Compare commits

..

15 Commits

Author SHA1 Message Date
d8d68a80a3 Pin event log across all phases 2026-07-10 19:24:04 -07:00
b9cbbda1a2 Keep crew roster in a consistent sidebar 2026-07-10 19:17:39 -07:00
3e912b9458 Make join codes easy to copy 2026-07-10 19:12:03 -07:00
929941b8ff Add combined development server launcher 2026-07-10 19:09:16 -07:00
9a5a319cb9 Keep player rosters vertical 2026-07-10 14:06:01 -07:00
a5bfb7905f Promote admin join code display 2026-07-10 12:32:08 -07:00
b253a06b45 Add short game join codes 2026-07-10 12:30:43 -07:00
8470da4aa9 Remove expired rejoin sessions 2026-07-10 12:27:32 -07:00
2de4648288 Remember player name for new crews 2026-07-10 12:25:55 -07:00
3fe3333768 Align admin link controls 2026-07-10 12:22:53 -07:00
feb595af16 Clarify unnamed Pi-Rats in admin panel 2026-07-10 12:21:07 -07:00
1a4bc86139 Keep event log toggle in place 2026-07-10 11:59:30 -07:00
2210bcd48e Widen character sheet modal 2026-07-10 11:58:34 -07:00
bf800a06db Add CLAUDE.md 2026-06-15 16:49:11 -07:00
692c6d26c1 Cap request body size (HTTP 413)
LimitRequestBodyMiddleware (pure ASGI, registered outermost) rejects request
bodies larger than PIRATS_MAX_BODY_BYTES (default 1 MiB) before they're buffered
into memory: it checks the declared Content-Length first, then counts the bytes
actually streamed so a chunked/length-omitting client can't bypass the header
check. Exposed as services.pirats.maxBodyBytes and documented in the README.

Tested in isolation (Content-Length fast path + streamed path) and through the
real app.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 15:59:48 -07:00
34 changed files with 831 additions and 313 deletions

View File

@@ -20,6 +20,8 @@ Do NOT add ad-hoc `ALTER TABLE` statements to `database.py` — that legacy list
When you run into a repeatable problem during testing (e.g. port assignment collision, missing executable, etc), note down the problem and solution in this file so that you'll have access to it in future sessions.
- If Alembic autogeneration says the target database is not up to date, create a temporary database with `DATABASE_URL=sqlite:////tmp/<name>.db .venv/bin/alembic upgrade head`, then run the autogeneration command with that same `DATABASE_URL`.
## Versioning & changelog
The app shows its version number and a player-facing changelog in the ☰ menu → About. Both come from `frontend/src/lib/changelog.js` (rendered by `frontend/src/components/AboutModal.svelte`).

1
CLAUDE.md Normal file
View File

@@ -0,0 +1 @@
@AGENTS.md

View File

@@ -73,6 +73,7 @@ Once running, access the web UI at [http://localhost:8000](http://localhost:8000
| `PIRATS_PURGE_INTERVAL_HOURS` | `24` | How often the purge task runs. |
| `PIRATS_PURGE_FINISHED_DAYS` | `14` | Purge games that finished more than this many days ago. |
| `PIRATS_PURGE_INACTIVE_DAYS` | `30` | Purge games with no activity for this many days. |
| `PIRATS_MAX_BODY_BYTES` | `1048576` | Reject request bodies larger than this (HTTP 413). |
---
@@ -172,8 +173,16 @@ pirats/
### Frontend Development
Run the backend (`pirats --reload`) and the Vite dev server side by side; Vite proxies `/api` to port 8000:
Start the backend and Vite dev server together from the repository root. Pressing Ctrl-C stops both:
```bash
./dev.sh
```
To run only the frontend, start the backend separately on port 8000, then run:
```bash
cd frontend && npm install && npm run dev
```
Vite proxies `/api` to the backend on port 8000.

16
TODO.md
View File

@@ -1,11 +1,15 @@
## DevOps/Maintenance
## Polish
- [x] **Logging**: Add some logging to the backend. The Nix service should log to /var/log/pirats.log by default (but be configurable). At very least, stderr should go there, plus important server-side events, like:
- [x] **Purge old finished/inactive games**: Add a periodic task (daily is good enough, but make the interval configurable through an env variable/the nix flake) to purge games that have finished more than two weeks ago, or have had no moves played within the last month. These time windows should also be configurable. Log all purges, including crew names/uuids and how much disk space they recovered.
- [x] **Defensive coding.** While we trust our players, this app is exposed on the open internet. I'd like to take basic precautions like making sure we're safe against SQL injection (SQLModel should handle this?), doing some basic sanitizing of free inputs from players (valid unicode only + generous character limit should be enough), and making sure that every game action API call is specific and constrained enough that it can't just do arbitrary database updates.
- [x] The character sheet modal popup is narrower than it needs to be on wide screens. I think it could safely be like 90% as wide as the non-modal UI.
- [x] Popping out the event log should leave a close button where the "Event Log" open button is, so that you don't have to move your mouse to quickly toggle it. The existing close button can remain.
- [x] Use the same vertical UI for the player list in all phases
- [x] In the admin panel, if a pi-rat doesn't have a name yet, it should show something like 'not chosen yet' rather than the player name
- [x] In the admin panel, the "Open" and "Copy" buttons should be the same size
- [x] Store the player name in local storage and pre-populate it when joining a new game (but don't force it, let the player edit it if they'd prefer a different name)
- [x] If a player tries to rejoin a game that has ended or that they've been kicked from, they should get an error message and it should be removed from the list of re-joinable games
- [x] Games should have join codes in addition to join links. Join codes should be a sequence of 5 alphanumeric characters (upper case letters only, no ambiguous letters like 0/O/1/I). Add a panel to the home page for joining a game via code, and display the join code on the admin page
## Words Words Words (Waiting for Fable to come back)
## Words Words Words
- [ ] **TLDR rules**. A one page summary sheet of the rulebook, for the impatient
- [ ] **Suggestions.** Take a pass through all of the suggestions in suggestions.js, rewrite ones that are stiff, awkward, or don't fit the theme/setting as described in the rulebook. Move the suggestion pool from suggestions.js into a backend API endpoint.

