This commit is contained in:
cottongin
2025-11-03 17:56:15 -05:00
parent 140988d01d
commit f52754ac87
8 changed files with 1194 additions and 45 deletions

View File

@@ -2,8 +2,20 @@ FROM node:18-alpine
WORKDIR /app
# Install wget for healthcheck
RUN apk add --no-cache wget
# Install Chromium, fonts, and dependencies for Puppeteer
RUN apk add --no-cache \
wget \
chromium \
nss \
freetype \
harfbuzz \
ca-certificates \
ttf-freefont \
font-noto-emoji
# Tell Puppeteer to use the installed Chromium
ENV PUPPETEER_EXECUTABLE_PATH=/usr/bin/chromium-browser
ENV PUPPETEER_SKIP_CHROMIUM_DOWNLOAD=true
# Copy package files
COPY package*.json ./

View File

@@ -84,6 +84,20 @@ function initializeDatabase() {
// Column already exists, ignore error
}
// Add player_count column if it doesn't exist (for existing databases)
try {
db.exec(`ALTER TABLE session_games ADD COLUMN player_count INTEGER`);
} catch (err) {
// Column already exists, ignore error
}
// Add player_count_check_status column if it doesn't exist (for existing databases)
try {
db.exec(`ALTER TABLE session_games ADD COLUMN player_count_check_status TEXT DEFAULT 'not_started'`);
} catch (err) {
// Column already exists, ignore error
}
// Add favor_bias column to games if it doesn't exist
try {
db.exec(`ALTER TABLE games ADD COLUMN favor_bias INTEGER DEFAULT 0`);

View File

@@ -18,7 +18,8 @@
"dotenv": "^16.3.1",
"csv-parse": "^5.5.3",
"csv-stringify": "^6.4.5",
"ws": "^8.14.0"
"ws": "^8.14.0",
"puppeteer": "^24.0.0"
},
"devDependencies": {
"nodemon": "^3.0.2"

View File

@@ -4,6 +4,7 @@ const { authenticateToken } = require('../middleware/auth');
const db = require('../database');
const { triggerWebhook } = require('../utils/webhooks');
const { getWebSocketManager } = require('../utils/websocket-manager');
const { startPlayerCountCheck, stopPlayerCountCheck } = require('../utils/player-count-checker');
const router = express.Router();
@@ -355,6 +356,16 @@ router.post('/:id/games', authenticateToken, (req, res) => {
console.error('Error triggering notifications:', error);
}
// Automatically start player count check if room code was provided
if (room_code) {
try {
startPlayerCountCheck(req.params.id, result.lastInsertRowid, room_code, game.max_players);
} catch (error) {
console.error('Error starting player count check:', error);
// Don't fail the request if player count check fails
}
}
res.status(201).json(sessionGame);
} catch (error) {
res.status(500).json({ error: error.message });
@@ -569,6 +580,15 @@ router.patch('/:sessionId/games/:gameId/status', authenticateToken, (req, res) =
return res.status(404).json({ error: 'Session game not found' });
}
// Stop player count check if game is no longer playing
if (status !== 'playing') {
try {
stopPlayerCountCheck(sessionId, gameId);
} catch (error) {
console.error('Error stopping player count check:', error);
}
}
res.json({ message: 'Status updated successfully', status });
} catch (error) {
res.status(500).json({ error: error.message });
@@ -580,6 +600,13 @@ router.delete('/:sessionId/games/:gameId', authenticateToken, (req, res) => {
try {
const { sessionId, gameId } = req.params;
// Stop player count check before deleting
try {
stopPlayerCountCheck(sessionId, gameId);
} catch (error) {
console.error('Error stopping player count check:', error);
}
const result = db.prepare(`
DELETE FROM session_games
WHERE session_id = ? AND id = ?
@@ -778,5 +805,101 @@ router.get('/:id/export', authenticateToken, (req, res) => {
}
});
// Start player count check for a session game (admin only)
router.post('/:sessionId/games/:gameId/start-player-check', authenticateToken, (req, res) => {
try {
const { sessionId, gameId } = req.params;
// Get the game to verify it exists and has a room code
const game = db.prepare(`
SELECT sg.*, g.max_players
FROM session_games sg
JOIN games g ON sg.game_id = g.id
WHERE sg.session_id = ? AND sg.id = ?
`).get(sessionId, gameId);
if (!game) {
return res.status(404).json({ error: 'Session game not found' });
}
if (!game.room_code) {
return res.status(400).json({ error: 'Game does not have a room code' });
}
// Start the check
startPlayerCountCheck(sessionId, gameId, game.room_code, game.max_players);
res.json({
message: 'Player count check started',
status: 'waiting'
});
} catch (error) {
res.status(500).json({ error: error.message });
}
});
// Stop player count check for a session game (admin only)
router.post('/:sessionId/games/:gameId/stop-player-check', authenticateToken, (req, res) => {
try {
const { sessionId, gameId } = req.params;
// Stop the check
stopPlayerCountCheck(sessionId, gameId);
res.json({
message: 'Player count check stopped',
status: 'stopped'
});
} catch (error) {
res.status(500).json({ error: error.message });
}
});
// Manually update player count for a session game (admin only)
router.patch('/:sessionId/games/:gameId/player-count', authenticateToken, (req, res) => {
try {
const { sessionId, gameId } = req.params;
const { player_count } = req.body;
if (player_count === undefined || player_count === null) {
return res.status(400).json({ error: 'player_count is required' });
}
const count = parseInt(player_count);
if (isNaN(count) || count < 0) {
return res.status(400).json({ error: 'player_count must be a positive number' });
}
// Update the player count
const result = db.prepare(`
UPDATE session_games
SET player_count = ?, player_count_check_status = 'completed'
WHERE session_id = ? AND id = ?
`).run(count, sessionId, gameId);
if (result.changes === 0) {
return res.status(404).json({ error: 'Session game not found' });
}
// Broadcast via WebSocket
const wsManager = getWebSocketManager();
if (wsManager) {
wsManager.broadcastEvent('player-count.updated', {
sessionId,
gameId,
playerCount: count,
status: 'completed'
}, parseInt(sessionId));
}
res.json({
message: 'Player count updated successfully',
player_count: count
});
} catch (error) {
res.status(500).json({ error: error.message });
}
});
module.exports = router;

