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:
MushroomLamp
2026-07-10 15:51:49 -07:00
committed by GitHub
co-authored by Claude Opus 4.8
parent a794eca4d6
commit d76691372c
16 changed files with 564 additions and 7 deletions
+32 -1
View File
@@ -18,7 +18,11 @@ import {
UserMeResponse,
UserMeResponseSchema,
} from "../core/ApiSchemas";
import { AnalyticsRecord, AnalyticsRecordSchema } from "../core/Schemas";
import {
AnalyticsRecord,
AnalyticsRecordSchema,
GameInfo,
} from "../core/Schemas";
import { getAuthHeader, getPlayToken, logOut, userAuth } from "./Auth";
import { ClientEnv } from "./ClientEnv";
@@ -525,6 +529,33 @@ export async function setLobbyListed(
}
}
// POST /wX/api/create_game?previous=<gameID>, targeted at the worker that owns
// the finished game — mints a successor private lobby (same creator, default
// settings) and has the old game broadcast the new id to everyone still
// connected. Returns the successor's info; the caller navigates the host there.
// Idempotent server-side: repeat calls return the same successor.
export async function createNextLobby(
previousGameID: string,
): Promise<GameInfo> {
const token = await getPlayToken();
const response = await fetch(
`/${ClientEnv.workerPath(previousGameID)}/api/create_game?previous=${previousGameID}`,
{
method: "POST",
headers: {
"Content-Type": "application/json",
Authorization: `Bearer ${token}`,
},
},
);
if (!response.ok) {
const errorText = await response.text().catch(() => "");
console.error("createNextLobby: server error response:", errorText);
throw new Error(`create next lobby failed: HTTP ${response.status}`);
}
return (await response.json()) as GameInfo;
}
export function getApiBase() {
const domainname = getAudience();