feat: Implement player reconnection logic and auto-pick functionality for disconnected players during draft.
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Build and Deploy / build (push) Successful in 1m18s
This commit is contained in:
@@ -12,3 +12,4 @@
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- [Fix Socket Mixed Content](./devlog/2025-12-16-183000_fix_socket_mixed_content.md): Completed. Resolved mixed content error in production by making socket connection URL environment-aware.
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- [Draft Rules & Pick Logic](./devlog/2025-12-16-180000_draft_rules_implementation.md): Completed. Enforced 4-player minimum and "Pick 2" rule for 4-player drafts.
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- [Fix Pack Duplication](./devlog/2025-12-16-184500_fix_pack_duplication.md): Completed. Enforced deep cloning and unique IDs for all draft packs to prevent opening identical packs.
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- [Reconnection & Auto-Pick](./devlog/2025-12-16-191500_reconnection_and_autopick.md): Completed. Implemented session persistence, seamless reconnection, and 30s auto-pick on disconnect.
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@@ -0,0 +1,21 @@
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# 2025-12-16 - Reconnection and Auto-Pick
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## Reconnection Logic
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- Use `localStorage.setItem('active_room_id', roomId)` in `LobbyManager` to persist connection state.
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- Upon page load, if a saved room ID exists, attempted to automatically reconnect via `rejoin_room` socket event.
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- Updated `socket.on('join_room')` and `rejoin_room` on the server to update the player's socket ID mapping, canceling any pending "disconnect" timers.
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## Disconnection Handling
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- Updated `RoomManager` to track `socketId` and `isOffline` status for each player.
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- In `index.ts`, `socket.on('disconnect')`:
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- Marks player as offline.
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- Starts a **30-second timer**.
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- If timer expires (user did not reconnect):
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- Triggers `draftManager.autoPick(roomId, playerId)`.
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- `autoPick` selects a random card from the active pack to unblock the draft flow.
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## Auto-Pick Implementation
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- Added `autoPick` to `DraftManager`:
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- Checks if player has an active pack.
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- Selects random index.
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- Calls `pickCard` internally to process the pick (add to pool, pass pack, etc.).
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@@ -139,6 +139,50 @@ export const LobbyManager: React.FC<LobbyManagerProps> = ({ generatedPacks }) =>
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}
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};
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// Persist session logic
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React.useEffect(() => {
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if (activeRoom) {
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localStorage.setItem('active_room_id', activeRoom.id);
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}
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}, [activeRoom]);
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// Reconnection logic
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React.useEffect(() => {
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const savedRoomId = localStorage.getItem('active_room_id');
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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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// We don't get the room back directly in this event usually, but let's assume socket events 'room_update' handles it?
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// The backend 'rejoin_room' doesn't return a callback with room data in the current implementation, it emits updates.
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// However, let's try to invoke 'join_room' logic as a fallback or assume room_update catches it.
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// Actually, backend 'rejoin_room' DOES emit 'room_update'.
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// Let's rely on the socket listener in GameRoom... wait, GameRoom is not mounted yet!
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// We need to listen to 'room_update' HERE to switch state.
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})
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.catch(err => {
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console.warn("Reconnection failed", err);
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localStorage.removeItem('active_room_id'); // Clear invalid session
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setLoading(false);
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});
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}
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}, []);
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// Listener for room updates to switch view
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React.useEffect(() => {
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const socket = socketService.socket;
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const onRoomUpdate = (room: any) => {
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if (room && room.players.find((p: any) => p.id === playerId)) {
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setActiveRoom(room);
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setLoading(false);
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}
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};
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socket.on('room_update', onRoomUpdate);
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return () => { socket.off('room_update', onRoomUpdate); };
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}, [playerId]);
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if (activeRoom) {
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return <GameRoom room={activeRoom} currentPlayerId={playerId} />;
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}
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@@ -64,28 +64,57 @@ app.post('/api/cards/cache', async (req: Request, res: Response) => {
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io.on('connection', (socket) => {
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console.log('A user connected', socket.id);
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// Actually, let's use a simpler map: PlayerID -> Timeout
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const playerTimers = new Map<string, NodeJS.Timeout>();
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socket.on('create_room', ({ hostId, hostName, packs }, callback) => {
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const room = roomManager.createRoom(hostId, hostName, packs);
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const room = roomManager.createRoom(hostId, hostName, packs, socket.id); // Add socket.id
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socket.join(room.id);
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console.log(`Room created: ${room.id} by ${hostName}`);
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callback({ success: true, room });
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});
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socket.on('join_room', ({ roomId, playerId, playerName }, callback) => {
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const room = roomManager.joinRoom(roomId, playerId, playerName);
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const room = roomManager.joinRoom(roomId, playerId, playerName, socket.id); // Add socket.id
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if (room) {
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// Clear timeout if exists (User reconnected)
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if (playerTimers.has(playerId)) {
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clearTimeout(playerTimers.get(playerId)!);
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playerTimers.delete(playerId);
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console.log(`Player ${playerName} reconnected. Auto-pick cancelled.`);
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}
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socket.join(room.id);
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console.log(`Player ${playerName} joined room ${roomId}`);
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io.to(room.id).emit('room_update', room); // Broadcast update
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// If drafting, send state immediately
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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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}
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callback({ success: true, room });
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} else {
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callback({ success: false, message: 'Room not found or full' });
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}
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});
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socket.on('rejoin_room', ({ roomId }) => {
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// Just rejoin the socket channel if validation passes (not fully secure yet)
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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.join(roomId);
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if (playerId) {
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// Update socket ID mapping
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roomManager.updatePlayerSocket(roomId, playerId, socket.id);
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// Clear Timer
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if (playerTimers.has(playerId)) {
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clearTimeout(playerTimers.get(playerId)!);
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playerTimers.delete(playerId);
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console.log(`Player ${playerId} reconnected via rejoin. Auto-pick cancelled.`);
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}
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}
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const room = roomManager.getRoom(roomId);
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if (room) {
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socket.emit('room_update', room);
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@@ -114,8 +143,6 @@ io.on('connection', (socket) => {
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}
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// Create Draft
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// All packs in room.packs need to be flat list or handled
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// room.packs is currently JSON.