View File

@@ -0,0 +1,541 @@
const puppeteer = require('puppeteer');
const db = require('../database');
const { getWebSocketManager } = require('./websocket-manager');
// Store active check jobs
const activeChecks = new Map();
/**
* Check room status via Jackbox API
*/
async function checkRoomStatus(roomCode) {
try {
const response = await fetch(`https://ecast.jackboxgames.com/api/v2/rooms/${roomCode}`);
if (response.ok) {
const data = await response.json();
const roomData = data.body || data;
if (process.env.DEBUG) {
console.log('[API] Room data:', JSON.stringify(roomData, null, 2));
}
return {
exists: true,
locked: roomData.locked || false,
full: roomData.full || false,
maxPlayers: roomData.maxPlayers || 8,
minPlayers: roomData.minPlayers || 0
};
}
return { exists: false };
} catch (e) {
if (process.env.DEBUG) {
console.error('[API] Error checking room:', e.message);
}
return { exists: false };
}
}
/**
* Watch a game from start to finish as audience member
* Collects analytics throughout the entire game lifecycle
*/
async function watchGameAsAudience(sessionId, gameId, roomCode, maxPlayers) {
let browser;
const checkKey = `${sessionId}-${gameId}`;
try {
console.log(`[Player Count] Opening audience connection for ${checkKey} (max: ${maxPlayers})`);
browser = await puppeteer.launch({
headless: 'new',
args: [
'--no-sandbox',
'--disable-setuid-sandbox',
'--disable-dev-shm-usage',
'--disable-accelerated-2d-canvas',
'--no-first-run',
'--no-zygote',
'--disable-gpu'
]
});
const page = await browser.newPage();
await page.setUserAgent('Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/120.0.0.0 Safari/537.36');
// Track all player counts we've seen
const seenPlayerCounts = new Set();
let bestPlayerCount = null;
let startPlayerCount = null; // Authoritative count from 'start' action
let gameEnded = false;
let frameCount = 0;
// Enable CDP and listen for WebSocket frames BEFORE navigating
const client = await page.target().createCDPSession();
await client.send('Network.enable');
client.on('Network.webSocketFrameReceived', ({ response }) => {
if (response.payloadData && !gameEnded) {
frameCount++;
try {
const data = JSON.parse(response.payloadData);
if (process.env.DEBUG && frameCount % 10 === 0) {
console.log(`[Frame ${frameCount}] opcode: ${data.opcode}`);
}
// Check for bc:room with player count data
let roomVal = null;
if (data.opcode === 'client/welcome' && data.result?.entities?.['bc:room']) {
roomVal = data.result.entities['bc:room'][1]?.val;
if (process.env.DEBUG) {
console.log(`[Frame ${frameCount}] Found bc:room in client/welcome`);
}
}
if (data.opcode === 'object' && data.result?.key === 'bc:room') {
roomVal = data.result.val;
}
if (roomVal) {
// Check if game has ended
if (roomVal.gameResults?.players) {
const finalCount = roomVal.gameResults.players.length;
if (process.env.DEBUG) {
console.log(`[Frame ${frameCount}] 🎉 GAME ENDED - Final count: ${finalCount} players`);
// Verify it matches start count if we had one
if (startPlayerCount !== null && startPlayerCount !== finalCount) {
console.log(`[Frame ${frameCount}] ⚠️ WARNING: Start count (${startPlayerCount}) != Final count (${finalCount})`);
} else if (startPlayerCount !== null) {
console.log(`[Frame ${frameCount}] ✓ Verified: Start count matches final count (${finalCount})`);
}
}
bestPlayerCount = finalCount;
gameEnded = true;
// Update immediately with final count
updatePlayerCount(sessionId, gameId, finalCount, 'completed');
return;
}
// Extract player counts from analytics (game in progress)
if (roomVal.analytics && Array.isArray(roomVal.analytics)) {
for (const analytic of roomVal.analytics) {
// Check for 'start' action - this is authoritative
if (analytic.action === 'start' && analytic.value && typeof analytic.value === 'number') {
if (startPlayerCount === null) {
startPlayerCount = analytic.value;
bestPlayerCount = analytic.value;
if (process.env.DEBUG) {
console.log(`[Frame ${frameCount}] 🎯 Found 'start' action: ${analytic.value} players (authoritative)`);
}
// Update UI with authoritative start count
updatePlayerCount(sessionId, gameId, startPlayerCount, 'checking');
}
continue; // Skip to next analytic
}
// If we already have start count, we don't need to keep counting
if (startPlayerCount !== null) {
continue;
}
// Otherwise, look for any numeric value that could be a player count
if (analytic.value && typeof analytic.value === 'number' && analytic.value > 0 && analytic.value <= 100) {
seenPlayerCounts.add(analytic.value);
// Clamp to maxPlayers to avoid cumulative stats inflating count
const clampedValue = Math.min(analytic.value, maxPlayers);
// Update best guess (highest count seen so far, clamped to maxPlayers)
if (bestPlayerCount === null || clampedValue > bestPlayerCount) {
bestPlayerCount = clampedValue;
if (process.env.DEBUG) {
if (analytic.value > maxPlayers) {
console.log(`[Frame ${frameCount}] 📊 Found player count ${analytic.value} in action '${analytic.action}' (clamped to ${clampedValue})`);
} else {
console.log(`[Frame ${frameCount}] 📊 Found player count ${analytic.value} in action '${analytic.action}' (best so far)`);
}
}
// Update UI with current best guess
updatePlayerCount(sessionId, gameId, bestPlayerCount, 'checking');
}
}
}
}
// Check if room is no longer locked (game ended another way)
if (roomVal.locked === false && bestPlayerCount !== null) {
if (process.env.DEBUG) {
