Refuse websocket upgrades with HTTP statuses, not close codes
A close() before accept() carries the HTTP status of the refused
upgrade, not a WebSocket close code: RSGI (granian) uses the value
verbatim as the response status, so 4401 panicked on the invalid status
(InvalidStatusCode) and — granian being built with panic = "abort" —
aborted the worker and took the whole app down. ASGI servers answer 403
regardless, and browsers report a refused handshake as an abnormal close
(1006), so the 4401/4403/4404 codes never reached clients anyway.
Reject 401/404/403 to mirror GET /api/games/{id}, and classify a failed
first connection in the game page through the REST API so players still
see "session expired" / "game no longer available" instead of a retry
loop. Add a regression test asserting every pre-accept rejection uses a
status in the HTTP range.
This commit is contained in:
+5
-2
@@ -233,8 +233,11 @@ All endpoints except `/api/health`, `/api/docs`, `/api/openapi.json`,
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## WebSocket protocol
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Connect to `/ws/games/{game_id}` with your session cookie. Only seated
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players are accepted; unauthenticated, unknown-game and non-player
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connections are closed with codes `4401`, `4404` and `4403` respectively.
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players are accepted; the upgrade is refused before the handshake
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completes with an HTTP status mirroring `GET /api/games/{id}`: `401`
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unauthenticated, `404` unknown game, `403` not seated. (Browsers report
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a refused handshake as an abnormal close — there is no close code to
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read.)
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Server → client messages are JSON objects with a `type`:
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@@ -68,6 +68,21 @@ def _error(message: str, code: str = "invalid") -> Dict[str, Any]:
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return {"type": "error", "code": code, "message": message}
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async def _reject(ws: WebSocket, status: int) -> None:
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"""Refuse a websocket upgrade with the HTTP ``status``.
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Rejections happen before :meth:`WebSocket.accept`, so ``close()``
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carries the HTTP status of the refused upgrade rather than a
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WebSocket close code: ASGI servers answer ``403`` per the spec, and
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RSGI (granian) uses the value verbatim as the response status.
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Passing a 4xxx close code here would panic granian's RSGI layer on
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the invalid status — and since granian is built with
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``panic = "abort"``, that kills the worker and takes the whole app
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down.
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"""
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await ws.close(status)
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def _state_message(platform: "Platform", session: GameSession, sub: str) -> Dict[str, Any]:
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engine = platform.registry.require(session.game_type)
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return {
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@@ -89,17 +104,17 @@ def register(app: KayaApp, platform: "Platform") -> None:
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user = auth.get_ws_user(ws)
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if user is None:
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log.debug("websocket %s rejected: no authenticated user", game_id)
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await ws.close(4401)
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await _reject(ws, 401)
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return
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session = await platform.game_store.load(game_id)
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if session is None:
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log.debug("websocket rejected: unknown game %s", game_id)
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await ws.close(4404)
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await _reject(ws, 404)
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return
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if not session.seated(user.sub):
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log.debug("websocket %s rejected: %s is not seated", game_id, user.sub)
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await ws.close(4403)
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await _reject(ws, 403)
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return
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await ws.accept()
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@@ -2,12 +2,46 @@
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from __future__ import annotations
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import unittest
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from typing import Any, Mapping, Sequence
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from httpx import ASGITransport, AsyncClient
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from httpx_ws import WebSocketDisconnect, aconnect_ws
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from httpx_ws.transport import ASGIWebSocketTransport
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from kaya.core import WebSocket, WebSocketMessage
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from helpers import async_test, make_platform, make_user, oidc_user, ws_users
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from tavolo.platform import GameSession, Seat
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class RecordingSocket(WebSocket):
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"""A socket that only records pre-accept rejections."""
