- Games record start and move times, spectator peak and distinct count
- Games end as completed, left (the leaver loses), timeout (5 minutes
offline on your turn while the opponent is online) or inactive (both
offline for 30 minutes); everyone gets on_game_end
- Connection info carries offlineSince for the countdown
- A new game is rejected while the user has one in progress
- Live games are written to Valkey after every change and restored on
startup; finished games are saved to Postgres with public ids, and
saves that fail are kept and retried every 30 seconds
- Clients get a trimmed game without spectator ids
- Startup waits for Valkey, restores games, then accepts connections;
migrations are retried while Postgres is unreachable
- New auth module verifies Keycloak access tokens offline against the
realm's signing keys (issuer, RS256, typ=Bearer, allowed azp); guests
are recognised by the guest realm role
- Clients send an auth message after connecting and get on_auth or
on_auth_error; unauthenticated sockets are closed after 5 seconds and
their messages ignored; a socket can refresh its token but not switch user
- A user can be connected from several sockets; a late close of an old
socket no longer drops the new one
- Malformed messages are ignored instead of throwing
- Games store player names and guest flags and send them with the
connection info
- Legacy ?userKey= clients and /register stay available behind
LEGACY_USERKEY_AUTH; legacy keys must be UUIDs so they cannot take a
Keycloak user's kc: id
- TypeScript target raised to es2020 for async/await