console.log(`[Frame ${frameCount}] Room unlocked, game likely ended. Final count: ${bestPlayerCount}`);
}
gameEnded = true;
updatePlayerCount(sessionId, gameId, bestPlayerCount, 'completed');
return;
}
}
} catch (e) {
if (process.env.DEBUG && frameCount % 50 === 0) {
console.log(`[Frame ${frameCount}] Parse error:`, e.message);
}
}
}
});
// Navigate and join audience
if (process.env.DEBUG) console.log('[Audience] Navigating to jackbox.tv...');
await page.goto('https://jackbox.tv/', { waitUntil: 'networkidle2', timeout: 30000 });
if (process.env.DEBUG) console.log('[Audience] Waiting for form...');
await page.waitForSelector('input#roomcode', { timeout: 10000 });
await page.evaluate(() => {
localStorage.clear();
sessionStorage.clear();
});
if (process.env.DEBUG) console.log('[Audience] Typing room code:', roomCode);
const roomInput = await page.$('input#roomcode');
await roomInput.type(roomCode.toUpperCase(), { delay: 50 });
await new Promise(resolve => setTimeout(resolve, 2000));
if (process.env.DEBUG) console.log('[Audience] Typing name...');
const nameInput = await page.$('input#username');
await nameInput.type('CountBot', { delay: 30 });
if (process.env.DEBUG) console.log('[Audience] Waiting for JOIN AUDIENCE button...');
await page.waitForFunction(() => {
const buttons = Array.from(document.querySelectorAll('button'));
return buttons.some(b => b.textContent.toUpperCase().includes('JOIN AUDIENCE') && !b.disabled);
}, { timeout: 10000 });
if (process.env.DEBUG) console.log('[Audience] Clicking JOIN AUDIENCE...');
await page.evaluate(() => {
const buttons = Array.from(document.querySelectorAll('button'));
const btn = buttons.find(b => b.textContent.toUpperCase().includes('JOIN AUDIENCE') && !b.disabled);
if (btn) btn.click();
});
if (process.env.DEBUG) console.log('[Audience] 👀 Watching game... (will monitor until game ends)');
// Keep watching until game ends or we're told to stop
// Check every 5 seconds if we should still be watching
const checkInterval = setInterval(async () => {
// Check if we should stop
const game = db.prepare(`
SELECT status, player_count_check_status
FROM session_games
WHERE session_id = ? AND id = ?
`).get(sessionId, gameId);
if (!game || game.status === 'skipped' || game.status === 'played' || game.player_count_check_status === 'stopped') {
if (process.env.DEBUG) {
console.log(`[Audience] Stopping watch - game status changed`);
}
clearInterval(checkInterval);
gameEnded = true;
if (browser) await browser.close();
return;
}
// Check if game ended
if (gameEnded) {
clearInterval(checkInterval);
if (browser) await browser.close();
return;
}
// Check if room still exists
const roomStatus = await checkRoomStatus(roomCode);
if (!roomStatus.exists) {
if (process.env.DEBUG) {
console.log(`[Audience] Room no longer exists - game ended`);
}
gameEnded = true;
clearInterval(checkInterval);
if (bestPlayerCount !== null) {
updatePlayerCount(sessionId, gameId, bestPlayerCount, 'completed');
} else {
updatePlayerCount(sessionId, gameId, null, 'failed');
}
if (browser) await browser.close();
return;
}
}, 5000);
// Store the interval so we can clean it up
const check = activeChecks.get(checkKey);
if (check) {
check.watchInterval = checkInterval;
check.browser = browser;
}
} catch (error) {
console.error('[Audience] Error watching game:', error.message);
if (browser) {
await browser.close();
}
// If we had a best guess, use it; otherwise fail
if (bestPlayerCount !== null) {
updatePlayerCount(sessionId, gameId, bestPlayerCount, 'completed');
} else {
updatePlayerCount(sessionId, gameId, null, 'failed');
}
}
}
/**
* Update player count in database
*/
function updatePlayerCount(sessionId, gameId, playerCount, status) {
try {
db.prepare(`
UPDATE session_games
SET player_count = ?, player_count_check_status = ?
WHERE session_id = ? AND id = ?
`).run(playerCount, status, sessionId, gameId);
// Broadcast via WebSocket
const wsManager = getWebSocketManager();
if (wsManager) {
wsManager.broadcastEvent('player-count.updated', {
sessionId,
gameId,
playerCount,
status
}, parseInt(sessionId));
}
console.log(`[Player Count] Updated game ${gameId}: ${playerCount} players (${status})`);
} catch (error) {
console.error('[Player Count] Failed to update database:', error.message);
}
}
/**
* Start checking player count for a game
* New strategy:
* 1. Wait 30 seconds
* 2. Check if game is locked - if not, wait another 30 seconds
* 3. Once locked, join audience and watch entire game
* 4. Update UI as we learn more
* 5. Finalize when game ends
*/
async function startPlayerCountCheck(sessionId, gameId, roomCode, maxPlayers = 8) {
const checkKey = `${sessionId}-${gameId}`;
// If already checking, don't start again
if (activeChecks.has(checkKey)) {
console.log(`[Player Count] Already checking ${checkKey}`);
return;
}
// Check if already completed (but allow retrying failed checks)
const game = db.prepare(`
SELECT player_count_check_status
FROM session_games
WHERE session_id = ? AND id = ?
`).get(sessionId, gameId);
if (game && game.player_count_check_status === 'completed') {
console.log(`[Player Count] Check already completed for ${checkKey}, skipping`);
return;
}
// If retrying a failed check, reset the status
if (game && game.player_count_check_status === 'failed') {
console.log(`[Player Count] Retrying failed check for ${checkKey}`);
}
console.log(`[Player Count] Starting check for game ${gameId} with room code ${roomCode}`);
