refactor(games): overhaul WS game system with improved UX and solo test support
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Backend:
- Fix session never being attached to ws.data at upgrade time
- Add GameServer class: connection registry, per-connection room tracking,
  automatic room cleanup on disconnect via ws.data.rooms
- Replace ws-handler.ts with typed event-driven architecture using mitt
- Remove redundant subscription tracking from RoomManager
- Add JOIN_RESULT with player/spectator lists replacing error-as-control-flow
- Add SESSION_REPLACED for multi-tab same-account detection
- Add FILL_ROOM command for admin solo testing (fills empty slots with host)
- Fix dual-schema routing; remove game types from WsMessageSchema
- Per-player personalized views sent directly after each action

Chess plugin:
- Allow same-player (solo) mode: skip color/turn ownership checks
- Fix forfeit and disconnect handling in solo mode (winner: null)

Frontend:
- Click-to-move with legal move dots and last-move highlight
- Auto-scroll move history, forfeit confirmation, turn-reactive board border
- JOIN_RESULT initialises player/spectator lists immediately on join
- Contextual connecting state, player slot cards in waiting room
- Copy-invite button with Copied! flash, Back to Lobby CTA on finish
- Session-replaced warning banner with Rejoin here action
- Lobby passes preferAs intent through route state
- Admin waiting room shows Start Solo Test button

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
syntaxbullet
2026-04-02 16:41:13 +02:00
parent 26a0e532f6
commit 70a149ab82
16 changed files with 795 additions and 283 deletions

