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:
co-authored by
Claude Fable 5
parent
4c7633097b
commit
9af7bd80ce
@@ -57,6 +57,8 @@ import {
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summarize,
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viewForPlayer,
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type Room,
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kickSeat,
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abandonRoom,
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} from "./rooms";
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import { engagementStats, recordHotseat } from "./stats";
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import { getShare, loadShares, mintShare } from "./shares";
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@@ -526,6 +528,38 @@ wss.on("connection", (socket) => {
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session.token = null;
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break;
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}
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case "kickSeat": {
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const room = session.roomId ? getRoom(session.roomId) : undefined;
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if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
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const problem = kickSeat(room, session.playerId, String(msg.name ?? ""));
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if (problem) return send(socket, { type: "error", message: problem });
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// A kicked live socket is set adrift so it cannot act on a seat it lost.
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for (const other of sessions) {
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if (other.roomId === room.id && other.playerId === msg.name) {
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other.playerId = null;
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other.roomId = null;
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other.token = null;
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send(other.socket, { type: "kicked", roomId: room.id });
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}
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}
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broadcastRoomState(room);
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break;
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}
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case "abandonRoom": {
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const room = session.roomId ? getRoom(session.roomId) : undefined;
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if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
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const problem = abandonRoom(room, session.playerId);
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if (problem) return send(socket, { type: "error", message: problem });
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for (const other of sessions) {
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if (other.roomId === room.id) {
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other.playerId = null;
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other.roomId = null;
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other.token = null;
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send(other.socket, { type: "roomAbandoned", roomId: room.id });
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}
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}
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break;
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}
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case "addBot": {
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const room = session.roomId ? getRoom(session.roomId) : undefined;
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if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
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@@ -22,7 +22,7 @@ import {
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type PlayerId,
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CURRENT_RULES_REV,
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} from "@wizwar/engine";
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import { appendLine, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
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import { appendLine, archiveRoomFile, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
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import { recordRoom } from "./stats";
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export interface LoggedCommand {
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@@ -153,6 +153,33 @@ export function joinRoom(
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return { token: fresh };
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}
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/** The host shows an unclaimed (or unwanted) seat the door — lobby only:
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* once the deal happens, every seat is a player in the game's record. */
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export function kickSeat(room: Room, byId: PlayerId, name: PlayerId): string | null {
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if (byId !== room.hostId) return "only the host may clear a seat";
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if (room.state) return "the game has started — seats are settled";
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if (name === room.hostId) return "the host cannot kick themselves — abandon the room instead";
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if (!room.players.includes(name)) return "no such seat";
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room.players = room.players.filter((p) => p !== name);
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room.tokens.delete(name);
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room.bots.delete(name);
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room.colorChoices.delete(name);
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appendLine(room.id, { kind: "kick", name });
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recordRoom(room);
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return null;
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}
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/** The host dissolves the room: a lobby that never dealt, or a finished
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* game done being remembered. The ledger is archived, never deleted. */
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export function abandonRoom(room: Room, byId: PlayerId): string | null {
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if (byId !== room.hostId) return "only the host may abandon the room";
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if (room.state && room.state.phase === "playing") return "the game is still being played";
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appendLine(room.id, { kind: "abandon", by: byId, at: new Date().toISOString() });
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archiveRoomFile(room.id);
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rooms.delete(room.id);
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return null;
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}
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/** Everyone gets their chosen standee; the undecided get the first free one. */
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export function resolveColors(room: Room): number[] {
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const taken = new Set<number>();
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@@ -601,8 +628,14 @@ export function loadPersistedRooms(): void {
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chat: [],
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bots: new Map(),
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};
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if (lines.some((l) => l.kind === "abandon")) continue;
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for (const line of lines.slice(1)) {
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if (line.kind === "join") {
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if (line.kind === "kick") {
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room.players = room.players.filter((p) => p !== line.name);
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room.tokens.delete(line.name);
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room.bots.delete(line.name);
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room.colorChoices.delete(line.name);
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} else if (line.kind === "join") {
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if (line.bot) {
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room.players.push(line.name);
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room.bots.set(line.name, {
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@@ -3,7 +3,7 @@
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// command. Because the engine is deterministic, replaying a file rebuilds
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// the exact game state — server restarts lose nothing.
