Files
OpenFrontIO/src/client/HostLobbyModal.ts
T
Zixer1 18ef15d3ae Add allowlist for private lobbies (OFM) (#4351)
**Add approved & assigned issue number here:**

Resolves #4349

## Description:

1. **Private-lobby allowlist.** `create_game` accepts an optional
`allowedPublicIds`. It's set by whoever creates the lobby (admin-token
gated, no client UI), the game server pulls it out of the config so it's
never broadcast to clients or written to the game record, and it rejects
any joiner whose OF publicId isn't on the list before they take a slot
(stickily, so they can't retry on reconnect). Lobbies created without it
behave exactly as before.

It is off by default
Previews:
<img width="241" height="140" alt="image"
src="https://github.com/user-attachments/assets/30c4e47b-399d-4720-b25b-a04c63668577"
/>
<img width="982" height="456" alt="image"
src="https://github.com/user-attachments/assets/1b5c68b7-9b99-4ccc-b987-e70c8ec25dce"
/>
<img width="547" height="369" alt="image"
src="https://github.com/user-attachments/assets/1623090b-ea2b-4657-9cd8-903fbabca51b"
/>


I am not able to manually test all of it since it needs to also run the
auth API (infra) and actually be connected to disc and whatnot (but
still tested the refused flow)..
Also, we would need to place some guards and visual error feedback, but
since this only would affect casual of players and is more of a
improvement to the feature, I will consider it out of scope for now.

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes in this
PR)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no new user-facing text)
- [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._
2026-06-21 15:11:18 -07:00

1183 lines
38 KiB
TypeScript

import { html } from "lit";
import { customElement, property, state } from "lit/decorators.js";
import { ClientEnv } from "src/client/ClientEnv";
import {
calculateServerTimeOffset,
getSecondsUntilServerTimestamp,
renderDuration,
translateText,
} from "../client/Utils";
import { EventBus } from "../core/EventBus";
import {
Difficulty,
GameMapSize,
GameMapType,
GameMode,
UnitType,
} from "../core/game/Game";
import { UserSettings } from "../core/game/UserSettings";
import {
ClientInfo,
GameConfig,
GameInfo,
LobbyInfoEvent,
TeamCountConfig,
isValidGameID,
} from "../core/Schemas";
import { generateID } from "../core/Util";
import { getPlayToken } from "./Auth";
import "./components/baseComponents/Modal";
import { BaseModal } from "./components/BaseModal";
import { CopyButton } from "./components/CopyButton";
import "./components/GameConfigSettings";
import "./components/InputCard";
import "./components/LobbyPlayerView";
import "./components/ToggleInputCard";
import { modalHeader } from "./components/ui/ModalHeader";
import { crazyGamesSDK } from "./CrazyGamesSDK";
import { JoinLobbyEvent } from "./Main";
import { terrainMapFileLoader } from "./TerrainMapFileLoader";
import {
getBotsForCompactMap,
getNationsForCompactMap,
getRandomMapType,
getUpdatedDisabledUnits,
parseBoundedFloatFromInput,
parseBoundedIntegerFromInput,
preventDisallowedKeys,
sliderToNationsConfig,
toOptionalNumber,
} from "./utilities/GameConfigHelpers";
@customElement("host-lobby-modal")
export class HostLobbyModal extends BaseModal {
@state() private selectedMap: GameMapType = GameMapType.World;
@state() private selectedDifficulty: Difficulty = Difficulty.Easy;
@state() private nations: number = 0;
@state() private defaultNationCount: number = 0;
@state() private gameMode: GameMode = GameMode.FFA;
@state() private teamCount: TeamCountConfig = 2;
constructor() {
super();
this.id = "page-host-lobby";
}
@state() private bots: number = 400;
@state() private spawnImmunity: boolean = false;
@state() private spawnImmunityDurationMinutes: number | undefined = undefined;
@state() private infiniteGold: boolean = false;
@state() private donateGold: boolean = false;
@state() private infiniteTroops: boolean = false;
@state() private donateTroops: boolean = false;
@state() private maxTimer: boolean = false;
@state() private maxTimerValue: number | undefined = undefined;