38
dev.sh Executable file
View File

@@ -0,0 +1,38 @@
#!/usr/bin/env bash
set -euo pipefail
ROOT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PIDS=()
cleanup() {
local status=$?
trap - EXIT INT TERM
if ((${#PIDS[@]})); then
kill "${PIDS[@]}" 2>/dev/null || true
wait "${PIDS[@]}" 2>/dev/null || true
fi
exit "$status"
}
trap cleanup EXIT
trap 'exit 130' INT
trap 'exit 143' TERM
cd "$ROOT_DIR"
echo "Starting backend at http://localhost:8000"
"$ROOT_DIR/.venv/bin/uvicorn" pirats.main:app --host 0.0.0.0 --port 8000 --reload &
PIDS+=("$!")
echo "Starting frontend at http://localhost:5173"
(
cd "$ROOT_DIR/frontend"
exec ./node_modules/.bin/vite
) &
PIDS+=("$!")
echo "Press Ctrl-C to stop both servers."
wait

View File

@@ -128,6 +128,11 @@
default = "info";
description = "Minimum severity of log messages to record.";
};
maxBodyBytes = lib.mkOption {
type = lib.types.ints.positive;
default = 1048576;
description = "Reject request bodies larger than this many bytes (HTTP 413).";
};
openFirewall = lib.mkOption {
type = lib.types.bool;
default = false;
@@ -181,6 +186,7 @@
PIRATS_PURGE_INTERVAL_HOURS = toString cfg.purge.intervalHours;
PIRATS_PURGE_FINISHED_DAYS = toString cfg.purge.finishedDays;
PIRATS_PURGE_INACTIVE_DAYS = toString cfg.purge.inactiveDays;
PIRATS_MAX_BODY_BYTES = toString cfg.maxBodyBytes;
};
serviceConfig = {

View File

@@ -23,6 +23,83 @@
font-size: 0.875rem;
}
.admin-summary {
display: flex;
align-items: flex-start;
justify-content: space-between;
gap: 1.5rem;
}
.admin-summary-details {
min-width: 0;
}
.admin-join-code {
flex: 0 0 auto;
min-width: 10.5rem;
padding: 0.85rem 1.1rem 0.95rem;
background: color-mix(in srgb, var(--accent) 12%, var(--well));
color: var(--text);
border: 2px solid var(--accent);
border-radius: var(--radius-md);
box-shadow: var(--shadow-soft);
font: inherit;
text-align: center;
cursor: pointer;
transition: var(--transition-smooth);
}
.admin-join-code:hover {
background: color-mix(in srgb, var(--accent) 20%, var(--well));
transform: translateY(-1px);
}
.admin-join-code:focus-visible {
outline: 3px solid color-mix(in srgb, var(--accent) 35%, transparent);
outline-offset: 2px;
}
.admin-join-code.copied {
border-color: var(--success);
}
.admin-join-code-label {
display: block;
margin-bottom: 0.2rem;
color: var(--text-muted);
font-family: var(--font-heading);
font-size: 0.75rem;
font-weight: 700;
letter-spacing: 0.12em;
text-transform: uppercase;
}
.admin-join-code strong {
display: block;
color: var(--accent);
font-family: ui-monospace, monospace;
font-size: 2rem;
line-height: 1;
letter-spacing: 0.16em;
}
.admin-join-code-hint {
display: block;
margin-top: 0.35rem;
color: var(--text-muted);
font-size: 0.75rem;
}
@media (max-width: 600px) {
.admin-summary {
flex-direction: column;
}
.admin-join-code {
width: 100%;
}
}
.admin-table {
width: 100%;
text-align: left;
@@ -51,6 +128,16 @@
max-width: 500px;
}
.link-copy-action > .btn {
display: inline-flex;
align-items: center;
justify-content: center;
width: 5.5rem;
height: 2.3rem;
flex-shrink: 0;
text-align: center;
}
/* --- Game over --- */
.gameover-container {
max-width: 800px;
@@ -75,20 +162,3 @@
text-align: left;
margin-top: 1.5rem;
}
.crew-epitaph-row {
background: var(--well);
padding: 0.75rem;
border-radius: var(--radius-sm);
margin-bottom: 0.5rem;
display: flex;
justify-content: space-between;
align-items: center;
flex-wrap: wrap;
gap: 0.5rem;
}
.crew-epitaph-row .objectives-summary {
font-size: 0.85rem;
color: var(--text-muted);
}

View File

@@ -70,6 +70,29 @@ input[type="checkbox"] {
margin: 0 auto;
}
.phase-view-layout {
display: grid;
grid-template-columns: 180px minmax(0, 1fr) minmax(300px, 0.8fr);
gap: 1.5rem;
align-items: start;
}
.phase-main-column {
min-width: 0;
}
@media (min-width: 1101px) {
.phase-view-layout.log-collapsed {
grid-template-columns: 180px minmax(0, 1fr);
}
}
@media (max-width: 1100px) {
.phase-view-layout {
grid-template-columns: 1fr;
}
}
@media (max-width: 600px) {
.dashboard-container {
padding: 3.5rem 1rem 4rem;

View File

@@ -104,22 +104,6 @@
flex-shrink: 0;
}
/* Crew creation progress rows */
.status-row {
background: var(--well);
border-left: 4px solid var(--edge);
border-radius: var(--radius-sm);
padding: 0.75rem;
display: flex;
justify-content: space-between;
align-items: center;
list-style: none;
}
.status-row.is-ready {
border-left-color: var(--success);
}
/* --- Character sheet layout --- */
.character-sheet-details {
text-align: left;

View File

@@ -293,49 +293,6 @@
color: color-mix(in srgb, var(--danger) 75%, var(--text));
}
/* --- Player chips --- */
.player-chips {
display: flex;
flex-wrap: wrap;
gap: 0.75rem;
justify-content: center;
margin-top: 1rem;
}
.player-chip {
background: color-mix(in srgb, var(--text) 6%, transparent);
border: 1px solid var(--edge);
padding: 0.5rem 1.25rem;
border-radius: 30px;
display: flex;
align-items: center;
gap: 0.5rem;
transition: var(--transition-smooth);
}
.player-chip.current-user {
background: color-mix(in srgb, var(--accent) 14%, transparent);
border-color: var(--accent);
}
.player-chip.voted-chip {
border-color: var(--success);
background-color: color-mix(in srgb, var(--success) 6%, transparent);
}
.player-chip.not-voted-chip {
border-color: var(--edge);
}
.list-chips {
justify-content: flex-start;
}
.list-chips .player-chip {
padding: 0.4rem 1rem;
font-size: 0.9rem;
}
.deep-chip {
border-color: var(--deep);
background: color-mix(in srgb, var(--deep) 5%, transparent);
@@ -346,24 +303,6 @@
background: color-mix(in srgb, var(--pirat) 5%, transparent);
}
.player-chip.is-ghost {
border-color: var(--ghost);
color: var(--ghost);
background: color-mix(in srgb, var(--ghost) 10%, transparent);
}
.player-chip.is-dead {
border-color: var(--danger);
color: var(--danger);
background: color-mix(in srgb, var(--danger) 10%, transparent);
}
.player-chip.is-captain {
border-color: var(--accent);
color: var(--accent);
background: color-mix(in srgb, var(--accent) 10%, transparent);
}
/* --- Badges --- */
.creator-badge {
background: var(--accent);
@@ -447,6 +386,10 @@
text-align: left;
}
.modal-box.character-sheet-modal {
max-width: 1260px;
}
.modal-close {
position: absolute;
top: 0.6rem;
@@ -544,4 +487,3 @@
color: var(--accent);
font-weight: 700;
}

