Files
OpenFrontIO/src/client/HostLobbyModal.ts
T
Evan 46b9fe88bb fix: survive host modal close during listed-lobby auto-start (#4514)
Follow-up to the listed-lobby auto-start feature (`2a82b01e3`, on main).

## Bug

When a listed lobby auto-started (and in some paths on manual start),
the game began server-side but a player got ejected back to the menu
before it loaded.

Root cause: `BaseModal.close()` navigates via `showPage()`, which
**force-closes whichever page-modal is currently visible**. During the
game-start transition that is the *other* lobby modal — closing the join
modal first cascade-closed the host's modal with `leaveLobbyOnClose`
still armed (host disconnected → host-left teardown killed the game);
reversing the order just moved the victim to the joiner. No close order
fixes both sides.

## Fix

- **Disarm both lobby modals before closing either** in the prestart
transition (`disarmLeaveOnClose()` on `HostLobbyModal` and
`JoinLobbyModal`), so no cascade order can disconnect anyone mid
game-start.
- Both modals re-arm `leaveLobbyOnClose` in `onOpen` instead of
`onClose`'s state reset, so once disarmed no later cascade close can
re-arm it until the modal is reopened.
- `HostLobbyModal.closeWithoutLeaving()` (pattern `JoinLobbyModal`
already used), called explicitly instead of the generic modal-close
loop.
- **Server hardening:** `handleClientDisconnect` bails on `hasStarted()`
(which includes prestart) instead of raw `_hasStarted`, so host socket
churn during the lobby → game transition can never tear down a starting
game regardless of client behavior. Regression test included.

## Verification

Headless end-to-end (two browser contexts, host + joiner, `leave-lobby`
stack-trace tripwire armed on both pages):

- **Manual start:** host and joiner both receive prestart/start and
enter the game; zero `leave-lobby` dispatches.
- **Auto-start:** same, with nobody interacting after listing.

Also confirmed manually in a real browser. The auto-start deadline was
temporarily 30s during testing and is restored to 5 minutes in the final
commit. Full suite green (1843 + 161), tsc/eslint/prettier clean.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 10:55:16 -07:00

