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