36 Commits

Author SHA1 Message Date
syntaxbullet
222f32d98f Improve panel layout overflow on small screens
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- Prevent horizontal overflow in the main layout
- Stack game room controls vertically on narrow viewports
- Truncate long room and user labels to keep cards stable
2026-04-10 12:13:03 +02:00
syntaxbullet
454ded8b26 fix: remove pico files.
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2026-04-10 12:02:37 +02:00
syntaxbullet
9e85ba1fa4 Refresh waiting room cleanup on activity
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- Extend waiting rooms while players or spectators are active
- Make cleanup time configurable for tests and defaults
- Tweak lobby layout for smaller screens
2026-04-10 12:00:59 +02:00
syntaxbullet
2fb8d559a6 Streamline game lobby copy and room facts
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- Tighten lobby messaging and empty-state copy
- Remove the obsolete "What Changed" sidebar
- Build room facts inline instead of with `useMemo`
2026-04-10 11:49:36 +02:00
syntaxbullet
b0a103d8ce Show default chess control detail in room summary
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- Use the selected chess time control detail when available
- Fall back to a balanced default description when no match is found
2026-04-10 11:36:32 +02:00
syntaxbullet
cb056e010f Redesign game lobby and room creation flow
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- Split chess and blackjack setup into guided creation steps
- Add chess time control presets and reusable lobby room metrics
- Improve room filtering, ordering, and live connection state
2026-04-10 11:34:12 +02:00
syntaxbullet
de15cb4206 Show explicit blackjack settlements across the stack
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- Replace round payout multipliers with per-player settlement amounts
- Update blackjack panel to display wager, payout, and net results
2026-04-10 11:03:58 +02:00
syntaxbullet
f796cac6be Add chess premoves and time control metadata
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- pass chess room time control to the client
- add premove handling and richer chess board UI
- update join result typing for room options
2026-04-10 10:19:33 +02:00
syntaxbullet
31580df919 update example readme with session secret
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2026-04-09 22:15:58 +02:00
syntaxbullet
9a17209db2 Add CI and deploy workflow
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- Run typecheck, panel build, and integration tests in Gitea
- Deploy main branch to VPS over SSH and verify the health endpoint
2026-04-09 22:04:23 +02:00
syntaxbullet
04656790d2 Use isolated test runner in deploy workflow
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- Update deploy CI to invoke `shared/scripts/test-isolated.sh`
- Refresh the inline note for the test environment setup
2026-04-09 21:46:53 +02:00
syntaxbullet
25a0bd3431 Sign panel sessions and isolate test runs
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- Replace in-memory auth sessions with signed cookies and signed OAuth state
- Add auth route coverage and update panel/web server wiring
- Switch test script to per-file Bun processes and clean up type checks
2026-04-09 21:44:05 +02:00
syntaxbullet
6abbd4652a Refresh repository documentation
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- Rewrite AGENTS and README files to match the current app layout
- Document API routes, trivia UI, and the active panel design language
2026-04-09 21:10:10 +02:00
syntaxbullet
8369d10bab Add auth checks for user routes and dashboard state
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- tighten route authorization and schema handling
- update user route tests and server coverage
- refresh player dashboard behavior
2026-04-09 20:42:32 +02:00
syntaxbullet
bdfe0d1594 chore: fix blackjack UI overflow and table sizing
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- Remove max-w-4xl constraint to allow single-player tables to expand
- Add responsive container sizing: 95vw on mobile, up to 6xl on large screens
- Add horizontal scrolling for split hands with overflow-x-auto
- Increase spacing between split hands on larger screens (gap-1.5 -> sm:gap-2)
- Add padding to container for better spacing on small screens
2026-04-06 15:18:15 +02:00
syntaxbullet
034f2ead1c fix: correct blackjack PnL calculation and enhance UI
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- Fix incorrect PnL calculations where multipliers were treated as amounts
- Add proper net profit calculation: (multiplier × bet) - bet
- Update UI with gradient backgrounds, icons, and improved animations
- Add slide-in and pulse-slow keyframe animations
- Enhance dealer area with status-based styling
- Improve action buttons with colored gradients and hover effects
- Revise round result banner with better visual hierarchy
2026-04-06 15:11:47 +02:00
syntaxbullet
06c3891045 fix: Correct PnL calculation by using betAmount in net profit computation
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- Add betAmount field to BlackjackState to track the base bet
- Fix finishPlayerTurns: multiply hand.bet by state.betAmount for actual money bets
- Fix GameServer: roundPayouts are already gross payouts (not multipliers)
- Update cumulative PnL calculation to correctly subtract actual bet amount
- Add betAmount support to riggedState test helper
2026-04-06 14:50:40 +02:00
syntaxbullet
f09cbe6939 fix: Restore myBetPlaced variable that was incorrectly removed
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- Re-added myBetPlaced variable which is used for betting phase UI rendering
2026-04-06 14:44:24 +02:00
syntaxbullet
cd9e1e7242 fix: Correct PnL calculation to show net profit instead of gross payout
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- GameServer.ts: Calculate netProfit = grossPayout - betAmount and send as 'net'
  instead of sending gross payout labeled as net
- BlackjackGame.tsx: Fix PnL calculations to use net profit correctly
  - Hand win/blackjack now shows net profit (payout minus bet)
  - Lose correctly shows negative bet amount
  - Round result banner displays roundNet (net profit) with appropriate colors
- Remove dead code (myPnl variable that was calculated but never used)
- Update color coding: green for profit, red for loss, blue for zero balance
2026-04-06 14:42:18 +02:00
syntaxbullet
966bad98d3 Add cumulative PnL tracking to Blackjack game
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- Added cumulativePnl field to PlayerSeat and PlayerSeatView types
- Added myCumulativePnl to PlayerView for UI display
- Track net profit/loss across rounds in the game state
- Update round result banner to show both round net and total balance
- Add player seat PnL indicator with color coding (green/red)
- Preserve cumulativePnl when players stay seated through rounds
- Initialize new players with cumulativePnl = 0
- Added comprehensive tests for cumulative PnL tracking
2026-04-06 14:31:58 +02:00
syntaxbullet
2b89fb7ede docs: rename CLAUDE.md to AGENTS.md across the project
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2026-04-06 14:18:56 +02:00
syntaxbullet
0fc88323ea fix(panel): add GAME_BET and GAME_WIN to transaction type config
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Missing TYPE_CONFIG entries caused both transaction types to fall back to
sign: "+", making bet deductions appear as credits in the admin panel.
The actual economy values were correct (negative for bets).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-06 12:59:41 +02:00
syntaxbullet
96eba8270c fix(games): skip upfront bet deduction for per-round betting games
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Games with getActionCost (like blackjack) handle bet deductions per-round
via place_bet actions. The old deductBetsAndStart was also charging at game
start, causing double-deduction: wins netted zero and losses doubled.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-06 12:54:21 +02:00
syntaxbullet
a36c05994c feat(games): refactor blackjack for continuous play, split/double, and table UI
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Transform blackjack from single-round to continuous-play table sessions with
round lifecycle (betting → playing → resolved → betting), split/double down
actions, per-hand bet tracking, leave/join table mid-session, and a responsive
felt-style table UI with arc-positioned player seats.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-06 12:41:49 +02:00
syntaxbullet
ef78a85b9c feat(games): implement blackjack game plugin with manual start and custom payouts
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Adds a full blackjack game with dealer AI, hit/stand/double-down actions,
and per-player payout multipliers (house-edge model). Extends the game
framework with manualStart support and a START_GAME WebSocket message so
hosts can begin when ready. Generalizes bet settlement transaction
descriptions from chess-specific to game-agnostic.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 18:48:25 +02:00
syntaxbullet
f368da9e73 feat(games): add solo mode to room creation and AU currency betting
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Solo mode is now a toggle in the chess room creation modal, available
to all users instead of admin-only. Betting lets players wager AU on
games with preset amounts, async deduction on game start, and automatic
payout/refund on game end.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 18:09:03 +02:00
syntaxbullet
4f89ed3082 fix(games): stop spectator broadcast from overwriting player state
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Players subscribe to the room pub/sub channel and also receive direct
GAME_STATE messages. The GAME_STARTED and GAME_UPDATE broadcasts carry
the spectator view (no myColor/legalMoves), and were blindly overwriting
gameState — making isPlayerView() return false and disabling all
interaction. Now these broadcast handlers only update gameState for
spectators; players rely exclusively on the direct GAME_STATE message.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 17:30:45 +02:00
syntaxbullet
0d8152914a refactor(games): inline SVG pieces instead of <img> elements
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Replace external SVG files loaded via <img> tags with inline React SVG
components. The <img> approach was a DOM-level problem — replaced elements
sit outside React's tree and interfere with dnd-kit's pointer event
pipeline. Inline SVGs are native JSX nodes that participate correctly
in event bubbling, matching how react-chessboard's default pieces work.

Removes panel/public/pieces/ (12 SVG files) in favor of a single
pieces.tsx module with the same cburnett artwork as JSX.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 17:27:20 +02:00
syntaxbullet
12809623c1 fix(games): fix chess piece interaction and solo mode
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Two bugs fixed:
- Piece <img> elements were intercepting pointer events, preventing
  dnd-kit drag handlers and square click handlers from firing. Added
  pointerEvents: "none" so events pass through to the board framework.
- Solo test mode (fillRoom with duplicate player IDs) always resolved
  to "white" in colorOfPlayer, making black moves impossible. Now
  detects duplicate IDs and returns the current turn's color instead.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 17:23:16 +02:00
syntaxbullet
a29bb63a1d feat(games): implement chess game plugin with full UI
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Add chess as the first game plugin using the existing multiplayer framework.
Server-side game logic uses chess.js with server-authoritative clock management.
Client uses react-chessboard v5 with cburnett piece set, drag-and-drop + click-to-move,
configurable time controls (bullet/blitz/rapid/classical/none), draw offers,
resignation, and timeout detection. Extends the game framework with room creation
options to support per-game configuration. Includes 57 tests covering all code paths.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 16:59:26 +02:00
syntaxbullet
9e95194627 fix(panel): double negative sign on transaction amounts
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formatAmount now strips the sign since the renderer already prepends
+/- based on TYPE_CONFIG. Raw DB values like "-180" were getting a
second "-" prefix, showing as "--180".

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 16:28:40 +02:00
syntaxbullet
451fb206a6 fix(panel): transaction types showing wrong sign for trivia, trades, etc.
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TYPE_CONFIG only had 6 of 14 transaction types. Missing types fell back
to sign: null which rendered as negative. Added all TransactionType enum
values and derived the filter dropdown from TYPE_CONFIG keys.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 16:25:25 +02:00
syntaxbullet
e3c49effdb feat(panel): replace all placeholder pages with real admin views
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- Classes: full CRUD with list + detail panel
- Quests: CRUD with search, trigger events and reward fields
- Lootdrops: stat cards, spawn form, filter tabs, cancel action
- Moderation: case list with filters, detail panel, create + resolve
- Transactions: color-coded amounts, type/user filters, pagination
- Rename player dashboard currency label from Gold to AU (Astral Units)
- Remove unused placeholders map from App.tsx

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 16:19:23 +02:00
syntaxbullet
5c40249a18 feat(panel): implement player leaderboards page
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Replaces the placeholder with a real leaderboard view showing top 10
players by level, wealth, and net worth. Reuses the existing /api/stats
endpoint which players already have access to.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 16:02:43 +02:00
syntaxbullet
b645f55f57 fix(panel): player inventory not loading due to API response mismatch
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Frontend expected { items } but API returns { inventory } with nested
item objects. Fixes response key, aligns InventoryEntry type to actual
API shape, and separates error handling so a failed inventory fetch
shows an error instead of silently displaying "No items yet".

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 15:55:25 +02:00
syntaxbullet
838fbe1b50 feat(panel): group sidebar nav so admins see both admin and player views
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Introduces NavGroup structure with labeled sections in the sidebar.
Admins see "Administration" and "Player" groups; players see a flat
list unchanged. Extracts SidebarNavItem, SidebarNavSection, and
SidebarUserProfile components from the monolithic sidebarContent blob.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 15:45:04 +02:00
144 changed files with 27004 additions and 1595 deletions

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@@ -31,3 +31,4 @@ PANEL_BASE_URL=http://localhost:3000
# Use a non-root user (see shared/scripts/setup-server.sh)
VPS_USER=deploy
VPS_HOST=your-vps-ip
SESSION_SECRET=change-me-to-a-random-string

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@@ -0,0 +1,132 @@
name: CI / Deploy
on:
push:
pull_request:
workflow_dispatch:
jobs:
test:
runs-on: ubuntu-latest
services:
postgres:
image: postgres:17-alpine
env:
POSTGRES_USER: postgres
POSTGRES_PASSWORD: postgres
POSTGRES_DB: aurora_test
ports:
- 5432:5432
options: >-
--health-cmd pg_isready
--health-interval 10s
--health-timeout 5s
--health-retries 5
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Bun
run: |
curl -fsSL https://bun.sh/install | bash
echo "$HOME/.bun/bin" >> "$GITHUB_PATH"
- name: Install Dependencies
run: bun install --frozen-lockfile
- name: Create Config File
run: |
mkdir -p shared/config
cat <<EOF > shared/config/config.json
{
"leveling": { "base": 100, "exponent": 2.5, "chat": { "cooldownMs": 60000, "minXp": 15, "maxXp": 25 } },
"economy": {
"daily": { "amount": "100", "streakBonus": "10", "weeklyBonus": "50", "cooldownMs": 86400000 },
"transfers": { "allowSelfTransfer": false, "minAmount": "1" },
"exam": { "multMin": 0.05, "multMax": 0.03 }
},
"inventory": { "maxStackSize": "99", "maxSlots": 50 },
"commands": {},
"lootdrop": {
"activityWindowMs": 120000, "minMessages": 1, "spawnChance": 1, "cooldownMs": 3000,
"reward": { "min": 40, "max": 150, "currency": "Astral Units" }
},
"studentRole": "123", "visitorRole": "456", "colorRoles": [],
"moderation": {
"prune": { "maxAmount": 100, "confirmThreshold": 50, "batchSize": 100, "batchDelayMs": 1000 },
"cases": { "dmOnWarn": false }
},
"trivia": {
"entryFee": "50", "rewardMultiplier": 1.5, "timeoutSeconds": 30, "cooldownMs": 60000,
"categories": [], "difficulty": "random"
},
"system": {}
}
EOF
- name: Typecheck
run: bunx tsc --noEmit
- name: Build Panel
run: bun run panel:build
- name: Setup Test Database
run: bun run db:push:local
env:
DATABASE_URL: postgresql://postgres:postgres@postgres:5432/aurora_test
DISCORD_BOT_TOKEN: test_token
DISCORD_CLIENT_ID: "123"
DISCORD_GUILD_ID: "123"
- name: Run Tests
run: |
cat <<EOF > .env.test
DATABASE_URL="postgresql://postgres:postgres@postgres:5432/aurora_test"
DISCORD_BOT_TOKEN="test_token"
DISCORD_CLIENT_ID="123456789"
DISCORD_GUILD_ID="123456789"
DISCORD_CLIENT_SECRET="test-client-secret"
SESSION_SECRET="test-session-secret"
ADMIN_TOKEN="admin_token_123"
LOG_LEVEL="error"
EOF
bash shared/scripts/test-isolated.sh --integration
env:
NODE_ENV: test
deploy:
needs: test
if: gitea.event_name == 'push' && gitea.ref == 'refs/heads/main'
runs-on: ubuntu-latest
steps:
- name: Configure SSH
env:
SSH_PRIVATE_KEY: ${{ secrets.SSH_PRIVATE_KEY }}
VPS_HOST: ${{ secrets.VPS_HOST }}
run: |
install -m 700 -d ~/.ssh
printf '%s\n' "$SSH_PRIVATE_KEY" > ~/.ssh/id_ed25519
chmod 600 ~/.ssh/id_ed25519
ssh-keyscan -H "$VPS_HOST" >> ~/.ssh/known_hosts
- name: Deploy on VPS
env:
VPS_HOST: ${{ secrets.VPS_HOST }}
VPS_USER: ${{ secrets.VPS_USER }}
VPS_PROJECT_PATH: ${{ secrets.VPS_PROJECT_PATH }}
run: |
set -euo pipefail
REMOTE_DIR="${VPS_PROJECT_PATH:-~/Aurora}"
ssh -o BatchMode=yes "$VPS_USER@$VPS_HOST" "cd $REMOTE_DIR && bash shared/scripts/deploy.sh"
- name: Post-deploy Health Check
env:
VPS_HOST: ${{ secrets.VPS_HOST }}
VPS_USER: ${{ secrets.VPS_USER }}
VPS_PROJECT_PATH: ${{ secrets.VPS_PROJECT_PATH }}
run: |
set -euo pipefail
REMOTE_DIR="${VPS_PROJECT_PATH:-~/Aurora}"
ssh -o BatchMode=yes "$VPS_USER@$VPS_HOST" "cd $REMOTE_DIR && curl -fsS http://127.0.0.1:3000/api/health >/dev/null"

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@@ -86,7 +86,7 @@ jobs:
- name: Run Tests
run: |
# Create .env.test for test-sequential.sh / bun test
# Create .env.test for the isolated test runner / bun test
cat <<EOF > .env.test
DATABASE_URL="postgresql://postgres:postgres@postgres:5432/aurora_test"
DISCORD_BOT_TOKEN="test_token"
@@ -95,6 +95,6 @@ jobs:
ADMIN_TOKEN="admin_token_123"
LOG_LEVEL="error"
EOF
bash shared/scripts/test-sequential.sh --integration
bash shared/scripts/test-isolated.sh --integration
env:
NODE_ENV: test

312
AGENTS.md
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@@ -1,257 +1,135 @@
# AGENTS.md - AI Coding Agent Guidelines
# AGENTS.md
## Project Overview
This file documents the current implementation shape of the Aurora repository.
AuroraBot is a Discord bot with a REST API built using Bun, Discord.js, and PostgreSQL with Drizzle ORM.
## Build/Lint/Test Commands
## Commands
```bash
# Development
bun --watch bot/index.ts # Run bot + API server with hot reload
# App
bun run dev # bot + API in one Bun process with watch mode
docker compose up # app + db
docker compose up app # app only
docker compose up db # database only
# Testing
bun test # Run all tests
bun test path/to/file.test.ts # Run single test file
bun test --watch # Watch mode
bun test shared/modules/economy # Run tests in directory
bun test # Bun's native runner
bun run test # repo test wrapper script
bun run test:ci # include CI/integration path
# Database
bun run generate # Generate Drizzle migrations (Docker)
bun run migrate # Run migrations (Docker)
bun run db:push # Push schema changes (Docker)
bun run db:push:local # Push schema changes (local)
bun run db:studio # Open Drizzle Studio
bun run db:push # drizzle-kit push via Docker
bun run db:push:local # drizzle-kit push locally
bun run db:generate # drizzle-kit generate via Docker
bun run db:migrate # drizzle-kit migrate via Docker
bun run db:studio # local Drizzle Studio on :4983
# Docker (recommended for local dev)
docker compose up # Start bot, API, and database
docker compose up app # Start just the app (bot + API)
docker compose up db # Start just the database
# Panel
bun run panel:dev # Vite dev server on :5173
bun run panel:build # build panel/dist
```
## Project Structure
## Architecture
```
bot/ # Discord bot
├── commands/ # Slash commands by category
├── events/ # Discord event handlers
├── lib/ # Bot core (BotClient, handlers, loaders)
├── modules/ # Feature modules (views, interactions)
└── graphics/ # Canvas image generation
Aurora is a single-process Bun application:
shared/ # Shared between bot and web
├── db/ # Database schema and migrations
├── lib/ # Utils, config, errors, types
└── modules/ # Domain services (economy, user, etc.)
- `bot/index.ts` boots shared config, registers domain listeners, starts the API server, then logs into Discord.
- `api/src/server.ts` hosts REST routes, WebSocket traffic, and built panel assets.
- `shared/modules/*` contains the business logic used by both the bot and the API.
- `shared/games/*` contains reusable game plugins; `api/src/games/*` runs rooms and WebSocket orchestration.
web/ # API server
└── src/routes/ # API route handlers
Current high-level layout:
```text
bot/ Discord commands, events, views, interactions
api/ Bun HTTP + WebSocket server
panel/ React dashboard
shared/db/ Drizzle client and schema
shared/lib/ config, env, errors, logger, events, constants
shared/modules/ domain services
shared/games/ game plugins shared by API and panel
```
## Import Conventions
## Import conventions
Use path aliases defined in tsconfig.json:
Use path aliases from the repo `tsconfig.json`:
```typescript
// External packages first
import { SlashCommandBuilder } from "discord.js";
import { eq } from "drizzle-orm";
- `@/*` -> `bot/*`
- `@commands/*` -> `bot/commands/*`
- `@db/*` -> `shared/db/*`
- `@lib/*` -> `bot/lib/*`
- `@modules/*` -> `bot/modules/*`
- `@shared/*` -> `shared/*`
// Path aliases second
import { economyService } from "@shared/modules/economy/economy.service";
import { UserError } from "@shared/lib/errors";
import { users } from "@db/schema";
import { createErrorEmbed } from "@lib/embeds";
import { handleTradeInteraction } from "@modules/trade/trade.interaction";
Import order in the repo is generally:
// Relative imports last
import { localHelper } from "./helper";
```
1. external packages
2. aliases
3. relative imports
**Available Aliases:**
## File patterns
- `@/*` - bot/
- `@shared/*` - shared/
- `@db/*` - shared/db/
- `@lib/*` - bot/lib/
- `@modules/*` - bot/modules/
- `@commands/*` - bot/commands/
- `*.service.ts`: domain/business logic, usually in `shared/modules/*`
- `*.view.ts`: Discord message/view construction
- `*.interaction.ts`: component interaction handlers
- `*.types.ts`: local types and custom ID helpers
- `*.handler.ts`: bot-side orchestration around services/views
- `*.test.ts`: colocated tests
## Naming Conventions
## Runtime config
| Element | Convention | Example |
| ---------------- | ----------------------- | ---------------------------------------- |
| Files | camelCase or kebab-case | `BotClient.ts`, `economy.service.ts` |
| Classes | PascalCase | `CommandHandler`, `UserError` |
| Functions | camelCase | `createCommand`, `handleShopInteraction` |
| Constants | UPPER_SNAKE_CASE | `EVENTS`, `BRANDING` |
| Enums | PascalCase | `TimerType`, `TransactionType` |
| Services | camelCase singleton | `economyService`, `userService` |
| Types/Interfaces | PascalCase | `Command`, `Event`, `GameConfigType` |
| DB tables | snake_case | `users`, `moderation_cases` |
| Custom IDs | snake_case with prefix | `shop_buy_`, `trade_accept_` |
- Global game settings live in `game_settings` and are loaded into `shared/lib/config.ts`.
- Guild-specific settings live in `guild_settings`; `getGuildConfig()` adds a 60-second cache on top of DB reads.
- Most numeric DB values exposed through runtime config are converted to `bigint` in `shared/lib/config.ts`.
## Code Patterns
## Interaction routing
### Command Definition
Global component routing is defined in `bot/lib/interaction.routes.ts` and consumed by `ComponentInteractionHandler`.
```typescript
export const commandName = createCommand({
data: new SlashCommandBuilder()
.setName("commandname")
.setDescription("Description"),
execute: async (interaction) => {
await interaction.deferReply();
// Implementation
},
});
```
Current route table:
### Service Pattern (Singleton Object)
- `trade_` and `amount` -> `bot/modules/trade/trade.interaction.ts`
- `shop_buy_` -> `bot/modules/economy/shop.interaction.ts`
- `lootdrop_` -> `bot/modules/economy/lootdrop.interaction.ts`
- `trivia_` -> `bot/modules/trivia/trivia.interaction.ts`
- `createitem_` -> `bot/modules/admin/item_wizard.ts`
- `enrollment` -> `bot/modules/user/enrollment.interaction.ts`
- `feedback_` -> `bot/modules/feedback/feedback.interaction.ts`
```typescript
export const serviceName = {
methodName: async (params: ParamType): Promise<ReturnType> => {
return await withTransaction(async (tx) => {
// Database operations
});
},
};
```
Some features still use local collectors instead of the global route table, notably inventory.
### Module File Organization
## Commands and access control
- `*.view.ts` - Creates Discord embeds/components
- `*.interaction.ts` - Handles button/select/modal interactions
- `*.types.ts` - Module-specific TypeScript types
- `*.service.ts` - Business logic (in shared/modules/)
- `*.test.ts` - Test files (co-located with source)
- Slash command execution is centralized in `bot/lib/handlers/CommandHandler.ts`.
- `withCommandErrorHandling()` is the normal command wrapper for defer/reply/error behavior.
- Beta commands rely on `featureFlagsService.hasAccess()`.
- `ADMIN_USER_IDS` controls admin panel access, not Discord permissions inside command code.
## Error Handling
## API and panel
### Custom Error Classes
- API routes are prefix-matched in `api/src/routes/index.ts`.
- `/auth/*` and `/api/health` are public.
- Players may access `/api/stats`, `/api/health`, `/api/me`, and `/api/me/inventory`.
- Remaining `/api/*` routes are admin-only.
- The panel dev server proxies back to the Bun server; the integrated server serves `panel/dist` when built.
```typescript
import { UserError, SystemError } from "@shared/lib/errors";
## Database notes
// User-facing errors (shown to user)
throw new UserError("You don't have enough coins!");
// System errors (logged, generic message shown)
throw new SystemError("Database connection failed");
```
### Recommended: `withCommandErrorHandling`
Use the `withCommandErrorHandling` utility from `@lib/commandUtils` to standardize
error handling across all commands. It handles `deferReply`, `UserError` display,
and unexpected error logging automatically.
```typescript
import { withCommandErrorHandling } from "@lib/commandUtils";
export const myCommand = createCommand({
data: new SlashCommandBuilder()
.setName("mycommand")
.setDescription("Does something"),
execute: async (interaction) => {
await withCommandErrorHandling(
interaction,
async () => {
const result = await service.method();
await interaction.editReply({ embeds: [createSuccessEmbed(result)] });
},
{ ephemeral: true } // optional: makes the deferred reply ephemeral
);
},
});
```
Options:
- `ephemeral` — whether `deferReply` should be ephemeral
- `successMessage` — a simple string to send on success
- `onSuccess` — a callback invoked with the operation result
```
## Database Patterns
### Transaction Usage
```typescript
import { withTransaction } from "@/lib/db";
return await withTransaction(async (tx) => {
const user = await tx.query.users.findFirst({
where: eq(users.id, discordId),
});
await tx
.update(users)
.set({ coins: newBalance })
.where(eq(users.id, discordId));
await tx.insert(transactions).values({ userId: discordId, amount, type });
return user;
}, existingTx); // Pass existing tx if in nested transaction
```
### Schema Notes
- Use `bigint` mode for Discord IDs and currency amounts
- Relations defined separately from table definitions
- Schema modules: `shared/db/schema/*.ts` (users, inventory, economy, quests, moderation)
- Docker Compose uses PostgreSQL 17.
- Discord IDs and currency/xp values are stored as `bigint`.
- `withTransaction()` lives in `bot/lib/db.ts` and is the normal way shared services compose DB work.
## Testing
### Test File Structure
- Tests use `bun:test`.
- Mock modules before importing the unit under test.
- Most service tests stub `DrizzleClient` or `withTransaction()` rather than hitting the real database.
```typescript
import { describe, it, expect, mock, beforeEach } from "bun:test";
## Key entrypoints
// Mock modules BEFORE imports
mock.module("@shared/db/DrizzleClient", () => ({
DrizzleClient: { query: mockQuery },
}));
describe("serviceName", () => {
beforeEach(() => {
mockFn.mockClear();
});
it("should handle expected case", async () => {
// Arrange
mockFn.mockResolvedValue(testData);
// Act
const result = await service.method(input);
// Assert
expect(result).toEqual(expected);
expect(mockFn).toHaveBeenCalledWith(expectedArgs);
});
});
```
## Tech Stack
- **Runtime:** Bun 1.0+
- **Bot:** Discord.js 14.x
- **Web:** Bun HTTP Server (REST API)
- **Database:** PostgreSQL 16+ with Drizzle ORM
- **UI:** Discord embeds and components
- **Validation:** Zod
- **Testing:** Bun Test
- **Container:** Docker
## Key Files Reference
| Purpose | File |
| ------------- | ---------------------- |
| Bot entry | `bot/index.ts` |
| DB schema | `shared/db/schema.ts` |
| Error classes | `shared/lib/errors.ts` |
| Config loader | `shared/lib/config.ts` |
| Environment | `shared/lib/env.ts` |
| Embed helpers | `bot/lib/embeds.ts` |
| Command utils | `shared/lib/utils.ts` |
| Error handler | `bot/lib/commandUtils.ts` |
- `bot/index.ts`
- `bot/lib/BotClient.ts`
- `api/src/server.ts`
- `api/src/routes/index.ts`
- `shared/lib/config.ts`
- `shared/db/DrizzleClient.ts`
- `shared/db/schema/index.ts`

