Commit Graph
31 Commits
Author SHA1 Message Date
FrankandClaude Sonnet 5 98066118a6 Expand terminal filesystem, add mainframe hint cron, redirect PHP logs
- Game1 terminal: flesh out the virtual filesystem with a realistic
  spread of Linux directories/files (~70 dirs, ~140 files) so it no
  longer reads as an obviously small puzzle set, without touching any
  win-condition or rapport files.
- Add app:hints:check command + a php-cron container (BusyBox crond)
  that nudges players who haven't contacted every teammate 5 minutes
  into a session, via a new 'hint' Mercure message type.
- Log the cron command's output to var/log/cron/cron.log and rotate
  it (25MB / 90 days) via logrotate, run daily from the same crontab.
- Redirect PHP's error_log and Symfony's prod app/deprecation logs
  from stderr-only into var/log/php/*.log (kept alongside stderr),
  with the same rotation policy.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-12 23:34:36 +02:00
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 3984a33282 Add win/lose game-ending flow
Removing all 3 locked files while the timer is still running now marks
the session WON immediately (checked right after every successful rm)
and broadcasts a "game_finished" signal over Mercure so every
connected player gets redirected together, not just the one who
removed the last file. A new /won/{session} route + won.html.twig
mirrors the existing lost flow (victory narrative + the same feedback
form).

The existing timer-expiry path already set LOST but always redirected
to lostUrl regardless of actual status; it now picks won/lost based on
the status the server reports.

Also fixes a pre-existing bug on the lost page (and would-be bug on
the new won page): PlayerService::GetCurrentlyActiveAsPlayer() only
matches players in READY/PLAYING sessions, so by the time a session
has ended it always returned null there, silently breaking the
feedback form. Both pages now look the player up directly via
PlayerRepository instead.

Added a navigatingAway flag so the page's "confirm before leaving"
prompt doesn't block our own win/lose redirects.
2026-07-11 21:41:16 +02:00
Frank eee6c3a369 Auto-trigger locked-files restoration exactly at the 60s deadline
Previously the restore check only ran lazily on a player's next
message, so files could stay wrongly-removed for an arbitrary amount
of time after the window expired. The frontend now schedules a
setTimeout (using the server-provided deadline, mirroring the terminal
lock's reveal timer) that pings the backend right at the deadline so
the check runs promptly regardless of player activity. Restored via
data-files-removal-deadline on page load too, so a refresh mid-window
doesn't lose the timer.
2026-07-11 17:45:08 +02:00
Frank e6ba469ef9 Restore locked files if not all removed within 60 seconds
Removing one of the 3 AI-virus-protected files now starts a 60-second
window (tracked session-wide via LockedFilesRemovalDeadline). If the
other locked files aren't also removed before it expires, the virus
restores whichever ones were deleted and broadcasts a red warning to
the whole session, forcing players to coordinate the removal instead
of picking them off one at a time.

Also extends the Mercure broadcast payload with an optional 3rd
"messageType" element so pushed messages can render red (virus) or
green (mainframe) instead of always defaulting to green.
2026-07-11 17:26:59 +02:00
Frank 6fd0b5d993 Grant rm right alongside sudo when player 1 decodes their message
rm was checked everywhere but never actually added to any player's
rights, so the command was unreachable until now.
2026-07-11 17:08:44 +02:00
Frank 6db9d42852 Wire up decode puzzle chain and lock terminal on file removal
Connects the previously-disconnected /decode command to per-player
messages: player 1 unlocks sudo for everyone, player 2 unlocks a scan
command that reveals which files the AI virus has locked, player 3
learns those files should be removed.

Also adds a retaliation mechanic: successfully removing a file locks
the player's terminal. The AI virus locks it out in red immediately;
the mainframe reveals a 12-character recovery code in green after 30
seconds, which can be submitted via /unlock to restore access early,
otherwise the terminal auto-recovers after 45 seconds.
2026-07-11 16:48:15 +02:00
FrankandClaude Sonnet 5 05f4f2c32f Fix EveryoneVerified setting being scoped to a specific player
checkIfAllPlayersVerified() read and wrote the EveryoneVerified
setting scoped to whichever player happened to trigger the check
(getSetting(..., $player) / setPlayer($player)), but it's meant to be
a single session-wide flag. getFileContent() correctly reads it as
session-global (no player, filters player IS NULL), so the two never
matched: the "everyone verified" Mercure message still fired (that
code path only checks its own player-scoped copy), but the special
code injection into the Doyle/Vega/Lennox report files never ran
since getFileContent() never found the setting. Store and read it
consistently as session-global.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-04 18:19:14 +02:00
FrankandClaude Sonnet 5 ddd2726687 Fix cat command using relative path for physical file lookup
getFileContent() built the game1 filesystem path as a relative
string with no leading slash. That only resolves correctly when
PHP's cwd happens to be the project root (e.g. CLI), but under
PHP-FPM/nginx the cwd is nginx's document root (public/), so
file_exists() always failed for real requests even though the file
existed and the in-memory virtual file list (used by ls) said it
should. Use the already-injected $projectDir (%kernel.project_dir%),
matching how the class already builds the session log path.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-04 18:12:55 +02:00
FrankandClaude Sonnet 5 3721abcc5d Fix missing leading slash in player's initial working directory
Every possible path/file in GameResponseService uses a leading slash
(e.g. /var/home/{username}), but a player's initial pwd was seeded as
'var/home/{username}' without one. getAllCurrentFilesInDirectory()
matches entries by comparing getPrevPath() (which always has the
leading slash) against pwd, so a fresh player's ls always came back
empty until their first cd command happened to normalize the format.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-04 17:03:30 +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 2008a379a8 Lost page 2026-01-08 20:32:21 +01:00
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
Frank 9d9de0fd0d Logfiles for sessions 2026-01-08 18:14:56 +01:00
Frank 2984a6acb2 Most of the cat command 2026-01-08 17:02:16 +01:00
Frank cdb469456f Dynamic number of players 2026-01-08 15:49:47 +01:00
Frank b6c09c267f Message when everyone is verified 2026-01-08 15:34:43 +01:00
Frank 5eff66c24d Post return messages 2026-01-08 11:41:46 +01:00
Frank cdd5bc3fd8 Verification done 2026-01-07 20:06:28 +01:00
Frank 173407cd26 ls 2026-01-07 17:45:17 +01:00
Frank 90e5fd904f Sudo, rm and setup for ls 2026-01-07 15:00:28 +01:00
Frank 225c14124a Hint for first part 2026-01-07 14:33:10 +01:00
Frank 01b0522bd1 Created a dashboard and created an invite code for game sessions. 2026-01-06 20:23:46 +01:00
Frank 812dc06988 Toevoeging van meer responses op messages 2026-01-05 23:37:36 +01:00
Frank 376ed3f592 Updated rechten voor speler. Settings toegevoegd en onderdelen voor game1 toegevoegd. 2026-01-05 17:07:32 +01:00
Frank 0543ed43b9 Messages handling voor spel 1 2026-01-05 15:27:37 +01:00
Frank 654b4036b4 Quite some work done here. 2026-01-03 22:12:51 +01:00