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Route room inputs through one toRoom helper, iterate live seats with connected(), and share seating and reconnect-window code. Declare every error code once in errcodes.go, which the web vocabulary test now reads. Fixes: - a kicked player is released before being told, so their next action is answered not_in_a_room - a rejected word is counted before move_rejected is sent - room code draw and registration share one lock hold - two concurrent resumes with one token can no longer both take a seat - multiplayer tests ready guests one at a time instead of racing Behaviour changes: - opening or joining another room while a game is running is refused with already_in_a_game - resigning in the lobby answers game_not_started
357 lines
12 KiB
Go
357 lines
12 KiB
Go
package wsapi
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import (
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"errors"
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"log/slog"
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"time"
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noituv1 "github.com/tiennm99dev/noitu/server/gen/noitu/v1"
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"github.com/tiennm99dev/noitu/server/internal/game"
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"github.com/tiennm99dev/noitu/server/internal/vietnamese"
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)
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// The protocol half of a connection: routing one decoded ClientMessage to
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// whatever it means, and the handshake and resume flow that has to run
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// before anything else is meaningful.
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// dispatch routes one client message.
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//
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// Hello must come first: everything else needs a sanitized nickname and a
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// registered resume token, and accepting them before the handshake would mean
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// carrying "maybe not greeted yet" through every branch below.
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func (s *session) dispatch(msg *noituv1.ClientMessage) error {
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if _, isHello := msg.GetPayload().(*noituv1.ClientMessage_Hello); !isHello && !s.greeted {
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s.send(errorMsg(codeHandshakeRequired))
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return errHandshake
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}
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switch p := msg.GetPayload().(type) {
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case *noituv1.ClientMessage_Hello:
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return s.handleHello(p.Hello)
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case *noituv1.ClientMessage_StartBotGame:
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if s.refuseMidGame() {
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return nil
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}
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// The limiter is charged before the payload is inspected, so a bad
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// difficulty costs the same as a good one and cannot be used to probe
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// for free.
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if !s.allowRoom() {
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return nil
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}
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difficulty, ok := Difficulty(p.StartBotGame.GetDifficulty())
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if !ok {
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s.send(errorMsg(codeUnknownDifficulty))
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return nil
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}
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if err := s.hub.startBotRoom(s, difficulty); err != nil {
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s.send(roomCreateError(s.id, err))
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}
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case *noituv1.ClientMessage_CreateRoom:
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if s.refuseMidGame() {
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return nil
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}
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// Creating a room allocates a goroutine and an engine, so one
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// connection must not be able to mint them without limit.
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if !s.allowRoom() {
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return nil
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}
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if err := s.hub.createRoom(s); err != nil {
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s.send(roomCreateError(s.id, err))
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}
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case *noituv1.ClientMessage_JoinRoom:
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if s.refuseMidGame() {
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return nil
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}
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if !s.hub.joinLimiter.allow(s.remoteIP, time.Now()) {
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metrics.joinsRefused.Add("too_many_attempts", 1)
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s.send(errorMsg(codeTooManyAttempts))
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return nil
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}
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if err := s.hub.joinRoom(p.JoinRoom.GetRoomCode(), s); err != nil {
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metrics.joinsRefused.Add("room_not_found", 1)
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s.send(errorMsg(codeRoomNotFound))
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}
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case *noituv1.ClientMessage_QuickMatch:
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if s.refuseMidGame() {
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return nil
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}
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if r, _ := s.currentRoom(); r != nil {
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s.send(errorMsg(codeAlreadyInARoom))
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return nil
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}
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// A match mints a room exactly as CreateRoom does, so it is charged
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// the same way and for the same reason.
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if !s.allowRoom() {
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return nil
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}
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if err := s.hub.quickMatch(s); err != nil {
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if errors.Is(err, errAlreadyQueued) {
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s.send(errorMsg(codeAlreadyQueued))
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} else {
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s.send(roomCreateError(s.id, err))
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}
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}
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case *noituv1.ClientMessage_CancelQuickMatch:
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// Idempotent by design: a cancel that finds nothing queued is not an
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// error, it is the answer the player wanted.
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s.hub.cancelQuickMatch(s)
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s.send(quickMatchStatusMsg(false))
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case *noituv1.ClientMessage_SubmitWord:
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// A dropped submission would otherwise leave the player waiting out the
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// turn clock with no idea their word never arrived.
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word, seq := p.SubmitWord.GetWord(), p.SubmitWord.GetTurnSeq()
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s.toRoom(s.submitLimiter, codeNotInAGame, codeBusy, func(id game.PlayerID) any {
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return submitInput{sess: s, player: id, word: word, turnSeq: seq}
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})
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case *noituv1.ClientMessage_Resign:
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// No budget of its own beyond the frame limiter: only one can ever be
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// accepted per game, and a refusal goes to the sender alone. A silently
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// dropped resignation leaves the player staring at a board they thought
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// they had left.
