feat: Enhance session persistence by marking players offline in active games and improving rejoin room with server callbacks.
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This commit is contained in:
2025-12-16 22:01:36 +01:00
parent 5067f07514
commit 33a5fcd501
8 changed files with 228 additions and 23 deletions

View File

@@ -151,7 +151,7 @@ io.on('connection', (socket) => {
});
// RE-IMPLEMENTING rejoin_room with playerId
socket.on('rejoin_room', ({ roomId, playerId }) => {
socket.on('rejoin_room', ({ roomId, playerId }, callback) => {
socket.join(roomId);
if (playerId) {
@@ -172,15 +172,29 @@ io.on('connection', (socket) => {
resumeRoomTimers(roomId);
}
// Prepare Draft State if exists
let currentDraft = null;
if (room.status === 'drafting') {
const draft = draftManager.getDraft(roomId);
if (draft) socket.emit('draft_update', draft);
currentDraft = draftManager.getDraft(roomId);
if (currentDraft) socket.emit('draft_update', currentDraft);
}
// ACK Callback
if (typeof callback === 'function') {
callback({ success: true, room, draftState: currentDraft });
}
} else {
// Room found but player not in it? Or room not found?
// If room exists but player not in list, it failed.
if (typeof callback === 'function') {
callback({ success: false, message: 'Player not found in room or room closed' });
}
}
} else {
// Just get room if no playerId? Should rare happen
const room = roomManager.getRoom(roomId);
if (room) socket.emit('room_update', room);
// Missing playerId
if (typeof callback === 'function') {
callback({ success: false, message: 'Missing Player ID' });
}
}
});
@@ -202,6 +216,29 @@ io.on('connection', (socket) => {
}
});
socket.on('kick_player', ({ roomId, targetId }) => {
const context = getContext();
if (!context || !context.player.isHost) return; // Verify host
// Get target socketId before removal to notify them
// Note: getPlayerBySocket works if they are connected.
// We might need to find target in room.players directly.
const room = roomManager.getRoom(roomId);
if (room) {
const target = room.players.find(p => p.id === targetId);
if (target) {
const updatedRoom = roomManager.kickPlayer(roomId, targetId);
if (updatedRoom) {
io.to(roomId).emit('room_update', updatedRoom);
if (target.socketId) {
io.to(target.socketId).emit('kicked', { message: 'You have been kicked by the host.' });
}
console.log(`Player ${targetId} kicked from room ${roomId} by host.`);
}
}
}
});
// Secure helper to get player context
const getContext = () => roomManager.getPlayerBySocket(socket.id);

View File

@@ -105,18 +105,32 @@ export class RoomManager {
const room = this.rooms.get(roomId);
if (!room) return null;
room.players = room.players.filter(p => p.id !== playerId);
if (room.status === 'waiting') {
// Normal logic: Remove player completely
room.players = room.players.filter(p => p.id !== playerId);
// If host leaves, assign new host from remaining players
if (room.players.length === 0) {
this.rooms.delete(roomId);
return null;
} else if (room.hostId === playerId) {
const nextPlayer = room.players.find(p => p.role === 'player') || room.players[0];
if (nextPlayer) {
room.hostId = nextPlayer.id;
nextPlayer.isHost = true;
// If host leaves, assign new host from remaining players
if (room.players.length === 0) {
this.rooms.delete(roomId);
return null;
} else if (room.hostId === playerId) {
const nextPlayer = room.players.find(p => p.role === 'player') || room.players[0];
if (nextPlayer) {
room.hostId = nextPlayer.id;
nextPlayer.isHost = true;
}
}
} else {
// Game in progress (Drafting/Playing)
// DO NOT REMOVE PLAYER. Just mark offline.
// This allows them to rejoin and reclaim their seat (and deck).
const player = room.players.find(p => p.id === playerId);
if (player) {
player.isOffline = true;
// Note: socketId is already handled by disconnect event usually, but if explicit leave, we should clear it?
player.socketId = undefined;
}
console.log(`Player ${playerId} left active game in room ${roomId}. Marked as offline.`);
}
return room;
}
@@ -132,6 +146,16 @@ export class RoomManager {
return this.rooms.get(roomId);
}
kickPlayer(roomId: string, playerId: string): Room | null {
const room = this.rooms.get(roomId);
if (!room) return null;
room.players = room.players.filter(p => p.id !== playerId);
// If game was running, we might need more cleanup, but for now just removal.
return room;
}
addMessage(roomId: string, sender: string, text: string): ChatMessage | null {
const room = this.rooms.get(roomId);
if (!room) return null;