Compare commits

..

3 commits

Author SHA1 Message Date
4154509fdd Merge pull request 'feature/reconnect' (#14) from feature/reconnect into dev
Reviewed-on: #14
2026-06-11 15:35:40 +00:00
AyoubBenziza
f0c327617b feat: leave-room button
- room:leave event: removes the player from the room (not just disconnected),
  reassigns host if the host leaves, deletes the room when empty
- store leaveRoom() emits it and clears the session (reset)
- room header gets a "Quitter" button (always available); end-screen "Quitter"
  now also leaves cleanly

Verified e2e: leaver removed from snapshot, host reassigned to the next player.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 17:33:10 +02:00
AyoubBenziza
6ed99ea803 feat: reconnection — keep your place across refresh / network drop
- each player gets a reconnectToken; room:create/join return it
- new room:rejoin event: re-attaches the existing player (by id+token) to the
  new socket, broadcasts player:rejoined + room:state, and resyncs the current
  round to that socket (engine.resync re-emits round:start with their view)
- client persists the session (roomCode/playerId/token/name) in localStorage;
  bootstraps the store from it and auto-rejoins on every socket connect;
  clears it on reset/quit or failed rejoin

Verified e2e: wrong token rejected, correct token re-attaches (player present
+ connected).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 17:26:22 +02:00
9 changed files with 216 additions and 16 deletions

View file

@ -24,6 +24,8 @@ interface RoundRuntime {
startedAt: number
endsAt: number
data: unknown
/** Payload public de la manche (pour la reconnexion). */
payload: unknown
}
export interface GameEngineOptions {
@ -137,6 +139,22 @@ export class GameEngine implements RoomGameController {
})
}
/** Reconnexion : re-pousse la manche en cours au socket d'un joueur. */
resync(socketId: string, playerId: string): void {
if (!this.runtime || this.room.status !== "in_round") {
return
}
const r = this.runtime
this.io.to(socketId).emit("round:start", {
type: r.round.type,
djId: r.djId === playerId ? r.djId : undefined,
mine: r.secretPlayerId === playerId ? true : undefined,
startsAt: r.startedAt,
endsAt: r.endsAt,
payload: r.payload,
})
}
private async playRound(config: RoundConfig): Promise<void> {
const round = this.createRound(config.type)
const start = round.start(this.room)
@ -154,6 +172,7 @@ export class GameEngine implements RoomGameController {
startedAt,
endsAt,
data: start.data,
payload: start.payload,
}
this.room.status = "in_round"
this.broadcastState()

View file

@ -73,4 +73,6 @@ export interface RoomGameController {
handleVote(playerId: string, answer: Answer): void
/** Relais média du DJ (blindtest) : rebroadcast media:sync à toute la room. */
handleMediaControl(playerId: string, payload: MediaControlPayload): void
/** Reconnexion : re-pousse la manche en cours au socket d'un joueur. */
resync(socketId: string, playerId: string): void
}

View file

@ -60,7 +60,7 @@ export function registerRoomHandlers(
socket.data.playerId = player.id
socket.data.roomCode = room.code
socket.join(room.code)
ack({ ok: true, data: { roomCode: room.code, playerId: player.id } })
ack({ ok: true, data: { roomCode: room.code, playerId: player.id, token: player.reconnectToken } })
broadcastState(room)
} catch (err) {
ack({ ok: false, error: toErrorPayload(err) })
@ -75,13 +75,46 @@ export function registerRoomHandlers(
socket.data.playerId = player.id
socket.data.roomCode = room.code
socket.join(room.code)
ack({ ok: true, data: { roomCode: room.code, playerId: player.id } })
ack({ ok: true, data: { roomCode: room.code, playerId: player.id, token: player.reconnectToken } })
broadcastState(room)
} catch (err) {
ack({ ok: false, error: toErrorPayload(err) })
}
})
socket.on("room:rejoin", (payload, ack) => {
const code =
typeof payload?.roomCode === "string"
? payload.roomCode.trim().toUpperCase()
: ""
const room = rooms.get(code)
const player = room?.players.get(payload?.playerId ?? "")
if (!room || !player || player.reconnectToken !== payload?.token) {
ack({
ok: false,
error: { code: "REJOIN_FAILED", message: "Reconnexion impossible." },
})
return
}
player.connected = true
player.socketId = socket.id
socket.data.playerId = player.id
socket.data.roomCode = room.code
socket.join(room.code)
ack({
ok: true,
data: {
roomCode: room.code,
playerId: player.id,
token: player.reconnectToken,
},
})
io.to(room.code).emit("player:rejoined", { playerId: player.id })
broadcastState(room)
// Re-pousse la manche en cours au socket reconnecté (si partie en cours).
room.game?.resync(socket.id, player.id)
})
socket.on("player:setName", (payload) => {
const code = socket.data.roomCode
const playerId = socket.data.playerId
@ -291,6 +324,22 @@ export function registerRoomHandlers(
broadcastState(room)
})
socket.on("room:leave", () => {
const code = socket.data.roomCode
const playerId = socket.data.playerId
if (!code || !playerId) {
return
}
socket.leave(code)
socket.data.roomCode = undefined
socket.data.playerId = undefined
const room = rooms.leave(code, playerId)
if (room) {
io.to(room.code).emit("player:left", { playerId })
broadcastState(room)
}
})
socket.on("disconnect", () => {
const affected = rooms.handleDisconnect(socket.id)
if (!affected) {

