Adds a public /contact page (name/email/message, protected by the same
reCAPTCHA v3 setup used on registration) that persists submissions to
a new contact_message table, plus a Contact section in the admin panel
to read them. Linked from the site footer.
Uses simple-datatables (vanilla JS, no jQuery needed) on the Users,
Sessions, Email Log, and Feedback tables, since those grow with real
usage. Left Games (small, admin-curated) and Hints (row order is
meaningful - "checked in order" - a sortable column would mislead)
untouched.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Hints used to be 11 hardcoded PHP strings/thresholds in
SendMainframeHintsCommand, walked through a fixed if/else chain. They
are now Hint rows (game, condition, thresholdSeconds, message,
sortOrder) manageable at /admin/games/{game}/hints - freely
addable, removable, and reorderable per game, which sets up exactly
what's needed for difficulty-dependent hint timing later (Easy/Medium/
Hard are separate games, so each gets its own hint set).
The condition a hint fires behind (e.g. "hasn't used help yet",
"isn't verified yet") is still a fixed, code-defined check
(HintCondition enum) tied to real game state - a true free-form
condition editor would need a full rules engine, which is out of
scope. What's fully free-form is which hints exist, in what order,
gated behind which of those conditions, with what wording and timing.
SendMainframeHintsCommand now reads hints from the DB: walking them in
sortOrder, it finds the first distinct condition still unresolved for
a player, fires the most-escalated hint sharing that condition whose
threshold has passed, and stops - matching the original "stop at the
first unresolved, dependent step" behavior.
Migration seeds every existing game with the previous hardcoded
hints so behavior doesn't regress on deploy. Two minor fidelity
simplifications from the original hardcoded logic, called out here
since they're easy to miss: the "go to rapports directory" hint no
longer additionally checks whether the player is already in that
folder, and the two chat hints are now independent conditions
(broadcast done / contacted everyone privately) instead of one
combined check - both are edge-case-only behavior changes, not
regressions in the common path.
New game_admin_game_new route/form (reuses AdminGameType, same pattern
as editing a game's total time) so games - including the 3 upcoming
Easy/Medium/Hard difficulty options - can be created through the admin
panel instead of needing a direct DB insert.
Also show each game's total time (in minutes) next to the player
count in the "Create New Session" dropdown, since that's the actual
difficulty signal players are choosing between - number of players
alone didn't convey it.
Difficulty itself needs no new session-level concept: each difficulty
is just a separate Game row with its own TOTAL_TIME setting, which
checkAllPlayersReady() already reads when starting the session's
timer. Hint timing depending on difficulty is separate, upcoming work.
Feedback was only ever written to session_setting rows with no way to
view it short of querying the database directly. Adds a FeedbackService
that pulls per-player feedback entries and aggregate averages, backing
two new views:
- /admin/feedback: a full table of every submission (game, session,
player, ratings, comment) plus summary tiles, linked from the admin
sidebar.
- /briefing: a "Field Reports" block with the average difficulty/
entertainment/theme ratings, shown to prospective players. Free-text
comments are deliberately left off this public page since they're
unmoderated player input.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Every $hub->publish() call site (chat, hints, security alerts, virus
alerts, game_finished, and the pre-game lobby events) now dispatches
a PushMercureMessageEvent instead of publishing directly. Two
listeners handle it: PublishMercureMessageListener does the actual
Mercure publish exactly as before (same wire format, no client
changes needed), and LogMercureMessageListener appends it to the
activity log of whichever player(s) it was actually delivered to.
A private /chat to one agent only gets logged for that agent, never
broadcast into everyone's transcript - the event carries an explicit
targetScreen (null = everyone) rather than leaving listeners to guess
from the payload shape.
The per-player log format moved from flat text to JSON Lines (one
timestamped, structured entry per line) via a new shared
SessionActivityLogger service, since a flat string can't carry an
event's type or exact payload - both needed for a future feature to
replay a player's full session history, not just their own commands,
on page reload. The admin session log viewer now parses and
formats these entries back into readable lines.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The lobby chat was a standalone card sitting above the per-player log
tabs. Folds it into the same tab bar as the first (default-active)
tab instead, so the session log view has one consistent tab strip.
The tab-switching script now toggles by an .admin-tab-panel class
instead of assuming every panel's id starts with "player-", since
that's no longer true.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Unreferenced by any controller - superseded by
templates/game/admin/sessions/view.html.twig, which is what
GameAdminController::viewSession() actually renders. Confirmed via
grep across src/ and templates/, plus a clean lint:twig and phpunit
run after removal.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Admins can now see the full lobby chat transcript (who said what,
when) at the top of a session's log view, alongside the existing
per-player terminal logs. Also swaps the log tabs' inline onclick
handler for a data attribute, in prep for moving the tab-switching
script out of the template.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The sidebar was a fixed 220px flex column that left barely any room
for content on a phone, and tables had no min-width so columns just
squeezed into unreadable slivers instead of scrolling.
Moves the sidebar's layout rules out of inline styles (which media
queries can't override) into real CSS classes, and collapses it into
a horizontally-scrollable pill bar below 768px so the content area
gets the full screen width. Tables now get a sensible min-width so
they scroll horizontally on narrow screens instead of squishing, and
the per-player tab bar on the session log view scrolls too.
Fixes the 500 on admin user deletion: deleting a user with an
email_log row (i.e. basically anyone who received any email) hit an
unhandled ForeignKeyConstraintViolationException, since email_log,
reset_password_request and player all have non-nullable FKs to user
with no cascade at the DB level.
Instead of cascading the delete (which would be fine for email_log
and reset_password_request but risky for player - removing a player
row could corrupt other real players' session state), admin delete
now sets a deletedAt timestamp instead of removing the row:
- UserChecker blocks login for deleted users (checkPreAuth).
- EmailLoggerListener rejects the message before send for deleted
recipients (checked at actual send time, not at queue time).
- Added a last_login_at column + a LoginSuccessEvent listener to
populate it, and surfaced both last login and status in the admin
users list.
Added `app:users:purge-deleted`, a command intended to run on a
schedule that permanently removes users who were soft-deleted more
than 3 months ago and never played a game (join to Player via a
NOT EXISTS subquery). For that eventual hard-delete to actually
succeed, email_log and reset_password_request now cascade-delete at
the DB level (migration drops+recreates both FK constraints with ON
DELETE CASCADE) - player intentionally still isn't cascaded, so a
user with game history can never be purged this way even by mistake.
Adds a Marketing column to the admin users table and a total opt-in
count in the header, so admins can see who signed up for updates on
future projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Admins now see an Admin link in the main navigation, and the admin
section inherits the branded header/footer from layout/site.html.twig
instead of the bare base layout.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>