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>
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.
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.
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.
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>