Files
wizwar6e/packages/server/src/index.ts
T
Eric WagonerandClaude Fable 5 d2b40ec6f8 Credibility pass: the seams get sanded
Scoped to everything since the last pass (3308850). Three blind
reviews, every finding verified before touching anything.

Confirmed and fixed: two identical comment-splitting insertions left
doc comments orphaned from their fields (net and local alike); a
51-line CSS fossil of the pre-extraction inline effects survived in
Board.svelte; the rev-13 miss-roll test asserted tautologies while
its comment claimed a check the code never made — it now proves the
die was consumed, and the skeleton is no longer returned as trollId;
the sprite registry's `as never` silently disabled the completeness
its annotation advertised (now a mapped type, one cast at the
dispatch seam); a dead ternary guarded a union that doesn't exist;
Bolt carried a duplicate .fork rule from a color iteration; fxTtl
contradicted three sprites' real animation lengths; the permanence
sentinel was reinvented as a magic 9000 (the engine now exports
isPermanentDuration); CELL was declared thrice (fx.ts now imports
it); App and Replay ran two divergent fx schedulers (one scheduleFx
now, cancellable — stale flourishes can no longer fire after leaving
a game); TokenArt retried missing files forever; the anti-anti
escape guards merge with the gate asymmetry explained; wall-of-fire's
rev-12 carve-out is marked; overLimit ignored a displayed BRAINSTONE
(bots over-discarded by two); botRemark's header mis-stated its own
branches; deliverGold fired on any drop, not a home-base delivery;
escape and win banter never fired from the steps that carry them.

Rejected: "as a human would" (house voice); FxGallery's dev-harness
framing (trimmed one plea, kept the facts).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 12:12:03 -04:00

476 lines
21 KiB
TypeScript

// Websocket front door. Protocol (JSON messages):
// client -> server:
// {type:"create", name} create a room, become host
// {type:"join", roomId, name, token?} join, or reclaim a seat by token
// {type:"start", expansion?} host starts the game
// {type:"command", command} a game Command for the engine
// {type:"pickColor", color} lobby standee choice (0-5)
// {type:"makeTransfer"} mint a seat-transfer phrase
// {type:"claimTransfer", code} claim a seat on a new device
// {type:"catchUp", sinceSeq} replay of moves missed while away
// {type:"chat", text} table talk to the room
// {type:"myGames", seats} summaries for held seats
// {type:"stats"} the engagement tally
// {type:"hotseatReport", ...} anonymous hotseat game counts
// server -> client:
// {type:"welcome"} on connect
// {type:"seat", playerId, token} your seat secret — keep it
// {type:"room", roomId, players, hostId, started, colors}
// {type:"events", events} redacted for this recipient
// {type:"state", view, seq} redacted full view (after every change)
// {type:"chat", player, text, at} one line of table talk
// {type:"transferCode"|"transferClaimed"|"catchUp"|"games"|"stats"}
// {type:"error", message}
import { createServer } from "node:http";
import { readFileSync, existsSync, realpathSync } from "node:fs";
import { extname, join, normalize, sep } from "node:path";
import { WebSocketServer, WebSocket } from "ws";
import type { Command, PlayerId } from "@wizwar/engine";
import {
catchUpSteps,
claimTransferCode,
createRoom,
pickColor,
getRoom,
joinRoom,
loadPersistedRooms,
addAutomaton,
addChat,
driveOneAutomaton,
makeTransferCode,
redactFor,
roomCount,
runCommand,
seatTokenValid,
startGame,
summarize,
viewForPlayer,
type Room,
} from "./rooms";
import { engagementStats, recordHotseat } from "./stats";
import { BOT_LINES, type BanterTrigger } from "./banter";
// --- Abuse limits: this is a public server on a small box. -----------------
const MAX_SOCKETS = 300; // concurrent connections
const MAX_ROOMS = 5000; // total rooms on the server
const MAX_ROOMS_PER_CONN = 10; // rooms one connection may create
const MAX_COMMAND_BYTES = 16384; // serialized game command
const MAX_MYGAMES_SEATS = 50; // seats checked per myGames request
const CATCHUP_COOLDOWN_MS = 3000; // full-game replays are CPU-heavy
const NAME_MAX = 24;
/** Player/room names: printable, trimmed, bounded. */
function cleanName(raw: unknown): string {
return String(raw ?? "").replace(/[\u0000-\u001f\u007f]/g, "").trim().slice(0, NAME_MAX);
}
const port = Number(process.env.PORT ?? 8787);
// In production a TLS proxy fronts us: bind loopback so the plaintext port
// is not reachable from the internet. Dev default stays LAN-friendly.