@state() private startDelayValue: number | undefined = 3;
@state() private instantBuild: boolean = false;
@state() private randomSpawn: boolean = false;
@state() private compactMap: boolean = false;
@state() private goldMultiplier: boolean = false;
@state() private goldMultiplierValue: number | undefined = undefined;
@state() private startingGold: boolean = false;
@state() private startingGoldValue: number | undefined = undefined;
@state() private disableAlliances: boolean = false;
@state() private whitelistEnabled: boolean = false;
@state() private allowedPublicIds: string = "";
@state() private waterNukes: boolean = false;
@state() private lobbyId = "";
@state() private lobbyUrlSuffix = "";
@state() private clients: ClientInfo[] = [];
@state() private useRandomMap: boolean = false;
@state() private disabledUnits: UnitType[] = [];
@state() private hostCheatsEnabled: boolean = false;
@state() private hostCheatInfiniteGold: boolean = false;
@state() private hostCheatInfiniteTroops: boolean = false;
@state() private hostCheatGoldMultiplier: boolean = false;
@state() private hostCheatGoldMultiplierValue: number | undefined = undefined;
@state() private hostCheatStartingGold: boolean = false;
@state() private hostCheatStartingGoldValue: number | undefined = undefined;
@state() private lobbyCreatorClientID: string = "";
@state() private lobbyStartAt: number | null = null;
@state() private serverTimeOffset: number = 0;
@property({ attribute: false }) eventBus: EventBus | null = null;
// Timers for debouncing slider changes
private botsUpdateTimer: number | null = null;
private nationsUpdateTimer: number | null = null;
private mapLoader = terrainMapFileLoader;
private userSettings = new UserSettings();
private leaveLobbyOnClose = true;
private readonly handleLobbyInfo = (event: LobbyInfoEvent) => {
const lobby = event.lobby;
if (!this.lobbyId || lobby.gameID !== this.lobbyId) {
return;
}
if ("serverTime" in lobby && typeof lobby.serverTime === "number") {
this.serverTimeOffset = calculateServerTimeOffset(lobby.serverTime);
}
this.lobbyStartAt = lobby.startsAt ?? null;
this.lobbyCreatorClientID = lobby.lobbyCreatorClientID ?? "";
if (lobby.clients) {
this.clients = lobby.clients;
}
};
private getRandomString(): string {
const chars = "abcdefghijklmnopqrstuvwxyz0123456789";
return Array.from(
{ length: 5 },
() => chars[Math.floor(Math.random() * chars.length)],
).join("");
}
private async buildLobbyUrl(): Promise<string> {
if (crazyGamesSDK.isOnCrazyGames()) {
const link = crazyGamesSDK.createInviteLink(this.lobbyId);
if (link !== null) {
return link;
}
}
return `${window.location.origin}/${ClientEnv.workerPath(this.lobbyId)}/game/${this.lobbyId}?lobby&s=${encodeURIComponent(this.lobbyUrlSuffix)}`;
}
private async constructUrl(): Promise<string> {
this.lobbyUrlSuffix = this.getRandomString();
return await this.buildLobbyUrl();
}
private updateHistory(url: string): void {
if (crazyGamesSDK.isOnCrazyGames()) {
return;
}
history.replaceState(null, "", url);
}
private updateLobbyHistory(lobbyUrl: string): void {
if (crazyGamesSDK.isOnCrazyGames()) {
return;
}
const lobbyIdHidden = !this.userSettings.lobbyIdVisibility();
history.replaceState(null, "", lobbyIdHidden ? "/streamer-mode" : lobbyUrl);
}
private startLobbyUpdates() {
this.stopLobbyUpdates();
if (!this.eventBus) {
console.warn(
"HostLobbyModal: eventBus not set, cannot subscribe to lobby updates",
);
return;
}
this.eventBus.on(LobbyInfoEvent, this.handleLobbyInfo);
}
private stopLobbyUpdates() {
this.eventBus?.off(LobbyInfoEvent, this.handleLobbyInfo);
}
protected renderHeaderSlot() {
return modalHeader({
title: translateText("host_modal.title"),
onBack: () => {
this.leaveLobbyOnClose = true;
this.close();
},
ariaLabel: translateText("common.back"),
rightContent: html`
<copy-button
.lobbyId=${this.lobbyId}
.lobbySuffix=${this.lobbyUrlSuffix}
include-lobby-query
></copy-button>
`,
});
}
protected renderBody() {
const secondsRemaining =
this.lobbyStartAt !== null
? getSecondsUntilServerTimestamp(
this.lobbyStartAt,
this.serverTimeOffset,
)
: null;