257
api/src/games/GameServer.ts Normal file
View File

@@ -0,0 +1,257 @@
import { RoomManager } from "./RoomManager";
import { GameWsClientSchema } from "./types";
import type { PlayerInfo } from "./types";
import { logger } from "@shared/lib/logger";
import type { Server, ServerWebSocket } from "bun";
export interface WsConnectionData {
session: { discordId: string; username: string; role: string };
rooms: Set<string>;
}
export class GameServer {
readonly roomManager = new RoomManager();
private connections = new Map<string, ServerWebSocket<WsConnectionData>>();
private replacedConnections = new Map<string, ServerWebSocket<WsConnectionData>>();
private bunServer: Server | null = null;
constructor() {
// Subscribe to room events and route them to the right clients
this.roomManager.emitter.on("room:created", ({ roomId, gameSlug }) => {
// The creating connection will subscribe itself; just broadcast room list
this.publishRoomListUpdate();
});
this.roomManager.emitter.on("game:started", ({ roomId, spectatorView, playerViews }) => {
// Send personalised state to each player
for (const [playerId, view] of playerViews) {
this.sendToPlayer(playerId, {
type: "GAME_STATE",
roomId,
state: view,
});
}
// Broadcast started event with spectator view to the room channel
this.publish(`room:${roomId}`, {
type: "GAME_STARTED",
roomId,
state: spectatorView,
});
});
this.roomManager.emitter.on("game:updated", ({ roomId, spectatorView, playerViews }) => {
// Each player gets their personalised view directly
for (const [playerId, view] of playerViews) {
this.sendToPlayer(playerId, {
type: "GAME_STATE",
roomId,
state: view,
});
}
// Spectators/others get the spectator view via pub/sub
this.publish(`room:${roomId}`, {
type: "GAME_UPDATE",
roomId,
state: spectatorView,
});
});
this.roomManager.emitter.on("game:ended", ({ roomId, winner, reason }) => {
this.publish(`room:${roomId}`, {
type: "GAME_ENDED",
roomId,
winner,
reason,
});
this.publishRoomListUpdate();
});
this.roomManager.emitter.on("player:left", ({ roomId, playerId }) => {
this.publish(`room:${roomId}`, {
type: "PLAYER_LEFT",
roomId,
playerId,
});
});
this.roomManager.emitter.on("room:list:changed", () => {
this.publishRoomListUpdate();
});
}
setServer(server: Server): void {
this.bunServer = server;
}
handleOpen(ws: ServerWebSocket<WsConnectionData>): void {
const discordId = ws.data.session.discordId;
const existing = this.connections.get(discordId);
if (existing && existing !== ws) {
this.replacedConnections.set(discordId, existing);
}
this.connections.set(discordId, ws);
ws.send(JSON.stringify({ type: "ROOM_LIST_UPDATE", rooms: this.roomManager.listRooms() }));
}
handleMessage(ws: ServerWebSocket<WsConnectionData>, raw: unknown): void {
const parsed = GameWsClientSchema.safeParse(raw);
if (!parsed.success) {
ws.send(JSON.stringify({ type: "ERROR", message: "Invalid message format" }));
return;
}
const msg = parsed.data;
const { discordId, username, role } = ws.data.session;
switch (msg.type) {
case "CREATE_ROOM": {
const result = this.roomManager.createRoom(msg.gameType, discordId);
if (!result.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;
}
ws.subscribe(`room:${result.roomId}`);
ws.data.rooms.add(result.roomId);
ws.send(JSON.stringify({ type: "ROOM_CREATED", roomId: result.roomId, gameSlug: msg.gameType }));
logger.info("web", `Room created: ${result.roomId} (${msg.gameType}) by ${discordId}`);
break;
}
case "JOIN_ROOM": {
const result = this.roomManager.joinRoom(msg.roomId, discordId, msg.preferAs, msg.role ?? role);
if (!result.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;
}
ws.subscribe(`room:${msg.roomId}`);
ws.data.rooms.add(msg.roomId);
const room = this.roomManager.getRoom(msg.roomId);
const roomStatus = room?.status ?? "waiting";
// Determine the current state to send to this client
let state: unknown = undefined;
if (room && room.status === "playing") {
state = result.joinedAs === "spectator"
? this.roomManager.getSpectatorView(msg.roomId)
: this.roomManager.getPlayerView(msg.roomId, discordId);
}
// Build player/spectator lists for JOIN_RESULT
const resolveInfo = (ids: string[]): PlayerInfo[] =>
ids.map(id => ({
discordId: id,
username: this.connections.get(id)?.data.session.username ?? id,
}));
const players = resolveInfo(room?.players ?? []);
const spectators = resolveInfo(Array.from(room?.spectators ?? new Set()));
// Notify replaced connection in the same room (multi-tab detection)
const replacedWs = this.replacedConnections.get(discordId);
if (replacedWs && replacedWs.data.rooms.has(msg.roomId)) {
replacedWs.send(JSON.stringify({ type: "SESSION_REPLACED", roomId: msg.roomId }));
replacedWs.data.rooms.delete(msg.roomId);
replacedWs.unsubscribe(`room:${msg.roomId}`);
}
this.replacedConnections.delete(discordId);
// Respond with JOIN_RESULT
ws.send(JSON.stringify({
type: "JOIN_RESULT",
roomId: msg.roomId,
joinedAs: result.joinedAs,
roomStatus,
players,
spectators,
state,
}));
// Notify other room members
const playerInfo: PlayerInfo = { discordId, username };
this.publish(`room:${msg.roomId}`, {
type: "PLAYER_JOINED",
roomId: msg.roomId,
player: playerInfo,
joinedAs: result.joinedAs,
});
logger.info("web", `${discordId} joined room ${msg.roomId} as ${result.joinedAs}`);
break;
}
case "LEAVE_ROOM": {
this.roomManager.leaveRoom(msg.roomId, discordId);
ws.unsubscribe(`room:${msg.roomId}`);
ws.data.rooms.delete(msg.roomId);
this.publish(`room:${msg.roomId}`, {
type: "PLAYER_LEFT",
roomId: msg.roomId,
playerId: discordId,
});
break;
}
case "GAME_ACTION": {
const result = this.roomManager.handleAction(msg.roomId, discordId, msg.action);
if (!result.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;
}
// game:updated event handler will dispatch views to players and spectators
break;
}
case "FILL_ROOM": {
if (role !== "admin") {
ws.send(JSON.stringify({ type: "ERROR", message: "Only admins can fill a room for solo testing" }));
return;
}
const result = this.roomManager.fillRoom(msg.roomId, discordId);
if (!result.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;
}
logger.info("web", `Admin ${discordId} filled room ${msg.roomId} for solo testing`);
break;
}
}
}
handleClose(ws: ServerWebSocket<WsConnectionData>): void {
// If this is a replaced (displaced) connection, just clean up the registry and stop
for (const [id, prevWs] of this.replacedConnections) {
if (prevWs === ws) {
this.replacedConnections.delete(id);
return;
}
}
for (const roomId of ws.data.rooms) {
this.roomManager.leaveRoom(roomId, ws.data.session.discordId);
this.publish(`room:${roomId}`, {
type: "PLAYER_LEFT",
roomId,
playerId: ws.data.session.discordId,
});
}
this.connections.delete(ws.data.session.discordId);
this.publishRoomListUpdate();
}
private publish(channel: string, message: unknown): void {
this.bunServer?.publish(channel, JSON.stringify(message));
}
private sendToPlayer(discordId: string, message: unknown): void {
this.connections.get(discordId)?.send(JSON.stringify(message));
}
private publishRoomListUpdate(): void {
this.publish("lobby", { type: "ROOM_LIST_UPDATE", rooms: this.roomManager.listRooms() });
}
}
export const gameServer = new GameServer();