const host = process.env.HOST ?? "0.0.0.0";
loadPersistedRooms();
// One process serves both the built client and the websocket, so production
// needs only a TLS proxy in front (or nothing, on a LAN).
const STATIC_DIR = process.env.WIZWAR_STATIC_DIR ?? join(process.cwd(), "..", "web", "dist");
const MIME: Record<string, string> = {
".html": "text/html", ".js": "text/javascript", ".css": "text/css",
".png": "image/png", ".svg": "image/svg+xml", ".ico": "image/x-icon",
".woff2": "font/woff2", ".json": "application/json",
};
// The client build may be absent in development (vite serves it instead);
// serve a 404 for static requests in that case rather than dying on boot.
const staticRoot = existsSync(STATIC_DIR) ? realpathSync(normalize(STATIC_DIR)) : null;
const httpServer = createServer((req, res) => {
try {
if (req.method !== "GET" && req.method !== "HEAD") {
res.writeHead(405).end();
return;
}
res.setHeader("x-content-type-options", "nosniff");
if (!staticRoot) {
res.writeHead(404).end("client not built");
return;
}
let url: string;
try {
url = decodeURIComponent((req.url ?? "/").split("?")[0]!);
} catch {
res.writeHead(400).end();
return;
}
if (url.includes("\0")) {
res.writeHead(400).end();
return;
}
let file = normalize(join(staticRoot, url === "/" ? "index.html" : url));
if (file !== staticRoot && !file.startsWith(staticRoot + sep)) {
res.writeHead(403).end();
return;
}
if (!existsSync(file)) file = join(staticRoot, "index.html"); // SPA fallback
// Resolve symlinks and re-verify the real location stays inside the root.
const real = realpathSync(file);
if (real !== staticRoot && !real.startsWith(staticRoot + sep)) {
res.writeHead(403).end();
return;
}
const body = readFileSync(real);
// Hashed assets may cache forever; everything else must revalidate, or a
// stale index.html pins users to a dead bundle across deploys.
const cache = real.includes(`${sep}assets${sep}`)
? "public, max-age=31536000, immutable"
: "no-cache";
res.writeHead(200, {
"content-type": MIME[extname(real)] ?? "application/octet-stream",
"cache-control": cache,
});
res.end(body);
} catch {
res.writeHead(500).end();
}
});
const wss = new WebSocketServer({ server: httpServer, maxPayload: 64 * 1024 });
httpServer.listen(port, host);
interface Session {
socket: WebSocket;
playerId: PlayerId | null;
roomId: string | null;
/** The raw seat token this connection authenticated with (memory only). */
token: string | null;
claimFails: number;
// Token bucket: refills at 15 msg/s up to a burst of 30.
bucket: number;
lastRefill: number;
overLimitStrikes: number;
roomsCreated: number;
lastCatchUpAt: number;
hotseatReports: number;
}
function underRateLimit(s: Session): boolean {
const now = Date.now();
s.bucket = Math.min(30, s.bucket + ((now - s.lastRefill) / 1000) * 15);
s.lastRefill = now;
if (s.bucket < 1) return false;
s.bucket -= 1;
return true;
}
const sessions = new Set<Session>();
function send(socket: WebSocket, message: unknown): void {
if (socket.readyState === WebSocket.OPEN) socket.send(JSON.stringify(message));
}
function roomInfo(room: Room) {
return {
type: "room",
roomId: room.id,
players: room.players,
hostId: room.hostId,
started: room.state !== null,
colors: Object.fromEntries(room.colorChoices),
bots: Object.fromEntries(
[...room.bots].map(([name, b]) => [name, `${b.tier} ${b.secret ? "mystery" : b.style}`]),
),
};
}
function broadcast(room: Room, makeMessage: (playerId: PlayerId) => unknown): void {
for (const s of sessions) {
if (s.roomId === room.id && s.playerId) {
send(s.socket, makeMessage(s.playerId));
}
}
}
/**
* The clockwork plays at a watchable pace: one command every beat, each
* broadcast as it lands, until the maze wants a human again.
*/
const BOT_STEP_MS = 1000;
/** What a step's event means to this bot — its own deeds when it acted,
* its own suffering whoever caused it. Null: nothing worth a word. */
function banterTrigger(
e: { type: string; [k: string]: unknown }, seat: string, actor: string,
): BanterTrigger | null {
if (actor === seat) {
if (e.type === "treasurePickedUp" && e.player === seat) return "grabGold";
if (e.type === "treasureDropped" && e.player === seat && e.onHomeOf != null) return "deliverGold";
if (e.type === "damaged" && e.player !== seat) return "dealPain";
if (e.type === "died" && e.killedBy === seat && e.player !== seat) return "kill";
if (e.type === "creatureCreated" && e.controller === seat) return "summon";
if (e.type === "wallCreated" && e.caster === seat) return "buildWall";
if (e.type === "trapSprung" && e.player === seat) return "springTrap";
}
// A counter-teleport escape resolves during the ATTACKER's step, and a
// last-standing win can land on the victim's turn: self-referential
// triggers hold whoever acted.
