feat(rooms): real server-side private games with friend invites (no bot swap)
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Private rooms were 100% client-simulated (the "friend" auto-accepted then bots
filled invited seats). Now they're server-authoritative over SignalR:

Server (GameManager.PrivateRooms + GameHub):
- Room registry with create/invite/accept/decline/addBot/clearSeat/start/leave.
- Invite pushes a `roomInvite` to that user (Clients.User); the seat stays
  "invited" (a pending guest with their real profile, resolved server-side) — it
  is NEVER replaced by a bot.
- StartPrivate refuses while any invite is pending; only EMPTY seats fill with
  bots. Then it spins up a live GameRoom and matchFound → both devices enter.
- Host leave / disconnect closes the room (roomClosed); members free their seat.

Client:
- signalr-service implements the room methods over the hub (+ room/roomInvite/
  roomClosed events, room mapping, onRoomInvite); mock keeps offline no-ops.
- online-store accept/declineInvite; RoomScreen blocks "Start" while an invite
  is pending and auto-enters the live game on matchFound (host + friend).
- New global InviteModal (accept/decline) + i18n (invite.*, room.waitAccept).

Addresses: (1) no bot replacement, (2) game waits for acceptance, (3) invited
friend shown as a pending guest with their name/avatar.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-15 15:59:28 +03:30
parent 6530096994
commit a35acea7e4
12 changed files with 528 additions and 10 deletions
+32 -1
View File
@@ -8,6 +8,7 @@ import { useGameStore } from "@/lib/game-store";
import { useOnlineStore } from "@/lib/online-store";
import { useUIStore } from "@/lib/ui-store";
import { useI18n } from "@/lib/i18n";
import { getService } from "@/lib/online/service";
import { Friend, PresenceStatus, RoomSeat, avatarEmoji } from "@/lib/online/types";
import { cn } from "@/lib/cn";
@@ -31,6 +32,7 @@ export function RoomScreen() {
const startRoom = useOnlineStore((s) => s.startRoom);
const leaveRoom = useOnlineStore((s) => s.leaveRoom);
const newOnlineMatch = useGameStore((s) => s.newOnlineMatch);
const enterServerMatch = useGameStore((s) => s.enterServerMatch);
const goGame = useUIStore((s) => s.goGame);
const go = useUIStore((s) => s.go);
@@ -41,7 +43,22 @@ export function RoomScreen() {
loadFriends();
}, [loadFriends]);
// Live: when the host starts, the server sends matchFound to every human seat
// (host + accepted friends) → each device auto-enters the server-run game.
useEffect(() => {
const svc = getService();
if (!svc.live) return;
const unsub = svc.onMatchmaking((s) => {
if (s.phase === "ready") {
enterServerMatch(svc);
goGame("home");
}
});
return unsub;
}, [enterServerMatch, goGame]);
if (!room) return null;
const hasPending = room.seats.some((s) => s.kind === "invited");
const seat = (n: number) => room.seats.find((s) => s.seat === n)!;
const statusLabel = (s: PresenceStatus) =>
s === "online" ? t("friends.online") : s === "in-game" ? t("friends.inGame") : t("friends.offline");
@@ -64,6 +81,13 @@ export function RoomScreen() {
};
const start = async () => {
if (hasPending) return; // never start while a friend's invite is still pending
if (getService().live) {
// Server runs the match; it pushes matchFound → the effect above enters it.
await startRoom();
return;
}
// Offline mock: build a client-run match from the (bot-filled) seats.
await startRoom();
const r = useOnlineStore.getState().room!;
const players = r.seats
@@ -136,11 +160,18 @@ export function RoomScreen() {
</div>
</div>
{hasPending && (
<p className="text-center text-[11px] text-gold-300/80 mt-5 -mb-2">{t("room.waitAccept")}</p>
)}
<div className="flex gap-3 mt-7">
<button onClick={leave} className="glass rounded-xl px-5 py-3 text-cream/70 hover:text-cream">
{t("room.leave")}
</button>
<button onClick={start} className="btn-gold flex-1 rounded-xl py-3 text-lg">
<button
onClick={start}
disabled={hasPending}
className="btn-gold flex-1 rounded-xl py-3 text-lg disabled:opacity-50 disabled:cursor-not-allowed"
>
{t("room.start")}
</button>
</div>