feat: Enhance session persistence by marking players offline in active games and improving rejoin room with server callbacks.
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@@ -17,5 +17,7 @@
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- [Resizable Draft Interface](./devlog/2025-12-16-200500_resizable_draft_ui.md): Completed. Implemented user-resizable pool panel and card sizes with persistence.
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- [Draft UI Zoom Zone](./devlog/2025-12-16-203000_zoom_zone.md): Completed. Implemented dedicated zoom zone for card preview.
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- [Host Disconnect Pause](./devlog/2025-12-16-213500_host_disconnect_pause.md): Completed. Specific logic to pause game when host leaves.
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- [Anti-Tampering System](./devlog/2025-12-16-215000_anti_tampering.md): Completed. Robust server-side validation using socket session binding and ownership checks.
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- [2025-12-16-215000_anti_tampering.md](./devlog/2025-12-16-215000_anti_tampering.md): Implemented server-side validation for game actions.
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- [2025-12-16-220000_session_persistence.md](./devlog/2025-12-16-220000_session_persistence.md): Plan for session persistence and safer room exit logic.
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- [2025-12-16-221000_lobby_improvements.md](./devlog/2025-12-16-221000_lobby_improvements.md): Plan for kick functionality and exit button relocation.
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- [Fix Draft UI Layout](./devlog/2025-12-16-215500_fix_draft_ui_layout.md): Completed. Fixed "Waiting for next pack" layout to be consistently full-screen.
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@@ -0,0 +1,38 @@
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# implementation_plan - Draft Session Persistence and Restoration
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This plan addresses the issue where users are unable to reliably rejoin a draft session as a player after reloading or exiting, often re-entering as a spectator. It ensures robust session synchronization to local storage and handles player "leave" actions safely during active games.
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## User Objectives
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- **Session Restoring**: Automatically rejoin the correct session and player seat upon reloading the application.
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- **Prevent Accidental Data Loss**: Ensure "Exiting" a room during an active draft does not destroy the player's seat, allowing them to rejoin.
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- **Start New Draft**: Maintain the ability for a user to explicitly invalid/abandon an old session to start a new one (handled by creating a new room, which overwrites local storage).
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## Proposed Changes
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### 1. Server-Side: Safer `leaveRoom` Logic
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**File**: `src/server/managers/RoomManager.ts`
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- Modify `leaveRoom` method.
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- **Logic**:
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- If `room.status` is `'waiting'`, remove the player (current behavior).
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- If `room.status` is `'drafting'`, `'deck_building'`, or `'playing'`, **DO NOT** remove the player from `room.players`. Instead, mark them as `isOffline = true` (similar to a disconnect).
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- This ensures that if the user rejoins with the same `playerId`, they find their existing seat instead of being assigned a new "spectator" role.
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### 2. Server-Side: Robust `rejoin_room` Handler
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**File**: `src/server/index.ts`
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- Update `socket.on('rejoin_room')`.
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- **Change**: Implement an acknowledgement `callback` pattern consistent with other socket events.
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- **Logic**:
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- Accept `{ roomId, playerId }`.
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- If successful, invoke `callback({ success: true, room, draftState })`.
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- Broadcast `room_update` to other players (to show user is back online).
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### 3. Client-Side: Correct Rejoin Implementation
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**File**: `src/client/src/modules/lobby/LobbyManager.tsx`
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- **Fix**: In the `rejoin_room` emit call, explicitly include the `playerId`.
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- **Enhancement**: Utilize the callback from the server to confirm reconnection before setting state.
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- **Exit Handling**: The `handleExitRoom` function clears `localStorage`, which is correct for an explicit "Exit". However, thanks to the server-side change, if the user manually rejoins the same room code, they will reclaim their seat effectively.
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## Verification Plan
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1. **Test Reload**: Start a draft, refresh the browser. Verify user auto-rejoins as Player.
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2. **Test Exit & Rejoin**: Start a draft, click "Exit Room". Re-enter the Room ID manually. Verify user rejoins as Player (not Spectator).
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3. **Test New Draft**: Create a room, start draft. Open new tab (or exit), create NEW room. Verify new room works and old session doesn't interfere.
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@@ -0,0 +1,46 @@
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# implementation_plan - Lobby Improvements and Kick Functionality
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This plan addresses user feedback regarding the draft resumption experience, exit button placement, and host management controls.
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## User Objectives
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1. **Resume Draft on Re-entry**: Ensure that manually joining a room (after exiting) correctly restores the draft view if a draft is in progress.
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2. **Exit Button Placement**: Move the "Exit Room" button to be near the player's name in the lobby sidebar.
