9 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 e3efadfd63 fix(server): cap concurrent connections per client IP
One host could otherwise hold every socket the global connection cap
allows. The cap defaults off and must stay off behind a proxy unless
NOITU_TRUSTED_PROXIES is set, since every player then shares one
address.
2026-09-21 16:13:11 +07:00
tiennm99 8223f40b16 feat(server): counters, readiness, drain mode and a version stamp
expvar counters for connections, rooms, games, submissions by rejection
reason, eliminations, chat, joins and bot moves, served on a separate
debug address so they never sit on the public mux, plus one structured
word_rejected log line per refused word carrying the normalized word and
its link. GET /readyz flips to 503 while draining; SIGTERM stops new
rooms, waits up to NOITU_DRAIN_TIMEOUT for live games, then shuts down.
GET /version and the startup log carry the build's git describe.

Fuzz targets for the frame decoder, the text sanitizer and Vietnamese
normalization; the last one found that composing before lowercasing
could leave a non-NFC result, now recomposed after lowering.

CI runs on dev as well as main, gates gofmt and golangci-lint, tracks the
buf major instead of an exact pin, and dependabot watches every
ecosystem. The lint findings that had been hidden by the default
per-issue cap are fixed.
2026-09-21 01:17:52 +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 e29c06d6f0 refactor: move test-only helpers out of production code and drop stale comments
bot.BoardFor and hub.roomCount were reachable from tests only and now live beside them; session.serve drops an always-true nil check (readLoop never returns nil); invisible characters in test literals become escapes; comments no longer cite plan phases; `.dockerignore` keeps the dump out of the build context. No behaviour change; vet, deadcode, staticcheck, go test -race, svelte-check and vitest green.
2026-09-08 23:10:39 +07:00
tiennm99 d481a093ec feat(online): make a room a lobby with an owner and a ready-up
A room used to be a wrapper around one game: joining started it, and the
room died with it unless both players accepted a rematch inside thirty
seconds. It is now a lobby that outlives its games.

Whoever created the room owns it and the other seat is the guest. The guest
readies and the owner starts; the owner has no readiness of their own,
because starting is the same statement. A finished game returns both to the
lobby, where the next one is agreed exactly as the last was — the readiness
that started a game is spent with it.

A guest takes their readiness back before leaving, which is deliberate
friction: a player the owner is waiting on should have to say so before
walking away. The owner can free the seat of a guest who is not ready, and
not of one who is — readiness is a commitment, not an inconvenience. An
owner who leaves hands the room to whoever is left, unreadied, because they
are the one who starts now.

Something has to bound a room that outlives its games: the last player out
closes it, as does ten minutes in a lobby nobody started a game in. A
dropped connection is still not a player leaving — the seat is held for the
reconnect window in the lobby as well as mid-game, so a refresh no longer
costs somebody their room, and a resume lands in the lobby it left.

The rematch handshake is retired, and RoomCreated and RoomJoined go with it.
All three described part of what RoomState now describes in full, and three
messages for one lobby is three ways for a client to hold a view of it the
server never had. One snapshot per recipient, broadcast from the one place
that knows an input is finished, so no handler can forget to send it.
2026-09-07 16:32:14 +07:00
tiennm99 aea9ea8cc0 feat(wsapi): offer a rematch when an online game ends
A finished room now stays alive to ask both players whether they want another,
and restarts with a fresh opening word once both do. Only a room with two
connected humans offers one: a bot has nothing to negotiate, so a bot room
closes the moment its game ends rather than leaking a goroutine and an engine
per finished game.

turn_seq no longer restarts at one. A rematch reuses the same connections, so a
submission still in flight from the previous game could otherwise match a turn
in the new one and be applied to it.

The end-of-game decision sits after the whole select, so every way a game can
end reaches it. Opening the offer from the message arm alone meant the turn
clock — the most common natural ending — closed the room with nothing to accept.

A resume is refused into a finished game, including one waiting on a rematch
answer, so the room now retires the connection being replaced only once it has
agreed to the swap. Retiring it up front ended the game the client was trying
to rejoin, which a duplicated tab was enough to trigger.

attach releases the room it is leaving. Nothing else told that room the
connection had gone, so a session asking for several rooms stranded all but the
last, each parked in select holding a goroutine and a room code for the life of
the process.

Also: RequestRematch is rate limited, because it is the only client message
that fans out to both players and an unbounded one lets a burst fill the
opponent's outbox until their session is closed for falling behind. And a
resume announces itself to the opponent, who was otherwise left watching a
disconnect banner for someone already playing again.
2026-09-05 14:17:47 +07:00
tiennm99 e5b03d041d fix(wsapi): set cache headers on the served frontend
Assets under _app/immutable carry a content hash in the name, so a changed file
is a changed URL and the old one can be cached forever. The shell cannot: it
names those hashed assets, so a copy cached across a deploy points at files that
no longer exist and the app loads into a blank page with nothing in the log.
2026-09-05 12:55:09 +07:00
tiennm99 5935f5c879 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.
2026-09-05 12:07:57 +07:00