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6e23c26723
Verified findings from a code audit and fixed the legitimate, well-scoped ones. Notable: crashed cluster workers were never respawned because worker.process.env is undefined in the exit handler, so WORKER_ID was always undefined (confirmed empirically). Fixes: - Master: respawn crashed workers via a worker.id -> WORKER_ID registry instead of the always-undefined worker.process.env.WORKER_ID. - GameServer: report Finished when _hasEnded so abandoned private lobbies are cleaned up instead of lingering until max duration; remove sockets from the websockets Set on close/rejoin; reset hasReachedMaxPlayerCount when a player leaves before start (avoids premature under-capacity starts, e.g. ranked 1v1). - Worker: reap WebSocket connections that upgrade but never authenticate (30s join timeout) to prevent Slowloris-style FD exhaustion. - ServerEnv: add a 1h TTL to the cached JWKS public key so IdP key rotation doesn't break all logins until a restart. - SpawnExecution: ignore a client-supplied tile in random-spawn mode so a forged spawn intent can't pick its own coordinates (+ test). - GameRenderer / MultiTabDetector: remove window listeners on teardown (bind once so add/removeEventListener references match). - LocalPersistantStats: guard localStorage access with try/catch so sandboxed iframes / disabled-storage contexts don't crash game start. - StructurePass: reuse per-frame uniform arrays instead of allocating each draw. Also documents a known, intentionally-unfixed auth gap on /api/archive_singleplayer_game (pending a product decision on logged-out users). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
61 lines
1.5 KiB
TypeScript
61 lines
1.5 KiB
TypeScript
import { GameConfig, GameID, PartialGameRecord } from "../core/Schemas";
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import { replacer } from "../core/Util";
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export interface LocalStatsData {
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[key: GameID]: {
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lobby: Partial<GameConfig>;
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// Only once the game is over
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gameRecord?: PartialGameRecord;
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};
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}
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let _startTime: number;
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function getStats(): LocalStatsData {
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try {
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const statsStr = localStorage.getItem("game-records");
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return statsStr ? JSON.parse(statsStr) : {};
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} catch {
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// Accessing localStorage throws in sandboxed iframes (e.g. gaming portals)
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// or when storage is disabled; treat as empty rather than crashing.
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return {};
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}
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}
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function save(stats: LocalStatsData) {
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// To execute asynchronously
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setTimeout(() => {
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try {
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localStorage.setItem("game-records", JSON.stringify(stats, replacer));
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} catch {
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// Storage unavailable (sandboxed iframe / disabled) — skip persistence.
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}
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}, 0);
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}
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// The user can quit the game anytime so better save the lobby as soon as the
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// game starts.
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export function startGame(id: GameID, lobby: Partial<GameConfig>) {
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_startTime = Date.now();
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const stats = getStats();
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stats[id] = { lobby };
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save(stats);
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}
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export function startTime() {
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return _startTime;
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}
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export function endGame(gameRecord: PartialGameRecord) {
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const stats = getStats();
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const gameStat = stats[gameRecord.info.gameID];
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if (!gameStat) {
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console.log("LocalPersistantStats: game not found");
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return;
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}
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gameStat.gameRecord = gameRecord;
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save(stats);
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}
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