Commit Graph
30 Commits
Author SHA1 Message Date
Frank 6a04a0274a Add command-line tutorial (PreGameController) and link it from the lobby
Adds a black-terminal tutorial page at /game/pregame/{session} that walks
players through help, pwd, cd, ls, cat, rm and sudo before the real game
starts. Links to it are shown on both the lobby (waiting for players) and
ready-up screens so players can practice, repeatedly, before starting.
2026-08-18 22:23:26 +02:00
FrankandClaude Sonnet 5 a00899e444 Route every Mercure publish through an event, log pushes per-player
Every $hub->publish() call site (chat, hints, security alerts, virus
alerts, game_finished, and the pre-game lobby events) now dispatches
a PushMercureMessageEvent instead of publishing directly. Two
listeners handle it: PublishMercureMessageListener does the actual
Mercure publish exactly as before (same wire format, no client
changes needed), and LogMercureMessageListener appends it to the
activity log of whichever player(s) it was actually delivered to.

A private /chat to one agent only gets logged for that agent, never
broadcast into everyone's transcript - the event carries an explicit
targetScreen (null = everyone) rather than leaving listeners to guess
from the payload shape.

The per-player log format moved from flat text to JSON Lines (one
timestamped, structured entry per line) via a new shared
SessionActivityLogger service, since a flat string can't carry an
event's type or exact payload - both needed for a future feature to
replay a player's full session history, not just their own commands,
on page reload. The admin session log viewer now parses and
formats these entries back into readable lines.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-18 19:47:53 +02:00
FrankandClaude Sonnet 5 aba79251e0 Broadcast game_finished when a player's own timeout check catches it
Previously only the cron's timeout sweep broadcast to everyone;
check-finished (called by a player's own client the moment their
local countdown hits zero) just updated the database silently. Now
whichever path notices the timeout first broadcasts - both only act
while the session is still PLAYING, so there's no double broadcast.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 17:56:24 +02:00
FrankandClaude Sonnet 5 2913b8d2a2 Add CSRF protection, login throttling, and invite-code rate limiting
The admin panel already checked CSRF tokens on destructive actions,
but the player-facing raw HTML forms (create/join/leave/start
session, toggle ready, lobby chat, feedback) had none - cookie
SameSite=Lax blunts classic cross-site auto-submit attacks but isn't
a substitute for real tokens. Adds matching csrf_token()/
isCsrfTokenValid() checks to all of them.

Also adds login_throttling (5 attempts/15 min) to stop unlimited
password guessing, and a per-user rate limiter (10/min) on the
invite-code join endpoint, since invite codes are only 32-bit and
had no protection against brute-forcing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-10 21:41:47 +02:00
FrankandClaude Sonnet 5 daa37390d0 Fix path traversal via username in session log file paths
Registration only validated username with NotBlank, so a username
like "../../../../public/x" got concatenated directly into a
filesystem path for both writing (game activity logs) and reading
(admin log viewer) - reachable from the public webroot since public/
is a few directories up from where those logs are stored.

Adds a character-set validator (letters, numbers, underscore, hyphen)
to registration and admin user editing going forward, and sanitizes
at the point of use (Player::getLogFileBasename()) so any
already-stored unsafe username can't escape the log directory either.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-10 21:41:25 +02:00
FrankandClaude Sonnet 5 2bfc2aca1a Keep pregame lobby chat open for an hour after the game ends
The chat used to disappear the moment a session left CREATED status.
Sessions now record a finishedAt timestamp when they're won or lost,
and the lobby (with chat) stays reachable via /game/{session} for an
hour afterward instead of immediately redirecting to the win/lose
feedback page. The lobby template shows a distinct "game finished"
header with a link to that feedback page during this window.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-10 16:47:57 +02:00
FrankandClaude Sonnet 5 dfa75719d0 Show pregame lobby chat in admin session logs
Admins can now see the full lobby chat transcript (who said what,
when) at the top of a session's log view, alongside the existing
per-player terminal logs. Also swaps the log tabs' inline onclick
handler for a data attribute, in prep for moving the tab-switching
script out of the template.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-10 15:32:31 +02:00
FrankandClaude Sonnet 5 444f54b6c6 Add pregame lobby with live chat
Players used to get bounced back to the dashboard when a session
wasn't full yet. Now they land on a lobby page showing who has
joined, and can chat with each other while waiting - messages are
broadcast live over the existing Mercure hub, and the session
auto-starts (and the lobby notifies everyone) once it fills up.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-10 15:32:23 +02:00
Frank 1be07440e3 Bring back 1-minute ready-status expiry with live per-player broadcasts
A player's own browser now starts a 60s timer the moment they check
"ready" (with a visible countdown) and proactively tells the server
when it's up via a new expire_ready action - idempotent, so it only
actually clears the status if the deadline has genuinely passed.
Everyone else finds out live through a Mercure player_ready broadcast
that now carries which player and their new ready/not-ready state
(previously the broadcast payload's `ready` flag was always false due
to a stale-variable bug, though nothing consumed it yet).

