The host clears seats and closes rooms

Two lobby-lifecycle gaps from tonight's duels (a token lost to a
client bug left an unkickable ghost seat holding a chair in VQJW).
kickSeat: the host removes any other seat from an unstarted room —
the kick is a ledger line so restarts replay it, and a kicked live
socket is set adrift with notice. abandonRoom: the host dissolves a
lobby or a finished game; every member is notified and detached, and
the ledger is archived to rooms-abandoned/ — moved, never deleted.
The lobby shows hosts a ✕ per seat and an abandon-room control.
Proven live: kick with notice, kick surviving a server restart, and
abandonment archiving its ledger.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-26 11:05:42 -04:00
co-authored by Claude Fable 5
parent 4c7633097b
commit 9af7bd80ce
5 changed files with 130 additions and 4 deletions
+34
View File
@@ -57,6 +57,8 @@ import {
summarize,
viewForPlayer,
type Room,
kickSeat,
abandonRoom,
} from "./rooms";
import { engagementStats, recordHotseat } from "./stats";
import { getShare, loadShares, mintShare } from "./shares";
@@ -526,6 +528,38 @@ wss.on("connection", (socket) => {
session.token = null;
break;
}
case "kickSeat": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
const problem = kickSeat(room, session.playerId, String(msg.name ?? ""));
if (problem) return send(socket, { type: "error", message: problem });
// A kicked live socket is set adrift so it cannot act on a seat it lost.
for (const other of sessions) {
if (other.roomId === room.id && other.playerId === msg.name) {
other.playerId = null;
other.roomId = null;
other.token = null;
send(other.socket, { type: "kicked", roomId: room.id });
}
}
broadcastRoomState(room);
break;
}
case "abandonRoom": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
const problem = abandonRoom(room, session.playerId);
if (problem) return send(socket, { type: "error", message: problem });
for (const other of sessions) {
if (other.roomId === room.id) {
other.playerId = null;
other.roomId = null;
other.token = null;
send(other.socket, { type: "roomAbandoned", roomId: room.id });
}
}
break;
}
case "addBot": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
+35 -2
View File
@@ -22,7 +22,7 @@ import {
type PlayerId,
CURRENT_RULES_REV,
} from "@wizwar/engine";
import { appendLine, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
import { appendLine, archiveRoomFile, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
import { recordRoom } from "./stats";
export interface LoggedCommand {
@@ -153,6 +153,33 @@ export function joinRoom(
return { token: fresh };
}
/** The host shows an unclaimed (or unwanted) seat the door — lobby only:
* once the deal happens, every seat is a player in the game's record. */
export function kickSeat(room: Room, byId: PlayerId, name: PlayerId): string | null {
if (byId !== room.hostId) return "only the host may clear a seat";
if (room.state) return "the game has started — seats are settled";
if (name === room.hostId) return "the host cannot kick themselves — abandon the room instead";
if (!room.players.includes(name)) return "no such seat";
room.players = room.players.filter((p) => p !== name);
room.tokens.delete(name);
room.bots.delete(name);
room.colorChoices.delete(name);
appendLine(room.id, { kind: "kick", name });
recordRoom(room);
return null;
}
/** The host dissolves the room: a lobby that never dealt, or a finished
* game done being remembered. The ledger is archived, never deleted. */
export function abandonRoom(room: Room, byId: PlayerId): string | null {
if (byId !== room.hostId) return "only the host may abandon the room";
if (room.state && room.state.phase === "playing") return "the game is still being played";
appendLine(room.id, { kind: "abandon", by: byId, at: new Date().toISOString() });
archiveRoomFile(room.id);
rooms.delete(room.id);
return null;
}
/** Everyone gets their chosen standee; the undecided get the first free one. */
export function resolveColors(room: Room): number[] {
const taken = new Set<number>();
@@ -601,8 +628,14 @@ export function loadPersistedRooms(): void {
chat: [],
bots: new Map(),
};
if (lines.some((l) => l.kind === "abandon")) continue;
for (const line of lines.slice(1)) {
if (line.kind === "join") {
if (line.kind === "kick") {
room.players = room.players.filter((p) => p !== line.name);
room.tokens.delete(line.name);
room.bots.delete(line.name);
room.colorChoices.delete(line.name);
} else if (line.kind === "join") {
if (line.bot) {
room.players.push(line.name);
room.bots.set(line.name, {
+24 -2
View File
@@ -3,7 +3,7 @@
// command. Because the engine is deterministic, replaying a file rebuilds
// the exact game state — server restarts lose nothing.
import { appendFileSync, existsSync, mkdirSync, readdirSync, readFileSync } from "node:fs";
import { appendFileSync, existsSync, mkdirSync, readdirSync, readFileSync, renameSync } from "node:fs";
import { join } from "node:path";
export interface RoomMetaLine {
@@ -58,7 +58,19 @@ export interface ChatLine {
at: string;
}
export type RoomLine = RoomMetaLine | JoinLine | StartLine | CommandLine | ChatLine;
export interface KickLine {
kind: "kick";
/** The seat the host removed from an unstarted room. */
name: string;
}
export interface AbandonLine {
kind: "abandon";
by: string;
at: string;
}
export type RoomLine = RoomMetaLine | JoinLine | StartLine | CommandLine | ChatLine | KickLine | AbandonLine;
const DATA_DIR = process.env.WIZWAR_DATA_DIR ?? join(process.cwd(), "data", "rooms");
@@ -103,3 +115,13 @@ export function readAllRooms(): Map<string, RoomLine[]> {
}
return rooms;
}
/** Retire an abandoned room's ledger to the graveyard — never deleted,
* only moved out of the living rooms directory. */
export function archiveRoomFile(roomId: string): void {
const src = join(DATA_DIR, `${roomId}.jsonl`);
if (!existsSync(src)) return;
const graveyard = join(DATA_DIR, "..", "rooms-abandoned");
mkdirSync(graveyard, { recursive: true });
renameSync(src, join(graveyard, `${roomId}.${Date.now()}.jsonl`));
}