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.
This commit is contained in:
@@ -136,6 +136,11 @@ final class GameController extends AbstractController
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return $this->redirectToRoute('game', ['session' => $session->getId()]);
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}
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if ($request->isMethod('POST') && $request->request->has('expire_ready')) {
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$dashboardService->expireOwnReadyIfDue($session, $user);
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return $this->redirectToRoute('game', ['session' => $session->getId()]);
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}
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// Lazily pick up readiness changes from other players since our last request
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$dashboardService->checkAllPlayersReady($session);
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@@ -154,17 +159,22 @@ final class GameController extends AbstractController
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if ($session->getStatus() === SessionStatus::READY) {
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$isReady = false;
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$readyAt = null;
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if ($player) {
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$settingName = SessionSettingType::tryFrom('ReadyAtForPlayer' . $player->getScreen());
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if ($settingName) {
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$setting = $session->getSettings()->filter(fn(SessionSetting $s) => $s->getName() === $settingName && $s->getPlayer() === $player)->first();
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$isReady = $setting !== null;
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if ($setting) {
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$isReady = true;
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$readyAt = (int)$setting->getValue();
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}
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}
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}
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return $this->render('game/waiting.html.twig', [
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'session' => $session,
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'isReady' => $isReady,
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'readyAt' => $readyAt,
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'mercure_public_url' => $this->mercurePublicUrl,
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]);
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}
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@@ -20,6 +20,8 @@ use Symfony\Component\Mercure\Update;
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final class GameDashboardService
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{
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private const READY_TIMEOUT_SECONDS = 60;
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public function __construct(
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private readonly GameRepository $gameRepository,
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private readonly SessionRepository $sessionRepository,
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@@ -313,11 +315,12 @@ final class GameDashboardService
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/** @var \App\Game\Repository\SessionSettingRepository $settingRepo */
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$settingRepo = $this->entityManager->getRepository(SessionSetting::class);
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$setting = $settingRepo->getSetting($session, $settingName, $player);
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$existingSetting = $settingRepo->getSetting($session, $settingName, $player);
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$nowReady = $existingSetting === null;
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if ($setting) {
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$session->removeSetting($setting);
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$this->entityManager->remove($setting);
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if ($existingSetting) {
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$session->removeSetting($existingSetting);
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$this->entityManager->remove($existingSetting);
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} else {
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$setting = new SessionSetting();
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$setting->setSession($session);
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@@ -334,17 +337,71 @@ final class GameDashboardService
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// transitioned the session out of READY and published 'all_ready' —
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// don't also publish a redundant 'player_ready'.
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if ($session->getStatus() === SessionStatus::READY) {
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try {
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$topic = '/game/hub/' . $session->getId();
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$this->hub->publish(new Update($topic, json_encode(['type' => 'player_ready', 'player' => $player->getScreen(), 'ready' => !$setting])));
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} catch (\Exception $e) {
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// Mercure might be down, but we don't want to crash the game
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}
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$this->publishPlayerReady($session, $player->getScreen(), $nowReady);
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}
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return true;
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}
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/**
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* Explicitly (and idempotently) expires the current user's own ready status once
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* their 60-second window is genuinely up. Called by the ready player's own browser
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* on a timer, so the "not ready" broadcast goes out as close to the deadline as
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* possible instead of waiting for someone else's request to lazily discover it.
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*/
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public function expireOwnReadyIfDue(Session $session, User $user): void
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{
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if ($session->getStatus() !== SessionStatus::READY) {
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return;
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}
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$player = null;
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foreach ($session->getPlayers() as $p) {
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if ($p->getUser() === $user) {
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$player = $p;
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break;
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}
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}
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if (!$player) {
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return;
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}
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$settingName = SessionSettingType::tryFrom('ReadyAtForPlayer' . $player->getScreen());
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if (!$settingName) {
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return;
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}
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/** @var \App\Game\Repository\SessionSettingRepository $settingRepo */
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$settingRepo = $this->entityManager->getRepository(SessionSetting::class);
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$setting = $settingRepo->getSetting($session, $settingName, $player);
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if (!$setting) {
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return; // Already not ready
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}
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$readyAtTimestamp = (int)$setting->getValue();
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if ((new \DateTime())->getTimestamp() - $readyAtTimestamp < self::READY_TIMEOUT_SECONDS) {
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return; // Not actually due yet
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}
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$session->removeSetting($setting);
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$this->entityManager->remove($setting);
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$this->entityManager->flush();
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$this->publishPlayerReady($session, $player->getScreen(), false);
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}
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private function publishPlayerReady(Session $session, int $screen, bool $ready): void
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{
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try {
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$topic = '/game/hub/' . $session->getId();
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$this->hub->publish(new Update($topic, json_encode(['type' => 'player_ready', 'player' => $screen, 'ready' => $ready])));
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} catch (\Exception $e) {
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// Mercure might be down, but we don't want to crash the game
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}
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}
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public function checkAllPlayersReady(Session $session): void
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{
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if ($session->getStatus() !== SessionStatus::READY) {
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@@ -359,6 +416,7 @@ final class GameDashboardService
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}
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$readyPlayersCount = 0;
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$now = new \DateTime();
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/** @var \App\Game\Repository\SessionSettingRepository $settingRepo */
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$settingRepo = $this->entityManager->getRepository(SessionSetting::class);
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@@ -369,9 +427,22 @@ final class GameDashboardService
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continue;
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}
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if ($settingRepo->getSetting($session, $settingName, $player)) {
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$readyPlayersCount++;
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$setting = $settingRepo->getSetting($session, $settingName, $player);
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if (!$setting) {
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continue;
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}
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$readyAtTimestamp = (int)$setting->getValue();
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if (($now->getTimestamp() - $readyAtTimestamp) >= self::READY_TIMEOUT_SECONDS) {
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$session->removeSetting($setting);
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$this->entityManager->remove($setting);
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$this->entityManager->flush();
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$this->publishPlayerReady($session, $player->getScreen(), false);
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continue;
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}
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$readyPlayersCount++;
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}
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if ($readyPlayersCount === $numPlayers) {
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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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