checkAllPlayersReady() still does the same expiry check server-side
and broadcasts on anyone else's request in the meantime, so a stalled
frontend timer doesn't leave a stale "ready" badge showing forever.

This only affects the pre-PLAYING ready phase: checkAllPlayersReady()
still flips the session to PLAYING and stops touching ready state the
instant everyone is simultaneously ready, so the earlier fix (a reload
should never send an already-started game back to the waiting room)
is unaffected.

Also fixed the ready checkbox itself: unchecking it submitted a POST
without `toggle_ready` in the body (unchecked checkboxes aren't sent),
so un-readying silently did nothing server-side. Added the standard
hidden-fallback-input pattern to fix it.
2026-07-11 23:45:41 +02:00
Frank c28abef5b7 Block unverified users from marking themselves ready
GameDashboardService::toggleReady() now rejects the toggle if the
user's email isn't verified (mirrors the same gate UserChecker already
applies at login). The waiting-room checkbox is disabled client-side
with an explanatory alert and a link to resend the verification email,
and the controller adds a flash error as a server-side fallback if it
somehow gets submitted anyway.
2026-07-11 23:25:50 +02:00
Frank 2941cfca49 Fix game route dumping players into the terminal for non-PLAYING sessions
GameController::index() only special-cased READY; every other status
(including a freshly-created session still waiting for players, and
even an already WON/LOST one) fell straight through to rendering the
live game terminal - which is broken there since screens/rights/pwd
are never initialized before startSession() flips CREATED -> READY.

The dashboard's "Enter Game" button links to this route regardless of
status, so any player clicking it on a CREATED session hit this
directly. Now CREATED redirects back to the dashboard with an
explanatory flash, and WON/LOST redirect to their respective pages
instead of re-rendering a dead terminal.
2026-07-11 23:13:30 +02:00
Frank 3c58e153dc Soft-delete users instead of hard-deleting, add last login tracking
Fixes the 500 on admin user deletion: deleting a user with an
email_log row (i.e. basically anyone who received any email) hit an
unhandled ForeignKeyConstraintViolationException, since email_log,
reset_password_request and player all have non-nullable FKs to user
with no cascade at the DB level.

Instead of cascading the delete (which would be fine for email_log
and reset_password_request but risky for player - removing a player
row could corrupt other real players' session state), admin delete
now sets a deletedAt timestamp instead of removing the row:
- UserChecker blocks login for deleted users (checkPreAuth).
- EmailLoggerListener rejects the message before send for deleted
  recipients (checked at actual send time, not at queue time).
- Added a last_login_at column + a LoginSuccessEvent listener to
  populate it, and surfaced both last login and status in the admin
  users list.

Added `app:users:purge-deleted`, a command intended to run on a
schedule that permanently removes users who were soft-deleted more
than 3 months ago and never played a game (join to Player via a
NOT EXISTS subquery). For that eventual hard-delete to actually
succeed, email_log and reset_password_request now cascade-delete at
the DB level (migration drops+recreates both FK constraints with ON
DELETE CASCADE) - player intentionally still isn't cascaded, so a
user with game history can never be purged this way even by mistake.
2026-07-11 23:09:52 +02:00
Frank cb2e945419 Remove 60-second ready-status expiry so the group can always start
Ready status previously expired 60 seconds after a player checked the
box, evaluated per-player against their own timestamp. Unless every
player happened to click ready within the same 60-second window, the
earliest player's readiness would silently expire before the last one
joined, so the session could get stuck on "Waiting for all players to
be ready" indefinitely, especially after a reload re-triggered the
timeout check.

