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Feature/reuse private lobby (#4536)
**Add approved & assigned issue number here:** Resolves #4476 ## Description: Lets a private-lobby host reuse the same group for **back-to-back games without re-sharing the invite link**. **Flow:** in a private game, the host clicks a **"New lobby"** button in the top-right bar (next to pause). The game's **server** creates a fresh private lobby (same creator, default settings) and broadcasts its id to everyone still connected. Non-hosts get a one-click **"Join"** banner at the top of the screen; the host is taken straight back to the host view for the new lobby. The chain can repeat indefinitely. ### Key design decision: the server creates and broadcasts the successor lobby The successor lobby is minted by the **finished game's server**, not the host's browser. The old game's server is the only thing still connected to every player, so it has to be what announces the new lobby; because it also *creates* that lobby, the id everyone is redirected to is **authoritative**. A real lobby the server just made for the authenticated creator, not an id a client handed it to trust and fan out. The request is **creator-only** and **idempotent** per game, and every successor is wired the same way, so the group can keep playing game after game. ### How it works 1. Host clicks "New lobby" (host + private only) → confirm dialog → the client sends a `create_next_lobby` message. 2. The game server verifies the sender is the lobby creator, mints a successor private lobby on the same worker, stores it (idempotent), and broadcasts a `new_lobby` message with the new id to all connected clients. 3. Each client reacts: the host is navigated to the new lobby's host view (`/…/game/<id>?host`); everyone else sees a dismissible "Host started a new lobby — Join" banner that navigates to the join URL in one click. Two new Zod wire messages in `src/core/Schemas.ts` (`create_next_lobby`, `new_lobby`) carry the request and the broadcast. ### Screenshots <table> <tr> <td width="50%" align="center" valign="top"> <img width="220" alt="In-game New lobby button" src="https://github.com/user-attachments/assets/9a4d4425-a7f6-4b3a-9c4f-9205300b1e5b" /><br /> <sub><b>1.</b> In-game <b>New lobby</b> button (top-right, next to pause) — shown only to the host of a private lobby</sub> </td> <td width="50%" align="center" valign="top"> <img width="320" alt="Confirmation dialog" src="https://github.com/user-attachments/assets/fa023f5a-58e8-439b-8899-5150235a1e8c" /><br /> <sub><b>2.</b> Confirmation so a stray click doesn't pull everyone into a new lobby</sub> </td> </tr> <tr> <td colspan="2" align="center"> <img width="100%" alt="Join banner for non-hosts" src="https://github.com/user-attachments/assets/7e5ef490-aa7e-4449-add9-e857fe273bde" /><br /> <sub><b>3.</b> Everyone else gets a one-click <b>Join</b> banner at the top of the screen</sub> </td> </tr> <tr> <td colspan="2" align="center"> <img width="330" alt="Host view for the new lobby" src="https://github.com/user-attachments/assets/9920b070-4ed3-41f8-9345-78778b4648a7" /><br /> <sub><b>4.</b> The host lands back in the host view for the brand-new lobby</sub> </td> </tr> </table> ### Design Decisions **A. The server creates & broadcasts the successor, not the client.** The finished game's server mints the successor and broadcasts its id. Why this and not "host's browser calls `POST /api/create_game`, then asks the server to relay the id"? - The broadcast id is **authoritative/verified**: it's a real lobby the server just created for the **authenticated** lobby creator (creator identity comes from the JWT the game already holds), not an arbitrary id a client hands the server to fan out to everyone. - The **old game server is the only thing still connected to all the players**, so it must be the one to broadcast. Having it also create the lobby keeps it to one authoritative round-trip instead of "client creates, then client asks server to trust an id it didn't make." - The server can **authorise** (only the creator) and stay **idempotent**. **B. The successor starts with default settings (not a copy of the old game).** A deliberate scope choice. The host lands in the normal host view and reconfigures. Copying the exact config would mean reverse-mapping every `GameConfig` field back into the host-modal controls, which I thought would be out of scope for this PR. Same **creator** is preserved; same **settings** intentionally is not. **C. It's a brand-new lobby, not the same game resurrected.** This directly follows @evanpelle's guidance on the issue: *"A 'lobby' is really just a game that hasn't started yet. So making a persistent lobby isn't really possible. I think instead having a simple way to transfer players to a new lobby is probably the way to go."* A `GameServer` runs exactly one game (start → end → archive), so rather than reworking that lifecycle to resurrect the old game, the server spins up a fresh successor lobby and transfers the group into it, which is also why the feature is framed as "reuse the group," not "reuse the game object." **D. The host returns via a `?host` URL flag + full reload ("attach mode").** Navigating to a normal join URL (`/game/<id>`) always lands you in the **join** view, which has no Start button. So the host can't just use the join URL. The `?host` flag routes the creator to the **host view** instead (`Main.handleUrl` → `HostLobbyModal` in "attach" mode, which binds to the existing lobby id and skips creating a new one). A full reload is used because it cleanly tears down the finished game and mirrors the existing win-screen "Requeue" button's `window.location.href` pattern. **E. Each successor can spawn its own successor (recursive factory).** The first version only chained **one** generation. A spawned lobby had no factory of its own, so the *second* "New lobby" click did nothing (button just greyed out). Fixed by `wireSuccessorLobby` (a small dependency-injected helper) that wires every successor the same way. This is the whole point of the issue ("back-to-back games"), so it has its own regression test. **F. Private-only.** The successor factory is installed **only** on the private `POST /api/create_game` path in `Worker.ts`. Public games (scheduled by the master) and singleplayer never get a factory, so `handleCreateNextLobby` is a no-op for them. The client button is also gated on `isLobbyCreator && isPrivateLobby`. **G. In-game button + confirm; the win-modal button was removed.** An earlier version put the "New lobby" button on the win screen. I moved it to the in-game bar so the host can reuse the lobby **at any time** (without dying or waiting for the game to end), and added a **confirm** (matching the adjacent Exit button) so a stray click next to pause/exit doesn't yank everyone into a new lobby. The win-screen button became redundant and was removed. ### Testing - **Unit tests:** wire-message schema round-trips (`tests/NewLobbyMessages.test.ts`); the server handler — authorisation, broadcast, idempotency — against a real `GameServer` (`tests/server/CreateNextLobby.test.ts`); and successor **chaining** across multiple generations (`tests/server/SuccessorLobby.test.ts`). - **Full suite:** `npm test` passes — **1782 tests across 154 files**. - **Manual:** created a private lobby with multiple clients and played consecutive games via the button; verified non-hosts get the Join banner, the host lands back in the host view, and the chain works for 3+ games in a row. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: MushroomLamp --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -353,6 +353,7 @@
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<emoji-table></emoji-table>
