Files
OpenFrontIO/src/client/hud/layers/GameRightSidebar.ts
T
MushroomLamp 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

375 lines
12 KiB
TypeScript

import { html, LitElement } from "lit";
import { customElement, state } from "lit/decorators.js";
import { assetUrl } from "../../../core/AssetUrls";
import { EventBus } from "../../../core/EventBus";
import { GameType } from "../../../core/game/Game";
import { createNextLobby } from "../../Api";
import { ClientEnv } from "../../ClientEnv";
import "../../components/DoomsdayClockPanel";
import { Controller } from "../../Controller";
import { crazyGamesSDK } from "../../CrazyGamesSDK";
import { showInGameAlert, showInGameConfirm } from "../../InGameModal";
import { TogglePauseIntentEvent } from "../../InputHandler";
import { PauseGameIntentEvent, SendWinnerEvent } from "../../Transport";
import { translateText } from "../../Utils";
import { GameView } from "../../view";
import { ImmunityBarVisibleEvent } from "./ImmunityTimer";
import { ShowReplayPanelEvent } from "./ReplayPanel";
import { ShowSettingsModalEvent } from "./SettingsModal";
import { SpawnBarVisibleEvent } from "./SpawnTimer";
const exitIcon = assetUrl("images/ExitIconWhite.svg");
const FastForwardIconSolid = assetUrl("images/FastForwardIconSolidWhite.svg");
const pauseIcon = assetUrl("images/PauseIconWhite.svg");
const playIcon = assetUrl("images/PlayIconWhite.svg");
const newLobbyIcon = assetUrl("images/ReplayRegularIconWhite.svg");
const settingsIcon = assetUrl("images/SettingIconWhite.svg");
const fullscreenIcon = assetUrl("images/FullscreenIconWhite.svg");
const exitFullscreenIcon = assetUrl("images/ExitFullscreenIconWhite.svg");
@customElement("game-right-sidebar")
export class GameRightSidebar extends LitElement implements Controller {
public game: GameView;
public eventBus: EventBus;
@state()
private _isSinglePlayer: boolean = false;
@state()
private _isReplayVisible: boolean = false;
@state()
private _isVisible: boolean = true;
@state()
private isPaused: boolean = false;
@state()
private isFullscreen: boolean = false;
@state()
private timer: number = 0;
// CrazyGames provides its own fullscreen control in the game frame, so hide ours.
private readonly onCrazyGames = crazyGamesSDK.isOnCrazyGames();
private hasWinner = false;
private isLobbyCreator = false;
private isPrivateLobby = false;
// Guards the in-game "New lobby" button so a double click doesn't fire twice
// before we navigate to the successor lobby.
private newLobbyRequested = false;
private spawnBarVisible = false;
private immunityBarVisible = false;
createRenderRoot() {
// Stack the timer bar + doomsday-clock readout, centers aligned (the narrower
// one sits centered under the wider one).
this.style.display = "flex";
this.style.flexDirection = "column";
this.style.alignItems = "center";
this.style.gap = "6px";
return this;
}
init() {
this._isSinglePlayer =
this.game?.config()?.gameConfig()?.gameType === GameType.Singleplayer ||
this.game.config().isReplay();
this.isPrivateLobby =
this.game?.config()?.gameConfig()?.gameType === GameType.Private;
this._isVisible = true;
this.eventBus.on(SpawnBarVisibleEvent, (e) => {
this.spawnBarVisible = e.visible;
this.updateParentOffset();
});
this.eventBus.on(ImmunityBarVisibleEvent, (e) => {
this.immunityBarVisible = e.visible;
this.updateParentOffset();
});
this.eventBus.on(SendWinnerEvent, () => {
this.hasWinner = true;
this.requestUpdate();
});
this.eventBus.on(TogglePauseIntentEvent, () => {
const isReplayOrSingleplayer =
this._isSinglePlayer || this.game?.config()?.isReplay();
if (isReplayOrSingleplayer || this.isLobbyCreator) {
this.onPauseButtonClick();
}
});
this.requestUpdate();
}
private onFullscreenChange = () => {
this.isFullscreen = !!document.fullscreenElement;
};
connectedCallback() {
super.connectedCallback();
document.addEventListener("fullscreenchange", this.onFullscreenChange);
this.onFullscreenChange();
}
disconnectedCallback() {
super.disconnectedCallback();
document.removeEventListener("fullscreenchange", this.onFullscreenChange);
}
getTickIntervalMs() {
return 250;
}
tick() {
// Timer logic
// Check if the player is the lobby creator
if (!this.isLobbyCreator && this.game.myPlayer()?.isLobbyCreator()) {
this.isLobbyCreator = true;
this.requestUpdate();
}
if (this.game.inSpawnPhase()) {
// Singleplayer has no spawn timer (SpawnTimerExecution isn't added), so
// the spawn phase doesn't count down — keep the old static display.