View File

@@ -47,6 +47,9 @@ describe("RoomManager", () => {
if (!create.ok) throw new Error("Failed to create room");
const join = manager.joinRoom(create.roomId, "player2", "player");
expect(join.ok).toBe(true);
if (join.ok) {
expect(join.joinedAs).toBe("player");
}
});
it("should auto-start when room reaches maxPlayers", () => {
@@ -66,12 +69,15 @@ describe("RoomManager", () => {
expect(spec.ok).toBe(true);
});
it("should reject joining full room as player", () => {
it("should downgrade to spectator when joining full room as player", () => {
const create = manager.createRoom("chess", "player1");
if (!create.ok) throw new Error("Failed to create room");
manager.joinRoom(create.roomId, "player2", "player");
const result = manager.joinRoom(create.roomId, "player3", "player");
expect(result.ok).toBe(false);
expect(result.ok).toBe(true);
if (result.ok) {
expect(result.joinedAs).toBe("spectator");
}
});
it("should reject joining nonexistent room", () => {

View File

@@ -1,16 +1,35 @@
import mitt from "mitt";
import { gameRegistry } from "@shared/games/registry";
import type { Room, RoomSummary } from "./types";
const ROOM_CONFIG = {
WAITING_CLEANUP_MS: 60_000,
FINISHED_CLEANUP_MS: 60_000,
} as const;
type ActionResult =
| { ok: true; state: unknown; gameOver: { winner: string | null; reason: string } | null }
| { ok: false; error: string };
type CreateResult = { ok: true; roomId: string } | { ok: false; error: string };
type JoinResult = { ok: true; started: boolean } | { ok: false; error: string };
type JoinResult =
| { ok: true; joinedAs: "player" | "spectator"; started: boolean }
| { ok: false; error: string };
type RoomEvents = {
"room:created": { roomId: string; gameSlug: string; hostId: string };
"player:joined": { roomId: string; playerId: string; username: string; joinedAs: "player" | "spectator" };
"game:started": { roomId: string; spectatorView: unknown; playerViews: Map<string, unknown> };
"game:updated": { roomId: string; spectatorView: unknown; playerViews: Map<string, unknown> };
"game:ended": { roomId: string; winner: string | null; reason: string };
"player:left": { roomId: string; playerId: string };
"room:list:changed": void;
};
export class RoomManager {
private rooms = new Map<string, Room>();
private cleanupTimers = new Map<string, Timer>();
readonly emitter = mitt<RoomEvents>();
createRoom(gameSlug: string, hostId: string): CreateResult {
const plugin = gameRegistry.get(gameSlug);
@@ -29,38 +48,55 @@ export class RoomManager {
};
this.rooms.set(id, room);
this.scheduleCleanup(id, 60_000);
this.scheduleCleanup(id, ROOM_CONFIG.WAITING_CLEANUP_MS);
this.emitter.emit("room:created", { roomId: id, gameSlug, hostId });
this.emitter.emit("room:list:changed");
return { ok: true, roomId: id };
}
joinRoom(roomId: string, playerId: string, as: "player" | "spectator", role?: string): JoinResult {
joinRoom(roomId: string, playerId: string, preferAs: "player" | "spectator", role?: string): JoinResult {
const room = this.rooms.get(roomId);
if (!room) return { ok: false, error: "Room not found" };
if (as === "spectator") {
if (preferAs === "spectator" || room.status !== "waiting") {
room.spectators.add(playerId);
return { ok: true, started: false };
return { ok: true, joinedAs: "spectator", started: room.status === "playing" };
}
if (room.status !== "waiting") return { ok: false, error: "Game already started" };
if (room.players.includes(playerId)) {
return { ok: true, joinedAs: "player", started: false };
}
const plugin = gameRegistry.get(room.gameSlug)!;
if (room.players.length >= plugin.maxPlayers && role !== "admin") return { ok: false, error: "Room is full" };
if (room.players.includes(playerId) && role !== "admin") return { ok: true, started: room.status === "waiting" };
if (room.players.includes(playerId) && role === "admin") return { ok: false, error: "Already a player in this game" };
const isAdmin = role === "admin";
if (!room.players.includes(playerId) || role === "admin") {
room.players.push(playerId);
if (room.players.length >= plugin.maxPlayers && !isAdmin) {
// Downgrade to spectator — room is full but still waiting, so game hasn't started