// Update status to waiting
db.prepare(`
UPDATE session_games
SET player_count_check_status = 'waiting'
WHERE session_id = ? AND id = ?
`).run(sessionId, gameId);
// Function to check if game is ready (locked)
const waitForGameStart = async () => {
const roomStatus = await checkRoomStatus(roomCode);
if (!roomStatus.exists) {
console.log(`[Player Count] Room ${roomCode} does not exist`);
updatePlayerCount(sessionId, gameId, null, 'failed');
stopPlayerCountCheck(sessionId, gameId);
return false;
}
// If full, we know the count immediately
if (roomStatus.full) {
console.log(`[Player Count] Room is FULL - ${roomStatus.maxPlayers} players`);
updatePlayerCount(sessionId, gameId, roomStatus.maxPlayers, 'completed');
stopPlayerCountCheck(sessionId, gameId);
return false;
}
// If locked, game has started - ready to watch
if (roomStatus.locked) {
console.log(`[Player Count] Room is LOCKED - game in progress, starting watch`);
// Return both status and real maxPlayers from Jackbox
return { ready: true, maxPlayers: roomStatus.maxPlayers };
}
// Not ready yet
console.log(`[Player Count] Room not ready yet (lobby still open)`);
return null;
};
// Wait 30 seconds before first check
const initialTimeout = setTimeout(async () => {
try {
// Update status to checking
db.prepare(`
UPDATE session_games
SET player_count_check_status = 'checking'
WHERE session_id = ? AND id = ?
`).run(sessionId, gameId);
console.log(`[Player Count] Initial check after 30s for ${checkKey}`);
const result = await waitForGameStart();
if (result && result.ready === true) {
// Game is locked, start watching with REAL maxPlayers from Jackbox
const realMaxPlayers = result.maxPlayers;
console.log(`[Player Count] Using real maxPlayers from Jackbox: ${realMaxPlayers} (database had: ${maxPlayers})`);
await watchGameAsAudience(sessionId, gameId, roomCode, realMaxPlayers);
} else if (result === null) {
// Not ready yet, check every 30 seconds
const checkInterval = setInterval(async () => {
// Check if we should stop
const game = db.prepare(`
SELECT status, player_count_check_status
FROM session_games
WHERE session_id = ? AND id = ?
`).get(sessionId, gameId);
if (!game || game.status === 'skipped' || game.status === 'played' || game.player_count_check_status === 'stopped' || game.player_count_check_status === 'completed') {
console.log(`[Player Count] Stopping check for ${checkKey} - game status changed`);
stopPlayerCountCheck(sessionId, gameId);
return;
}
const result = await waitForGameStart();
if (result && result.ready === true) {
// Game is now locked, stop interval and start watching with REAL maxPlayers
clearInterval(checkInterval);
const check = activeChecks.get(checkKey);
if (check) check.interval = null;
const realMaxPlayers = result.maxPlayers;
console.log(`[Player Count] Using real maxPlayers from Jackbox: ${realMaxPlayers} (database had: ${maxPlayers})`);
await watchGameAsAudience(sessionId, gameId, roomCode, realMaxPlayers);
} else if (result === false) {
// Check failed or completed, stop
clearInterval(checkInterval);
stopPlayerCountCheck(sessionId, gameId);
}
}, 30000); // Check every 30 seconds
// Store the interval
const check = activeChecks.get(checkKey);
if (check) check.interval = checkInterval;
}
// If ready === false, check already stopped/completed
} catch (error) {
console.error(`[Player Count] Error starting check for ${checkKey}:`, error.message);
updatePlayerCount(sessionId, gameId, null, 'failed');
stopPlayerCountCheck(sessionId, gameId);
}
}, 30000); // Wait 30 seconds before first check
// Store the check references
activeChecks.set(checkKey, {
sessionId,
gameId,
roomCode,
initialTimeout,
interval: null,
watchInterval: null,
browser: null
});
}
/**
* Stop checking player count for a game
*/
async function stopPlayerCountCheck(sessionId, gameId) {
const checkKey = `${sessionId}-${gameId}`;
const check = activeChecks.get(checkKey);
if (check) {
if (check.initialTimeout) {
clearTimeout(check.initialTimeout);
}
if (check.interval) {
clearInterval(check.interval);
}
if (check.watchInterval) {
clearInterval(check.watchInterval);
}
if (check.browser) {
try {
await check.browser.close();
} catch (e) {
// Ignore errors closing browser
}
}
activeChecks.delete(checkKey);
// Update status to stopped if not already completed or failed
const game = db.prepare(`
SELECT player_count_check_status
FROM session_games
WHERE session_id = ? AND id = ?
`).get(sessionId, gameId);
if (game && game.player_count_check_status !== 'completed' && game.player_count_check_status !== 'failed') {
db.prepare(`
UPDATE session_games
SET player_count_check_status = 'stopped'
WHERE session_id = ? AND id = ?
`).run(sessionId, gameId);
}
console.log(`[Player Count] Stopped check for ${checkKey}`);
}
}
/**
* Clean up all active checks (for graceful shutdown)
*/
async function cleanupAllChecks() {
for (const [checkKey, check] of activeChecks.entries()) {
if (check.initialTimeout) {
clearTimeout(check.initialTimeout);
}
if (check.interval) {
clearInterval(check.interval);
}
if (check.watchInterval) {
clearInterval(check.watchInterval);
}
if (check.browser) {
try {
await check.browser.close();
} catch (e) {
// Ignore errors
}
}
}
activeChecks.clear();
console.log('[Player Count] Cleaned up all active checks');
}
module.exports = {
startPlayerCountCheck,
stopPlayerCountCheck,
cleanupAllChecks
};