View File

@@ -4,10 +4,6 @@
margin: 2rem auto;
}
.lobby-status-box {
margin: 2rem 0;
}
.links-box {
text-align: left;
margin-bottom: 2rem;
@@ -38,6 +34,11 @@
margin-bottom: 0.5rem;
}
.lobby-join-code-item {
display: flex;
justify-content: center;
}
.copy-container {
display: flex;
gap: 0.5rem;

View File

@@ -24,7 +24,7 @@
}
}
/* Corner button that reopens the collapsed inline Event Log. */
/* Corner button that toggles the inline Event Log without moving. */
.log-reopen-btn {
position: fixed;
bottom: 20px;
@@ -88,6 +88,15 @@
transform: translateX(2px);
}
.crew-bubble.is-static {
cursor: default;
}
.crew-bubble.is-static:hover {
background: var(--surface-raised);
transform: none;
}
.crew-bubble.is-deep {
border-left-color: var(--deep);
background: color-mix(in srgb, var(--deep) 12%, var(--surface-raised));
@@ -183,23 +192,13 @@
font-size: 0.85rem;
}
/* On narrow screens the crew column becomes a horizontal strip above the board */
/* Keep the crew roster vertical at every width, matching the other phases. */
@media (max-width: 1100px) {
.crew-bubbles {
flex-direction: row;
flex-wrap: wrap;
align-items: flex-start;
}
.crew-bubble {
width: auto;
flex: 1 1 140px;
width: 100%;
}
.crew-objectives-toggle {
width: auto;
flex: 1 1 100%;
}
.crew-objectives-detail {
flex: 1 1 100%;
width: 100%;
}
}

View File

@@ -6,6 +6,11 @@
margin: 2rem 0;
}
.setup-grid.single {
grid-template-columns: minmax(0, 700px);
justify-content: center;
}
@media (max-width: 800px) {
.setup-grid {
grid-template-columns: 1fr;
@@ -63,19 +68,3 @@
border: 1px dashed var(--edge);
color: var(--text-muted);
}
.roster-list {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.roster-item {
display: flex;
justify-content: space-between;
align-items: center;
gap: 0.75rem;
background: var(--well);
border-radius: var(--radius-sm);
padding: 0.6rem 0.9rem;
}

View File

@@ -566,39 +566,5 @@
{/if}
</div>
<!-- SECTION 5: Crew Creation Progress -->
<div class="card glass-panel section-crew-status" style="grid-column: span 2;">
<h3>V. Crew Creation Status</h3>
<p class="section-desc">See the creation progress of the entire crew in real time.</p>
<div class="crew-status-list">
<ul class="space-y-2 mt-4">
{#each state.players as p}
<li class="status-row {p.tech_jack ? 'is-ready' : ''}">
<span>{displayName(p)}</span>
<span class="text-sm">
{#if p.needs_reroll}
<span class="text-muted">Spectating</span>
{:else if phase === 'swap_techniques'}
{#if p.is_ready}
<span class="text-success">Done Swapping</span>
{:else}
{@const ownLeft = JSON.parse(p.held_techniques || '[]').filter(t => t.creator_id === p.id).length}
<span class="text-warning">Swapping ({ownLeft} of their own left)</span>
{/if}
{:else if p.tech_jack}
<span class="text-success">Ready</span>
{:else if phase === 'assign_techniques'}
<span class="text-warning">Assigning Face Cards</span>
{:else if p.created_techniques && JSON.parse(p.created_techniques).length === 3}
<span class="text-warning">Techniques Submitted</span>
{:else}
<span class="text-muted">Writing Sheet</span>
{/if}
</span>
</li>
{/each}
</ul>
</div>
</div>
</div>
</div>

View File

@@ -0,0 +1,97 @@
<script>
import { displayName, crewLabel } from '../lib/cards';
import CharacterSheet from './scene/CharacterSheet.svelte';
export let state;
let openTargetId = null;
$: captainId = state.game.captain_player_id;
$: crew = [...state.players].sort((a, b) => (a.role === 'deep' ? 1 : 0) - (b.role === 'deep' ? 1 : 0));
$: openTarget = openTargetId ? state.players.find(p => p.id === openTargetId) : null;
function iconFor(p) {
if (p.role === 'deep') return '🌊';
if (p.is_ghost) return '👻';
if (p.is_dead) return '💀';
return '🐀';
}
function safeArray(value) {
try { return JSON.parse(value || '[]'); } catch { return []; }
}
function statusFor(p) {
const phase = state.game.phase;
if (phase === 'lobby') {
if (p.is_creator) return 'Creator';
if (p.is_admin) return 'Admin';
return 'Crew member';
}
if (phase === 'character_creation') {
if (p.needs_reroll) return 'Spectating';
return safeArray(p.created_techniques).length === 3 ? 'Techniques submitted' : 'Writing sheet';
}
if (phase === 'swap_techniques') {
if (p.is_ready) return 'Done swapping';
const ownLeft = safeArray(p.held_techniques).filter(t => t.creator_id === p.id).length;
return `Swapping · ${ownLeft} own left`;
}
if (phase === 'assign_techniques') return p.tech_jack ? 'Ready' : 'Assigning face cards';
if (phase === 'scene_setup') {
if (p.needs_reroll) return 'Spectating';
if (p.role === 'deep') return 'The Deep';
if (p.role === 'pirat') return `Pi-Rat · Rank ${p.rank}`;
return 'Choosing a role…';
}
if (phase === 'between_scenes') {
const voted = (state.votes || []).some(v => v.voter_player_id === p.id);
const canVote = state.players.some(candidate =>
candidate.id !== p.id && candidate.role !== 'deep' && !candidate.is_dead && !candidate.needs_reroll
);
return `Rank ${p.rank} · ${voted ? 'Nomination done' : canVote ? 'Nominating…' : 'No vote'}`;
}
if (phase === 'deep_upkeep') return `Rank ${p.rank} · ${p.is_ready ? 'Ready' : 'Finishing upkeep…'}`;
if (phase === 'recruit_creation') return p.needs_reroll ? 'Creating a new Pi-Rat' : `Rank ${p.rank} · Helping recruits`;
if (phase === 'ended') {
const story = p.completed_personal_3 ? 'Story complete' : 'Still sailing';
return `Rank ${p.rank} · ${story}`;
}
return `Rank ${p.rank}`;
}
</script>
<aside class="crew-column phase-crew-column" aria-label="Crew roster">
<div class="crew-bubbles">
{#each crew as p (p.id)}
{#if state.game.phase === 'lobby'}
<div
class="crew-bubble is-static"
class:is-you={p.id === state.player.id}
>
<span class="bubble-icon">{iconFor(p)}</span>
<span class="bubble-name">{displayName(p)}</span>
<span class="bubble-meta">{statusFor(p)}</span>
</div>
{:else}
<button
class="crew-bubble"
class:is-you={p.id === state.player.id}
class:is-deep={p.role === 'deep'}
class:is-dead={p.is_dead}
class:is-ghost={p.is_ghost}
title="View {p.name}'s character sheet"
on:click={() => openTargetId = p.id}
>
<span class="bubble-icon">{iconFor(p)}</span>
<span class="bubble-name">{crewLabel(p, captainId)}</span>
<span class="bubble-meta">{statusFor(p)}</span>
</button>
{/if}
{/each}
</div>
</aside>
{#if openTarget}
<CharacterSheet {state} target={openTarget} on:close={() => openTargetId = null} />
{/if}