room.spectators.add(playerId);
return { ok: true, joinedAs: "spectator", started: false };
}
room.players.push(playerId);
if (room.players.length >= plugin.maxPlayers) {
room.state = plugin.createInitialState(room.players);
room.status = "playing";
this.clearCleanup(roomId);
return { ok: true, started: true };
const spectatorView = plugin.getSpectatorView(room.state);
const playerViews = new Map<string, unknown>();
for (const pid of room.players) {
playerViews.set(pid, plugin.getPlayerView(room.state, pid));
}
this.emitter.emit("game:started", { roomId, spectatorView, playerViews });
this.emitter.emit("room:list:changed");
return { ok: true, joinedAs: "player", started: true };
}
return { ok: true, started: false };
this.emitter.emit("room:list:changed");
return { ok: true, joinedAs: "player", started: false };
}
handleAction(roomId: string, playerId: string, action: unknown): ActionResult {
@@ -77,7 +113,19 @@ export class RoomManager {
const gameOver = plugin.isGameOver?.(room.state) ?? null;
if (gameOver) {
room.status = "finished";
this.scheduleCleanup(roomId, 60_000);
this.scheduleCleanup(roomId, ROOM_CONFIG.FINISHED_CLEANUP_MS);
}
const spectatorView = plugin.getSpectatorView(room.state);
const playerViews = new Map<string, unknown>();
for (const pid of room.players) {
playerViews.set(pid, plugin.getPlayerView(room.state, pid));
}
this.emitter.emit("game:updated", { roomId, spectatorView, playerViews });
if (gameOver) {
this.emitter.emit("game:ended", { roomId, winner: gameOver.winner, reason: gameOver.reason });
this.emitter.emit("room:list:changed");
}
return { ok: true, state: room.state, gameOver };
@@ -87,30 +135,59 @@ export class RoomManager {
const room = this.rooms.get(roomId);
if (!room) return;
if (room.spectators.has(playerId)) {
room.spectators.delete(playerId);
return;
}
room.spectators.delete(playerId);
const playerIdx = room.players.indexOf(playerId);
if (playerIdx === -1) return;
room.players.splice(playerIdx, 1);
if (playerIdx !== -1) {
room.players.splice(playerIdx, 1);
if (room.status === "playing") {
const plugin = gameRegistry.get(room.gameSlug)!;
if (plugin.onPlayerDisconnect) {
room.state = plugin.onPlayerDisconnect(room.state, playerId);
const gameOver = plugin.isGameOver?.(room.state) ?? null;
if (gameOver) {
room.status = "finished";
this.scheduleCleanup(roomId, 60_000);
if (room.status === "playing") {
const plugin = gameRegistry.get(room.gameSlug)!;
if (plugin.onPlayerDisconnect) {
room.state = plugin.onPlayerDisconnect(room.state, playerId);
const gameOver = plugin.isGameOver?.(room.state) ?? null;
if (gameOver) {
room.status = "finished";
this.scheduleCleanup(roomId, ROOM_CONFIG.FINISHED_CLEANUP_MS);
this.emitter.emit("game:ended", { roomId, winner: gameOver.winner, reason: gameOver.reason });
}
}
}
if (room.players.length === 0 && room.status === "waiting") {
this.deleteRoom(roomId);
this.emitter.emit("room:list:changed");
return;
}
}
if (room.players.length === 0 && room.status === "waiting") {
this.deleteRoom(roomId);
this.emitter.emit("player:left", { roomId, playerId });
this.emitter.emit("room:list:changed");
}
fillRoom(roomId: string, adminId: string): { ok: true } | { ok: false; error: string } {
const room = this.rooms.get(roomId);
if (!room) return { ok: false, error: "Room not found" };
if (room.status !== "waiting") return { ok: false, error: "Game is not in waiting state" };
if (!room.players.includes(adminId)) return { ok: false, error: "You are not in this room" };
const plugin = gameRegistry.get(room.gameSlug)!;
while (room.players.length < plugin.maxPlayers) {
room.players.push(adminId);
}
room.state = plugin.createInitialState(room.players);
room.status = "playing";
this.clearCleanup(roomId);
const spectatorView = plugin.getSpectatorView(room.state);
const playerViews = new Map<string, unknown>();
for (const pid of new Set(room.players)) {
playerViews.set(pid, plugin.getPlayerView(room.state, pid));
}
this.emitter.emit("game:started", { roomId, spectatorView, playerViews });
this.emitter.emit("room:list:changed");
return { ok: true };
}
getRoom(roomId: string): Room | undefined {