const statusLabel =
secondsRemaining === null
? this.clients.length === 1
? translateText("host_modal.waiting")
: translateText("host_modal.start")
: translateText("host_modal.starting_in", {
time: renderDuration(secondsRemaining),
});
const inputCards = [
html`<toggle-input-card
.labelKey=${"host_modal.max_timer"}
.checked=${this.maxTimer}
.inputMin=${1}
.inputMax=${120}
.inputValue=${this.maxTimerValue}
.inputAriaLabel=${translateText("host_modal.max_timer")}
.inputPlaceholder=${translateText("host_modal.mins_placeholder")}
.defaultInputValue=${30}
.minValidOnEnable=${1}
.onToggle=${this.handleMaxTimerToggle}
.onInput=${this.handleMaxTimerValueChanges}
.onKeyDown=${this.handleMaxTimerValueKeyDown}
></toggle-input-card>`,
html`<input-card
.labelKey=${"host_modal.start_delay"}
.inputId=${"start-delay-value"}
.inputMin=${0}
.inputMax=${600}
.inputStep=${"1"}
.inputValue=${this.startDelayValue}
.inputAriaLabel=${translateText("host_modal.start_delay")}
.inputPlaceholder=${translateText("host_modal.start_delay_placeholder")}
.defaultInputValue=${3}
.onChange=${this.handleStartDelayValueChanges}
.onKeyDown=${this.handleStartDelayValueKeyDown}
></input-card>`,
html`<toggle-input-card
.labelKey=${"host_modal.player_immunity_duration"}
.checked=${this.spawnImmunity}
.inputMin=${0}
.inputMax=${120}
.inputStep=${1}
.inputValue=${this.spawnImmunityDurationMinutes}
.inputAriaLabel=${translateText("host_modal.player_immunity_duration")}
.inputPlaceholder=${translateText("host_modal.mins_placeholder")}
.defaultInputValue=${5}
.minValidOnEnable=${0}
.onToggle=${this.handleSpawnImmunityToggle}
.onInput=${this.handleSpawnImmunityDurationInput}
.onKeyDown=${this.handleSpawnImmunityDurationKeyDown}
></toggle-input-card>`,
html`<toggle-input-card
.labelKey=${"host_modal.gold_multiplier"}
.checked=${this.goldMultiplier}
.inputId=${"gold-multiplier-value"}
.inputMin=${0.1}
.inputMax=${1000}
.inputStep=${"any"}
.inputValue=${this.goldMultiplierValue}
.inputAriaLabel=${translateText("host_modal.gold_multiplier")}
.inputPlaceholder=${translateText(
"host_modal.gold_multiplier_placeholder",
)}
.defaultInputValue=${2}
.minValidOnEnable=${0.1}
.onToggle=${this.handleGoldMultiplierToggle}
.onChange=${this.handleGoldMultiplierValueChanges}
.onKeyDown=${this.handleGoldMultiplierValueKeyDown}
></toggle-input-card>`,
html`<toggle-input-card
.labelKey=${"host_modal.starting_gold"}
.checked=${this.startingGold}
.inputId=${"starting-gold-value"}
.inputMin=${0.1}
.inputMax=${1000}
.inputStep=${"any"}
.inputValue=${this.startingGoldValue}
.inputAriaLabel=${translateText("host_modal.starting_gold")}
.inputPlaceholder=${translateText(
"host_modal.starting_gold_placeholder",
)}
.defaultInputValue=${5}
.minValidOnEnable=${0.1}
.onToggle=${this.handleStartingGoldToggle}
.onChange=${this.handleStartingGoldValueChanges}
.onKeyDown=${this.handleStartingGoldValueKeyDown}
></toggle-input-card>`,
html`<toggle-input-card
.labelKey=${"host_modal.player_whitelist"}
.checked=${this.whitelistEnabled}
.inputType=${"text"}
.inputId=${"allowed-public-ids"}
.inputValue=${this.allowedPublicIds}
.inputAriaLabel=${translateText("host_modal.player_whitelist")}
.inputPlaceholder=${translateText(
"host_modal.player_whitelist_placeholder",
)}
.onToggle=${this.handleWhitelistToggle}
.onChange=${this.handleAllowedPublicIdsChange}
></toggle-input-card>`,
];
const hostCheatInputCards = [
html`<toggle-input-card
.labelKey=${"host_modal.gold_multiplier"}
.checked=${this.hostCheatGoldMultiplier}
.inputId=${"host-cheat-gold-multiplier-value"}
.inputMin=${0.1}
.inputMax=${1000}
.inputStep=${"any"}
.inputValue=${this.hostCheatGoldMultiplierValue}
.inputAriaLabel=${translateText("host_modal.gold_multiplier")}
.inputPlaceholder=${translateText(
"host_modal.gold_multiplier_placeholder",
)}
.defaultInputValue=${2}
.minValidOnEnable=${0.1}
.onToggle=${this.handleHostCheatGoldMultiplierToggle}
.onChange=${this.handleHostCheatGoldMultiplierValueChanges}
.onKeyDown=${this.handleHostCheatGoldMultiplierValueKeyDown}
></toggle-input-card>`,
html`<toggle-input-card
