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.
checkIfAllPlayersVerified() read and wrote the EveryoneVerified
setting scoped to whichever player happened to trigger the check
(getSetting(..., $player) / setPlayer($player)), but it's meant to be
a single session-wide flag. getFileContent() correctly reads it as
session-global (no player, filters player IS NULL), so the two never
matched: the "everyone verified" Mercure message still fired (that
code path only checks its own player-scoped copy), but the special
code injection into the Doyle/Vega/Lennox report files never ran
since getFileContent() never found the setting. Store and read it
consistently as session-global.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
getFileContent() built the game1 filesystem path as a relative
string with no leading slash. That only resolves correctly when
PHP's cwd happens to be the project root (e.g. CLI), but under
PHP-FPM/nginx the cwd is nginx's document root (public/), so
file_exists() always failed for real requests even though the file
existed and the in-memory virtual file list (used by ls) said it
should. Use the already-injected $projectDir (%kernel.project_dir%),
matching how the class already builds the session log path.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Every possible path/file in GameResponseService uses a leading slash
(e.g. /var/home/{username}), but a player's initial pwd was seeded as
'var/home/{username}' without one. getAllCurrentFilesInDirectory()
matches entries by comparing getPrevPath() (which always has the
leading slash) against pwd, so a fresh player's ls always came back
empty until their first cd command happened to normalize the format.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
When the last player clicked ready, toggleReady() published a
redundant 'player_ready' event on top of checkAllPlayersReady()'s
'all_ready', and the client reloaded on every message with no guard
and without closing the EventSource. Chrome kept the old page's
script (and its EventSource) alive across the overlapping reload
calls, causing repeated reconnects to the Mercure hub; Firefox
apparently tore the page down fast enough to mask it. Skip the
redundant publish server-side, and make the client reload idempotent
by tracking whether it already fired and closing the EventSource
before reloading.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>