feat: multiplayer slice — end to end working
WebSocket server: - WS auth via Better Auth session on upgrade request - Router with discriminated union dispatch and two-layer error handling - In-memory connections map with broadcastToLobby - Lobby handlers: join, leave, start - Game handlers: answer, resolve round, end game, game:ready for state sync - Shared game state store (LobbyGameStore interface + InMemory impl) - Timer map separate from store for Valkey-readiness REST API: - POST /api/v1/lobbies — create lobby + add host as first player - POST /api/v1/lobbies/:code/join — atomic join with capacity/status checks - getLobbyWithPlayers added to model for id-based lookup Frontend: - WsClient class with typed on/off, connect/disconnect, isConnected - WsProvider owns connection lifecycle (connect/disconnect/isConnected state) - WsConnector component triggers connection at multiplayer layout mount - Lobby waiting room: live player list, copyable code, host Start button - Game view: reuses QuestionCard, game:ready on mount, round results - MultiplayerScoreScreen: sorted scores, winner highlight, tie handling - Vite proxy: /ws and /api proxied to localhost:3000 for dev cookie fix Tests: - lobbyService.test.ts: create, join, retry, idempotency, full lobby - auth.test.ts: 401 reject, upgrade success, 500 on error - router.test.ts: dispatch all message types, error handling - vitest.config.ts: exclude dist folder Fixes: - server.ts: server.listen() instead of app.listen() for WS support - StrictMode removed from main.tsx (incompatible with WS lifecycle) - getLobbyWithPlayers(id) added for handleLobbyStart lookup
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13 changed files with 545 additions and 78 deletions
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@ -6,6 +6,7 @@ import {
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deleteLobby,
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removePlayer,
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updateLobbyStatus,
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getLobbyByIdWithPlayers,
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} from "@lila/db";
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import {
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addConnection,
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@ -87,7 +88,7 @@ export const handleLobbyStart = async (
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user: User,
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): Promise<void> => {
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// Load lobby and validate
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const lobby = await getLobbyByCodeWithPlayers(msg.lobbyId);
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const lobby = await getLobbyByIdWithPlayers(msg.lobbyId);
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if (!lobby) {
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throw new NotFoundError("Lobby not found");
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}
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