Commit Graph
8 Commits
Author SHA1 Message Date
Frank 1be07440e3 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.
2026-07-11 23:45:41 +02:00
Frank c28abef5b7 Block unverified users from marking themselves ready
GameDashboardService::toggleReady() now rejects the toggle if the
user's email isn't verified (mirrors the same gate UserChecker already
applies at login). The waiting-room checkbox is disabled client-side
with an explanatory alert and a link to resend the verification email,
and the controller adds a flash error as a server-side fallback if it
somehow gets submitted anyway.
2026-07-11 23:25:50 +02:00
Frank cb2e945419 Remove 60-second ready-status expiry so the group can always start
Ready status previously expired 60 seconds after a player checked the
box, evaluated per-player against their own timestamp. Unless every
player happened to click ready within the same 60-second window, the
earliest player's readiness would silently expire before the last one
joined, so the session could get stuck on "Waiting for all players to
be ready" indefinitely, especially after a reload re-triggered the
timeout check.

Ready state is now durable: once checked, it stays until the player
unchecks it or the whole group is simultaneously ready, at which point
the session always transitions to PLAYING regardless of how long that
took. session.timer is still only ever set once during that one-way
READY -> PLAYING transition, so a reload never restarts or desyncs the
countdown between players.
2026-07-11 21:48:32 +02:00
Frank 5b03bd1d1c Complete layout overhaul 2026-07-04 19:08:31 +02:00
FrankandClaude Sonnet 5 e76d0b0f07 Fix Mercure reload spam on waiting page in Chrome
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>
2026-07-04 16:26:47 +02:00
Frank van den BergandClaude Sonnet 4.6 aa56617e50 hub location mercure adjustment
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-28 23:09:35 +02:00
Frank 928ab3cbfe Added mercure to update when everyone is ready 2026-01-08 20:11:14 +01:00
Frank 4d021e7cf1 Trying to add waiting pages 2026-01-08 19:32:13 +01:00