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def __init__(self, path: str) -> None:
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self.path = path
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self.query_string = ""
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self.scheme = "ws"
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self.headers: Mapping[str, Sequence[str]] = {}
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self.client = ("127.0.0.1", 12345)
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self.server = ("127.0.0.1", 80)
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self.close_codes: list[int] = []
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async def accept(self, headers: Any = None) -> None:
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raise AssertionError("a rejected socket must not be accepted")
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async def receive(self) -> WebSocketMessage:
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raise AssertionError("a rejected socket must not receive")
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async def send_text(self, data: str) -> None:
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raise AssertionError("a rejected socket must not send")
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async def send_bytes(self, data: bytes) -> None:
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raise AssertionError("a rejected socket must not send")
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async def close(self, code: int = 1000) -> None:
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self.close_codes.append(code)
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async def __anext__(self) -> WebSocketMessage:
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raise AssertionError("a rejected socket must not receive")
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class WebSocketTest(unittest.TestCase):
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@@ -124,7 +158,7 @@ class WebSocketTest(unittest.TestCase):
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with self.assertRaises(WebSocketDisconnect) as caught:
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async with aconnect_ws("/ws/games/no-such-game", ws_client):
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pass
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self.assertEqual(4404, caught.exception.code)
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self.assertEqual(404, caught.exception.code)
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@async_test
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async def test_non_player_is_closed(self) -> None:
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@@ -140,7 +174,7 @@ class WebSocketTest(unittest.TestCase):
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with self.assertRaises(WebSocketDisconnect) as caught:
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async with aconnect_ws(f"/ws/games/{game_id}", ws_client):
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pass
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self.assertEqual(4403, caught.exception.code)
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self.assertEqual(403, caught.exception.code)
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@async_test
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async def test_unauthenticated_is_closed(self) -> None:
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@@ -151,7 +185,45 @@ class WebSocketTest(unittest.TestCase):
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with self.assertRaises(WebSocketDisconnect) as caught:
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async with aconnect_ws("/ws/games/whatever", ws_client):
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pass
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self.assertEqual(4401, caught.exception.code)
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self.assertEqual(401, caught.exception.code)
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class RejectionStatusTest(unittest.TestCase):
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"""Pre-accept rejections must carry HTTP statuses, not close codes.
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Granian's RSGI layer uses the value passed to ``close()`` before
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``accept()`` as the HTTP status of the refused upgrade; a WebSocket
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close code like 4401 is not a valid status and panics the worker
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(``InvalidStatusCode``, and with ``panic = "abort"`` the whole app
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dies). Drive the rejections through the app with a recording socket
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so the invariant is checked without a real server.
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"""
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@async_test
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async def test_pre_accept_rejections_are_http_statuses(self) -> None:
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app, platform, _ = make_platform()
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session = GameSession(
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id="seated-game",
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game_type="dummy",
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join_code="SEAT01",
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creator_sub="alice",
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players=[Seat(user_sub="alice", display_name="Alice")],
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)
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engine = platform.registry.require("dummy")
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engine.create(session, {})
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await platform.game_store.save(session)
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cases = [
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("unauthenticated", [], "/ws/games/whatever", 401),
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("unknown game", [make_user("alice")], "/ws/games/no-such-game", 404),
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("not seated", [make_user("mallory")], f"/ws/games/{session.id}", 403),
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]
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for label, users, path, expected in cases:
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ws = RecordingSocket(path)
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with ws_users(users):
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await app.handle_websocket(ws)
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self.assertEqual([expected], ws.close_codes, label)
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for code in ws.close_codes:
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self.assertTrue(100 <= code <= 599, f"{label}: {code} is not an HTTP status")
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if __name__ == "__main__":
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@@ -131,7 +131,7 @@ class WebSocketTest(unittest.TestCase):
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with self.assertRaises(WebSocketDisconnect) as caught:
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async with aconnect_ws("/ws/games/no-such-game", ws_client):
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pass
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self.assertEqual(4404, caught.exception.code)
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self.assertEqual(404, caught.exception.code)
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@async_test
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async def test_non_player_is_closed(self) -> None:
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@@ -146,7 +146,7 @@ class WebSocketTest(unittest.TestCase):
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with self.assertRaises(WebSocketDisconnect) as caught:
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async with aconnect_ws(f"/ws/games/{game_id}", ws_client):
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pass
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self.assertEqual(4403, caught.exception.code)
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self.assertEqual(403, caught.exception.code)
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@async_test
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async def test_unauthenticated_is_closed(self) -> None:
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@@ -156,7 +156,7 @@ class WebSocketTest(unittest.TestCase):
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with self.assertRaises(WebSocketDisconnect) as caught:
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async with aconnect_ws("/ws/games/whatever", ws_client):
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pass
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self.assertEqual(4401, caught.exception.code)
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self.assertEqual(401, caught.exception.code)
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async def _seed_last_play_state(hand_ack_timeout: int = 30) -> str:
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+26
-9
@@ -87,16 +87,33 @@ pub async fn join_preview(code: &str) -> Result<Option<JoinPreview>, String> {
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resp.json().await.map(Some).map_err(|e| e.to_string())
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}
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#[allow(dead_code)]
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pub async fn game_state(game_id: &str) -> Result<GameView, String> {
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let resp = Request::get(&format!("/api/games/{game_id}"))
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.send()
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.await
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.map_err(|e| e.to_string())?;
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if !resp.ok() {
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return Err(server_error(resp.status()));
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/// Why a game connection failed before the first snapshot arrived.