View File

@@ -1,9 +1,6 @@
<script>
import { displayName } from '../lib/cards';
export let state;
$: pirats = state.players;
$: crewDone = state.game.completed_crew_1 && state.game.completed_crew_2 && state.game.completed_crew_3;
</script>
@@ -29,24 +26,6 @@
{/if}
</div>
<div class="sheet-group">
<h3 class="text-accent">The Crew</h3>
{#each pirats as p}
<div class="crew-epitaph-row">
<span>
{#if p.is_ghost}👻{:else if p.is_dead}💀{:else}🐀{/if}
<strong>{displayName(p)}</strong> (Rank {p.rank})
{#if p.id === state.game.captain_player_id}<span class="text-accent"> ⭐ Captain</span>{/if}
</span>
<span class="objectives-summary">
{p.completed_personal_1 ? '🔫 Gat' : '— no gat'} ·
{p.completed_personal_2 ? '📛 Named' : '— nameless'} ·
{p.completed_personal_3 ? '⚰️ Story complete' : '⛵ Still sailing'}
</span>
</div>
{/each}
</div>
<p class="info-text" style="margin-top: 2rem;">Want more? Get the full game "The Magical Land of Yeld" at YeldStuff.com!</p>
</div>
</div>

View File

@@ -43,21 +43,23 @@
<h2>{state.game.crew_name || "Ship's Hold"} (Lobby)</h2>
<p class="description">Wait here as the mathematical mages gather stowaway rats for the spell. Once everyone is in, the captain will initiate the transformation.</p>
<div class="lobby-status-box glass-panel">
<h3>Joined Crew members</h3>
<div class="player-chips" id="lobby-player-list">
{#each state.players as p}
<div class="player-chip {p.id === state.player.id ? 'current-user' : ''}">
<span class="avatar-icon">🐀</span>
<span class="name">{p.name}</span>
{#if p.is_creator}<span class="creator-badge">Creator</span>
{:else if p.is_admin}<span class="creator-badge">Admin</span>{/if}
</div>
{/each}
</div>
</div>
<div class="links-box glass-panel">
{#if state.player.is_admin}
<div class="link-item lobby-join-code-item">
<button
type="button"
class="admin-join-code"
class:copied={copiedLink === 'code'}
aria-label="Copy join code {state.game.join_code}"
on:click={() => copyLink('code', state.game.join_code)}
>
<span class="admin-join-code-label">Join Code</span>
<strong>{state.game.join_code}</strong>
<span class="admin-join-code-hint">{copiedLink === 'code' ? '✓ Copied!' : 'Click to copy'}</span>
</button>
</div>
{/if}
<div class="link-item">
<h4>Share Join Link:</h4>
<div class="copy-container">

View File

@@ -135,16 +135,6 @@
techSlots: incomingTechs(p).map((s, i) => ({ ...s, slot: i })).filter(s => s.from_id === me.id)
})).filter(t => t.like || t.hate || t.techSlots.length > 0);
function recruitProgress(p) {
const techs = incomingTechs(p);
const parts = [];
parts.push(p.avatar_look && p.avatar_smell && p.first_words && p.good_at_math ? '✅ Records' : '❌ Records');
const likeOk = !p.other_like_from_player_id || p.other_like;
const hateOk = !p.other_hate_from_player_id || p.other_hate;
parts.push(likeOk && hateOk ? '✅ Like/Hate' : '❌ Like/Hate');
parts.push(`${techs.filter(s => s.text).length}/3 Techniques`);
return parts.join(' · ');
}
</script>
<div class="recruit-phase-view">
@@ -321,22 +311,5 @@
</div>
</div>
<!-- RECRUIT PROGRESS -->
<div class="card glass-panel section-crew-status" style="grid-column: span 2;">
<h3>{iAmRecruit ? 'V.' : 'II.'} Recruit Progress</h3>
<div class="crew-status-list">
<ul class="space-y-2 mt-4">
{#each recruits as p}
<li class="status-row">
<span>{displayName(p)}</span>
<span class="text-sm text-muted">{recruitProgress(p)}</span>
</li>
{/each}
{#if recruits.length === 0}
<li class="status-row"><span class="text-success">All recruits are aboard! Heading to the next scene...</span></li>
{/if}
</ul>
</div>
</div>
</div>
</div>

View File

@@ -7,7 +7,7 @@
export let state;
// The inline Event Log can be collapsed to a corner button to declutter.
// The inline Event Log can be toggled from a fixed corner button to declutter.
let logOpen = true;
$: hand = state.player.hand_cards ? JSON.parse(state.player.hand_cards) : [];
@@ -70,8 +70,10 @@
{/if}
</div>
{#if !logOpen}
<button class="log-reopen-btn" title="Show the event log" on:click={() => (logOpen = true)}>
📜 Event Log
</button>
{/if}
<button
class="log-reopen-btn"
title={logOpen ? 'Hide the event log' : 'Show the event log'}
on:click={() => (logOpen = !logOpen)}
>
{logOpen ? '✕ Close Log' : '📜 Event Log'}
</button>

