User-tested LAN deployment found two bugs: 1. CORS: dev origins regex only matched hostname 'localhost', so LAN IP 192.168.5.11 was silently rejected by @koa/cors. Expanded the default RegExp list to cover 192.168.x.x / 10.x.x.x / 172.16-31.x.x / 100.x.x.x (Tailscale/CGNAT). 2. 409 on "加入 P1": joinRoom didn't refresh the local rooms state, so after a successful join the "加入 P1" button was still visible. Re-clicking then returned 409 from the server. Added await refresh() in joinRoom (both success and error paths). Also: E2E was flaky when shuffle produced a tie (collect keeps pile on tie, by design from dev-log 09). Loosened assertion to /^[01]$/. Added regression test 'after join, lobby list refreshes so "加入" button disappears (no double-click 409)'. Plus docs/dev-log/10-cors-and-join-bugs.md, lessons §10.1-10.5, decisions D24-D26.
156 lines
5.6 KiB
Markdown
156 lines
5.6 KiB
Markdown
# 10 · 部署后修复:LAN CORS + 重复 join 409 + 测试容忍 tie
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## 做什么
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把 09 那一轮交付的功能在真实 LAN 部署上跑通:
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- 服务端跑在 `192.168.5.11:8000` + vite dev `192.168.5.11:5173`
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- **本机 + 局域网其它机器**两个浏览器都能开网页 → 选 War → 联机 → 创房间/加房间
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- 用户实测发现两个 bug,已修
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## 遇到什么问题
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### 问题 1:跨 LAN IP 访问 → fetch 失败 + 一直 connecting
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**症状**:用户在另一台机器开 `http://192.168.5.11:5173/`,点 "创建房间",浏览器报:
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```
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Access to fetch at 'http://localhost:8000/games/War?isGameover=false'
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from origin 'http://192.168.5.11:5173' has been blocked by CORS policy:
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No 'Access-Control-Allow-Origin' header is present on the requested resource.
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```
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socket.io 也连不上(页面底部一直显示 connecting)。
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**根因**:
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```ts
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// 09 那轮的 dev 默认 origins
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function parseOrigins(): (string | RegExp)[] {
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if (!process.env.ALLOWED_ORIGINS) {
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return [
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/^https?:\/\/localhost(:\d+)?$/, // ← 只匹配 hostname 'localhost'
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/^https?:\/\/127\.0\.0\.1(:\d+)?$/,
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'tauri://localhost',
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'http://tauri.localhost',
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];
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}
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...
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}
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```
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`192.168.5.11` 不在白名单 → `isOriginAllowed` 返回 false → `@koa/cors` 不发 `Access-Control-Allow-Origin` → 浏览器拦截响应。
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**修法**(`packages/server/src/index.ts`):
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```ts
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return [
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/^http:\/\/localhost(:\d+)?$/,
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/^http:\/\/127\.0\.0\.1(:\d+)?$/,
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/^http:\/\/192\.168\.\d{1,3}\.\d{1,3}(:\d+)?$/, // LAN
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/^http:\/\/10\.\d{1,3}\.\d{1,3}\.\d{1,3}(:\d+)?$/, // LAN
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/^http:\/\/172\.(1[6-9]|2\d|3[01])\.\d{1,3}\.\d{1,3}(:\d+)?$/, // LAN
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/^http:\/\/100\.\d{1,3}\.\d{1,3}\.\d{1,3}(:\d+)?$/, // Tailscale/CGNAT
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/^https:\/\/localhost(:\d+)?$/,
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'tauri://localhost',
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'http://tauri.localhost',
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'https://tauri.localhost',
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];
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```
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**验证**:
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```
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$ curl -I -X OPTIONS http://192.168.5.11:8000/games/War/create \
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-H "Origin: http://192.168.5.11:5173" \
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-H "Access-Control-Request-Method: POST" \
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-H "Access-Control-Request-Headers: content-type"
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HTTP/1.1 204 No Content
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Access-Control-Allow-Origin: http://192.168.5.11:5173
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Access-Control-Allow-Methods: GET,HEAD,PUT,POST,DELETE,PATCH
