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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>