First Commit

This commit is contained in:
evanpelle
2024-08-04 19:51:23 -07:00
commit 05f55c490f
53 changed files with 15862 additions and 0 deletions
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import {TerrainMap} from "../core/Game";
import {ServerMessage, ServerMessageSchema} from "../core/Schemas";
import {defaultSettings} from "../core/Settings";
import {loadTerrainMap} from "../core/TerrainMapLoader";
import {generateUniqueID} from "../core/Util";
import {ClientGame, createClientGame} from "./ClientGame";
import {v4 as uuidv4} from 'uuid';
// import WebSocket from 'ws';
class Client {
private hasJoined = false
private startButton: HTMLButtonElement | null;
private socket: WebSocket | null = null;
private terrainMap: Promise<TerrainMap>
private game: ClientGame
private lobbiesContainer: HTMLElement | null;
private lobbiesInterval: NodeJS.Timeout | null = null;
constructor() {
this.startButton = document.getElementById('startButton') as HTMLButtonElement | null;
this.lobbiesContainer = document.getElementById('lobbies-container');
}
initialize(): void {
this.terrainMap = loadTerrainMap()
this.startLobbyPolling()
}
private startLobbyPolling(): void {
this.fetchAndUpdateLobbies(); // Fetch immediately on start
this.lobbiesInterval = setInterval(() => this.fetchAndUpdateLobbies(), 1000);
}
private async fetchAndUpdateLobbies(): Promise<void> {
try {
const data = await this.fetchLobbies();
this.updateLobbiesDisplay(data.lobbies);
} catch (error) {
console.error('Error fetching and updating lobbies:', error);
}
}
private updateLobbiesDisplay(lobbies: Array<{id: string}>): void {
if (!this.lobbiesContainer) return;
this.lobbiesContainer.innerHTML = ''; // Clear existing lobbies
lobbies.forEach(lobby => {
const button = document.createElement('button');
button.textContent = `Join Lobby ${lobby.id}`;
button.onclick = () => this.joinLobby(lobby.id);
this.lobbiesContainer.appendChild(button);
});
// Join first lobby
if (!this.hasJoined && lobbies.length > 0) {
this.hasJoined = true
console.log(`joining lobby ${lobbies[0].id}`)
this.joinLobby(lobbies[0].id)
}
}
async fetchLobbies() {
const url = '/lobbies';
try {
const response = await fetch(url);
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}, statusText: ${response.statusText}`);
}
const data = await response.json();
return data;
} catch (error) {
console.error('Error fetching lobbies:', error);
throw error;
}
}
private async joinLobby(lobbyID: string) {
this.terrainMap.then((map) => {
this.game = createClientGame(uuidv4().slice(0, 4), generateUniqueID(), lobbyID, defaultSettings, map)
this.game.joinLobby()
})
}
}
// Initialize the client when the DOM is loaded
document.addEventListener('DOMContentLoaded', () => {
new Client().initialize();
});
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import {Executor} from "../core/execution/Executor";
import {Cell, ClientID, MutableGame, LobbyID, PlayerEvent, PlayerID, PlayerInfo, MutablePlayer, TerrainMap, TileEvent, Player, Game, BoatEvent} from "../core/Game";
import {createGame} from "../core/GameImpl";
import {Ticker, TickEvent} from "../core/Ticker";
import {EventBus} from "../core/EventBus";
import {Settings} from "../core/Settings";
import {GameRenderer} from "./GameRenderer";
import {InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent} from "./InputHandler"
import {ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn} from "../core/Schemas";
import {AttackIntent, Intent, SpawnIntent} from "../core/Schemas";
export function createClientGame(name: string, clientID: ClientID, lobbyID: LobbyID, settings: Settings, terrainMap: TerrainMap): ClientGame {
let eventBus = new EventBus()
let gs = createGame(terrainMap, eventBus)
let gameRenderer = new GameRenderer(gs, settings.theme(), document.createElement("canvas"))
let ticker = new Ticker(settings.tickIntervalMs(), eventBus)
return new ClientGame(
name,
clientID,
lobbyID,
ticker,
eventBus,
gs,
gameRenderer,
new InputHandler(eventBus),
new Executor(gs)
)
}
export class ClientGame {
private myPlayer: Player
private turns: Turn[] = []
private socket: WebSocket
private started = false
private ticksPerTurn = 1
private ticksThisTurn = 0
private currTurn = 0
constructor(
private playerName: string,
private id: ClientID,
private lobbyID: LobbyID,
private ticker: Ticker,
private eventBus: EventBus,
private gs: Game,
private renderer: GameRenderer,
private input: InputHandler,
private executor: Executor
) { }
public joinLobby() {
this.socket = new WebSocket(`ws://localhost:3000`)
this.socket.onopen = () => {
console.log('Connected to game server!');
this.socket.send(
JSON.stringify(
ClientJoinMessageSchema.parse({
type: "join",
lobbyID: this.lobbyID,
clientID: this.id
})
)
)
};
this.socket.onmessage = (event: MessageEvent) => {
const message: ServerMessage = ServerMessageSchema.parse(JSON.parse(event.data))
if (message.type == "start") {
console.log("starting game!")