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<build-menu></build-menu>
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<win-modal></win-modal>
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<new-lobby-prompt></new-lobby-prompt>
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<game-starting-modal></game-starting-modal>
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<div
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class="flex flex-col items-end fixed top-0 right-0 min-[1200px]:top-4 min-[1200px]:right-4 z-1000 gap-2"
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@@ -1086,6 +1086,13 @@
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"teams_of": "{teamCount} teams of {playersPerTeam}",
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"teams_title": "Teams"
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},
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"new_lobby_prompt": {
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"confirm": "Start a new lobby? All players will be invited to join.",
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"dismiss": "Dismiss",
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"failed": "Could not create a new lobby. Please try again.",
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"join": "Join",
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"message": "Host started a new lobby"
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},
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"news": {
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"title": "Release Notes"
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},
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@@ -1587,6 +1594,7 @@
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"join_server": "Join Server",
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"keep": "Keep Playing",
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"nation_won": "Nation {nation} has won!",
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"new_lobby": "New Lobby",
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"other_team": "{team} team has won!",
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"other_won": "{player} has won!",
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"requeue": "Play Again",
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+32
-1
@@ -18,7 +18,11 @@ import {
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UserMeResponse,
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UserMeResponseSchema,
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} from "../core/ApiSchemas";
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import { AnalyticsRecord, AnalyticsRecordSchema } from "../core/Schemas";
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import {
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AnalyticsRecord,
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AnalyticsRecordSchema,
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GameInfo,
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} from "../core/Schemas";
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import { getAuthHeader, getPlayToken, logOut, userAuth } from "./Auth";
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import { ClientEnv } from "./ClientEnv";
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@@ -525,6 +529,33 @@ export async function setLobbyListed(
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}
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}
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// POST /wX/api/create_game?previous=<gameID>, targeted at the worker that owns
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// the finished game — mints a successor private lobby (same creator, default
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// settings) and has the old game broadcast the new id to everyone still
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// connected. Returns the successor's info; the caller navigates the host there.
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// Idempotent server-side: repeat calls return the same successor.
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export async function createNextLobby(
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previousGameID: string,
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): Promise<GameInfo> {
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const token = await getPlayToken();
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const response = await fetch(
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`/${ClientEnv.workerPath(previousGameID)}/api/create_game?previous=${previousGameID}`,
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{
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method: "POST",
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headers: {
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"Content-Type": "application/json",
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Authorization: `Bearer ${token}`,
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},
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},
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);
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if (!response.ok) {
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const errorText = await response.text().catch(() => "");
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console.error("createNextLobby: server error response:", errorText);
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throw new Error(`create next lobby failed: HTTP ${response.status}`);
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}
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return (await response.json()) as GameInfo;
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}
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export function getApiBase() {
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const domainname = getAudience();
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@@ -54,6 +54,7 @@ import { terrainMapFileLoader } from "./TerrainMapFileLoader";
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import { GoToPlayerEvent } from "./TransformHandler";
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import {
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MoveWarshipIntentEvent,
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NewLobbyEvent,
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SendAllianceExtensionIntentEvent,
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SendAllianceRequestIntentEvent,
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SendAttackIntentEvent,
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@@ -930,6 +931,12 @@ export class ClientGameRunner {
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"error_modal.connection_error",
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);
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}
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if (message.type === "new_lobby") {
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// The host reused this private lobby: surface the successor id so the
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// group can hop over. NewLobbyPrompt navigates the host and prompts
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// everyone else.
