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
*/