diff --git a/src/client/HostLobbyModal.ts b/src/client/HostLobbyModal.ts index d9cf6930a..079beca70 100644 --- a/src/client/HostLobbyModal.ts +++ b/src/client/HostLobbyModal.ts @@ -633,6 +633,11 @@ export class HostLobbyModal extends BaseModal { } protected onOpen(): void { + // Re-armed here (not in onClose's reset) so that once + // closeWithoutLeaving() disarms it, no close cascade — e.g. another + // modal's close() navigating via showPage, which force-closes this one — + // can re-arm it and disconnect the host mid game-start. + this.leaveLobbyOnClose = true; this.startLobbyUpdates(); void getUserMe().then((userMe) => { // Dev skips the subscription gate (matching the server) so the @@ -695,6 +700,21 @@ export class HostLobbyModal extends BaseModal { ); } + // Close as part of the lobby -> game transition (e.g. auto-start of a + // listed lobby): the host is entering the game, not leaving the lobby, so + // closing must not disconnect them (the server would tear the lobby down). + // disarmLeaveOnClose is separate because closing ANY page-modal navigates + // via showPage, which force-closes the currently visible page — so all + // lobby modals must be disarmed before any of them is closed. + public disarmLeaveOnClose() { + this.leaveLobbyOnClose = false; + } + + public closeWithoutLeaving() { + this.disarmLeaveOnClose(); + this.close(); + } + public confirmBeforeClose(): boolean | Promise { return this.confirmClose(translateText("host_modal.leave_confirmation")); } @@ -765,8 +785,6 @@ export class HostLobbyModal extends BaseModal { this.publiclyListed = false; this.showSubscriptionRequired = false; this.autoStartAt = null; - - this.leaveLobbyOnClose = true; } private async handleSelectRandomMap() { diff --git a/src/client/JoinLobbyModal.ts b/src/client/JoinLobbyModal.ts index e098472a8..cdc603763 100644 --- a/src/client/JoinLobbyModal.ts +++ b/src/client/JoinLobbyModal.ts @@ -338,6 +338,10 @@ export class JoinLobbyModal extends BaseModal { } protected onOpen(args?: Record): void { + // Re-armed here (not in onClose's reset) so that once + // disarmLeaveOnClose() runs, no close cascade can re-arm it and + // disconnect the player mid game-start. + this.leaveLobbyOnClose = true; void this.hostedLobbySocket.start(); const lobbyId = typeof args?.lobbyId === "string" ? args.lobbyId : ""; const lobbyInfo = args?.lobbyInfo as GameInfo | PublicGameInfo | undefined; @@ -453,7 +457,6 @@ export class JoinLobbyModal extends BaseModal { this.serverTimeOffset = 0; this.lobbyCreatorClientID = null; this.isConnecting = true; - this.leaveLobbyOnClose = true; } disconnectedCallback() { @@ -474,8 +477,17 @@ export class JoinLobbyModal extends BaseModal { this.close(); } - public closeWithoutLeaving() { + // Closing this modal is part of the game-start transition, not the player + // leaving. Kept separate from closeWithoutLeaving because closing ANY + // page-modal navigates via showPage, which force-closes the currently + // visible page — so all lobby modals must be disarmed before any of them + // is closed. + public disarmLeaveOnClose() { this.leaveLobbyOnClose = false; + } + + public closeWithoutLeaving() { + this.disarmLeaveOnClose(); this.close(); } diff --git a/src/client/Main.ts b/src/client/Main.ts index 3ec47f8a9..c0ed52717 100644 --- a/src/client/Main.ts +++ b/src/client/Main.ts @@ -869,10 +869,17 @@ class Client { document .getElementById("username-validation-error") ?.classList.add("hidden"); + // Disarm BOTH lobby modals before closing either: closing any + // page-modal navigates via showPage, which force-closes the currently + // visible page — the other lobby modal. If that one is still armed, + // its onClose leaves the lobby and disconnects the player mid + // game-start (host or joiner, depending on close order). + this.hostModal?.disarmLeaveOnClose(); + this.joinModal?.disarmLeaveOnClose(); + this.hostModal?.closeWithoutLeaving(); this.joinModal?.closeWithoutLeaving(); [ "single-player-modal", - "host-lobby-modal", "game-starting-modal", "game-top-bar", "help-modal", diff --git a/src/server/GameServer.ts b/src/server/GameServer.ts index 0afb2f5f3..b321f380a 100644 --- a/src/server/GameServer.ts +++ b/src/server/GameServer.ts @@ -762,7 +762,10 @@ export class GameServer { (c) => c.clientID !== client.clientID, ); - if (this._hasStarted) { + // hasStarted() includes prestart: during the lobby -> game transition + // clients reconnect, and a host socket closing then must not tear the + // starting game down. + if (this.hasStarted()) { return; } // Remove persistentId if the game has not started to prevent going over max players diff --git a/tests/server/HostedLobbyListing.test.ts b/tests/server/HostedLobbyListing.test.ts index b052308c8..1f8ce75ae 100644 --- a/tests/server/HostedLobbyListing.test.ts +++ b/tests/server/HostedLobbyListing.test.ts @@ -332,6 +332,23 @@ describe("host-left lobby teardown", () => { (game as any)._hasEnded = true; expect(game.joinClient({} as any)).toBe("rejected"); }); + + it("does not tear down when the host disconnects during prestart", () => { + // During the lobby -> game transition the host modal closes and sockets + // churn; a starting game (e.g. listed-lobby auto-start) must survive it. + const gm = new GameManager(mockLogger); + const game = gm.createGame("g-prestart", undefined, CREATOR)!; + game.setListed(true); + + const hostWs = fakeWs(); + game.joinClient(makeClient("host", CREATOR, hostWs)); + (game as any)._hasPrestarted = true; + + hostWs.emit("close"); + + expect((game as any)._hasEnded).toBe(false); + expect(game.phase()).not.toBe(GamePhase.Finished); + }); }); describe("listed lobby host powers", () => {