View File

@@ -11,6 +11,7 @@ services:
- DB_PATH=/app/data/jackbox.db
- JWT_SECRET=${JWT_SECRET:-change-me-in-production}
- ADMIN_KEY=${ADMIN_KEY:-admin123}
- DEBUG=false
volumes:
- jackbox-data:/app/data
- ./games-list.csv:/app/games-list.csv:ro

View File

@@ -2,7 +2,7 @@ export const branding = {
app: {
name: 'HSO Jackbox Game Picker',
shortName: 'Jackbox Game Picker',
version: '0.4.2 - Safari Walkabout Edition',
version: '0.5.0 - Safari Walkabout Edition',
description: 'Spicing up Hyper Spaceout game nights!',
},
meta: {

View File

@@ -14,6 +14,7 @@ function Picker() {
const [activeSession, setActiveSession] = useState(null);
const [allGames, setAllGames] = useState([]);
const [selectedGame, setSelectedGame] = useState(null);
const [playingGame, setPlayingGame] = useState(null); // Currently playing game
const [loading, setLoading] = useState(true);
const [picking, setPicking] = useState(false);
const [error, setError] = useState('');
@@ -29,6 +30,9 @@ function Picker() {
// Manual game selection
const [showManualSelect, setShowManualSelect] = useState(false);
const [manualGameId, setManualGameId] = useState('');
const [manualSearchQuery, setManualSearchQuery] = useState('');
const [showManualDropdown, setShowManualDropdown] = useState(false);
const [filteredManualGames, setFilteredManualGames] = useState([]);
// Game pool viewer
const [showGamePool, setShowGamePool] = useState(false);
@@ -87,6 +91,21 @@ function Picker() {
// Load all games for manual selection
const gamesResponse = await api.get('/games');
setAllGames(gamesResponse.data);
// Load currently playing game if session exists
if (session && session.id) {
try {
const sessionGamesResponse = await api.get(`/sessions/${session.id}/games`);
const playingGameEntry = sessionGamesResponse.data.find(g => g.status === 'playing');
if (playingGameEntry) {
setPlayingGame(playingGameEntry);
} else {
setPlayingGame(null);
}
} catch (err) {
console.error('Failed to load playing game', err);
}
}
} catch (err) {
setError('Failed to load session data');
} finally {
@@ -116,6 +135,18 @@ function Picker() {
return () => clearInterval(interval);
}, [isAuthenticated, authLoading, checkActiveSession]);
// Close manual game dropdown when clicking outside
useEffect(() => {
const handleClickOutside = (event) => {
if (showManualDropdown && !event.target.closest('.manual-search-container')) {
setShowManualDropdown(false);
}
};
document.addEventListener('mousedown', handleClickOutside);
return () => document.removeEventListener('mousedown', handleClickOutside);
}, [showManualDropdown]);
const handleCreateSession = async () => {
try {
const newSession = await api.post('/sessions', {});
@@ -214,22 +245,29 @@ function Picker() {
const { type, game, gameId } = pendingGameAction;
if (type === 'accept' || type === 'version') {
await api.post(`/sessions/${activeSession.id}/games`, {
const response = await api.post(`/sessions/${activeSession.id}/games`, {
game_id: gameId || game.id,
manually_added: false,
room_code: roomCode
});
setSelectedGame(null);
// Set the newly added game as playing
setPlayingGame(response.data);
} else if (type === 'manual') {
await api.post(`/sessions/${activeSession.id}/games`, {
const response = await api.post(`/sessions/${activeSession.id}/games`, {
game_id: gameId,
manually_added: true,
room_code: roomCode
});
setManualGameId('');
setShowManualSelect(false);
// Set the newly added game as playing
setPlayingGame(response.data);
}
// Close all modals and clear selected game after adding to session
setSelectedGame(null);
setShowGamePool(false);
// Trigger games list refresh
setGamesUpdateTrigger(prev => prev + 1);
setError('');
@@ -257,8 +295,43 @@ function Picker() {
game: game
});
setShowRoomCodeModal(true);
// Reset search
setManualSearchQuery('');
setShowManualDropdown(false);
setManualGameId('');
};
// Handle manual search input with filtering
const handleManualSearchChange = useCallback((e) => {
const query = e.target.value;
setManualSearchQuery(query);
if (query.trim().length === 0) {
setFilteredManualGames([]);
setShowManualDropdown(false);
setManualGameId('');
return;
}
// Filter games by query (non-blocking)
const lowerQuery = query.toLowerCase();
const filtered = allGames.filter(game =>
game.title.toLowerCase().includes(lowerQuery) ||
game.pack_name.toLowerCase().includes(lowerQuery)
).slice(0, 50); // Limit to 50 results for performance
setFilteredManualGames(filtered);
setShowManualDropdown(filtered.length > 0);
}, [allGames]);
// Handle selecting a game from the dropdown
const handleSelectManualGame = useCallback((game) => {
setManualGameId(game.id.toString());
setManualSearchQuery(`${game.title} (${game.pack_name})`);
setShowManualDropdown(false);
}, []);
const handleSelectVersion = async (gameId) => {
if (!activeSession) return;
@@ -614,9 +687,75 @@ function Picker() {
</div>
)}
{selectedGame && (
<div className="bg-white dark:bg-gray-800 rounded-lg shadow-lg p-4 sm:p-8 mb-6">
{/* Currently Playing Game Card */}
{playingGame && (
<div className="bg-green-50 dark:bg-green-900/20 border-2 border-green-500 dark:border-green-700 rounded-lg shadow-lg p-4 sm:p-8 mb-6">
<div className="flex items-center gap-2 mb-4">
<span className="inline-flex items-center gap-1 text-sm bg-green-600 dark:bg-green-700 text-white px-3 py-1 rounded-full font-semibold">
🎮 Playing Now
</span>
</div>
<h2 className="text-2xl sm:text-3xl font-bold mb-4 text-gray-800 dark:text-gray-100">
{playingGame.title}
</h2>
<p className="text-lg sm:text-xl text-gray-600 dark:text-gray-400 mb-4">{playingGame.pack_name}</p>
<div className="grid grid-cols-2 gap-3 sm:gap-4 mb-6 text-sm sm:text-base">
<div>
<span className="font-semibold text-gray-700 dark:text-gray-300">Players:</span>
<span className="ml-2 text-gray-600 dark:text-gray-400">
{playingGame.min_players}-{playingGame.max_players}