View File

@@ -1,7 +1,6 @@
<script>
import { onMount } from 'svelte';
import { apiRequest } from '../lib/api';
import { displayName } from '../lib/cards';
export let state;
@@ -64,7 +63,7 @@
</div>
{/if}
<div class="setup-grid">
<div class="setup-grid single">
<!-- Role Selection Card -->
<div class="card glass-panel role-selection-card">
<h3>Select Your Role</h3>
@@ -107,24 +106,6 @@
</div>
</div>
<!-- Live Roster Card -->
<div class="card glass-panel roster-card">
<h3>Live Roster Selection</h3>
<div class="roster-list" id="scene-roster-list">
{#each state.players as p}
<div class="roster-item">
<span class="player-name">{displayName(p)} <span class="text-sm text-muted">(Rank {p.rank})</span></span>
{#if p.role === 'pirat'}
<span class="role-badge pirat">Pi-Rat</span>
{:else if p.role === 'deep'}
<span class="role-badge deep">The Deep</span>
{:else}
<span class="role-badge unassigned">Choosing...</span>
{/if}
</div>
{/each}
</div>
</div>
</div>
<div class="action-box margin-top">

View File

@@ -234,34 +234,6 @@
</form>
{/if}
<!-- Voting Roster Status -->
{#if state.game.phase !== 'deep_upkeep'}
<div class="vote-status-table margin-top">
<h4>Nomination Progress:</h4>
<div class="player-chips list-chips" id="voting-roster">
{#each state.players as p}
{@const voted = state.votes.some(v => v.voter_player_id === p.id)}
{@const skips = eligibleNomineesFor(p).length === 0}
<div class="player-chip {voted || skips ? 'voted-chip' : 'not-voted-chip'}">
<span class="name">{displayName(p)}</span>
<span class="status-badge">{voted ? 'Done' : skips ? 'No vote' : 'Voting...'}</span>
</div>
{/each}
</div>
</div>
{/if}
<div class="roster-sheet-summary margin-top text-left glass-panel">
<h4>Crew Rank Ledger:</h4>
<ul class="ranks-ledger">
{#each state.players as p}
<li>
<strong>{displayName(p)}:</strong> Rank {p.rank}
{#if p.role === 'deep'}<span class="deep-badge">Deep</span>{:else if p.is_ghost}<span class="ghost-badge">Ghost</span>{:else}<span class="pirat-badge">Pi-Rat</span>{/if}
</li>
{/each}
</ul>
</div>
</div>
<!-- Resting Deep Player Card — only the actual hand refresh, during deep_upkeep -->

View File

@@ -72,7 +72,7 @@
<svelte:window on:keydown={(e) => e.key === 'Escape' && close()} />
<div class="modal-backdrop" on:click|self={close}>
<div class="modal-box sheet-modal glass-panel">
<div class="modal-box sheet-modal character-sheet-modal glass-panel">
<button class="modal-close" on:click={close} aria-label="Close">×</button>
<h3>

View File

@@ -17,7 +17,9 @@ export async function apiRequest(endpoint, method = 'GET', data = null) {
if (errBody.error) msg = errBody.error;
else if (errBody.detail) msg = errBody.detail;
} catch(e) {}
throw new Error(msg);
const error = new Error(msg);
error.status = res.status;
throw error;
}
return res.json();
}

View File

@@ -6,10 +6,94 @@
// - Add a CHANGELOG entry only when a commit changes something players can
// see. Skip refactors, tests, and tooling. Keep wording player-facing.
export const VERSION = 11;
export const VERSION = 25;
// Newest first. Each entry: { version, date: 'YYYY-MM-DD', changes: [string, ...] }.
export const CHANGELOG = [
{
version: 25,
date: '2026-07-10',
changes: [
'The Event Log now uses the same pinned column and fixed close/reopen control in every game phase.',
],
},
{
version: 24,
date: '2026-07-10',
changes: [
'The crew roster now stays in the same left-hand column throughout every phase of the game.',
],
},
{
version: 23,
date: '2026-07-10',
changes: [
'Admins can now click the join code to copy it, and the code is available directly from the lobby.',
],
},
{
version: 21,
date: '2026-07-10',
changes: [
'Player lists now use the same easy-to-scan vertical layout in every phase and at every screen size.',
],
},
{
version: 20,
date: '2026-07-10',
changes: [
'The Admin Panel now gives the games join code a large, easy-to-share display.',
],
},
{
version: 19,
date: '2026-07-10',
changes: [
'Games now have short join codes that can be entered on the home page and shared from the Admin Panel.',
],
},
{
version: 18,
date: '2026-07-10',
changes: [
'Expired rejoin entries are now removed automatically when a game has ended or a player is no longer in the crew, with a clear explanation.',
],
},
{
version: 17,
date: '2026-07-10',
changes: [
'Join forms now remember your player name for the next crew while still letting you edit it.',
],
},
{
version: 16,
date: '2026-07-10',
changes: [
'Open and Copy controls in the Admin Panel now have matching sizes.',
],
},
{
version: 15,
date: '2026-07-10',
changes: [
'The Admin Panel now clearly marks Pi-Rats whose character identity has not been chosen yet.',
],
},
{
version: 14,
date: '2026-07-10',
changes: [
'The corner Event Log button now stays put when the log is open, so it can be closed again without moving your mouse.',
],
},
{
version: 13,
date: '2026-07-10',
changes: [
'Character sheets now make better use of the available space on wide screens.',
],
},
{
version: 8,
date: '2026-06-15',

