Recover presence connections after temporary database failures

This commit is contained in:
2026-10-15 00:14:17 +09:00
parent 32d00bb60a
commit a533d6e221
4 changed files with 50 additions and 8 deletions
+1
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@@ -1 +1,2 @@
export const PRESENCE_AUTH_REFRESH_MS = 60000; export const PRESENCE_AUTH_REFRESH_MS = 60000;
export const PRESENCE_RETRY_MS = 5000;
+11 -3
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@@ -1,21 +1,29 @@
import { io, type Socket } from 'socket.io-client'; import { io, type Socket } from 'socket.io-client';
import type { GameSessionAuth } from '../shared/p2p-types.js'; import type { GameSessionAuth } from '../shared/p2p-types.js';
import { PRESENCE_RETRY_MS } from '../../constants/presence.js';
export function createPresence(counter: HTMLElement) { export function createPresence(counter: HTMLElement) {
let socket: Socket | undefined, sessionId = ''; let socket: Socket | undefined, sessionId = '';
let retry: ReturnType<typeof setTimeout> | undefined;
const unknown = () => { counter.textContent = '접속 확인 중'; }; const unknown = () => { counter.textContent = '접속 확인 중'; };
window.addEventListener('pagehide', () => { socket?.disconnect(); unknown(); }); window.addEventListener('pagehide', () => { clearTimeout(retry); socket?.disconnect(); unknown(); });
window.addEventListener('pageshow', () => { socket?.connect(); }); window.addEventListener('pageshow', () => { socket?.connect(); });
return { return {
connect(auth: GameSessionAuth) { connect(auth: GameSessionAuth) {
if (socket && sessionId === auth.gameSessionId) { socket.connect(); return; } if (socket && sessionId === auth.gameSessionId) { socket.connect(); return; }
socket?.removeAllListeners(); socket?.disconnect(); unknown(); clearTimeout(retry); socket?.removeAllListeners(); socket?.disconnect(); unknown();
sessionId = auth.gameSessionId; sessionId = auth.gameSessionId;
socket = io('/presence', { auth: { gameSessionId: auth.gameSessionId, token: auth.token }, forceNew: true, autoConnect: false }); socket = io('/presence', { auth: { gameSessionId: auth.gameSessionId, token: auth.token }, forceNew: true, autoConnect: false });
socket.on('presence:count', (count: unknown) => { socket.on('presence:count', (count: unknown) => {
if (Number.isSafeInteger(count) && (count as number) >= 0) counter.textContent = `접속 ${count}명`; if (Number.isSafeInteger(count) && (count as number) >= 0) counter.textContent = `접속 ${count}명`;
}); });
socket.on('disconnect', unknown); socket.on('connect_error', unknown); socket.on('connect', () => clearTimeout(retry));
socket.on('disconnect', unknown);
socket.on('connect_error', error => {
unknown(); clearTimeout(retry);
// Middleware errors do not trigger Socket.IO's transport reconnection loop.
if (error.message !== 'INVALID_SESSION') retry = setTimeout(() => socket?.connect(), PRESENCE_RETRY_MS);
});
socket.connect(); socket.connect();
}, },
}; };
+6 -3
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@@ -1,5 +1,5 @@
import type { Server } from 'socket.io'; import type { Server } from 'socket.io';
import type { GameSessionStore } from './game-session-store.js'; import { ApiError, type GameSessionStore } from './game-session-store.js';
import { PRESENCE_AUTH_REFRESH_MS } from '../../constants/presence.js'; import { PRESENCE_AUTH_REFRESH_MS } from '../../constants/presence.js';
// The application is deployed as one process, as is the ranked match service. // The application is deployed as one process, as is the ranked match service.
@@ -15,7 +15,7 @@ export function registerPresence(io: Server, sessions: GameSessionStore) {
void sessions.get({ gameSessionId, token }).then(session => { void sessions.get({ gameSessionId, token }).then(session => {
socket.data.playerId = session.playerId ?? session.gameSessionId; socket.data.playerId = session.playerId ?? session.gameSessionId;
next(); next();
}, () => next(new Error('INVALID_SESSION'))); }, error => next(new Error(error instanceof ApiError && error.statusCode === 401 ? 'INVALID_SESSION' : 'PRESENCE_UNAVAILABLE')));
}); });
namespace.on('connection', socket => { namespace.on('connection', socket => {
const before = count; publish(); const before = count; publish();
@@ -25,7 +25,10 @@ export function registerPresence(io: Server, sessions: GameSessionStore) {
if (checking) return; if (checking) return;
checking = true; checking = true;
const { gameSessionId, token } = socket.handshake.auth; const { gameSessionId, token } = socket.handshake.auth;
void sessions.get({ gameSessionId, token }).catch(() => socket.disconnect(true)).finally(() => { checking = false; }); void sessions.get({ gameSessionId, token }).catch(error => {
if (error instanceof ApiError && error.statusCode === 401) socket.disconnect(true);
else socket.conn.close(); // Transport closure permits Socket.IO to reconnect after a transient outage.