211
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@@ -1,211 +0,0 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Commands
```bash
# Development
bun --watch bot/index.ts # Run bot + API with hot reload
docker compose up # Start all services (bot, API, database)
docker compose up app # Start just the app (bot + API)
docker compose up db # Start just the database
# Testing
bun test # Run all tests
bun test path/to/file.test.ts # Run a single test file
bun test shared/modules/economy # Run tests in a directory
bun test --watch # Watch mode
# Database
bun run db:push:local # Push schema changes (local)
bun run db:studio # Open Drizzle Studio (localhost:4983)
bun run generate # Generate Drizzle migrations (Docker)
bun run migrate # Apply migrations (Docker)
# Admin Panel
bun run panel:dev # Start Vite dev server for dashboard
bun run panel:build # Build React dashboard for production
```
## Architecture
Aurora is a Discord RPG bot + REST API running as a **single Bun process**. The bot and API share the same database client and services.
```
bot/ # Discord bot
├── commands/ # Slash commands by category (admin, economy, inventory, etc.)
├── events/ # Discord event handlers
├── lib/ # BotClient, handlers, loaders, embed helpers, commandUtils
├── modules/ # Feature modules (views, interactions per domain)
└── graphics/ # Canvas-based image generation (@napi-rs/canvas)
shared/ # Shared between bot and API
├── db/ # Drizzle ORM client + schema (users, economy, inventory, quests, etc.)
├── lib/ # env, config, errors, logger, types, utils
└── modules/ # Domain services (economy, user, inventory, quest, moderation, etc.)
api/ # REST API (Bun HTTP server)
└── src/routes/ # Route handlers for each domain
panel/ # React admin dashboard (Vite + Tailwind + Radix UI)
```
**Key architectural details:**
- Bot and API both import from `shared/` — do not duplicate logic.
- Services in `shared/modules/` are singleton objects, not classes.
- The database uses PostgreSQL 16+ via Drizzle ORM with `bigint` mode for Discord IDs and currency.
- Feature modules follow a strict file suffix convention (see below).
## Import Conventions
Use path aliases (defined in `tsconfig.json`). Order: external packages → aliases → relative.
```typescript
import { SlashCommandBuilder } from "discord.js"; // external
import { economyService } from "@shared/modules/economy/economy.service"; // alias
import { users } from "@db/schema"; // alias
import { createErrorEmbed } from "@lib/embeds"; // alias
import { localHelper } from "./helper"; // relative
```
**Aliases:**
- `@/*``bot/`
- `@shared/*``shared/`
- `@db/*``shared/db/`
- `@lib/*``bot/lib/`
- `@modules/*``bot/modules/`
- `@commands/*``bot/commands/`
## Code Patterns
### Module File Suffixes
- `*.view.ts` — Creates Discord embeds/components
- `*.interaction.ts` — Handles button/select/modal interactions
- `*.service.ts` — Business logic (lives in `shared/modules/`)
- `*.types.ts` — Module-specific TypeScript types
- `*.test.ts` — Tests (co-located with source)
### Interaction Routing
Component interactions (buttons, select menus, modals) flow through a centralized routing system:
```
Discord event → interactionCreate → ComponentInteractionHandler → interaction.routes.ts → *.interaction.ts
```
`ComponentInteractionHandler` (`bot/lib/handlers/ComponentInteractionHandler.ts`) iterates over the route table in `bot/lib/interaction.routes.ts`. Each route has a `predicate` that matches on `customId`, a lazy `handler` import, and a `method` name to call. The handler also provides centralized `UserError` / system error handling.
**Route table (custom ID prefix → handler):**
| Custom ID prefix | Handler file | Method |
| ------------------ | ----------------------------------------------- | ------------------------------ |
| `trade_`, `amount` | `bot/modules/trade/trade.interaction.ts` | `handleTradeInteraction` |
| `shop_buy_` | `bot/modules/economy/shop.interaction.ts` | `handleShopInteraction` |
| `lootdrop_` | `bot/modules/economy/lootdrop.interaction.ts` | `handleLootdropInteraction` |
| `trivia_` | `bot/modules/trivia/trivia.interaction.ts` | `handleTriviaInteraction` |
| `createitem_` | `bot/modules/admin/item_wizard.ts` | `handleItemWizardInteraction` |
| `enrollment` | `bot/modules/user/enrollment.interaction.ts` | `handleEnrollmentInteraction` |
| `feedback_` | `bot/modules/feedback/feedback.interaction.ts` | `handleFeedbackInteraction` |
Routes are evaluated in order — the first matching predicate wins. Some modules (e.g., inventory with `inv_` prefix) handle interactions locally via message component collectors instead of the global route table.
### Command Definition
```typescript
export const commandName = createCommand({
data: new SlashCommandBuilder().setName("name").setDescription("desc"),
execute: async (interaction) => {
await withCommandErrorHandling(interaction, async () => {
const result = await service.method();
await interaction.editReply({ embeds: [createSuccessEmbed(result)] });
}, { ephemeral: true });
},
});
```
`withCommandErrorHandling` (from `@lib/commandUtils`) handles `deferReply`, `UserError` display, and unexpected error logging automatically.
### Service Pattern
```typescript
export const serviceName = {
methodName: async (params: ParamType): Promise<ReturnType> => {
return await withTransaction(async (tx) => {
// database operations
});
},
};
```
### Error Handling
```typescript
import { UserError, SystemError } from "@shared/lib/errors";
throw new UserError("You don't have enough coins!"); // shown to user
throw new SystemError("DB connection failed"); // logged, generic message shown
```
### Database Transactions
```typescript
import { withTransaction } from "@/lib/db";
return await withTransaction(async (tx) => {
const user = await tx.query.users.findFirst({ where: eq(users.id, id) });
await tx.update(users).set({ coins: newBalance }).where(eq(users.id, id));
return user;
}, existingTx); // pass existing tx for nested transactions
```
### Testing
Mock modules **before** imports. Use `bun:test`.
```typescript
import { describe, it, expect, mock, beforeEach } from "bun:test";
mock.module("@shared/db/DrizzleClient", () => ({
DrizzleClient: { query: mockQuery },
}));
describe("serviceName", () => {
beforeEach(() => mockFn.mockClear());
it("should handle expected case", async () => {
mockFn.mockResolvedValue(testData);
const result = await service.method(input);
expect(result).toEqual(expected);
});
});
```
## Naming Conventions
| Element | Convention | Example |
| ---------------- | ---------------------- | -------------------------------- |
| Files | camelCase or kebab-case | `BotClient.ts`, `economy.service.ts` |
| Classes | PascalCase | `CommandHandler`, `UserError` |
| Functions | camelCase | `createCommand`, `handleShopInteraction` |
| Constants | UPPER_SNAKE_CASE | `EVENTS`, `BRANDING` |
| Enums | PascalCase | `TimerType`, `TransactionType` |
| Services | camelCase singleton | `economyService`, `userService` |
| Types/Interfaces | PascalCase | `Command`, `Event`, `GameConfigType` |
| DB tables | snake_case | `users`, `moderation_cases` |
| Custom IDs | snake_case with prefix | `shop_buy_`, `trade_accept_` |
| API routes | kebab-case | `/api/guild-settings` |
## Key Files
| Purpose | File |
| ----------------- | -------------------------- |
| Bot entry point | `bot/index.ts` |
| Discord client | `bot/lib/BotClient.ts` |
| DB schema index | `shared/db/schema.ts` |
| Error classes | `shared/lib/errors.ts` |
| Environment vars | `shared/lib/env.ts` |
| Config loader | `shared/lib/config.ts` |
| Embed helpers | `bot/lib/embeds.ts` |
| Command utils | `bot/lib/commandUtils.ts` |
| API server | `api/src/server.ts` |