View File

@@ -29,9 +29,15 @@ export interface PlayerInfo {
export const GameWsClientSchema = z.discriminatedUnion("type", [
z.object({ type: z.literal("CREATE_ROOM"), gameType: z.string() }),
z.object({ type: z.literal("JOIN_ROOM"), roomId: z.string(), as: z.enum(["player", "spectator"]), role: z.enum(["player", "admin"]).optional() }),
z.object({
type: z.literal("JOIN_ROOM"),
roomId: z.string(),
preferAs: z.enum(["player", "spectator"]),
role: z.enum(["player", "admin"]).optional(),
}),
z.object({ type: z.literal("LEAVE_ROOM"), roomId: z.string() }),
z.object({ type: z.literal("GAME_ACTION"), roomId: z.string(), action: z.record(z.unknown()) }),
z.object({ type: z.literal("FILL_ROOM"), roomId: z.string() }),
]);
export type GameWsClientMessage = z.infer<typeof GameWsClientSchema>;
@@ -40,9 +46,11 @@ export type GameWsServerMessage =
| { type: "ROOM_LIST_UPDATE"; rooms: RoomSummary[] }
| { type: "GAME_STATE"; roomId: string; state: unknown }
| { type: "GAME_UPDATE"; roomId: string; state: unknown }
| { type: "PLAYER_JOINED"; roomId: string; player: PlayerInfo; as: "player" | "spectator" }
| { type: "PLAYER_JOINED"; roomId: string; player: PlayerInfo; joinedAs: "player" | "spectator" }
| { type: "PLAYER_LEFT"; roomId: string; playerId: string }
| { type: "GAME_STARTED"; roomId: string; state: unknown }
| { type: "GAME_ENDED"; roomId: string; winner: string | null; reason: string }
| { type: "ROOM_CREATED"; roomId: string; gameSlug: string }
| { type: "JOIN_RESULT"; roomId: string; joinedAs: "player" | "spectator"; roomStatus: "waiting" | "playing" | "finished"; players: PlayerInfo[]; spectators: PlayerInfo[]; state?: unknown }
| { type: "SESSION_REPLACED"; roomId: string }
| { type: "ERROR"; message: string };