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Access-Control-Allow-Headers: content-type
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```
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### 问题 2:点 "加入 P1" → HTTP 409 "Player 1 not available"
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**症状**:用户能看到房间,但点 "加入 P1" 后 server 返回 409。
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**根因(两重)**:
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**(2a)** 09 那轮修复时漏了:`LobbyRoomList.joinRoom` 成功后**没有刷新列表**。本地 `rooms` state 残留旧数据,"加入 P1" 按钮还显示着,但服务端 P1 已经被占 → 重复点就 409。
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**(2b)** 测试/真人都可能碰上:server `InMemory` DB 残留上一次测试的旧房间。`lobby.refresh()` 按 `db.listMatches()` 顺序返回——插入顺序——所以 `.first()` 选中的可能是已满的旧房间。
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**修法**:
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1. `packages/ui/src/LobbyRoomList.tsx` — join 成功后刷新:
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```ts
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onSelect(matchID, joinRes.playerID, joinRes.playerCredentials);
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await refresh(); // ← 新增:让 "加入 P1" 按钮自动隐藏
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```
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2. `apps/web/e2e/war-multiplayer.spec.ts` — 选"含加入 P1 按钮的房间"而不是 `.first()`:
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```ts
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const firstJoinable = page.locator('[data-testid^="lobby-join-1-"]').first();
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```
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3. 新增回归测试 `after join, lobby list refreshes so "加入" button disappears`——验证 joinRoom 的 refresh() 行为。
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### 问题 3:测试遇到 tie 就死
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**症状**:跑 war E2E 偶发失败 —— `collect` 后 pile 还是 1。
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**根因**:
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- 09 修了 War 平局时 collect 保留 pile 的 bug(dev-log 09 §问题 4)
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- 服务端 `Math.random()` 洗牌不可预测,测试 deck 偶发平局 → collect 不收 → 测试断言 pile===0 失败
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**修法**(`apps/web/e2e/war-multiplayer.spec.ts`):让测试容忍 tie:
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```ts
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// 之前:断言一定是 0
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await expect(p0.getByTestId('zone-count-p0-pile')).toHaveText('0', { timeout: 10_000 });
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// 现在:断言是 0 或 1(tie 留着)
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await expect(p1.getByTestId('zone-count-p0-pile')).toHaveText(/^[01]$/, { timeout: 10_000 });
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```
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## 怎么解决(部署命令)
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```bash
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# 1. build server
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pnpm --filter @tts-like/server build
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# 2. 起 server(绑定 0.0.0.0 让 LAN 可达)
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cd /home/e2hang/code/Projects/boardgame/tts-like/packages/server
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nohup node --import tsx src/index.ts > /tmp/tts-server.log 2>&1 &
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# 3. 起 vite(绑定 0.0.0.0)
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cd /home/e2hang/code/Projects/boardgame/tts-like/apps/web
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nohup pnpm dev --host 0.0.0.0 > /tmp/tts-web.log 2>&1 &
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```
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## 成果
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- Commit: 即将提交(`fix(multiplayer): LAN CORS + join refresh + tie-tolerant tests`)
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- 4/4 E2E 通过(含新加的 `after join ... no double-click 409` 回归测试)
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- server PID `1339755` 在 `:8000`,vite PID `1279130` 在 `:5173`
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## 验证(已 curl)
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| 来源 | web | server | /games | CORS preflight |
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|---|---|---|---|---|
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| localhost | ✅ | ✅ | ✅ | ✅ |
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| 192.168.5.11 | ✅ | ✅ | ✅ | ✅ (新增 Allow-Origin: 192.168.5.11:5173) |
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## 你的验收路径
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1. 本机浏览器开 `http://192.168.5.11:5173/` (强制刷新 Ctrl+Shift+R 清缓存)
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2. 选 War → 联机 → 创建房间 → 看到 "(你: 0)"
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3. 另一台机器开 `http://192.168.5.11:5173/` → 选 War → 联机 → 刷新列表 → 加入 P1
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4. 两边都能进游戏 → 一边翻牌 → 另一边同步
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## 关联
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- [09-room-list-ui-and-complete-tests.md](./09-room-list-ui-and-complete-tests.md) — 上一轮的初始实现
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- [lessons-learned.md §9.1](./lessons-learned.md) — '*' 不通配;新加 §10.1-10.3
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- [decisions.md D24](./decisions.md) — dev origins 覆盖 LAN |