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this.eventBus.emit(new NewLobbyEvent(message.gameID));
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}
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if (message.type === "turn") {
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if (
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!this.gameView.inSpawnPhase() &&
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@@ -645,7 +645,7 @@ export class HostLobbyModal extends BaseModal {
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`;
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}
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protected onOpen(): void {
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protected onOpen(args?: Record<string, unknown>): void {
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// Re-armed here (not in onClose's reset) so that once
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// closeWithoutLeaving() disarms it, no close cascade — e.g. another
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// modal's close() navigating via showPage, which force-closes this one —
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@@ -659,6 +659,22 @@ export class HostLobbyModal extends BaseModal {
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ClientEnv.env() === GameEnv.Dev ||
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(userMe !== false && hasActiveSubscription(userMe));
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});
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// Attach mode: the server already minted this successor lobby with us as
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// creator (win-screen "New lobby" flow), so bind to the existing id instead
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// of creating another game.
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const existingLobbyId =
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typeof args?.existingLobbyId === "string" ? args.existingLobbyId : null;
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if (existingLobbyId !== null) {
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this.attachToExistingLobby(existingLobbyId).catch(() => {
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// Clear clipboard so the host doesn't accidentally share a dead link,
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// matching the createLobby() failure path below.
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void navigator.clipboard.writeText("").catch(() => {});
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});
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this.loadNationCount();
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return;
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}
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// The server mints the game id, so we don't know it until createLobby
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// resolves. clientID is assigned by the server when we join the lobby.
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@@ -700,6 +716,32 @@ export class HostLobbyModal extends BaseModal {
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this.loadNationCount();
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}
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// Bind the host view to a lobby the server already created (the successor of a
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// finished game). Mirrors the createLobby() success path, minus the creation.
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private async attachToExistingLobby(lobbyId: string): Promise<void> {
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if (!isValidGameID(lobbyId)) {
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throw new Error(`Invalid lobby ID format: ${lobbyId}`);
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}
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this.lobbyId = lobbyId;
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crazyGamesSDK.showInviteButton(this.lobbyId);
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const url = await this.constructUrl();
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this.updateLobbyHistory(url);
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await this.updateComplete;
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void (this.querySelector("copy-button") as CopyButton)?.handleCopy();
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this.dispatchEvent(
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new CustomEvent("join-lobby", {
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detail: {
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gameID: this.lobbyId,
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source: "host",
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} as JoinLobbyEvent,
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bubbles: true,
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composed: true,
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}),
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);
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}
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private leaveLobby() {
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if (!this.lobbyId) {
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return;
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@@ -31,9 +31,21 @@ function showDialog(props: Partial<ConfirmDialog>): Promise<boolean> {
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});
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}
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/** In-game replacement for `confirm()`. Resolves true when confirmed. */
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export function showInGameConfirm(message: string): Promise<boolean> {
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return showDialog({ message, variant: "danger", buttons: "confirmCancel" });
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/**
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* In-game replacement for `confirm()`. Resolves true when confirmed.
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* `options` overrides the dialog's presentation (variant, texts, heading)
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* for confirmations that aren't destructive-red by nature.
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*/
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export function showInGameConfirm(
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message: string,
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options?: Partial<ConfirmDialog>,
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): Promise<boolean> {
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return showDialog({
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message,
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variant: "danger",
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buttons: "confirmCancel",
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...options,
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});
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}
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/** In-game replacement for `alert()`. Resolves once dismissed. */
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@@ -820,6 +820,21 @@ class Client {
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const lobbyId =
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pathMatch && GAME_ID_REGEX.test(pathMatch[1]) ? pathMatch[1] : null;
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if (lobbyId) {
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// ?host means the lobby creator is returning to a successor lobby they
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// reused from the win screen: reopen the host view bound to the existing
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// lobby instead of the join flow. Non-creators who hit this URL still get
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// treated as normal joiners by the server.
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const returningAsHost = new URLSearchParams(window.location.search).has(
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"host",
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);
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if (returningAsHost) {
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// open() reveals the inline page itself (it calls showPage internally).
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// Calling showPage first would open the modal once with no args and
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// spuriously create a lobby before this attach call runs.
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this.hostModal.open({ existingLobbyId: lobbyId });
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console.log(`reopening host lobby ${lobbyId}`);
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return;
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}
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window.showPage?.("page-join-lobby");
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this.joinModal.open({ lobbyId });
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console.log(`joining lobby ${lobbyId}`);
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@@ -166,6 +166,12 @@ export class SendHashEvent implements GameEvent {
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) {}
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}
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// Emitted when the server tells us the host started a successor lobby, carrying
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// the new game id to move the group to.
