feat: Implement initial multiplayer lobby and game room functionality with server-side room management.
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107
src/server/managers/RoomManager.ts
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107
src/server/managers/RoomManager.ts
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@@ -0,0 +1,107 @@
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interface Player {
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id: string;
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name: string;
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isHost: boolean;
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role: 'player' | 'spectator';
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}
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interface ChatMessage {
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id: string;
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sender: string;
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text: string;
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timestamp: string;
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}
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interface Room {
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id: string;
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hostId: string;
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players: Player[];
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packs: any[]; // Store generated packs (JSON)
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status: 'waiting' | 'drafting' | 'finished';
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messages: ChatMessage[];
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maxPlayers: number;
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}
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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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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' }],
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packs,
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status: 'waiting',
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messages: [],
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maxPlayers: 8
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};
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this.rooms.set(roomId, room);
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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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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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return room;
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}
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// Determine role
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let role: 'player' | 'spectator' = 'player';
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if (room.players.filter(p => p.role === 'player').length >= room.maxPlayers || room.status !== 'waiting') {
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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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return room;
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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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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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}
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}
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return room;
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}
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startGame(roomId: 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.status = 'drafting';
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return room;
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}
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getRoom(roomId: string): Room | undefined {
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return this.rooms.get(roomId);
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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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const message: ChatMessage = {
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id: Math.random().toString(36).substring(7),
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sender,
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text,
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timestamp: new Date().toISOString()
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};
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room.messages.push(message);
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return message;
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}
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}
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