270
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@@ -1,159 +1,181 @@
# Aurora
> A comprehensive, feature-rich Discord RPG bot built with modern technologies.
Aurora is a Discord RPG bot, admin/player panel, and REST/WebSocket API that run as one Bun application. The Discord bot and HTTP server share the same database client, config, services, and domain events.
![Version](https://img.shields.io/badge/version-1.0.0-blue.svg)
![Bun](https://img.shields.io/badge/Bun-1.0+-black)
![Discord.js](https://img.shields.io/badge/Discord.js-14.x-5865F2)
![Drizzle ORM](https://img.shields.io/badge/Drizzle_ORM-0.30+-C5F74F)
![PostgreSQL](https://img.shields.io/badge/PostgreSQL-16-336791)
## What exists today
Aurora is a powerful Discord bot designed to facilitate RPG-like elements within a Discord server. It features a robust economy, class system, inventory management, quests, and more, all built on top of a high-performance stack using Bun and Drizzle ORM.
- Discord slash commands for economy, inventory, quests, moderation, feedback, user profiles, and admin tooling.
- A Bun HTTP API under `/api/*`, Discord OAuth under `/auth/*`, and a WebSocket endpoint at `/ws`.
- A React panel for both admins and enrolled players.
- Shared domain services in `shared/modules/*` and reusable game plugins in `shared/games/*`.
- Built-in real-time games: chess and blackjack.
**New in v1.0:** Aurora now includes a fully integrated **REST API** for accessing bot data, statistics, and configuration, running alongside the bot in a single process.
## Architecture
## ✨ Features
```text
bot/ Discord bot entrypoint, commands, events, Discord-facing views/interactions
api/ Bun HTTP server, route modules, WebSocket/game room server
panel/ React 19 + Vite + Tailwind v4 dashboard
shared/ Shared DB schema, services, config, events, utilities, game plugins
docs/ Product and design notes
```
### Discord Bot
* **Class System**: Users can join different classes.
* **Economy**: Complete economy system with balance, transactions, and daily rewards.
* **Inventory & Items**: Sophisticated item system with rarities, types (Material, Consumable, etc.), and inventory management.
* **Leveling**: XP-based leveling system to track user activity and progress.
* **Quests**: Quest system with requirements and rewards.
* **Trading**: Secure trading system between users.
* **Lootdrops**: Random loot drops in channels to engage users.
* **Admin Tools**: Administrative commands for server management.
Important points:
### REST API
* **Live Analytics**: Real-time statistics endpoint (commands, transactions).
* **Configuration Management**: Update bot settings via API.
* **Database Inspection**: Integrated Drizzle Studio access.
* **WebSocket Support**: Real-time event streaming for live updates.
- `bot/index.ts` initializes DB-backed config, wires domain events, starts the API server, then logs into Discord.
- The API server also serves built panel assets from `panel/dist` when they exist.
- Bot commands, API routes, and the panel all rely on the same service layer in `shared/modules/*`.
- Runtime game config is loaded from the `game_settings` table into `shared/lib/config.ts`.
## 🏗️ Architecture
Aurora uses a **Single Process Monolith** architecture to maximize performance and simplify resource sharing.
* **Unified Runtime**: Both the Discord Client and the REST API run within the same Bun process.
* **Shared State**: This allows the API to access live bot memory (caches, gateways) directly without complex inter-process communication (IPC).
* **Simplified Deployment**: You only need to deploy a single Docker container.
## 🛠️ Tech Stack
* **Runtime**: [Bun](https://bun.sh/)
* **Bot Framework**: [Discord.js](https://discord.js.org/)
* **API Framework**: Bun HTTP Server (REST API)
* **UI**: Discord embeds and components
* **Database**: [PostgreSQL](https://www.postgresql.org/)
* **ORM**: [Drizzle ORM](https://orm.drizzle.team/)
* **Validation**: [Zod](https://zod.dev/)
* **Containerization**: [Docker](https://www.docker.com/)
## 🚀 Getting Started
## Getting started
### Prerequisites
* [Bun](https://bun.sh/) (latest version)
* [Docker](https://www.docker.com/) & Docker Compose
- Bun
- Docker and Docker Compose
- A Discord application with bot token, client ID, and client secret
### Installation
### Setup
1. **Clone the repository**
```bash
git clone <repository-url>
cd aurora
```
1. Install dependencies.
2. **Install dependencies**
```bash
bun install
```
```bash
bun install
```
3. **Environment Setup**
Copy the example environment file and configure it:
```bash
cp .env.example .env
```
Edit `.env` with your Discord bot token, Client ID, and database credentials.
2. Create your environment file.
> **Note**: The `DATABASE_URL` in `.env.example` is pre-configured for Docker.
```bash
cp .env.example .env
```
4. **Start the Database**
Run the database service using Docker Compose:
```bash
docker compose up -d db
```
3. Start PostgreSQL.
5. **Run Migrations**
```bash
bun run migrate
```
OR
```bash
bun run db:push
```
```bash
docker compose up -d db
```
### Running the Bot & API
4. Initialize the schema.
```bash
bun run db:push:local
```
If you prefer running schema changes through Docker:
```bash
bun run migrate
```
5. Start the bot and API.
**Development Mode** (with hot reload):
```bash
bun run dev
```
* Bot: Online in Discord
* API: http://localhost:3000
**Production Mode**:
Build and run with Docker (recommended):
The Bun server listens on `http://localhost:3000`.
### Panel development
The Bun server can serve a built panel, but day-to-day panel work is done with Vite:
```bash
docker compose up -d app
bun run panel:dev
```
### 🔐 Accessing Production Services (SSH Tunnel)
The panel dev server runs on `http://localhost:5173` and proxies `/api`, `/auth`, `/assets`, and `/ws` to `http://localhost:3000`.
For security, the Production Database and API are **not exposed** to the public internet by default. They are only accessible via localhost on the server.
To build the panel for the integrated Bun server:
To access them from your local machine, use the included SSH tunnel script.
1. Add your VPS details to your local `.env` file:
```env
VPS_USER=root
VPS_HOST=123.45.67.89
```
2. Run the remote connection script:
```bash
bun run remote
```
This will establish secure tunnels for:
* **API**: http://localhost:3000
* **Drizzle Studio**: http://localhost:4983
## 📜 Scripts
* `bun run dev`: Start the bot and API server in watch mode.
* `bun run remote`: Open SSH tunnel to production services.
* `bun run generate`: Generate Drizzle migrations.
* `bun run migrate`: Apply migrations (via Docker).
* `bun run db:studio`: Open Drizzle Studio to inspect the database.
* `bun test`: Run tests.
## 📂 Project Structure
```
├── bot # Discord Bot logic & entry point
├── web # REST API Server
├── shared # Shared code (Database, Config, Types)
├── drizzle # Drizzle migration files
├── scripts # Utility scripts
├── docker-compose.yml
└── package.json
```bash
bun run panel:build
```
## 🤝 Contributing
## Useful scripts
Contributions are welcome! Please feel free to submit a Pull Request.
```bash
# App
bun run dev
docker compose up
docker compose up app
docker compose up db
## 📄 License
# Database
bun run db:push
bun run db:push:local
bun run db:generate
bun run db:migrate
bun run db:studio
bun run db:backup
bun run db:restore
This project is licensed under the MIT License.
# Panel
bun run panel:dev
bun run panel:build
# Tests
bun test
bun run test
bun run test:ci
# Ops
bun run remote
bun run deploy
bun run deploy:remote
```
## Environment notes
The main variables you need in `.env` are:
- `DISCORD_BOT_TOKEN`
- `DISCORD_CLIENT_ID`
- `DISCORD_CLIENT_SECRET`
- `DISCORD_GUILD_ID`
- `ADMIN_USER_IDS`
- `SESSION_SECRET`
- `DB_USER`
- `DB_PASSWORD`
- `DB_NAME`
- `DATABASE_URL`
- `PANEL_BASE_URL`
Players can authenticate into the panel only after they exist in the `users` table. Admin access is determined by `ADMIN_USER_IDS`, and panel sessions are stored in signed cookies keyed by `SESSION_SECRET`.
## API and panel summary
- Public routes: `/auth/*`, `/api/health`
- Player-accessible API routes: `/api/stats`, `/api/health`, `/api/me`, `/api/me/inventory`
- Admin-only API routes: the rest of `/api/*`
- WebSocket: `/ws` with cookie-based auth
- Static assets: `/assets/*`
## Project structure
```text
bot/
commands/
events/
lib/
modules/
api/
src/
routes/
games/
panel/
src/
shared/
db/
games/
lib/
modules/
```
## Documentation
- [AGENTS.md](AGENTS.md): repo-wide implementation guidance
- [api/README.md](api/README.md): API surface and auth model
- [docs/new-design/DESIGN.md](docs/new-design/DESIGN.md): current panel design language

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@@ -1,30 +1,130 @@
# Aurora Web API
# Aurora API
The web API provides a REST interface and WebSocket support for accessing Aurora bot data and configuration.
Aurora's API is a Bun server that runs inside the same process as the Discord bot. It serves REST routes, the authenticated WebSocket endpoint, static assets, and built panel files.
## API Endpoints
## Runtime model
- `GET /api/stats` - Real-time bot statistics
- `GET /api/settings` - Bot configuration
- `GET /api/users` - User data
- `GET /api/items` - Item catalog
- `GET /api/quests` - Quest information
- `GET /api/transactions` - Economy data
- `GET /api/health` - Health check
- Entry point: `api/src/server.ts`
- Route dispatcher: `api/src/routes/index.ts`
- Auth: Discord OAuth with signed session cookies
- WebSocket: `/ws`
- Static assets: `/assets/*`
- Built panel fallback: `panel/dist`
## Access model
Public:
- `GET /api/health`
- `/auth/discord`
- `/auth/callback`
- `POST /auth/logout`
- `GET /auth/me`
Player-accessible API routes:
- `GET /api/stats`
- `GET /api/health`
- `GET /api/me`
- `GET /api/me/inventory`
Admin-only API routes:
- everything else under `/api/*`
Admin vs player is derived from `ADMIN_USER_IDS`. A user must already exist in the `users` table to complete panel login.
## Route summary
### Auth
- `GET /auth/discord`
- `GET /auth/callback`
- `POST /auth/logout`
- `GET /auth/me`
### Dashboard and system
- `GET /api/health`
- `GET /api/stats`
- `GET /api/stats/activity`
- `POST /api/actions/reload-commands`
- `POST /api/actions/clear-cache`
- `POST /api/actions/maintenance-mode`
### Settings
- `GET /api/settings`
- `POST /api/settings`
- `GET /api/settings/meta`
- `GET /api/guilds/:guildId/settings`
- `PUT|PATCH /api/guilds/:guildId/settings`
- `DELETE /api/guilds/:guildId/settings`
### Users, classes, and inventory
- `GET /api/me`
- `GET /api/me/inventory`
- `GET /api/users`
- `GET /api/users/:id`
- `PUT /api/users/:id`
- `GET /api/users/:id/inventory`
- `POST /api/users/:id/inventory`
- `DELETE /api/users/:id/inventory/:itemId`
- `GET /api/classes`
- `POST /api/classes`
- `PUT /api/classes/:id`
- `DELETE /api/classes/:id`
### Game content
- `GET /api/items`
- `POST /api/items`
- `GET /api/items/:id`
- `PUT /api/items/:id`
- `DELETE /api/items/:id`
- `POST /api/items/:id/icon`
- `GET /api/quests`
- `POST /api/quests`
- `PUT /api/quests/:id`
- `DELETE /api/quests/:id`
- `GET /api/lootdrops`
- `POST /api/lootdrops`
- `DELETE /api/lootdrops/:messageId`
### Moderation and economy history
- `GET /api/moderation`
- `POST /api/moderation`
- `GET /api/transactions`
## WebSocket
Connect to `/ws` for real-time updates:
- Stats broadcasts every 5 seconds
- Event notifications via system bus
- PING/PONG heartbeat support
`/ws` requires a valid `aurora_session` cookie.
Current behavior:
- dashboard clients subscribe to `dashboard`
- game clients also use lobby and room-scoped traffic through `GameServer`
- `PING` from the client returns `PONG`
- dashboard stats are broadcast every 5 seconds while at least one client is connected
- hard limits in `api/src/server.ts`:
- 200 concurrent connections
- 16 KB max payload
- 60 second idle timeout
## Development
The API runs automatically when you start the bot:
Start the backend:
```bash
bun run dev
```
The API will be available at `http://localhost:3000`
Optional panel dev server:
```bash
bun run panel:dev
```
Panel dev runs on `http://localhost:5173` and proxies API/auth/assets/WebSocket requests to `http://localhost:3000`.

68
api/src/AGENTS.md Normal file
View File

@@ -0,0 +1,68 @@
# API layer
## Server shape
- Aurora uses Bun's native `serve()` API in `api/src/server.ts`.
- Route modules are aggregated in `api/src/routes/index.ts`.
- A route module returns `null` when it does not match so the dispatcher can continue.
- After route handling, the server tries `panel/dist` for SPA/static files.
## Authentication and authorization
- OAuth routes live in `api/src/routes/auth.routes.ts`.
- Sessions are stored in signed `aurora_session` cookies.
- Session TTL is 7 days.
- Login succeeds only for users already present in the `users` table.
- Role is `admin` if the Discord ID is in `ADMIN_USER_IDS`, otherwise `player`.
- Redirects after login are intentionally restricted to localhost or relative paths.
Current access rules from `api/src/routes/index.ts`:
- public: `/auth/*`, `/api/health`
- player allow-list: `/api/stats`, `/api/health`, `/api/me`
- everything else under `/api/*`: admin-only
`/api/me/inventory` is handled by `users.routes.ts` and still depends on a valid session.
## Response conventions
- `jsonResponse()` serializes `bigint` values as strings.
- `errorResponse()` returns `{ error, details? }`.
- `parseBody()` and `parseQuery()` validate with Zod and return a `Response` on failure.
- The API does not use a framework-level middleware stack; each route handles its own parsing and branching.
## WebSocket
- Endpoint: `/ws`
- Requires an authenticated session
- Dashboard channel: `dashboard`
- Lobby channel: `lobby`
- Room-specific messaging is handled inside `GameServer`
- Dashboard broadcasts `STATS_UPDATE` every 5 seconds while clients are connected
- `NEW_EVENT` broadcasts are wired from `shared/lib/events`
Hard limits:
- max connections: 200
- max payload: 16 KB
- idle timeout: 60 seconds
## Static files
- Built panel assets are served from `panel/dist`
- `/assets/*` serves files from `bot/assets/graphics`
- `/api/*`, `/auth/*`, `/ws`, and `/assets/*` bypass the SPA fallback
## Route notes
- `items.routes.ts` supports both JSON and multipart form data for item creation.
- `settings.routes.ts` writes DB-backed game settings and emits the reload-commands event.
- `guild-settings.routes.ts` invalidates the guild config cache after writes.
- `lootdrops.routes.ts` delegates spawning/deletion to bot-side handlers because Discord message creation happens there.
## Gotchas
- Some runtime caches are in-memory only and are lost on restart.
- The server registers game plugins at startup; duplicate registration throws.
- BigInt-safe JSON matters for nearly every domain route.
- The panel's auth flow depends on `PANEL_BASE_URL` matching the OAuth callback origin.

View File

@@ -1,31 +0,0 @@
# API Layer
## Server
- Bun's native `serve()` API — no Express/Fastify. Custom `handleRequest()` dispatcher with pathname prefix matching.
- Route modules export `{ name: string, handler: RouteHandler }`. Handlers return `null` for non-matching paths.
## Authentication
- Discord OAuth2 with session cookies (`aurora_session`, HttpOnly, 7-day TTL).
- In-memory session store — sessions lost on restart.
- Role-based: `admin` vs `player` (admins set via `ADMIN_USER_IDS` env var).
- Non-enrolled users (not in DB) get 403 even with valid Discord auth.
- Call `getSession(req)` for all protected routes.
## Response Conventions
- Success: `jsonResponse(data, status)` — uses custom BigInt-safe JSON replacer.
- Error: `errorResponse(message, status, details?)``{ error, details? }`
- Validation: `validationErrorResponse(zodError)``{ error: "Invalid payload", issues: [...] }`
- Zod schemas centralized in `schemas.ts`.
## WebSocket
- Upgrade via `/ws` endpoint (requires auth).
- Pub/sub via Bun's `.publish()` / `.subscribe()` on channels: `dashboard`, `lobby`, `room:${roomId}`.
- Dashboard stats broadcast every 5 seconds. Game events are room-scoped.
- Hard limit: 200 concurrent WS connections (429 rejection), 16KB max payload, 60s idle timeout.
- Fire-and-forget broadcasts — no ack mechanism.
## Gotchas
- All DB IDs are BigInt — JSON responses must use the custom `jsonReplacer`.
- No rate limiting on HTTP routes.
- Some routes accept multipart form data (e.g., item icon upload) — manual parsing, not abstracted.
- Asset directories resolve relative to `import.meta.dir`.

View File

@@ -2,6 +2,9 @@ import { RoomManager } from "./RoomManager";
import { GameWsClientSchema } from "./types";
import type { PlayerInfo } from "./types";
import { logger } from "@shared/lib/logger";
import { economyService } from "@shared/modules/economy/economy.service";
import { TransactionType } from "@shared/lib/constants";
import { gameRegistry } from "@shared/games/registry";
import type { Server, ServerWebSocket } from "bun";
export interface WsConnectionData {
@@ -13,7 +16,7 @@ export class GameServer {
readonly roomManager = new RoomManager();
private connections = new Map<string, ServerWebSocket<WsConnectionData>>();
private replacedConnections = new Map<string, ServerWebSocket<WsConnectionData>>();
private bunServer: Server | null = null;
private bunServer: Server<WsConnectionData> | null = null;
constructor() {
// Subscribe to room events and route them to the right clients
@@ -57,7 +60,25 @@ export class GameServer {
});
});
this.roomManager.emitter.on("game:ended", ({ roomId, winner, reason }) => {
this.roomManager.emitter.on("game:ended", ({ roomId, winner, reason, payouts }) => {
const room = this.roomManager.getRoom(roomId);
const betAmount = room?.betAmount ?? 0;
// Handle bet payouts asynchronously — broadcast happens after settlement
if (betAmount > 0) {
this.settleBets(roomId, winner, betAmount, payouts).then((payout) => {
this.publish(`room:${roomId}`, {
type: "GAME_ENDED",
roomId,
winner,
reason,
payout,
});
this.publishRoomListUpdate();
});
return;
}
this.publish(`room:${roomId}`, {
type: "GAME_ENDED",
roomId,
@@ -67,6 +88,33 @@ export class GameServer {
this.publishRoomListUpdate();
});
this.roomManager.emitter.on("round:settled", async ({ roomId, roundSettlements }) => {
const room = this.roomManager.getRoom(roomId);
if (!room || room.betAmount <= 0) return;
const gameName = gameRegistry.get(room.gameSlug)?.name ?? "Game";
const settlementDetails: typeof roundSettlements = {};
for (const [playerId, settlement] of Object.entries(roundSettlements)) {
try {
if (settlement.payout > 0) {
await economyService.modifyUserBalance(
playerId,
BigInt(settlement.payout),
TransactionType.GAME_WIN,
`${gameName} round payout (room ${roomId.slice(0, 8)})`,
);
}
settlementDetails[playerId] = settlement;
} catch (err) {
logger.error("web", `Round payout failed for ${playerId} in room ${roomId}: ${err}`);
}
}
if (Object.keys(settlementDetails).length > 0) {
this.publish(`room:${roomId}`, { type: "ROUND_SETTLED", roomId, settlements: settlementDetails });
}
});
this.roomManager.emitter.on("player:left", ({ roomId, playerId }) => {
this.publish(`room:${roomId}`, {
type: "PLAYER_LEFT",
@@ -91,7 +139,7 @@ export class GameServer {
});
}
setServer(server: Server): void {
setServer(server: Server<WsConnectionData>): void {
this.bunServer = server;
}
@@ -105,7 +153,7 @@ export class GameServer {
ws.send(JSON.stringify({ type: "ROOM_LIST_UPDATE", rooms: this.roomManager.listRooms() }));
}
handleMessage(ws: ServerWebSocket<WsConnectionData>, raw: unknown): void {
async handleMessage(ws: ServerWebSocket<WsConnectionData>, raw: unknown): Promise<void> {
const parsed = GameWsClientSchema.safeParse(raw);
if (!parsed.success) {
ws.send(JSON.stringify({ type: "ERROR", message: "Invalid message format" }));
@@ -117,7 +165,11 @@ export class GameServer {
switch (msg.type) {
case "CREATE_ROOM": {
const result = this.roomManager.createRoom(msg.gameType, discordId);
// Solo mode forces betAmount to 0
const options = msg.options ? { ...msg.options } : {};
if (options.soloMode) options.betAmount = 0;
const result = this.roomManager.createRoom(msg.gameType, discordId, options);
if (!result.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
return;
@@ -126,6 +178,26 @@ export class GameServer {
ws.data.rooms.add(result.roomId);
ws.send(JSON.stringify({ type: "ROOM_CREATED", roomId: result.roomId, gameSlug: msg.gameType }));
logger.info("web", `Room created: ${result.roomId} (${msg.gameType}) by ${discordId}`);
// Solo mode: auto-fill and start immediately
if (options.soloMode) {
const fillResult = this.roomManager.fillRoom(result.roomId, discordId);
if (!fillResult.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: fillResult.error }));
}
// fillRoom with betAmount=0 calls startGame internally
}
// Auto-start if room is immediately full (e.g. maxPlayers: 1) — skip for manualStart games
const plugin = gameRegistry.get(msg.gameType);
const createdRoom = this.roomManager.getRoom(result.roomId);
if (!options.soloMode && plugin && !plugin.manualStart && createdRoom && createdRoom.players.length >= plugin.maxPlayers && createdRoom.status === "waiting") {
if (createdRoom.betAmount > 0) {
this.deductBetsAndStart(result.roomId, createdRoom.betAmount, createdRoom.players, ws);
} else {
this.roomManager.startGame(result.roomId);
}
}
break;
}
@@ -169,6 +241,14 @@ export class GameServer {
}
this.replacedConnections.delete(discordId);
// Build room options for the client
const roomOptions = room
? {
...(room.betAmount > 0 ? { betAmount: room.betAmount } : {}),
...(typeof room.options?.timeControl === "string" ? { timeControl: room.options.timeControl } : {}),
}
: undefined;
// Respond with JOIN_RESULT
ws.send(JSON.stringify({
type: "JOIN_RESULT",
@@ -178,6 +258,7 @@ export class GameServer {
players,
spectators,
state,
roomOptions,
}));
// Notify other room members
@@ -190,6 +271,11 @@ export class GameServer {
});
logger.info("web", `${discordId} joined room ${msg.roomId} as ${result.joinedAs}`);
// Handle async bet deduction when room is ready to start
if (result.readyToStart && room) {
this.deductBetsAndStart(msg.roomId, room.betAmount, room.players, ws);
}
break;
}
@@ -201,6 +287,30 @@ export class GameServer {
}
case "GAME_ACTION": {
// Action cost pre-check: deduct bet before processing split/double/place_bet
const actionRoom = this.roomManager.getRoom(msg.roomId);
if (actionRoom && actionRoom.betAmount > 0 && actionRoom.state) {
const actionPlugin = gameRegistry.get(actionRoom.gameSlug);
if (actionPlugin?.getActionCost) {
const cost = actionPlugin.getActionCost(actionRoom.state, msg.action, discordId);
if (cost > 0) {
const amount = actionRoom.betAmount * cost;
const gameName = actionPlugin.name ?? actionRoom.gameSlug;
try {
await economyService.modifyUserBalance(
discordId,
-BigInt(amount),
TransactionType.GAME_BET,
`${gameName} action bet (room ${msg.roomId.slice(0, 8)})`,
);
} catch {
ws.send(JSON.stringify({ type: "ERROR", message: "Insufficient funds for this action" }));
return;
}
}
}
}
const result = this.roomManager.handleAction(msg.roomId, discordId, msg.action);
if (!result.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
@@ -210,16 +320,51 @@ export class GameServer {
break;
}
case "START_GAME": {
const room = this.roomManager.getRoom(msg.roomId);
if (!room) {
ws.send(JSON.stringify({ type: "ERROR", message: "Room not found" }));
return;
}
if (room.host !== discordId) {
ws.send(JSON.stringify({ type: "ERROR", message: "Only the host can start the game" }));
return;
}
if (room.status !== "waiting") {
ws.send(JSON.stringify({ type: "ERROR", message: "Game is not in waiting state" }));
return;
}
const startPlugin = gameRegistry.get(room.gameSlug);
if (startPlugin && room.players.length < startPlugin.minPlayers) {
ws.send(JSON.stringify({ type: "ERROR", message: `Need at least ${startPlugin.minPlayers} player(s) to start` }));
return;
}
if (room.betAmount > 0) {
this.deductBetsAndStart(msg.roomId, room.betAmount, room.players, ws);
} else {
const startResult = this.roomManager.startGame(msg.roomId);
if (!startResult.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: startResult.error }));
}
}
logger.info("web", `Host ${discordId} started game in room ${msg.roomId}`);
break;
}
case "FILL_ROOM": {
if (role !== "admin") {
ws.send(JSON.stringify({ type: "ERROR", message: "Only admins can fill a room for solo testing" }));
return;
}
const result = this.roomManager.fillRoom(msg.roomId, discordId);
if (!result.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
const fillResult = this.roomManager.fillRoom(msg.roomId, discordId);
if (!fillResult.ok) {
ws.send(JSON.stringify({ type: "ERROR", message: fillResult.error }));
return;
}
if (fillResult.readyToStart) {
const room = this.roomManager.getRoom(msg.roomId);
if (room) this.deductBetsAndStart(msg.roomId, room.betAmount, room.players, ws);
}
logger.info("web", `Admin ${discordId} filled room ${msg.roomId} for solo testing`);
break;
}
@@ -241,6 +386,144 @@ export class GameServer {
this.connections.delete(ws.data.session.discordId);
}
/**
* Deduct bet amounts from all players, then start the game.
* If any player can't afford the bet, refund already-deducted players
* and remove the failing player from the room.
*/
private async deductBetsAndStart(
roomId: string,
betAmount: number,
playerIds: string[],
triggeringWs: ServerWebSocket<WsConnectionData>,
): Promise<void> {
const room = this.roomManager.getRoom(roomId);
if (!room || room.betsPending) return;
// Games with getActionCost handle per-round betting themselves (e.g., blackjack).
// Skip the upfront deduction — just start the game.
const plugin = gameRegistry.get(room.gameSlug);
if (plugin?.getActionCost) {
const startResult = this.roomManager.startGame(roomId);
if (!startResult.ok) {
triggeringWs.send(JSON.stringify({ type: "ERROR", message: startResult.error }));
}
return;
}
room.betsPending = true;
const uniquePlayers = [...new Set(playerIds)];
const deducted: string[] = [];
try {
const gameName = gameRegistry.get(room.gameSlug)?.name ?? room.gameSlug;
for (const pid of uniquePlayers) {
await economyService.modifyUserBalance(
pid,
-BigInt(betAmount),
TransactionType.GAME_BET,
`${gameName} wager (room ${roomId.slice(0, 8)})`,
);
deducted.push(pid);
}
// All deductions succeeded — start the game
const startResult = this.roomManager.startGame(roomId);
if (!startResult.ok) {
// Shouldn't happen, but refund if it does
await this.refundPlayers(deducted, betAmount, roomId);
}
} catch (err) {
// Refund anyone already deducted
await this.refundPlayers(deducted, betAmount, roomId);
// Find the player who couldn't afford the bet
const failedPlayer = uniquePlayers.find(p => !deducted.includes(p));
if (failedPlayer) {
this.roomManager.removePlayer(roomId, failedPlayer);
this.sendToPlayer(failedPlayer, {
type: "ERROR",
message: "Insufficient funds for the bet. You have been removed from the room.",
});
this.publish(`room:${roomId}`, {
type: "PLAYER_LEFT",
roomId,
playerId: failedPlayer,
});
}
logger.warn("web", `Bet deduction failed for room ${roomId}: ${err}`);
} finally {
if (room) room.betsPending = false;
}
}
/** Pay out winnings or refund bets on game end. */
private async settleBets(
roomId: string,
winner: string | null,
betAmount: number,
payouts?: Record<string, number>,
): Promise<{ amount: number; refunded?: boolean }> {
const room = this.roomManager.getRoom(roomId);
const uniquePlayers = [...new Set(room?.players ?? [])];
const gameName = gameRegistry.get(room?.gameSlug ?? "")?.name ?? "Game";
try {
// Custom payouts override default pot logic (used by house-edge games like blackjack)
if (payouts) {
let totalPaid = 0;
for (const [playerId, multiplier] of Object.entries(payouts)) {
if (multiplier <= 0) continue;
const amount = Math.floor(betAmount * multiplier);
await economyService.modifyUserBalance(
playerId,
BigInt(amount),
TransactionType.GAME_WIN,
`${gameName} payout (room ${roomId.slice(0, 8)})`,
);
totalPaid = Math.max(totalPaid, amount);
}
const isRefund = !winner && totalPaid === betAmount;
return { amount: totalPaid, refunded: isRefund };
}
// Default pot logic: winner takes all, draw refunds everyone
const pot = betAmount * uniquePlayers.length;
if (winner) {
await economyService.modifyUserBalance(
winner,
BigInt(pot),
TransactionType.GAME_WIN,
`${gameName} wager won (room ${roomId.slice(0, 8)})`,
);
return { amount: pot };
} else {
await this.refundPlayers(uniquePlayers, betAmount, roomId, gameName);
return { amount: betAmount, refunded: true };
}
} catch (err) {
logger.error("web", `Bet settlement failed for room ${roomId}: ${err}`);
return { amount: 0 };
}
}
private async refundPlayers(playerIds: string[], betAmount: number, roomId: string, gameName = "Game"): Promise<void> {
for (const pid of playerIds) {
try {
await economyService.modifyUserBalance(
pid,
BigInt(betAmount),
TransactionType.GAME_WIN,
`${gameName} wager refund (room ${roomId.slice(0, 8)})`,
);
} catch (err) {
logger.error("web", `Failed to refund ${pid} for room ${roomId}: ${err}`);
}
}
}
private publish(channel: string, message: unknown): void {
this.bunServer?.publish(channel, JSON.stringify(message));
}

View File

@@ -154,4 +154,34 @@ describe("RoomManager", () => {
expect(empty.length).toBe(0);
});
});
describe("waiting room cleanup", () => {
it("should remove waiting rooms after the configured timeout", async () => {
const shortLivedManager = new RoomManager({ WAITING_CLEANUP_MS: 20 });
const create = shortLivedManager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
await new Promise(resolve => setTimeout(resolve, 35));
expect(shortLivedManager.getRoom(create.roomId)).toBeUndefined();
});
it("should refresh the waiting room timeout when the room is active", async () => {
const shortLivedManager = new RoomManager({ WAITING_CLEANUP_MS: 25 });
const create = shortLivedManager.createRoom("stub", "player1");
if (!create.ok) throw new Error("Failed to create room");
await new Promise(resolve => setTimeout(resolve, 15));
const spectatorJoin = shortLivedManager.joinRoom(create.roomId, "spectator1", "spectator");
expect(spectatorJoin.ok).toBe(true);
expect(shortLivedManager.getRoom(create.roomId)).toBeDefined();
await new Promise(resolve => setTimeout(resolve, 15));
expect(shortLivedManager.getRoom(create.roomId)).toBeDefined();
await new Promise(resolve => setTimeout(resolve, 20));
expect(shortLivedManager.getRoom(create.roomId)).toBeUndefined();
});
});
});

View File

@@ -1,28 +1,33 @@
import mitt from "mitt";
import { gameRegistry } from "@shared/games/registry";
import type { Room, RoomSummary } from "./types";
import type { RoundSettlement } from "@shared/games/types";
const ROOM_CONFIG = {
WAITING_CLEANUP_MS: 60_000,
const DEFAULT_ROOM_CONFIG = {
WAITING_CLEANUP_MS: 15 * 60_000,
FINISHED_CLEANUP_MS: 60_000,
PLAYING_MAX_MS: 30 * 60_000, // 30 minutes — safety net for stuck games
} as const;
type RoomManagerConfig = typeof DEFAULT_ROOM_CONFIG;
type ActionResult =
| { ok: true; state: unknown; gameOver: { winner: string | null; reason: string } | null }
| { ok: true; state: unknown; gameOver: { winner: string | null; reason: string } | null; roundSettlements?: Record<string, RoundSettlement> }
| { ok: false; error: string };
type CreateResult = { ok: true; roomId: string } | { ok: false; error: string };
type JoinResult =
| { ok: true; joinedAs: "player" | "spectator"; started: boolean }
| { ok: true; joinedAs: "player" | "spectator"; started: boolean; readyToStart?: boolean }
| { ok: false; error: string };
type FillResult = { ok: true; readyToStart?: boolean } | { ok: false; error: string };
type RoomEvents = {
"room:created": { roomId: string; gameSlug: string; hostId: string };
"player:joined": { roomId: string; playerId: string; username: string; joinedAs: "player" | "spectator" };
"game:started": { roomId: string; spectatorView: unknown; playerViews: Map<string, unknown> };
"game:updated": { roomId: string; spectatorView: unknown; playerViews: Map<string, unknown> };
"game:ended": { roomId: string; winner: string | null; reason: string };
"game:ended": { roomId: string; winner: string | null; reason: string; payouts?: Record<string, number> };
"round:settled": { roomId: string; roundSettlements: Record<string, RoundSettlement> };
"player:left": { roomId: string; playerId: string };
"room:deleted": { roomId: string };
"room:list:changed": void;
@@ -31,13 +36,19 @@ type RoomEvents = {
export class RoomManager {
private rooms = new Map<string, Room>();
private cleanupTimers = new Map<string, Timer>();
private readonly config: RoomManagerConfig;
readonly emitter = mitt<RoomEvents>();
createRoom(gameSlug: string, hostId: string): CreateResult {
constructor(config: Partial<RoomManagerConfig> = {}) {
this.config = { ...DEFAULT_ROOM_CONFIG, ...config };
}
createRoom(gameSlug: string, hostId: string, options?: Record<string, unknown>): CreateResult {
const plugin = gameRegistry.get(gameSlug);
if (!plugin) return { ok: false, error: `Unknown game type: ${gameSlug}` };
const id = crypto.randomUUID();
const betAmount = typeof options?.betAmount === "number" && options.betAmount > 0 ? options.betAmount : 0;
const room: Room = {
id,
gameSlug,
@@ -47,10 +58,12 @@ export class RoomManager {
state: null,
status: "waiting",
createdAt: Date.now(),
options,
betAmount,
};
this.rooms.set(id, room);
this.scheduleCleanup(id, ROOM_CONFIG.WAITING_CLEANUP_MS);
this.refreshWaitingCleanup(id, room);
this.emitter.emit("room:created", { roomId: id, gameSlug, hostId });
this.emitter.emit("room:list:changed");
@@ -65,11 +78,13 @@ export class RoomManager {
// Reconnecting player: must be checked before the in-progress spectator guard.
if (preferAs !== "spectator" && room.players.includes(playerId)) {
room.spectators.delete(playerId);
this.refreshWaitingCleanup(roomId, room);
return { ok: true, joinedAs: "player", started: room.status === "playing" };
}
if (preferAs === "spectator" || room.status !== "waiting") {
room.spectators.add(playerId);
this.refreshWaitingCleanup(roomId, room);
return { ok: true, joinedAs: "spectator", started: room.status === "playing" };
}
@@ -84,21 +99,18 @@ export class RoomManager {
room.players.push(playerId);
if (room.players.length >= plugin.maxPlayers) {
room.state = plugin.createInitialState(room.players);
room.status = "playing";
this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);
const spectatorView = plugin.getSpectatorView(room.state);
const playerViews = new Map<string, unknown>();
for (const pid of room.players) {
playerViews.set(pid, plugin.getPlayerView(room.state, pid));
if (room.players.length >= plugin.maxPlayers && !plugin.manualStart) {
// Defer start when bets are involved — GameServer handles async deduction first
if (room.betAmount > 0) {
this.refreshWaitingCleanup(roomId, room);
this.emitter.emit("room:list:changed");
return { ok: true, joinedAs: "player", started: false, readyToStart: true };
}
this.emitter.emit("game:started", { roomId, spectatorView, playerViews });
this.emitter.emit("room:list:changed");
this.startGame(roomId);
return { ok: true, joinedAs: "player", started: true };
}
this.refreshWaitingCleanup(roomId, room);
this.emitter.emit("room:list:changed");
return { ok: true, joinedAs: "player", started: false };
}
@@ -107,9 +119,19 @@ export class RoomManager {
const room = this.rooms.get(roomId);
if (!room) return { ok: false, error: "Room not found" };
if (room.status !== "playing") return { ok: false, error: "Game is not in progress" };
if (!room.players.includes(playerId)) return { ok: false, error: "You are not a player in this game" };
const plugin = gameRegistry.get(room.gameSlug)!;
// Spectator-to-player promotion for actions like "sit_down"
if (!room.players.includes(playerId)) {
if (room.spectators.has(playerId) && plugin.isSpectatorAction?.(action as any)) {
room.spectators.delete(playerId);
room.players.push(playerId);
} else {
return { ok: false, error: "You are not a player in this game" };
}
}
const result = plugin.handleAction(room.state, action, playerId);
if (!result.ok) return result;
@@ -117,22 +139,27 @@ export class RoomManager {
const gameOver = plugin.isGameOver?.(room.state) ?? null;
if (gameOver) {
room.status = "finished";
this.scheduleCleanup(roomId, ROOM_CONFIG.FINISHED_CLEANUP_MS);
this.scheduleCleanup(roomId, this.config.FINISHED_CLEANUP_MS);
}
const spectatorView = plugin.getSpectatorView(room.state);
const playerViews = new Map<string, unknown>();
for (const pid of room.players) {
for (const pid of new Set(room.players)) {
playerViews.set(pid, plugin.getPlayerView(room.state, pid));
}
this.emitter.emit("game:updated", { roomId, spectatorView, playerViews });
// Emit round payouts for mid-game settlement (continuous-play games)
if (result.roundSettlements && !gameOver) {
this.emitter.emit("round:settled", { roomId, roundSettlements: result.roundSettlements });
}
if (gameOver) {
this.emitter.emit("game:ended", { roomId, winner: gameOver.winner, reason: gameOver.reason });
this.emitter.emit("game:ended", { roomId, winner: gameOver.winner, reason: gameOver.reason, payouts: gameOver.payouts });
this.emitter.emit("room:list:changed");
}
return { ok: true, state: room.state, gameOver };
return { ok: true, state: room.state, gameOver, roundSettlements: result.roundSettlements };
}
leaveRoom(roomId: string, playerId: string): void {
@@ -152,8 +179,8 @@ export class RoomManager {
const gameOver = plugin.isGameOver?.(room.state) ?? null;
if (gameOver) {
room.status = "finished";
this.scheduleCleanup(roomId, ROOM_CONFIG.FINISHED_CLEANUP_MS);
this.emitter.emit("game:ended", { roomId, winner: gameOver.winner, reason: gameOver.reason });
this.scheduleCleanup(roomId, this.config.FINISHED_CLEANUP_MS);
this.emitter.emit("game:ended", { roomId, winner: gameOver.winner, reason: gameOver.reason, payouts: gameOver.payouts });
}
}
}
@@ -164,6 +191,8 @@ export class RoomManager {
}
}
this.refreshWaitingCleanup(roomId, room);
this.emitter.emit("player:left", { roomId, playerId });
this.emitter.emit("room:list:changed");
}
@@ -174,7 +203,7 @@ export class RoomManager {
* (e.g. ["alice", "alice"]). Plugin authors should be aware that
* solo-test mode produces non-unique player arrays.
*/
fillRoom(roomId: string, adminId: string): { ok: true } | { ok: false; error: string } {
fillRoom(roomId: string, adminId: string): FillResult {
const room = this.rooms.get(roomId);
if (!room) return { ok: false, error: "Room not found" };
if (room.status !== "waiting") return { ok: false, error: "Game is not in waiting state" };
@@ -185,9 +214,27 @@ export class RoomManager {
room.players.push(adminId);
}
room.state = plugin.createInitialState(room.players);
// Defer start when bets are involved
if (room.betAmount > 0) {
this.refreshWaitingCleanup(roomId, room);
this.emitter.emit("room:list:changed");
return { ok: true, readyToStart: true };
}
this.startGame(roomId);
return { ok: true };
}
/** Initialize game state and transition room to playing. */
startGame(roomId: string): { ok: true } | { ok: false; error: string } {
const room = this.rooms.get(roomId);
if (!room) return { ok: false, error: "Room not found" };
if (room.status !== "waiting") return { ok: false, error: "Game is not in waiting state" };
const plugin = gameRegistry.get(room.gameSlug)!;
room.state = plugin.createInitialState(room.players, room.options);
room.status = "playing";
this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);
this.scheduleCleanup(roomId, this.config.PLAYING_MAX_MS);
const spectatorView = plugin.getSpectatorView(room.state);
const playerViews = new Map<string, unknown>();
@@ -199,6 +246,20 @@ export class RoomManager {
return { ok: true };
}
/** Remove a player from a waiting room (used when bet deduction fails). */
removePlayer(roomId: string, playerId: string): void {
const room = this.rooms.get(roomId);
if (!room || room.status !== "waiting") return;
const idx = room.players.indexOf(playerId);
if (idx !== -1) room.players.splice(idx, 1);
if (room.players.length === 0) {
this.deleteRoom(roomId);
return;
}
this.refreshWaitingCleanup(roomId, room);
this.emitter.emit("room:list:changed");
}
getRoom(roomId: string): Room | undefined {
return this.rooms.get(roomId);
}
@@ -217,6 +278,7 @@ export class RoomManager {
maxPlayers: plugin?.maxPlayers ?? 0,
spectatorCount: room.spectators.size,
status: room.status,
betAmount: room.betAmount,
});
}
return summaries;
@@ -242,6 +304,11 @@ export class RoomManager {
this.cleanupTimers.set(roomId, timer);
}
private refreshWaitingCleanup(roomId: string, room: Room): void {
if (room.status !== "waiting") return;
this.scheduleCleanup(roomId, this.config.WAITING_CLEANUP_MS);
}
private clearCleanup(roomId: string): void {
const existing = this.cleanupTimers.get(roomId);
if (existing) {

View File

@@ -1,3 +1,4 @@
import type { RoundSettlement } from "@shared/games/types";
import { z } from "zod";
export interface Room {
@@ -9,6 +10,10 @@ export interface Room {
state: unknown;
status: "waiting" | "playing" | "finished";
createdAt: number;
options?: Record<string, unknown>;
betAmount: number;
/** Guard against double bet-deduction when two joins race */
betsPending?: boolean;
}
export interface RoomSummary {