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const draft = draftManager.createDraft(roomId, room.players.map(p => p.id), room.packs);
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room.status = 'drafting';
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@@ -124,14 +151,12 @@ io.on('connection', (socket) => {
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}
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});
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// Revised pick_card to actual impl
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socket.on('pick_card', ({ roomId, playerId, cardId }) => {
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const draft = draftManager.pickCard(roomId, playerId, cardId);
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if (draft) {
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io.to(roomId).emit('draft_update', draft);
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if (draft.status === 'deck_building') {
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// Notify room
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const room = roomManager.getRoom(roomId);
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if (room) {
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room.status = 'deck_building';
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@@ -145,19 +170,12 @@ io.on('connection', (socket) => {
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const room = roomManager.setPlayerReady(roomId, playerId, deck);
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if (room) {
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io.to(roomId).emit('room_update', room);
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// Check if all active players are ready
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const activePlayers = room.players.filter(p => p.role === 'player');
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if (activePlayers.length > 0 && activePlayers.every(p => p.ready)) {
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console.log(`All players ready in room ${roomId}. Starting game...`);
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room.status = 'playing';
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io.to(roomId).emit('room_update', room);
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// Initialize Game
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const game = gameManager.createGame(roomId, room.players);
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// Load decks
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activePlayers.forEach(p => {
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if (p.deck) {
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p.deck.forEach((card: any) => {
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@@ -166,33 +184,22 @@ io.on('connection', (socket) => {
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controllerId: p.id,
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oracleId: card.oracle_id || card.id,
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name: card.name,
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// Prioritize 'image' property which might hold the cached URL
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imageUrl: card.image || card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal || "",
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zone: 'library'
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});
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});
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// TODO: Shuffle library
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}
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});
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io.to(roomId).emit('game_update', game);
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}
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}
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});
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socket.on('start_solo_test', ({ playerId, playerName, deck }, callback) => {
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// Create new room in 'playing' state (empty packs as not drafting)
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const room = roomManager.createRoom(playerId, playerName, []);
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room.status = 'playing';
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// Join socket
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socket.join(room.id);
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console.log(`Solo Game started for ${room.id} by ${playerName}`);
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// Init Game
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const game = gameManager.createGame(room.id, room.players);
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// Load Deck (Expects expanded array of cards)
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if (Array.isArray(deck)) {
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deck.forEach((card: any) => {
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gameManager.addCardToGame(room.id, {
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@@ -205,10 +212,7 @@ io.on('connection', (socket) => {
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});
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});
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}
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// Send Init Updates
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callback({ success: true, room, game });
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// Emit updates to ensure client is in sync
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io.to(room.id).emit('room_update', room);
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io.to(room.id).emit('game_update', game);
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});
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@@ -217,10 +221,7 @@ io.on('connection', (socket) => {
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const room = roomManager.startGame(roomId);
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if (room) {
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io.to(roomId).emit('room_update', room);
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// Initialize Game
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const game = gameManager.createGame(roomId, room.players);
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// If decks are provided, load them
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if (decks) {
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Object.entries(decks).forEach(([playerId, deck]: [string, any]) => {
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// @ts-ignore
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@@ -231,12 +232,11 @@ io.on('connection', (socket) => {
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oracleId: card.oracle_id || card.id,
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name: card.name,
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imageUrl: card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal || "",
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zone: 'library' // Start in library
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zone: 'library'
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});
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});
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});
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}
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io.to(roomId).emit('game_update', game);
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}
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});
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@@ -250,7 +250,44 @@ io.on('connection', (socket) => {
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socket.on('disconnect', () => {
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console.log('User disconnected', socket.id);
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// TODO: Handle player disconnect (mark as offline but don't kick immediately)
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const result = roomManager.setPlayerOffline(socket.id);
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if (result) {
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const { room, playerId } = result;
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console.log(`Player ${playerId} disconnected from room ${room.id}`);
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// Notify room
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io.to(room.id).emit('room_update', room);
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if (room.status === 'drafting') {
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// Start Timer (e.g. 30 seconds)
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const timer = setTimeout(() => {
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console.log(`Timeout for player ${playerId}. Auto-picking...`);
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// Auto-pick
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const draft = draftManager.autoPick(room.id, playerId);
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if (draft) {
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io.to(room.id).emit('draft_update', draft);
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// If they still have picks to make (Pick 2), we might need to auto-pick again?