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export class NewLobbyEvent implements GameEvent {
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constructor(public readonly gameID: string) {}
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}
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export class MoveWarshipIntentEvent implements GameEvent {
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constructor(
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public readonly unitIds: number[],
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@@ -33,6 +33,7 @@ import { InGamePromo } from "./layers/InGamePromo";
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import { Leaderboard } from "./layers/Leaderboard";
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import { MainRadialMenu } from "./layers/MainRadialMenu";
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import { MultiTabModal } from "./layers/MultiTabModal";
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import { NewLobbyPrompt } from "./layers/NewLobbyPrompt";
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import { PerformanceOverlay } from "./layers/PerformanceOverlay";
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import { PlayerInfoOverlay } from "./layers/PlayerInfoOverlay";
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import { PlayerPanel } from "./layers/PlayerPanel";
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@@ -169,6 +170,15 @@ export function createRenderer(
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winModal.eventBus = eventBus;
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winModal.game = game;
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const newLobbyPrompt = document.querySelector(
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"new-lobby-prompt",
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) as NewLobbyPrompt;
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if (!(newLobbyPrompt instanceof NewLobbyPrompt)) {
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console.error("new lobby prompt not found");
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}
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newLobbyPrompt.eventBus = eventBus;
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newLobbyPrompt.game = game;
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const replayPanel = document.querySelector("replay-panel") as ReplayPanel;
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if (!(replayPanel instanceof ReplayPanel)) {
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console.error("replay panel not found");
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@@ -322,6 +332,7 @@ export function createRenderer(
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controlPanel,
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playerInfo,
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winModal,
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newLobbyPrompt,
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replayPanel,
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settingsModal,
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graphicsSettingsModal,
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@@ -3,10 +3,12 @@ import { customElement, state } from "lit/decorators.js";
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import { assetUrl } from "../../../core/AssetUrls";
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import { EventBus } from "../../../core/EventBus";
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import { GameType } from "../../../core/game/Game";
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import { createNextLobby } from "../../Api";
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import { ClientEnv } from "../../ClientEnv";
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import "../../components/DoomsdayClockPanel";
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import { Controller } from "../../Controller";
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import { crazyGamesSDK } from "../../CrazyGamesSDK";
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import { showInGameConfirm } from "../../InGameModal";
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import { showInGameAlert, showInGameConfirm } from "../../InGameModal";
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import { TogglePauseIntentEvent } from "../../InputHandler";
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import { PauseGameIntentEvent, SendWinnerEvent } from "../../Transport";
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import { translateText } from "../../Utils";
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@@ -19,6 +21,7 @@ const exitIcon = assetUrl("images/ExitIconWhite.svg");
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const FastForwardIconSolid = assetUrl("images/FastForwardIconSolidWhite.svg");
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const pauseIcon = assetUrl("images/PauseIconWhite.svg");
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const playIcon = assetUrl("images/PlayIconWhite.svg");
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const newLobbyIcon = assetUrl("images/ReplayRegularIconWhite.svg");
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const settingsIcon = assetUrl("images/SettingIconWhite.svg");
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const fullscreenIcon = assetUrl("images/FullscreenIconWhite.svg");
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const exitFullscreenIcon = assetUrl("images/ExitFullscreenIconWhite.svg");
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@@ -50,6 +53,10 @@ export class GameRightSidebar extends LitElement implements Controller {
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private readonly onCrazyGames = crazyGamesSDK.isOnCrazyGames();
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private hasWinner = false;
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private isLobbyCreator = false;
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private isPrivateLobby = false;
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// Guards the in-game "New lobby" button so a double click doesn't fire twice
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// before we navigate to the successor lobby.
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private newLobbyRequested = false;
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private spawnBarVisible = false;
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private immunityBarVisible = false;
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@@ -67,6 +74,8 @@ export class GameRightSidebar extends LitElement implements Controller {
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this._isSinglePlayer =
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this.game?.config()?.gameConfig()?.gameType === GameType.Singleplayer ||
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this.game.config().isReplay();
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this.isPrivateLobby =
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this.game?.config()?.gameConfig()?.gameType === GameType.Private;
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this._isVisible = true;
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this.eventBus.on(SpawnBarVisibleEvent, (e) => {
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@@ -194,6 +203,34 @@ export class GameRightSidebar extends LitElement implements Controller {
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this.eventBus.emit(new PauseGameIntentEvent(this.isPaused));
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}
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private async onNewLobbyButtonClick() {
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if (this.newLobbyRequested) return;
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// Confirm so a stray click next to pause/exit doesn't yank everyone into a
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// new lobby mid-game.
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const isConfirmed = await showInGameConfirm(
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translateText("new_lobby_prompt.confirm"),
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{ variant: "warning" },
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);
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if (!isConfirmed) return;
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if (this.newLobbyRequested) return; // clicked again while confirming
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this.newLobbyRequested = true;
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this.requestUpdate();
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try {
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// The worker mints the successor lobby and has the current game
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// broadcast its id, so everyone else gets the NewLobbyPrompt. We (the
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// host) navigate straight to the new host view from the response.
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const lobby = await createNextLobby(this.game.gameID());
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const id = lobby.gameID;
|
||||
// ?host routes the creator back into the host view on load.
|
||||
window.location.href = `${window.location.origin}/${ClientEnv.workerPath(id)}/game/${id}?host`;
|
||||
} catch (error) {
|
||||
console.error("Failed to create successor lobby", error);
|
||||
this.newLobbyRequested = false;
|
||||
this.requestUpdate();
|
||||
void showInGameAlert(translateText("new_lobby_prompt.failed"));
|
||||
}
|
||||
}
|
||||
|
||||
private async onExitButtonClick() {
|
||||
const isAlive = this.game.myPlayer()?.isAlive();
|
||||
if (isAlive) {
|
||||
@@ -285,6 +322,9 @@ export class GameRightSidebar extends LitElement implements Controller {
|
||||
const isReplayOrSingleplayer =
|
||||
this._isSinglePlayer || this.game?.config()?.isReplay();
|
||||
const showPauseButton = isReplayOrSingleplayer || this.isLobbyCreator;
|
||||
// The host of a private lobby can start a fresh lobby at any time, without
|
||||
// waiting to die or for the game to end.