.labelKey=${"host_modal.starting_gold"}
.checked=${this.hostCheatStartingGold}
.inputId=${"host-cheat-starting-gold-value"}
.inputMin=${0.1}
.inputMax=${1000}
.inputStep=${"any"}
.inputValue=${this.hostCheatStartingGoldValue}
.inputAriaLabel=${translateText("host_modal.starting_gold")}
.inputPlaceholder=${translateText(
"host_modal.starting_gold_placeholder",
)}
.defaultInputValue=${5}
.minValidOnEnable=${0.1}
.onToggle=${this.handleHostCheatStartingGoldToggle}
.onChange=${this.handleHostCheatStartingGoldValueChanges}
.onKeyDown=${this.handleHostCheatStartingGoldValueKeyDown}
></toggle-input-card>`,
];
return html`
<div class="flex flex-col h-full">
<div
class="flex-1 min-h-0 overflow-y-auto custom-scrollbar p-6 mr-1 mx-auto w-full max-w-5xl"
>
<game-config-settings
class="block"
.sectionGapClass=${"space-y-10"}
.settings=${{
map: {
selected: this.selectedMap,
useRandom: this.useRandomMap,
randomMapDivider: true,
},
difficulty: {
selected: this.selectedDifficulty,
disabled: this.nations === 0,
},
gameMode: {
selected: this.gameMode,
},
teamCount: {
selected: this.teamCount,
},
options: {
titleKey: "host_modal.options_title",
bots: {
value: this.bots,
labelKey: "host_modal.bots",
disabledKey: "host_modal.bots_disabled",
},
nations: {
value: this.nations,
defaultValue: this.defaultNationCount,
labelKey: "host_modal.nations",
disabledKey: "host_modal.nations_disabled",
},
toggles: [
{
labelKey: "host_modal.instant_build",
checked: this.instantBuild,
},
{
labelKey: "host_modal.random_spawn",
checked: this.randomSpawn,
},
{
labelKey: "host_modal.donate_gold",
checked: this.donateGold,
},
{
labelKey: "host_modal.donate_troops",
checked: this.donateTroops,
},
{
labelKey: "host_modal.infinite_gold",
checked: this.infiniteGold,
},
{
labelKey: "host_modal.infinite_troops",
checked: this.infiniteTroops,
},
{
labelKey: "host_modal.compact_map",
checked: this.compactMap,
},
{
labelKey: "host_modal.disable_alliances",
checked: this.disableAlliances,
},
{
labelKey: "host_modal.water_nukes",
checked: this.waterNukes,
},
{
labelKey: "host_modal.host_cheats",
checked: this.hostCheatsEnabled,
},
],
inputCards,
},
hostCheats: {
titleKey: "host_modal.host_cheats",
visible: this.hostCheatsEnabled,
toggles: [
{
labelKey: "host_modal.infinite_gold",
checked: this.hostCheatInfiniteGold,
},
{
labelKey: "host_modal.infinite_troops",
checked: this.hostCheatInfiniteTroops,
},
],
inputCards: hostCheatInputCards,
},
unitTypes: {
titleKey: "host_modal.enables_title",
disabledUnits: this.disabledUnits,
},
}}
@map-selected=${this.handleConfigMapSelected}
@random-map-selected=${this.handleConfigRandomMapSelected}
@difficulty-selected=${this.handleConfigDifficultySelected}
@game-mode-selected=${this.handleConfigGameModeSelected}
@team-count-selected=${this.handleConfigTeamCountSelected}
@bots-changed=${this.handleBotsChange}
@nations-changed=${this.handleNationsChange}
@option-toggle-changed=${this.handleConfigOptionToggleChanged}
@host-cheat-toggle-changed=${this
.handleConfigHostCheatToggleChanged}
@unit-toggle-changed=${this.handleConfigUnitToggleChanged}
></game-config-settings>
<lobby-player-view
class="mt-10"
.gameMode=${this.gameMode}
.clients=${this.clients}
.lobbyCreatorClientID=${this.lobbyCreatorClientID}
.currentClientID=${this.lobbyCreatorClientID}
.teamCount=${this.teamCount}
.nationCount=${this.nations}
.onKickPlayer=${(clientID: string) => this.kickPlayer(clientID)}
></lobby-player-view>
</div>
<!-- Player List / footer -->
<div class="p-6 pt-4 border-t border-white/10 bg-black/20 shrink-0">
<o-button
variant="primary"
width="block"
size="lg"
.title=${statusLabel}
?disable=${this.lobbyStartAt === null && this.clients.length < 2}
@click=${this.toggleGameStartTimer}
></o-button>
</div>
</div>
`;
}
protected onOpen(): void {
this.startLobbyUpdates();
this.lobbyId = generateID();
// Note: clientID will be assigned by server when we join the lobby
// lobbyCreatorClientID stays empty until then
// Copy immediately so the host can share the link without waiting for the
// server. If lobby creation fails, clear the clipboard to avoid a dead link.