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import { appendFileSync, existsSync, mkdirSync, readdirSync, readFileSync } from "node:fs";
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import { appendFileSync, existsSync, mkdirSync, readdirSync, readFileSync, renameSync } from "node:fs";
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import { join } from "node:path";
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export interface RoomMetaLine {
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@@ -58,7 +58,19 @@ export interface ChatLine {
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at: string;
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}
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export type RoomLine = RoomMetaLine | JoinLine | StartLine | CommandLine | ChatLine;
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export interface KickLine {
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kind: "kick";
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/** The seat the host removed from an unstarted room. */
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name: string;
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}
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export interface AbandonLine {
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kind: "abandon";
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by: string;
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at: string;
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}
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export type RoomLine = RoomMetaLine | JoinLine | StartLine | CommandLine | ChatLine | KickLine | AbandonLine;
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const DATA_DIR = process.env.WIZWAR_DATA_DIR ?? join(process.cwd(), "data", "rooms");
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@@ -103,3 +115,13 @@ export function readAllRooms(): Map<string, RoomLine[]> {
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}
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return rooms;
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}
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/** Retire an abandoned room's ledger to the graveyard — never deleted,
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* only moved out of the living rooms directory. */
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export function archiveRoomFile(roomId: string): void {
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const src = join(DATA_DIR, `${roomId}.jsonl`);
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if (!existsSync(src)) return;
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const graveyard = join(DATA_DIR, "..", "rooms-abandoned");
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mkdirSync(graveyard, { recursive: true });
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renameSync(src, join(graveyard, `${roomId}.${Date.now()}.jsonl`));
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}
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@@ -1812,6 +1812,10 @@
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<span class="dot" style:background="#b3a687"></span>
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{/if}
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{p}{p === net.hostId ? " — host" : ""}{net.roomBots[p] ? ` ⚙ ${net.roomBots[p]}` : chosen === undefined ? " — choosing…" : ""}
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{#if net.you === net.hostId && p !== net.hostId}
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<button class="stamp tiny kick" title="clear this seat"
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onclick={() => net.kickSeat(p)}>✕</button>
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{/if}
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</li>
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{/each}
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</ul>
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@@ -1835,6 +1839,8 @@
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{/each}
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</div>
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{#if net.you === net.hostId}
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<button class="stamp tiny abandon" title="dissolve this room for everyone"
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onclick={() => net.abandonRoom()}>abandon room</button>
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{#if net.players.length < 6}
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<span class="bot-row">
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<span class="bot-label">⚙ seat a</span>
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@@ -2462,6 +2468,8 @@
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text-transform: uppercase;
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color: #8d8672;
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}
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.kick { margin-left: 0.4rem; color: #a04545; }
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.abandon { margin: 0.4rem 0; color: #a04545; border-color: #a04545; }
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.mast-version {
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font-family: "Courier Prime", monospace;
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font-size: 0.65rem;
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@@ -447,6 +447,14 @@ class Net {
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}
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break;
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}
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case "kicked":
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this.log = [...this.log, { text: `— the host cleared your seat in ${msg.roomId} —`, turn: null, notable: false }];
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this.leaveLocal();
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break;
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case "roomAbandoned":
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this.log = [...this.log, { text: `— the host closed room ${msg.roomId} —`, turn: null, notable: false }];
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this.leaveLocal();
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break;
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case "transferCode":
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this.transferCode = { code: msg.code, expiresAt: msg.expiresAt };
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break;
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@@ -565,6 +573,14 @@ class Net {
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this.send({ type: "addBot", ...(style ? { style } : {}), ...(tier ? { tier } : {}) });
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}
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kickSeat(name: string): void {
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this.send({ type: "kickSeat", name });
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}
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abandonRoom(): void {
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this.send({ type: "abandonRoom" });
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}
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rollTableDie(): void {
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this.send({ type: "rollDie" });
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}
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@@ -636,6 +652,19 @@ class Net {
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}
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/** Forget the remembered seat and return to the lobby. */
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/** Client-side teardown when the SERVER detached us (kick, abandon). */
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leaveLocal(): void {
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localStorage.removeItem(SEAT_KEY);
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this.roomId = null;
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this.roomIdPending = null;
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this.view = null;
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this.started = false;
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this.players = [];
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this.token = null;
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this.spectating = false;
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this.audience = 0;
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}
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leave(): void {
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this.send({ type: "leave" }); // detach server-side too (frees a gallery seat)
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localStorage.removeItem(SEAT_KEY);
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