@@ -20,6 +25,7 @@ export interface RoomSummary {
maxPlayers: number;
spectatorCount: number;
status: "waiting" | "playing" | "finished";
betAmount: number;
}
export interface PlayerInfo {
@@ -28,7 +34,7 @@ export interface PlayerInfo {
}
export const GameWsClientSchema = z.discriminatedUnion("type", [
z.object({ type: z.literal("CREATE_ROOM"), gameType: z.string() }),
z.object({ type: z.literal("CREATE_ROOM"), gameType: z.string(), options: z.looseObject({}).optional() }),
z.object({
type: z.literal("JOIN_ROOM"),
roomId: z.string(),
@@ -39,6 +45,7 @@ export const GameWsClientSchema = z.discriminatedUnion("type", [
// Use looseObject for GAME_ACTION to avoid Zod bug with record()
z.object({ type: z.literal("GAME_ACTION"), roomId: z.string(), action: z.looseObject({}, { message: "Invalid action" }) }),
z.object({ type: z.literal("FILL_ROOM"), roomId: z.string() }),
z.object({ type: z.literal("START_GAME"), roomId: z.string() }),
]);
export type GameWsClientMessage = z.infer<typeof GameWsClientSchema>;
@@ -50,8 +57,9 @@ export type GameWsServerMessage =
| { type: "PLAYER_JOINED"; roomId: string; player: PlayerInfo; joinedAs: "player" | "spectator" }
| { type: "PLAYER_LEFT"; roomId: string; playerId: string }
| { type: "GAME_STARTED"; roomId: string; state: unknown }
| { type: "GAME_ENDED"; roomId: string; winner: string | null; reason: string }
| { type: "GAME_ENDED"; roomId: string; winner: string | null; reason: string; payout?: { amount: number; refunded?: boolean } }
| { type: "ROOM_CREATED"; roomId: string; gameSlug: string }
| { type: "JOIN_RESULT"; roomId: string; joinedAs: "player" | "spectator"; roomStatus: "waiting" | "playing" | "finished"; players: PlayerInfo[]; spectators: PlayerInfo[]; state?: unknown }
| { type: "JOIN_RESULT"; roomId: string; joinedAs: "player" | "spectator"; roomStatus: "waiting" | "playing" | "finished"; players: PlayerInfo[]; spectators: PlayerInfo[]; state?: unknown; roomOptions?: { betAmount?: number; timeControl?: string } }
| { type: "ROUND_SETTLED"; roomId: string; settlements: Record<string, RoundSettlement> }
| { type: "SESSION_REPLACED"; roomId: string }
| { type: "ERROR"; message: string };

View File

@@ -0,0 +1,103 @@
import { afterEach, beforeEach, describe, expect, it, mock, spyOn } from "bun:test";
const findFirst = mock(async () => ({ id: 123n }));
mock.module("@shared/db/DrizzleClient", () => ({
DrizzleClient: {
query: {
users: {
findFirst,
},
},
},
}));
mock.module("@shared/lib/logger", () => ({
logger: {
error: () => { },
info: () => { },
warn: () => { },
debug: () => { },
},
}));
import { authRoutes, getSession } from "./auth.routes";
describe("Auth Routes", () => {
let fetchSpy: ReturnType<typeof spyOn> | null = null;
beforeEach(() => {
process.env.DISCORD_CLIENT_ID = "client-id";
process.env.DISCORD_CLIENT_SECRET = "client-secret";
process.env.SESSION_SECRET = "session-secret";
process.env.PANEL_BASE_URL = "http://localhost:3000";
process.env.ADMIN_USER_IDS = "123";
findFirst.mockClear();
});
afterEach(() => {
fetchSpy?.mockRestore();
fetchSpy = null;
});
it("creates a signed session cookie during OAuth callback", async () => {
const loginUrl = new URL("http://localhost/auth/discord?return_to=http://localhost:5173/admin");
const loginRes = await authRoutes.handler({
req: new Request(loginUrl, { method: "GET" }),
url: loginUrl,
method: "GET",
pathname: "/auth/discord",
});
expect(loginRes?.status).toBe(302);
const redirectLocation = loginRes?.headers.get("Location");
expect(redirectLocation).not.toBeNull();
const state = new URL(redirectLocation!).searchParams.get("state");
expect(state).not.toBeNull();
fetchSpy = spyOn(globalThis, "fetch");
fetchSpy.mockResolvedValueOnce(new Response(JSON.stringify({ access_token: "discord-token" }), { status: 200 }));
fetchSpy.mockResolvedValueOnce(new Response(JSON.stringify({
id: "123",
username: "aurora-admin",
avatar: null,
}), { status: 200 }));
const callbackUrl = new URL(`http://localhost/auth/callback?code=oauth-code&state=${encodeURIComponent(state!)}`);
const callbackRes = await authRoutes.handler({
req: new Request(callbackUrl, { method: "GET" }),
url: callbackUrl,
method: "GET",
pathname: "/auth/callback",
});
expect(callbackRes?.status).toBe(302);
expect(callbackRes?.headers.get("Location")).toBe("/admin");
const setCookie = callbackRes?.headers.get("Set-Cookie");
expect(setCookie).toContain("aurora_session=");
const sessionCookie = setCookie!.split(";")[0]!;
const session = getSession(new Request("http://localhost/api/me", {
headers: { cookie: sessionCookie },
}));
expect(session).toEqual({
discordId: "123",
username: "aurora-admin",
avatar: null,
role: "admin",
expiresAt: expect.any(Number),
});
});
it("rejects tampered session cookies", () => {
const session = getSession(new Request("http://localhost/api/me", {
headers: { cookie: "aurora_session=not-a-valid-token" },
}));
expect(session).toBeNull();
});
});

View File

@@ -3,6 +3,8 @@
* Handles login flow, callback, logout, and session management.
*/
import { Buffer } from "node:buffer";
import { createHmac, timingSafeEqual } from "node:crypto";
import type { RouteContext, RouteModule } from "./types";
import { jsonResponse, errorResponse } from "./utils";
import { logger } from "@shared/lib/logger";
@@ -10,7 +12,7 @@ import { DrizzleClient } from "@shared/db/DrizzleClient";
import { users } from "@shared/db/schema";
import { eq } from "drizzle-orm";
// In-memory session store: token → { discordId, username, avatar, role, expiresAt }
// Signed session payload stored in the aurora_session cookie.
export interface Session {
discordId: string;
username: string;
@@ -19,10 +21,21 @@ export interface Session {
expiresAt: number;
}
const sessions = new Map<string, Session>();
const redirects = new Map<string, string>(); // redirect token -> return_to URL
interface SessionTokenPayload extends Session {
v: 1;
}
interface OAuthStatePayload {
exp: number;
returnTo: string;
v: 1;
}
const COOKIE_NAME = "aurora_session";
const SESSION_MAX_AGE = 7 * 24 * 60 * 60 * 1000; // 7 days
const OAUTH_STATE_MAX_AGE = 10 * 60 * 1000; // 10 minutes
const TOKEN_NAMESPACE = "aurora.auth";
const TOKEN_VERSION = "v1";
function getEnv(key: string): string {
const val = process.env[key];
@@ -30,15 +43,70 @@ function getEnv(key: string): string {
return val;
}
function getSessionSecret(required: boolean = false): string | null {
const secret = process.env.SESSION_SECRET ?? process.env.DISCORD_CLIENT_SECRET ?? null;
if (!secret && required) {
throw new Error("Missing env: SESSION_SECRET or DISCORD_CLIENT_SECRET");
}
return secret;
}
function requireSessionSecret(): string {
return getSessionSecret(true)!;
}
function getAdminIds(): string[] {
const raw = process.env.ADMIN_USER_IDS ?? "";
return raw.split(",").map(s => s.trim()).filter(Boolean);
}
function generateToken(): string {
const bytes = new Uint8Array(32);
crypto.getRandomValues(bytes);
return Array.from(bytes, b => b.toString(16).padStart(2, "0")).join("");
function encodeBase64Url(value: string): string {
return Buffer.from(value, "utf8").toString("base64url");
}
function decodeBase64Url(value: string): string {
return Buffer.from(value, "base64url").toString("utf8");
}
function signValue(kind: string, encodedPayload: string, secret: string): string {
return createHmac("sha256", secret)
.update(`${TOKEN_NAMESPACE}.${kind}.${encodedPayload}`)
.digest("base64url");
}
function serializeSignedToken(kind: string, payload: SessionTokenPayload | OAuthStatePayload, secret: string): string {
const encodedPayload = encodeBase64Url(JSON.stringify(payload));
const signature = signValue(kind, encodedPayload, secret);
return `${TOKEN_VERSION}.${encodedPayload}.${signature}`;
}
function parseSignedToken<T>(token: string | undefined, kind: string): T | null {
if (!token) return null;
const secret = getSessionSecret();
if (!secret) return null;
const parts = token.split(".");
if (parts.length !== 3) return null;
const version = parts[0];
const encodedPayload = parts[1];
const providedSignature = parts[2];
if (version !== TOKEN_VERSION) return null;
if (!encodedPayload || !providedSignature) return null;
const expectedSignature = signValue(kind, encodedPayload, secret);
const providedBuffer = Buffer.from(providedSignature);
const expectedBuffer = Buffer.from(expectedSignature);
if (providedBuffer.length !== expectedBuffer.length) return null;
if (!timingSafeEqual(providedBuffer, expectedBuffer)) return null;
try {
return JSON.parse(decodeBase64Url(encodedPayload)) as T;
} catch {
return null;
}
}
function getBaseUrl(): string {
@@ -55,18 +123,65 @@ function parseCookies(header: string | null): Record<string, string> {
return cookies;
}
function sanitizeReturnTo(rawReturnTo: string | null, baseUrl: string): string {
if (!rawReturnTo || rawReturnTo.length > 1024) return "/";
try {
if (rawReturnTo.startsWith("/") && !rawReturnTo.startsWith("//")) {
return rawReturnTo;
}
const parsed = new URL(rawReturnTo, baseUrl);
const allowedBase = new URL(baseUrl);
const isLocalhostRedirect = parsed.hostname === "localhost" || parsed.hostname === "127.0.0.1";
if (parsed.origin === allowedBase.origin || isLocalhostRedirect) {
return `${parsed.pathname}${parsed.search}${parsed.hash}`;
}
} catch {
return "/";
}
return "/";
}
function buildCookieAttributes(maxAgeSeconds?: number): string {
const attrs = [
"Path=/",
"HttpOnly",
"SameSite=Lax",
];
try {
if (new URL(getBaseUrl()).protocol === "https:") {
attrs.push("Secure");
}
} catch {
// Ignore invalid PANEL_BASE_URL here; handlers that need it will fail explicitly.
}
if (typeof maxAgeSeconds === "number") {
attrs.push(`Max-Age=${maxAgeSeconds}`);
}
return attrs.join("; ");
}
/** Get session from request cookie */
export function getSession(req: Request): Session | null {
const cookies = parseCookies(req.headers.get("cookie"));
const token = cookies["aurora_session"];
if (!token) return null;
const session = sessions.get(token);
if (!session) return null;
if (Date.now() > session.expiresAt) {
sessions.delete(token);
return null;
}
return session;
const payload = parseSignedToken<SessionTokenPayload>(cookies[COOKIE_NAME], "session");
if (!payload || payload.v !== 1) return null;
if (Date.now() > payload.expiresAt) return null;
return {
discordId: payload.discordId,
username: payload.username,
avatar: payload.avatar,
role: payload.role,
expiresAt: payload.expiresAt,
};
}
/** Check if request is authenticated as admin */
@@ -84,20 +199,22 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
const baseUrl = getBaseUrl();
const redirectUri = encodeURIComponent(`${baseUrl}/auth/callback`);
const scope = "identify+email";
const secret = requireSessionSecret();
// Store return_to URL if provided
const returnTo = ctx.url.searchParams.get("return_to") || "/";
const redirectToken = generateToken();
redirects.set(redirectToken, returnTo);
// Store return_to URL in signed OAuth state
const returnTo = sanitizeReturnTo(ctx.url.searchParams.get("return_to"), baseUrl);
const state = serializeSignedToken("oauth", {
exp: Date.now() + OAUTH_STATE_MAX_AGE,
returnTo,
v: 1,
}, secret);
const url = `https://discord.com/oauth2/authorize?client_id=${clientId}&response_type=code&redirect_uri=${redirectUri}&scope=${scope}`;
const url = `https://discord.com/oauth2/authorize?client_id=${clientId}&response_type=code&redirect_uri=${redirectUri}&scope=${scope}&state=${encodeURIComponent(state)}`;
// Set a temporary cookie with the redirect token
return new Response(null, {
status: 302,
headers: {
Location: url,
"Set-Cookie": `aurora_redirect=${redirectToken}; Path=/; Max-Age=600; SameSite=Lax`,
},
});
} catch (e) {
@@ -116,8 +233,13 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
const clientSecret = getEnv("DISCORD_CLIENT_SECRET");
const baseUrl = getBaseUrl();
const redirectUri = `${baseUrl}/auth/callback`;
const secret = requireSessionSecret();
const statePayload = parseSignedToken<OAuthStatePayload>(ctx.url.searchParams.get("state") ?? undefined, "oauth");
if (!statePayload || statePayload.v !== 1 || Date.now() > statePayload.exp) {
return errorResponse("Invalid OAuth state", 400);
}
// Exchange code for token
const tokenRes = await fetch("https://discord.com/api/oauth2/token", {
method: "POST",
headers: { "Content-Type": "application/x-www-form-urlencoded" },
@@ -165,40 +287,24 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
const adminIds = getAdminIds();
const role: "admin" | "player" = adminIds.includes(user.id) ? "admin" : "player";
// Create session
const token = generateToken();
sessions.set(token, {
// Create signed session cookie
const sessionToken = serializeSignedToken("session", {
discordId: user.id,
username: user.username,
avatar: user.avatar,
role,
expiresAt: Date.now() + SESSION_MAX_AGE,
});
v: 1,
}, secret);
logger.info("auth", `Login: ${user.username} (${user.id}) as ${role}`);
// Get return_to URL from redirect token cookie
const cookies = parseCookies(ctx.req.headers.get("cookie"));
const redirectToken = cookies["aurora_redirect"];
let returnTo = redirectToken && redirects.get(redirectToken) ? redirects.get(redirectToken)! : "/";
if (redirectToken) redirects.delete(redirectToken);
// Only allow redirects to localhost or relative paths (prevent open redirect)
try {
const parsed = new URL(returnTo, baseUrl);
if (parsed.hostname !== "localhost" && parsed.hostname !== "127.0.0.1") {
returnTo = "/";
}
} catch {
returnTo = "/";
}
// Redirect to panel with session cookie
return new Response(null, {
status: 302,
headers: {
Location: returnTo,
"Set-Cookie": `aurora_session=${token}; Path=/; HttpOnly; SameSite=Lax; Max-Age=${SESSION_MAX_AGE / 1000}`,
Location: sanitizeReturnTo(statePayload.returnTo, baseUrl),
"Set-Cookie": `${COOKIE_NAME}=${sessionToken}; ${buildCookieAttributes(SESSION_MAX_AGE / 1000)}`,
},
});
} catch (e) {
@@ -209,14 +315,10 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
// POST /auth/logout — clear session
if (pathname === "/auth/logout" && method === "POST") {
const cookies = parseCookies(ctx.req.headers.get("cookie"));
const token = cookies["aurora_session"];
if (token) sessions.delete(token);
return new Response(null, {
status: 200,
headers: {
"Set-Cookie": "aurora_session=; Path=/; HttpOnly; SameSite=Lax; Max-Age=0",
"Set-Cookie": `${COOKIE_NAME}=; ${buildCookieAttributes(0)}`,
"Content-Type": "application/json",
},
});

View File

@@ -0,0 +1,114 @@
import { beforeEach, describe, expect, it, mock } from "bun:test";
let currentSession: { discordId: string; username: string; role: "admin" | "player"; expiresAt: number } | null = null;
mock.module("./auth.routes", () => ({
authRoutes: { name: "auth", handler: () => null },
getSession: () => currentSession,
}));
mock.module("./health.routes", () => ({
healthRoutes: {
name: "health",
handler: ({ pathname }: { pathname: string }) =>
pathname === "/api/health"
? Response.json({ status: "ok" }, { status: 200 })
: null,
},
}));
mock.module("./stats.routes", () => ({
statsRoutes: {
name: "stats",
handler: ({ pathname }: { pathname: string }) =>
pathname === "/api/stats"
? Response.json({ ok: true }, { status: 200 })
: null,
},
}));
mock.module("./actions.routes", () => ({ actionsRoutes: { name: "actions", handler: () => null } }));
mock.module("./quests.routes", () => ({ questsRoutes: { name: "quests", handler: () => null } }));
mock.module("./settings.routes", () => ({ settingsRoutes: { name: "settings", handler: () => null } }));
mock.module("./guild-settings.routes", () => ({ guildSettingsRoutes: { name: "guild-settings", handler: () => null } }));
mock.module("./items.routes", () => ({ itemsRoutes: { name: "items", handler: () => null } }));
mock.module("./classes.routes", () => ({ classesRoutes: { name: "classes", handler: () => null } }));
mock.module("./moderation.routes", () => ({ moderationRoutes: { name: "moderation", handler: () => null } }));
mock.module("./transactions.routes", () => ({ transactionsRoutes: { name: "transactions", handler: () => null } }));
mock.module("./lootdrops.routes", () => ({ lootdropsRoutes: { name: "lootdrops", handler: () => null } }));
mock.module("./assets.routes", () => ({ assetsRoutes: { name: "assets", handler: () => null } }));
mock.module("@shared/modules/user/user.service", () => ({
userService: {
getUserById: async (id: string) => ({ id, username: `user-${id}` }),
},
}));
mock.module("@shared/modules/inventory/inventory.service", () => ({
inventoryService: {
getInventory: async (id: string) => [{ userId: id, itemId: 1, quantity: 1n }],
},
}));
mock.module("@shared/lib/logger", () => ({
logger: {
error: () => { },
info: () => { },
warn: () => { },
debug: () => { },
},
}));
import { handleRequest } from "./index";
describe("Route Authorization", () => {
beforeEach(() => {
currentSession = null;
});
it("rejects unauthenticated protected API requests", async () => {
const url = new URL("http://localhost/api/users/123");
const res = await handleRequest(new Request(url, { method: "GET" }), url);
expect(res?.status).toBe(401);
});
it("blocks players from admin user routes", async () => {
currentSession = {
discordId: "123",
username: "player",
role: "player",
expiresAt: Date.now() + 60_000,
};
const url = new URL("http://localhost/api/users/456");
const res = await handleRequest(new Request(url, { method: "GET" }), url);
expect(res?.status).toBe(403);
});
it("allows players to access self-service API routes", async () => {
currentSession = {
discordId: "123",
username: "player",
role: "player",
expiresAt: Date.now() + 60_000,
};
const url = new URL("http://localhost/api/me/inventory");
const res = await handleRequest(new Request(url, { method: "GET" }), url);
expect(res?.status).toBe(200);
});
it("allows admins to access admin user routes", async () => {
currentSession = {
discordId: "1",
username: "admin",
role: "admin",
expiresAt: Date.now() + 60_000,
};
const url = new URL("http://localhost/api/users/456");
const res = await handleRequest(new Request(url, { method: "GET" }), url);
expect(res?.status).toBe(200);
});
});

View File

@@ -4,7 +4,7 @@
*/
import type { RouteContext, RouteModule } from "./types";
import { authRoutes, isAuthenticated, getSession } from "./auth.routes";
import { authRoutes, getSession } from "./auth.routes";
import { healthRoutes } from "./health.routes";
import { statsRoutes } from "./stats.routes";
import { actionsRoutes } from "./actions.routes";
@@ -75,14 +75,11 @@ export async function handleRequest(req: Request, url: URL): Promise<Response |
return errorResponse("Unauthorized", 401);
}
// Admin-only routes: everything except stats and own user data
const playerAllowedPrefixes = ["/api/stats", "/api/health"];
// Player routes are explicitly allow-listed. Everything else is admin-only.
const playerAllowedPrefixes = ["/api/stats", "/api/health", "/api/me"];
const isPlayerAllowed = playerAllowedPrefixes.some(p => ctx.pathname.startsWith(p));
// Players can access their own user data
const isOwnUserRoute = ctx.pathname.match(/^\/api\/users\/\d+/) && session.role === "player";
if (session.role === "player" && !isPlayerAllowed && !isOwnUserRoute) {
if (session.role === "player" && !isPlayerAllowed) {
return errorResponse("Admin access required", 403);
}
}

View File

@@ -110,7 +110,7 @@ export const UpdateUserSchema = z.object({
dailyStreak: z.coerce.number().int().min(0).optional(),
isActive: z.boolean().optional(),
settings: z.record(z.string(), z.any()).optional(),
classId: z.union([z.string(), z.number()]).optional(),
classId: z.union([z.string(), z.number()]).nullable().optional(),
});
/**

View File

@@ -0,0 +1,140 @@
import { beforeEach, describe, expect, it, mock } from "bun:test";
let currentSession: { discordId: string; username: string; role: "admin" | "player"; expiresAt: number } | null = null;
const getUserById = mock(async (id: string) => ({
id,
username: id === "123" ? "player-one" : "user",
level: 5,
xp: 100n,
balance: 250n,
className: null,
}));
const updateUser = mock(async (id: string, data: Record<string, unknown>) => ({
id,
...data,
}));
const getInventory = mock(async (id: string) => [{ userId: id, itemId: 1, quantity: 2n }]);
const addItem = mock(async (userId: string, itemId: number, quantity: bigint) => ({ userId, itemId, quantity }));
const removeItem = mock(async () => undefined);
mock.module("./auth.routes", () => ({
getSession: () => currentSession,
}));
mock.module("@shared/modules/user/user.service", () => ({
userService: {
getUserById,
updateUser,
},
}));
mock.module("@shared/modules/inventory/inventory.service", () => ({
inventoryService: {
getInventory,
addItem,
removeItem,
},
}));
mock.module("@shared/lib/logger", () => ({
logger: {
error: () => { },
info: () => { },
warn: () => { },
debug: () => { },
},
}));
import { usersRoutes } from "./users.routes";
describe("Users Routes", () => {
beforeEach(() => {
currentSession = {
discordId: "123",
username: "player",
role: "player",
expiresAt: Date.now() + 60_000,
};
getUserById.mockClear();
updateUser.mockClear();
getInventory.mockClear();
addItem.mockClear();
removeItem.mockClear();
});
it("serves the authenticated user through /api/me", async () => {
const url = new URL("http://localhost/api/me");
const res = await usersRoutes.handler({
req: new Request(url, { method: "GET" }),
url,
method: "GET",
pathname: "/api/me",
});
expect(res?.status).toBe(200);
expect(getUserById).toHaveBeenCalledWith("123");
});
it("serves the authenticated user's inventory through /api/me/inventory", async () => {
const url = new URL("http://localhost/api/me/inventory");
const res = await usersRoutes.handler({
req: new Request(url, { method: "GET" }),
url,
method: "GET",
pathname: "/api/me/inventory",
});
expect(res?.status).toBe(200);
expect(getInventory).toHaveBeenCalledWith("123");
});
it("validates user updates before calling the service", async () => {
const url = new URL("http://localhost/api/users/123");
const res = await usersRoutes.handler({
req: new Request(url, {
method: "PUT",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ level: -1 }),
}),
url,
method: "PUT",
pathname: "/api/users/123",
});
expect(res?.status).toBe(400);
expect(updateUser).not.toHaveBeenCalled();
});
it("validates inventory additions before calling the service", async () => {
const url = new URL("http://localhost/api/users/123/inventory");
const res = await usersRoutes.handler({
req: new Request(url, {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ itemId: 1, quantity: 0 }),
}),
url,
method: "POST",
pathname: "/api/users/123/inventory",
});
expect(res?.status).toBe(400);
expect(addItem).not.toHaveBeenCalled();
});
it("validates inventory removal query params before calling the service", async () => {
const url = new URL("http://localhost/api/users/123/inventory/1?amount=0");
const res = await usersRoutes.handler({
req: new Request(url, { method: "DELETE" }),
url,
method: "DELETE",
pathname: "/api/users/123/inventory/1",
});
expect(res?.status).toBe(400);
expect(removeItem).not.toHaveBeenCalled();
});
});

View File

@@ -8,16 +8,19 @@ import {
jsonResponse,
errorResponse,
parseBody,
parseIdFromPath,
parseQuery,
parseStringIdFromPath,
withErrorHandling
} from "./utils";
import { UpdateUserSchema, InventoryAddSchema } from "./schemas";
import { InventoryAddSchema, InventoryRemoveQuerySchema, UpdateUserSchema, UserQuerySchema } from "./schemas";
import { getSession } from "./auth.routes";
/**
* Users routes handler.
*
* Endpoints:
* - GET /api/me - Get current authenticated user
* - GET /api/me/inventory - Get current authenticated user's inventory
* - GET /api/users - List users with filters
* - GET /api/users/:id - Get single user
* - PUT /api/users/:id - Update user
@@ -30,6 +33,37 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
// Only handle requests to /api/users*
if (!pathname.startsWith("/api/users")) {
if (pathname === "/api/me" && method === "GET") {
return withErrorHandling(async () => {
const session = getSession(req);
if (!session) {
return errorResponse("Unauthorized", 401);
}
const { userService } = await import("@shared/modules/user/user.service");
const user = await userService.getUserById(session.discordId);
if (!user) {
return errorResponse("User not found", 404);
}
return jsonResponse(user);
}, "fetch current user");
}
if (pathname === "/api/me/inventory" && method === "GET") {
return withErrorHandling(async () => {
const session = getSession(req);
if (!session) {
return errorResponse("Unauthorized", 401);
}
const { inventoryService } = await import("@shared/modules/inventory/inventory.service");
const inventory = await inventoryService.getInventory(session.discordId);
return jsonResponse({ inventory });
}, "fetch current user inventory");
}
return null;
}
@@ -55,12 +89,12 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
const { users } = await import("@shared/db/schema");
const { DrizzleClient } = await import("@shared/db/DrizzleClient");
const { ilike, desc, asc, sql } = await import("drizzle-orm");
const queryParams = parseQuery(url, UserQuerySchema);
if (queryParams instanceof Response) {
return queryParams;
}
const search = url.searchParams.get("search") || undefined;
const sortBy = url.searchParams.get("sortBy") || "balance";
const sortOrder = url.searchParams.get("sortOrder") || "desc";
const limit = url.searchParams.get("limit") ? parseInt(url.searchParams.get("limit")!) : 50;
const offset = url.searchParams.get("offset") ? parseInt(url.searchParams.get("offset")!) : 0;
const { search, sortBy, sortOrder, limit, offset } = queryParams;
let query = DrizzleClient.select().from(users);
@@ -146,7 +180,10 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
return withErrorHandling(async () => {
const { userService } = await import("@shared/modules/user/user.service");
const data = await req.json() as Record<string, any>;
const parsed = await parseBody(req, UpdateUserSchema);
if (parsed instanceof Response) {
return parsed;
}
const existing = await userService.getUserById(id);
if (!existing) {
@@ -155,14 +192,16 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
// Build update data (only allow safe fields)
const updateData: any = {};
if (data.username !== undefined) updateData.username = data.username;
if (data.balance !== undefined) updateData.balance = BigInt(data.balance);
if (data.xp !== undefined) updateData.xp = BigInt(data.xp);
if (data.level !== undefined) updateData.level = parseInt(data.level);
if (data.dailyStreak !== undefined) updateData.dailyStreak = parseInt(data.dailyStreak);
if (data.isActive !== undefined) updateData.isActive = Boolean(data.isActive);
if (data.settings !== undefined) updateData.settings = data.settings;
if (data.classId !== undefined) updateData.classId = BigInt(data.classId);
if (parsed.username !== undefined) updateData.username = parsed.username;
if (parsed.balance !== undefined) updateData.balance = BigInt(parsed.balance);
if (parsed.xp !== undefined) updateData.xp = BigInt(parsed.xp);
if (parsed.level !== undefined) updateData.level = parsed.level;
if (parsed.dailyStreak !== undefined) updateData.dailyStreak = parsed.dailyStreak;
if (parsed.isActive !== undefined) updateData.isActive = parsed.isActive;
if (parsed.settings !== undefined) updateData.settings = parsed.settings;
if (parsed.classId !== undefined) {
updateData.classId = parsed.classId === null ? null : BigInt(parsed.classId);
}
const updatedUser = await userService.updateUser(id, updateData);
return jsonResponse({ success: true, user: updatedUser });
@@ -215,13 +254,12 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
return withErrorHandling(async () => {
const { inventoryService } = await import("@shared/modules/inventory/inventory.service");
const data = await req.json() as Record<string, any>;
if (!data.itemId || !data.quantity) {
return errorResponse("Missing required fields: itemId, quantity", 400);
const parsed = await parseBody(req, InventoryAddSchema);
if (parsed instanceof Response) {
return parsed;
}
const entry = await inventoryService.addItem(id, data.itemId, BigInt(data.quantity));
const entry = await inventoryService.addItem(id, parsed.itemId, BigInt(parsed.quantity));
return jsonResponse({ success: true, entry }, 201);
}, "add item to inventory");
}
@@ -245,11 +283,12 @@ async function handler(ctx: RouteContext): Promise<Response | null> {
return withErrorHandling(async () => {
const { inventoryService } = await import("@shared/modules/inventory/inventory.service");
const queryParams = parseQuery(url, InventoryRemoveQuerySchema);
if (queryParams instanceof Response) {
return queryParams;
}
const amount = url.searchParams.get("amount");
const quantity = amount ? BigInt(amount) : 1n;
await inventoryService.removeItem(userId, itemId, quantity);
await inventoryService.removeItem(userId, itemId, BigInt(queryParams.amount));
return new Response(null, { status: 204 });
}, "remove item from inventory");
}

View File

@@ -135,8 +135,7 @@ mock.module("@shared/lib/utils", () => ({
// --- Mock Auth (bypass authentication) ---
mock.module("./routes/auth.routes", () => ({
authRoutes: { name: "auth", handler: () => null },
isAuthenticated: () => true,
getSession: () => ({ discordId: "123", username: "testuser", expiresAt: Date.now() + 3600000 }),
getSession: () => ({ discordId: "123", username: "testuser", role: "admin", expiresAt: Date.now() + 3600000 }),
}));
// --- Mock Logger ---

View File

@@ -113,8 +113,7 @@ mock.module("bun", () => {
// Mock auth (bypass authentication)
mock.module("./routes/auth.routes", () => ({
authRoutes: { name: "auth", handler: () => null },
isAuthenticated: () => true,
getSession: () => ({ discordId: "123", username: "testuser", expiresAt: Date.now() + 3600000 }),
getSession: () => ({ discordId: "123", username: "testuser", role: "admin", expiresAt: Date.now() + 3600000 }),
}));
// Import createWebServer after mocks

View File

@@ -1,4 +1,4 @@
import { describe, test, expect, afterAll, mock } from "bun:test";
import { beforeEach, describe, test, expect, afterAll, mock } from "bun:test";
import type { WebServerInstance } from "./server";
interface MockBotStats {
@@ -66,11 +66,17 @@ mock.module("@shared/lib/config", () => ({
}
}));
// 4. Mock auth (bypass authentication for testing)
let currentSession: { discordId: string; username: string; role: "admin" | "player"; expiresAt: number } | null = {
discordId: "123",
username: "admin-user",
role: "admin",
expiresAt: Date.now() + 3600000,
};
// 4. Mock auth with a mutable session so tests can exercise authz paths.
mock.module("./routes/auth.routes", () => ({
authRoutes: { name: "auth", handler: () => null },
isAuthenticated: () => true,
getSession: () => ({ discordId: "123", username: "testuser", expiresAt: Date.now() + 3600000 }),
getSession: () => currentSession,
}));
// 5. Mock BotClient (used by stats helper for maintenanceMode)
@@ -91,37 +97,55 @@ describe("WebServer Security & Limits", () => {
const hostname = "127.0.0.1";
let serverInstance: WebServerInstance | null = null;
beforeEach(() => {
currentSession = {
discordId: "123",
username: "admin-user",
role: "admin",
expiresAt: Date.now() + 3600000,
};
});
afterAll(async () => {
if (serverInstance) {
await serverInstance.stop();
}
});
test("should reject more than 10 concurrent WebSocket connections", async () => {
test("should reject unauthorized websocket requests", async () => {
serverInstance = await createWebServer({ port, hostname });
const wsUrl = `ws://${hostname}:${port}/ws`;
const sockets: WebSocket[] = [];
currentSession = null;
try {
// Attempt to open 12 connections (limit is 10)
for (let i = 0; i < 12; i++) {
const ws = new WebSocket(wsUrl);
sockets.push(ws);
await new Promise(resolve => setTimeout(resolve, 5));
}
const response = await fetch(`http://${hostname}:${port}/ws`);
const body = await response.text();
// Give connections time to settle
await new Promise(resolve => setTimeout(resolve, 800));
expect(response.status).toBe(401);
expect(body).toBe("Unauthorized");
});
const pendingCount = serverInstance.server.pendingWebSockets;
expect(pendingCount).toBeLessThanOrEqual(10);
} finally {
sockets.forEach(s => {
if (s.readyState === WebSocket.OPEN || s.readyState === WebSocket.CONNECTING) {
s.close();
}
});
test("should accept websocket requests for authenticated sessions", async () => {
if (!serverInstance) {
serverInstance = await createWebServer({ port, hostname });
}
const ws = new WebSocket(`ws://${hostname}:${port}/ws`);
const opened = await new Promise<boolean>((resolve) => {
const timeout = setTimeout(() => resolve(false), 1000);
ws.addEventListener("open", () => {
clearTimeout(timeout);
resolve(true);
});
ws.addEventListener("error", () => {
clearTimeout(timeout);
resolve(false);
});
});
if (ws.readyState === WebSocket.OPEN || ws.readyState === WebSocket.CONNECTING) {
ws.close();
}
expect(opened).toBe(true);
});
test("should return 200 for health check", async () => {
@@ -135,15 +159,30 @@ describe("WebServer Security & Limits", () => {
});
describe("Administrative Actions", () => {
test("should allow administrative actions without token", async () => {
test("should allow administrative actions for admin sessions", async () => {
const response = await fetch(`http://${hostname}:${port}/api/actions/reload-commands`, {
method: "POST"
});
// Should be 200 (OK) or 500 (if underlying service fails, but NOT 401)
expect(response.status).not.toBe(401);
expect(response.status).toBe(200);
});
test("should reject administrative actions for player sessions", async () => {
currentSession = {
discordId: "456",
username: "player-user",
role: "player",
expiresAt: Date.now() + 3600000,
};
const response = await fetch(`http://${hostname}:${port}/api/actions/reload-commands`, {
method: "POST"
});
expect(response.status).toBe(403);
const data = await response.json() as { error: string };
expect(data.error).toBe("Admin access required");
});
test("should reject maintenance mode with invalid payload", async () => {
const response = await fetch(`http://${hostname}:${port}/api/actions/maintenance-mode`, {
method: "POST",

View File

@@ -18,6 +18,13 @@ import type { WsConnectionData } from "./games/GameServer";
import { getSession } from "./routes/auth.routes";
import { GameWsClientSchema } from "./games/types";
// Register game plugins
import { gameRegistry } from "@shared/games/registry";
import { chessPlugin } from "@shared/games/chess/chess.plugin";
import { blackjackPlugin } from "@shared/games/blackjack/blackjack.plugin";
gameRegistry.register(chessPlugin);
gameRegistry.register(blackjackPlugin);
const WS_CONFIG = {
MAX_CONNECTIONS: 200,
MAX_PAYLOAD_BYTES: 16384,
@@ -176,7 +183,9 @@ export async function createWebServer(config: WebServerConfig = {}): Promise<Web
// Route game messages — try to parse as a game client message
const gameCheck = GameWsClientSchema.safeParse(rawData);
if (gameCheck.success) {
gameServer.handleMessage(ws, rawData);
gameServer.handleMessage(ws, rawData).catch(err =>
logger.error("web", `Game message handler error: ${err}`),
);
return;
}
@@ -231,18 +240,3 @@ export async function createWebServer(config: WebServerConfig = {}): Promise<Web
},
};
}
/**
* Starts the web server from the main application root.
* Kept for backward compatibility.
*
* @param webProjectPath - Deprecated, no longer used
* @param config - Server configuration options
* @returns Promise resolving to server instance
*/
export async function startWebServerFromRoot(
webProjectPath: string,
config: WebServerConfig = {}
): Promise<WebServerInstance> {
return createWebServer(config);
}

View File

@@ -1,9 +1,8 @@
import { AuroraClient } from "@/lib/BotClient";
import { env } from "@shared/lib/env";
import { join } from "node:path";
import { initializeConfig } from "@shared/lib/config";
import { registerDomainEventListeners } from "@shared/lib/eventWiring";
import { startWebServerFromRoot } from "../api/src/server";
import { createWebServer } from "../api/src/server";
// Initialize config from database
await initializeConfig();
@@ -21,12 +20,11 @@ console.log("🌐 Starting web server...");
let shuttingDown = false;
const webProjectPath = join(import.meta.dir, "../api");
const webPort = Number(process.env.WEB_PORT) || 3000;
const webHost = process.env.HOST || "0.0.0.0";
// Start web server in the same process
const webServer = await startWebServerFromRoot(webProjectPath, {
const webServer = await createWebServer({
port: webPort,
hostname: webHost,
});
@@ -53,4 +51,4 @@ const shutdownHandler = async () => {
};
process.on("SIGINT", shutdownHandler);
process.on("SIGTERM", shutdownHandler);
process.on("SIGTERM", shutdownHandler);

View File

@@ -163,8 +163,9 @@ export function getShopListingMessage(
if (line) {
if (!tiers[rarity]) tiers[rarity] = { items: [], totalChance: 0 };
tiers[rarity].items.push(line);
tiers[rarity].totalChance += chance;
const tier = tiers[rarity]!;
tier.items.push(line);
tier.totalChance += chance;
}
}

View File

@@ -1,116 +1,38 @@
# Trivia - Components v2 Implementation
# Trivia UI
This trivia feature uses **Discord Components v2** for a premium visual experience.
The trivia command uses Discord Components v2 for the question, result, and timeout states.
## 🎨 Visual Features
## Files
### **Container with Accent Colors**
Each trivia question is displayed in a Container with a colored accent bar that changes based on difficulty:
- **🟢 Easy**: Green accent bar (`0x57F287`)
- **🟡 Medium**: Yellow accent bar (`0xFEE75C`)
- **🔴 Hard**: Red accent bar (`0xED4245`)
### **Modern Layout Components**
- **TextDisplay** - Rich markdown formatting for question text
- **Separator** - Visual spacing between sections
- **Container** - Groups all content with difficulty-based styling
### **Interactive Features**
**Give Up Button** - Players can forfeit if they're unsure
**Disabled Answer Buttons** - After answering, buttons show:
- ✅ Green for correct answer
- ❌ Red for user's incorrect answer
- Gray for other options
**Time Display** - Shows both relative time (`in 30s`) and seconds remaining
**Stakes Preview** - Clear display: `50 AU ➜ 100 AU`
## 📁 File Structure
```
```text
bot/modules/trivia/
├── trivia.view.ts # Components v2 view functions
├── trivia.interaction.ts # Button interaction handler
└── README.md # This file
trivia.types.ts
trivia.view.ts
trivia.interaction.ts
bot/commands/economy/
└── trivia.ts # /trivia slash command
bot/commands/economy/trivia.ts
shared/modules/trivia/trivia.service.ts
```
## 🔧 Technical Details
## What the view layer does
### Components v2 Requirements
- Uses `MessageFlags.IsComponentsV2` flag
- No `embeds` or `content` fields (uses TextDisplay instead)
- Numeric component types:
- `1` - Action Row
- `2` - Button
- `10` - Text Display
- `14` - Separator
- `17` - Container
- Max 40 components per message (vs 5 for legacy)
- renders the active question as a Components v2 container
- colors the container by difficulty
- renders answer buttons from the session's shuffled answers
- renders separate result and timeout views with disabled buttons
### Button Styles
- **Secondary (2)**: Gray - Used for answer buttons
- **Success (3)**: Green - Used for "True" and correct answers
- **Danger (4)**: Red - Used for "False", incorrect answers, and "Give Up"
## Current interaction flow
## 🎮 User Experience Flow
1. `/trivia` checks cooldown before deferring.
2. `startTrivia()` deducts the entry fee and creates the session.
3. `getTriviaQuestionView()` renders the prompt.
4. `trivia.interaction.ts` compares the clicked answer with the session's `correctIndex`.
5. `submitAnswer()` finalizes the session and the view swaps to success, failure, or timeout output.
1. User runs `/trivia`
2. Sees question in a Container with difficulty-based accent color
3. Can choose to:
- Select an answer (A/B/C/D or True/False)
- Give up using the 🏳️ button
4. After answering, sees result with:
- Disabled buttons showing correct/incorrect answers
- Container with result-based accent color (green/red/yellow)
- Reward or penalty information
The command also schedules a timeout cleanup with a 5-second grace period after `config.trivia.timeoutSeconds`.
## 🌟 Visual Examples
## Custom IDs
### Question Display
```
┌─[GREEN]─────────────────────────┐
│ # 🎯 Trivia Challenge │
│ 🟢 Easy • 📚 Geography │
│ ─────────────────────────── │
│ ### What is the capital of │
│ France? │
│ │
│ ⏱️ Time: in 30s (30s) │
│ 💰 Stakes: 50 AU ➜ 100 AU │
│ 👤 Player: Username │
└─────────────────────────────────┘
[🇦 A: Paris] [🇧 B: London]
[🇨 C: Berlin] [🇩 D: Madrid]
[🏳️ Give Up]
```
### Result Display (Correct)
```
┌─[GREEN]─────────────────────────┐
│ # 🎉 Correct Answer! │
│ ### What is the capital of │
│ France? │
│ ─────────────────────────── │
│ ✅ Your answer: Paris │
│ │
│ 💰 Reward: +100 AU │
│ │
│ 🏆 Great job! Keep it up! │
└─────────────────────────────────┘
[✅ A: Paris] [❌ B: London]
[❌ C: Berlin] [❌ D: Madrid]
(all buttons disabled)
```
## 🚀 Future Enhancements
Potential improvements:
- [ ] Thumbnail images based on trivia category
- [ ] Progress bar for time remaining
- [ ] Streak counter display
- [ ] Category-specific accent colors
- [ ] Media Gallery for image-based questions
- [ ] Leaderboard integration in results
- answer buttons: `TRIVIA_CUSTOM_IDS.ANSWER(sessionId, index)`
- give up: `TRIVIA_CUSTOM_IDS.GIVE_UP(sessionId)`
- result/timeout buttons use non-interactive result IDs