|
||||
const showNewLobbyButton = this.isLobbyCreator && this.isPrivateLobby;
|
||||
|
||||
return html`
|
||||
${isReplayOrSingleplayer
|
||||
@@ -311,6 +351,24 @@ export class GameRightSidebar extends LitElement implements Controller {
|
||||
</div>
|
||||
`
|
||||
: ""}
|
||||
${showNewLobbyButton
|
||||
? html`
|
||||
<div
|
||||
class="cursor-pointer ${this.newLobbyRequested
|
||||
? "opacity-50 pointer-events-none"
|
||||
: ""}"
|
||||
@click=${this.onNewLobbyButtonClick}
|
||||
title=${translateText("win_modal.new_lobby")}
|
||||
>
|
||||
<img
|
||||
src=${newLobbyIcon}
|
||||
alt=${translateText("win_modal.new_lobby")}
|
||||
width="20"
|
||||
height="20"
|
||||
/>
|
||||
</div>
|
||||
`
|
||||
: ""}
|
||||
`;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
import { html, LitElement } from "lit";
|
||||
import { customElement, state } from "lit/decorators.js";
|
||||
import { translateText } from "../../../client/Utils";
|
||||
import { EventBus } from "../../../core/EventBus";
|
||||
import { ClientEnv } from "../../ClientEnv";
|
||||
import { Controller } from "../../Controller";
|
||||
import { crazyGamesSDK } from "../../CrazyGamesSDK";
|
||||
import { NewLobbyEvent } from "../../Transport";
|
||||
import { GameView } from "../../view";
|
||||
|
||||
// Shown to non-host players when the host reuses the private lobby for another
|
||||
// game. It reacts to NewLobbyEvent (fired when the server broadcasts the
|
||||
// successor's id) so it works even after the win modal has been dismissed and
|
||||
// the player is spectating. The host is sent straight to the host view instead.
|
||||
@customElement("new-lobby-prompt")
|
||||
export class NewLobbyPrompt extends LitElement implements Controller {
|
||||
public game: GameView;
|
||||
public eventBus: EventBus;
|
||||
|
||||
@state()
|
||||
private isVisible = false;
|
||||
|
||||
private gameID: string | null = null;
|
||||
|
||||
// Override to prevent shadow DOM creation (so Tailwind classes apply).
|
||||
createRenderRoot() {
|
||||
return this;
|
||||
}
|
||||
|
||||
init() {
|
||||
this.eventBus.on(NewLobbyEvent, (e) => this.onNewLobby(e));
|
||||
}
|
||||
|
||||
private onNewLobby(event: NewLobbyEvent) {
|
||||
this.gameID = event.gameID;
|
||||
// The host asked for this lobby, so send them back to the host view. The
|
||||
// ?host flag routes them there instead of the join flow on reload.
|
||||
if (this.game?.myPlayer()?.isLobbyCreator()) {
|
||||
window.location.href = this.lobbyUrl(true);
|
||||
return;
|
||||
}
|
||||
this.isVisible = true;
|
||||
this.requestUpdate();
|
||||
}
|
||||
|
||||
private lobbyUrl(asHost: boolean): string {
|
||||
const id = this.gameID ?? "";
|
||||
const url = `${window.location.origin}/${ClientEnv.workerPath(id)}/game/${id}`;
|
||||
return asHost ? `${url}?host` : url;
|
||||
}
|
||||
|
||||
private _handleJoin() {
|
||||
if (this.gameID === null) {
|
||||
return;
|
||||
}
|
||||
// On CrazyGames the page URL still carries the invite param of the OLD
|
||||
// game, and it wins over the path on reload — navigating the iframe to our
|
||||
// own game URL would route the player straight back into the finished
|
||||
// lobby. Send the top page to a fresh CrazyGames invite link instead: it
|
||||
// updates that param and keeps the player on crazygames.com. (The host is
|
||||
// unaffected: games they created are ignored by the invite-param check.)
