Fix V2 race conditions, auth gaps, serialization bugs, and async stats

Phase 1 - Critical Fixes:
- Add game_lock (asyncio.Lock) to Room class for serializing mutations
- Wrap all game action handlers in lock to prevent race conditions
- Split Card.to_dict into to_dict (full data) and to_client_dict (hidden)
- Fix CardState.from_dict to handle missing rank/suit gracefully
- Fix GameOptions reconstruction in recovery_service (dict -> object)
- Extend state cache TTL from 4h to 24h, add touch_game method

Phase 2 - Security:
- Add optional WebSocket authentication via token query param
- Use authenticated user ID/name when available
- Add auth support to spectator WebSocket endpoint

Phase 3 - Performance:
- Make stats processing async (fire-and-forget) to avoid blocking
  game completion notifications

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Aaron D. Lee
2026-01-27 16:27:30 -05:00
parent 1dbfb3f14b
commit f27020f21b
8 changed files with 446 additions and 231 deletions

View File

@@ -39,9 +39,9 @@ class StateCache:
ACTIVE_ROOMS_KEY = "golf:rooms:active"
PLAYER_ROOM_KEY = "golf:player:{player_id}:room"
# TTLs
ROOM_TTL = timedelta(hours=4) # Inactive rooms expire
GAME_TTL = timedelta(hours=4)
# TTLs - extended to 24 hours to prevent active games from expiring
ROOM_TTL = timedelta(hours=24) # Inactive rooms expire
GAME_TTL = timedelta(hours=24)
def __init__(self, redis_client: redis.Redis):
"""
@@ -360,6 +360,18 @@ class StateCache:
await pipe.execute()
async def touch_game(self, game_id: str) -> None:
"""
Refresh game TTL on any activity.
Call this on game actions to prevent active games from expiring.
Args:
game_id: Game UUID to refresh.
"""
key = self.GAME_KEY.format(game_id=game_id)
await self.redis.expire(key, int(self.GAME_TTL.total_seconds()))
# Global state cache instance (initialized on first use)
_state_cache: Optional[StateCache] = None