View File

@@ -23,6 +23,8 @@
let copiedTimer = null;
let copiedInvite = false;
let copiedInviteTimer = null;
let copiedJoinCode = false;
let copiedJoinCodeTimer = null;
$: setPageTitle('Admin', data?.game?.crew_name);
@@ -48,6 +50,13 @@
copiedInviteTimer = setTimeout(() => { copiedInvite = false; }, 2000);
}
function copyJoinCode() {
navigator.clipboard.writeText(data.game.join_code);
copiedJoinCode = true;
clearTimeout(copiedJoinCodeTimer);
copiedJoinCodeTimer = setTimeout(() => { copiedJoinCode = false; }, 2000);
}
onMount(() => {
// Try to load admin_key from local storage
adminKey = localStorage.getItem(`admin_key_${gameId}`) || '';
@@ -117,9 +126,24 @@
</div>
{:else}
<div class="card">
<div class="admin-summary">
<div class="admin-summary-details">
<h2 class="mb-4">Game: {data.game.crew_name}</h2>
<p><strong>Phase:</strong> {data.game.phase}</p>
<p><strong>Admin Key:</strong> <span class="admin-key-chip">{data.game.admin_key}</span></p>
</div>
<button
type="button"
class="admin-join-code"
class:copied={copiedJoinCode}
aria-label="Copy join code {data.game.join_code}"
on:click={copyJoinCode}
>
<span class="admin-join-code-label">Join Code</span>
<strong>{data.game.join_code}</strong>
<span class="admin-join-code-hint">{copiedJoinCode ? '✓ Copied!' : 'Click to copy'}</span>
</button>
</div>
{#if error}
<div class="alert alert-danger mt-4">{error}</div>
@@ -152,7 +176,13 @@
<tbody>
{#each data.players as p}
<tr>
<td>{p.name}</td>
<td>
{#if p.name && p.name !== p.player_name}
{p.name}
{:else}
<span class="text-muted">Not chosen yet</span>
{/if}
</td>
<td>{p.player_name || p.name}</td>
<td>
{#if p.role === 'deep'} 🌊 Deep

View File

@@ -15,6 +15,7 @@
import UpkeepPhase from '../components/UpkeepPhase.svelte';
import RecruitPhase from '../components/RecruitPhase.svelte';
import GameOverPhase from '../components/GameOverPhase.svelte';
import CrewSidebar from '../components/CrewSidebar.svelte';
import EventLog from '../components/EventLog.svelte';
import NameModal from '../components/NameModal.svelte';
import GatModal from '../components/GatModal.svelte';
@@ -31,16 +32,40 @@
let reconnectTimer = null;
let reconnectDelay = 1000;
let destroyed = false;
let staleSession = false;
// Non-scene phases use the same pinned Event Log column and fixed corner
// toggle that ScenePhase owns for the main play screen.
let phaseLogOpen = true;
function discardStaleSession(message) {
staleSession = true;
removeSession(gameId, playerId);
state = null;
error = message;
if (reconnectTimer) clearTimeout(reconnectTimer);
if (ws) ws.close();
}
async function fetchState() {
if (staleSession) return;
try {
const data = await apiRequest(`/game/${gameId}/player/${playerId}/state`);
// Preserve the Game Over screen for players who were already present
// when play ended, but discard stale home-screen rejoin attempts.
if (!state && data.game.phase === 'ended') {
discardStaleSession('This game has ended and can no longer be rejoined.');
return;
}
state = data;
error = '';
} catch (err) {
if (!state && err.status === 404) {
discardStaleSession('This saved game can no longer be rejoined. You may have been removed from the crew.');
} else {
error = err.message;
}
}
}
// The server pushes a ping over this socket whenever the game changes;
// each ping triggers a refetch of the state blob.
@@ -53,7 +78,7 @@
};
ws.onmessage = () => fetchState();
ws.onclose = () => {
if (destroyed) return;
if (destroyed || staleSession) return;
reconnectTimer = setTimeout(connectSocket, reconnectDelay);
reconnectDelay = Math.min(reconnectDelay * 2, 10000);
};
@@ -188,19 +213,28 @@
{#if error}
<div class="alert alert-danger" style="margin: 20px;">
Error connecting to game: {error}
{#if staleSession}
<div class="mt-4">
<a href="#/" class="btn btn-secondary btn-small">Back to Home</a>
</div>
{/if}
</div>
{/if}
{#if state}
<div class="dashboard-container {state.player.is_ghost ? 'ghost-world' : ''}">
{#if state.game.phase === 'scene'}
<ScenePhase {state} />
{:else}
<div class="phase-view-layout" class:log-collapsed={!phaseLogOpen}>
<CrewSidebar {state} />
<main class="phase-main-column">
{#if state.game.phase === 'lobby'}
<LobbyPhase {state} />
{:else if state.game.phase === 'character_creation' || state.game.phase === 'swap_techniques' || state.game.phase === 'assign_techniques'}
<CharacterCreationPhase {state} />
{:else if state.game.phase === 'scene_setup'}
<SceneSetupPhase {state} />
{:else if state.game.phase === 'scene'}
<ScenePhase {state} />
{:else if state.game.phase === 'between_scenes' || state.game.phase === 'deep_upkeep'}
<UpkeepPhase {state} />
{:else if state.game.phase === 'recruit_creation'}
@@ -210,11 +244,24 @@
{:else}
<div class="card p-4">Unknown phase: {state.game.phase}</div>
{/if}
</main>
{#if phaseLogOpen}
<div class="log-column">
<EventLog {state} inline on:collapse={() => (phaseLogOpen = false)} />
</div>
{/if}
</div>
{/if}
</div>
<!-- The scene phase renders its own inline Event Log as the third column. -->
{#if state.game.phase !== 'scene'}
<EventLog {state} />
<button
class="log-reopen-btn"
title={phaseLogOpen ? 'Hide the event log' : 'Show the event log'}
on:click={() => (phaseLogOpen = !phaseLogOpen)}
>
{phaseLogOpen ? '✕ Close Log' : '📜 Event Log'}
</button>
{/if}
<NameModal {state} />
<GatModal {state} />