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///
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/// A refused WebSocket handshake is invisible to the browser: the close
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/// event reports an abnormal closure (1006) with no HTTP status, so the
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/// game page asks the REST API to tell a deliberate rejection from a
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/// transient network problem.
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pub enum GameEntry {
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/// Not logged in (`401` from `GET /api/games/{id}`).
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Unauthenticated,
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/// Unknown game (`404`) or the user is not seated (`403`).
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Unavailable,
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/// The API could not be asked (or answered unexpectedly): treat the
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/// connection loss as transient and retry.
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Transient,
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}
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/// Classify a failed game connection via `GET /api/games/{game_id}`,
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/// mirroring the statuses used to refuse the websocket upgrade.
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pub async fn probe_game(game_id: &str) -> GameEntry {
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match Request::get(&format!("/api/games/{game_id}")).send().await {
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Ok(resp) => match resp.status() {
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401 => GameEntry::Unauthenticated,
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403 | 404 => GameEntry::Unavailable,
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_ => GameEntry::Transient,
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},
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Err(_) => GameEntry::Transient,
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}
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resp.json().await.map_err(|e| e.to_string())
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}
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pub async fn my_matches(cursor: Option<&str>) -> Result<MatchesPage, String> {
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+30
-13
@@ -4,7 +4,9 @@ use std::cell::RefCell;
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use std::rc::Rc;
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use sycamore::prelude::*;
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use wasm_bindgen_futures::spawn_local;
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use crate::api;
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use crate::components::card::{card_back, card_img};
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use crate::components::summary::{hand_summary_modal, summary_rows};
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use crate::components::toast::toast;
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@@ -135,23 +137,38 @@ fn start_connect(id: Rc<String>, ctx: ConnCtx, alive: Rc<Cell<bool>>) {
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let on_close = {
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let id = id.clone();
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let alive = alive.clone();
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move |code: Option<u16>| {
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move |_code: Option<u16>| {
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if !alive.get() {
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return;
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}
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ctx.closed.set(true);
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match code {
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Some(4401) => {
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ctx.fatal.set(true);
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ctx.error
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.set(Some("Session expired — please log in again.".to_string()));
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}
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Some(4403) | Some(4404) => {
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ctx.fatal.set(true);
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ctx.error
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.set(Some("This game is no longer available.".to_string()));
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}
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_ => schedule_retry(id.clone(), ctx, alive.clone()),
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if ctx.game.get_clone().is_none() && ctx.attempts.get() == 0 {
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// The connection ended before any snapshot arrived. A
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// refused handshake looks exactly like a network drop to
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// the browser (close code 1006, no HTTP status), so ask
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// the API whether the server deliberately rejected us —
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// in which case retrying is pointless — or the loss was
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// transient. Only on the first failure: later attempts
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// are governed by the retry backoff.
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let id = id.clone();
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let alive = alive.clone();
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spawn_local(async move {
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match api::probe_game(&id).await {
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api::GameEntry::Unauthenticated => {
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ctx.fatal.set(true);
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ctx.error
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.set(Some("Session expired — please log in again.".to_string()));
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}
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api::GameEntry::Unavailable => {
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ctx.fatal.set(true);
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ctx.error
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.set(Some("This game is no longer available.".to_string()));
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}
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api::GameEntry::Transient => schedule_retry(id, ctx, alive),
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}
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});
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} else {
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schedule_retry(id.clone(), ctx, alive.clone());
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}
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}
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};
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+5
-2
@@ -55,8 +55,11 @@ impl GameSocket {
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/// could not be created.
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///
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/// `on_close` fires exactly once when the connection ends; it receives the
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/// server close code when one was sent (e.g. 4401 unauthenticated, 4403 not
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/// seated, 4404 unknown game) or `None` for an abnormal network loss.
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/// server close code when one was sent (e.g. 1000 for a normal closure) or
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/// `None` for an abnormal loss. A *refused* handshake is not distinguishable
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/// here: browsers report it as an abnormal closure (1006) and never expose
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/// the HTTP status the server answered with, so callers must classify the
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/// failure out of band.
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pub fn connect(
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game_id: &str,
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on_message: impl Fn(ServerMessage) + 'static,
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Reference in New Issue
Block a user