if (this.game.config().gameConfig().gameType === GameType.Singleplayer) {
const maxTimerValue = this.game.config().gameConfig().maxTimerValue;
this.timer =
maxTimerValue !== null && maxTimerValue !== undefined
? maxTimerValue * 60
: 0;
return;
}
const spawnPhaseDurationTicks = this.game.config().numSpawnPhaseTurns();
const currentTicks = this.game.ticks();
const remainingTicks = spawnPhaseDurationTicks - currentTicks;
const remainingSeconds = Math.ceil(remainingTicks / 10);
this.timer = Math.max(0, remainingSeconds);
return;
}
const elapsedSeconds = Math.floor(this.game.elapsedGameSeconds());
if (this.hasWinner) {
return;
}
const maxTimerValue = this.game.config().gameConfig().maxTimerValue;
if (maxTimerValue !== null && maxTimerValue !== undefined) {
this.timer = Math.max(0, maxTimerValue * 60 - elapsedSeconds);
} else {
this.timer = elapsedSeconds;
}
}
private updateParentOffset(): void {
const offset =
(this.spawnBarVisible ? 7 : 0) + (this.immunityBarVisible ? 7 : 0);
const parent = this.parentElement as HTMLElement;
if (parent) {
parent.style.marginTop = `${offset}px`;
}
}
private secondsToHms = (d: number): string => {
const pad = (n: number) => (n < 10 ? `0${n}` : n);
const h = Math.floor(d / 3600);
const m = Math.floor((d % 3600) / 60);
const s = Math.floor((d % 3600) % 60);
if (h !== 0) {
return `${pad(h)}:${pad(m)}:${pad(s)}`;
} else {
return `${pad(m)}:${pad(s)}`;
}
};
private toggleReplayPanel(): void {
this._isReplayVisible = !this._isReplayVisible;
this.eventBus.emit(
new ShowReplayPanelEvent(this._isReplayVisible, this._isSinglePlayer),
);
}
private onPauseButtonClick() {
this.isPaused = !this.isPaused;
if (this.isPaused) {
crazyGamesSDK.gameplayStop();
} else {
crazyGamesSDK.gameplayStart();
}
this.eventBus.emit(new PauseGameIntentEvent(this.isPaused));
}
private async onNewLobbyButtonClick() {
if (this.newLobbyRequested) return;
// Confirm so a stray click next to pause/exit doesn't yank everyone into a
// new lobby mid-game.
const isConfirmed = await showInGameConfirm(
translateText("new_lobby_prompt.confirm"),
{ variant: "warning" },
);
if (!isConfirmed) return;
if (this.newLobbyRequested) return; // clicked again while confirming
this.newLobbyRequested = true;
this.requestUpdate();
try {
// The worker mints the successor lobby and has the current game
// broadcast its id, so everyone else gets the NewLobbyPrompt. We (the
// host) navigate straight to the new host view from the response.
const lobby = await createNextLobby(this.game.gameID());
const id = lobby.gameID;
// ?host routes the creator back into the host view on load.