View File

@@ -15,6 +15,9 @@
let crewName = '';
let error = '';
let creating = false;
let joinCode = '';
let joinCodeError = '';
let joiningByCode = false;
function sessionRat(s) {
if (s.ratName && s.playerName && s.ratName !== s.playerName) return `${s.ratName} (${s.playerName})`;
@@ -53,6 +56,26 @@
creating = false;
}
}
function updateJoinCode(event) {
joinCode = event.currentTarget.value
.toUpperCase()
.replace(/[^ABCDEFGHJKLMNPQRSTUVWXYZ23456789]/g, '')
.slice(0, 5);
}
async function joinByCode() {
if (joinCode.length !== 5) return;
joiningByCode = true;
joinCodeError = '';
try {
const data = await apiRequest(`/game/code/${joinCode}`);
push(`/game/${data.id}/join`);
} catch (err) {
joinCodeError = err.message;
joiningByCode = false;
}
}
</script>
<div class="welcome-container">
@@ -91,6 +114,36 @@
</div>
{/if}
<div class="glass-panel creation-card join-code-card">
<h2>Join a Crew</h2>
<p class="info-text">Enter the five-character code shared by your games Admin.</p>
<form class="join-code-form" on:submit|preventDefault={joinByCode}>
<label for="joinCode">Join Code</label>
<div class="join-code-action">
<input
type="text"
id="joinCode"
value={joinCode}
on:input={updateJoinCode}
required
minlength="5"
maxlength="5"
placeholder="ABCDE"
class="input-field input-large join-code-input"
autocomplete="off"
autocapitalize="characters"
spellcheck="false"
/>
<button type="submit" class="btn btn-primary btn-large" disabled={joiningByCode || joinCode.length !== 5}>
{joiningByCode ? 'Joining...' : 'Join'}
</button>
</div>
</form>
{#if joinCodeError}
<div class="alert alert-danger mt-4">{joinCodeError}</div>
{/if}
</div>
<div class="glass-panel creation-card">
<h2>Muster a New Crew</h2>
<form on:submit|preventDefault={createGame}>
@@ -128,6 +181,25 @@
.saved-sessions {
margin-bottom: 1.75rem;
}
.join-code-card {
margin-bottom: 1.75rem;
}
.join-code-form {
margin-top: 1rem;
}
.join-code-action {
display: flex;
gap: 0.75rem;
align-items: stretch;
}
.join-code-input {
flex: 1;
min-width: 0;
font-family: ui-monospace, monospace;
font-weight: 700;
letter-spacing: 0.25em;
text-transform: uppercase;
}
.session-list {
list-style: none;
margin: 0;

View File

@@ -6,12 +6,18 @@
import { saveSession } from '../lib/sessions';
export let params = {};
onMount(() => setPageTitle('Join the Crew'));
const PLAYER_NAME_KEY = 'pirats-player-name';
let gameId = params.id;
let playerName = '';
let error = '';
let joining = false;
onMount(() => {
setPageTitle('Join the Crew');
playerName = localStorage.getItem(PLAYER_NAME_KEY) || '';
});
// We can extract ?creator=true from $querystring if needed,
// though the backend determines creator based on if they are the first player.
// For UI purposes, we could show "You are the creator" if we want.
@@ -22,6 +28,7 @@
error = '';
try {
const data = await apiRequest(`/game/${gameId}/join`, 'POST', { name: playerName });
localStorage.setItem(PLAYER_NAME_KEY, playerName.trim());
// Remember this session so the home page can offer a rejoin link;
// the dashboard enriches it with crew/rat names once state loads.
saveSession({ gameId, playerId: data.id, playerName });

View File

@@ -4,7 +4,7 @@ import os
import random
from typing import Any, Dict, List, Optional
from sqlmodel import Session, select
from .models import Game, Player, GameEvent
from .models import Game, Player, GameEvent, new_join_code
from . import cards
logger = logging.getLogger(__name__)
@@ -253,7 +253,16 @@ def has_min_players(game: Game) -> bool:
def create_game(db: Session, crew_name: Optional[str] = None) -> Game:
deck = cards.get_fresh_deck()
join_code = ""
for _ in range(100):
candidate = new_join_code()
if not db.exec(select(Game).where(Game.join_code == candidate)).first():
join_code = candidate
break
if not join_code:
raise RuntimeError("Could not allocate a unique join code")
game = Game(
join_code=join_code,
deck_cards=json.dumps(deck),
phase="lobby",
current_scene_number=1,
@@ -270,6 +279,9 @@ def create_game(db: Session, crew_name: Optional[str] = None) -> Game:
def get_game(db: Session, game_id: str) -> Optional[Game]:
return db.get(Game, game_id)
def get_game_by_join_code(db: Session, join_code: str) -> Optional[Game]:
return db.exec(select(Game).where(Game.join_code == join_code)).first()
def get_player(db: Session, player_id: str) -> Optional[Player]:
return db.get(Player, player_id)

View File

@@ -67,6 +67,90 @@ def configure_logging() -> None:
# A bad/unwritable path mustn't take the server down — keep stderr.
logger.exception("Could not open log file %s; logging to stderr only", log_file)
DEFAULT_MAX_BODY_BYTES = 1024 * 1024 # 1 MiB — far above any legitimate form post
def max_body_bytes() -> int:
"""Largest request body to accept, from PIRATS_MAX_BODY_BYTES (default 1 MiB)."""
val = os.environ.get("PIRATS_MAX_BODY_BYTES")
if val is None:
return DEFAULT_MAX_BODY_BYTES
try:
return max(int(val), 0)
except ValueError:
logger.warning("Invalid PIRATS_MAX_BODY_BYTES=%r; using default", val)
return DEFAULT_MAX_BODY_BYTES
class _BodyTooLarge(Exception):
pass
class LimitRequestBodyMiddleware:
"""Reject request bodies larger than `max_bytes` with HTTP 413 before they are
buffered into memory. The app is on the open internet, so this caps the damage
a single oversized POST can do. The declared Content-Length is checked up front
(the common case); the bytes actually streamed are then counted too, so a
chunked or length-omitting client can't slip past the header check."""
def __init__(self, app, max_bytes: int):
self.app = app
self.max_bytes = max_bytes
async def __call__(self, scope, receive, send):
if scope["type"] != "http":
await self.app(scope, receive, send)
return
for name, value in scope.get("headers", []):
if name == b"content-length":
try:
declared = int(value)
except ValueError:
break
if declared > self.max_bytes:
await self._send_413(send)
return
break
received = 0
response_started = False
async def capped_receive():
nonlocal received
message = await receive()
if message["type"] == "http.request":
received += len(message.get("body", b""))
if received > self.max_bytes:
raise _BodyTooLarge()
return message
async def watched_send(message):
nonlocal response_started
if message["type"] == "http.response.start":
response_started = True
await send(message)
try:
await self.app(scope, capped_receive, watched_send)
except _BodyTooLarge:
# The handler reads the whole body before responding, so nothing has
# been sent yet; if a response somehow already started, we can only stop.
if not response_started:
await self._send_413(send)
async def _send_413(self, send):
body = b'{"error":"Request body too large."}'
await send({
"type": "http.response.start",
"status": 413,
"headers": [
(b"content-type", b"application/json"),
(b"content-length", str(len(body)).encode()),
],
})
await send({"type": "http.response.body", "body": body})
@asynccontextmanager
async def lifespan(app: FastAPI):
configure_logging()
@@ -131,6 +215,10 @@ async def broadcast_state_changes(request, call_next):
await manager.broadcast(game_id, {"type": "state_changed"})
return response
# Added last so it wraps outermost: oversized bodies are rejected before any
# other middleware or the route handler buffers them.
app.add_middleware(LimitRequestBodyMiddleware, max_bytes=max_body_bytes())
@app.websocket("/api/game/{game_id}/ws")
async def game_websocket(websocket: WebSocket, game_id: str):
await manager.connect(game_id, websocket)
@@ -154,6 +242,14 @@ def create_game_route(
# admin_key is only revealed here, to the creator; the state endpoint hides it
return {"id": game.id, "admin_key": game.admin_key}
@api.get("/game/code/{join_code}")
def find_game_by_join_code(join_code: str, db: Session = Depends(get_session)):
normalized = join_code.strip().upper()
game = crud.get_game_by_join_code(db, normalized)
if not game or game.phase == "ended":
raise HTTPException(status_code=404, detail="No active game found for that join code")
return {"id": game.id}
@api.post("/game/{game_id}/join")
def join_game_submit(
game_id: str,

