Ready for a crowd: idle rooms sleep, share cards render once
Memory now carries only live tables — a sweep puts finished rooms to bed after 30 minutes and anything untouched after a day, and getRoom wakes a sleeping room from its ledger the moment anyone asks (the seed plus the log IS the game). The room cap counts ledgers on disk, not just rooms awake. Share-card PNGs render once per share id and cache immutable. Rate-limit kicks use terminate() so an abuser cannot hold the socket open by ignoring the closing handshake. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
co-authored by
Claude Fable 5
parent
9cc0430ee2
commit
002698085f
@@ -42,6 +42,7 @@ import {
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getRoom,
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joinRoom,
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loadPersistedRooms,
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evictIdleRooms,
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runningRooms,
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addAutomaton,
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addChat,
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@@ -92,6 +93,13 @@ setTimeout(() => {
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for (const room of runningRooms()) runBots(room);
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}, 2000); // a beat for clients to reconnect before the clockwork stirs
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// Idle rooms return to their ledgers, so memory carries only live tables;
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// getRoom wakes a sleeping room the moment anyone asks for it.
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setInterval(() => {
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const evicted = evictIdleRooms((roomId) => [...sessions].some((s) => s.roomId === roomId));
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if (evicted > 0) console.log(`put ${evicted} idle room(s) back to sleep`);
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}, Number(process.env.WIZWAR_EVICT_SWEEP_MS ?? 10 * 60_000));
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// One process serves both the built client and the websocket, so production
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// needs only a TLS proxy in front (or nothing, on a LAN).
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const STATIC_DIR = process.env.WIZWAR_STATIC_DIR ?? join(process.cwd(), "..", "web", "dist");
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@@ -217,6 +225,10 @@ function inviteHtml(room: Room, rawHost: string, rawProto: string): string {
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];
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return ogPage(metas);
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}
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/** Rendered share cards, by share id (immutable once minted). */
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const ogPngCache = new Map<string, Buffer>();
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const OG_PNG_CACHE_MAX = 200;
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const httpServer = createServer((req, res) => {
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try {
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if (req.method !== "GET" && req.method !== "HEAD") {
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@@ -257,8 +269,17 @@ const httpServer = createServer((req, res) => {
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const data = shareData(watch[1]!);
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if (!data) { res.writeHead(404).end("no such replay"); return; }
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if (watch[2]) {
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const png = renderSharePng(data.steps[data.steps.length - 1]!.view);
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res.writeHead(200, { "content-type": "image/png", "cache-control": "public, max-age=300" });
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// A share never changes, so its card renders once — crawlers
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// re-fetching the unfurl image must not cost CPU every time.
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let png = ogPngCache.get(watch[1]!);
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if (!png) {
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png = renderSharePng(data.steps[data.steps.length - 1]!.view);
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ogPngCache.set(watch[1]!, png);
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if (ogPngCache.size > OG_PNG_CACHE_MAX) {
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ogPngCache.delete(ogPngCache.keys().next().value!);
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}
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}
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res.writeHead(200, { "content-type": "image/png", "cache-control": "public, max-age=86400, immutable" });
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res.end(png);
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return;
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}
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@@ -511,7 +532,9 @@ wss.on("connection", (socket) => {
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socket.on("message", (data) => {
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if (!underRateLimit(session)) {
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if (++session.overLimitStrikes > 100) socket.close();
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// terminate, not close: an abuser ignoring the closing handshake
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// would otherwise hold the socket (and its session slot) open.
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if (++session.overLimitStrikes > 100) return socket.terminate();
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return send(socket, { type: "error", message: "slow down" });
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}
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let msg: Record<string, unknown>;
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@@ -22,7 +22,7 @@ import {
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type PlayerId,
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CURRENT_RULES_REV,
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} from "@wizwar/engine";
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import { appendLine, archiveRoomFile, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
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import { appendLine, archiveRoomFile, countRoomFiles, ensureDataDir, readAllRooms, readRoom, roomFileExists, type RoomLine } from "./store";
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import { recordRoom } from "./stats";
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export interface LoggedCommand {
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@@ -50,6 +50,8 @@ export interface Room {
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chat: { player: PlayerId; text: string; at: string }[];
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/** Seats the server itself plays: temperament, tier, and secrecy. */
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bots: Map<PlayerId, { style: AutomatonStyle; secret: boolean; tier: AutomatonTier }>;
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/** Last time anything looked at this room (memory eviction clock). */
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touchedAt?: number;
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}
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const rooms = new Map<string, Room>();
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@@ -86,7 +88,7 @@ function makeRoomCode(): string {
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}
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export function roomCount(): number {
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return rooms.size;
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return countRoomFiles();
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}
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/** Every restored, still-running room — so boot can wake their bot pumps. */
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@@ -110,6 +112,7 @@ export function createRoom(hostId: PlayerId): { room: Room; token: string } {
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events: [],
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chat: [],
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bots: new Map(),
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touchedAt: Date.now(),
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};
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rooms.set(room.id, room);
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recordRoom(room);
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@@ -125,7 +128,45 @@ export function createRoom(hostId: PlayerId): { room: Room; token: string } {
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}
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export function getRoom(id: string): Room | undefined {
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return rooms.get(id.toUpperCase());
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const code = id.toUpperCase();
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const live = rooms.get(code);
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if (live) {
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live.touchedAt = Date.now();
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return live;
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}
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// A room out of memory sleeps in its ledger; wake it on demand.