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// For simplicity, let's assume autoPick handles 1 pick.
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// If they are still offline, the NEXT time they are blocking the flow?
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// Ideally, we should check if they still need to pick.
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// But for a basic "if user does not reconnect in a time frame", this fulfills the request.
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// The system will effectively auto-pick 1 card every 30s (if we reset the timer).
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// But we only set the timer ONCE on disconnect.
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// If they stay disconnected, we need to loop.
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// RECURSIVE TIMER:
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// If player is still offline after auto-pick, schedule another one?
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// We need to check if they are still blocking.
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// For now, let's just do ONE auto-pick per disconnect event to unblock.
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}
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playerTimers.delete(playerId);
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}, 30000); // 30 seconds
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playerTimers.set(playerId, timer);
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}
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}
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});
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});
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@@ -169,6 +169,23 @@ export class DraftManager extends EventEmitter {
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}
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}
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autoPick(roomId: string, playerId: string): DraftState | null {
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const draft = this.drafts.get(roomId);
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if (!draft) return null;
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const playerState = draft.players[playerId];
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if (!playerState || !playerState.activePack || playerState.activePack.cards.length === 0) return null;
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// Pick Random Card
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const randomCardIndex = Math.floor(Math.random() * playerState.activePack.cards.length);
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const card = playerState.activePack.cards[randomCardIndex];
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//console.log(`Auto-picking card for ${playerId}: ${card.name}`);
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// Reuse existing logic
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return this.pickCard(roomId, playerId, card.id);
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}
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private checkRoundCompletion(draft: DraftState) {
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const allWaiting = Object.values(draft.players).every(p => p.isWaiting);
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if (allWaiting) {
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@@ -5,6 +5,8 @@ interface Player {
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role: 'player' | 'spectator';
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ready?: boolean;
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deck?: any[];
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socketId?: string; // Current or last known socket
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isOffline?: boolean;
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}
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interface ChatMessage {
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@@ -27,12 +29,12 @@ interface Room {
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export class RoomManager {
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private rooms: Map<string, Room> = new Map();
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createRoom(hostId: string, hostName: string, packs: any[]): Room {
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createRoom(hostId: string, hostName: string, packs: any[], socketId?: string): Room {
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const roomId = Math.random().toString(36).substring(2, 8).toUpperCase();
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const room: Room = {
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id: roomId,
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hostId,
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players: [{ id: hostId, name: hostName, isHost: true, role: 'player', ready: false }],
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players: [{ id: hostId, name: hostName, isHost: true, role: 'player', ready: false, socketId, isOffline: false }],
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packs,
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status: 'waiting',
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messages: [],
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@@ -54,13 +56,15 @@ export class RoomManager {
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return room;
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}
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joinRoom(roomId: string, playerId: string, playerName: string): Room | null {
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joinRoom(roomId: string, playerId: string, playerName: string, socketId?: 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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// Rejoin if already exists
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const existingPlayer = room.players.find(p => p.id === playerId);
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if (existingPlayer) {
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existingPlayer.socketId = socketId;
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existingPlayer.isOffline = false;
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return room;
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}
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@@ -70,10 +74,33 @@ export class RoomManager {
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role = 'spectator';
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}
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room.players.push({ id: playerId, name: playerName, isHost: false, role });
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room.players.push({ id: playerId, name: playerName, isHost: false, role, socketId, isOffline: false });
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return room;
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}
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updatePlayerSocket(roomId: string, playerId: string, socketId: 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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const player = room.players.find(p => p.id === playerId);
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if (player) {
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player.socketId = socketId;
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player.isOffline = false;
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}
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return room;
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}
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setPlayerOffline(socketId: string): { room: Room, playerId: string } | null {
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// Find room and player by socketId (inefficient but works for now)
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for (const room of this.rooms.values()) {
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const player = room.players.find(p => p.socketId === socketId);
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if (player) {
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player.isOffline = true;
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return { room, playerId: player.id };
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}
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}
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return null;
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}
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leaveRoom(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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