5 Commits
Author SHA1 Message Date
tiennm99 81234b5ab9 fix(wsapi): stop a kicked token resuming into another seat, harden limits
A held seat now remembers which connection it waits for, so a token
from a kicked player is refused instead of landing in whoever took the
seat. A room answers every input left in its inbox when it exits,
disconnect notices no longer share the lossy inbox, quick-match no
longer leaves autoStart armed after a pairing that never started, only
lobby changes restart the idle window, and draining refuses new queue
entries.

Sockets that never send Hello close after ten seconds and the room
budget is charged per address, so one client cannot hold the global
caps. IPv6 limiter keys use the /64. Corpus log lines get a process-wide
rate limit with a suppressed counter. Responses carry nosniff,
frame-ancestors and referrer headers. Unicode spaces in a word become
spaces rather than vanishing, and blank-rendering letters are dropped
from names and chat. A resume into a lobby whose game ended during the
absence is replayed that seat's GameOver. Unknown payloads get
unknown_message.
2026-09-29 20:33:16 +07:00
tiennm99 16fd37978a feat(game): a score a player can see the cause of, and a dead end they can claim
pointsFor now returns the named terms behind a word's total alongside the
total itself, trimmed from the trailing term when the maxPointsPerWord cap
bites, so PlayedWord.parts always sums exactly to points. ClaimDeadEnd lets
the player to act say a syllable has no answer instead of waiting out the
clock; the room checks HasLegalMove and settles it exactly as a timeout
would, or refuses with the clock untouched. dictionary.Store gains a
diacritic-stripped index built at Open, so MoveRejected.suggestion can offer
the one real word a typo differs from by tone marks alone. ReportWord is
validated and rate-limited on the session, logged with the room's own
context, and answered with WordReported.
2026-09-21 01:54:58 +07:00
tiennm99 442ced32cc fix(server): name the player on every played word, and bound the process
PlayedWord.player_id was declared and read by the client but never set by
the server, so a room of three or four never showed who played each word.
The chain byline now comes from the room, with a producer-side test.

The process also gains the ceilings it was missing: a cap on live rooms and
on open sockets, a per-connection frame-rate limit so a payload-less frame
is no longer free, and an opt-in trusted-proxy list so the join limiter can
tell players apart behind the documented reverse proxy instead of putting
them in one bucket. The typed word is sanitized before the engine stores it,
since every seat is shown it; a room exiting on its idle clock releases the
sessions still bound to it; the dictionary builder escapes its SQLite path
like the store does and renames over the old database instead of deleting
it first.
2026-09-21 00:38:09 +07:00
tiennm99 9e74f6f959 feat(wire): carry a word's senses on PlayedWord and GameStarted
`message Sense {pos, gloss}`; fields 7 and 9, wire-compatible; `wsapi.Dictionary` gains `Meanings`; looked up once per move.
2026-09-08 22:48:26 +07:00
tiennm99 48b3b3c8ac feat(proto): add protobuf wire contract and cross-language codegen
proto/noitu/v1/game.proto is the single source of truth for every WebSocket
message. buf generates Go types into server/gen and JavaScript types into
web/src/lib/proto; both trees are committed so building needs no codegen
toolchain.

The Go suite emits binary fixtures into proto/testdata and the JavaScript suite
decodes the same bytes, so the two generated clients are checked against one
artifact rather than against each other's assumptions. CI lints the schema,
rejects breaking changes against main, and fails when the committed generated
trees drift from the schema.

game.NumRejectReasons and game.NumEndReasons let the mapping tests prove every
engine reason has a wire value without guessing where the enum ends.
2026-09-05 12:06:58 +07:00