void this.constructUrl().then(async (url) => {
this.updateLobbyHistory(url);
await this.updateComplete;
void (this.querySelector("copy-button") as CopyButton)?.handleCopy();
});
// Pass auth token for creator identification (server extracts persistentID from it)
createLobby(this.lobbyId)
.then(async (lobby) => {
this.lobbyId = lobby.gameID;
if (!isValidGameID(this.lobbyId)) {
throw new Error(`Invalid lobby ID format: ${this.lobbyId}`);
}
crazyGamesSDK.showInviteButton(this.lobbyId);
})
.then(() => {
this.dispatchEvent(
new CustomEvent("join-lobby", {
detail: {
gameID: this.lobbyId,
source: "host",
} as JoinLobbyEvent,
bubbles: true,
composed: true,
}),
);
})
.catch(() => {
// Clear clipboard so the host doesn't accidentally share a dead link
void navigator.clipboard.writeText("").catch(() => {});
});
if (this.modalEl) {
this.modalEl.onClose = () => {
this.close();
};
}
this.loadNationCount();
}
private leaveLobby() {
if (!this.lobbyId) {
return;
}
this.dispatchEvent(
new CustomEvent("leave-lobby", {
detail: { lobby: this.lobbyId },
bubbles: true,
composed: true,
}),
);
}
public confirmBeforeClose(): boolean {
return confirm(translateText("host_modal.leave_confirmation"));
}
protected onClose(): void {
console.log("Closing host lobby modal");
this.stopLobbyUpdates();
if (this.leaveLobbyOnClose) {
this.leaveLobby();
this.updateHistory("/"); // Reset URL to base
}
crazyGamesSDK.hideInviteButton();
// Clean up timers and resources
if (this.botsUpdateTimer !== null) {
clearTimeout(this.botsUpdateTimer);
this.botsUpdateTimer = null;
}
if (this.nationsUpdateTimer !== null) {
clearTimeout(this.nationsUpdateTimer);
this.nationsUpdateTimer = null;
}
// Reset all transient form state to ensure clean slate
this.selectedMap = GameMapType.World;
this.selectedDifficulty = Difficulty.Easy;
this.nations = 0;
this.defaultNationCount = 0;
this.gameMode = GameMode.FFA;
this.teamCount = 2;
this.bots = 400;
this.spawnImmunity = false;
this.spawnImmunityDurationMinutes = undefined;
this.infiniteGold = false;
this.donateGold = false;
this.infiniteTroops = false;
this.donateTroops = false;
this.maxTimer = false;
this.maxTimerValue = undefined;
this.startDelayValue = 3;
this.instantBuild = false;
this.randomSpawn = false;
this.compactMap = false;
this.useRandomMap = false;
this.disabledUnits = [];
this.lobbyId = "";
this.clients = [];
this.lobbyCreatorClientID = "";
this.goldMultiplier = false;
this.goldMultiplierValue = undefined;
this.startingGold = false;
this.startingGoldValue = undefined;
this.disableAlliances = false;
this.whitelistEnabled = false;
this.allowedPublicIds = "";
this.waterNukes = false;
this.hostCheatsEnabled = false;
this.hostCheatInfiniteGold = false;
this.hostCheatInfiniteTroops = false;
this.hostCheatGoldMultiplier = false;
this.hostCheatGoldMultiplierValue = undefined;
this.hostCheatStartingGold = false;
this.hostCheatStartingGoldValue = undefined;
this.leaveLobbyOnClose = true;
}
private async handleSelectRandomMap() {
this.useRandomMap = true;
this.selectedMap = getRandomMapType();
await this.loadNationCount();
this.putGameConfig();
}
private handleConfigRandomMapSelected = () => {
void this.handleSelectRandomMap();
};
private async handleMapSelection(value: GameMapType) {
this.selectedMap = value;
this.useRandomMap = false;
await this.loadNationCount();
this.putGameConfig();
}
private handleConfigMapSelected = (e: Event) => {
const customEvent = e as CustomEvent<{ map: GameMapType }>;
void this.handleMapSelection(customEvent.detail.map);
};
private async handleDifficultySelection(value: Difficulty) {
this.selectedDifficulty = value;
this.putGameConfig();
}
private handleConfigDifficultySelected = (e: Event) => {
const customEvent = e as CustomEvent<{ difficulty: Difficulty }>;
void this.handleDifficultySelection(customEvent.detail.difficulty);
};
private handleConfigGameModeSelected = (e: Event) => {
const customEvent = e as CustomEvent<{ mode: GameMode }>;
void this.handleGameModeSelection(customEvent.detail.mode);
};
private handleConfigTeamCountSelected = (e: Event) => {
const customEvent = e as CustomEvent<{ count: TeamCountConfig }>;
void this.handleTeamCountSelection(customEvent.detail.count);
};
private handleConfigOptionToggleChanged = (e: Event) => {
const customEvent = e as CustomEvent<{
labelKey: string;
checked: boolean;
}>;
