Commit Graph
7 Commits
Author SHA1 Message Date
d76691372c 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>
2026-07-10 15:51:49 -07:00
d3ad1f51bd fix(crazygames): guest username on logout, hide fullscreen, in-game pop-ups (#4538)
Addresses four requests from the CrazyGames platform team.
Supersedes #4520 (closed when its branch was renamed to `crazygames`).

## 1. Username reverts to guest on CrazyGames logout
When a player logged into their CrazyGames account and then logged out,
the username stayed the CrazyGames name. It now reverts to a fresh guest
(`AnonXXX`) name. A `crazyGamesLoggedIn` flag guards this so it only
fires on a real login→logout transition (not on the initial "not logged
in" state, which would otherwise wipe a stored name).

## 2. Fullscreen button hidden on CrazyGames
CrazyGames provides its own fullscreen control in the game frame, so our
in-game fullscreen button is now hidden when running on CrazyGames (and
unchanged everywhere else).

## 3. Native browser prompts → in-game pop-ups
The `showInGameConfirm()` / `showInGameAlert()` helpers (promise-based,
callable from non-Lit contexts like WebSocket/popstate handlers) drive
the existing shared `<confirm-dialog>` component, so styling stays
consistent with the rest of the app. Every native `confirm()`/`alert()`
shown **during gameplay** now uses it:
- Exit-game confirmation (right sidebar + browser-back path)
- Kick-player confirmation
- Host-left notice (dispatches leave-lobby only after dismiss,
preserving the old blocking UX)
- Connection-refused notice (also removes a stale `// TODO: make this a
modal`)

## 4. `gameplayStop` when Settings menu / pop-up is open
- The pop-up helpers report `gameplayStop()` while shown and
`gameplayStart()` on dismiss.
- Settings + Graphics Settings modals now report `gameplayStop` whenever
the menu is open — previously it only fired when the modal *also* paused
the sim (singleplayer / lobby-creator), so regular multiplayer players
never triggered it. Also fixes graphics-settings so gameplay resumes
correctly on close for those players.

## Scope
Per request, this covers **in-game dialogs only**. The main-menu native
alerts (store/checkout, account, subscriptions, friends, login) were
intentionally left as-is.

## Testing
- `tsc --noEmit`, `eslint`, and `prettier --check` all pass.
- Verified the confirm and alert pop-ups render correctly in the running
app (shared `<confirm-dialog>`, danger/warning variants), resolve their
promises, and tear down their portal.
- CrazyGames-iframe-only behaviors (username revert, `gameplayStop`,
fullscreen hiding) are verified by code inspection — they require
running inside the actual CrazyGames frame.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 12:02:37 -07:00
Zixer1andGitHub 78ef7b56fd feat(doomsday-clock): battle-royale style zone gamemode (#4469)
Resolves Issue #4463

## Description:

An optional game mode that (almost) guarantees a finish instead of
letting late-game
stalemates drag on.
Originally called sudden death, renamed to Doomsday clock

Once enabled, every side (each player in FFA, each whole team in team
modes)
must hold a rising share of the map. A side below the bar is skulled;
after a
short warn its troops bleed to zero, forcing consolidation to a winner.

### How it works
- **Rising zone:** a grace period, then the required share ramps up
linearly to
each level with 30s pauses between (a battle-royale "zone"). Levels
track the
  ofstats FFA territory median (3/5/10/20/30%).
- **Four speed presets** (slow / normal / fast / very fast) change only
the pace:
  normal ends ~30 min, very fast ~15.
- **Troop decay:** a linear ramp as a % of max capacity, ~50s from
caught to zero
  (10s warn + ~50s ≈ 1 min total).
- **UI:** a HUD panel (live share vs target, wave/decay countdowns,
red/orange
cues) and an on-map skull above flagged players (blinks in danger,
steady while
  draining).

### Notes for review
- Off by default; no effect on existing games. However, as discussed we
can add it to the modifier pool for public games to see how popular the
gamemode is vs normal play.
- Sim is deterministic (integer-only, in `src/core`), covered by unit +
  integration tests.
- One-line addition to `GameServer.updateGameConfig` so the setting
survives the
  host → server → client round-trip.
- Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2
=
none/danger/draining); the skull is composited into the icon atlas at
load.