View file

@ -16,6 +16,8 @@ export interface ServerPlayer {
name: string
connected: boolean
socketId: string | null
/** Secret de reconnexion (refresh/coupure). */
reconnectToken: string
}
/** Titre soumis pour le blindtest. `submittedBy` reste secret jusqu'au reveal. */
@ -92,6 +94,28 @@ export class RoomManager {
return this.rooms.get(code)
}
/**
* Retire un joueur d'une room (départ volontaire). Réassigne l'hôte si besoin,
* supprime la room si plus personne. Renvoie la room (ou null si supprimée).
*/
leave(code: string, playerId: string): ServerRoom | null {
const room = this.rooms.get(code)
if (!room) {
return null
}
room.players.delete(playerId)
room.scores.delete(playerId)
if (room.players.size === 0) {
this.rooms.delete(code)
return null
}
if (room.hostId === playerId) {
const named = [...room.players.values()].find((p) => p.name !== "")
room.hostId = (named ?? [...room.players.values()][0]).id
}
return room
}
/**
* Marque le joueur d'un socket comme déconnecté.
* Retourne la room affectée et le playerId, ou null si non rattaché.
@ -138,7 +162,13 @@ export class RoomManager {
}
private makePlayer(name: string, socketId: string): ServerPlayer {
return { id: randomUUID(), name, connected: true, socketId }
return {
id: randomUUID(),
name,
connected: true,
socketId,
reconnectToken: randomUUID(),
}
}
private generateCode(): string {

View file

@ -133,7 +133,7 @@ export function GameEndView({ snapshot }: { snapshot: RoomSnapshot }) {
const finalScores = useRoomStore((s) => s.finalScores)
const gameTracks = useRoomStore((s) => s.gameTracks)
const gameRecap = useRoomStore((s) => s.gameRecap)
const reset = useRoomStore((s) => s.reset)
const leaveRoom = useRoomStore((s) => s.leaveRoom)
const returnToLobby = useRoomStore((s) => s.returnToLobby)
const isHost = snapshot.hostId === playerId
@ -284,7 +284,7 @@ export function GameEndView({ snapshot }: { snapshot: RoomSnapshot }) {
</p>
)}
<Link href="/">
<Button variant="secondary" className="w-full" onClick={reset}>
<Button variant="secondary" className="w-full" onClick={leaveRoom}>
Quitter
</Button>
</Link>

View file

@ -0,0 +1,34 @@
// Session locale pour la reconnexion (refresh / coupure réseau).
const KEY = "nerdware-session"
export interface Session {
roomCode: string
playerId: string
token: string
name: string
}
export function getSession(): Session | null {
try {
const raw = localStorage.getItem(KEY)
return raw ? (JSON.parse(raw) as Session) : null
} catch {
return null
}
}
export function setSession(session: Session): void {
localStorage.setItem(KEY, JSON.stringify(session))
}
export function patchSession(patch: Partial<Session>): void {
const current = getSession()
if (current) {
setSession({ ...current, ...patch })
}
}
export function clearSession(): void {
localStorage.removeItem(KEY)
}

View file

@ -1,5 +1,6 @@
import { Link } from "wouter"
import { Link, useLocation } from "wouter"
import { AnimatePresence, motion } from "framer-motion"
import { LogOut } from "lucide-react"
import { Button } from "@workspace/ui/components/button"
import { useRoomStore } from "@/store/room"
import { LobbyView } from "@/components/lobby-view"
@ -13,8 +14,10 @@ import { RoundTransition } from "@/components/round-transition"
import { PseudoScreen } from "@/components/pseudo-screen"
export function RoomPage({ code }: { code: string }) {
const [, navigate] = useLocation()
const snapshot = useRoomStore((s) => s.snapshot)
const roomCode = useRoomStore((s) => s.roomCode)
const leaveRoom = useRoomStore((s) => s.leaveRoom)
const playerId = useRoomStore((s) => s.playerId)
const connected = useRoomStore((s) => s.connected)
const pseudoSet = useRoomStore((s) => s.pseudoSet)
@ -80,10 +83,22 @@ export function RoomPage({ code }: { code: string }) {
>
<header className="flex items-center justify-between">
<RoomCode code={snapshot.code} />
<div className="flex items-center gap-3">
<span
className={`size-2.5 rounded-full ${connected ? "bg-green-500" : "bg-red-500"}`}
title={connected ? "Connecté" : "Déconnecté"}
/>
<Button
size="sm"
variant="secondary"
onClick={() => {
leaveRoom()
navigate("/")
}}
>
<LogOut /> Quitter
</Button>
</div>
</header>
<AnimatePresence mode="wait">