const { labelKey, checked } = customEvent.detail;
switch (labelKey) {
case "host_modal.instant_build":
this.handleInstantBuildChange(checked);
break;
case "host_modal.random_spawn":
this.handleRandomSpawnChange(checked);
break;
case "host_modal.donate_gold":
this.handleDonateGoldChange(checked);
break;
case "host_modal.donate_troops":
this.handleDonateTroopsChange(checked);
break;
case "host_modal.infinite_gold":
this.handleInfiniteGoldChange(checked);
break;
case "host_modal.infinite_troops":
this.handleInfiniteTroopsChange(checked);
break;
case "host_modal.compact_map":
this.handleCompactMapChange(checked);
break;
case "host_modal.disable_alliances":
this.disableAlliances = checked;
this.putGameConfig();
break;
case "host_modal.water_nukes":
this.waterNukes = checked;
this.putGameConfig();
break;
case "host_modal.host_cheats":
this.hostCheatsEnabled = checked;
this.putGameConfig();
break;
default:
break;
}
};
private handleConfigHostCheatToggleChanged = (e: Event) => {
const customEvent = e as CustomEvent<{
labelKey: string;
checked: boolean;
}>;
const { labelKey, checked } = customEvent.detail;
switch (labelKey) {
case "host_modal.infinite_gold":
this.hostCheatInfiniteGold = checked;
this.putGameConfig();
break;
case "host_modal.infinite_troops":
this.hostCheatInfiniteTroops = checked;
this.putGameConfig();
break;
default:
break;
}
};
private handleConfigUnitToggleChanged = (e: Event) => {
const customEvent = e as CustomEvent<{ unit: UnitType; checked: boolean }>;
const { unit, checked } = customEvent.detail;
this.disabledUnits = getUpdatedDisabledUnits(
this.disabledUnits,
unit,
checked,
);
this.putGameConfig();
};
// Modified to include debouncing
private handleBotsChange = (e: Event) => {
const customEvent = e as CustomEvent<{ value: number }>;
const value = customEvent.detail.value;
if (isNaN(value) || value < 0 || value > 400) {
return;
}
// Update the display value immediately
this.bots = value;
// Clear any existing timer
if (this.botsUpdateTimer !== null) {
clearTimeout(this.botsUpdateTimer);
}
// Set a new timer to call putGameConfig after 300ms of inactivity
this.botsUpdateTimer = window.setTimeout(() => {
this.putGameConfig();
this.botsUpdateTimer = null;
}, 300);
};
private handleInstantBuildChange = (val: boolean) => {
this.instantBuild = val;
this.putGameConfig();
};
private handleMaxTimerToggle = (
checked: boolean,
value: number | string | undefined,
) => {
this.maxTimer = checked;
this.maxTimerValue = toOptionalNumber(value);
this.putGameConfig();
};
private handleSpawnImmunityToggle = (
checked: boolean,
value: number | string | undefined,
) => {
this.spawnImmunity = checked;
this.spawnImmunityDurationMinutes = toOptionalNumber(value);
this.putGameConfig();
};
private handleGoldMultiplierToggle = (
checked: boolean,
value: number | string | undefined,
) => {
this.goldMultiplier = checked;
this.goldMultiplierValue = toOptionalNumber(value);
this.putGameConfig();
};
private handleStartingGoldToggle = (
checked: boolean,
value: number | string | undefined,
) => {
this.startingGold = checked;
this.startingGoldValue = toOptionalNumber(value);
this.putGameConfig();
};
private handleSpawnImmunityDurationKeyDown = (e: KeyboardEvent) => {
preventDisallowedKeys(e, ["-", "+", "e", "E"]);
};
private handleSpawnImmunityDurationInput = (e: Event) => {
const input = e.target as HTMLInputElement;
const value = parseBoundedIntegerFromInput(input, { min: 0, max: 120 });
if (value === undefined) {
return;
}
this.spawnImmunityDurationMinutes = value;
this.putGameConfig();
};
private handleGoldMultiplierValueKeyDown = (e: KeyboardEvent) => {
preventDisallowedKeys(e, ["+", "-", "e", "E"]);
};
private handleGoldMultiplierValueChanges = (e: Event) => {
const input = e.target as HTMLInputElement;
const value = parseBoundedFloatFromInput(input, { min: 0.1, max: 1000 });
if (value === undefined) {
this.goldMultiplierValue = undefined;
input.value = "";
} else {
this.goldMultiplierValue = value;
}
this.putGameConfig();
};
private handleStartingGoldValueKeyDown = (e: KeyboardEvent) => {
preventDisallowedKeys(e, ["-", "+", "e", "E"]);
};
private handleStartingGoldValueChanges = (e: Event) => {
const input = e.target as HTMLInputElement;
const value = parseBoundedFloatFromInput(input, {
min: 0.1,
max: 1000,
});
if (value === undefined) {