this.start()
}
if (message.type == "turn") {
this.addTurn(message.turn)
}
};
}
public start() {
this.started = true
console.log('starting game!')
// TODO: make each class do this, or maybe have client intercept all requests?
//this.eventBus.on(TickEvent, (e) => this.tick(e))
this.eventBus.on(TileEvent, (e) => this.renderer.tileUpdate(e))
this.eventBus.on(PlayerEvent, (e) => this.playerEvent(e))
this.eventBus.on(BoatEvent, (e) => this.renderer.boatEvent(e))
this.eventBus.on(MouseUpEvent, (e) => this.inputEvent(e))
this.eventBus.on(ZoomEvent, (e) => this.renderer.onZoom(e))
this.eventBus.on(DragEvent, (e) => this.renderer.onMove(e))
this.renderer.initialize()
this.input.initialize()
this.executor.spawnBots(500)
setInterval(() => this.tick(), 10);
}
public addTurn(turn: Turn): void {
this.turns.push(turn)
}
public tick() {
if (this.ticksThisTurn >= this.ticksPerTurn) {
if (this.currTurn >= this.turns.length) {
return
}
this.executor.addTurn(this.turns[this.currTurn])
this.currTurn++
this.ticksThisTurn = 0
}
this.ticksThisTurn++
console.log('client ticking')
this.gs.tick()
}
private playerEvent(event: PlayerEvent) {
console.log('received new player event!')
// TODO: what if multiple players has same name
if (event.player.info().name == this.playerName) {
console.log('setting name')
this.myPlayer = event.player
}
this.renderer.playerEvent(event)
}
private inputEvent(event: MouseDownEvent) {
const cell = this.renderer.screenToWorldCoordinates(event.x, event.y)
const tile = this.gs.tile(cell)
if (!tile.hasOwner() && !this.hasSpawned()) {
this.sendSpawnIntent(cell)
return
}
if (!this.hasSpawned()) {
return
}
const owner = tile.owner()
const targetID = owner.isPlayer() ? owner.id() : null
if (tile.owner() != this.myPlayer) {
if (this.myPlayer.sharesBorderWith(tile.owner())) {
this.sendAttackIntent(targetID, cell)
} else {
// TODO verify on ocean
console.log('going to send boat')
this.sendBoatAttackIntent(targetID, cell)
}
}
}
private hasSpawned(): boolean {
return this.myPlayer != null
}
private sendSpawnIntent(cell: Cell) {
const spawn = JSON.stringify(
ClientIntentMessageSchema.parse({
type: "intent",
clientID: this.id,
intent: {
type: "spawn",
name: this.playerName,
isBot: false,
x: cell.x,
y: cell.y
}
})
)
console.log(spawn)
if (this.socket.readyState === WebSocket.OPEN) {
console.log(`seding spawn intent: ${spawn}`)
this.socket.send(spawn)
} else {
console.log('WebSocket is not open. Current state:', this.socket.readyState);
}
}
private sendAttackIntent(targetID: PlayerID, cell: Cell) {
const attack = JSON.stringify(
ClientIntentMessageSchema.parse({
type: "intent",
clientID: this.id,
intent: {
type: "attack",
attackerID: this.myPlayer.id(),
targetID: targetID,
troops: 2000,
targetX: cell.x,
targetY: cell.y
}
})
)
console.log(attack)
if (this.socket.readyState === WebSocket.OPEN) {
console.log(`sending attack intent: ${attack}`)
this.socket.send(attack)
} else {
console.log('WebSocket is not open. Current state:', this.socket.readyState);
}
}
private sendBoatAttackIntent(targetID: PlayerID, cell: Cell) {
const attack = JSON.stringify(
ClientIntentMessageSchema.parse({
type: "intent",
clientID: this.id,
intent: {
type: "boat",
attackerID: this.myPlayer.id(),
targetID: targetID,
troops: 2000,
x: cell.x,
y: cell.y,
}
})
)
console.log(attack)
if (this.socket.readyState === WebSocket.OPEN) {
console.log(`sending boat attack intent: ${attack}`)
this.socket.send(attack)
} else {
console.log('WebSocket is not open. Current state:', this.socket.readyState);
