7e073dda0b fix(server): keep matchmaking games out of lobby reports; salvage invalid entries (#4641)
## Problem

Prod masters log `Invalid IPC message from worker` for every ranked
1v1/2v2 match created:

1. The matchmaking poll loop creates the match game with the 1v1/2v2
playlist config (`gameType: Public`) but no `publicGameType` —
correctly, since ranked games are invite-only and should never be
advertised.
2. While that game sits in its ~7s lobby window,
`GameManager.publicLobbies()` includes it (it only checks phase +
`isPublic()`), and `WorkerLobbyService.sendMyLobbiesToMaster()` reports
it with `publicGameType: gi.publicGameType!` — the non-null assertion
hides the `undefined`, and IPC serialization drops the key.
3. The master's `WorkerMessageSchema` parse fails on the missing
required field and **discards the worker's entire lobby report**.

So for the lobby window of every ranked match, the master's view of that
worker freezes: stale player counts and countdowns broadcast to all
clients, `maybeScheduleLobby` repeatedly resetting the next lobby's
countdown, and occasional duplicate scheduled lobbies (with no cleanup
path for scheduled types). With matchmaking running continuously, some
worker is blocked at any given moment on a busy server.

## Fix

- **Worker** (`WorkerLobbyService`): filter games without a
`publicGameType` out of the report. Matchmaking games are never
advertised — which also guarantees they can't leak into the public lobby
browser.
- **Master** (`MasterLobbyService` + `IPCBridgeSchema`): validate lobby
entries individually instead of failing the whole message. Malformed
entries are logged and dropped; valid lobbies survive. A future bug of
this class now degrades to one missing entry instead of a frozen worker
view. The send side keeps compile-time safety via the existing per-entry
`satisfies` annotations.

## Testing

- New test: a matchmaking-style game (Public, `allowedPublicIds`, no
`publicGameType`) is excluded from the worker's `lobbyList` report while
a normal FFA lobby still goes through.
- New test: a report containing a malformed entry keeps its valid
lobbies in the next broadcast instead of being rejected wholesale.
- Full `tests/server` suite passes (173 tests); `tsc --noEmit` and
eslint clean.

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

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 14:08:59 -07:00
2025-06-22 08:14:08 -07:00
2026-07-13 15:22:52 -07:00
2026-05-31 15:09:08 +01:00
2025-05-15 23:09:39 -04:00
2025-03-06 15:50:29 -08:00
2025-05-15 23:09:39 -04:00
2026-03-23 13:40:21 -07:00
2026-04-29 12:49:19 -06:00
2026-01-21 10:00:55 -08:00
2026-05-31 15:09:08 +01:00
2026-05-31 15:09:08 +01:00

OpenFrontIO Logo

OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.

This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

License

OpenFront source code is licensed under the GNU Affero General Public License v3.0

Current copyright notices appear in:

  • Footer: "© OpenFront and Contributors"
  • Loading screen: "© OpenFront and Contributors"

Modified versions must preserve these notices in reasonably visible locations.

See the LICENSE for complete requirements.

For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.

🌟 Features

  • Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
  • Alliance System: Form alliances with other players for mutual defense
  • Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
  • Resource Management: Balance your expansion with defensive capabilities
  • Cross-platform: Play in any modern web browser

📋 Prerequisites

  • npm (v10.9.2 or higher)
  • A modern web browser (Chrome, Firefox, Edge, etc.)

🚀 Installation

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and doesn't run scripts. This can prevent being hit by a supply chain attack.

🎮 Running the Game

Development Mode

Run both the client and server in development mode with live reloading:

npm run dev

This will:

  • Start the webpack dev server for the client
  • Launch the game server with development settings
  • Open the game in your default browser (to disable this behavior, set SKIP_BROWSER_OPEN=true in your environment)

Client Only

To run just the client with hot reloading:

npm run start:client

Server Only

To run just the server with development settings:

npm run start:server-dev

Connecting to staging or production backends

Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.

To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the gitCommit value via https://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.

To connect to staging api servers:

npm run dev:staging

To connect to production api servers:

npm run dev:prod

🛠️ Development Tools

  • Format code:

    npm run format
    
  • Lint code:

    npm run lint
    
  • Lint and fix code:

    npm run lint:fix
    
  • Testing

    npm test
    

🏗️ Project Structure

  • /src/client - Frontend game client
  • /src/core - Deterministic game simulation
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.

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