this.startingGoldValue = undefined;
input.value = "";
} else {
this.startingGoldValue = value;
}
this.putGameConfig();
};
private handleHostCheatGoldMultiplierToggle = (
checked: boolean,
value: number | string | undefined,
) => {
this.hostCheatGoldMultiplier = checked;
this.hostCheatGoldMultiplierValue = toOptionalNumber(value);
this.putGameConfig();
};
private handleHostCheatGoldMultiplierValueKeyDown = (e: KeyboardEvent) => {
preventDisallowedKeys(e, ["+", "-", "e", "E"]);
};
private handleHostCheatGoldMultiplierValueChanges = (e: Event) => {
const input = e.target as HTMLInputElement;
const value = parseBoundedFloatFromInput(input, { min: 0.1, max: 1000 });
if (value === undefined) {
this.hostCheatGoldMultiplierValue = undefined;
input.value = "";
} else {
this.hostCheatGoldMultiplierValue = value;
}
this.putGameConfig();
};
private handleHostCheatStartingGoldToggle = (
checked: boolean,
value: number | string | undefined,
) => {
this.hostCheatStartingGold = checked;
this.hostCheatStartingGoldValue = toOptionalNumber(value);
this.putGameConfig();
};
private handleHostCheatStartingGoldValueKeyDown = (e: KeyboardEvent) => {
preventDisallowedKeys(e, ["-", "+", "e", "E"]);
};
private handleHostCheatStartingGoldValueChanges = (e: Event) => {
const input = e.target as HTMLInputElement;
const value = parseBoundedFloatFromInput(input, {
min: 0.1,
max: 1000,
});
if (value === undefined) {
this.hostCheatStartingGoldValue = undefined;
input.value = "";
} else {
this.hostCheatStartingGoldValue = value;
}
this.putGameConfig();
};
private handleRandomSpawnChange = (val: boolean) => {
this.randomSpawn = val;
this.putGameConfig();
};
private handleInfiniteGoldChange = (val: boolean) => {
this.infiniteGold = val;
this.putGameConfig();
};
private handleDonateGoldChange = (val: boolean) => {
this.donateGold = val;
this.putGameConfig();
};
private handleInfiniteTroopsChange = (val: boolean) => {
this.infiniteTroops = val;
this.putGameConfig();
};
private handleCompactMapChange = (val: boolean) => {
this.compactMap = val;
this.bots = getBotsForCompactMap(this.bots, val);
this.nations = getNationsForCompactMap(
this.nations,
this.defaultNationCount,
val,
);
this.putGameConfig();
};
private handleDonateTroopsChange = (val: boolean) => {
this.donateTroops = val;
this.putGameConfig();
};
private handleMaxTimerValueKeyDown = (e: KeyboardEvent) => {
preventDisallowedKeys(e, ["-", "+", "e"]);
};
private handleMaxTimerValueChanges = (e: Event) => {
const input = e.target as HTMLInputElement;
const value = parseBoundedIntegerFromInput(input, {
min: 1,
max: 120,
stripPattern: /[e+-]/gi,
});
if (value === undefined) {
return;
}
this.maxTimerValue = value;
this.putGameConfig();
};
private handleStartDelayValueKeyDown = (e: KeyboardEvent) => {
preventDisallowedKeys(e, ["-", "+", "e", "E", "."]);
};
private handleStartDelayValueChanges = (e: Event) => {
const input = e.target as HTMLInputElement;
const value = parseBoundedIntegerFromInput(input, {
min: 0,
max: 600,
});
if (value === undefined) {
this.startDelayValue = undefined;
input.value = "";
} else {
this.startDelayValue = value;
}
this.putGameConfig();
};
private handleNationsChange = (e: Event) => {
const customEvent = e as CustomEvent<{ value: number }>;
const value = customEvent.detail.value;
if (isNaN(value) || value < 0 || value > 400) {
return;
}
this.nations = value;
if (this.nationsUpdateTimer !== null) {
clearTimeout(this.nationsUpdateTimer);
}
this.nationsUpdateTimer = window.setTimeout(() => {
this.putGameConfig();
this.nationsUpdateTimer = null;
}, 300);
};
private async handleGameModeSelection(value: GameMode) {
this.gameMode = value;
if (this.gameMode === GameMode.Team) {
this.donateGold = true;
this.donateTroops = true;
} else {
this.donateGold = false;
this.donateTroops = false;
}
this.putGameConfig();
}
private async handleTeamCountSelection(value: TeamCountConfig) {
this.teamCount = value;
this.putGameConfig();
}
private handleWhitelistToggle = (checked: boolean) => {
this.whitelistEnabled = checked;
this.putGameConfig();
};
private handleAllowedPublicIdsChange = (e: Event) => {
this.allowedPublicIds = (e.target as HTMLInputElement).value;
this.putGameConfig();
};
// Comma/space/newline-separated publicIds, capped at the 200 the schema
// allows so a large paste can't make the config update fail validation.