1417 lines
48 KiB
TypeScript

import { html, nothing } from "lit";
import { customElement, property, state } from "lit/decorators.js";
import { ClientEnv } from "src/client/ClientEnv";
import {
calculateServerTimeOffset,
getSecondsUntilServerTimestamp,
renderDuration,
showToast,
translateText,
} from "../client/Utils";
import { hasActiveSubscription } from "../core/ApiSchemas";
import { GameEnv } from "../core/configuration/Config";
import { EventBus } from "../core/EventBus";
import { DoomsdayClockSpeed } from "../core/game/DoomsdayClock";
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 { getUserMe, setLobbyListed } from "./Api";
import { getPlayToken } from "./Auth";
import "./components/baseComponents/Modal";
import { BaseModal } from "./components/BaseModal";
import "./components/ConfirmDialog";
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 doomsdayClock: boolean = false;
@state() private doomsdayClockSpeed: DoomsdayClockSpeed = "normal";
@state() private anonymizeNames: boolean = false;
@state() private nameReveals: string[] = [];
@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;
// Whether this user may actually make the lobby public (subscribers, or
// anyone in dev). The toggle itself is always shown.
@state() private canListPublicly: boolean = false;
@state() private publiclyListed: boolean = false;
@state() private showSubscriptionRequired: boolean = false;
// Server timestamp when the listed lobby auto-starts (from lobby info).
@state() private autoStartAt: number | null = null;
@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;
// Guards against overlapping listing requests: rapid Public/Private clicks
// could otherwise be applied out of order by the server, leaving the UI
// showing the opposite of the real listed state.
private listingRequestInFlight = false;
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;
}
// The server can delist on its own (join whitelist enabled, duplicate
// creator resolved by the master); follow its state unless our own
// toggle request is mid-flight.
if (!this.listingRequestInFlight && lobby.listed !== undefined) {
this.publiclyListed = lobby.listed;
}
this.autoStartAt = lobby.autoStartAt ?? null;
};
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({
titleContent: html`
<span
class="text-white text-xl lg:text-2xl font-bold uppercase tracking-widest break-words hyphens-auto"
>
${translateText("host_modal.title")}
</span>
${this.renderVisibilityToggle()}
`,
onBack: () => {
this.leaveLobbyOnClose = true;
this.close();
},
ariaLabel: translateText("common.back"),
rightContent: html`
<copy-button
.lobbyId=${this.lobbyId}
.lobbySuffix=${this.lobbyUrlSuffix}
include-lobby-query
></copy-button>
`,
});
}
// Private/Public segmented toggle in the header. Shown to everyone;
// non-subscribers get a subscription-required dialog instead of a listing
// request (the server re-checks the subscription regardless).
private renderVisibilityToggle() {
const segment = (labelKey: string, isPublic: boolean) => html`
<button
class="px-3 py-1 text-[10px] font-bold uppercase tracking-widest rounded-full transition-all ${this
.publiclyListed === isPublic
? "bg-malibu-blue text-white"
: "text-white/50 hover:text-white"}"
@click=${() => this.handleVisibilitySelect(isPublic)}
>
${translateText(labelKey)}
</button>
`;
return html`
<div
class="flex items-center rounded-full border border-white/10 bg-white/5 p-0.5 shrink-0"
>
${segment("host_modal.visibility_private", false)}
${segment("host_modal.visibility_public", true)}
</div>
${this.renderAutoStartTimer()}
`;
}
// Countdown until the listed lobby starts automatically (hosts can't sit
// on a public listing). Hidden once the real start countdown is running —
// the Start button shows that one.
private renderAutoStartTimer() {
if (
!this.publiclyListed ||
this.autoStartAt === null ||
this.lobbyStartAt !== null
) {
return nothing;
}
const seconds = getSecondsUntilServerTimestamp(
this.autoStartAt,
this.serverTimeOffset,
);
return html`<span
class="text-amber-300 text-xs font-bold tabular-nums shrink-0"
title=${translateText("host_modal.auto_start_timer")}
>${renderDuration(seconds)}</span
>`;
}
private handleVisibilitySelect(isPublic: boolean) {
if (
this.listingRequestInFlight ||
isPublic === this.publiclyListed ||
!this.lobbyId
) {
return;
}
if (isPublic && !this.canListPublicly) {
this.showSubscriptionRequired = true;
return;
}
void this.handlePublicListingToggle(isPublic);
}
protected renderBody() {
const secondsRemaining =
this.lobbyStartAt !== null
? getSecondsUntilServerTimestamp(
this.lobbyStartAt,
this.serverTimeOffset,
)
: null;
const statusLabel =
secondsRemaining === null
? this.clients.length === 1
? translateText("host_modal.waiting")
: translateText("host_modal.start")
: translateText("host_modal.starting_in", {
time: renderDuration(secondsRemaining),
});
const inputCards = [
html`<toggle-input-card
.labelKey=${"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=${this.handleStartingGoldValueKeyDown}
></toggle-input-card>`,
// A join whitelist and public listing are mutually exclusive (the
// server rejects both combinations), so the control disappears while
// the lobby is listed.
...(this.publiclyListed
? []
: [
html`<toggle-input-card
.labelKey=${"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.anonymous_players",
checked: this.anonymizeNames,
},
{
labelKey: "host_modal.water_nukes",
checked: this.waterNukes,
},
{
labelKey: "host_modal.doomsday_clock",
checked: this.doomsdayClock,
doomsdayClockSpeed: this.doomsdayClockSpeed,
},
// Host cheats and public listing are mutually exclusive
// (the server rejects both combinations), so the controls
// disappear while the lobby is listed.
...(this.publiclyListed
? []
: [
{
labelKey: "host_modal.host_cheats",
checked: this.hostCheatsEnabled,
},
]),
],
inputCards,
},
hostCheats: {
titleKey: "host_modal.host_cheats",
visible: this.hostCheatsEnabled && !this.publiclyListed,
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=${this.handleConfigDifficultySelected}
@doomsday-clock-speed-selected=${this
.handleConfigDoomsdayClockSpeedSelected}
@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=${this.nations}
.onKickPlayer=${this.publiclyListed
? undefined
: (clientID: string) => this.kickPlayer(clientID)}
.onToggleNameReveal=${(clientID: string) =>
this.toggleNameReveal(clientID)}
.nameReveals=${this.nameReveals}
.anonymizeNames=${this.anonymizeNames}