</span>
</div>
<div>
<span className="font-semibold text-gray-700 dark:text-gray-300">Length:</span>
<span className="ml-2 text-gray-600 dark:text-gray-400">
{playingGame.length_minutes ? `${playingGame.length_minutes} min` : 'Unknown'}
</span>
</div>
<div>
<span className="font-semibold text-gray-700 dark:text-gray-300">Type:</span>
<span className="ml-2 text-gray-600 dark:text-gray-400">
{playingGame.game_type || 'N/A'}
</span>
</div>
<div>
<span className="font-semibold text-gray-700 dark:text-gray-300">Room Code:</span>
<span className="ml-2 text-gray-600 dark:text-gray-400 font-mono font-bold">
{playingGame.room_code || 'N/A'}
</span>
</div>
</div>
<div className="flex gap-4">
<button
disabled
className="flex-1 bg-green-600 dark:bg-green-700 text-white py-3 rounded-lg opacity-70 cursor-not-allowed font-semibold"
>
✓ Playing
</button>
<button
onClick={handlePickGame}
className="flex-1 bg-yellow-600 dark:bg-yellow-700 text-white py-3 rounded-lg hover:bg-yellow-700 dark:hover:bg-yellow-800 transition font-semibold"
>
🎲 Pick New Game
</button>
</div>
</div>
)}
{/* Selected Game Card (from dice roll) */}
{selectedGame && (
<div className="bg-white dark:bg-gray-800 rounded-lg shadow-lg p-4 sm:p-8 mb-6 relative">
{/* Close/Dismiss Button */}
<button
onClick={() => setSelectedGame(null)}
className="absolute top-2 right-2 sm:top-4 sm:right-4 w-8 h-8 flex items-center justify-center text-gray-400 hover:text-gray-600 dark:text-gray-500 dark:hover:text-gray-300 hover:bg-gray-100 dark:hover:bg-gray-700 rounded-full transition"
title="Dismiss"
>
</button>
<h2 className="text-2xl sm:text-3xl font-bold mb-4 text-gray-800 dark:text-gray-100 pr-8">
{selectedGame.title}
</h2>
<p className="text-lg sm:text-xl text-gray-600 dark:text-gray-400 mb-4">{selectedGame.pack_name}</p>
@@ -682,6 +821,13 @@ function Picker() {
>
🎲 Re-roll
</button>
<button
onClick={() => setSelectedGame(null)}
className="bg-gray-500 dark:bg-gray-600 text-white px-4 py-3 rounded-lg hover:bg-gray-600 dark:hover:bg-gray-700 transition font-semibold"
title="Cancel"
>
Cancel
</button>
</div>
{/* Other Versions Suggestion */}
@@ -727,18 +873,47 @@ function Picker() {
Manual Game Selection
</h3>
<div className="flex flex-col sm:flex-row gap-3 sm:gap-4">
<select
value={manualGameId}
onChange={(e) => setManualGameId(e.target.value)}
className="flex-1 px-4 py-2 border border-gray-300 dark:border-gray-600 rounded-lg focus:outline-none focus:ring-2 focus:ring-indigo-500 bg-white dark:bg-gray-700 text-gray-900 dark:text-gray-100"
>
<option value="">Select a game...</option>
{allGames.map((game) => (
<option key={game.id} value={game.id}>
{game.title} ({game.pack_name})
</option>
))}
</select>
<div className="flex-1 relative manual-search-container">
<input
type="text"
value={manualSearchQuery}
onChange={handleManualSearchChange}
onFocus={() => {
if (filteredManualGames.length > 0) {
setShowManualDropdown(true);
}
}}
placeholder="Type to search games..."
className="w-full px-4 py-2 border border-gray-300 dark:border-gray-600 rounded-lg focus:outline-none focus:ring-2 focus:ring-indigo-500 bg-white dark:bg-gray-700 text-gray-900 dark:text-gray-100 placeholder-gray-500 dark:placeholder-gray-400"
/>
{/* Autocomplete dropdown - above on mobile, below on desktop */}
{showManualDropdown && filteredManualGames.length > 0 && (
<div className="absolute z-50 w-full bottom-full mb-1 sm:bottom-auto sm:top-full sm:mt-1 bg-white dark:bg-gray-700 border border-gray-300 dark:border-gray-600 rounded-lg shadow-lg max-h-60 overflow-y-auto">
{filteredManualGames.map((game) => (
<button
key={game.id}
onClick={() => handleSelectManualGame(game)}
className="w-full px-4 py-2 text-left hover:bg-gray-100 dark:hover:bg-gray-600 transition-colors border-b border-gray-200 dark:border-gray-600 last:border-b-0"
>
<div className="font-semibold text-gray-800 dark:text-gray-100">
{game.title}
</div>
<div className="text-sm text-gray-600 dark:text-gray-400 mt-0.5">
{game.pack_name} • {game.min_players}-{game.max_players} players
</div>
</button>
))}
</div>
)}
{/* No results message - above on mobile, below on desktop */}
{manualSearchQuery.trim() && filteredManualGames.length === 0 && !showManualDropdown && (
<div className="absolute z-50 w-full bottom-full mb-1 sm:bottom-auto sm:top-full sm:mt-1 bg-white dark:bg-gray-700 border border-gray-300 dark:border-gray-600 rounded-lg shadow-lg px-4 py-3 text-gray-600 dark:text-gray-400 text-sm">
No games found matching "{manualSearchQuery}"
</div>
)}
</div>
<button
onClick={handleAddManualGame}
disabled={!manualGameId}
@@ -751,14 +926,19 @@ function Picker() {
)}
{/* Session info and games */}
<SessionInfo sessionId={activeSession.id} onGamesUpdate={gamesUpdateTrigger} />
<SessionInfo
sessionId={activeSession.id}
onGamesUpdate={gamesUpdateTrigger}
playingGame={playingGame}
setPlayingGame={setPlayingGame}
/>
</div>
</div>
</div>
);
}
function SessionInfo({ sessionId, onGamesUpdate }) {
function SessionInfo({ sessionId, onGamesUpdate, playingGame, setPlayingGame }) {
const { isAuthenticated } = useAuth();
const [games, setGames] = useState([]);
const [loading, setLoading] = useState(true);
@@ -766,6 +946,11 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
const [showPopularity, setShowPopularity] = useState(true);
const [editingRoomCode, setEditingRoomCode] = useState(null);
const [newRoomCode, setNewRoomCode] = useState('');
const [showRepeatRoomCodeModal, setShowRepeatRoomCodeModal] = useState(false);
const [repeatGameData, setRepeatGameData] = useState(null);
const [wsConnection, setWsConnection] = useState(null);
const [editingPlayerCount, setEditingPlayerCount] = useState(null);
const [newPlayerCount, setNewPlayerCount] = useState('');
const loadGames = useCallback(async () => {
try {
