feat(wsapi): add websocket server with rooms, turn timers, and bot play

One goroutine owns each room and its engine. The room goroutine starts before
anyone is seated and seating is itself a message, so reading run() is a complete
proof of the concurrency contract rather than a convention to uphold. The bot
searches a frozen copy of the board instead of the live engine.

Reads carry no deadline; liveness is ping-based, because a read timeout cannot
distinguish a healthy player idling in the lobby from a dead socket.

The hub no longer binds a joiner to a seat before the room decides whether to
seat them. Anyone holding a room code could previously resign or play on a
seated player's behalf, and the room code is the only credential online 1v1 has.

cmd/noitu-server serves the API and, when NOITU_WEB_DIR is set, the built
frontend, with unknown paths falling back to index.html for client routes. All
configuration is environment-only and every variable has a working default.
This commit is contained in:
tiennm99 committed 2026-09-05 12:07:57 +07:00
1 parent 48b3b3c8ac
commit 5935f5c879
15 files changed
+3486 -22

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package wsapi
import (
"errors"
"fmt"
"github.com/coder/websocket"
noituv1 "github.com/tiennm99dev/noitu/server/gen/noitu/v1"
"google.golang.org/protobuf/proto"
)
// maxFrameBytes caps what a client may send.
//
// The largest legitimate client frame is a Hello carrying a 20-rune nickname,
// well under 200 bytes. 4 KiB leaves room for the protocol to grow while still
// making a memory-exhaustion attempt fail at the socket rather than in the
// decoder.
const maxFrameBytes = 4096
// ErrNotBinary rejects text frames. The protocol is protobuf over binary
// frames only; a text frame means the peer is speaking something else, and
// guessing at it is how a parser becomes an attack surface.
var ErrNotBinary = errors.New("wsapi: expected a binary frame")
// Encode marshals a server message for the wire.
func Encode(m *noituv1.ServerMessage) ([]byte, error) {
raw, err := proto.Marshal(m)
if err != nil {
return nil, fmt.Errorf("wsapi: encode: %w", err)
}
return raw, nil
}
// Decode parses a client frame.
//
// typ is checked here rather than at the call site so every entry point gets
// the same rejection.
func Decode(typ websocket.MessageType, raw []byte) (*noituv1.ClientMessage, error) {
if typ != websocket.MessageBinary {
return nil, ErrNotBinary
}
var m noituv1.ClientMessage
if err := proto.Unmarshal(raw, &m); err != nil {
return nil, fmt.Errorf("wsapi: decode: %w", err)
}
return &m, nil
}
// Message-building helpers. Every server message is constructed through one of
// these, so the oneof wrapper is written once per variant instead of at each
// call site.
func welcomeMsg(sessionID, resumeToken, nickname string) *noituv1.ServerMessage {
return &noituv1.ServerMessage{Payload: &noituv1.ServerMessage_Welcome{Welcome: &noituv1.Welcome{
SessionId: sessionID,
ResumeToken: resumeToken,
ProtocolVersion: ProtocolVersion,
AcceptedNickname: nickname,
}}}
}
func roomCreatedMsg(code string) *noituv1.ServerMessage {
return &noituv1.ServerMessage{Payload: &noituv1.ServerMessage_RoomCreated{
RoomCreated: &noituv1.RoomCreated{RoomCode: code},
}}
}
func roomJoinedMsg(code, opponent string) *noituv1.ServerMessage {
return &noituv1.ServerMessage{Payload: &noituv1.ServerMessage_RoomJoined{
RoomJoined: &noituv1.RoomJoined{RoomCode: code, OpponentName: opponent},
}}
}
func moveRejectedMsg(reason noituv1.RejectReason, word string, turnSeq uint32) *noituv1.ServerMessage {
return &noituv1.ServerMessage{Payload: &noituv1.ServerMessage_MoveRejected{
MoveRejected: &noituv1.MoveRejected{Reason: reason, Word: word, TurnSeq: turnSeq},
}}
}
func opponentLeftMsg(canReconnect bool, graceMs uint32) *noituv1.ServerMessage {
return &noituv1.ServerMessage{Payload: &noituv1.ServerMessage_OpponentLeft{
OpponentLeft: &noituv1.OpponentLeft{CanReconnect: canReconnect, GraceMs: graceMs},
}}
}
// errorMsg carries a UI key, never prose and never an internal error string.
// The Vietnamese copy lives in the frontend so all wording stays in one place,
// and a raw error would leak server internals to anyone with a socket.
func errorMsg(code string) *noituv1.ServerMessage {
return &noituv1.ServerMessage{Payload: &noituv1.ServerMessage_Error{
Error: &noituv1.ServerError{Code: code, Message: code},
}}
}
func pongMsg(clientTimeMs, serverTimeMs int64) *noituv1.ServerMessage {
return &noituv1.ServerMessage{Payload: &noituv1.ServerMessage_Pong{
Pong: &noituv1.Pong{ClientTimeMs: clientTimeMs, ServerTimeMs: serverTimeMs},
}}
}