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s.toRoom(nil, codeNotInAGame, codeGameAlreadyOver, func(id game.PlayerID) any {
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return resignInput{sess: s, player: id}
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})
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case *noituv1.ClientMessage_ClaimDeadEnd:
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// Rate-limited on the same budget as a submission: a claim is the
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// alternative to playing a word, not a second action alongside it.
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s.toRoom(s.submitLimiter, codeNotInAGame, codeBusy, func(id game.PlayerID) any {
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return claimDeadEndInput{sess: s, player: id}
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})
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case *noituv1.ClientMessage_ReportWord:
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s.handleReportWord(p.ReportWord)
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case *noituv1.ClientMessage_SetReady:
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s.toLobby(lobbyInput{action: lobbyReady, ready: p.SetReady.GetReady()})
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case *noituv1.ClientMessage_StartGame:
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s.toLobby(lobbyInput{action: lobbyStart})
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case *noituv1.ClientMessage_KickPlayer:
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s.toLobby(lobbyInput{action: lobbyKick, target: game.PlayerID(p.KickPlayer.GetPlayerId())})
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case *noituv1.ClientMessage_LeaveRoom:
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s.toLobby(lobbyInput{action: lobbyLeave})
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case *noituv1.ClientMessage_SendChat:
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// Its own budget, so a talkative player never runs out of moves. The
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// seat itself is checked by the room, which is the only place that
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// knows whether this connection still holds one. A dropped line would
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// leave the player watching their own message fail to appear with no
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// reason given.
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text := p.SendChat.GetText()
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s.toRoom(s.chatLimiter, codeNotInARoom, codeBusy, func(id game.PlayerID) any {
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return chatInput{sess: s, player: id, text: text}
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})
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case *noituv1.ClientMessage_Ping:
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s.send(pongMsg(p.Ping.GetClientTimeMs(), time.Now().UnixMilli()))
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}
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return nil
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}
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// allowRoom charges the room budget, answering too_many_rooms when it is
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// spent. Every path that mints a room — a bot game, a code, a quick match —
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// holds a goroutine and an engine, so all three share it.
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func (s *session) allowRoom() bool {
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if s.roomLimiter.allow(time.Now()) {
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return true
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}
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s.send(errorMsg(codeTooManyRooms))
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return false
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}
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// refuseMidGame answers already_in_a_game, and reports true, when this
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// connection is seated in a room whose game is still being played.
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//
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// Opening or joining another room is what walks a player out of the one they
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// are in, and mid-game that would be an abandonment the other players only
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// learn of when the reconnect window runs out. Leaving is a deliberate act
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// with its own message; a room change is not allowed to be a quiet way of
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// doing it. A lobby or a finished game is left freely, as before.
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//
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// Checked before any limiter is charged, so a refusal costs nothing. The
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// flag is read outside the room goroutine, which makes it a snapshot: a game
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// starting at the same instant is a race the grace window already settles.
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func (s *session) refuseMidGame() bool {
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r, _ := s.currentRoom()
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if r == nil || !r.liveCounted.Load() {
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return false
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}
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s.send(errorMsg(codeAlreadyInAGame))
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return true
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}
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// roomCreateError names the refusal a room could not be opened for. A full
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// server is the player's business — they should wait, not retry at once — and
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// anything else is the server's, logged here because the client is only told
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// that it failed.
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func roomCreateError(sessionID string, err error) *noituv1.ServerMessage {
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if errors.Is(err, errServerFull) {
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return errorMsg(codeServerFull)
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}
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if errors.Is(err, errDraining) {
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// The same key Shutdown sends to everyone already seated: a room
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// refused for this reason will not open a moment later the way a full
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// one might, so the client is told the same thing either way.
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return errorMsg(codeServerRestarting)
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}
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slog.Error("open room", "session", sessionID, "err", err)
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return errorMsg(codeRoomStartFailed)
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}
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// toRoom forwards one input to the room this connection is seated in.
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//
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// Every failure answers, because every input here is something the player
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// is waiting to see the effect of: limiter, when set, is charged first and
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// refuses with too_fast; notIn answers a connection seated nowhere; and
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// dropped answers a room that would not take the input — finished, or with
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// its inbox full. build receives the seat the connection holds, read at the
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// same moment as the room so the two cannot disagree.
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func (s *session) toRoom(limiter *bucket, notIn, dropped errCode, build func(game.PlayerID) any) {
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if limiter != nil && !limiter.allow(time.Now()) {
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s.send(errorMsg(codeTooFast))
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return
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}
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r, id := s.currentRoom()
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if r == nil {
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s.send(errorMsg(notIn))
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return
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}
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if !r.send(build(id)) {
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s.send(errorMsg(dropped))
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}
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}
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// toLobby forwards one lobby action.
