fix: restore lobby state on refresh, handle game.status heartbeat

- Extract maxPlayers from game object in #applyGameAdded so the meter
  works immediately when a game is added
- Read playerName field in lobby.player-joined (matches API payload)
- Handle game.status 20s heartbeat to keep overlay in sync
- Restore in-progress game on page refresh using status-live endpoint
  for full shard state including player names

Made-with: Cursor
This commit is contained in:
cottongin
2026-03-20 17:55:07 -04:00
parent 06e375ccdc
commit a8b7df48a6
2 changed files with 133 additions and 17 deletions

View File

@@ -217,6 +217,15 @@ export class OverlayManager {
this.#transitionTo('idle');
break;
case 'game.status':
this.#applyGameStatus(d);
if (this.#state === 'idle' && d.gameState === 'Lobby') {
this.#transitionTo('lobby');
} else {
this.#broadcastUpdate();
}
break;
case 'player-count.updated':
this.#applyPlayerCountUpdated(d);
this.#broadcastUpdate();
@@ -286,6 +295,8 @@ export class OverlayManager {
const code =
game.room_code ?? game.roomCode ?? game.code;
if (code != null) this.#context.roomCode = String(code);
const mp = game.max_players ?? game.maxPlayers;
if (mp != null) this.#context.maxPlayers = Number(mp);
this.#context.game = { ...game };
}
@@ -306,8 +317,8 @@ export class OverlayManager {
if (d.maxPlayers != null) this.#context.maxPlayers = Number(d.maxPlayers);
if (d.playerCount != null) this.#context.playerCount = Number(d.playerCount);
if (Array.isArray(d.players)) this.#context.players = [...d.players];
if (d.player !== undefined) this.#context.lastJoinedPlayer = d.player;
if (d.lastJoinedPlayer !== undefined) this.#context.lastJoinedPlayer = d.lastJoinedPlayer;
const joined = d.playerName ?? d.player ?? d.lastJoinedPlayer;
if (joined !== undefined) this.#context.lastJoinedPlayer = joined;
}
/**
@@ -318,6 +329,17 @@ export class OverlayManager {
if (d.playerCount != null) this.#context.playerCount = Number(d.playerCount);
}
/**
* @param {Record<string, unknown>} d
*/
#applyGameStatus(d) {
if (d.roomCode != null) this.#context.roomCode = String(d.roomCode);
if (d.maxPlayers != null) this.#context.maxPlayers = Number(d.maxPlayers);
if (d.playerCount != null) this.#context.playerCount = Number(d.playerCount);
if (Array.isArray(d.players)) this.#context.players = [...d.players];
if (d.lobbyState !== undefined) this.#context.lobbyState = d.lobbyState;
}
/**
* @param {Record<string, unknown>} d
*/

View File

@@ -307,31 +307,125 @@ export class WebSocketClient {
headers: { Authorization: `Bearer ${token}` },
});
if (response.ok) {
const session = await response.json();
if (session && session.id !== undefined && session.id !== null) {
console.log(
'[WebSocketClient] Found active session:',
session.id,
'— subscribing',
);
this.subscribeToSession(session.id);
} else {
console.log(
'[WebSocketClient] No active session found; waiting for session.started',
);
}
} else {
if (!response.ok) {
console.log(
'[WebSocketClient] Could not fetch active session:',
response.status,
);
return;
}
const session = await response.json();
if (!session || session.id === undefined || session.id === null) {
console.log(
'[WebSocketClient] No active session found; waiting for session.started',
);
return;
}
const sessionId = session.id;
console.log(
'[WebSocketClient] Found active session:',
sessionId,
'— subscribing',
);
this.subscribeToSession(sessionId);
await this._restoreCurrentGame(sessionId);
} catch (err) {
console.error('[WebSocketClient] Error fetching active session:', err);
}
}
/**
* After subscribing, fetch the session's games to find the currently playing
* game, then hit status-live for full shard state (players, lobby, etc.).
* @param {string | number} sessionId
*/
async _restoreCurrentGame(sessionId) {
const apiUrl = this._apiUrl;
const token = this._jwtToken;
if (!apiUrl || !token) return;
try {
const gamesRes = await fetch(`${apiUrl}/api/sessions/${sessionId}/games`, {
headers: { Authorization: `Bearer ${token}` },
});
if (!gamesRes.ok) {
console.log('[WebSocketClient] Could not fetch session games:', gamesRes.status);
return;
}
const games = await gamesRes.json();
if (!Array.isArray(games) || games.length === 0) return;
const playing = games.find((g) => g.status === 'playing');
if (!playing) return;
console.log(
'[WebSocketClient] Restoring in-progress game:',
playing.title,
'(room:', playing.room_code, ')',
);
this._onEvent('game.added', {
session: { id: sessionId },
game: {
id: playing.game_id,
title: playing.title,
pack_name: playing.pack_name,
min_players: playing.min_players,
max_players: playing.max_players,
room_code: playing.room_code,
manually_added: playing.manually_added,
},
});
const sessionGameId = playing.id;
const statusRes = await fetch(
`${apiUrl}/api/sessions/${sessionId}/games/${sessionGameId}/status-live`,
);
if (statusRes.ok) {
const live = await statusRes.json();
console.log(
'[WebSocketClient] Restored live status — players:',
live.playerCount,
'state:', live.gameState,
);
this._onEvent('game.status', {
sessionId,
gameId: live.gameId ?? playing.game_id,
roomCode: live.roomCode ?? playing.room_code,
appTag: live.appTag,
maxPlayers: live.maxPlayers ?? playing.max_players,
playerCount: live.playerCount ?? playing.player_count,
players: Array.isArray(live.players) ? live.players : [],
lobbyState: live.lobbyState,
gameState: live.gameState,
gameStarted: live.gameStarted,
gameFinished: live.gameFinished,
monitoring: live.monitoring,
});
} else if (playing.player_count != null && playing.max_players != null) {
this._onEvent('room.connected', {
sessionId,
gameId: playing.game_id,
roomCode: playing.room_code,
maxPlayers: playing.max_players,
playerCount: playing.player_count,
players: [],
lobbyState: 'Unknown',
gameState: 'Unknown',
});
}
} catch (err) {
console.error('[WebSocketClient] Error restoring current game:', err);
}
}
_startHeartbeat() {
this._stopHeartbeat();
this._heartbeatInterval = setInterval(() => {