|
||||
if (crazyGamesSDK.isOnCrazyGames()) {
|
||||
const link = crazyGamesSDK.createInviteLink(this.gameID);
|
||||
if (link !== null) {
|
||||
try {
|
||||
window.top!.location.href = link;
|
||||
return;
|
||||
} catch (error) {
|
||||
console.error("CrazyGames: top navigation failed", error);
|
||||
}
|
||||
}
|
||||
}
|
||||
window.location.href = this.lobbyUrl(false);
|
||||
}
|
||||
|
||||
private _handleDismiss() {
|
||||
this.isVisible = false;
|
||||
this.requestUpdate();
|
||||
}
|
||||
|
||||
render() {
|
||||
if (!this.isVisible) {
|
||||
return html``;
|
||||
}
|
||||
return html`
|
||||
<div
|
||||
class="fixed top-4 left-1/2 -translate-x-1/2 z-[10010] flex items-center gap-3 bg-gray-800/90 text-white px-4 py-3 rounded-lg shadow-2xl backdrop-blur-xs max-w-[90%]"
|
||||
>
|
||||
<span>${translateText("new_lobby_prompt.message")}</span>
|
||||
<o-button
|
||||
variant="primary"
|
||||
translationKey="new_lobby_prompt.join"
|
||||
@click=${this._handleJoin}
|
||||
></o-button>
|
||||
<button
|
||||
class="text-white/70 hover:text-white text-xl leading-none px-1"
|
||||
aria-label=${translateText("new_lobby_prompt.dismiss")}
|
||||
@click=${this._handleDismiss}
|
||||
>
|
||||
✕
|
||||
</button>
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
}
|
||||
+12
-1
@@ -110,7 +110,8 @@ export type ServerMessage =
|
||||
| ServerDesyncMessage
|
||||
| ServerPrestartMessage
|
||||
| ServerErrorMessage
|
||||
| ServerLobbyInfoMessage;
|
||||
| ServerLobbyInfoMessage
|
||||
| ServerNewLobbyMessage;
|
||||
|
||||
export type ServerTurnMessage = z.infer<typeof ServerTurnMessageSchema>;
|
||||
export type ServerStartGameMessage = z.infer<
|
||||
@@ -123,6 +124,7 @@ export type ServerErrorMessage = z.infer<typeof ServerErrorSchema>;
|
||||
export type ServerLobbyInfoMessage = z.infer<
|
||||
typeof ServerLobbyInfoMessageSchema
|
||||
>;
|
||||
export type ServerNewLobbyMessage = z.infer<typeof ServerNewLobbyMessageSchema>;
|
||||
export type ClientSendWinnerMessage = z.infer<typeof ClientSendWinnerSchema>;
|
||||
export type ClientSendLiveStatsMessage = z.infer<
|
||||
typeof ClientSendLiveStatsSchema
|
||||
@@ -758,6 +760,14 @@ export const ServerLobbyInfoMessageSchema = z.object({
|
||||
myClientID: ID,
|
||||
});
|
||||
|
||||
// Broadcast by a finished private game's server to every still-connected client
|
||||
// when the host starts a successor lobby, so the whole group can hop to the new
|
||||
// game without re-sharing the link. gameID is the freshly minted successor.
|
||||
export const ServerNewLobbyMessageSchema = z.object({
|
||||
type: z.literal("new_lobby"),
|
||||
gameID: ID,
|
||||
});
|
||||
|
||||
export const ServerMessageSchema = z.discriminatedUnion("type", [
|
||||
ServerTurnMessageSchema,
|
||||
ServerPrestartMessageSchema,
|
||||
@@ -766,6 +776,7 @@ export const ServerMessageSchema = z.discriminatedUnion("type", [
|
||||
ServerDesyncSchema,
|
||||
ServerErrorSchema,
|
||||
ServerLobbyInfoMessageSchema,
|
||||
ServerNewLobbyMessageSchema,
|
||||
]);
|
||||
|
||||
//
|
||||
|
||||
@@ -12,6 +12,7 @@ import {
|
||||
ClientSendLiveStatsMessage,
|
||||
ClientSendWinnerMessage,
|
||||
GameConfig,
|
||||
GameID,
|
||||
GameInfo,
|
||||
GameStartInfo,
|
||||
GameStartInfoSchema,
|
||||
@@ -24,6 +25,7 @@ import {
|
||||
ServerDesyncSchema,
|
||||
ServerErrorMessage,
|
||||
ServerLobbyInfoMessage,
|
||||
ServerNewLobbyMessage,
|
||||
ServerPrestartMessageSchema,
|
||||
ServerStartGameMessage,
|
||||
ServerTurnMessage,
|
||||
@@ -158,6 +160,11 @@ export class GameServer {
|
||||
|
||||
private visibleAt?: number;
|
||||
|
||||
// The successor lobby this game has already spawned, if any. Kept so a
|
||||
// repeated create_game?previous= call (e.g. a double click) reuses the same
|
||||
// id instead of minting another lobby.
|
||||
private successorLobbyId: GameID | null = null;
|
||||
|
||||
constructor(
|
||||
public readonly id: string,
|
||||
readonly log_: Logger,
|
||||
@@ -881,6 +888,35 @@ export class GameServer {
|
||||
});
|
||||
}
|
||||
|
||||
// The worker created a successor lobby for this game (the host asked to
|
||||
// reuse the private lobby via create_game?previous=). Remember it so repeat
|
||||
// requests reuse the same lobby, and tell everyone still connected its id so
|
||||
// they can hop over without re-sharing a link.