}
}
}
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import {Colord} from "colord";
import {Cell, MutableGame, Game, PlayerEvent, Tile, TileEvent, Player, Execution, BoatEvent} from "../core/Game";
import {Theme} from "../core/Settings";
import {DragEvent, ZoomEvent} from "./InputHandler";
import {calculateBoundingBox, placeName} from "./NameBoxCalculator";
import {PseudoRandom} from "../core/PseudoRandom";
import {BoatAttackExecution} from "../core/execution/BoatAttackExecution";
class NameRender {
constructor(public lastRendered: number, public location: Cell, public fontSize: number) { }
}
export class GameRenderer {
private scale: number = .8
private offsetX: number = 0
private offsetY: number = 100
private context: CanvasRenderingContext2D
private imageData: ImageData
private nameRenders: Map<Player, NameRender> = new Map()
private rand = new PseudoRandom(10)
constructor(private gs: Game, private theme: Theme, private canvas: HTMLCanvasElement) {
this.context = canvas.getContext("2d")
}
initialize() {
this.canvas = document.createElement('canvas');
this.context = this.canvas.getContext('2d');
// Set canvas style to fill the screen
this.canvas.style.position = 'fixed';
this.canvas.style.left = '0';
this.canvas.style.top = '0';
this.canvas.style.width = '100%';
this.canvas.style.height = '100%';
this.imageData = this.context.getImageData(0, 0, this.gs.width(), this.gs.height())
this.initImageData()
document.body.appendChild(this.canvas);
window.addEventListener('resize', () => this.resizeCanvas());
this.resizeCanvas();
requestAnimationFrame(() => this.renderGame());
}
initImageData() {
this.gs.forEachTile((tile) => {
//const color = this.theme.terrainColor(tile.terrain())
this.paintTile(tile)
})
}
resizeCanvas() {
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
//this.redraw()
}
renderGame() {
// Clear the canvas
this.context.setTransform(1, 0, 0, 1, 0, 0);
this.context.clearRect(0, 0, this.gs.width(), this.gs.height());
// Set background
this.context.fillStyle = this.theme.backgroundColor().toHex();
this.context.fillRect(0, 0, this.gs.width(), this.gs.height());
// Create a temporary canvas for the game content
const tempCanvas = document.createElement('canvas');
const tempCtx = tempCanvas.getContext('2d');
tempCanvas.width = this.gs.width();
tempCanvas.height = this.gs.height();
// Put the ImageData on the temp canvas
tempCtx.putImageData(this.imageData, 0, 0);
// Disable image smoothing for pixelated effect
if (this.scale > 3) {
this.context.imageSmoothingEnabled = false;
} else {
this.context.imageSmoothingEnabled = true;
}
// Apply zoom and pan
this.context.setTransform(
this.scale,
0,
0,
this.scale,
this.gs.width() / 2 - this.offsetX * this.scale,
this.gs.height() / 2 - this.offsetY * this.scale
);
// Draw the game content from the temp canvas
this.context.drawImage(
tempCanvas,
-this.gs.width() / 2,
-this.gs.height() / 2,
this.gs.width(),
this.gs.height()
);
let numCalcs = 0
for (const player of this.gs.players()) {
if (numCalcs < 50 && this.maybeRecalculatePlayerInfo(player)) {
numCalcs++
}
this.renderPlayerInfo(player)
}
// const paths = this.gs.executions().map(e => e as Execution).filter(e => e instanceof BoatAttackExecution).map(e => e as BoatAttackExecution).filter(e => e.path != null).map(e => e.path)
// paths.forEach(p => {
// p.forEach(t => {
// this.paintCell(t.cell(), new Colord({r: 255, g: 255, b: 255}))
// })
// })
requestAnimationFrame(() => this.renderGame());
}