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const lines = readRoom(code);
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if (!lines) return undefined;
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try {
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const room = rebuildRoom(code, lines);
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if (!room) return undefined;
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room.touchedAt = Date.now();
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rooms.set(code, room);
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return room;
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} catch (e) {
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console.error(`could not wake room ${code}:`, e);
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return undefined;
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}
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}
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/** Put idle rooms back to sleep: their ledger holds everything, so memory
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* only carries rooms someone is actually at. A room leaves when no socket
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* is attached and it has sat untouched past its allowance — a finished
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* game soon, anything else after a day. */
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export function evictIdleRooms(hasSockets: (roomId: string) => boolean): number {
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const now = Date.now();
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const FINISHED_MS = Number(process.env.WIZWAR_EVICT_FINISHED_MS ?? 30 * 60_000);
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const IDLE_MS = Number(process.env.WIZWAR_EVICT_IDLE_MS ?? 24 * 60 * 60_000);
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let evicted = 0;
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for (const [id, room] of rooms) {
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if (hasSockets(id)) continue;
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const idle = now - (room.touchedAt ?? now);
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const allowance = room.state?.phase === "finished" ? FINISHED_MS : IDLE_MS;
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if (idle < allowance) continue;
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rooms.delete(id);
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evicted++;
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}
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return evicted;
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}
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export function joinRoom(
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@@ -611,11 +652,9 @@ export function claimTransferCode(code: string): { roomId: string; name: PlayerI
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}
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/** Rebuild every persisted room by replaying its file. */
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export function loadPersistedRooms(): void {
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ensureDataDir();
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let restored = 0;
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for (const [id, lines] of readAllRooms()) {
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try {
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/** Rebuild one room from its ledger lines — the seed plus the log IS the
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* game. Returns null for an abandoned room; throws on a corrupt ledger. */
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function rebuildRoom(id: string, lines: RoomLine[]): Room | null {
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const meta = lines[0] as Extract<RoomLine, { kind: "meta" }>;
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const hostHash = meta.hostTokenHash ?? (meta.hostToken ? hashToken(meta.hostToken) : null);
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if (!hostHash) throw new Error("meta line has no host token");
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@@ -633,8 +672,9 @@ export function loadPersistedRooms(): void {
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events: [],
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chat: [],
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bots: new Map(),
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touchedAt: Date.now(),
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};
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if (lines.some((l) => l.kind === "abandon")) continue;
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if (lines.some((l) => l.kind === "abandon")) return null;
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for (const line of lines.slice(1)) {
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if (line.kind === "kick") {
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room.players = room.players.filter((p) => p !== line.name);
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@@ -673,6 +713,16 @@ export function loadPersistedRooms(): void {
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room.events.push(...result.events);
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}
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}
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return room;
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}
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export function loadPersistedRooms(): void {
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ensureDataDir();
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let restored = 0;
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for (const [id, lines] of readAllRooms()) {
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try {
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const room = rebuildRoom(id, lines);
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if (!room) continue;
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rooms.set(id, room);
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recordRoom(room);
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restored++;
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@@ -97,6 +97,29 @@ export function appendLine(roomId: string, line: RoomLine): void {
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appendFileSync(fileFor(roomId), JSON.stringify(line) + "\n", "utf8");
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}
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/** Read one persisted room's lines, or null if it has no ledger. */
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export function readRoom(roomId: string): RoomLine[] | null {
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const file = fileFor(roomId);
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if (!existsSync(file)) return null;
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try {
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const lines = readFileSync(file, "utf8")
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.split("\n")
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.filter((l) => l.trim().length > 0)
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.map((l) => JSON.parse(l) as RoomLine);
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return lines.length > 0 && lines[0]!.kind === "meta" ? lines : null;
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} catch (e) {
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console.error(`unreadable room file ${roomId}:`, e);
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return null;
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}
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}
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/** How many rooms have ledgers on disk — the server-wide cap counts these,
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* not just the rooms currently awake in memory. */
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export function countRoomFiles(): number {
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ensureDataDir();
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return readdirSync(DATA_DIR).filter((f) => f.endsWith(".jsonl")).length;
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}
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/** Read every persisted room's lines, keyed by room id. */
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export function readAllRooms(): Map<string, RoomLine[]> {
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ensureDataDir();
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