### Testing
`npm test`, `npm run lint`, `npx prettier --check .`, `npm run
build-prod` all pass.

### UI:
<img width="243" height="100" alt="Image"
src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74"
/>

Dropdown between slow, normal, fast, very fast

Before zone:
<img width="302" height="175" alt="Image"
src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d"
/>

Zone started, player not affected the pannel also blinks orange for 10s:
<img width="297" height="175" alt="Image"
src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899"
/>

Player affected, grace period (Danger):
<img width="314" height="170" alt="Image"
src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f"
/>

Skull icon blinking over player (everyone sees it) - older screenshot,
the clipping has been fixed
<img width="462" height="145" alt="Image"
src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad"
/>

Player affected, grace period ended (Draining):
<img width="360" height="159" alt="Image"
src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2"
/>

Skull icon no longer blinking, everyone can see you are in a state of
decay, and troops are draining:
<img width="732" height="146" alt="image"
src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901"
/>


Skull is visible like alliances icon also on player tab
<img width="558" height="81" alt="Image"
src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f"
/>

(just UI example, best way to see it is to hop on a solo game and play
against AI)

## 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:

zixer._
2026-07-02 18:42:03 -07:00
aa4b490e68 Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary

The WebGL renderer was adapted from an external extension and carried a
lot of machinery this integration never uses (replay playback, its own
input/event system, a GL radial menu). This PR is two mechanical cleanup
passes with **no behavior change**: delete the dead code, then untangle
the `GameView` naming collision.

**78 files, +142 / −2,197.**

### Pass 1 — remove dead extension baggage

- **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`;
the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed),
`applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and
`GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods
on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes
`types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`,
`types/Game.ts` (imported only by the types barrel).
- **FrameEvents**: trimmed from 14 fields to the 3 actually populated
and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11
fed the extension's stats system and were never written or read here.
- **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API
methods on facade + renderer had zero callers — the game uses the DOM/d3
radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and
drawn every frame for nothing.
- **Facade event system**: `GameViewEventMap` defined 10 event types
(`click`, `hover`, `scroll`, …) but only `contextrestored` was ever
emitted — input actually flows through `InputHandler` → EventBus →
controllers. Replaced the listener map with a single `onContextRestored`
callback and deleted `Events.ts`. Also fixed the stale header comment
claiming the facade handles user interaction.
- **Unused API surface**: removed ~20 facade/renderer methods with zero
callers (camera passthroughs like
`panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM
replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`,
`onFrame`/`afterRender`/fps tracking).

Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks
for a possible future camera unification) and the `timeFn` plumbing
inside the FX passes (deeply embedded as defaults; only the dead
renderer-level wrappers were removed).

### Pass 2 — untangle the three GameViews

- `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`).
Every importer was already aliasing it as `WebGLGameView` to dodge the
collision with the simulation-mirror `GameView` in `client/view/`, so
this removes aliasing rather than adding churn. `render/CLAUDE.md`
updated.
- Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO
asked for this). All 51 importers now import from `src/client/view/`
directly via a new 3-line barrel `view/index.ts`.

## Test plan

- `tsc --noEmit` clean, `eslint` clean
- Full test suite passes (1,385 + 65 server tests)
- Manual verification via headless Chromium: started a singleplayer game
and confirmed the renderer works end-to-end — terrain draws, spawn-phase
overlay shows, territories fill with borders after spawning, player
names/flags render, no renderer console errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:21:24 -07:00
evanpelle cb9cab9aca Keep static spawn timer for singleplayer games
PR #4198 made the spawn-phase timer count down numSpawnPhaseTurns(), but
singleplayer never adds SpawnTimerExecution (GameRunner.ts), so its spawn
phase doesn't end on a timer — it ends when the player spawns. The
countdown would tick to 0 at ~10s while the phase kept going.

In GameRightSidebar.tick(), restore the old static display (maxTimerValue
* 60, or 0 when unset) during spawn phase for Singleplayer games, leaving
the countdown for all other game types. Uses an explicit gameType check
rather than _isSinglePlayer so replays of multiplayer games still count
down.
2026-06-09 19:22:11 -07:00
tnhnblglandGitHub 7921261ac9 Countdown before game start (#4198)
Resolves #4178 

## Description:

Let's the timer countdown remaining time to start in spawn phase

<img width="343" height="82" alt="Screenshot_2026-06-06-11-24-26-193_com
android chrome"
src="https://github.com/user-attachments/assets/e5827db4-a6d5-485f-b504-d8b64b7c6ba7"
/>

## 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:

Dovg
2026-06-08 12:58:18 -07:00
evanpelle 7863529b2c rename client/graphics → client/hud
The contents (Lit web components for in-game chat, build menu, leaderboard,
attack displays, etc.) are HUD, not graphics — the actual graphics is in
client/render/.
2026-05-18 13:07:26 -07:00