@@ -792,9 +977,65 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
return () => clearInterval(interval);
}, [loadGames]);
// Setup WebSocket connection for real-time player count updates
useEffect(() => {
const protocol = window.location.protocol === 'https:' ? 'wss:' : 'ws:';
const wsUrl = `${protocol}//${window.location.hostname}:${window.location.port || (window.location.protocol === 'https:' ? 443 : 80)}/api/sessions/live`;
try {
const ws = new WebSocket(wsUrl);
ws.onopen = () => {
console.log('[WebSocket] Connected for player count updates');
// Subscribe to session events
ws.send(JSON.stringify({
type: 'subscribe',
sessionId: parseInt(sessionId)
}));
};
ws.onmessage = (event) => {
try {
const message = JSON.parse(event.data);
// Handle player count updates
if (message.event === 'player-count.updated') {
console.log('[WebSocket] Player count updated:', message.data);
// Reload games to get updated player counts
loadGames();
}
} catch (error) {
console.error('[WebSocket] Error parsing message:', error);
}
};
ws.onerror = (error) => {
console.error('[WebSocket] Error:', error);
};
ws.onclose = () => {
console.log('[WebSocket] Disconnected');
};
setWsConnection(ws);
return () => {
if (ws.readyState === WebSocket.OPEN) {
ws.close();
}
};
} catch (error) {
console.error('[WebSocket] Failed to connect:', error);
}
}, [sessionId, loadGames]);
const handleUpdateStatus = async (gameId, newStatus) => {
try {
await api.patch(`/sessions/${sessionId}/games/${gameId}/status`, { status: newStatus });
// If we're changing the playing game's status, clear it from the playing card
if (playingGame && playingGame.id === gameId && newStatus !== 'playing') {
setPlayingGame(null);
}
loadGames(); // Reload to get updated statuses
} catch (err) {
console.error('Failed to update game status', err);
@@ -816,6 +1057,10 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
const handleRemoveGame = async (gameId) => {
try {
await api.delete(`/sessions/${sessionId}/games/${gameId}`);
// If we're removing the playing game, clear it from the playing card
if (playingGame && playingGame.id === gameId) {
setPlayingGame(null);
}
setConfirmingRemove(null);
loadGames(); // Reload after deletion
} catch (err) {
@@ -857,6 +1102,84 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
setNewRoomCode('');
};
const handleRepeatGame = (game) => {
// Store the game data and open the room code modal
setRepeatGameData(game);
setShowRepeatRoomCodeModal(true);
};
const handleRepeatRoomCodeConfirm = async (roomCode) => {
if (!repeatGameData) return;
try {
const response = await api.post(`/sessions/${sessionId}/games`, {
game_id: repeatGameData.game_id,
manually_added: false,
room_code: roomCode
});
// Set the newly added game as playing
setPlayingGame(response.data);
setShowRepeatRoomCodeModal(false);
setRepeatGameData(null);
loadGames(); // Reload to show the new game
} catch (err) {
console.error('Failed to repeat game', err);
}
};
const handleRepeatRoomCodeCancel = () => {
setShowRepeatRoomCodeModal(false);
setRepeatGameData(null);
};
const handleStopPlayerCountCheck = async (gameId) => {
try {
await api.post(`/sessions/${sessionId}/games/${gameId}/stop-player-check`);
loadGames(); // Reload to show updated status
} catch (err) {
console.error('Failed to stop player count check', err);
}
};
const handleRetryPlayerCount = async (gameId, roomCode) => {
if (!roomCode) return;
try {
await api.post(`/sessions/${sessionId}/games/${gameId}/start-player-check`);
loadGames(); // Reload to show checking status
} catch (err) {
console.error('Failed to start player count check', err);
}
};
const handleEditPlayerCount = (gameId, currentCount) => {
setEditingPlayerCount(gameId);
setNewPlayerCount(currentCount?.toString() || '');
};
const handleSavePlayerCount = async (gameId) => {
const count = parseInt(newPlayerCount);
if (isNaN(count) || count < 0) {
return;
}
try {
await api.patch(`/sessions/${sessionId}/games/${gameId}/player-count`, {
player_count: count
});
setEditingPlayerCount(null);
setNewPlayerCount('');
loadGames(); // Reload to show updated count
} catch (err) {
console.error('Failed to update player count', err);
}
};
const handleCancelEditPlayerCount = () => {
setEditingPlayerCount(null);
setNewPlayerCount('');
};
const getStatusBadge = (status) => {
if (status === 'playing') {
return (
@@ -876,21 +1199,30 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
};
return (
<div className="bg-white dark:bg-gray-800 rounded-lg shadow-lg p-4 sm:p-6">
<div className="flex justify-between items-center mb-4">
<h3 className="text-lg sm:text-xl font-semibold text-gray-800 dark:text-gray-100">
Games Played This Session ({games.length})
</h3>
<label className="flex items-center gap-2 text-sm text-gray-600 dark:text-gray-400 cursor-pointer">
<input
type="checkbox"
checked={showPopularity}
onChange={(e) => setShowPopularity(e.target.checked)}
className="w-4 h-4 rounded border-gray-300 dark:border-gray-600 text-indigo-600 focus:ring-indigo-500 dark:bg-gray-700 cursor-pointer"
/>
<span className="whitespace-nowrap">Show Popularity</span>
</label>
</div>
<>
{/* Room Code Modal for Repeat Game */}
<RoomCodeModal
isOpen={showRepeatRoomCodeModal}
onConfirm={handleRepeatRoomCodeConfirm}
onCancel={handleRepeatRoomCodeCancel}
gameName={repeatGameData?.title}
/>
<div className="bg-white dark:bg-gray-800 rounded-lg shadow-lg p-4 sm:p-6">
<div className="flex justify-between items-center mb-4">
<h3 className="text-lg sm:text-xl font-semibold text-gray-800 dark:text-gray-100">
Games Played This Session ({games.length})
</h3>
<label className="flex items-center gap-2 text-sm text-gray-600 dark:text-gray-400 cursor-pointer">
<input
type="checkbox"
checked={showPopularity}
onChange={(e) => setShowPopularity(e.target.checked)}
