feat: Enhance session persistence by marking players offline in active games and improving rejoin room with server callbacks.
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Build and Deploy / build (push) Successful in 1m11s
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@@ -62,6 +62,24 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
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setMessages(initialRoom.messages || []);
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}, [initialRoom]);
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// React to prop updates for draft state (Crucial for resume)
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useEffect(() => {
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if (initialDraftState) {
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setDraftState(initialDraftState);
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}
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}, [initialDraftState]);
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// Handle kicked event
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useEffect(() => {
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const socket = socketService.socket;
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const onKicked = () => {
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alert("You have been kicked from the room.");
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onExit();
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};
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socket.on('kicked', onKicked);
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return () => { socket.off('kicked', onKicked); };
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}, [onExit]);
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// Scroll to bottom of chat
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useEffect(() => {
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messagesEndRef.current?.scrollIntoView({ behavior: 'smooth' });
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@@ -243,25 +261,55 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
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<h3 className="text-sm font-bold text-slate-400 uppercase mb-3 flex items-center gap-2">
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<Users className="w-4 h-4" /> Lobby
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</h3>
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<div className="flex-1 overflow-y-auto space-y-2 pr-1">
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{room.players.map(p => {
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const isReady = (p as any).ready;
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const isMe = p.id === currentPlayerId;
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return (
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<div key={p.id} className="flex items-center justify-between bg-slate-900/50 p-2 rounded-lg border border-slate-700/50">
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<div key={p.id} className="flex items-center justify-between bg-slate-900/50 p-2 rounded-lg border border-slate-700/50 group">
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<div className="flex items-center gap-2">
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<div className={`w-8 h-8 rounded-full flex items-center justify-center font-bold text-xs ${p.role === 'spectator' ? 'bg-slate-700 text-slate-300' : 'bg-gradient-to-br from-purple-500 to-blue-500 text-white'}`}>
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{p.name.substring(0, 2).toUpperCase()}
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</div>
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<div className="flex flex-col">
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<span className={`text-sm font-medium ${p.id === currentPlayerId ? 'text-white' : 'text-slate-300'}`}>
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{p.name}
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<span className={`text-sm font-medium ${isMe ? 'text-white' : 'text-slate-300'}`}>
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{p.name} {isMe && '(You)'}
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</span>
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<span className="text-[10px] uppercase font-bold tracking-wider text-slate-500">
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{p.role} {p.isHost && <span className="text-amber-500 ml-1">• Host</span>}
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{isReady && room.status === 'deck_building' && <span className="text-emerald-500 ml-1">• Ready</span>}
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{p.isOffline && <span className="text-red-500 ml-1">• Offline</span>}
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</span>
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</div>
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</div>
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<div className="flex gap-2 opacity-0 group-hover:opacity-100 transition-opacity">
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{isMe && (
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<button
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onClick={onExit}
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className="p-1 hover:bg-slate-700 rounded text-slate-400 hover:text-red-400"
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title="Leave Room"
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>
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<LogOut className="w-4 h-4" />
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</button>
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)}
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{isMeHost && !isMe && (
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<button
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onClick={() => {
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if (confirm(`Kick ${p.name}?`)) {
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socketService.socket.emit('kick_player', { roomId: room.id, targetId: p.id });
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}
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}}
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className="p-1 hover:bg-red-900/50 rounded text-slate-500 hover:text-red-500"
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title="Kick Player"
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>
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<LogOut className="w-4 h-4 rotate-180" />
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</button>
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)}
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</div>
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</div>
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)
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})}
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@@ -155,9 +155,19 @@ export const LobbyManager: React.FC<LobbyManagerProps> = ({ generatedPacks }) =>
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if (savedRoomId && !activeRoom && playerId) {
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setLoading(true);
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connect();
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socketService.emitPromise('rejoin_room', { roomId: savedRoomId })
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.then(() => {
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// Rejoin logic mostly handled by onRoomUpdate via socket
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socketService.emitPromise('rejoin_room', { roomId: savedRoomId, playerId })
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.then((response: any) => {
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if (response.success) {
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console.log("Rejoined session successfully");
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setActiveRoom(response.room);
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if (response.draftState) {
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setInitialDraftState(response.draftState);
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}
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} else {
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console.warn("Rejoin failed by server: ", response.message);
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localStorage.removeItem('active_room_id');
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setLoading(false);
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}
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})
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.catch(err => {
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console.warn("Reconnection failed", err);
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