fix: [Experimental hotfix 1] Fix Signaling issues Toju App
1. Server: WebSocket ping/pong heartbeat (index.ts) Added a 30-second ping interval that pings all connected clients Connections without a pong response for 45 seconds are terminated and cleaned up Extracted removeDeadConnection() to deduplicate the cleanup logic between close events and dead connection reaping 2. Server: Fixed sendServerUsers filter bug (handler.ts:13) Removed && cu.displayName from the filter — users who joined a server before their identify message was processed were silently invisible to everyone. This was the direct cause of "can't see each other" in session 2. 3. Client: Typing message now includes serverId Added serverId: this.webrtc.currentServerId to the typing payload Added a currentServerId getter on WebRTCService
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@@ -10,7 +10,7 @@ interface WsMessage {
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/** Sends the current user list for a given server to a single connected user. */
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function sendServerUsers(user: ConnectedUser, serverId: string): void {
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const users = Array.from(connectedUsers.values())
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.filter(cu => cu.serverIds.has(serverId) && cu.oderId !== user.oderId && cu.displayName)
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.filter(cu => cu.serverIds.has(serverId) && cu.oderId !== user.oderId)
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.map(cu => ({ oderId: cu.oderId, displayName: cu.displayName ?? 'Anonymous' }));
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user.ws.send(JSON.stringify({ type: 'server_users', serverId, users }));
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@@ -9,13 +9,73 @@ import { connectedUsers } from './state';
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import { broadcastToServer } from './broadcast';
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import { handleWebSocketMessage } from './handler';
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/** How often to ping all connected clients (ms). */
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const PING_INTERVAL_MS = 30_000;
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/** Maximum time a client can go without a pong before we consider it dead (ms). */
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const PONG_TIMEOUT_MS = 45_000;
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function removeDeadConnection(connectionId: string): void {
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const user = connectedUsers.get(connectionId);
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if (user) {
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console.log(`Removing dead connection: ${user.displayName ?? 'Unknown'} (${user.oderId})`);
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user.serverIds.forEach((sid) => {
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broadcastToServer(sid, {
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type: 'user_left',
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oderId: user.oderId,
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displayName: user.displayName,
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serverId: sid
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}, user.oderId);
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});
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try {
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user.ws.terminate();
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} catch {
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console.warn(`Failed to terminate WebSocket for ${user.displayName ?? 'Unknown'} (${user.oderId})`);
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}
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}
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connectedUsers.delete(connectionId);
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}
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export function setupWebSocket(server: Server<typeof IncomingMessage, typeof ServerResponse>): void {
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const wss = new WebSocketServer({ server });
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// Periodically ping all clients and reap dead connections
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const pingInterval = setInterval(() => {
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const now = Date.now();
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connectedUsers.forEach((user, connectionId) => {
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if (now - user.lastPong > PONG_TIMEOUT_MS) {
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removeDeadConnection(connectionId);
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return;
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}
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if (user.ws.readyState === WebSocket.OPEN) {
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try {
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user.ws.ping();
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} catch {
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console.warn(`Failed to ping client ${user.displayName ?? 'Unknown'} (${user.oderId})`);
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}
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}
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});
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}, PING_INTERVAL_MS);
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wss.on('close', () => clearInterval(pingInterval));
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wss.on('connection', (ws: WebSocket) => {
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const connectionId = uuidv4();
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const now = Date.now();
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connectedUsers.set(connectionId, { oderId: connectionId, ws, serverIds: new Set() });
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connectedUsers.set(connectionId, { oderId: connectionId, ws, serverIds: new Set(), lastPong: now });
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ws.on('pong', () => {
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const user = connectedUsers.get(connectionId);
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if (user) {
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user.lastPong = Date.now();
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}
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});
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ws.on('message', (data) => {
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try {
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@@ -28,20 +88,7 @@ export function setupWebSocket(server: Server<typeof IncomingMessage, typeof Ser
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});
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ws.on('close', () => {
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const user = connectedUsers.get(connectionId);
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if (user) {
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user.serverIds.forEach((sid) => {
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broadcastToServer(sid, {
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type: 'user_left',
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oderId: user.oderId,
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displayName: user.displayName,
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serverId: sid
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}, user.oderId);
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});
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}
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connectedUsers.delete(connectionId);
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removeDeadConnection(connectionId);
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});
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ws.send(JSON.stringify({ type: 'connected', connectionId, serverTime: Date.now() }));
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@@ -6,4 +6,6 @@ export interface ConnectedUser {
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serverIds: Set<string>;
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viewedServerId?: string;
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displayName?: string;
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/** Timestamp of the last pong received (used to detect dead connections). */
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lastPong: number;
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}
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