Ready state is now durable: once checked, it stays until the player
unchecks it or the whole group is simultaneously ready, at which point
the session always transitions to PLAYING regardless of how long that
took. session.timer is still only ever set once during that one-way
READY -> PLAYING transition, so a reload never restarts or desyncs the
countdown between players.
2026-07-11 21:48:32 +02:00
Frank 3984a33282 Add win/lose game-ending flow
Removing all 3 locked files while the timer is still running now marks
the session WON immediately (checked right after every successful rm)
and broadcasts a "game_finished" signal over Mercure so every
connected player gets redirected together, not just the one who
removed the last file. A new /won/{session} route + won.html.twig
mirrors the existing lost flow (victory narrative + the same feedback
form).

The existing timer-expiry path already set LOST but always redirected
to lostUrl regardless of actual status; it now picks won/lost based on
the status the server reports.

Also fixes a pre-existing bug on the lost page (and would-be bug on
the new won page): PlayerService::GetCurrentlyActiveAsPlayer() only
matches players in READY/PLAYING sessions, so by the time a session
has ended it always returned null there, silently breaking the
feedback form. Both pages now look the player up directly via
PlayerRepository instead.

Added a navigatingAway flag so the page's "confirm before leaving"
prompt doesn't block our own win/lose redirects.
2026-07-11 21:41:16 +02:00
Frank eee6c3a369 Auto-trigger locked-files restoration exactly at the 60s deadline
Previously the restore check only ran lazily on a player's next
message, so files could stay wrongly-removed for an arbitrary amount
of time after the window expired. The frontend now schedules a
setTimeout (using the server-provided deadline, mirroring the terminal
lock's reveal timer) that pings the backend right at the deadline so
the check runs promptly regardless of player activity. Restored via
data-files-removal-deadline on page load too, so a refresh mid-window
doesn't lose the timer.
2026-07-11 17:45:08 +02:00
Frank 6db9d42852 Wire up decode puzzle chain and lock terminal on file removal
Connects the previously-disconnected /decode command to per-player
messages: player 1 unlocks sudo for everyone, player 2 unlocks a scan
command that reveals which files the AI virus has locked, player 3
learns those files should be removed.

Also adds a retaliation mechanic: successfully removing a file locks
the player's terminal. The AI virus locks it out in red immediately;
the mainframe reveals a 12-character recovery code in green after 30
seconds, which can be submitted via /unlock to restore access early,
otherwise the terminal auto-recovers after 45 seconds.
2026-07-11 16:48:15 +02:00
FrankandClaude Sonnet 5 7dbb738da8 Show marketing opt-in status in admin users overview
Adds a Marketing column to the admin users table and a total opt-in
count in the header, so admins can see who signed up for updates on
future projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-04 20:48:48 +02:00
Frank van den Berg ac57385a9d Admin panels 2026-06-27 15:53:43 +02:00
Frank 2008a379a8 Lost page 2026-01-08 20:32:21 +01:00
Frank 928ab3cbfe Added mercure to update when everyone is ready 2026-01-08 20:11:14 +01:00
Frank 4d021e7cf1 Trying to add waiting pages 2026-01-08 19:32:13 +01:00
Frank 30aa73bf53 Look into session logfiles 2026-01-08 18:26:32 +01:00
Frank 9d9de0fd0d Logfiles for sessions 2026-01-08 18:14:56 +01:00
Frank cdb469456f Dynamic number of players 2026-01-08 15:49:47 +01:00
Frank b6c09c267f Message when everyone is verified 2026-01-08 15:34:43 +01:00
Frank cdd5bc3fd8 Verification done 2026-01-07 20:06:28 +01:00
Frank 01b0522bd1 Created a dashboard and created an invite code for game sessions. 2026-01-06 20:23:46 +01:00
Frank 654b4036b4 Quite some work done here. 2026-01-03 22:12:51 +01:00
Frank b58da74967 Some settings 2026-01-03 13:16:58 +01:00
Frank 18821e2463 Startup 2026-01-02 20:27:56 +01:00