatch(fullMessage(1000, { ffa: [lobby("g1", 3)] }));
const prevSnapshot = callback.mock.calls[0][0];
const prevFfa = prevSnapshot.games.ffa;
dispatch(countsMessage(1500, { g1: 99 }));
expect(prevSnapshot.serverTime).toBe(1000);
expect(prevFfa).toEqual([lobby("g1", 3)]);
});
});