if (e.type === "teleported" && e.player === seat && e.by === seat) return "escape";
if (e.type === "gameWon" && e.player === seat) return "win";
if (e.type === "damaged" && e.player === seat) return "takePain";
if (e.type === "died" && e.player === seat) return "die";
if (e.type === "attackMissed" && e.defender === seat) return "dodge";
return null;
}
/** Every seated bot gets a chance to remark on the step — the actor on its
* deeds, bystanders on their suffering. Rarely, and one voice at most. */
function botRemark(room: Room, actor: string, events: { type: string; [k: string]: unknown }[]): void {
for (const [seat, bot] of room.bots) {
const lines = BOT_LINES[bot.style] ?? {};
for (const e of events) {
const trigger = banterTrigger(e, seat, actor);
const pool = trigger ? lines[trigger] : undefined;
if (!pool || Math.random() > 0.5) continue;
const text = pool[Math.floor(Math.random() * pool.length)]!;
const said = addChat(room, seat, text);
if (!("error" in said)) {
broadcast(room, () => ({ type: "chat", player: seat, text: said.text, at: said.at }));
}
return; // one remark per step, whole table
}
}
}
const pumping = new Set<string>();
function runBots(room: Room): void {
if (pumping.has(room.id)) return;
pumping.add(room.id);
const tick = () => {
const step = driveOneAutomaton(room);
if (!step) {
pumping.delete(room.id);
return;
}
broadcast(room, (playerId) => ({ type: "events", events: redactFor(step.events, playerId) }));
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId), seq: room.log.length }));
botRemark(room, step.seat, step.events as { type: string }[]);
setTimeout(tick, BOT_STEP_MS);
};
setTimeout(tick, 800); // a beat after the human's own action settles
}
function broadcastRoomState(room: Room): void {
broadcast(room, () => roomInfo(room));
if (room.state) {
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId), seq: room.log.length }));
}
}
wss.on("connection", (socket) => {
if (sessions.size >= MAX_SOCKETS) {
send(socket, { type: "error", message: "the tavern is packed — try again shortly" });
socket.close();
return;
}
const session: Session = {
socket, playerId: null, roomId: null, token: null, claimFails: 0,
bucket: 30, lastRefill: Date.now(), overLimitStrikes: 0,
roomsCreated: 0, lastCatchUpAt: 0, hotseatReports: 0,
};
sessions.add(session);
send(socket, { type: "welcome", game: "wizwar" });
socket.on("close", () => sessions.delete(session));
socket.on("message", (data) => {
if (!underRateLimit(session)) {
if (++session.overLimitStrikes > 100) socket.close();
return send(socket, { type: "error", message: "slow down" });
}
let msg: Record<string, unknown>;
try {
msg = JSON.parse(data.toString());
} catch {
return send(socket, { type: "error", message: "invalid JSON" });
}
try {
switch (msg.type) {
case "create": {
const name = cleanName(msg.name);
if (!name) return send(socket, { type: "error", message: "name required" });
if (session.roomsCreated >= MAX_ROOMS_PER_CONN || roomCount() >= MAX_ROOMS) {
return send(socket, { type: "error", message: "no new rooms right now — try again later" });
}
session.roomsCreated++;
const { room, token } = createRoom(name);
session.playerId = name;
session.roomId = room.id;
session.token = token;
send(socket, { type: "seat", playerId: name, token });
broadcastRoomState(room);
break;
}
case "join": {
const name = cleanName(msg.name);
const roomId = String(msg.roomId ?? "").trim().slice(0, 8);
if (!name || !roomId) return send(socket, { type: "error", message: "name and roomId required" });
const room = getRoom(roomId);
if (!room) return send(socket, { type: "error", message: "no such room" });
const result = joinRoom(room, name, typeof msg.token === "string" ? msg.token : null);
if ("error" in result) return send(socket, { type: "error", message: result.error });
session.playerId = name;
session.roomId = room.id;
session.token = result.token;
send(socket, { type: "seat", playerId: name, token: result.token });
// Rejoining a running game: replay the chronicle so far. The
// replayed flag keeps one-time fanfare (the opening roll-off)
// from firing again on every return to the room.