View File

@@ -6,6 +6,7 @@
"name": "app",
"dependencies": {
"@napi-rs/canvas": "^0.1.89",
"chess.js": "^1.4.0",
"discord.js": "^14.25.1",
"dotenv": "^17.2.3",
"drizzle-orm": "^0.44.7",
@@ -26,10 +27,12 @@
"version": "0.1.0",
"dependencies": {
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"chess.js": "^1.4.0",
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"react-dom": "^19.1.0",
"react-router-dom": "^7.13.2",
"tailwind-merge": "^3.4.0",
@@ -99,6 +102,14 @@
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"@drizzle-team/brocli": ["@drizzle-team/brocli@0.10.2", "", {}, "sha512-z33Il7l5dKjUgGULTqBsQBQwckHh5AbIuxhdsIxDDiZAzBOrZO6q9ogcWC65kU382AfynTfgNumVcNIjuIua6w=="],
"@esbuild-kit/core-utils": ["@esbuild-kit/core-utils@3.3.2", "", { "dependencies": { "esbuild": "~0.18.20", "source-map-support": "^0.5.21" } }, "sha512-sPRAnw9CdSsRmEtnsl2WXWdyquogVpB3yZ3dgwJfe8zrOzTsV7cJvmwrKVa+0ma5BoiGJ+BoqkMvawbayKUsqQ=="],
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"react-dom": ["react-dom@19.2.4", "", { "dependencies": { "scheduler": "^0.27.0" }, "peerDependencies": { "react": "^19.2.4" } }, "sha512-AXJdLo8kgMbimY95O2aKQqsz2iWi9jMgKJhRBAxECE4IFxfcazB2LmzloIoibJI3C12IlY20+KFaLv+71bUJeQ=="],
"react-refresh": ["react-refresh@0.17.0", "", {}, "sha512-z6F7K9bV85EfseRCp2bzrpyQ0Gkw1uLoCel9XBVWPg/TjRj94SkJzUTGfOa4bs7iJvBWtQG0Wq7wnI0syw3EBQ=="],

View File

@@ -1,84 +1,60 @@
# Design System Specification: Stellar Editorial
# Stellar Editorial
## 1. Overview & Creative North Star: "The Celestial Curator"
This design system is built to evoke the atmosphere of an elite, secretive astronomical academy. We are moving away from the "utility-first" aesthetic of standard Discord bots toward a "Digital Editorial" experience.
This document now tracks the design language that is actually implemented in the panel, with a small amount of forward-looking guidance where the code is still catching up.
**Creative North Star: The Celestial Curator**
The UI should feel like a high-end, leather-bound astronomical ledger reimagined for the 22nd century. We achieve this through "The Void & The Light"—using deep, expansive dark spaces contrasted against precise, shimmering accents. We reject the rigid, boxed-in layouts of traditional dashboards in favor of intentional asymmetry, overlapping layers, and a profound sense of depth. Every element should feel curated, prestigious, and slightly mysterious.
## Current implementation status
---
Implemented today in `panel/src/index.css` and the active panel pages:
## 2. Colors: The Palette of the Night Sky
The color philosophy is rooted in "Atmospheric Depth." We use a hierarchy of midnight tones to create a sense of infinite space, punctuated by gold and starlight.
- dark "void and light" surface stack
- Celestial Gold primary color family
- Noto Serif, Manrope, Space Grotesk, and JetBrains Mono typography
- low-contrast "ghost border" treatment
- rounded surface hierarchy for cards, sidebars, and controls
### The "No-Line" Rule
**Explicit Instruction:** Designers are prohibited from using 1px solid borders to define sections or containers. Layout boundaries must be defined exclusively through background color shifts. Use `surface-container-low` against a `surface` background to create a subtle "carved" effect, or `surface-container-high` to create "lift."
Partially implemented or still aspirational:
### Surface Hierarchy & Nesting
Instead of a flat grid, treat the UI as a series of nested celestial bodies.
* **Base Layer:** `surface` (#0d1323) The infinite void.
* **Secondary Sections:** `surface-container-low` (#151b2c) Softly recessed areas.
* **Interactive Cards:** `surface-container-high` (#24293b) Elevated content.
* **Floating Modals:** `surface-container-highest` (#2f3446) The closest layer to the viewer.
- stronger asymmetry and editorial layouts across more pages
- decorative constellation/nebula treatments
- more consistent premium component states across every admin screen
### The "Glass & Gradient" Rule
To capture the "Stellar Academy" prestige, use Glassmorphism for floating elements.
* **Formula:** Apply `surface-variant` at 40% opacity with a `24px` backdrop blur.
* **Signature Textures:** For primary CTAs and hero headers, utilize a linear gradient: `primary` (#e9c349) to `primary-fixed-dim` (#e9c349) at a 135-degree angle. This provides a "metallic brass" sheen that flat colors cannot replicate.
## Design intent
---
Aurora's panel should feel like an elite astronomical academy rather than a default admin dashboard. The codebase already follows that direction through the theme tokens and typography system; new UI work should continue that tone instead of falling back to generic SaaS styling.
## 3. Typography: Academic Authority
The type system pairs the intellectual weight of a classic Serif with the technical precision of a modern Sans-Serif.
## Core tokens
* **Display & Headlines (Noto Serif):** These are the "Ancient Manuscripts." Use `display-lg` to `headline-sm` for titles and major headers. This font conveys the "Elite Academy" prestige.
* **UI & Body (Manrope):** This is the "Modern Faculty." Use `title-lg` down to `body-sm` for all functional UI elements, descriptions, and system feedback.
* **Technical Labels (Space Grotesk):** Use `label-md` and `label-sm` for status tags, metadata, and numerical RPG stats. This adds a subtle "astronomical instrument" feel.
Surface hierarchy:
**Editorial Tip:** Use exaggerated tracking (0.1em) on `label-sm` in all-caps to enhance the high-end, premium feel.
- `--color-background`: `#0d1323`
- `--color-surface-container-low`: `#151b2c`
- `--color-surface-container-high`: `#24293b`
- `--color-surface-container-highest`: `#2f3446`
---
Primary accents:
## 4. Elevation & Depth: Tonal Layering
We do not use structural lines. We use light and shadow to imply existence.
- `--color-primary`: `#e9c349`
- `--color-primary-fixed-dim`: `#d4af37`
- `--color-primary-container`: `#3d2e00`
* **The Layering Principle:** Depth is achieved by stacking. Place a `surface-container-lowest` card on a `surface-container-low` section. This creates a "soft-edge" transition that feels organic rather than digital.
* **Ambient Shadows:** For floating elements, use a shadow with a 40px blur, 0px offset, and 6% opacity using the `on-surface` color. This creates a "glow" rather than a "drop shadow," mimicking how light behaves in a dark vacuum.
* **The "Ghost Border" Fallback:** If a boundary is strictly required for accessibility, use a "Ghost Border": `outline-variant` (#45464c) at 15% opacity. Never use 100% opaque borders.
* **The Aurora Glow:** Use `primary-container` as a very large, soft radial gradient (600px+) behind key UI elements to create a "nebula" effect, grounding the component in space.
Typography:
---
- display: Noto Serif
- body: Manrope
- labels: Space Grotesk
- mono: JetBrains Mono
## 5. Components: Precision & Prestige
## Component guidance
### Buttons
* **Primary:** A gradient-filled container (`primary` to `primary-fixed-dim`). No border. `label-md` (Space Grotesk) text in `on-primary`.
* **Secondary:** A "Ghost Border" container with `secondary` text. Upon hover, the background fills with 5% `secondary` white.
* **Tertiary:** Text-only in `primary`, but with a small `2px` gold dot (star) preceding the label.
- Prefer tonal separation over heavy borders.
- Use gold as a focused accent, not a flood color.
- Keep text contrast high and metadata quieter.
- Sidebar, cards, tables, and game views should feel like the same product family.
- Avoid plain white cards, Discord blurple defaults, and generic component-library styling.
### Cards & Lists
* **Rule:** Forbid the use of divider lines.
* **Separation:** Use `spacing-6` (2rem) of vertical white space to separate list items. If items must be grouped, use a subtle background shift to `surface-container-low`.
* **Visual Interest:** In the top-right corner of a "Highest" elevation card, place a subtle, 10% opacity constellation pattern SVG.
## Practical rules for future work
### Input Fields
* **Styling:** Inputs should not be boxes. Use a `surface-container-lowest` background with a `2px` bottom-only border in `outline-variant`.
* **Focus State:** The bottom border transitions to `primary` (gold) with a subtle `primary-container` outer glow.
### New Component: "The Astral Badge"
A specialized chip for RPG ranks.
* **Style:** `label-sm` text inside a `surface-container-highest` pill. It features a 1px "Ghost Border" and a tiny radial glow in the center-left using the `primary` color to represent a "guiding star."
---
## 6. Do's and Don'ts
### Do:
* **Embrace Asymmetry:** Align text to the left but place decorative "constellation" elements floating on the right to break the grid.
* **Use Generous Spacing:** Premium design requires "breathing room." Use `spacing-10` and `spacing-12` for section margins.
* **Tint Your Greys:** Ensure all "neutrals" are pulled from the `secondary` and `tertiary` tokens, which are infused with midnight blue and silver.
### Don't:
* **Don't use pure black (#000):** It kills the "depth" of the midnight blue theme. Use `surface-container-lowest`.
* **Don't use standard Discord "Blurple":** This system must feel like a custom application that exists outside the standard Discord ecosystem.
* **Don't use hard corners:** Stick strictly to the `Roundedness Scale`. Most containers should use `xl` (0.75rem) or `lg` (0.5rem) to maintain a sophisticated, approachable feel.
- Start from the CSS tokens in `panel/src/index.css` instead of inventing new one-off colors.
- Preserve the current font roles unless there is a strong reason to change them.
- Use gradients, glow, or tonal depth sparingly and intentionally.
- Keep mobile behavior first-class; the existing layout already has mobile drawer behavior that new pages should respect.

View File

@@ -28,8 +28,8 @@
"db:migrate-config": "docker compose run --rm app bun shared/scripts/migrate-config-to-db.ts",
"db:migrate-game-config": "docker compose run --rm app bun shared/scripts/migrate-game-settings-to-db.ts",
"db:migrate-all": "docker compose run --rm app sh -c 'bun shared/scripts/migrate-config-to-db.ts && bun shared/scripts/migrate-game-settings-to-db.ts'",
"test": "bash shared/scripts/test-sequential.sh",
"test:ci": "bash shared/scripts/test-sequential.sh --integration",
"test": "bash shared/scripts/test-isolated.sh",
"test:ci": "bash shared/scripts/test-isolated.sh --integration",
"test:simulate-ci": "bash shared/scripts/simulate-ci.sh",
"panel:dev": "cd panel && bun run dev",
"panel:build": "cd panel && bun run build",
@@ -40,6 +40,7 @@
},
"dependencies": {
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"chess.js": "^1.4.0",
"discord.js": "^14.25.1",
"dotenv": "^17.2.3",
"drizzle-orm": "^0.44.7",
@@ -47,4 +48,4 @@
"postgres": "^3.4.8",
"zod": "^4.3.6"
}
}
}

87
panel/AGENTS.md Normal file
View File

@@ -0,0 +1,87 @@
# Panel
## Stack
- React 19
- React Router 7
- Vite 6
- Tailwind CSS v4 via `@tailwindcss/vite`
- Local utilities: `clsx`, `tailwind-merge`, `class-variance-authority`
- Icons: `lucide-react`
The panel lives in `panel/src` and is built to `panel/dist`.
## Dev and runtime
- `bun run panel:dev` starts Vite on `http://localhost:5173`
- Vite proxies `/api`, `/auth`, `/assets`, and `/ws` to `http://localhost:3000`
- The Bun server serves the built panel from `panel/dist` in integrated mode
## Auth model
- `useAuth()` calls `GET /auth/me`
- unauthenticated users are sent through `/auth/discord`
- logout uses `POST /auth/logout`
- non-enrolled users see the `NotEnrolled` page
Roles:
- `admin`: admin routes plus player/game routes
- `player`: player/game routes only
## Active routes
- `/dashboard`
- `/leaderboards`
- `/games`
- `/:gameSlug/:roomId`
- `/admin`
- `/admin/users`
- `/admin/items`
- `/admin/classes`
- `/admin/quests`
- `/admin/lootdrops`
- `/admin/moderation`
- `/admin/transactions`
- `/admin/settings`
## Data layer
Shared hooks in `panel/src/lib`:
- `useAuth`
- `useDashboard`
- `useUsers`
- `useItems`
- `useSettings`
- `useWebSocket`
- `useGameRoom`
`panel/src/lib/api.ts` is a thin fetch wrapper:
- base path is empty because the panel is usually same-origin with the Bun server
- 401 triggers a redirect back into `/auth/discord`
- 204 and empty responses return `undefined`
## WebSocket and games
- `useWebSocket()` keeps a singleton browser WebSocket connection
- reconnects with exponential backoff up to 30 seconds
- `useGameRoom()` multiplexes room traffic over that shared socket
- current built-in game UIs are chess and blackjack
## Styling
- Theme tokens live in `panel/src/index.css`
- Fonts currently loaded:
- Noto Serif
- Manrope
- Space Grotesk
- JetBrains Mono
- The implemented visual system is the "Stellar Editorial" direction documented in `docs/new-design/DESIGN.md`
## Current patterns
- Admin pages tend to use explicit `refetch()` after mutations instead of a shared cache layer
- Search inputs use a 300 ms debounce in hooks such as `useUsers()` and `useItems()`
- Layout and sidebar ownership lives in `panel/src/components/Layout.tsx`

View File

@@ -1,31 +0,0 @@
# Panel (Admin Dashboard)
## Stack
- React 19 + React Router v7 + Tailwind CSS v4 (Vite plugin) + Lucide icons.
- No component library (no Radix, no shadcn). All styling is inline Tailwind.
- No external state management. All state via custom hooks (`useAuth`, `useUsers`, `useItems`, `useDashboard`, `useGameRoom`).
## API Client
- Thin `fetch` wrapper in `src/lib/api.ts` with typed generics: `get`, `post`, `put`, `del`.
- Credentials: `same-origin` only — CORS requests will fail.
- 401 responses redirect to Discord auth. No retry logic.
- 204 / empty responses return `undefined`.
## WebSocket
- Singleton pattern in `useWebSocket()`. Global handler Set — multiple hooks share one connection.
- Auto-reconnects with exponential backoff (max 30s).
- `send()` and `subscribe()` API for components.
## Patterns
- **Draft editing:** Pages use `selectedUser → userDraft` flow. Changes aren't auto-saved. `saveDraft()` commits, `discardDraft()` reverts, `isDirty()` detects changes.
- **Debounced search:** 300ms debounce on search inputs.
- **No cache invalidation:** After mutations, manually call `refetch()` to update lists.
## Routing
- Role-based: player routes (`/dashboard`, `/games`, `/leaderboards`) and admin routes (`/admin/*`).
- Sidebar auto-hides admin routes for non-admins.
## Theme
- Dark theme with "Celestial Gold" primary (`#e9c349`).
- Semantic colors: destructive, success, warning, info.
- 4-tier surface hierarchy. Utility: `cn()` from `clsx + tailwind-merge`.