|
||||
public setSuccessorLobby(gameID: GameID) {
|
||||
this.successorLobbyId = gameID;
|
||||
this.log.info("successor lobby created", {
|
||||
gameID: this.id,
|
||||
successorID: gameID,
|
||||
});
|
||||
this.broadcastNewLobby(gameID);
|
||||
}
|
||||
|
||||
public successorLobby(): GameID | null {
|
||||
return this.successorLobbyId;
|
||||
}
|
||||
|
||||
private broadcastNewLobby(gameID: GameID) {
|
||||
const msg = JSON.stringify({
|
||||
type: "new_lobby",
|
||||
gameID,
|
||||
} satisfies ServerNewLobbyMessage);
|
||||
this.activeClients.forEach((c) => {
|
||||
if (c.ws.readyState === WebSocket.OPEN) {
|
||||
c.ws.send(msg);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public start() {
|
||||
if (this._hasStarted || this._hasEnded) {
|
||||
return;
|
||||
|
||||
@@ -12,6 +12,7 @@ import { GameEnv } from "../core/configuration/Config";
|
||||
import { GameType } from "../core/game/Game";
|
||||
import {
|
||||
ClientMessageSchema,
|
||||
ID,
|
||||
MAX_HOSTED_LOBBIES,
|
||||
PartialGameRecordSchema,
|
||||
ServerErrorMessage,
|
||||
@@ -23,6 +24,7 @@ import { archive, finalizeGameRecord } from "./Archive";
|
||||
import { Client } from "./Client";
|
||||
import { GameManager } from "./GameManager";
|
||||
import { registerGamePreviewRoute } from "./GamePreviewRoute";
|
||||
import type { GameServer } from "./GameServer";
|
||||
import { getUserMe, verifyClientToken } from "./jwt";
|
||||
import { logger } from "./Logger";
|
||||
|
||||
@@ -173,6 +175,50 @@ export async function startWorker() {
|
||||
.json({ error: "Cannot create public games via this endpoint" });
|
||||
}
|
||||
|
||||
// Reuse-lobby flow: ?previous=<gameID> marks this creation as the successor
|
||||
// of a finished private game, so its remaining players get told the new id
|
||||
// and can hop over without re-sharing a link. The previous game lives on
|
||||
// this same worker (callers hit /wX/api/create_game for it), which is also
|
||||
// where the successor is minted. Going through this endpoint (instead of a
|
||||
// websocket message) keeps game creation behind its rate limits.
|
||||
let previousGame: GameServer | null = null;
|
||||
if (req.query.previous !== undefined) {
|
||||
const prevId = ID.safeParse(req.query.previous);
|
||||
if (!prevId.success) {
|
||||
return res.status(400).json({ error: "Invalid previous game id" });
|
||||
}
|
||||
previousGame = gm.game(prevId.data);
|
||||
if (previousGame === null) {
|
||||
return res.status(404).json({ error: "Previous game not found" });
|
||||
}
|
||||
if (!previousGame.isCreator(creatorPersistentID)) {
|
||||
return res.status(403).json({
|
||||
error: "Only the lobby creator can create a successor lobby",
|
||||
});
|
||||
}
|
||||
// Reusing a lobby is a private-lobby feature: a public game's players
|
||||
// never opted into following a host to another game.
|
||||
if (previousGame.isPublic()) {
|
||||
return res
|
||||
.status(403)
|
||||
.json({ error: "Public games cannot spawn a successor lobby" });
|
||||
}
|
||||
// Idempotent: a repeat request (e.g. a double click) reuses the already
|
||||
// minted successor instead of creating another one.
|
||||
const existingId = previousGame.successorLobby();
|
||||
const existing = existingId !== null ? gm.game(existingId) : null;
|
||||
if (existingId !== null && existing !== null) {
|
||||
previousGame.setSuccessorLobby(existingId); // re-broadcast for late joiners
|
||||
return res.json({
|
||||
...existing.gameInfo(),
|
||||
workerIndex: workerId,
|
||||
workerPath: ServerEnv.workerPath(existingId),
|
||||
});
|
||||
}
|
||||
// A recorded successor that no longer exists (already cleaned up) falls
|
||||
// through and gets replaced by a fresh lobby.
|
||||
}
|
||||
|
||||
const id = ServerEnv.generateGameIdForWorker(workerId);
|
||||
if (id === null) {
|
||||
log.warn(`Failed to mint game id on worker ${workerId}`);
|
||||
@@ -185,6 +231,11 @@ export async function startWorker() {
|
||||
return res.status(409).json({ error: "Game ID already exists" });
|
||||
}
|
||||
|
||||
// Tell the previous game about its successor: it remembers the id (for
|
||||
// idempotency) and broadcasts it to everyone still connected. Done after
|
||||
// creation so a failed creation never broadcasts a dead id.
|
||||
previousGame?.setSuccessorLobby(id);
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/prefer-nullish-coalescing
|
||||
const clientIP = req.ip || req.socket.remoteAddress || "unknown";
|
||||
log.info(
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { ServerMessageSchema } from "../src/core/Schemas";
|
||||
|
||||
// Wire message that powers reusing a private lobby for back-to-back games:
|
||||
// the server's "new_lobby" broadcast carrying the successor's id. (Creation
|
||||
// itself goes through the rate-limited create_game?previous= HTTP endpoint,
|
||||
// not the websocket.)