View File

@@ -1,98 +0,0 @@
import { RoomManager } from "./RoomManager";
import type { GameWsClientMessage, PlayerInfo } from "./types";
import { logger } from "@shared/lib/logger";
export const roomManager = new RoomManager();
interface WsContext {
playerId: string;
username: string;
role: string;
send: (data: string) => void;
subscribe: (channel: string) => void;
unsubscribe: (channel: string) => void;
publish: (channel: string, data: string) => void;
}
export function handleGameMessage(msg: GameWsClientMessage, ctx: WsContext): void {
switch (msg.type) {
case "CREATE_ROOM": {
const result = roomManager.createRoom(msg.gameType, ctx.playerId);
if (!result.ok) {
ctx.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;
}
ctx.subscribe(`room:${result.roomId}`);
ctx.send(JSON.stringify({ type: "ROOM_CREATED", roomId: result.roomId, gameSlug: msg.gameType }));
ctx.publish("lobby", JSON.stringify({ type: "ROOM_LIST_UPDATE", rooms: roomManager.listRooms() }));
logger.debug("games", `Room created: ${result.roomId} (${msg.gameType}) by ${ctx.playerId}`);
break;
}
case "JOIN_ROOM": {
const result = roomManager.joinRoom(msg.roomId, ctx.playerId, msg.as, ctx.role);
if (!result.ok) {
ctx.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;
}
ctx.subscribe(`room:${msg.roomId}`);
const playerInfo: PlayerInfo = { discordId: ctx.playerId, username: ctx.username };
const joinedMsg = JSON.stringify({ type: "PLAYER_JOINED", roomId: msg.roomId, player: playerInfo, as: msg.as });
ctx.publish(`room:${msg.roomId}`, joinedMsg);
ctx.send(joinedMsg);
if (result.started) {
const spectatorView = roomManager.getSpectatorView(msg.roomId);
const startedMsg = JSON.stringify({ type: "GAME_STARTED", roomId: msg.roomId, state: spectatorView });
ctx.publish(`room:${msg.roomId}`, startedMsg);
ctx.send(startedMsg);
} else {
const room = roomManager.getRoom(msg.roomId);
if (room && room.status === "playing") {
const view = msg.as === "spectator"
? roomManager.getSpectatorView(msg.roomId)
: roomManager.getPlayerView(msg.roomId, ctx.playerId);
ctx.send(JSON.stringify({ type: "GAME_STATE", roomId: msg.roomId, state: view }));
}
}
ctx.publish("lobby", JSON.stringify({ type: "ROOM_LIST_UPDATE", rooms: roomManager.listRooms() }));
break;
}
case "LEAVE_ROOM": {
roomManager.leaveRoom(msg.roomId, ctx.playerId);
ctx.unsubscribe(`room:${msg.roomId}`);
ctx.publish(`room:${msg.roomId}`, JSON.stringify({ type: "PLAYER_LEFT", roomId: msg.roomId, playerId: ctx.playerId }));
ctx.publish("lobby", JSON.stringify({ type: "ROOM_LIST_UPDATE", rooms: roomManager.listRooms() }));
break;
}
case "GAME_ACTION": {
const result = roomManager.handleAction(msg.roomId, ctx.playerId, msg.action);
if (!result.ok) {
ctx.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;
}
const spectatorView = roomManager.getSpectatorView(msg.roomId);
const updateMsg = JSON.stringify({ type: "GAME_UPDATE", roomId: msg.roomId, state: spectatorView });
ctx.publish(`room:${msg.roomId}`, updateMsg);
ctx.send(updateMsg);
if (result.gameOver) {
const endedMsg = JSON.stringify({
type: "GAME_ENDED",
roomId: msg.roomId,
winner: result.gameOver.winner,
reason: result.gameOver.reason,
});
ctx.publish(`room:${msg.roomId}`, endedMsg);
ctx.send(endedMsg);
ctx.publish("lobby", JSON.stringify({ type: "ROOM_LIST_UPDATE", rooms: roomManager.listRooms() }));
}
break;
}
}
}