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3. **Kick Player**: Allow the Host to kick players from the room.
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## Proposed Changes
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### 1. Server-Side: Kick Functionality
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**File**: `src/server/managers/RoomManager.ts`
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- **Method**: `kickPlayer(roomId, playerId)`
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- **Logic**:
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- Remove the player from `room.players`.
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- If the game is active (drafting/playing), this is a destructive action. We will assume for now it removes them completely (or marks offline? "Kick" usually implies removal).
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- *Decision*: If kicked, they are removed. If the game breaks, that's the host's responsibility.
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**File**: `src/server/index.ts`
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- **Event**: `kick_player`
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- **Logic**:
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- Verify requester is Host.
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- Call `roomManager.kickPlayer`.
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- Broadcast `room_update`.
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- Emit `kicked` event to the target socket (to force them to client-side exit).
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### 2. Client-Side: Re-entry Logic Fix
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**File**: `src/client/src/modules/lobby/GameRoom.tsx`
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- **Logic**: Ensure `GameRoom` correctly initializes or updates `draftState` when receiving new props.
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- Add a `useEffect` to update local `draftState` if `initialDraftState` prop changes (though `key` change on component might be better, we'll use `useEffect`).
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### 3. Client-Side: UI Updates
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**File**: `src/client/src/modules/lobby/GameRoom.tsx`
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- **Sidebar**:
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- Update the player list rendering.
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- If `p.id === currentPlayerId`, show an **Exit/LogOut** button next to the name.
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- If `isMeHost` and `p.id !== me`, show a **Kick/Ban** button next to the name.
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- **Handlers**:
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- `handleKick(targetId)`: Warning confirmation -> Emit `kick_player`.
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- `handleExit()`: Trigger the existing `onExit`.
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## Verification Plan
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1. **Test Kick**: Host kicks a player. Player should be removed from list and client should revert to lobby (via socket event).
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2. **Test Exit**: Click new Exit button in sidebar. Should leave room.
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3. **Test Re-join**: Join the room code again. Should immediately load the Draft View (not the Lobby View).
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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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@@ -151,7 +151,7 @@ io.on('connection', (socket) => {
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});
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// RE-IMPLEMENTING rejoin_room with playerId
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socket.on('rejoin_room', ({ roomId, playerId }) => {
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socket.on('rejoin_room', ({ roomId, playerId }, callback) => {
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socket.join(roomId);
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if (playerId) {
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@@ -172,15 +172,29 @@ io.on('connection', (socket) => {
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resumeRoomTimers(roomId);
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}
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// Prepare Draft State if exists
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let currentDraft = null;
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if (room.status === 'drafting') {
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const draft = draftManager.getDraft(roomId);
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if (draft) socket.emit('draft_update', draft);
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currentDraft = draftManager.getDraft(roomId);
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if (currentDraft) socket.emit('draft_update', currentDraft);
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}
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// ACK Callback
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if (typeof callback === 'function') {
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callback({ success: true, room, draftState: currentDraft });
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}
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} else {
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// Room found but player not in it? Or room not found?
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// If room exists but player not in list, it failed.
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if (typeof callback === 'function') {
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callback({ success: false, message: 'Player not found in room or room closed' });
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}
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}
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} else {
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// Just get room if no playerId? Should rare happen
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const room = roomManager.getRoom(roomId);
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if (room) socket.emit('room_update', room);
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// Missing playerId
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if (typeof callback === 'function') {
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callback({ success: false, message: 'Missing Player ID' });
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}
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}
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});
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@@ -202,6 +216,29 @@ io.on('connection', (socket) => {
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}
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});
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socket.on('kick_player', ({ roomId, targetId }) => {
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const context = getContext();
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if (!context || !context.player.isHost) return; // Verify host
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// Get target socketId before removal to notify them
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// Note: getPlayerBySocket works if they are connected.
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// We might need to find target in room.players directly.
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const room = roomManager.getRoom(roomId);
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if (room) {
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const target = room.players.find(p => p.id === targetId);
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if (target) {
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const updatedRoom = roomManager.kickPlayer(roomId, targetId);
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if (updatedRoom) {
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io.to(roomId).emit('room_update', updatedRoom);
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if (target.socketId) {
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io.to(target.socketId).emit('kicked', { message: 'You have been kicked by the host.' });
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}
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console.log(`Player ${targetId} kicked from room ${roomId} by host.`);
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}
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}
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}
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});
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// Secure helper to get player context
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const getContext = () => roomManager.getPlayerBySocket(socket.id);
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@@ -105,6 +105,8 @@ 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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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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@@ -118,6 +120,18 @@ export class RoomManager {
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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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