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//
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// Rate-limited like a submission: every accepted action is broadcast to every
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// seat, so an unbounded one lets a player flood the other's outbox until
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// their session is closed for falling behind.
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func (s *session) toLobby(in lobbyInput) {
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s.toRoom(s.submitLimiter, codeNotInARoom, codeNotInARoom, func(id game.PlayerID) any {
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in.sess, in.player = s, id
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return in
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})
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}
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// handleHello completes the handshake, resuming a prior game when the client
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// presents a token that is still live.
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func (s *session) handleHello(h *noituv1.Hello) error {
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if v := h.GetProtocolVersion(); v != ProtocolVersion {
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s.send(errorMsg(codeProtocolVersionMismatch))
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return errors.New("wsapi: protocol version mismatch")
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}
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// The handshake is a one-shot transition. A second Hello would re-register
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// the session and rewrite the nickname of a player already seated in a
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// game, which nothing downstream expects.
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if s.greeted {
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s.send(errorMsg(codeAlreadyGreeted))
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return errors.New("wsapi: repeated hello")
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}
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s.greeted = true
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s.setNickname(sanitizeNickname(h.GetNickname()))
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s.hub.register(s)
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s.send(welcomeMsg(s.id, s.resumeToken, s.nickname()))
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token := h.GetResumeToken()
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switch prior, ok := s.hub.resumable(token); {
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case ok && prior != s:
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s.resumeFrom(prior)
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case token != "" && !ok:
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// A token the server restarted since, or that outlived its grace
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// window, resolves to nothing. Silence here left the client's resume
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// latch waiting forever for a reply that was never coming — this
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// connection is answered and carries on as a fresh session instead of
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// being closed, since a fresh session is exactly what it is.
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s.send(errorMsg(codeSessionNotResumable))
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}
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return nil
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}
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// resumeFrom takes over the seat a previous connection held.
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//
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// Every failing branch has to say so. A token can outlive its game — the turn
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// clock keeps running through the grace window, so a player who dropped on
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// their own turn loses before the window closes — and a client that got a
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// Welcome and then silence has nothing to render and no reason to stop
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// waiting.
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func (s *session) resumeFrom(prior *session) {
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metrics.resumesAttempted.Add(1)
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r, id := prior.currentRoom()
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if r == nil {
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s.send(errorMsg(codeGameAlreadyOver))
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return
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}
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if !r.send(resumeInput{player: id, sess: s, prior: prior}) {
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s.send(errorMsg(codeGameAlreadyOver))
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return
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}
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// Deliberately no attach and no close here. The room has not decided yet,
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// and a refused resume that had already closed the old connection would end
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// the game it was trying to rejoin.
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}
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// handleReportWord validates a word report and, once it is worth logging,
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// hands it to the current room for the context only the room goroutine may
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// read — the syllable in play, and the room's own mode and code.
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//
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// Validation happens here rather than in the room because it is entirely
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// about this connection: its own rate budget, and its own running count of
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// distinct words already filed. Neither needs the room at all, and a session
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// playing no game — smoke-testing the wire directly, per the README — can
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// still file a report, acknowledged with mode "none" and no link.
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func (s *session) handleReportWord(m *noituv1.ReportWord) {
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if !s.chatLimiter.allow(time.Now()) {
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s.send(errorMsg(codeTooFast))
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return
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}
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word, syllables, err := vietnamese.Normalize(sanitizeText(m.GetWord(), maxWordRunes, maxNicknameMarks))
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if err != nil || !vietnamese.HasEnoughSyllables(syllables) {
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s.send(errorMsg(codeWordReportRefused))
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return
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}
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if _, already := s.reportedWords[word]; !already {
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if len(s.reportedWords) >= maxWordReportsPerSession {
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s.send(errorMsg(codeWordReportLimit))
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return
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}
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s.reportedWords[word] = struct{}{}
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}
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// currentRoom's player id is not needed here: the log line is about the
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// word and the room's context, never about who filed it.
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if r, _ := s.currentRoom(); r != nil {
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if !r.send(reportWordInput{sess: s, word: word}) {
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s.send(errorMsg(codeBusy))
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}
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return
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}
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metrics.wordsReported.Add(1)
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slog.Info("word_reported", "word", word, "link", "", "mode", "none", "room", "")
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s.send(wordReportedMsg(word))
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}
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// leaveRoom tells the room this connection is gone, so the seat enters its
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// grace window rather than the game simply stalling.
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func (s *session) leaveRoom() {
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r, id := s.currentRoom()
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if r == nil {
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return
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}
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r.send(disconnectInput{player: id, sess: s})
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}
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