View File

@@ -0,0 +1,59 @@
"""add game join codes
Revision ID: 6ea41638edfc
Revises: 153132c8e583
Create Date: 2026-07-10 12:28:45.476200
"""
from alembic import op
import sqlalchemy as sa
import sqlmodel
import secrets
revision = '6ea41638edfc'
down_revision = '153132c8e583'
branch_labels = None
depends_on = None
JOIN_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789"
def _new_join_code(used: set[str]) -> str:
while True:
code = "".join(secrets.choice(JOIN_CODE_ALPHABET) for _ in range(5))
if code not in used:
used.add(code)
return code
def upgrade() -> None:
# SQLite cannot add a required column to a populated table. Add it as
# nullable, backfill every existing game with a distinct code, then tighten
# the constraint and create the unique lookup index.
op.add_column('game', sa.Column('join_code', sqlmodel.sql.sqltypes.AutoString(), nullable=True))
connection = op.get_bind()
game_ids = connection.execute(sa.text("SELECT id FROM game")).scalars().all()
used: set[str] = set()
for game_id in game_ids:
connection.execute(
sa.text("UPDATE game SET join_code = :join_code WHERE id = :game_id"),
{"join_code": _new_join_code(used), "game_id": game_id},
)
with op.batch_alter_table('game', schema=None) as batch_op:
batch_op.alter_column(
'join_code',
existing_type=sqlmodel.sql.sqltypes.AutoString(),
nullable=False,
)
batch_op.create_index(batch_op.f('ix_game_join_code'), ['join_code'], unique=True)
def downgrade() -> None:
# ### commands auto generated by Alembic - please adjust! ###
with op.batch_alter_table('game', schema=None) as batch_op:
batch_op.drop_index(batch_op.f('ix_game_join_code'))
batch_op.drop_column('join_code')
# ### end Alembic commands ###

View File

@@ -1,11 +1,19 @@
import time
import uuid
import secrets
from typing import Optional, List
from sqlmodel import Field, SQLModel, Relationship
JOIN_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789"
def new_join_code() -> str:
return "".join(secrets.choice(JOIN_CODE_ALPHABET) for _ in range(5))
class Game(SQLModel, table=True):
id: str = Field(default_factory=lambda: str(uuid.uuid4()), primary_key=True)
admin_key: str = Field(default_factory=lambda: str(uuid.uuid4()))
join_code: str = Field(default_factory=new_join_code, index=True, unique=True)
crew_name: Optional[str] = Field(default=None)
phase: str = Field(default="lobby") # "lobby", "character_creation", "swap_techniques", "assign_techniques", "scene_setup", "scene", "between_scenes", "deep_upkeep", "recruit_creation", "ended"
dev_mode: bool = Field(default=False) # Creator-toggled; reveals testing shortcuts (Suggest buttons, skip character creation) to the whole table

View File

@@ -133,6 +133,7 @@ def creator_admin_panel(request: Request, game_id: str, key: str, db: Session =
"game": {
"id": game.id,
"crew_name": game.crew_name,
"join_code": game.join_code,
"phase": game.phase,
"admin_key": game.admin_key
},

View File

@@ -443,6 +443,11 @@ def test_game_creation_with_crew_name(session):
assert game.id is not None
assert game.crew_name == "The Black Gats"
assert game.phase == "lobby"
assert len(game.join_code) == 5
assert set(game.join_code) <= set("ABCDEFGHJKLMNPQRSTUVWXYZ23456789")
another = crud.create_game(session, crew_name="The Other Gats")
assert another.join_code != game.join_code
def test_create_game_endpoint():
from fastapi.testclient import TestClient
@@ -475,6 +480,17 @@ def test_create_game_endpoint():
games = session.exec(select(Game)).all()
assert len(games) == 1
assert games[0].crew_name == "The Math Mutineers"
# Codes are case-insensitive at the API boundary and resolve only
# active games without exposing the UUID in the code itself.
lookup = client.get(f"/api/game/code/{games[0].join_code.lower()}")
assert lookup.status_code == 200
assert lookup.json() == {"id": games[0].id}
games[0].phase = "ended"
session.add(games[0])
session.commit()
assert client.get(f"/api/game/code/{games[0].join_code}").status_code == 404
finally:
app.dependency_overrides.clear()
@@ -2525,3 +2541,47 @@ def test_create_and_join_sanitize_names():
assert "\x01" not in player.name
finally:
app.dependency_overrides.clear()
def test_request_body_size_limit_middleware():
from fastapi import FastAPI, Request
from fastapi.testclient import TestClient
from pirats.main import LimitRequestBodyMiddleware
app = FastAPI()
app.add_middleware(LimitRequestBodyMiddleware, max_bytes=1000)
@app.post("/echo")
async def echo(request: Request):
body = await request.body()
return {"len": len(body)}
client = TestClient(app)
# Under the limit: passes through and the handler sees the full body.
r = client.post("/echo", content=b"x" * 500)
assert r.status_code == 200
assert r.json()["len"] == 500
# Over the limit with a declared Content-Length: rejected up front.
r = client.post("/echo", content=b"x" * 5000)
assert r.status_code == 413
# Over the limit via a streamed (length-omitting) body: rejected once the
# counted bytes exceed the cap.
def oversized_chunks():
for _ in range(10):
yield b"x" * 500 # 5000 bytes total
r = client.post("/echo", content=oversized_chunks())
assert r.status_code == 413
def test_request_body_size_limit_on_real_app():
from fastapi.testclient import TestClient
from pirats.main import app, DEFAULT_MAX_BODY_BYTES
# No DB override needed: the middleware rejects before routing/dependencies.
client = TestClient(app)
r = client.post("/api/game", content=b"x" * (DEFAULT_MAX_BODY_BYTES + 1))
assert r.status_code == 413