Refresh waiting room cleanup on activity
- Extend waiting rooms while players or spectators are active - Make cleanup time configurable for tests and defaults - Tweak lobby layout for smaller screens
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@@ -154,4 +154,34 @@ describe("RoomManager", () => {
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expect(empty.length).toBe(0);
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});
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});
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describe("waiting room cleanup", () => {
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it("should remove waiting rooms after the configured timeout", async () => {
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const shortLivedManager = new RoomManager({ WAITING_CLEANUP_MS: 20 });
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const create = shortLivedManager.createRoom("stub", "player1");
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if (!create.ok) throw new Error("Failed to create room");
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await new Promise(resolve => setTimeout(resolve, 35));
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expect(shortLivedManager.getRoom(create.roomId)).toBeUndefined();
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});
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it("should refresh the waiting room timeout when the room is active", async () => {
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const shortLivedManager = new RoomManager({ WAITING_CLEANUP_MS: 25 });
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const create = shortLivedManager.createRoom("stub", "player1");
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if (!create.ok) throw new Error("Failed to create room");
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await new Promise(resolve => setTimeout(resolve, 15));
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const spectatorJoin = shortLivedManager.joinRoom(create.roomId, "spectator1", "spectator");
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expect(spectatorJoin.ok).toBe(true);
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expect(shortLivedManager.getRoom(create.roomId)).toBeDefined();
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await new Promise(resolve => setTimeout(resolve, 15));
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expect(shortLivedManager.getRoom(create.roomId)).toBeDefined();
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await new Promise(resolve => setTimeout(resolve, 20));
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expect(shortLivedManager.getRoom(create.roomId)).toBeUndefined();
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});
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});
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});
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@@ -3,12 +3,14 @@ import { gameRegistry } from "@shared/games/registry";
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import type { Room, RoomSummary } from "./types";
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import type { RoundSettlement } from "@shared/games/types";
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const ROOM_CONFIG = {
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WAITING_CLEANUP_MS: 60_000,
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const DEFAULT_ROOM_CONFIG = {
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WAITING_CLEANUP_MS: 15 * 60_000,
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FINISHED_CLEANUP_MS: 60_000,
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PLAYING_MAX_MS: 30 * 60_000, // 30 minutes — safety net for stuck games
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} as const;
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type RoomManagerConfig = typeof DEFAULT_ROOM_CONFIG;
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type ActionResult =
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| { ok: true; state: unknown; gameOver: { winner: string | null; reason: string } | null; roundSettlements?: Record<string, RoundSettlement> }
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| { ok: false; error: string };
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@@ -34,8 +36,13 @@ type RoomEvents = {
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export class RoomManager {
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private rooms = new Map<string, Room>();
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private cleanupTimers = new Map<string, Timer>();
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private readonly config: RoomManagerConfig;
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readonly emitter = mitt<RoomEvents>();
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constructor(config: Partial<RoomManagerConfig> = {}) {
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this.config = { ...DEFAULT_ROOM_CONFIG, ...config };
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}
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createRoom(gameSlug: string, hostId: string, options?: Record<string, unknown>): CreateResult {
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const plugin = gameRegistry.get(gameSlug);
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if (!plugin) return { ok: false, error: `Unknown game type: ${gameSlug}` };
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@@ -56,7 +63,7 @@ export class RoomManager {
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};
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this.rooms.set(id, room);
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this.scheduleCleanup(id, ROOM_CONFIG.WAITING_CLEANUP_MS);
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this.refreshWaitingCleanup(id, room);
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this.emitter.emit("room:created", { roomId: id, gameSlug, hostId });
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this.emitter.emit("room:list:changed");
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@@ -71,11 +78,13 @@ export class RoomManager {
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// Reconnecting player: must be checked before the in-progress spectator guard.