// Undefined when empty (no allowlist).
private parseAllowedPublicIds(): string[] | undefined {
const ids = this.allowedPublicIds
.split(/[\s,]+/)
.map((s) => s.trim())
.filter((s) => s.length > 0)
.slice(0, 200);
return ids.length > 0 ? ids : undefined;
}
private async putGameConfig() {
const spawnImmunityTicks = this.spawnImmunityDurationMinutes
? this.spawnImmunityDurationMinutes * 60 * 10
: 0;
const url = await this.constructUrl();
this.updateLobbyHistory(url);
this.dispatchEvent(
new CustomEvent("update-game-config", {
detail: {
config: {
gameMap: this.selectedMap,
gameMapSize: this.compactMap
? GameMapSize.Compact
: GameMapSize.Normal,
difficulty: this.selectedDifficulty,
bots: this.bots,
infiniteGold: this.infiniteGold,
donateGold: this.donateGold,
infiniteTroops: this.infiniteTroops,
donateTroops: this.donateTroops,
instantBuild: this.instantBuild,
randomSpawn: this.randomSpawn,
gameMode: this.gameMode,
disabledUnits: this.disabledUnits,
spawnImmunityDuration: this.spawnImmunity
? spawnImmunityTicks
: null,
playerTeams: this.teamCount,
nations: sliderToNationsConfig(
this.nations,
this.defaultNationCount,
),
maxTimerValue: this.maxTimer === true ? this.maxTimerValue : null,
startDelay: this.startDelayValue,
goldMultiplier:
this.goldMultiplier === true ? this.goldMultiplierValue : null,
startingGold:
this.startingGold === true && this.startingGoldValue !== undefined
? Math.round(this.startingGoldValue * 1_000_000)
: null,
disableAlliances: this.disableAlliances || null,
allowedPublicIds: this.whitelistEnabled
? (this.parseAllowedPublicIds() ?? [])
: [],
waterNukes: this.waterNukes ? true : null,
hostCheats: this.hostCheatsEnabled
? {
infiniteGold: this.hostCheatInfiniteGold || undefined,
infiniteTroops: this.hostCheatInfiniteTroops || undefined,
goldMultiplier:
this.hostCheatGoldMultiplier === true
? this.hostCheatGoldMultiplierValue
: null,
startingGold:
this.hostCheatStartingGold === true &&
this.hostCheatStartingGoldValue !== undefined
? Math.round(this.hostCheatStartingGoldValue * 1_000_000)
: null,
}
: undefined,
} satisfies Partial<GameConfig>,
},
bubbles: true,
composed: true,
}),
);
}
private async toggleGameStartTimer() {
await this.putGameConfig();
console.log(
`Starting private game with map: ${GameMapType[this.selectedMap as keyof typeof GameMapType]} ${this.useRandomMap ? " (Randomly selected)" : ""}`,
);
// If the modal closes as part of starting the game, do not leave the lobby
this.leaveLobbyOnClose = false;
this.dispatchEvent(
new CustomEvent("toggle_game_start_timer", {
bubbles: true,
composed: true,
}),
);
}
private kickPlayer(clientID: string) {
// Dispatch event to be handled by WebSocket instead of HTTP
this.dispatchEvent(
new CustomEvent("kick-player", {
detail: { target: clientID },
bubbles: true,
composed: true,
}),
);
}
private async loadNationCount() {
const currentMap = this.selectedMap;
try {
const mapData = this.mapLoader.getMapData(currentMap);
const manifest = await mapData.manifest();
// Only update if the map hasn't changed
if (this.selectedMap === currentMap) {
this.defaultNationCount = manifest.nations.length;
this.nations = this.compactMap
? Math.max(0, Math.floor(manifest.nations.length * 0.25))
: manifest.nations.length;
}
} catch (error) {
console.warn("Failed to load nation count", error);
// Leave existing values unchanged so the UI stays consistent
}
}
}
async function createLobby(gameID: string): Promise<GameInfo> {
// Send JWT token for creator identification - server extracts persistentID from it
// persistentID should never be exposed to other clients
const token = await getPlayToken();
try {
const response = await fetch(
`/${ClientEnv.workerPath(gameID)}/api/create_game/${gameID}`,
{
method: "POST",
headers: {
"Content-Type": "application/json",
Authorization: `Bearer ${token}`,
},
},
);
if (!response.ok) {
const errorText = await response.text();
console.error("Server error response:", errorText);
throw new Error(`HTTP error! status: ${response.status}`);
}
const data = await response.json();
console.log("Success:", data);
return data as GameInfo;
} catch (error) {
console.error("Error creating lobby:", error);
throw error;
}
}