View File

@@ -2,45 +2,29 @@
* @fileoverview API server factory module.
* Exports a function to create and start the API server.
* This allows the server to be started in-process from the main application.
*
*
* Routes are organized into modular files in the ./routes directory.
* Each route module handles its own validation, business logic, and responses.
*/
import { serve, file } from "bun";
import type { ServerWebSocket } from "bun";
import { logger } from "@shared/lib/logger";
import { handleRequest } from "./routes";
import { getFullDashboardStats } from "./routes/stats.helper";
import { join } from "path";
import { handleGameMessage, roomManager } from "./games/ws-handler";
import { gameServer } from "./games/GameServer";
import type { WsConnectionData } from "./games/GameServer";
import { getSession } from "./routes/auth.routes";
import { GameWsClientSchema } from "./games/types";
export interface WebServerConfig {
port?: number;
hostname?: string;
}
const WS_CONFIG = {
MAX_CONNECTIONS: 200,
MAX_PAYLOAD_BYTES: 16384,
IDLE_TIMEOUT_SECONDS: 60,
STATS_BROADCAST_INTERVAL_MS: 5000,
} as const;
export interface WebServerInstance {
server: ReturnType<typeof serve>;
stop: () => Promise<void>;
url: string;
}
/**
* Creates and starts the API server.
*
* @param config - Server configuration options
* @param config.port - Port to listen on (default: 3000)
* @param config.hostname - Hostname to bind to (default: "localhost")
* @returns Promise resolving to server instance with stop() method
*
* @example
* const server = await createWebServer({ port: 3000, hostname: "0.0.0.0" });
* console.log(`Server running at ${server.url}`);
*
* // To stop the server:
* await server.stop();
*/
const MIME_TYPES: Record<string, string> = {
".html": "text/html",
".js": "application/javascript",
@@ -54,6 +38,17 @@ const MIME_TYPES: Record<string, string> = {
".woff2": "font/woff2",
};
export interface WebServerConfig {
port?: number;
hostname?: string;
}
export interface WebServerInstance {
server: ReturnType<typeof serve>;
stop: () => Promise<void>;
url: string;
}
/**
* Serve static files from the panel dist directory.
* Falls back to index.html for SPA routing.
@@ -92,66 +87,63 @@ async function servePanelStatic(pathname: string, distDir: string): Promise<Resp
export async function createWebServer(config: WebServerConfig = {}): Promise<WebServerInstance> {
const { port = 3000, hostname = "localhost" } = config;
// Configuration constants
const MAX_CONNECTIONS = 200;
const MAX_PAYLOAD_BYTES = 16384; // 16KB
const IDLE_TIMEOUT_SECONDS = 60;
// Interval for broadcasting stats to all connected WS clients
let activeConnections = 0;
let statsBroadcastInterval: Timer | undefined;
const server = serve({
const server = serve<WsConnectionData>({
port,
hostname,
async fetch(req, server) {
const url = new URL(req.url);
// WebSocket upgrade handling
if (url.pathname === "/ws") {
const currentConnections = server.pendingWebSockets;
if (currentConnections >= MAX_CONNECTIONS) {
logger.warn("web", `Connection rejected: limit reached (${currentConnections}/${MAX_CONNECTIONS})`);
if (activeConnections >= WS_CONFIG.MAX_CONNECTIONS) {
logger.warn("web", `Connection rejected: limit reached (${activeConnections}/${WS_CONFIG.MAX_CONNECTIONS})`);
return new Response("Connection limit reached", { status: 429 });
}
const session = getSession(req);
const success = server.upgrade(req, { data: { session } });
if (!session) {
return new Response("Unauthorized", { status: 401 });
}
const success = server.upgrade(req, {
data: {
session: {
discordId: session.discordId,
username: session.username,
role: session.role,
},
rooms: new Set<string>(),
},
});
if (success) return undefined;
return new Response("WebSocket upgrade failed", { status: 400 });
}
// Delegate to modular route handlers
const response = await handleRequest(req, url);
if (response) return response;
// Serve panel static files (production)
const panelDistDir = join(import.meta.dir, "../../panel/dist");
const staticResponse = await servePanelStatic(url.pathname, panelDistDir);
if (staticResponse) return staticResponse;
// No matching route found
return new Response("Not Found", { status: 404 });
},
websocket: {
/**
* Called when a WebSocket client connects.
* Subscribes the client to the dashboard channel and sends initial stats.
*/
open(ws) {
open(ws: ServerWebSocket<WsConnectionData>) {
activeConnections++;
ws.subscribe("dashboard");
ws.subscribe("lobby");
logger.debug("web", `Client connected. Total: ${server.pendingWebSockets}`);