View File

@@ -10,10 +10,12 @@
},
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"chess.js": "^1.4.0",
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"lucide-react": "^0.564.0",
"react": "^19.1.0",
"react-chessboard": "^5.10.0",
"react-dom": "^19.1.0",
"react-router-dom": "^7.13.2",
"tailwind-merge": "^3.4.0",

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MIT License
Copyright (c) 2018 Howard Yeh (https://github.com/hayeah)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@@ -6,39 +6,17 @@ import Dashboard from "./pages/Dashboard";
import Settings from "./pages/Settings";
import Users from "./pages/Users";
import Items from "./pages/Items";
import PlaceholderPage from "./pages/PlaceholderPage";
import Classes from "./pages/Classes";
import Quests from "./pages/Quests";
import Lootdrops from "./pages/Lootdrops";
import Moderation from "./pages/Moderation";
import Transactions from "./pages/Transactions";
import Leaderboards from "./pages/Leaderboards";
import NotEnrolled from "./pages/NotEnrolled";
import PlayerDashboard from "./pages/PlayerDashboard";
import { GameLobby } from "./games/GameLobby";
import { GameRoom } from "./games/GameRoom";
const placeholders: Record<string, { title: string; description: string }> = {
classes: {
title: "Classes",
description: "Manage academy classes, assign Discord roles, and track class balances.",
},
quests: {
title: "Quests",
description: "Configure quests with trigger events, targets, and XP/balance rewards.",
},
lootdrops: {
title: "Lootdrops",
description: "View active lootdrops, spawn new drops, and manage lootdrop history.",
},
moderation: {
title: "Moderation",
description: "Review moderation cases — warnings, timeouts, kicks, bans — and manage appeals.",
},
transactions: {
title: "Transactions",
description: "Browse the economy transaction log with filtering by user, type, and date.",
},
leaderboards: {
title: "Leaderboards",
description: "View top players by level, wealth, and net worth.",
},
};
function AppRoutes() {
const { loading, user, enrolled, logout } = useAuth();
@@ -78,7 +56,7 @@ function AppRoutes() {
{/* Player routes */}
<Route path="/dashboard" element={<PlayerDashboard userId={user.discordId} />} />
<Route path="/leaderboards" element={<PlaceholderPage {...placeholders.leaderboards} />} />
<Route path="/leaderboards" element={<Leaderboards />} />
{/* Game routes (both roles) */}
<Route path="/games" element={<GameLobby />} />
@@ -90,11 +68,11 @@ function AppRoutes() {
<Route path="/admin" element={<Dashboard />} />
<Route path="/admin/users" element={<Users />} />
<Route path="/admin/items" element={<Items />} />
<Route path="/admin/classes" element={<PlaceholderPage {...placeholders.classes} />} />
<Route path="/admin/quests" element={<PlaceholderPage {...placeholders.quests} />} />
<Route path="/admin/lootdrops" element={<PlaceholderPage {...placeholders.lootdrops} />} />
<Route path="/admin/moderation" element={<PlaceholderPage {...placeholders.moderation} />} />
<Route path="/admin/transactions" element={<PlaceholderPage {...placeholders.transactions} />} />
<Route path="/admin/classes" element={<Classes />} />
<Route path="/admin/quests" element={<Quests />} />
<Route path="/admin/lootdrops" element={<Lootdrops />} />
<Route path="/admin/moderation" element={<Moderation />} />
<Route path="/admin/transactions" element={<Transactions />} />
<Route path="/admin/settings" element={<Settings />} />
</>
)}

View File

@@ -27,25 +27,165 @@ interface NavItem {
icon: React.ComponentType<{ className?: string }>;
}
const adminNavItems: NavItem[] = [
{ path: "/admin", label: "Dashboard", icon: LayoutDashboard },
{ path: "/admin/users", label: "Users", icon: Users },
{ path: "/admin/items", label: "Items", icon: Package },
{ path: "/admin/classes", label: "Classes", icon: GraduationCap },
{ path: "/admin/quests", label: "Quests", icon: Scroll },
{ path: "/admin/lootdrops", label: "Lootdrops", icon: Gift },
{ path: "/admin/moderation", label: "Moderation", icon: Shield },
{ path: "/admin/transactions", label: "Transactions", icon: ArrowLeftRight },
{ path: "/admin/settings", label: "Settings", icon: Settings },
{ path: "/games", label: "Games", icon: Gamepad2 },
interface NavGroup {
label: string | null;
items: NavItem[];
}
const adminNavGroups: NavGroup[] = [
{
label: "Administration",
items: [
{ path: "/admin", label: "Dashboard", icon: LayoutDashboard },
{ path: "/admin/users", label: "Users", icon: Users },
{ path: "/admin/items", label: "Items", icon: Package },
{ path: "/admin/classes", label: "Classes", icon: GraduationCap },
{ path: "/admin/quests", label: "Quests", icon: Scroll },
{ path: "/admin/lootdrops", label: "Lootdrops", icon: Gift },
{ path: "/admin/moderation", label: "Moderation", icon: Shield },
{ path: "/admin/transactions", label: "Transactions", icon: ArrowLeftRight },
{ path: "/admin/settings", label: "Settings", icon: Settings },
],
},
{
label: "Player",
items: [
{ path: "/dashboard", label: "Dashboard", icon: LayoutDashboard },
{ path: "/games", label: "Games", icon: Gamepad2 },
{ path: "/leaderboards", label: "Leaderboards", icon: Trophy },
],
},
];
const playerNavItems: NavItem[] = [
{ path: "/dashboard", label: "Dashboard", icon: LayoutDashboard },
{ path: "/games", label: "Games", icon: Gamepad2 },
{ path: "/leaderboards", label: "Leaderboards", icon: Trophy },
const playerNavGroups: NavGroup[] = [
{
label: null,
items: [
{ path: "/dashboard", label: "Dashboard", icon: LayoutDashboard },
{ path: "/games", label: "Games", icon: Gamepad2 },
{ path: "/leaderboards", label: "Leaderboards", icon: Trophy },
],
},
];
function SidebarNavItem({
path,
label,
icon: Icon,
active,
showLabel,
onNavigate,
}: NavItem & { active: boolean; showLabel: boolean; onNavigate: (path: string) => void }) {
return (
<button
onClick={() => onNavigate(path)}
className={cn(
"w-full flex items-center gap-3 rounded-xl px-3 py-2.5 text-sm font-medium transition-colors",
active
? "bg-primary/15 text-primary border-l-4 border-primary"
: "text-text-tertiary hover:bg-primary/8 hover:text-foreground"
)}
>
<Icon className={cn("w-5 h-5 shrink-0", active && "text-primary")} />
{showLabel && <span>{label}</span>}
</button>
);
}
function SidebarNavSection({
group,
index,
showLabels,
isActive,
onNavigate,
}: {
group: NavGroup;
index: number;
showLabels: boolean;
isActive: (path: string) => boolean;
onNavigate: (path: string) => void;
}) {
return (
<div className={cn(index > 0 && "mt-4")}>
{group.label && showLabels && (
<div className="px-3 pb-1.5 pt-1 text-xs font-semibold uppercase tracking-wider text-text-tertiary/60">
{group.label}
</div>
)}
{!showLabels && index > 0 && (
<div className="mx-3 mb-2 border-t border-white/10" />
)}
<div className="space-y-1">
{group.items.map((item) => (
<SidebarNavItem
key={item.path}
{...item}
active={isActive(item.path)}
showLabel={showLabels}
onNavigate={onNavigate}
/>
))}
</div>
</div>
);
}
function SidebarUserProfile({
user,
showLabels,
collapsed,
mobileOpen,
logout,
onToggleCollapse,
}: {
user: AuthUser;
showLabels: boolean;
collapsed: boolean;
mobileOpen: boolean;
logout: () => Promise<void>;
onToggleCollapse: () => void;
}) {
const avatarUrl = user.avatar
? `https://cdn.discordapp.com/avatars/${user.discordId}/${user.avatar}.png?size=64`
: null;
return (
<div className="pt-3 p-3 space-y-2">
{showLabels && (
<div className="flex items-center gap-3 px-2 py-1.5">
{avatarUrl ? (
<img src={avatarUrl} alt={user.username} className="w-8 h-8 rounded-full" />
) : (
<div className="w-8 h-8 rounded-full bg-surface flex items-center justify-center text-xs font-medium">
{user.username[0]?.toUpperCase()}
</div>
)}
<div className="flex-1 min-w-0">
<div className="text-sm font-medium truncate">{user.username}</div>
</div>
</div>
)}
<div className={cn("flex", collapsed && !mobileOpen ? "flex-col items-center gap-2" : "items-center justify-between px-2")}>
<button
onClick={logout}
className="inline-flex items-center gap-2 rounded-md px-2 py-1.5 text-sm text-text-tertiary hover:text-destructive hover:bg-destructive/10 transition-colors"
title="Sign out"
>
<LogOut className="w-4 h-4" />
{showLabels && <span>Sign out</span>}
</button>
<button
onClick={onToggleCollapse}
className="hidden md:block p-1.5 rounded-md text-text-tertiary hover:text-foreground hover:bg-primary/10 transition-colors"
title={collapsed ? "Expand sidebar" : "Collapse sidebar"}
>
{collapsed ? <ChevronRight className="w-4 h-4" /> : <ChevronLeft className="w-4 h-4" />}
</button>
</div>
</div>
);
}
export default function Layout({
user,
logout,
@@ -60,11 +200,8 @@ export default function Layout({
const location = useLocation();
const navigate = useNavigate();
const navItems = user.role === "admin" ? adminNavItems : playerNavItems;
const avatarUrl = user.avatar
? `https://cdn.discordapp.com/avatars/${user.discordId}/${user.avatar}.png?size=64`
: null;
const navGroups = user.role === "admin" ? adminNavGroups : playerNavGroups;
const showLabels = !collapsed || mobileOpen;
// Close mobile drawer on route change
useEffect(() => {
@@ -83,65 +220,8 @@ export default function Layout({
setMobileOpen(false);
}
const sidebarContent = (
<>
<nav className="flex-1 py-3 px-2 space-y-1 overflow-y-auto">
{navItems.map(({ path, label, icon: Icon }) => (
<button
key={path}
onClick={() => handleNav(path)}
className={cn(
"w-full flex items-center gap-3 rounded-xl px-3 py-2.5 text-sm font-medium transition-colors",
isActive(path)
? "bg-primary/15 text-primary border-l-4 border-primary"
: "text-text-tertiary hover:bg-primary/8 hover:text-foreground"
)}
>
<Icon className={cn("w-5 h-5 shrink-0", isActive(path) && "text-primary")} />
{(!collapsed || mobileOpen) && <span>{label}</span>}
</button>
))}
</nav>
<div className="pt-3 p-3 space-y-2">
{(!collapsed || mobileOpen) && (
<div className="flex items-center gap-3 px-2 py-1.5">
{avatarUrl ? (
<img src={avatarUrl} alt={user.username} className="w-8 h-8 rounded-full" />
) : (
<div className="w-8 h-8 rounded-full bg-surface flex items-center justify-center text-xs font-medium">
{user.username[0]?.toUpperCase()}
</div>
)}
<div className="flex-1 min-w-0">
<div className="text-sm font-medium truncate">{user.username}</div>
</div>
</div>
)}
<div className={cn("flex", collapsed && !mobileOpen ? "flex-col items-center gap-2" : "items-center justify-between px-2")}>
<button
onClick={logout}
className="inline-flex items-center gap-2 rounded-md px-2 py-1.5 text-sm text-text-tertiary hover:text-destructive hover:bg-destructive/10 transition-colors"
title="Sign out"
>
<LogOut className="w-4 h-4" />
{(!collapsed || mobileOpen) && <span>Sign out</span>}
</button>
{/* Collapse toggle only on desktop */}
<button
onClick={() => setCollapsed((c) => !c)}
className="hidden md:block p-1.5 rounded-md text-text-tertiary hover:text-foreground hover:bg-primary/10 transition-colors"
title={collapsed ? "Expand sidebar" : "Collapse sidebar"}
>
{collapsed ? <ChevronRight className="w-4 h-4" /> : <ChevronLeft className="w-4 h-4" />}
</button>
</div>
</div>
</>
);
return (
<div className="min-h-screen flex">
<div className="min-h-screen flex overflow-x-hidden">
{/* Mobile header bar */}
<div className="fixed top-0 left-0 right-0 z-40 flex items-center h-14 px-4 bg-background md:hidden">
<button
@@ -165,10 +245,8 @@ export default function Layout({
<aside
className={cn(
"fixed inset-y-0 left-0 z-50 flex flex-col bg-surface-container-low transition-all duration-200",
// Mobile: off-screen drawer, shown when mobileOpen
"w-60 -translate-x-full md:translate-x-0",
mobileOpen && "translate-x-0",
// Desktop: respect collapsed state
!mobileOpen && collapsed && "md:w-16"
)}
>
@@ -176,7 +254,6 @@ export default function Layout({
<div className="font-display text-xl font-bold tracking-tight">
{collapsed && !mobileOpen ? "A" : "Aurora"}
</div>
{/* Close button on mobile */}
<button
onClick={() => setMobileOpen(false)}
className="p-1.5 rounded-md text-text-tertiary hover:text-foreground md:hidden"
@@ -185,16 +262,35 @@ export default function Layout({
</button>
</div>
{sidebarContent}
<nav className="flex-1 py-3 px-2 overflow-y-auto">
{navGroups.map((group, i) => (
<SidebarNavSection
key={i}
group={group}
index={i}
showLabels={showLabels}
isActive={isActive}
onNavigate={handleNav}
/>
))}
</nav>
<SidebarUserProfile
user={user}
showLabels={showLabels}
collapsed={collapsed}
mobileOpen={mobileOpen}
logout={logout}
onToggleCollapse={() => setCollapsed((c) => !c)}
/>
</aside>
<main className={cn(
"flex-1 transition-all duration-200",
// Mobile: no margin, pad for top header bar
"min-w-0 flex-1 overflow-x-hidden transition-all duration-200",
"mt-14 md:mt-0",
collapsed ? "md:ml-16" : "md:ml-60"
)}>
<div className="max-w-[1600px] mx-auto px-4 py-6 md:px-6 md:py-8">
<div className="min-w-0 max-w-[1600px] mx-auto px-4 py-6 md:px-6 md:py-8">
{children}
</div>
</main>