></lobby-player-view>
</div>
<!-- Player List / footer -->
<div class="p-6 pt-4 border-t border-white/10 bg-black/20 shrink-0">
<o-button
variant=${secondsRemaining !== null ? "warning" : "primary"}
width="block"
size="lg"
.title=${statusLabel}
?disable=${this.lobbyStartAt === null && this.clients.length < 2}
@click=${this.toggleGameStartTimer}
></o-button>
</div>
${this.showSubscriptionRequired
? html`<confirm-dialog
.heading=${translateText(
"host_modal.subscription_required_title",
)}
.message=${translateText("host_modal.subscription_required_body")}
variant="warning"
.showClose=${true}
.buttons=${"confirmOnly"}
.confirmText=${translateText("host_modal.view_subscriptions")}
@cancel=${() => (this.showSubscriptionRequired = false)}
@confirm=${() => {
this.showSubscriptionRequired = false;
window.location.href = "/#modal=store&tab=subscriptions";
}}
></confirm-dialog>`
: ""}
</div>
`;
}
protected onOpen(): void {
// Re-armed here (not in onClose's reset) so that once
// closeWithoutLeaving() disarms it, no close cascade — e.g. another
// modal's close() navigating via showPage, which force-closes this one —
// can re-arm it and disconnect the host mid game-start.
this.leaveLobbyOnClose = true;
this.startLobbyUpdates();
void getUserMe().then((userMe) => {
// Dev skips the subscription gate (matching the server) so the
// listing flow is testable locally.
this.canListPublicly =
ClientEnv.env() === GameEnv.Dev ||
(userMe !== false && hasActiveSubscription(userMe));
});
// The server mints the game id, so we don't know it until createLobby
// resolves. clientID is assigned by the server when we join the lobby.
// Pass auth token for creator identification (server extracts persistentID from it)
createLobby()
.then(async (lobby) => {
this.lobbyId = lobby.gameID;
if (!isValidGameID(this.lobbyId)) {
throw new Error(`Invalid lobby ID format: ${this.lobbyId}`);
}
crazyGamesSDK.showInviteButton(this.lobbyId);
// Now that we have the id, build and copy the share link. If lobby
// creation fails, the catch below clears the clipboard.
const url = await this.constructUrl();
this.updateLobbyHistory(url);
await this.updateComplete;
void (this.querySelector("copy-button") as CopyButton)?.handleCopy();
})
.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(() => {});
});
// BaseModal.firstUpdated() owns modalEl.onClose so the o-modal close path
// (backdrop / close button) runs confirmBeforeClose(). Don't override it
// here — doing so would bypass the leave-lobby confirmation.
this.loadNationCount();
}
private leaveLobby() {
if (!this.lobbyId) {
return;
}
this.dispatchEvent(
new CustomEvent("leave-lobby", {
detail: { lobby: this.lobbyId },
bubbles: true,
composed: true,
}),
);
}
// Close as part of the lobby -> game transition (e.g. auto-start of a
// listed lobby): the host is entering the game, not leaving the lobby, so
// closing must not disconnect them (the server would tear the lobby down).
// disarmLeaveOnClose is separate because closing ANY page-modal navigates
// via showPage, which force-closes the currently visible page — so all
// lobby modals must be disarmed before any of them is closed.
public disarmLeaveOnClose() {
this.leaveLobbyOnClose = false;
}
public closeWithoutLeaving() {
this.disarmLeaveOnClose();
this.close();
}
public confirmBeforeClose(): boolean | Promise<boolean> {
return this.confirmClose(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.doomsdayClock = false;
this.doomsdayClockSpeed = "normal";
this.anonymizeNames = false;
this.nameReveals = [];
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.publiclyListed = false;
this.showSubscriptionRequired = false;
this.autoStartAt = null;
}
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 handleConfigDoomsdayClockSpeedSelected = (e: Event) => {
const customEvent = e as CustomEvent<{ speed: DoomsdayClockSpeed }>;
this.doomsdayClockSpeed = customEvent.detail.speed;
this.putGameConfig();
};
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.anonymous_players":
this.anonymizeNames = checked;
this.putGameConfig();
break;
case "host_modal.water_nukes":
this.waterNukes = checked;
this.putGameConfig();
break;
case "host_modal.doomsday_clock":
this.doomsdayClock = 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();
};
// Server-authoritative: it re-verifies the subscription and enforces the
// listing limits, so a failed request reverts the toggle.
private async handlePublicListingToggle(checked: boolean) {
this.listingRequestInFlight = true;
this.publiclyListed = checked;
const result = await setLobbyListed(this.lobbyId, checked);
if (result.ok) {
this.publiclyListed = result.listed;
} else {
this.publiclyListed = !checked;
this.showListingError(result.error);
}
this.listingRequestInFlight = false;
}
private showListingError(serverError?: string) {
let key = "private_lobby.listing_failed";
if (serverError === "subscription_required") {
key = "private_lobby.listing_requires_subscription";
} else if (serverError === "listing_limit_reached") {
key = "private_lobby.listing_limit_reached";
} else if (serverError === "listing_whitelist_enabled") {
key = "private_lobby.listing_whitelist_enabled";
} else if (serverError === "listing_host_cheats_enabled") {
key = "private_lobby.listing_host_cheats_enabled";
} else if (serverError === "listing_full") {
key = "private_lobby.listing_full";
}
showToast(translateText(key), "red", 3000);
}
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,
// Send {enabled:false} (not undefined) when off: undefined is dropped
// by JSON.stringify, so the server's "!== undefined" merge would keep a
// previously-enabled config and the toggle could never turn off.
doomsdayClock: this.doomsdayClock
? { enabled: true, speed: this.doomsdayClockSpeed }
: { enabled: false },
anonymizeNames: this.anonymizeNames,
nameReveals: this.nameReveals,
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 toggleNameReveal(clientID: string) {
this.nameReveals = this.nameReveals.includes(clientID)
? this.nameReveals.filter((c) => c !== clientID)
: [...this.nameReveals, clientID];
this.putGameConfig();
}
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(): 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 {
// No worker prefix and no id: nginx (prod) / the vite dev proxy randomly
// routes to a worker, which mints a self-owned id and returns it.
const response = await fetch(`/api/create_game`, {
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;
}
}