}).finally(() => { checking = false; });
}, PRESENCE_AUTH_REFRESH_MS); }, PRESENCE_AUTH_REFRESH_MS);
timer.unref(); timer.unref();
socket.on('disconnect', () => { clearInterval(timer); publish(); }); socket.on('disconnect', () => { clearInterval(timer); publish(); });
+32 -2
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@@ -4,12 +4,13 @@ import { createServer } from 'node:http';
import { Server } from 'socket.io'; import { Server } from 'socket.io';
import { io as client, type Socket } from 'socket.io-client'; import { io as client, type Socket } from 'socket.io-client';
import { registerPresence } from '../src/server/presence.js'; import { registerPresence } from '../src/server/presence.js';
import type { GameSessionStore } from '../src/server/game-session-store.js'; import { ApiError, type GameSessionStore } from '../src/server/game-session-store.js';
import { PRESENCE_AUTH_REFRESH_MS } from '../constants/presence.js';
test('presence counts authenticated players once across tabs and removes disconnected players', async () => { test('presence counts authenticated players once across tabs and removes disconnected players', async () => {
const http = createServer(), io = new Server(http); const http = createServer(), io = new Server(http);
registerPresence(io, { async get(auth: { token: string; gameSessionId: string }) { registerPresence(io, { async get(auth: { token: string; gameSessionId: string }) {
if (auth.token !== 'valid') throw new Error('INVALID_SESSION'); if (auth.token !== 'valid') throw new ApiError(401, 'INVALID_SESSION');
return { playerId: auth.gameSessionId.startsWith('a') ? 'a' : 'b' }; return { playerId: auth.gameSessionId.startsWith('a') ? 'a' : 'b' };
} } as unknown as GameSessionStore); } } as unknown as GameSessionStore);
await new Promise<void>(resolve => http.listen(0, '127.0.0.1', resolve)); await new Promise<void>(resolve => http.listen(0, '127.0.0.1', resolve));
@@ -33,3 +34,32 @@ test('presence counts authenticated players once across tabs and removes disconn
const lastA = next(secondTab); a.disconnect(); b.disconnect(); assert.equal(await lastA, 1); const lastA = next(secondTab); a.disconnect(); b.disconnect(); assert.equal(await lastA, 1);
} finally { for (const socket of sockets) socket.disconnect(); await new Promise<void>(resolve => io.close(() => resolve())); } } finally { for (const socket of sockets) socket.disconnect(); await new Promise<void>(resolve => io.close(() => resolve())); }
}); });
test('temporary revalidation errors allow reconnect, invalid sessions remain disconnected', async t => {
let revalidate!: () => void;
const interval = globalThis.setInterval;
t.mock.method(globalThis, 'setInterval', ((fn: () => void, ms: number) => {
if (ms !== PRESENCE_AUTH_REFRESH_MS) return interval(fn, ms);
revalidate = fn;
return { unref() {} };
}) as typeof setInterval);
let failure: 'temporary' | 'invalid' | undefined;
const http = createServer(), io = new Server(http);
registerPresence(io, { async get() {
if (failure === 'invalid') throw new ApiError(401, 'INVALID_SESSION');
if (failure === 'temporary') { failure = undefined; throw new Error('DB_UNAVAILABLE'); }
return { playerId: 'one' };
} } as unknown as GameSessionStore);
await new Promise<void>(resolve => http.listen(0, '127.0.0.1', resolve));
const socket = client(`http://127.0.0.1:${(http.address() as { port: number }).port}/presence`, { autoConnect: false, reconnectionDelay: 10 });
const connected = () => new Promise<void>(resolve => socket.once('connect', () => resolve()));
try {
const first = connected(); socket.connect(); await first;
const next = connected(); failure = 'temporary'; revalidate(); await next;
assert.equal(socket.connected, true);
const disconnected = new Promise<string>(resolve => socket.once('disconnect', resolve));
failure = 'invalid'; revalidate();
assert.equal(await disconnected, 'io server disconnect');
assert.equal(socket.active, false);
} finally { socket.disconnect(); await new Promise<void>(resolve => io.close(() => resolve())); }
});