View File

@@ -1,9 +1,26 @@
import { useState, useEffect } from "react";
import type { ReactNode } from "react";
import { useEffect, useMemo, useState } from "react";
import { useNavigate } from "react-router-dom";
import {
ArrowRight,
ChevronLeft,
Clock3,
Coins,
Eye,
Gamepad2,
Sparkles,
Swords,
Users,
} from "lucide-react";
import { cn } from "../lib/utils";
import { useWebSocket } from "../lib/useWebSocket";
import { gameUIRegistry } from "./registry";
import {
CHESS_TIME_CONTROLS,
CHESS_TIME_CONTROL_CATEGORIES,
CHESS_TIME_CONTROL_LABELS,
} from "./chess/timeControls";
// Mirrors RoomSummary in api/src/games/types.ts — keep in sync
interface RoomSummary {
id: string;
gameSlug: string;
@@ -13,6 +30,412 @@ interface RoomSummary {
maxPlayers: number;
spectatorCount: number;
status: "waiting" | "playing" | "finished";
betAmount: number;
}
type ConfiguredGame = "chess" | "blackjack" | null;
const BET_OPTIONS = [0, 10, 25, 50, 100, 250, 500] as const;
function roomStatusMeta(status: RoomSummary["status"]) {
if (status === "waiting") {
return {
label: "Waiting",
chipClassName: "border-warning/25 bg-warning/12 text-warning",
accentClassName: "from-warning/18 via-warning/8 to-transparent",
};
}
if (status === "playing") {
return {
label: "In Progress",
chipClassName: "border-success/25 bg-success/12 text-success",
accentClassName: "from-success/18 via-success/8 to-transparent",
};
}
return {
label: "Finished",
chipClassName: "border-border/70 bg-card/80 text-text-tertiary",
accentClassName: "from-white/8 via-transparent to-transparent",
};
}
function gameSurfaceClass(slug: string): string {
return slug === "blackjack"
? "border-emerald-500/20 bg-[radial-gradient(circle_at_top,rgba(34,197,94,0.14),transparent_40%),linear-gradient(180deg,rgba(6,95,70,0.45),rgba(6,78,59,0.12))]"
: "border-primary/20 bg-[radial-gradient(circle_at_top,rgba(233,195,73,0.14),transparent_40%),linear-gradient(180deg,rgba(61,46,0,0.35),rgba(61,46,0,0.08))]";
}
function roomActionLabel(room: RoomSummary): string {
return room.status === "waiting" ? "Join Room" : "Spectate";
}
function orderRooms(a: RoomSummary, b: RoomSummary): number {
const statusWeight = { waiting: 0, playing: 1, finished: 2 } as const;
return statusWeight[a.status] - statusWeight[b.status]
|| b.playerCount - a.playerCount
|| b.spectatorCount - a.spectatorCount;
}
function MetricCard({ label, value, hint }: { label: string; value: string; hint: string }) {
return (
<div className="rounded-2xl border border-white/10 bg-black/10 px-4 py-3 backdrop-blur-sm">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">{label}</div>
<div className="mt-2 font-display text-2xl text-foreground">{value}</div>
<div className="mt-1 text-xs text-text-tertiary">{hint}</div>
</div>
);
}
function FilterChip({
active,
children,
onClick,
}: {
active: boolean;
children: ReactNode;
onClick: () => void;
}) {
return (
<button
onClick={onClick}
className={cn(
"rounded-full border px-4 py-2 text-sm font-medium transition-colors",
active
? "border-primary/35 bg-primary/12 text-primary"
: "border-white/10 bg-card/70 text-text-tertiary hover:border-white/20 hover:text-foreground",
)}
>
{children}
</button>
);
}
function CreateRoomDialog({
configGame,
show,
onBack,
onClose,
onChooseGame,
onCreateChess,
onCreateBlackjack,
chessTimeControl,
setChessTimeControl,
soloMode,
setSoloMode,
betAmount,
setBetAmount,
}: {
configGame: ConfiguredGame;
show: boolean;
onBack: () => void;
onClose: () => void;
onChooseGame: (slug: string) => void;
onCreateChess: () => void;
onCreateBlackjack: () => void;
chessTimeControl: string;
setChessTimeControl: (value: string) => void;
soloMode: boolean;
setSoloMode: (value: boolean | ((previous: boolean) => boolean)) => void;
betAmount: number;
setBetAmount: (value: number) => void;
}) {
if (!show) return null;
const selectedGame = configGame ? gameUIRegistry.get(configGame) : null;
const selectedChessControl = CHESS_TIME_CONTROLS.find(control => control.key === chessTimeControl);
const selectedChessControlDetail = selectedChessControl?.detail ?? "Balanced default for most quick matches.";
return (
<div
className="fixed inset-0 z-50 flex items-end justify-center bg-black/60 px-3 py-3 sm:items-center sm:px-6"
onClick={onClose}
>
<div
className="max-h-[92vh] w-full max-w-4xl overflow-y-auto rounded-[32px] border border-white/10 bg-surface-container-highest p-5 shadow-[0_32px_90px_rgba(0,0,0,0.52)] sm:p-6"
onClick={event => event.stopPropagation()}
>
{selectedGame ? (
<div className="space-y-6">
<div className="flex flex-col gap-4 sm:flex-row sm:items-start sm:justify-between">
<div className="min-w-0">
<button
onClick={onBack}
className="mb-3 inline-flex items-center gap-1 text-xs text-text-tertiary transition-colors hover:text-foreground"
>
<ChevronLeft className="h-3.5 w-3.5" />
Back to game selection
</button>
<div className="flex items-start gap-3">
<span className="text-3xl">{selectedGame.icon}</span>
<div className="min-w-0">
<h2 className="font-display text-2xl font-semibold text-foreground">{selectedGame.name}</h2>
<p className="mt-1 text-sm text-text-tertiary">{selectedGame.description}</p>
</div>
</div>
</div>
<button
onClick={onClose}
className="rounded-full border border-white/10 px-3 py-1.5 text-sm text-text-tertiary transition-colors hover:text-foreground"
>
Close
</button>
</div>
{configGame === "chess" ? (
<div className="grid gap-6 lg:grid-cols-[minmax(0,1fr)_280px]">
<div className="space-y-4">
{CHESS_TIME_CONTROL_CATEGORIES.map(category => {
const controls = CHESS_TIME_CONTROLS.filter(control => control.category === category);
return (
<section key={category} className="rounded-3xl border border-white/10 bg-card/70 p-4">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">{category}</div>
<div className="mt-3 grid gap-2 sm:grid-cols-2 xl:grid-cols-3">
{controls.map(control => {
const active = chessTimeControl === control.key;
return (
<button
key={control.key}
onClick={() => setChessTimeControl(control.key)}
className={cn(
"rounded-2xl border p-3 text-left transition-colors",
active
? "border-primary/35 bg-primary/12"
: "border-white/10 bg-black/10 hover:border-white/20 hover:bg-black/20",
)}
>
<div className="text-base font-semibold text-foreground">{control.label}</div>
<div className="mt-1 text-xs text-text-tertiary">{control.detail}</div>
</button>
);
})}
</div>
</section>
);
})}
<section className="rounded-3xl border border-white/10 bg-card/70 p-4">
<div className="flex items-start justify-between gap-4">
<div>
<div className="text-sm font-semibold text-foreground">Solo Play</div>
<div className="mt-1 text-sm text-text-tertiary">
Fill both sides with your own session for testing or practice.
</div>
</div>
<button
onClick={() => {
setSoloMode(previous => !previous);
if (!soloMode) setBetAmount(0);
}}
className={cn(
"relative mt-0.5 h-7 w-12 rounded-full transition-colors",
soloMode ? "bg-primary" : "bg-surface",
)}
>
<span
className={cn(
"absolute left-1 top-1 h-5 w-5 rounded-full bg-white shadow transition-transform",
soloMode && "translate-x-5",
)}
/>
</button>
</div>
</section>
<section className={cn("rounded-3xl border border-white/10 bg-card/70 p-4", soloMode && "opacity-45")}>
<div className="text-sm font-semibold text-foreground">Wager</div>
<div className="mt-1 text-sm text-text-tertiary">
Stake the match only when both seats are played by different users.
</div>
<div className="mt-3 flex flex-wrap gap-2">
{BET_OPTIONS.map(amount => (
<button
key={amount}
onClick={() => setBetAmount(amount)}
disabled={soloMode}
className={cn(
"rounded-full border px-4 py-2 text-sm font-medium transition-colors",
betAmount === amount
? amount === 0
? "border-white/20 bg-raised text-foreground"
: "border-warning/35 bg-warning/12 text-warning"
: "border-white/10 bg-black/10 text-text-tertiary hover:text-foreground",
)}
>
{amount === 0 ? "Free" : `${amount} AU`}
</button>
))}
</div>
</section>
</div>
<aside className="space-y-4">
<div className={cn("rounded-3xl border p-4", gameSurfaceClass("chess"))}>
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Room Summary</div>
<div className="mt-3 text-lg font-semibold text-foreground">{CHESS_TIME_CONTROL_LABELS[chessTimeControl]}</div>
<div className="mt-1 text-sm text-text-tertiary">{selectedChessControlDetail}</div>
<div className="mt-4 space-y-3 text-sm text-text-secondary">
<div className="flex items-center justify-between gap-3">
<span>Launch</span>
<span className="font-medium text-foreground">Auto-start at 2 players</span>
</div>
<div className="flex items-center justify-between gap-3">
<span>Mode</span>
<span className="font-medium text-foreground">{soloMode ? "Solo practice" : "Head-to-head"}</span>
</div>
<div className="flex items-center justify-between gap-3">
<span>Stake</span>
<span className="font-medium text-foreground">{soloMode || betAmount === 0 ? "Free" : `${betAmount} AU`}</span>
</div>
</div>
</div>
<button
onClick={onCreateChess}
className="inline-flex w-full items-center justify-center gap-2 rounded-2xl bg-primary px-4 py-3 text-sm font-semibold text-on-primary transition hover:opacity-90"
>
{soloMode ? "Start Solo Game" : "Create Chess Room"}
<ArrowRight className="h-4 w-4" />
</button>
</aside>
</div>
) : (
<div className="grid gap-6 lg:grid-cols-[minmax(0,1fr)_280px]">
<div className="space-y-4">
<section className={cn("rounded-3xl border p-4", gameSurfaceClass("blackjack"))}>
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Table Format</div>
<div className="mt-3 grid gap-3 md:grid-cols-2">
<div className="rounded-2xl border border-white/10 bg-black/12 p-4">
<div className="text-sm font-semibold text-foreground">Manual Start</div>
<div className="mt-1 text-sm text-text-tertiary">
The host opens the deal when the table is ready.
</div>
</div>
<div className="rounded-2xl border border-white/10 bg-black/12 p-4">
<div className="text-sm font-semibold text-foreground">Up To 6 Seats</div>
<div className="mt-1 text-sm text-text-tertiary">
Spectators can watch and claim an empty seat during betting.
</div>
</div>
</div>
</section>
<section className="rounded-3xl border border-white/10 bg-card/70 p-4">
<div className="text-sm font-semibold text-foreground">Table Stake</div>
<div className="mt-1 text-sm text-text-tertiary">
This value becomes the base bet for each new hand at the table.
</div>
<div className="mt-3 flex flex-wrap gap-2">
{BET_OPTIONS.map(amount => (
<button
key={amount}
onClick={() => setBetAmount(amount)}
className={cn(
"rounded-full border px-4 py-2 text-sm font-medium transition-colors",
betAmount === amount
? amount === 0
? "border-white/20 bg-raised text-foreground"
: "border-warning/35 bg-warning/12 text-warning"
: "border-white/10 bg-black/10 text-text-tertiary hover:text-foreground",
)}
>
{amount === 0 ? "Free table" : `${amount} AU`}
</button>
))}
</div>
</section>
</div>
<aside className="space-y-4">
<div className={cn("rounded-3xl border p-4", gameSurfaceClass("blackjack"))}>
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Room Summary</div>
<div className="mt-3 text-lg font-semibold text-foreground">Blackjack Table</div>
<div className="mt-1 text-sm text-text-tertiary">
Flexible seating with live betting, split hands, and spectator access.
</div>
<div className="mt-4 space-y-3 text-sm text-text-secondary">
<div className="flex items-center justify-between gap-3">
<span>Launch</span>
<span className="font-medium text-foreground">Host starts manually</span>
</div>
<div className="flex items-center justify-between gap-3">
<span>Seats</span>
<span className="font-medium text-foreground">1 to 6 players</span>
</div>
<div className="flex items-center justify-between gap-3">
<span>Stake</span>
<span className="font-medium text-foreground">{betAmount === 0 ? "Free" : `${betAmount} AU / hand`}</span>
</div>
</div>
</div>
<button
onClick={onCreateBlackjack}
className="inline-flex w-full items-center justify-center gap-2 rounded-2xl bg-primary px-4 py-3 text-sm font-semibold text-on-primary transition hover:opacity-90"
>
Create Blackjack Table
<ArrowRight className="h-4 w-4" />
</button>
</aside>
</div>
)}
</div>
) : (
<div className="space-y-6">
<div className="flex flex-col gap-4 sm:flex-row sm:items-start sm:justify-between">
<div>
<div className="inline-flex items-center gap-2 rounded-full border border-primary/20 bg-primary/10 px-3 py-1 text-xs font-semibold uppercase tracking-[0.22em] text-primary">
<Sparkles className="h-3.5 w-3.5" />
Create Room
</div>
<h2 className="mt-4 font-display text-3xl font-semibold text-foreground">Choose a game room</h2>
<p className="mt-2 max-w-2xl text-sm text-text-tertiary">
Pick the table or duel you want to host, then tune the settings before you publish the invite link.
</p>
</div>
<button
onClick={onClose}
className="rounded-full border border-white/10 px-3 py-1.5 text-sm text-text-tertiary transition-colors hover:text-foreground"
>
Close
</button>
</div>
<div className="grid gap-4 md:grid-cols-2">
{gameUIRegistry.list().map(game => (
<button
key={game.slug}
onClick={() => onChooseGame(game.slug)}
className={cn(
"group rounded-[28px] border p-5 text-left transition-transform hover:-translate-y-0.5",
gameSurfaceClass(game.slug),
)}
>
<div className="flex items-start justify-between gap-4">
<div>
<div className="text-4xl">{game.icon}</div>
<div className="mt-4 font-display text-2xl font-semibold text-foreground">{game.name}</div>
<div className="mt-1 text-sm text-text-secondary">{game.tagline}</div>
</div>
<ArrowRight className="mt-1 h-5 w-5 text-text-tertiary transition-colors group-hover:text-foreground" />
</div>
<div className="mt-4 flex flex-wrap gap-2 text-xs text-text-tertiary">
<span className="rounded-full border border-white/10 bg-black/10 px-3 py-1.5">
{game.minPlayers === game.maxPlayers
? `${game.maxPlayers} players`
: `${game.minPlayers}-${game.maxPlayers} players`}
</span>
<span className="rounded-full border border-white/10 bg-black/10 px-3 py-1.5">
{game.manualStart ? "Manual start" : "Auto start"}
</span>
</div>
</button>
))}
</div>
</div>
)}
</div>
</div>
);
}
export function GameLobby() {
@@ -21,6 +444,10 @@ export function GameLobby() {
const [rooms, setRooms] = useState<RoomSummary[]>([]);
const [filter, setFilter] = useState<string | null>(null);
const [showCreate, setShowCreate] = useState(false);
const [configGame, setConfigGame] = useState<ConfiguredGame>(null);
const [chessTimeControl, setChessTimeControl] = useState("blitz_5_3");
const [soloMode, setSoloMode] = useState(false);
const [betAmount, setBetAmount] = useState(0);
const gameTypes = gameUIRegistry.list();
@@ -37,129 +464,334 @@ export function GameLobby() {
});
return unsubscribe;
}, [connected, subscribe, navigate]);
}, [connected, navigate, subscribe]);
const filteredRooms = filter ? rooms.filter(r => r.gameSlug === filter) : rooms;
const activeRooms = filteredRooms.filter(r => r.status !== "finished");
const activeRooms = useMemo(() => {
const nextRooms = filter ? rooms.filter(room => room.gameSlug === filter) : rooms;
return nextRooms.filter(room => room.status !== "finished").sort(orderRooms);
}, [filter, rooms]);
function createRoom(gameSlug: string) {
send({ type: "CREATE_ROOM", gameType: gameSlug });
const waitingRoomCount = rooms.filter(room => room.status === "waiting").length;
const totalPlayers = rooms.reduce((sum, room) => sum + room.playerCount, 0);
const totalSpectators = rooms.reduce((sum, room) => sum + room.spectatorCount, 0);
const wagerTables = rooms.filter(room => room.betAmount > 0 && room.status !== "finished").length;
function resetCreateState() {
setShowCreate(false);
setConfigGame(null);
setChessTimeControl("blitz_5_3");
setSoloMode(false);
setBetAmount(0);
}
function handleGameSelect(gameSlug: string) {
if (gameSlug === "chess" || gameSlug === "blackjack") {
setConfigGame(gameSlug);
setBetAmount(0);
if (gameSlug === "chess") setSoloMode(false);
return;
}
send({ type: "CREATE_ROOM", gameType: gameSlug });
resetCreateState();
}
function createChessRoom() {
send({
type: "CREATE_ROOM",
gameType: "chess",
options: {
timeControl: chessTimeControl,
...(soloMode && { soloMode: true }),
...(betAmount > 0 && !soloMode && { betAmount }),
},
});
resetCreateState();
}
function createBlackjackRoom() {
send({
type: "CREATE_ROOM",
gameType: "blackjack",
options: {
...(betAmount > 0 && { betAmount }),
},
});
resetCreateState();
}
return (
<div>
<div className="flex items-center justify-between gap-3 mb-4 md:mb-6">
<div className="min-w-0">
<h1 className="font-display text-lg font-semibold">Games</h1>
<p className="text-sm text-text-tertiary hidden sm:block">Browse and create game rooms</p>
</div>
<button
onClick={() => setShowCreate(true)}
className="rounded-xl bg-primary text-on-primary px-4 py-2 text-sm font-label font-medium hover:opacity-90 transition-colors shrink-0"
>
+ Create Room
</button>
</div>
<div className="space-y-6">
<section className="overflow-hidden rounded-[32px] border border-white/10 bg-[radial-gradient(circle_at_top,rgba(233,195,73,0.14),transparent_35%),linear-gradient(180deg,rgba(255,255,255,0.03),rgba(255,255,255,0.01))] p-5 shadow-[0_24px_80px_rgba(0,0,0,0.24)] sm:p-6 lg:p-7">
<div className="grid gap-6 xl:grid-cols-[minmax(0,1fr)_360px] xl:items-start">
<div>
<div className="inline-flex items-center gap-2 rounded-full border border-primary/20 bg-primary/10 px-3 py-1 text-xs font-semibold uppercase tracking-[0.22em] text-primary">
<Gamepad2 className="h-3.5 w-3.5" />
Game Rooms
</div>
<h1 className="mt-4 font-display text-4xl font-semibold tracking-tight text-foreground sm:text-5xl">
Host faster. Join clearer. Spectate without guessing.
</h1>
<p className="mt-3 max-w-2xl text-sm leading-6 text-text-secondary sm:text-base">
Browse open rooms, check seats and stakes at a glance, and create a table with the settings you need.
</p>
<div className="flex gap-2 mb-4 overflow-x-auto pb-1">
<button
onClick={() => setFilter(null)}
className={`px-3 py-1.5 rounded-md text-sm font-medium transition-colors ${
filter === null ? "bg-primary/15 text-primary" : "bg-card text-text-tertiary hover:text-foreground"
}`}
>
All Games
</button>
{gameTypes.map(g => (
<button
key={g.slug}
onClick={() => setFilter(g.slug)}
className={`px-3 py-1.5 rounded-md text-sm font-medium transition-colors ${
filter === g.slug ? "bg-primary/15 text-primary" : "bg-card text-text-tertiary hover:text-foreground"
}`}
>
{g.icon} {g.name}
</button>
))}
</div>
<div className="mt-5 flex flex-col gap-3 sm:flex-row sm:flex-wrap sm:items-center">
<button
onClick={() => setShowCreate(true)}
disabled={!connected}
className="inline-flex items-center justify-center gap-2 rounded-2xl bg-primary px-5 py-3 text-sm font-semibold text-on-primary transition hover:opacity-90 disabled:cursor-not-allowed disabled:opacity-50"
>
Create Room
<ArrowRight className="h-4 w-4" />
</button>
<div className={cn(
"inline-flex items-center gap-2 rounded-full border px-3 py-1.5 text-xs uppercase tracking-[0.18em]",
connected
? "border-success/20 bg-success/10 text-success"
: "border-warning/20 bg-warning/10 text-warning",
)}>
<span className={cn("h-2 w-2 rounded-full", connected ? "bg-success" : "bg-warning")} />
{connected ? "Live connection" : "Reconnecting"}
</div>
</div>
<div className="bg-card rounded-xl">
<div className="flex items-center gap-2 px-5 py-3">
<span className="text-sm font-display font-semibold">Active Rooms</span>
<span className="text-xs text-text-disabled font-label">({activeRooms.length})</span>
</div>
{activeRooms.length === 0 ? (
<div className="px-5 py-8 text-center text-sm text-text-tertiary">
No active rooms. Create one to get started!
<div className="mt-6 grid gap-3 md:grid-cols-3">
<MetricCard label="Active Rooms" value={String(activeRooms.length)} hint="Waiting and live tables." />
<MetricCard label="Players" value={String(totalPlayers)} hint="Currently seated across games." />
<MetricCard label="Spectators" value={String(totalSpectators)} hint="Watching without occupying seats." />
</div>
</div>
) : (
<div className="px-2 pb-2 space-y-0.5">
{activeRooms.map(room => {
const plugin = gameUIRegistry.get(room.gameSlug);
return (
<div key={room.id} className="flex items-center justify-between gap-3 px-3 py-3 md:px-4 hover:bg-raised/30 transition-colors rounded-lg">
<div className="flex items-center gap-3 min-w-0">
<span className="text-lg shrink-0">{plugin?.icon ?? "🎮"}</span>
<div className="min-w-0">
<div className="text-sm font-medium truncate">{room.gameName}</div>
<div className="flex items-center gap-2 text-xs text-text-tertiary">
<span className={`inline-flex items-center px-1.5 py-0.5 rounded text-[10px] font-semibold ${
room.status === "waiting"
? "bg-warning/15 text-warning"
: "bg-success/15 text-success"
}`}>
{room.status === "waiting" ? "Waiting" : "Playing"}
<div className="space-y-3">
{gameTypes.map(game => (
<button
key={game.slug}
onClick={() => {
setShowCreate(true);
handleGameSelect(game.slug);
}}
className={cn(
"w-full rounded-[28px] border p-4 text-left transition-transform hover:-translate-y-0.5",
gameSurfaceClass(game.slug),
)}
>
<div className="flex items-start justify-between gap-4">
<div>
<div className="text-3xl">{game.icon}</div>
<div className="mt-3 text-lg font-semibold text-foreground">{game.name}</div>
<div className="mt-1 text-sm text-text-secondary">{game.tagline}</div>
</div>
<ArrowRight className="mt-1 h-5 w-5 text-text-tertiary" />
</div>
</button>
))}
<div className="rounded-[28px] border border-white/10 bg-card/70 p-4">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Lobby Snapshot</div>
<div className="mt-3 grid gap-3 md:grid-cols-3 xl:grid-cols-1">
<div className="flex items-center gap-3 text-sm text-text-secondary">
<Swords className="h-4 w-4 text-primary" />
<span>{waitingRoomCount} room{waitingRoomCount !== 1 ? "s" : ""} waiting to start</span>
</div>
<div className="flex items-center gap-3 text-sm text-text-secondary">
<Coins className="h-4 w-4 text-warning" />
<span>{wagerTables} wager table{wagerTables !== 1 ? "s" : ""} live now</span>
</div>
<div className="flex items-center gap-3 text-sm text-text-secondary">
<Eye className="h-4 w-4 text-info" />
<span>{totalSpectators} spectator{totalSpectators !== 1 ? "s" : ""} across rooms</span>
</div>
</div>
</div>
</div>
</div>
</section>
<section className="grid gap-6 xl:grid-cols-[minmax(0,1fr)_300px]">
<div className="space-y-4">
<div className="flex flex-wrap items-center gap-2">
<FilterChip active={filter === null} onClick={() => setFilter(null)}>All Games</FilterChip>
{gameTypes.map(game => (
<FilterChip key={game.slug} active={filter === game.slug} onClick={() => setFilter(game.slug)}>
<span className="inline-flex items-center gap-2">
<span>{game.icon}</span>
{game.name}
</span>
</FilterChip>
))}
</div>
<div className="grid gap-4 lg:grid-cols-2">
{activeRooms.length === 0 ? (
<div className="rounded-[28px] border border-dashed border-white/10 bg-card/60 p-8 text-center lg:col-span-2">
<div className="mx-auto flex h-12 w-12 items-center justify-center rounded-2xl bg-primary/10 text-primary">
<Sparkles className="h-5 w-5" />
</div>
<div className="mt-4 font-display text-2xl font-semibold text-foreground">No active rooms yet</div>
<p className="mt-2 text-sm text-text-tertiary">
Create a room to get started, or switch filters if you are looking for a different game.
</p>
<button
onClick={() => setShowCreate(true)}
className="mt-5 inline-flex items-center gap-2 rounded-2xl bg-primary px-4 py-2.5 text-sm font-semibold text-on-primary transition hover:opacity-90"
>
Create the first room
</button>
</div>
) : (
activeRooms.map(room => {
const plugin = gameUIRegistry.get(room.gameSlug);
const status = roomStatusMeta(room.status);
const openSeats = Math.max(room.maxPlayers - room.playerCount, 0);
const roomFacts = [
`${room.playerCount}/${room.maxPlayers} seats filled`,
openSeats > 0 ? `${openSeats} open` : "Table full",
];
if (room.betAmount > 0) {
roomFacts.push(`${room.betAmount} AU stake`);
}
return (
<article
key={room.id}
className={cn(
"group relative overflow-hidden rounded-[30px] border bg-card/70 p-5 shadow-[0_20px_50px_rgba(0,0,0,0.18)]",
plugin ? gameSurfaceClass(plugin.slug) : "border-white/10",
)}
>
<div className={cn("pointer-events-none absolute inset-0 bg-gradient-to-br opacity-60", status.accentClassName)} />
<div className="relative flex h-full flex-col">
<div className="flex items-start justify-between gap-4">
<div className="min-w-0">
<div className="flex items-center gap-3">
<span className="text-3xl">{plugin?.icon ?? "🎮"}</span>
<div className="min-w-0">
<div className="font-display text-2xl font-semibold text-foreground">{room.gameName}</div>
<div className="mt-1 text-sm text-text-secondary">
{plugin?.description ?? "Game room"}
</div>
</div>
</div>
</div>
<span className={cn("shrink-0 rounded-full border px-3 py-1 text-[11px] font-semibold uppercase tracking-[0.18em]", status.chipClassName)}>
{status.label}
</span>
<span>{room.playerCount}/{room.maxPlayers} players</span>
{room.spectatorCount > 0 && <span>· 👁 {room.spectatorCount}</span>}
</div>
<div className="mt-5 flex flex-wrap gap-2">
{roomFacts.map(fact => (
<span key={fact} className="rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-xs text-text-secondary">
{fact}
</span>
))}
</div>
<div className="mt-5 grid gap-3 md:grid-cols-3">
<div className="rounded-2xl border border-white/10 bg-black/10 px-4 py-3">
<div className="flex items-center gap-2 text-[11px] uppercase tracking-[0.18em] text-text-disabled">
<Users className="h-3.5 w-3.5" />
Players
</div>
<div className="mt-2 text-lg font-semibold text-foreground">{room.playerCount}/{room.maxPlayers}</div>
</div>
<div className="rounded-2xl border border-white/10 bg-black/10 px-4 py-3">
<div className="flex items-center gap-2 text-[11px] uppercase tracking-[0.18em] text-text-disabled">
<Eye className="h-3.5 w-3.5" />
Spectators
</div>
<div className="mt-2 text-lg font-semibold text-foreground">{room.spectatorCount}</div>
</div>
<div className="rounded-2xl border border-white/10 bg-black/10 px-4 py-3">
<div className="flex items-center gap-2 text-[11px] uppercase tracking-[0.18em] text-text-disabled">
<Clock3 className="h-3.5 w-3.5" />
Launch
</div>
<div className="mt-2 text-sm font-semibold text-foreground">
{plugin?.manualStart ? "Host starts" : "Auto starts"}
</div>
</div>
</div>
<div className="mt-5 flex flex-col gap-4 sm:flex-row sm:items-center sm:justify-between">
<div className="break-all text-xs text-text-tertiary">
Room ID {room.id.slice(0, 8).toUpperCase()}
</div>
<button
onClick={() => navigate(`/${room.gameSlug}/${room.id}`, {
state: { preferAs: room.status === "waiting" ? "player" : "spectator" },
})}
className={cn(
"inline-flex w-full items-center justify-center gap-2 rounded-2xl px-4 py-2.5 text-sm font-semibold transition-colors sm:w-auto",
room.status === "waiting"
? "bg-primary text-on-primary hover:opacity-90"
: "border border-white/10 bg-white/5 text-foreground hover:bg-white/10",
)}
>
{roomActionLabel(room)}
<ArrowRight className="h-4 w-4" />
</button>
</div>
</div>
</div>
<button
onClick={() => navigate(`/${room.gameSlug}/${room.id}`, {
state: { preferAs: room.status === "waiting" ? "player" : "spectator" }
})}
className={`rounded-xl px-3 py-1.5 text-xs font-label font-semibold transition-colors shrink-0 ${
room.status === "waiting"
? "bg-primary text-on-primary hover:opacity-90"
: "bg-raised text-text-tertiary hover:text-foreground"
}`}
>
{room.status === "waiting" ? "Join" : "Spectate"}
</button>
</div>
);
})}
</div>
)}
</div>
{showCreate && (
<div className="fixed inset-0 z-50 flex items-end sm:items-center justify-center bg-black/50" onClick={() => setShowCreate(false)}>
<div className="bg-surface-container-highest rounded-xl p-6 w-full sm:max-w-sm shadow-[0_20px_40px_rgba(0,0,0,0.5)]" onClick={e => e.stopPropagation()}>
<h2 className="font-display text-base font-semibold mb-4">Create a Room</h2>
<div className="space-y-2">
{gameTypes.map(g => (
<button
key={g.slug}
onClick={() => createRoom(g.slug)}
className="w-full flex items-center gap-3 rounded-xl bg-raised px-4 py-3 text-sm font-medium hover:bg-surface-container-high transition-colors"
>
<span className="text-lg">{g.icon}</span>
<span>{g.name}</span>
</button>
))}
</div>
<button
onClick={() => setShowCreate(false)}
className="mt-4 w-full text-center text-sm text-text-tertiary hover:text-foreground transition-colors"
>
Cancel
</button>
</article>
);
})
)}
</div>
</div>
)}
<aside className="space-y-4">
<div className="rounded-[28px] border border-white/10 bg-card/70 p-5">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Game Types</div>
<div className="mt-4 space-y-3">
{gameTypes.map(game => {
const roomsForGame = rooms.filter(room => room.gameSlug === game.slug && room.status !== "finished").length;
return (
<button
key={game.slug}
onClick={() => {
setFilter(game.slug);
setShowCreate(true);
handleGameSelect(game.slug);
}}
className="w-full rounded-2xl border border-white/10 bg-black/10 p-4 text-left transition-colors hover:border-white/20 hover:bg-black/20"
>
<div className="flex items-start justify-between gap-3">
<div className="min-w-0">
<div className="flex items-center gap-3 text-foreground">
<span className="text-2xl">{game.icon}</span>
<span className="text-base font-semibold">{game.name}</span>
</div>
<div className="mt-2 text-sm text-text-tertiary">{game.tagline}</div>
</div>
<span className="shrink-0 rounded-full border border-white/10 bg-card px-2.5 py-1 text-xs text-text-secondary">
{roomsForGame}
</span>
</div>
</button>
);
})}
</div>
</div>
</aside>
</section>
<CreateRoomDialog
configGame={configGame}
show={showCreate}
onBack={() => setConfigGame(null)}
onClose={resetCreateState}
onChooseGame={handleGameSelect}
onCreateChess={createChessRoom}
onCreateBlackjack={createBlackjackRoom}
chessTimeControl={chessTimeControl}
setChessTimeControl={setChessTimeControl}
soloMode={soloMode}
setSoloMode={setSoloMode}
betAmount={betAmount}
setBetAmount={setBetAmount}
/>
</div>
);
}

