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.
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@@ -63,14 +63,18 @@
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</div>
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{% endif %}
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<form method="post" class="mt-4">
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<input type="hidden" name="toggle_ready" value="0">
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<div class="form-check form-switch mb-3">
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<input class="form-check-input" type="checkbox" id="toggle_ready" name="toggle_ready" onchange="this.form.submit()" {{ isReady ? 'checked' : '' }} {{ not app.user.verified ? 'disabled' : '' }}>
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<input class="form-check-input" type="checkbox" id="toggle_ready" name="toggle_ready" value="1" onchange="this.form.submit()" {{ isReady ? 'checked' : '' }} {{ not app.user.verified ? 'disabled' : '' }}>
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<label class="form-check-label" for="toggle_ready">
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<strong>I am ready to start!</strong>
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</label>
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</div>
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<p class="text-muted small">
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As soon as everyone has checked this box, the game starts automatically for everyone.
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{% if isReady %}
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Your ready status expires in <span id="ready-countdown">1:00</span> if not everyone else is ready by then.
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{% endif %}
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</p>
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</form>
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@@ -82,9 +86,14 @@
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</div>
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</div>
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<form id="expire-ready-form" method="post" style="display:none">
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<input type="hidden" name="expire_ready" value="1">
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</form>
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<div id="mercure-config"
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data-mercure-public-url="{{ mercure_public_url|e('html_attr') }}"
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data-topic="/game/hub/{{ session.id|e('html_attr') }}"
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data-ready-at="{{ readyAt|e('html_attr') }}"
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style="display:none">
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</div>
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@@ -92,6 +101,7 @@
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const config = document.getElementById('mercure-config');
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const publicUrl = config.dataset.mercurePublicUrl;
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const topic = config.dataset.topic;
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const readyAt = config.dataset.readyAt;
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let reloading = false;
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const reloadOnce = (eventSource) => {
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@@ -117,5 +127,37 @@
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}
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};
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}
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// Our own ready status expires 60s after we set it - proactively tell the
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// server as close to that deadline as possible, so the other players find
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// out live instead of only whenever someone else's request happens to
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// trigger the lazy check.
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if (readyAt) {
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const timeoutMs = 61000; // slightly more than the server-side 60s
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const readyAtMs = readyAt * 1000;
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const countdownEl = document.getElementById('ready-countdown');
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const updateCountdown = () => {
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const remaining = Math.max(0, Math.ceil((readyAtMs + timeoutMs - Date.now()) / 1000));
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if (countdownEl) {
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const m = Math.floor(remaining / 60);
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const s = remaining % 60;
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countdownEl.textContent = m + ':' + s.toString().padStart(2, '0');
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}
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return remaining;
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};
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const remaining = updateCountdown();
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if (remaining <= 0) {
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document.getElementById('expire-ready-form').submit();
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} else {
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const countdownInterval = setInterval(() => {
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if (updateCountdown() <= 0) {
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clearInterval(countdownInterval);
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document.getElementById('expire-ready-form').submit();
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}
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}, 1000);
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}
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}
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</script>
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{% endblock %}
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