window.location.href = `${window.location.origin}/${ClientEnv.workerPath(id)}/game/${id}?host`;
} catch (error) {
console.error("Failed to create successor lobby", error);
this.newLobbyRequested = false;
this.requestUpdate();
void showInGameAlert(translateText("new_lobby_prompt.failed"));
}
}
private async onExitButtonClick() {
const isAlive = this.game.myPlayer()?.isAlive();
if (isAlive) {
const isConfirmed = await showInGameConfirm(
translateText("help_modal.exit_confirmation"),
);
if (!isConfirmed) return;
}
await crazyGamesSDK.requestMidgameAd();
await crazyGamesSDK.gameplayStop();
// redirect to the home page
window.location.href = "/";
}
private onSettingsButtonClick() {
this.eventBus.emit(
new ShowSettingsModalEvent(true, this._isSinglePlayer, this.isPaused),
);
}
private onFullscreenButtonClick() {
if (!document.fullscreenElement) {
document.documentElement.requestFullscreen().catch((err) => {
console.warn("Failed to enter fullscreen:", err);
});
} else {
document.exitFullscreen().catch((err) => {
console.warn("Failed to exit fullscreen:", err);
});
}
}
render() {
if (this.game === undefined) return html``;
const timerColor =
this.game.config().gameConfig().maxTimerValue !== undefined &&
this.game.config().gameConfig().maxTimerValue !== null &&
this.timer < 60
? "text-red-400"
: "";
return html`
<aside
class=${`w-fit flex flex-row items-center gap-3 py-2 px-3 bg-gray-800/92 backdrop-blur-sm shadow-xs min-[1200px]:rounded-lg rounded-bl-lg transition-transform duration-300 ease-out transform text-white ${
this._isVisible ? "translate-x-0" : "translate-x-full"
}`}
@contextmenu=${(e: Event) => e.preventDefault()}
>
<!-- In-game time -->
<div class=${timerColor}>${this.secondsToHms(this.timer)}</div>
<!-- Buttons -->
${this.maybeRenderReplayButtons()}
<div class="cursor-pointer" @click=${this.onSettingsButtonClick}>
<img src=${settingsIcon} alt="settings" width="20" height="20" />
</div>
${document.fullscreenEnabled && !this.onCrazyGames
? html`<div
class="cursor-pointer"
@click=${this.onFullscreenButtonClick}
>
<img
src=${this.isFullscreen ? exitFullscreenIcon : fullscreenIcon}
alt=${this.isFullscreen
? translateText("fullscreen.exit")
: translateText("fullscreen.enter")}
width="20"
height="20"
/>
</div>`
: ""}
<div class="cursor-pointer" @click=${this.onExitButtonClick}>
<img src=${exitIcon} alt="exit" width="20" height="20" />
</div>
</aside>
<doomsday-clock-panel
.game=${this.game}
.hasWinner=${this.hasWinner}
.refreshKey=${this.timer}
></doomsday-clock-panel>
`;
}
maybeRenderReplayButtons() {
const isReplayOrSingleplayer =
this._isSinglePlayer || this.game?.config()?.isReplay();
const showPauseButton = isReplayOrSingleplayer || this.isLobbyCreator;
// The host of a private lobby can start a fresh lobby at any time, without
// waiting to die or for the game to end.
const showNewLobbyButton = this.isLobbyCreator && this.isPrivateLobby;
return html`
${isReplayOrSingleplayer
? html`
<div class="cursor-pointer" @click=${this.toggleReplayPanel}>
<img
src=${FastForwardIconSolid}
alt="replay"
width="20"
height="20"
/>
</div>
`
: ""}
${showPauseButton
? html`
<div class="cursor-pointer" @click=${this.onPauseButtonClick}>
<img
src=${this.isPaused ? playIcon : pauseIcon}
alt="play/pause"
width="20"
height="20"
/>
</div>
`
: ""}
${showNewLobbyButton
? html`
<div
class="cursor-pointer ${this.newLobbyRequested
? "opacity-50 pointer-events-none"
: ""}"
@click=${this.onNewLobbyButtonClick}
title=${translateText("win_modal.new_lobby")}
>
<img
src=${newLobbyIcon}
alt=${translateText("win_modal.new_lobby")}
width="20"
height="20"
/>
</div>
`
: ""}
`;
}
}