Move inline template scripts into webpack-built assets
Several templates had their own <script> blocks instead of going through webpack like game1.js already does. Extracted the waiting page, lobby page, and admin session-log tab scripts into their own files under assets/, imported from the main app.js entry. Since app.js is already loaded on every page, each module just reads its own data-* attributes and no-ops if its target element isn't present on the current page - same pattern game1.js already uses. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,27 @@
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document.addEventListener('DOMContentLoaded', () => {
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const buttons = document.querySelectorAll('[data-tab-target]');
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if (!buttons.length) {
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return;
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}
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const activate = (id) => {
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document.querySelectorAll('[id^="player-"]').forEach(el => el.style.display = 'none');
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const target = document.getElementById(id);
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if (target) {
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target.style.display = 'block';
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}
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buttons.forEach(btn => {
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const active = btn.dataset.tabTarget === id;
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btn.style.background = active ? '#fff' : '#f8fafc';
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btn.style.color = active ? '#1e40af' : '#64748b';
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btn.style.fontWeight = active ? '600' : '400';
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btn.style.borderColor = active ? '#3b82f6' : '#e2e8f0';
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btn.style.borderBottom = active ? '1px solid #fff' : '1px solid #e2e8f0';
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});
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};
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buttons.forEach(btn => {
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btn.addEventListener('click', () => activate(btn.dataset.tabTarget));
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});
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});
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@@ -5,3 +5,6 @@ import './styles/app.scss';
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import 'bootstrap/js/dist/collapse';
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import 'bootstrap/js/dist/alert';
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import 'bootstrap/js/dist/dropdown';
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import './game-waiting';
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import './game-lobby';
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import './admin-session-tabs';
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@@ -0,0 +1,62 @@
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document.addEventListener('DOMContentLoaded', () => {
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const config = document.getElementById('game-lobby-config');
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if (!config) {
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return;
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}
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const publicUrl = config.dataset.mercurePublicUrl;
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const topic = config.dataset.topic;
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const chatLog = document.getElementById('lobby-chat-log');
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function appendLobbyMessage(username, content, createdAt) {
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if (!chatLog) {
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return;
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}
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const emptyNotice = document.getElementById('lobby-chat-empty');
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if (emptyNotice) {
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emptyNotice.remove();
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}
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const time = createdAt
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? new Date(createdAt).toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' })
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: '';
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const wrapper = document.createElement('div');
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wrapper.className = 'lobby-message';
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const author = document.createElement('strong');
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author.textContent = username;
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const timestamp = document.createElement('span');
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timestamp.className = 'text-muted small';
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timestamp.textContent = ' ' + time;
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const body = document.createElement('div');
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body.textContent = content;
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wrapper.appendChild(author);
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wrapper.appendChild(timestamp);
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wrapper.appendChild(body);
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chatLog.appendChild(wrapper);
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chatLog.scrollTop = chatLog.scrollHeight;
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}
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if (publicUrl && topic) {
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const url = new URL(publicUrl);
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url.searchParams.append('topic', topic);
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const eventSource = new EventSource(url);
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eventSource.onmessage = event => {
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const data = JSON.parse(event.data);
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if (data.type === 'lobby_message') {
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appendLobbyMessage(data.username, data.content, data.createdAt);
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} else if (data.type === 'player_joined' || data.type === 'session_started') {
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window.location.reload();
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}
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};
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}
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if (chatLog) {
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chatLog.scrollTop = chatLog.scrollHeight;
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}
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});
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@@ -0,0 +1,68 @@
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document.addEventListener('DOMContentLoaded', () => {
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const config = document.getElementById('game-waiting-config');
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if (!config) {
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return;
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}
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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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if (reloading) {
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return;
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}
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reloading = true;
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if (eventSource) {
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eventSource.close();
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}
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window.location.reload();
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};
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if (publicUrl && topic) {
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const url = new URL(publicUrl);
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url.searchParams.append('topic', topic);
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const eventSource = new EventSource(url);
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eventSource.onmessage = event => {
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const data = JSON.parse(event.data);
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if (data.type === 'all_ready' || data.type === 'player_ready') {
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reloadOnce(eventSource);
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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 expireForm = document.getElementById('expire-ready-form');
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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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expireForm?.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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expireForm?.submit();
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}
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}, 1000);
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}
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}
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});
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@@ -90,74 +90,10 @@
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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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<div id="game-waiting-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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<script>
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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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if (reloading) {
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return;
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}
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reloading = true;
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if (eventSource) {
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eventSource.close();
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}
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window.location.reload();
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};
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if (publicUrl && topic) {
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const url = new URL(publicUrl);
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url.searchParams.append('topic', topic);
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const eventSource = new EventSource(url);
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eventSource.onmessage = event => {
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const data = JSON.parse(event.data);
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if (data.type === 'all_ready' || data.type === 'player_ready') {
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reloadOnce(eventSource);
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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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