logger.debug("web", `Client connected: ${ws.data.session.discordId}. Total: ${activeConnections}`);
// Send initial stats
getFullDashboardStats().then(stats => {
ws.send(JSON.stringify({ type: "STATS_UPDATE", data: stats }));
});
// Send initial room list
ws.send(JSON.stringify({ type: "ROOM_LIST_UPDATE", rooms: roomManager.listRooms() }));
gameServer.handleOpen(ws);
// Start broadcast interval if this is the first client
if (!statsBroadcastInterval) {
statsBroadcastInterval = setInterval(async () => {
try {
@@ -160,81 +152,67 @@ export async function createWebServer(config: WebServerConfig = {}): Promise<Web
} catch (error) {
logger.error("web", "Error in stats broadcast", error);
}
}, 5000);
}, WS_CONFIG.STATS_BROADCAST_INTERVAL_MS);
}
},
/**
* Called when a WebSocket message is received.
* Handles PING/PONG heartbeat messages.
*/
async message(ws, message) {
async message(ws: ServerWebSocket<WsConnectionData>, message) {
try {
const messageStr = message.toString();
// Defense-in-depth: redundant length check before parsing
if (messageStr.length > MAX_PAYLOAD_BYTES) {
if (messageStr.length > WS_CONFIG.MAX_PAYLOAD_BYTES) {
logger.error("web", "Payload exceeded maximum limit");
return;
}
const rawData = JSON.parse(messageStr);
const { WsMessageSchema } = await import("@shared/modules/dashboard/dashboard.types");
const parsed = WsMessageSchema.safeParse(rawData);
if (!parsed.success) {
logger.error("web", "Invalid message format", parsed.error.issues);
// Handle dashboard-level messages (PING, etc.)
if (rawData && typeof rawData === "object" && rawData.type === "PING") {
ws.send(JSON.stringify({ type: "PONG" }));
return;
}
if (parsed.data.type === "PING") {
ws.send(JSON.stringify({ type: "PONG" }));
// Route game messages — try to parse as a game client message
const gameCheck = GameWsClientSchema.safeParse(rawData);
if (gameCheck.success) {
gameServer.handleMessage(ws, rawData);
return;
}
// Route game messages
const gameTypes = ["CREATE_ROOM", "JOIN_ROOM", "LEAVE_ROOM", "GAME_ACTION"];
if (gameTypes.includes(parsed.data.type)) {
const sessionData = (ws.data as any)?.session;
if (!sessionData) {
ws.send(JSON.stringify({ type: "ERROR", message: "Not authenticated" }));
return;
}
handleGameMessage(parsed.data as any, {
playerId: sessionData.discordId,
username: sessionData.username,
role: sessionData.role,
send: (data) => ws.send(data),
subscribe: (channel) => ws.subscribe(channel),
unsubscribe: (channel) => ws.unsubscribe(channel),
publish: (channel, data) => server.publish(channel, data),
});
// Fall back to full WsMessageSchema for dashboard messages that aren't PING
const { WsMessageSchema } = await import("@shared/modules/dashboard/dashboard.types");
const parsed = WsMessageSchema.safeParse(rawData);
if (!parsed.success) {
logger.error("web", "Invalid message format", parsed.error.issues);
}
// Nothing else to do for PONG/STATS_UPDATE/NEW_EVENT from clients
} catch (e) {
logger.error("web", "Failed to handle message", e);
}
},
/**
* Called when a WebSocket client disconnects.
* Stops the broadcast interval if no clients remain.
*/
close(ws) {
close(ws: ServerWebSocket<WsConnectionData>) {
activeConnections--;
ws.unsubscribe("dashboard");
ws.unsubscribe("lobby");
logger.debug("web", `Client disconnected. Total remaining: ${server.pendingWebSockets}`);
logger.debug("web", `Client disconnected: ${ws.data.session.discordId}. Total remaining: ${activeConnections}`);
// Stop broadcast interval if no clients left
if (server.pendingWebSockets === 0 && statsBroadcastInterval) {
gameServer.handleClose(ws);
if (activeConnections === 0 && statsBroadcastInterval) {
clearInterval(statsBroadcastInterval);
statsBroadcastInterval = undefined;
}
},
maxPayloadLength: MAX_PAYLOAD_BYTES,
idleTimeout: IDLE_TIMEOUT_SECONDS,
maxPayloadLength: WS_CONFIG.MAX_PAYLOAD_BYTES,
idleTimeout: WS_CONFIG.IDLE_TIMEOUT_SECONDS,
},
});
// Listen for real-time events from the system bus
// Wire gameServer to Bun server for pub/sub publishing
gameServer.setServer(server);
const { systemEvents, EVENTS } = await import("@shared/lib/events");
systemEvents.on(EVENTS.DASHBOARD.NEW_EVENT, (event) => {
server.publish("dashboard", JSON.stringify({ type: "NEW_EVENT", data: event }));
@@ -257,7 +235,7 @@ export async function createWebServer(config: WebServerConfig = {}): Promise<Web
/**
* Starts the web server from the main application root.
* Kept for backward compatibility.
*
*
* @param webProjectPath - Deprecated, no longer used
* @param config - Server configuration options
* @returns Promise resolving to server instance