if (room.state) {
send(socket, { type: "events", events: redactFor(room.events, name), replayed: true });
}
broadcastRoomState(room);
runBots(room);
break;
}
case "addBot": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
if (session.playerId !== room.hostId) return send(socket, { type: "error", message: "only the host seats automatons" });
const result = addAutomaton(
room,
typeof msg.style === "string" ? msg.style : undefined,
typeof msg.tier === "string" ? msg.tier : undefined,
);
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcastRoomState(room);
break;
}
case "start": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
if (session.playerId !== room.hostId) return send(socket, { type: "error", message: "only the host can start" });
const result = startGame(room, msg.expansion === true);
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcast(room, (playerId) => ({ type: "events", events: redactFor(result.events, playerId) }));
broadcastRoomState(room);
runBots(room);
break;
}
case "command": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
if (JSON.stringify(msg.command ?? null).length > MAX_COMMAND_BYTES) {
return send(socket, { type: "error", message: "command too large" });
}
const result = runCommand(room, session.playerId, msg.command as Command);
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcast(room, (playerId) => ({ type: "events", events: redactFor(result.events, playerId) }));
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId), seq: room.log.length }));
botRemark(room, session.playerId, result.events as { type: string }[]);
runBots(room);
break;
}
case "rollDie": {
// The tabletop D4 for house calls: publishes to the room's talk,
// so it persists, replays, and shows in unread badges like chat.
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
const roll = 1 + Math.floor(Math.random() * 4);
const result = addChat(room, session.playerId, `rolls the die \u2014 ${roll}`);
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcast(room, () => ({ type: "chat", player: session.playerId, text: result.text, at: result.at }));
break;
}
case "chat": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
const result = addChat(room, session.playerId, String(msg.text ?? ""));
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcast(room, () => ({ type: "chat", player: session.playerId, text: result.text, at: result.at }));
break;
}
case "makeTransfer": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
const result = makeTransferCode(room, session.playerId, session.token);
if ("error" in result) return send(socket, { type: "error", message: result.error });
send(socket, { type: "transferCode", code: result.code, expiresAt: result.expiresAt });
break;
}
case "claimTransfer": {
if (session.claimFails >= 5) {
return send(socket, { type: "error", message: "too many attempts on this connection — reconnect and mint a fresh phrase" });
}
const result = claimTransferCode(String(msg.code ?? ""));
if ("error" in result) {
session.claimFails++;
return send(socket, { type: "error", message: result.error });
}
session.claimFails = 0;
send(socket, { type: "transferClaimed", seat: result });
break;
}
case "catchUp": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
// A catch-up replays the whole game server-side; one at a time, please.
const now = Date.now();
if (now - session.lastCatchUpAt < CATCHUP_COOLDOWN_MS) {
return send(socket, { type: "error", message: "catching up already — one moment" });
}
session.lastCatchUpAt = now;
const steps = catchUpSteps(room, session.playerId, Number(msg.sinceSeq ?? 0), msg.full === true);
if ("error" in steps) return send(socket, { type: "error", message: steps.error });
send(socket, { type: "catchUp", steps });
break;
}
case "pickColor": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
const problem = pickColor(room, session.playerId, Number(msg.color));
if (problem) return send(socket, { type: "error", message: problem });
broadcastRoomState(room);
break;
}
case "hotseatReport": {
// A device finishes a handful of games at most; a firehose is abuse.
if (++session.hotseatReports > 20) return;
const id = String(msg.id ?? "").slice(0, 64);
const stage = msg.stage === "finished" ? "finished" : msg.stage === "started" ? "started" : null;
if (!id || !stage) return send(socket, { type: "error", message: "bad report" });
recordHotseat({
id, stage,
players: Number(msg.players), commands: Number(msg.commands),
minutes: Number(msg.minutes), winReason: typeof msg.winReason === "string" ? msg.winReason : undefined,
});
break;
}
case "stats": {
send(socket, { type: "stats", stats: engagementStats() });
break;
}
case "myGames": {
// {seats: [{roomId, name, token}]} -> summaries for valid seats.
const seats = Array.isArray(msg.seats) ? msg.seats.slice(0, MAX_MYGAMES_SEATS) : [];
const games = [];
for (const seat of seats) {
if (typeof seat !== "object" || seat === null) continue;
const room = getRoom(String(seat.roomId ?? ""));
if (!room) continue;
const name = String(seat.name ?? "");
if (!seatTokenValid(room, name, typeof seat.token === "string" ? seat.token : null)) continue;
games.push(summarize(room, name));
}
send(socket, { type: "games", games });
break;
}
default:
send(socket, { type: "error", message: `unknown message type: ${String(msg.type)}` });
}
} catch (e) {
// Expected failures travel as result.error values; anything thrown is a
// bug, and its message (paths, internals) is not for strangers' eyes.
console.error("unhandled protocol error:", e);
send(socket, { type: "error", message: "internal error" });
}
});
});
console.log(`wizwar serving client + websocket on port ${port}`);