mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-07 17:16:00 +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>
150 lines
4.9 KiB
TypeScript
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)]);
|
|
});
|
|
});
|