|
||||
describe("reuse-lobby wire messages", () => {
|
||||
it("accepts a new_lobby server message with a valid game id", () => {
|
||||
const parsed = ServerMessageSchema.safeParse({
|
||||
type: "new_lobby",
|
||||
gameID: "abcd1234",
|
||||
});
|
||||
expect(parsed.success).toBe(true);
|
||||
if (parsed.success && parsed.data.type === "new_lobby") {
|
||||
expect(parsed.data.gameID).toBe("abcd1234");
|
||||
}
|
||||
});
|
||||
|
||||
it("rejects a new_lobby message without a game id", () => {
|
||||
const parsed = ServerMessageSchema.safeParse({ type: "new_lobby" });
|
||||
expect(parsed.success).toBe(false);
|
||||
});
|
||||
|
||||
it("rejects a new_lobby game id that is not a valid 8-char id", () => {
|
||||
const parsed = ServerMessageSchema.safeParse({
|
||||
type: "new_lobby",
|
||||
gameID: "not a valid id!",
|
||||
});
|
||||
expect(parsed.success).toBe(false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,131 @@
|
||||
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
|
||||
import { GameType } from "../../src/core/game/Game";
|
||||
import { Client } from "../../src/server/Client";
|
||||
import { GameServer } from "../../src/server/GameServer";
|
||||
|
||||
function makeMockWs() {
|
||||
const handlers: Record<string, (...args: any[]) => any> = {};
|
||||
return {
|
||||
on: (event: string, handler: (...args: any[]) => any) => {
|
||||
handlers[event] = handler;
|
||||
},
|
||||
removeAllListeners: (_event: string) => {},
|
||||
send: vi.fn(),
|
||||
close: vi.fn(),
|
||||
readyState: 1,
|
||||
trigger: (event: string, ...args: any[]) => handlers[event]?.(...args),
|
||||
};
|
||||
}
|
||||
|
||||
function makeClient(
|
||||
clientID: string,
|
||||
persistentID: string,
|
||||
): { client: Client; ws: ReturnType<typeof makeMockWs> } {
|
||||
const ws = makeMockWs();
|
||||
const client = new Client(
|
||||
clientID,
|
||||
persistentID,
|
||||
null,
|
||||
null,
|
||||
undefined,
|
||||
"127.0.0.1",
|
||||
"TestUser",
|
||||
null,
|
||||
ws as any,
|
||||
undefined,
|
||||
undefined,
|
||||
[],
|
||||
);
|
||||
return { client, ws };
|
||||
}
|
||||
|
||||
// The successor id the broadcast should carry (8-char id shape).
|
||||
const SUCCESSOR_ID = "SUCCES01";
|
||||
|
||||
function newLobbyBroadcasts(ws: ReturnType<typeof makeMockWs>): string[] {
|
||||
return ws.send.mock.calls
|
||||
.map((c: any[]) => c[0])
|
||||
.filter(
|
||||
(m: unknown) => typeof m === "string" && m.includes('"type":"new_lobby"'),
|
||||
);
|
||||
}
|
||||
|
||||
// The worker's create_game?previous= flow calls setSuccessorLobby on the
|
||||
// finished game after minting the successor: the game must remember the id
|
||||
// (so repeat requests reuse it) and broadcast it to everyone still connected.
|
||||
describe("GameServer - successor lobby", () => {
|
||||
let mockLogger: any;
|
||||
|
||||
beforeEach(() => {
|
||||
vi.useFakeTimers();
|
||||
mockLogger = {
|
||||
child: vi.fn().mockReturnThis(),
|
||||
info: vi.fn(),
|
||||
warn: vi.fn(),
|
||||
error: vi.fn(),
|
||||
};
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
vi.restoreAllMocks();
|
||||
vi.clearAllTimers();
|
||||
});
|
||||
|
||||
function makeGame(creatorPersistentID?: string) {
|
||||
return new GameServer(
|
||||
"test-game",
|
||||
mockLogger,
|
||||
Date.now(),
|
||||
{ gameType: GameType.Private } as any,
|
||||
creatorPersistentID,
|
||||
);
|
||||
}
|
||||
|
||||
it("broadcasts the successor id to everyone still connected", () => {
|
||||
const game = makeGame("creator-pid");
|
||||
const { client: creator, ws: creatorWs } = makeClient(
|
||||
"creator-cid",
|
||||
"creator-pid",
|
||||
);
|
||||
const { client: other, ws: otherWs } = makeClient("other-cid", "other-pid");
|
||||
game.joinClient(creator);
|
||||
game.joinClient(other);
|
||||
|
||||
game.setSuccessorLobby(SUCCESSOR_ID);
|
||||
|
||||
expect(newLobbyBroadcasts(creatorWs)).toHaveLength(1);
|
||||
expect(newLobbyBroadcasts(otherWs)).toHaveLength(1);
|
||||
expect(newLobbyBroadcasts(otherWs)[0]).toContain(SUCCESSOR_ID);
|
||||
});
|
||||
|
||||
it("remembers the successor id so repeat requests can reuse it", () => {
|
||||
const game = makeGame("creator-pid");
|
||||
expect(game.successorLobby()).toBeNull();
|
||||
|
||||
game.setSuccessorLobby(SUCCESSOR_ID);
|
||||
|
||||
expect(game.successorLobby()).toBe(SUCCESSOR_ID);
|
||||
});
|
||||
|
||||
it("re-broadcasts on a repeat call (double click) with the same id", () => {
|
||||
const game = makeGame("creator-pid");
|
||||
const { client: creator, ws: creatorWs } = makeClient(
|
||||
"creator-cid",
|
||||
"creator-pid",
|
||||
);
|
||||
game.joinClient(creator);
|
||||
|
||||
game.setSuccessorLobby(SUCCESSOR_ID);
|
||||
game.setSuccessorLobby(SUCCESSOR_ID);
|
||||
|
||||
expect(newLobbyBroadcasts(creatorWs)).toHaveLength(2);
|
||||
expect(game.successorLobby()).toBe(SUCCESSOR_ID);
|
||||
});
|
||||
|
||||
it("authorizes successor creation by creator persistentID", () => {
|
||||
const game = makeGame("creator-pid");
|
||||
// The worker checks isCreator() before minting a successor.
|
||||
expect(game.isCreator("creator-pid")).toBe(true);
|
||||
expect(game.isCreator("rando-pid")).toBe(false);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user