maybeRecalculatePlayerInfo(player: Player): boolean {
if (!this.nameRenders.has(player)) {
this.nameRenders.set(player, new NameRender(0, null, null))
}
const render = this.nameRenders.get(player)
let wasUpdated = false
if (Date.now() - render.lastRendered > 1000) {
render.lastRendered = Date.now() + this.rand.nextInt(0, 100)
wasUpdated = true
const box = calculateBoundingBox(player)
const centerX = box.min.x + ((box.max.x - box.min.x) / 2)
const centerY = box.min.y + ((box.max.y - box.min.y) / 2)
render.location = new Cell(centerX, centerY)
render.fontSize = Math.max(Math.min(box.max.x - box.min.x, box.max.y - box.min.y) / player.info().name.length / 2, 1)
}
return wasUpdated
}
renderPlayerInfo(player: Player) {
if (!player.isAlive()) {
return
}
if (!this.nameRenders.has(player)) {
return
}
const render = this.nameRenders.get(player)
this.context.font = `${render.fontSize}px Arial`;
this.context.fillStyle = this.theme.playerInfoColor(player.id()).toHex();
this.context.textAlign = 'center';
this.context.textBaseline = 'middle';
const nameCenterX = render.location.x - this.gs.width() / 2
const nameCenterY = render.location.y - this.gs.height() / 2
this.context.fillText(player.info().name, nameCenterX, nameCenterY - render.fontSize / 2);
this.context.fillText(String(Math.floor(player.troops())), nameCenterX, nameCenterY + render.fontSize);
}
tileUpdate(event: TileEvent) {
this.paintTile(event.tile)
this.gs.neighbors(event.tile.cell()).forEach(c => this.paintTile(this.gs.tile(c)))
}
playerEvent(event: PlayerEvent) {
}
boatEvent(event: BoatEvent) {
this.paintCell(event.boat.cell(), new Colord({r: 255, g: 255, b: 255}))
this.gs.neighbors(event.boat.cell()).map(c => this.gs.tile(c)).forEach(t => this.paintTile(t))
}
resize(width: number, height: number): void {
this.canvas.width = Math.ceil(width / window.devicePixelRatio);
this.canvas.height = Math.ceil(height / window.devicePixelRatio);
}
paintTile(tile: Tile) {
// const index = (tile.cell().y * this.gs.width()) + tile.cell().x
// color.toRGB().writeToBuffer(this.imageData.data, index * 4)
let terrainColor = this.theme.terrainColor(tile.terrain())
this.paintCell(tile.cell(), terrainColor)
const owner = tile.owner()
if (owner.isPlayer()) {
if (tile.isBorder()) {
this.paintCell(tile.cell(), this.theme.borderColor(owner.id()))
} else {
this.paintCell(tile.cell(), this.theme.territoryColor(owner.id()))
}
}
}
paintCell(cell: Cell, color: Colord) {
const index = (cell.y * this.gs.width()) + cell.x
const offset = index * 4
this.imageData.data[offset] = color.rgba.r;
this.imageData.data[offset + 1] = color.rgba.g;
this.imageData.data[offset + 2] = color.rgba.b;
this.imageData.data[offset + 3] = color.rgba.a * 255 | 0
}
onZoom(event: ZoomEvent) {
const oldScale = this.scale;
const zoomFactor = 1 + event.delta / 600;
this.scale *= zoomFactor;
// Clamp the scale to prevent extreme zooming
this.scale = Math.max(0.1, Math.min(10, this.scale));
const canvasRect = this.canvas.getBoundingClientRect();
const canvasX = event.x - canvasRect.left;
const canvasY = event.y - canvasRect.top;
// Calculate the world point we want to zoom towards
const zoomPointX = (canvasX - this.gs.width() / 2) / oldScale + this.offsetX;
const zoomPointY = (canvasY - this.gs.height() / 2) / oldScale + this.offsetY;
// Adjust the offset
this.offsetX = zoomPointX - (canvasX - this.gs.width() / 2) / this.scale;
this.offsetY = zoomPointY - (canvasY - this.gs.height() / 2) / this.scale;
}
onMove(event: DragEvent) {
