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>
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@@ -4,6 +4,7 @@ declare(strict_types=1);
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namespace App\Game\Service;
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use App\Game\Entity\Game;
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use App\Game\Entity\LobbyMessage;
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use App\Game\Entity\Player;
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use App\Game\Entity\Session;
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use App\Game\Entity\SessionSetting;
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@@ -11,6 +12,7 @@ use App\Game\Enum\GameStatus;
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use App\Game\Enum\SessionSettingType;
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use App\Game\Enum\SessionStatus;
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use App\Game\Repository\GameRepository;
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use App\Game\Repository\LobbyMessageRepository;
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use App\Game\Repository\SessionRepository;
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use App\Tech\Entity\User;
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use Doctrine\ORM\EntityManagerInterface;
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@@ -21,10 +23,12 @@ 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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private const LOBBY_MESSAGE_MAX_LENGTH = 500;
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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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private readonly LobbyMessageRepository $lobbyMessageRepository,
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private readonly EntityManagerInterface $entityManager,
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private readonly HubInterface $hub,
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) {
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@@ -122,6 +126,8 @@ final class GameDashboardService
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$this->entityManager->flush();
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$this->publishLobbyEvent($session, 'player_joined');
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if (count($session->getPlayers()) === $session->getGame()->getNumberOfPlayers()) {
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$this->startSession($session);
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}
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@@ -283,9 +289,60 @@ final class GameDashboardService
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$this->entityManager->persist($session);
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$this->entityManager->flush();
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$this->publishLobbyEvent($session, 'session_started');
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return true;
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}
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/**
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* @return LobbyMessage[]
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*/
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public function getLobbyMessages(Session $session): array
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{
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return $this->lobbyMessageRepository->findForSession($session);
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}
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public function postLobbyMessage(Session $session, User $user, string $content): ?LobbyMessage
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{
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if ($session->getStatus() !== SessionStatus::CREATED) {
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return null;
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}
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$player = null;
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foreach ($session->getPlayers() as $sessionPlayer) {
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if ($sessionPlayer->getUser() === $user) {
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$player = $sessionPlayer;
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break;
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}
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}
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if (!$player) {
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return null;
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}
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$content = trim($content);
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if ($content === '') {
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return null;
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}
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$content = mb_substr($content, 0, self::LOBBY_MESSAGE_MAX_LENGTH);
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$message = new LobbyMessage();
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$message->setSession($session);
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$message->setPlayer($player);
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$message->setContent($content);
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$this->entityManager->persist($message);
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$this->entityManager->flush();
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$this->publishLobbyEvent($session, 'lobby_message', [
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'username' => $user->getUserIdentifier(),
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'content' => $content,
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'createdAt' => $message->getCreatedAt()->format(DATE_ATOM),
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]);
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return $message;
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}
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public function toggleReady(Session $session, User $user): bool
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{
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if ($session->getStatus() !== SessionStatus::READY) {
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@@ -393,10 +450,15 @@ final class GameDashboardService
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}
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private function publishPlayerReady(Session $session, int $screen, bool $ready): void
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{
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$this->publishLobbyEvent($session, 'player_ready', ['player' => $screen, 'ready' => $ready]);
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}
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private function publishLobbyEvent(Session $session, string $type, array $extra = []): void
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{
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try {
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$topic = '/game/hub/' . $session->getId();
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$this->hub->publish(new Update($topic, json_encode(['type' => 'player_ready', 'player' => $screen, 'ready' => $ready])));
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$this->hub->publish(new Update($topic, json_encode(array_merge(['type' => $type], $extra))));
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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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