className="w-4 h-4 rounded border-gray-300 dark:border-gray-600 text-indigo-600 focus:ring-indigo-500 dark:bg-gray-700 cursor-pointer"
/>
<span className="whitespace-nowrap">Show Popularity</span>
</label>
</div>
{loading ? (
<p className="text-gray-500 dark:text-gray-400">Loading...</p>
) : games.length === 0 ? (
@@ -919,15 +1251,15 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
: 'text-gray-700 dark:text-gray-200'
}`}>
{displayNumber}. {game.title}
</span>
</span>
{getStatusBadge(game.status)}
{game.manually_added === 1 && (
<span className="text-xs bg-yellow-100 dark:bg-yellow-900 text-yellow-800 dark:text-yellow-200 px-2 py-1 rounded">
Manual
</span>
</span>
)}
{game.room_code && (
<div className="flex items-center gap-1">
<div className="flex items-center gap-1 flex-wrap">
{editingRoomCode === game.id ? (
<div className="flex items-center gap-1">
<input
@@ -944,13 +1276,13 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
className="text-xs px-2 py-1 bg-green-600 text-white rounded hover:bg-green-700 disabled:opacity-50 disabled:cursor-not-allowed"
>
</button>
</button>
<button
onClick={handleCancelEditRoomCode}
className="text-xs px-2 py-1 bg-gray-500 text-white rounded hover:bg-gray-600"
>
</button>
</button>
</div>
) : (
<>
@@ -964,10 +1296,127 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
title="Edit room code"
>
</button>
</button>
)}
</>
)}
{/* Player Count Display */}
{game.player_count_check_status && game.player_count_check_status !== 'not_started' && (
<div className="flex items-center gap-1">
{game.player_count_check_status === 'waiting' && (
<span className="inline-flex items-center gap-1 text-xs bg-yellow-100 dark:bg-yellow-900 text-yellow-800 dark:text-yellow-200 px-2 py-1 rounded">
Waiting...
</span>
)}
{game.player_count_check_status === 'checking' && (
<span className="inline-flex items-center gap-1 text-xs bg-blue-100 dark:bg-blue-900 text-blue-800 dark:text-blue-200 px-2 py-1 rounded">
🔍 {game.player_count ? `${game.player_count} players (checking...)` : 'Checking...'}
</span>
)}
{game.player_count_check_status === 'completed' && game.player_count && (
<>
{editingPlayerCount === game.id ? (
<div className="flex items-center gap-1">
<input
type="number"
value={newPlayerCount}
onChange={(e) => setNewPlayerCount(e.target.value)}
className="w-12 px-2 py-1 text-xs text-center border border-green-400 dark:border-green-600 rounded bg-white dark:bg-gray-700 text-gray-900 dark:text-gray-100 focus:outline-none focus:ring-1 focus:ring-green-500"
min="0"
autoFocus
/>
<button
onClick={() => handleSavePlayerCount(game.id)}
disabled={!newPlayerCount || parseInt(newPlayerCount) < 0}
className="text-xs px-2 py-1 bg-green-600 text-white rounded hover:bg-green-700 disabled:opacity-50 disabled:cursor-not-allowed"
>
</button>
<button
onClick={handleCancelEditPlayerCount}
className="text-xs px-2 py-1 bg-gray-500 text-white rounded hover:bg-gray-600"
>
</button>
</div>
) : (
<>
<span className="inline-flex items-center gap-1 text-xs bg-green-100 dark:bg-green-900 text-green-800 dark:text-green-200 px-2 py-1 rounded font-semibold">
{game.player_count} players
</span>
{isAuthenticated && (
<button
onClick={() => handleEditPlayerCount(game.id, game.player_count)}
className="text-xs text-gray-500 dark:text-gray-400 hover:text-green-600 dark:hover:text-green-400"
title="Edit player count"
>
</button>
)}
</>
)}
</>
)}
{game.player_count_check_status === 'failed' && (
<>
{editingPlayerCount === game.id ? (
<div className="flex items-center gap-1">
<input
type="number"
value={newPlayerCount}
onChange={(e) => setNewPlayerCount(e.target.value)}
className="w-12 px-2 py-1 text-xs text-center border border-orange-400 dark:border-orange-600 rounded bg-white dark:bg-gray-700 text-gray-900 dark:text-gray-100 focus:outline-none focus:ring-1 focus:ring-orange-500"
min="0"
autoFocus
/>
<button
onClick={() => handleSavePlayerCount(game.id)}
disabled={!newPlayerCount || parseInt(newPlayerCount) < 0}
className="text-xs px-2 py-1 bg-green-600 text-white rounded hover:bg-green-700 disabled:opacity-50 disabled:cursor-not-allowed"
>
</button>
<button
onClick={handleCancelEditPlayerCount}
className="text-xs px-2 py-1 bg-gray-500 text-white rounded hover:bg-gray-600"
>
</button>
</div>
) : (
<>
<button
onClick={() => handleRetryPlayerCount(game.id, game.room_code)}
className="inline-flex items-center gap-1 text-xs bg-orange-100 dark:bg-orange-900 text-orange-800 dark:text-orange-200 px-2 py-1 rounded hover:bg-orange-200 dark:hover:bg-orange-800 transition cursor-pointer"
title="Click to retry detection"
>
Unknown
</button>
{isAuthenticated && (
<button
onClick={() => handleEditPlayerCount(game.id, null)}
className="text-xs text-gray-500 dark:text-gray-400 hover:text-orange-600 dark:hover:text-orange-400"
title="Set player count manually"
>
</button>
)}
</>
)}
</>
)}
{/* Stop button for active checks */}
{isAuthenticated && (game.player_count_check_status === 'waiting' || game.player_count_check_status === 'checking') && (
<button
onClick={() => handleStopPlayerCountCheck(game.id)}
className="text-xs text-gray-500 dark:text-gray-400 hover:text-red-600 dark:hover:text-red-400"
title="Stop checking player count"
>
</button>
)}
</div>
)}
</div>
)}
{showPopularity && (
@@ -991,6 +1440,13 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
{/* Action buttons for admins */}
{isAuthenticated && (
<div className="flex flex-wrap gap-2">
<button
onClick={() => handleRepeatGame(game)}
className="text-xs px-3 py-1 bg-purple-600 dark:bg-purple-700 text-white rounded hover:bg-purple-700 dark:hover:bg-purple-800 transition"
title="Play this game again"
>
🔁 Repeat
</button>
{game.status !== 'playing' && (
<button
onClick={() => handleUpdateStatus(game.id, 'playing')}
@@ -1032,7 +1488,8 @@ function SessionInfo({ sessionId, onGamesUpdate }) {
})}
</div>
)}
</div>
</div>
</>
);
}