this.offsetX -= event.deltaX / this.scale;
this.offsetY -= event.deltaY / this.scale;
}
screenToWorldCoordinates(screenX: number, screenY: number): Cell {
const canvasRect = this.canvas.getBoundingClientRect();
const canvasX = screenX - canvasRect.left;
const canvasY = screenY - canvasRect.top;
// Calculate the world point we want to zoom towards
const centerX = (canvasX - this.gs.width() / 2) / this.scale + this.offsetX;
const centerY = (canvasY - this.gs.height() / 2) / this.scale + this.offsetY;
const gameX = centerX + this.gs.width() / 2
const gameY = centerY + this.gs.height() / 2
console.log(`zoom point ${centerX} ${centerY}`)
console.log(`Current scale: ${this.scale}`);
console.log(`Current offset: ${this.offsetX}, ${this.offsetY}`);
return new Cell(Math.floor(gameX), Math.floor(gameY));
}
}
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import {EventBus, GameEvent} from "../core/EventBus";
import {Cell} from "../core/Game";
export class MouseUpEvent implements GameEvent {
constructor(
public readonly x: number,
public readonly y: number,
) { }
}
export class MouseDownEvent implements GameEvent {
constructor(
public readonly x: number,
public readonly y: number,
) { }
}
export class ZoomEvent implements GameEvent {
constructor(
public readonly x: number,
public readonly y: number,
public readonly delta: number
) { }
}
export class DragEvent implements GameEvent {
constructor(
public readonly deltaX: number,
public readonly deltaY: number,
) { }
}
export class InputHandler {
private lastMouseDownX: number = 0
private lastMouseDownY: number
private isMouseDown: boolean = false;
private lastMouseX: number = 0;
private lastMouseY: number = 0;
constructor(private eventBus: EventBus) { }
initialize() {
document.addEventListener("pointerdown", (e) => this.onPointerDown(e));
document.addEventListener("pointerup", (e) => this.onPointerUp(e));
document.addEventListener("wheel", (e) => this.onScroll(e), {passive: false});
document.addEventListener('mousedown', this.onMouseDown.bind(this));
document.addEventListener('mousemove', this.onMouseMove.bind(this));
document.addEventListener('mouseup', this.onMouseUp.bind(this));
document.addEventListener('mouseleave', this.onMouseUp.bind(this))
}
onPointerDown(event: PointerEvent) {
this.lastMouseDownX = event.x
this.lastMouseDownY = event.y
this.eventBus.emit(new MouseDownEvent(event.x, event.y))
}
onPointerUp(event: PointerEvent) {
const dist = Math.abs(event.x - this.lastMouseDownX) + Math.abs(event.y - this.lastMouseDownY);
if (dist < 10) {
this.eventBus.emit(new MouseUpEvent(event.x, event.y))
}
}
private onScroll(event: WheelEvent) {
this.eventBus.emit(new ZoomEvent(event.x, event.y, event.deltaY))
}
private onMouseDown(event: MouseEvent) {
this.isMouseDown = true;
this.lastMouseX = event.clientX;
this.lastMouseY = event.clientY;
}
private onMouseMove(event: MouseEvent) {
if (!this.isMouseDown) return;
const deltaX = event.clientX - this.lastMouseX;
const deltaY = event.clientY - this.lastMouseY;
this.eventBus.emit(new DragEvent(deltaX, deltaY))
this.lastMouseX = event.clientX;
this.lastMouseY = event.clientY;
}
private onMouseUp(event: MouseEvent) {
this.isMouseDown = false;
}
}
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import {Game, Player, Tile, Cell} from '../core/Game';
export interface Point {
x: number;
y: number;
}
export interface Rectangle {
x: number;
y: number;
width: number;
height: number;
}
export function placeName(game: Game, player: Player): [position: Cell, fontSize: number] {