View file

@ -17,6 +17,14 @@ import {
type VoteAckPayload,
} from "@nerdware/shared"
import { socket } from "@/lib/socket"
import {
clearSession,
getSession,
patchSession,
setSession,
} from "@/lib/session"
const saved = getSession()
/** Manche en cours côté client (depuis round:start). */
export interface ActiveRound {
@ -69,6 +77,7 @@ interface RoomState {
submitTrack: (youtubeUrl: string) => Promise<SubmitOkPayload>
removeTrack: (trackId: string) => Promise<boolean>
returnToLobby: () => void
leaveRoom: () => void
vote: (choiceIndex: number) => void
voteText: (text: string) => void
voteBlindtest: (answer: BlindtestAnswer) => void
@ -80,9 +89,9 @@ interface RoomState {
export const useRoomStore = create<RoomState>((set, get) => ({
connected: socket.connected,
playerId: null,
roomCode: null,
pseudoSet: false,
playerId: saved?.playerId ?? null,
roomCode: saved?.roomCode ?? null,
pseudoSet: !!saved?.name,
snapshot: null,
lastError: null,
round: null,
@ -103,6 +112,7 @@ export const useRoomStore = create<RoomState>((set, get) => ({
new Promise((resolve, reject) => {
socket.emit("room:create", {}, (res) => {
if (res.ok) {
setSession({ ...res.data, name: "" })
set({
playerId: res.data.playerId,
roomCode: res.data.roomCode,
@ -120,6 +130,7 @@ export const useRoomStore = create<RoomState>((set, get) => ({
new Promise((resolve, reject) => {
socket.emit("room:join", { roomCode }, (res) => {
if (res.ok) {
setSession({ ...res.data, name: "" })
set({
playerId: res.data.playerId,
roomCode: res.data.roomCode,
@ -138,6 +149,7 @@ export const useRoomStore = create<RoomState>((set, get) => ({
return
}
socket.emit("player:setName", { name: name.trim() })
patchSession({ name: name.trim() })
set({ pseudoSet: true })
},
@ -181,6 +193,11 @@ export const useRoomStore = create<RoomState>((set, get) => ({
socket.emit("lobby:return")
},
leaveRoom: () => {
socket.emit("room:leave")
get().reset()
},
vote: (choiceIndex) => {
if (get().hasVoted) {
return
@ -212,7 +229,8 @@ export const useRoomStore = create<RoomState>((set, get) => ({
boom: () => set((s) => ({ boomKey: s.boomKey + 1 })),
clearError: () => set({ lastError: null }),
reset: () =>
reset: () => {
clearSession()
set({
roomCode: null,
pseudoSet: false,
@ -231,11 +249,34 @@ export const useRoomStore = create<RoomState>((set, get) => ({
roundKey: 0,
roundKind: "quiz",
roundModeChanged: false,
}),
})
},
}))
// Listeners socket → on pousse l'état serveur dans le store (source de vérité).
socket.on("connect", () => useRoomStore.setState({ connected: true }))
socket.on("connect", () => {
useRoomStore.setState({ connected: true })
// Reconnexion : on retente de réintégrer la room mémorisée (refresh/coupure).
const s = getSession()
if (!s) {
return
}
socket.emit(
"room:rejoin",
{ roomCode: s.roomCode, playerId: s.playerId, token: s.token },
(res) => {
if (res.ok) {
useRoomStore.setState({
roomCode: res.data.roomCode,
playerId: res.data.playerId,
pseudoSet: !!s.name,
})
} else {
useRoomStore.getState().reset()
}
}
)
})
socket.on("disconnect", () => useRoomStore.setState({ connected: false }))
socket.on("room:state", (snapshot) =>
useRoomStore.setState(

View file

@ -23,6 +23,14 @@ export interface RoomCreatePayload {
export interface RoomCreatedPayload {
roomCode: string
playerId: string
/** Jeton secret pour se reconnecter après un refresh/coupure. */
token: string
}
export interface RejoinPayload {
roomCode: string
playerId: string
token: string
}
export interface RoomJoinPayload {
@ -139,7 +147,9 @@ export type Ack<T> = (result: { ok: true; data: T } | { ok: false; error: ErrorP
export interface ClientToServerEvents {
"room:create": (payload: RoomCreatePayload, ack: Ack<RoomCreatedPayload>) => void
"room:join": (payload: RoomJoinPayload, ack: Ack<RoomCreatedPayload>) => void
"room:rejoin": (payload: RejoinPayload, ack: Ack<RoomCreatedPayload>) => void
"player:setName": (payload: SetNamePayload) => void
"room:leave": () => void
"lobby:updateSettings": (payload: UpdateSettingsPayload) => void
"lobby:return": () => void
"game:start": (ack: Ack<null>) => void