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if (preferAs !== "spectator" && room.players.includes(playerId)) {
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room.spectators.delete(playerId);
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this.refreshWaitingCleanup(roomId, room);
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return { ok: true, joinedAs: "player", started: room.status === "playing" };
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}
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if (preferAs === "spectator" || room.status !== "waiting") {
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room.spectators.add(playerId);
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this.refreshWaitingCleanup(roomId, room);
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return { ok: true, joinedAs: "spectator", started: room.status === "playing" };
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}
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@@ -93,6 +102,7 @@ export class RoomManager {
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if (room.players.length >= plugin.maxPlayers && !plugin.manualStart) {
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// Defer start when bets are involved — GameServer handles async deduction first
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if (room.betAmount > 0) {
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this.refreshWaitingCleanup(roomId, room);
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this.emitter.emit("room:list:changed");
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return { ok: true, joinedAs: "player", started: false, readyToStart: true };
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}
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@@ -100,6 +110,7 @@ export class RoomManager {
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return { ok: true, joinedAs: "player", started: true };
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}
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this.refreshWaitingCleanup(roomId, room);
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this.emitter.emit("room:list:changed");
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return { ok: true, joinedAs: "player", started: false };
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}
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@@ -128,7 +139,7 @@ export class RoomManager {
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const gameOver = plugin.isGameOver?.(room.state) ?? null;
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if (gameOver) {
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room.status = "finished";
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this.scheduleCleanup(roomId, ROOM_CONFIG.FINISHED_CLEANUP_MS);
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this.scheduleCleanup(roomId, this.config.FINISHED_CLEANUP_MS);
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}
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const spectatorView = plugin.getSpectatorView(room.state);
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@@ -168,7 +179,7 @@ export class RoomManager {
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const gameOver = plugin.isGameOver?.(room.state) ?? null;
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if (gameOver) {
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room.status = "finished";
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this.scheduleCleanup(roomId, ROOM_CONFIG.FINISHED_CLEANUP_MS);
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this.scheduleCleanup(roomId, this.config.FINISHED_CLEANUP_MS);
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this.emitter.emit("game:ended", { roomId, winner: gameOver.winner, reason: gameOver.reason, payouts: gameOver.payouts });
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}
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}
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@@ -180,6 +191,8 @@ export class RoomManager {
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}
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}
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this.refreshWaitingCleanup(roomId, room);
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this.emitter.emit("player:left", { roomId, playerId });
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this.emitter.emit("room:list:changed");
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}
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@@ -203,6 +216,7 @@ export class RoomManager {
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// Defer start when bets are involved
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if (room.betAmount > 0) {
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this.refreshWaitingCleanup(roomId, room);
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this.emitter.emit("room:list:changed");
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return { ok: true, readyToStart: true };
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}
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@@ -220,7 +234,7 @@ export class RoomManager {
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const plugin = gameRegistry.get(room.gameSlug)!;
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room.state = plugin.createInitialState(room.players, room.options);
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room.status = "playing";
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this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);
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this.scheduleCleanup(roomId, this.config.PLAYING_MAX_MS);
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const spectatorView = plugin.getSpectatorView(room.state);
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const playerViews = new Map<string, unknown>();
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@@ -238,6 +252,11 @@ export class RoomManager {
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if (!room || room.status !== "waiting") return;
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const idx = room.players.indexOf(playerId);
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if (idx !== -1) room.players.splice(idx, 1);
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if (room.players.length === 0) {
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this.deleteRoom(roomId);
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return;
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}
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this.refreshWaitingCleanup(roomId, room);
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this.emitter.emit("room:list:changed");
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}
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@@ -285,6 +304,11 @@ export class RoomManager {
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this.cleanupTimers.set(roomId, timer);
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}
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private refreshWaitingCleanup(roomId: string, room: Room): void {
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if (room.status !== "waiting") return;
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this.scheduleCleanup(roomId, this.config.WAITING_CLEANUP_MS);
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}
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private clearCleanup(roomId: string): void {
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const existing = this.cleanupTimers.get(roomId);
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if (existing) {
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