setPollEndingAt and setShowEndPollOptions were referenced in
SessionInfo's WS handler but never passed as props, causing a
ReferenceError that prevented setPollResult from executing on
delayed poll ends. Bumps version to 0.7.12.
Co-authored-by: Cursor <cursoragent@cursor.com>
After a countdown-based poll end, pollEndingAt could remain set as a
stale value during the optimistic update in handleStartPolling, causing
the new poll to briefly render in the "Poll Ending" state with 0:00.
Co-authored-by: Cursor <cursoragent@cursor.com>
Work spanning May 7-10 across multiple sessions:
Poll winner detection + source column (May 7):
- Fix race condition in handleEndPolling where WS voting.ended cleared
leadingGame before the setTimeout could capture the winner
- Add pollActiveRef guard to prevent late poll.leading messages from
re-activating an ended poll
- Add 'source' column to session_games (dice/manual/poll) with backward-
compatible fallback from manually_added flag
- Show indigo "Poll" badge in game lists (Picker, Home, SessionDetail)
- Include source in session export (JSON and text formats)
Multi-admin poll state sync (May 9):
- Enrich poll.start broadcast with pollStartedAt timestamp so all admin
clients can start their timers from the correct time
- Enrich voting.ended broadcast with winnerGameId/Label/Votes so all
admins see the winner prompt, not just the one who clicked End Poll
- Add poll.start WS handler in SessionInfo so Admin B sees polls started
by Admin A without refreshing
- Make handleStartPolling optimistic with rollback on failure
WebSocket keepalive + auto-reconnect (May 9):
- Add 30s ping interval to SessionInfo WS connection (matching server's
60s timeout) to prevent silent disconnects
- Add auto-reconnect on close with 3s delay
- Proper cleanup of ping interval, reconnect timeout, and onclose handler
Sync selected game across admin clients (May 10):
- New POST/DELETE /sessions/:id/game-selection endpoints with DB
persistence (pending_game_id, pending_game_source columns)
- Broadcast game.picked/game.dismissed WS events to session subscribers
- handleDismissGame replaces inline setSelectedGame(null) calls
- Restore pending game selection on page load for late-joining admins
- Clear pending selection when game is formally added to session
Poll ending countdown timer (May 10):
- POST /:id/voting/end now accepts optional { delay } (0-300 seconds)
- New POST /:id/voting/cancel-end to abort a scheduled end
- New poll.ending and poll.ending.cancelled WS events
- poll_ending_at column on sessions table for crash recovery
- rescheduleEndingPolls() called on server startup to resume countdowns
- End Poll button opens popover with End Now / 5s / 10s / 30s / custom
- Red "Poll Ending" card with countdown display and Cancel button
- Document new WS events in docs/api/websocket.md
Co-authored-by: Cursor <cursoragent@cursor.com>
New general-purpose floating stopwatch accessible from a clock icon in
the nav bar. Supports two modes: stopwatch (count up with laps) and
countdown timer (presets + custom input, red flash on expiry). Desktop
renders as a compact draggable card; mobile docks to the bottom as a
fixed sheet. Timer persists while hidden.
Co-authored-by: Cursor <cursoragent@cursor.com>
Adds a three-state poll control card (Start Poll / End Poll / Poll Result)
with an LED-style stopwatch on the End Poll button. Shows the current poll
leader from downstream poll.leading WebSocket messages. On poll end, prompts
the admin to use the winner as the next game choice or ignore it. Restores
poll state from the session on page load for continuity across reloads.
Co-authored-by: Cursor <cursoragent@cursor.com>
Pack 7 games (Quiplash 3, Blather Round) transition room state from
"Lobby" to "Logo" instead of "Gameplay". Even newer titles (Doominate,
Big Survey) have no room entity at all — the only signals are room/lock
and room/exit opcodes.
- parseRoomEntity: detect game started as any non-Lobby state
- handleMessage: add room/lock and room/exit opcode handling
- handleRoomLock: emit game.started as fallback for room-entity-less games
- handleRoomExit: emit game.ended on explicit room close
- Tests: 6 new tests covering Logo state, room/lock, room/exit
Verified against live rooms: quiplash3, blanky-blank, you-ruined-it,
bigsurvey.
Co-authored-by: Cursor <cursoragent@cursor.com>
Reposition the presence bar from above main content to a sticky
bottom-right indicator that docks above the footer on scroll.
Sized to fit content rather than spanning full width.
Made-with: Cursor
- Add ticker column to games table with migration
- Bootstrap tickers from tickers.json config on startup
- POST /api/votes/live accepts optional ticker field for direct game
lookup (bypasses timestamp-interval matching)
- Ticker votes work for any game, not just session games
- Update API docs and add e2e tests for ticker voting
- Version bump to 0.6.5
Made-with: Cursor
- findAdminByKey returns role from admins.json (defaults to 'admin')
- JWT includes config-defined role instead of hardcoded 'admin'
- PresenceBar split into "who's here?" (page admins) and "connected"
(bot/utility services with icon+color badges)
- Bot/utility roles appear in presence on all pages when connected
- usePresence hook uses refs to avoid WS reconnect on navigation
- WS auth log prints admin name instead of generic 'admin'
- WS connection log reads X-Forwarded-For for real client IP
- AuthContext stores adminRole from login response
- Uncomment admins.json Docker volume mount, add SELinux :z flags
Made-with: Cursor
Show "X visible (Y total)" when the history list is filtered or limited,
and "X sessions total" only when every session is actually displayed.
Made-with: Cursor
Mark games as 'played' when shard detects game.ended or room_closed.
Stop old shard monitors before demoting previous playing games on new
game add or status change. Sync frontend playingGame state with the
games list on every refresh to prevent stale UI. Use terminate() for
probe connections to prevent shard connection leaks.
Made-with: Cursor
Add 20-second game.status WebSocket heartbeat from active shard monitors
containing full game state, and GET /status-live REST endpoint for on-demand
polling. Fix missing token destructuring in SessionInfo causing crash.
Relax frontend polling from 3s to 60s since WebSocket events now cover
real-time updates. Bump version to 0.6.0.
Made-with: Cursor
- Authenticate with JWT before subscribing to session events
- Use message.type instead of message.event (matches server format)
- Handle all new shard monitor events (room.connected, lobby.*,
game.started, game.ended, room.disconnected)
- Replace never-set 'waiting' status with 'monitoring'
- Show monitoring indicator with live player count
Made-with: Cursor