const boundingBox = calculateBoundingBox(player);
const grid = createGrid(game, player, boundingBox);
const largestRectangle = findLargestInscribedRectangle(grid);
const center = new Cell(
largestRectangle.x + largestRectangle.width / 2,
largestRectangle.y + largestRectangle.height / 2,
)
const fontSize = calculateFontSize(largestRectangle, player.info().name);
return [center, fontSize]
}
export function calculateBoundingBox(player: Player): {min: Point; max: Point} {
let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;
player.borderTiles().forEach((tile: Tile) => {
const cell = tile.cell();
minX = Math.min(minX, cell.x);
minY = Math.min(minY, cell.y);
maxX = Math.max(maxX, cell.x);
maxY = Math.max(maxY, cell.y);
});
return {min: {x: minX, y: minY}, max: {x: maxX, y: maxY}};
}
export function createGrid(game: Game, player: Player, boundingBox: {min: Point; max: Point}): boolean[][] {
const width = boundingBox.max.x - boundingBox.min.x + 1;
const height = boundingBox.max.y - boundingBox.min.y + 1;
const grid: boolean[][] = Array(width).fill(null).map(() => Array(height).fill(false));
for (let y = boundingBox.min.y; y <= boundingBox.max.y; y++) {
for (let x = boundingBox.min.x; x <= boundingBox.max.x; x++) {
const cell = new Cell(x, y);
if (game.isOnMap(cell)) {
const tile = game.tile(cell);
grid[x - boundingBox.min.x][y - boundingBox.min.y] = tile.owner() === player;
}
}
}
return grid;
}
export function findLargestInscribedRectangle(grid: boolean[][]): Rectangle {
const rows = grid[0].length;
const cols = grid.length;
const heights: number[] = new Array(cols).fill(0);
let largestRect: Rectangle = {x: 0, y: 0, width: 0, height: 0};
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
if (grid[col][row]) {
heights[row]++;
} else {
heights[row] = 0;
}
}
const rectForRow = largestRectangleInHistogram(heights);
if (rectForRow.width * rectForRow.height > largestRect.width * largestRect.height) {
largestRect = {
x: rectForRow.x,
y: row - rectForRow.height + 1,
width: rectForRow.width,
height: rectForRow.height
};
}
}
return largestRect;
}
export function largestRectangleInHistogram(widths: number[]): Rectangle {
const stack: number[] = [];
let maxArea = 0;
let largestRect: Rectangle = {x: 0, y: 0, width: 0, height: 0};
for (let i = 0; i <= widths.length; i++) {
const h = i === widths.length ? 0 : widths[i];
while (stack.length > 0 && h < widths[stack[stack.length - 1]]) {
const height = widths[stack.pop()!];
const width = stack.length === 0 ? i : i - stack[stack.length - 1] - 1;
if (height * width > maxArea) {
maxArea = height * width;
largestRect = {
x: stack.length === 0 ? 0 : stack[stack.length - 1] + 1,
y: 0,
width: width,
height: height
};
}
}
stack.push(i);
}
return largestRect;
}
export function calculateFontSize(rectangle: Rectangle, name: string): number {
// This is a simplified calculation. You might want to adjust it based on your specific font and rendering system.
const aspectRatio = name.length; // Assuming width:height ratio of 2:1 for each character
const widthConstrained = rectangle.width / name.length;
const heightConstrained = rectangle.height / 2;
return Math.min(widthConstrained, heightConstrained);
}
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Warfront</title>
</head>
<body>
<h1>Warfront</h1>
<button id="startButton">Start Game</button>
<div id="game-setup">
<div id="lobbies-container">
<h2>Available Lobbies</h2>
<!-- Lobby buttons will be inserted here -->
</div>
</div>
</body>
</html>