View File

@@ -1,34 +1,168 @@
import { useState } from "react";
import { useParams, useNavigate, useLocation } from "react-router-dom";
import { useLocation, useNavigate, useParams } from "react-router-dom";
import {
ArrowLeft,
CheckCircle2,
Clock3,
Coins,
Copy,
Eye,
Loader2,
Play,
Shield,
Sparkles,
Users,
} from "lucide-react";
import { cn } from "../lib/utils";
import { useGameRoom } from "../lib/useGameRoom";
import { CHESS_TIME_CONTROL_LABELS } from "./chess/timeControls";
import { gameUIRegistry } from "./registry";
import { Loader2 } from "lucide-react";
function CopyInviteLink({ url }: { url: string }) {
const [copied, setCopied] = useState(false);
function copy() {
navigator.clipboard.writeText(url).then(() => {
setCopied(true);
setTimeout(() => setCopied(false), 2000);
});
}
function stateChip(status: "waiting" | "playing" | "finished") {
if (status === "waiting") return "border-warning/25 bg-warning/12 text-warning";
if (status === "playing") return "border-success/25 bg-success/12 text-success";
return "border-white/10 bg-card text-text-tertiary";
}
function stateLabel(status: "waiting" | "playing" | "finished") {
if (status === "waiting") return "Waiting";
if (status === "playing") return "Live";
return "Finished";
}
function gameSurfaceClass(slug: string): string {
return slug === "blackjack"
? "border-emerald-500/20 bg-[radial-gradient(circle_at_top,rgba(34,197,94,0.14),transparent_42%),linear-gradient(180deg,rgba(6,95,70,0.34),rgba(6,78,59,0.08))]"
: "border-primary/20 bg-[radial-gradient(circle_at_top,rgba(233,195,73,0.14),transparent_42%),linear-gradient(180deg,rgba(61,46,0,0.24),rgba(61,46,0,0.06))]";
}
function MessageState({
title,
body,
actionLabel,
onAction,
loading = false,
}: {
title: string;
body: string;
actionLabel: string;
onAction: () => void;
loading?: boolean;
}) {
return (
<div className="flex flex-col items-center gap-2">
<div className="text-xs text-text-disabled mb-1">Share this link to invite:</div>
<div className="flex items-center gap-2 w-full max-w-sm">
<span className="flex-1 font-mono bg-card rounded-lg px-2 py-1.5 text-[11px] text-text-tertiary truncate">
{url}
</span>
<button
onClick={copy}
className={`shrink-0 rounded px-3 py-1.5 text-xs font-medium transition-colors ${
copied
? "bg-success/15 text-success"
: "bg-raised text-text-tertiary hover:text-foreground"
}`}
>
{copied ? "Copied!" : "Copy"}
</button>
<div className="rounded-[32px] border border-white/10 bg-card/70 px-6 py-12 text-center shadow-[0_24px_80px_rgba(0,0,0,0.2)]">
<div className="mx-auto flex h-14 w-14 items-center justify-center rounded-2xl bg-primary/10 text-primary">
{loading ? <Loader2 className="h-6 w-6 animate-spin" /> : <Sparkles className="h-6 w-6" />}
</div>
<h1 className="mt-5 font-display text-3xl font-semibold text-foreground">{title}</h1>
<p className="mx-auto mt-2 max-w-xl text-sm text-text-tertiary">{body}</p>
<button
onClick={onAction}
className="mt-6 inline-flex items-center gap-2 rounded-2xl bg-primary px-4 py-2.5 text-sm font-semibold text-on-primary transition hover:opacity-90"
>
{actionLabel}
</button>
</div>
);
}
function CopyInviteCard({ url }: { url: string }) {
const [copied, setCopied] = useState(false);
async function copy() {
try {
await navigator.clipboard.writeText(url);
setCopied(true);
setTimeout(() => setCopied(false), 1800);
} catch {
setCopied(false);
}
}
return (
<div className="rounded-[28px] border border-white/10 bg-card/70 p-5">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Invite Link</div>
<div className="mt-2 text-sm text-text-secondary">
Share this room URL to bring another player directly into the waiting room.
</div>
<div className="mt-4 rounded-2xl border border-white/10 bg-black/10 p-3">
<div className="truncate font-mono text-xs text-text-secondary">{url}</div>
</div>
<button
onClick={copy}
className={cn(
"mt-4 inline-flex w-full items-center justify-center gap-2 rounded-2xl border px-4 py-3 text-sm font-semibold transition-colors",
copied
? "border-success/20 bg-success/10 text-success"
: "border-white/10 bg-white/5 text-foreground hover:bg-white/10",
)}
>
{copied ? <CheckCircle2 className="h-4 w-4" /> : <Copy className="h-4 w-4" />}
{copied ? "Invite Copied" : "Copy Invite Link"}
</button>
</div>
);
}
function CompactRoomBar({
roomCode,
state,
isSpectator,
playerCount,
maxPlayers,
spectatorCount,
facts,
onExit,
}: {
roomCode: string;
state: "waiting" | "playing" | "finished";
isSpectator: boolean;
playerCount: number;
maxPlayers: number;
spectatorCount: number;
facts: Array<{ label: string; value: string }>;
onExit: () => void;
}) {
return (
<div className="sticky top-[4.5rem] z-30 md:top-6">
<div className="rounded-[24px] border border-white/10 bg-background/82 p-3 shadow-[0_18px_50px_rgba(0,0,0,0.28)] backdrop-blur-xl">
<div className="flex flex-col gap-3 sm:flex-row sm:flex-wrap sm:items-center sm:justify-between">
<div className="flex min-w-0 flex-wrap items-center gap-2">
<span className={cn("rounded-full border px-3 py-1 text-[11px] font-semibold uppercase tracking-[0.18em]", stateChip(state))}>
{stateLabel(state)}
</span>
<span className="rounded-full border border-white/10 bg-black/10 px-3 py-1 text-[11px] font-semibold uppercase tracking-[0.18em] text-text-secondary">
Room {roomCode}
</span>
{isSpectator && (
<span className="rounded-full border border-info/20 bg-info/10 px-3 py-1 text-[11px] font-semibold uppercase tracking-[0.18em] text-info">
Spectating
</span>
)}
</div>
<button
onClick={onExit}
className="rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-sm text-text-secondary transition-colors hover:text-foreground sm:self-auto self-start"
>
Leave
</button>
</div>
<div className="mt-3 flex flex-wrap gap-2">
<span className="inline-flex items-center gap-2 rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-xs text-text-secondary">
<Users className="h-3.5 w-3.5" />
{playerCount}/{maxPlayers} players
</span>
<span className="inline-flex items-center gap-2 rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-xs text-text-secondary">
<Eye className="h-3.5 w-3.5" />
{spectatorCount} spectators
</span>
{facts.map(fact => (
<span key={fact.label} className="rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-xs text-text-secondary">
{fact.label}: {fact.value}
</span>
))}
</div>
</div>
</div>
);
@@ -41,152 +175,358 @@ export function GameRoom({ userId, role }: { userId: string; role?: string }) {
const preferAs = (location.state as { preferAs?: "player" | "spectator" } | null)?.preferAs ?? "player";
const {
gameState, players, spectators, roomStatus,
isSpectator, gameOver, error, sendAction, leaveRoom, sessionReplaced, rejoin, fillRoom,
gameState,
players,
spectators,
roomStatus,
isSpectator,
gameOver,
roundResult,
error,
sendAction,
leaveRoom,
sessionReplaced,
rejoin,
fillRoom,
startGame,
roomOptions,
} = useGameRoom(roomId!, userId, role, preferAs);
const plugin = gameSlug ? gameUIRegistry.get(gameSlug) : undefined;
function exitRoom() {
leaveRoom();
navigate("/games");
}
if (!plugin) {
return (
<div className="text-center py-16">
<div className="text-lg font-display font-semibold mb-2">Unknown Game</div>
<p className="text-sm text-text-tertiary mb-4">The game type "{gameSlug}" doesn't exist.</p>
<button onClick={() => navigate("/games")} className="text-sm text-primary hover:underline">
Back to Games
</button>
</div>
<MessageState
title="Unknown Game"
body={`The game type "${gameSlug}" is not registered in the panel.`}
actionLabel="Back to Games"
onAction={() => navigate("/games")}
/>
);
}
if (roomStatus === "not_found") {
return (
<div className="text-center py-16">
<div className="text-lg font-display font-semibold mb-2">Room Not Found</div>
<p className="text-sm text-text-tertiary mb-4">This room no longer exists or has expired.</p>
<button onClick={() => navigate("/games")} className="text-sm text-primary hover:underline">
Back to Games
</button>
</div>
<MessageState
title="Room Not Found"
body="This room no longer exists, has expired, or was already cleaned up by the server."
actionLabel="Back to Games"
onAction={() => navigate("/games")}
/>
);
}
if (roomStatus === "connecting") {
return (
<div className="flex flex-col items-center justify-center py-16 gap-3">
<Loader2 className="w-6 h-6 animate-spin text-text-tertiary" />
<p className="text-sm text-text-tertiary">
{preferAs === "spectator" ? "Joining as spectator..." : "Joining room..."}
</p>
</div>
<MessageState
title={preferAs === "spectator" ? "Joining As Spectator" : "Joining Room"}
body="The panel is restoring the room state and syncing your latest seat information."
actionLabel="Back to Games"
onAction={() => navigate("/games")}
loading
/>
);
}
const GameComponent = plugin.component;
const roomCode = roomId?.slice(0, 8).toUpperCase() ?? "";
const hostPlayer = players[0] ?? null;
const isHost = hostPlayer?.discordId === userId;
const betAmount = roomOptions.betAmount ?? 0;
const timeControl = typeof roomOptions.timeControl === "string"
? CHESS_TIME_CONTROL_LABELS[roomOptions.timeControl] ?? roomOptions.timeControl
: null;
const readyToStart = players.length >= plugin.minPlayers;
const startHint = plugin.manualStart
? isHost
? readyToStart
? "You can start the game now."
: `Need ${plugin.minPlayers} player${plugin.minPlayers === 1 ? "" : "s"} before you can start.`
: `${hostPlayer?.username ?? "The host"} will start the game when the table is ready.`
: `This room starts automatically once ${plugin.maxPlayers} seats are filled.`;
const roomFacts = [
{ label: "Format", value: plugin.manualStart ? "Manual start" : "Auto start" },
{ label: "Seats", value: plugin.minPlayers === plugin.maxPlayers ? `${plugin.maxPlayers}` : `${plugin.minPlayers}-${plugin.maxPlayers}` },
...(timeControl ? [{ label: "Clock", value: timeControl }] : []),
...(betAmount > 0 ? [{ label: "Stake", value: `${betAmount} AU` }] : []),
];
return (
<div>
<div className="flex items-center justify-between gap-3 mb-4 md:mb-6">
<div className="flex items-center gap-3 min-w-0">
<span className="text-xl shrink-0">{plugin.icon}</span>
<div className="min-w-0">
<h1 className="font-display text-base font-semibold truncate">{plugin.name}</h1>
<div className="flex items-center gap-2 text-xs text-text-tertiary">
<span className={`inline-flex items-center px-1.5 py-0.5 rounded text-[10px] font-semibold ${
roomStatus === "waiting" ? "bg-warning/15 text-warning"
: roomStatus === "playing" ? "bg-success/15 text-success"
: "bg-card text-text-tertiary"
}`}>
{roomStatus === "waiting" ? "Waiting" : roomStatus === "playing" ? "Playing" : "Finished"}
</span>
{isSpectator && <span className="text-text-disabled">Spectating</span>}
<span>👁 {spectators.length}</span>
<div className="space-y-6">
<section className={cn("overflow-hidden rounded-[32px] border p-5 shadow-[0_24px_80px_rgba(0,0,0,0.22)] sm:p-6", gameSurfaceClass(plugin.slug))}>
<div className="flex flex-col gap-3 sm:flex-row sm:flex-wrap sm:items-center sm:justify-between">
<button
onClick={exitRoom}
className="inline-flex items-center gap-2 rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-sm text-text-secondary transition-colors hover:text-foreground"
>
<ArrowLeft className="h-4 w-4" />
Back to Games
</button>
<button
onClick={exitRoom}
className="rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-sm text-text-secondary transition-colors hover:text-foreground"
>
Leave Room
</button>
</div>
<div className="mt-5 grid gap-5 xl:grid-cols-[minmax(0,1fr)_320px] xl:items-start">
<div>
<div className="flex items-start gap-4">
<span className="text-4xl">{plugin.icon}</span>
<div className="min-w-0">
<div className="flex flex-wrap items-center gap-2">
<h1 className="font-display text-3xl font-semibold text-foreground sm:text-4xl">{plugin.name}</h1>
<span className={cn("rounded-full border px-3 py-1 text-[11px] font-semibold uppercase tracking-[0.18em]", stateChip(roomStatus))}>
{stateLabel(roomStatus)}
</span>
{isSpectator && (
<span className="rounded-full border border-info/20 bg-info/10 px-3 py-1 text-[11px] font-semibold uppercase tracking-[0.18em] text-info">
Spectating
</span>
)}
</div>
<p className="mt-2 max-w-2xl text-sm text-text-secondary">{plugin.description}</p>
<div className="mt-4 flex flex-wrap gap-2">
<span className="break-all rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-xs text-text-secondary">
Room ID {roomCode}
</span>
{roomFacts.map(fact => (
<span key={fact.label} className="rounded-full border border-white/10 bg-black/10 px-3 py-1.5 text-xs text-text-secondary">
{fact.label}: {fact.value}
</span>
))}
</div>
</div>
</div>
<div className="mt-5 grid gap-3 md:grid-cols-3">
<div className="rounded-2xl border border-white/10 bg-black/12 px-4 py-3">
<div className="flex items-center gap-2 text-[11px] uppercase tracking-[0.18em] text-text-disabled">
<Users className="h-3.5 w-3.5" />
Players
</div>
<div className="mt-2 text-lg font-semibold text-foreground">{players.length}/{plugin.maxPlayers}</div>
</div>
<div className="rounded-2xl border border-white/10 bg-black/12 px-4 py-3">
<div className="flex items-center gap-2 text-[11px] uppercase tracking-[0.18em] text-text-disabled">
<Eye className="h-3.5 w-3.5" />
Spectators
</div>
<div className="mt-2 text-lg font-semibold text-foreground">{spectators.length}</div>
</div>
<div className="rounded-2xl border border-white/10 bg-black/12 px-4 py-3">
<div className="flex items-center gap-2 text-[11px] uppercase tracking-[0.18em] text-text-disabled">
{betAmount > 0 ? <Coins className="h-3.5 w-3.5" /> : <Clock3 className="h-3.5 w-3.5" />}
{betAmount > 0 ? "Stake" : "Launch"}
</div>
<div className="mt-2 text-sm font-semibold text-foreground">
{betAmount > 0 ? `${betAmount} AU${plugin.slug === "blackjack" ? " / hand" : ""}` : plugin.manualStart ? "Host starts" : "Auto starts"}
</div>
</div>
</div>
</div>
</div>
<button
onClick={() => { leaveRoom(); navigate("/games"); }}
className="rounded-md px-3 py-1.5 text-sm font-medium bg-raised text-text-tertiary hover:text-foreground transition-colors shrink-0"
>
Leave
</button>
</div>
{sessionReplaced && (
<div className="mb-4 rounded-xl bg-warning/10 px-4 py-3 flex items-center justify-between gap-3">
<p className="text-sm text-warning">
You opened this game in another tab. Actions from this tab are disabled.
</p>
<button
onClick={rejoin}
className="shrink-0 text-xs font-medium text-warning underline hover:no-underline"
>
Rejoin here
</button>
</div>
)}
{error && (
<div className="mb-4 rounded-xl bg-destructive/10 px-4 py-2 text-sm text-destructive">
{error}
</div>
)}
{gameOver && (
<div className="mb-4 rounded-xl bg-primary/10 px-4 py-3">
<div className="text-sm font-semibold text-primary">
{gameOver.winner
? `Winner: ${players.find(p => p.discordId === gameOver.winner)?.username ?? gameOver.winner}`
: "Draw!"}
<div className="rounded-[28px] border border-white/10 bg-black/12 p-4">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Room Notes</div>
<div className="mt-3 text-sm text-text-secondary">{startHint}</div>
{hostPlayer && (
<div className="mt-4 flex items-center justify-between gap-3 rounded-2xl border border-white/10 bg-black/10 px-4 py-3 text-sm">
<span className="text-text-tertiary">Host</span>
<span className="min-w-0 truncate text-right font-semibold text-foreground">{hostPlayer.username}</span>
</div>
)}
</div>
<div className="text-xs text-text-tertiary mt-1">Reason: {gameOver.reason}</div>
</div>
)}
{roomStatus === "finished" && (
<div className="mt-4 text-center">
<button
onClick={() => { leaveRoom(); navigate("/games"); }}
className="rounded-xl bg-primary text-on-primary px-5 py-2 text-sm font-label font-medium hover:opacity-90 transition-colors"
>
Back to Lobby
</button>
</div>
)}
<div className="mt-5 space-y-3">
{sessionReplaced && (
<div className="flex flex-col gap-3 rounded-2xl border border-warning/20 bg-warning/10 px-4 py-3 sm:flex-row sm:flex-wrap sm:items-center sm:justify-between">
<div className="text-sm text-warning">
Another tab claimed this room session. Actions from this tab are currently disabled.
</div>
<button
onClick={rejoin}
className="self-start rounded-full border border-warning/20 px-3 py-1.5 text-xs font-semibold uppercase tracking-[0.18em] text-warning transition-colors hover:bg-warning/10"
>
Rejoin Here
</button>
</div>
)}
{roomStatus === "waiting" && (
<div className="bg-card rounded-xl p-5 md:p-8">
<div className="text-sm font-semibold mb-4 text-center">
Waiting for players ({players.length}/{plugin.maxPlayers})
</div>
<div className="flex gap-3 justify-center mb-6">
{Array.from({ length: plugin.maxPlayers }).map((_, i) => {
const player = players[i];
return (
<div key={i} className={`flex flex-col items-center gap-2 px-4 py-3 rounded-xl ${player ? "bg-primary/10" : "bg-surface"}`}>
<div className={`w-10 h-10 rounded-full flex items-center justify-center text-sm font-semibold ${player ? "bg-primary/20 text-primary" : "bg-surface text-text-disabled animate-pulse"}`}>
{player ? player.username[0]?.toUpperCase() : "?"}
</div>
<div className="text-xs font-medium">
{player ? player.username : <span className="text-text-disabled">Waiting...</span>}
</div>
<div className="text-[10px] text-text-disabled">
Player {i + 1}
</div>
{error && (
<div className="rounded-2xl border border-destructive/20 bg-destructive/10 px-4 py-3 text-sm text-destructive">
{error}
</div>
)}
{gameOver && (
<div className="rounded-2xl border border-primary/20 bg-primary/10 px-4 py-3">
<div className="text-sm font-semibold text-primary">
{gameOver.winner
? `Winner: ${players.find(player => player.discordId === gameOver.winner)?.username ?? gameOver.winner}`
: "Draw"}
</div>
<div className="mt-1 text-sm text-text-secondary">{gameOver.reason}</div>
{gameOver.payout && (
<div className="mt-2 text-sm font-semibold text-warning">
{gameOver.payout.refunded
? `Wager refunded: ${gameOver.payout.amount} AU`
: `Payout: ${gameOver.payout.amount} AU`}
</div>
);
})}
</div>
<CopyInviteLink url={window.location.href} />
{role === "admin" && players.length < plugin.maxPlayers && (
<button
onClick={fillRoom}
className="mt-4 w-full max-w-sm rounded-md px-4 py-2 text-sm font-medium bg-warning/10 text-warning border border-warning/30 hover:bg-warning/20 transition-colors"
>
Start Solo Test
</button>
)}
</div>
)}
</div>
</section>
{roomStatus === "waiting" && (
<div className="grid gap-6 xl:grid-cols-[minmax(0,1fr)_320px]">
<section className="rounded-[32px] border border-white/10 bg-card/70 p-5 shadow-[0_20px_60px_rgba(0,0,0,0.16)] sm:p-6">
<div className="flex flex-col gap-4 sm:flex-row sm:flex-wrap sm:items-start sm:justify-between">
<div>
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Waiting Room</div>
<h2 className="mt-3 font-display text-3xl font-semibold text-foreground">
{plugin.manualStart ? "Seat players and launch when ready" : "Filling seats before the game begins"}
</h2>
<p className="mt-2 max-w-2xl text-sm text-text-tertiary">
{plugin.manualStart
? "Hosts can keep collecting players and spectators, then start the table manually."
: "The game will start automatically as soon as every required player seat is occupied."}
</p>
</div>
<div className="rounded-2xl border border-primary/20 bg-primary/10 px-4 py-3 text-right">
<div className="text-[11px] uppercase tracking-[0.18em] text-text-disabled">Seats Filled</div>
<div className="mt-1 text-2xl font-semibold text-foreground">{players.length}/{plugin.maxPlayers}</div>
</div>
</div>
<div className="mt-6 grid gap-4 md:grid-cols-2 xl:grid-cols-3">
{Array.from({ length: plugin.maxPlayers }).map((_, index) => {
const player = players[index];
const isSeatHost = index === 0 && !!player;
const isMe = player?.discordId === userId;
return (
<div
key={`${player?.discordId ?? "empty"}-${index}`}
className={cn(
"rounded-[28px] border p-4 transition-colors",
player
? "border-white/10 bg-black/12"
: "border-dashed border-white/10 bg-black/6",
)}
>
<div className="flex items-start justify-between gap-3">
<div className={cn(
"flex h-12 w-12 items-center justify-center rounded-2xl text-lg font-semibold",
player ? "bg-primary/12 text-primary" : "bg-card text-text-disabled",
)}>
{player ? player.username[0]?.toUpperCase() : "?"}
</div>
<div className="flex flex-wrap justify-end gap-2">
{isSeatHost && (
<span className="rounded-full border border-primary/20 bg-primary/10 px-2.5 py-1 text-[11px] font-semibold uppercase tracking-[0.16em] text-primary">
Host
</span>
)}
{isMe && (
<span className="rounded-full border border-info/20 bg-info/10 px-2.5 py-1 text-[11px] font-semibold uppercase tracking-[0.16em] text-info">
You
</span>
)}
</div>
</div>
<div className="mt-4 text-lg font-semibold text-foreground">
{player ? player.username : "Open Seat"}
</div>
<div className="mt-1 text-sm text-text-tertiary">
{player ? `Player ${index + 1}` : "Share the invite to fill this seat."}
</div>
</div>
);
})}
</div>
</section>
<aside className="space-y-4">
<CopyInviteCard url={window.location.href} />
<div className="rounded-[28px] border border-white/10 bg-card/70 p-5">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Room Settings</div>
<div className="mt-4 space-y-3">
{roomFacts.map(fact => (
<div key={fact.label} className="flex flex-col gap-1 rounded-2xl border border-white/10 bg-black/10 px-4 py-3 text-sm sm:flex-row sm:items-center sm:justify-between sm:gap-3">
<span className="text-text-tertiary">{fact.label}</span>
<span className="min-w-0 font-semibold text-foreground sm:text-right">{fact.value}</span>
</div>
))}
</div>
</div>
<div className="rounded-[28px] border border-white/10 bg-card/70 p-5">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Actions</div>
<div className="mt-3 text-sm text-text-secondary">{startHint}</div>
{plugin.manualStart && isHost && (
<button
onClick={startGame}
disabled={!readyToStart}
className="mt-4 inline-flex w-full items-center justify-center gap-2 rounded-2xl bg-primary px-4 py-3 text-sm font-semibold text-on-primary transition hover:opacity-90 disabled:cursor-not-allowed disabled:opacity-45"
>
<Play className="h-4 w-4" />
Start Game
</button>
)}
{role === "admin" && players.length < plugin.maxPlayers && (
<button
onClick={fillRoom}
className="mt-3 inline-flex w-full items-center justify-center gap-2 rounded-2xl border border-warning/20 bg-warning/10 px-4 py-3 text-sm font-semibold text-warning transition hover:bg-warning/15"
>
<Shield className="h-4 w-4" />
Fill Room For Test
</button>
)}
</div>
<div className="rounded-[28px] border border-white/10 bg-card/70 p-5">
<div className="text-[11px] uppercase tracking-[0.2em] text-text-disabled">Spectators</div>
{spectators.length === 0 ? (
<div className="mt-3 rounded-2xl border border-dashed border-white/10 bg-black/8 px-4 py-5 text-sm text-text-tertiary">
No spectators yet.
</div>
) : (
<div className="mt-4 space-y-3">
{spectators.map(spectator => (
<div key={spectator.discordId} className="flex items-center justify-between gap-3 rounded-2xl border border-white/10 bg-black/10 px-4 py-3 text-sm">
<span className="min-w-0 truncate font-medium text-foreground">{spectator.username}</span>
<span className="text-text-tertiary">Watching</span>
</div>
))}
</div>
)}
</div>
</aside>
</div>
)}
{(roomStatus === "playing" || roomStatus === "finished") && (
<CompactRoomBar
roomCode={roomCode}
state={roomStatus}
isSpectator={isSpectator}
playerCount={players.length}
maxPlayers={plugin.maxPlayers}
spectatorCount={spectators.length}
facts={roomFacts}
onExit={exitRoom}
/>
)}
{(roomStatus === "playing" || roomStatus === "finished") && gameState != null && (
@@ -196,8 +536,21 @@ export function GameRoom({ userId, role }: { userId: string; role?: string }) {
isSpectator={isSpectator}
onAction={sendAction}
players={players}
roundResult={roundResult}
roomOptions={roomOptions}
/>
)}
{roomStatus === "finished" && (
<div className="flex justify-end">
<button
onClick={exitRoom}
className="inline-flex items-center gap-2 rounded-2xl bg-primary px-4 py-2.5 text-sm font-semibold text-on-primary transition hover:opacity-90"
>
Back to Lobby
</button>
</div>
)}
</div>
);
}

View File

@@ -0,0 +1,905 @@
import { useCallback, useEffect, useMemo, useState } from "react";
import type { CSSProperties, ReactNode } from "react";
import {
AlertCircle,
ArrowLeftRight,
Check,
ChevronsUp,
Coins,
Eye,
Hand,
type LucideIcon,
LogOut,
Plus,
Square,
Trophy,
} from "lucide-react";
import type { GameUIProps } from "../registry";
interface Card {
suit: "hearts" | "diamonds" | "clubs" | "spades";
rank: string;
}
interface PlayerHandView {
cards: Card[];
value: number;
status: "playing" | "stood" | "bust" | "blackjack";
result: "win" | "blackjack" | "push" | "lose" | null;
resultReason: string | null;
bet: number;
wager: number;
payout: number | null;
net: number | null;
fromSplit: boolean;
}
interface PlayerSeatView {
hands: PlayerHandView[];
activeHandIndex: number;
hasBet: boolean;
totalWager: number;
roundNet: number | null;
cumulativePnl: number;
}
interface BlackjackViewBase {
dealerHand: Card[];
dealerVisibleValue: number;
dealerFullValue: number | null;
seats: Record<string, PlayerSeatView>;
turnOrder: string[];
activePlayerId: string | null;
activeHandIndex: number;
phase: "betting" | "player_turns" | "resolved";
roundNumber: number;
}
interface PlayerView extends BlackjackViewBase {
myPlayerId: string;
canAct: boolean;
canSplit: boolean;
canDoubleDown: boolean;
myCumulativePnl: number;
}
function isPlayerView(state: unknown): state is PlayerView {
return typeof state === "object" && state !== null && "canAct" in state;
}
const RANK_TO_FILENAME: Record<string, string> = {
A: "ace",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
J: "jack",
Q: "queen",
K: "king",
};
const CARD_FACE_STYLE = {
backfaceVisibility: "hidden",
WebkitBackfaceVisibility: "hidden",
} satisfies CSSProperties;
function cardImageUrl(card: Card): string {
const rank = RANK_TO_FILENAME[card.rank] ?? card.rank;
return `/cards/${rank}_of_${card.suit}.svg`;
}
function formatAu(value: number): string {
return `${value} AU`;
}
function formatSignedAu(value: number): string {
return `${value > 0 ? "+" : ""}${value} AU`;
}
function phaseLabel(phase: BlackjackViewBase["phase"]): string {
switch (phase) {
case "betting":
return "Betting Open";
case "player_turns":
return "Hands In Play";
case "resolved":
return "Round Settled";
}
}
function phaseDescription(
phase: BlackjackViewBase["phase"],
activePlayerName: string | null,
betAmount: number,
): string {
if (phase === "betting") {
return betAmount > 0
? `Table stake is ${formatAu(betAmount)}. Splits and doubles add the same amount.`
: "Free play table. Lock in when you are ready.";
}
if (phase === "player_turns") {
return activePlayerName ? `${activePlayerName} is on the clock.` : "Hands are live.";
}
return "Dealer has finished drawing. Review the results and queue the next round.";
}
function toneClasses(value: number): string {
if (value > 0) return "border-emerald-400/30 bg-emerald-500/10 text-emerald-300";
if (value < 0) return "border-red-400/30 bg-red-500/10 text-red-300";
return "border-white/10 bg-white/5 text-white/70";
}
function statusChip(status: PlayerHandView["status"]): { label: string; className: string } {
switch (status) {
case "blackjack":
return { label: "Blackjack", className: "border-yellow-400/30 bg-yellow-400/15 text-yellow-100" };
case "bust":
return { label: "Bust", className: "border-red-400/30 bg-red-500/15 text-red-200" };
case "stood":
return { label: "Standing", className: "border-blue-400/30 bg-blue-500/15 text-blue-100" };
case "playing":
return { label: "Playing", className: "border-emerald-400/30 bg-emerald-500/15 text-emerald-100" };
}
}
function resultChip(result: PlayerHandView["result"]): { label: string; className: string; icon: LucideIcon } | null {
switch (result) {
case "blackjack":
return { label: "Paid 3:2", className: "border-yellow-400/30 bg-yellow-400/15 text-yellow-100", icon: Trophy };
case "win":
return { label: "Win", className: "border-emerald-400/30 bg-emerald-500/15 text-emerald-100", icon: ChevronsUp };
case "push":
return { label: "Push", className: "border-blue-400/30 bg-blue-500/15 text-blue-100", icon: Check };
case "lose":
return { label: "Lose", className: "border-red-400/30 bg-red-500/15 text-red-100", icon: AlertCircle };
default:
return null;
}
}
function PlayingCard({
card,
faceDown = false,
size = "normal",
index = 0,
}: {
card: Card;
faceDown?: boolean;
size?: "compact" | "normal";
index?: number;
}) {
const isHidden = faceDown || card.rank === "?";
const cardSize = size === "compact"
? "h-[4.6rem] w-[3.2rem] sm:h-[5rem] sm:w-[3.5rem]"
: "h-[5.4rem] w-[3.8rem] sm:h-[6.25rem] sm:w-[4.4rem]";
return (
<div
className={`${cardSize} blackjack-card-deal relative shrink-0`}
style={{ perspective: "1200px", animationDelay: `${index * 70}ms` }}
>
<div
className={`relative h-full w-full rounded-xl transition-transform duration-500 [transform-style:preserve-3d] ${
isHidden ? "" : "[transform:rotateY(180deg)]"
}`}
>
<div
className="absolute inset-0 overflow-hidden rounded-xl border border-black/30 shadow-[0_12px_24px_rgba(0,0,0,0.28)]"
style={CARD_FACE_STYLE}
>
<img
src="/cards/back.png"
alt="Card back"
className="h-full w-full object-cover"
draggable={false}
/>
</div>
<div
className="absolute inset-0 overflow-hidden rounded-xl border border-black/30 bg-white shadow-[0_12px_24px_rgba(0,0,0,0.28)]"
style={{ ...CARD_FACE_STYLE, transform: "rotateY(180deg)" }}
>
{!isHidden && (
<img
src={cardImageUrl(card)}
alt={`${card.rank} of ${card.suit}`}
className="h-full w-full object-contain"
draggable={false}
/>
)}
</div>
</div>
</div>
);
}
function CardFan({
cards,
hiddenIndex = -1,
size = "normal",
}: {
cards: Card[];
hiddenIndex?: number;
size?: "compact" | "normal";
}) {
const overlap = size === "compact" ? "-ml-5 sm:-ml-6" : "-ml-6 sm:-ml-7";
return (
<div className="flex min-h-[5rem] items-end justify-center pl-6 sm:pl-7">
{cards.map((card, index) => (
<div key={`${card.rank}-${card.suit}-${index}`} className={index === 0 ? "" : overlap}>
<PlayingCard card={card} faceDown={index === hiddenIndex} size={size} index={index} />
</div>
))}
</div>
);
}
function InfoPill({ label, value }: { label: string; value: string }) {
return (
<div className="rounded-full border border-white/10 bg-black/15 px-3 py-1.5 text-[11px] uppercase tracking-[0.2em] text-white/70">
<span className="text-white/45">{label}</span>
<span className="ml-2 text-white">{value}</span>
</div>
);
}
function MetricCard({ label, value, hint, tone = "neutral" }: {
label: string;
value: string;
hint?: string;
tone?: "neutral" | "positive" | "negative";
}) {
const toneClass = tone === "positive"
? "border-emerald-400/30 bg-emerald-500/10"
: tone === "negative"
? "border-red-400/30 bg-red-500/10"
: "border-white/10 bg-white/5";
return (
<div className={`rounded-2xl border p-3 ${toneClass}`}>
<div className="text-[11px] uppercase tracking-[0.18em] text-white/45">{label}</div>
<div className="mt-2 font-mono text-xl font-semibold text-white">{value}</div>
{hint && <div className="mt-1 text-xs text-white/55">{hint}</div>}
</div>
);
}
function HandPanel({
hand,
handIndex,
isActive,
showMoney,
}: {
hand: PlayerHandView;
handIndex: number;
isActive: boolean;
showMoney: boolean;
}) {
const status = statusChip(hand.status);
const outcome = resultChip(hand.result);
const net = hand.net ?? 0;
return (
<div className={`rounded-2xl border p-3 transition-all ${
isActive
? "border-primary/45 bg-primary/10 shadow-[0_0_0_1px_rgba(233,195,73,0.14)]"
: "border-white/10 bg-black/15"
}`}>
<div className="flex flex-wrap items-center justify-between gap-2">
<div className="flex items-center gap-2">
<div className="text-sm font-semibold text-white">
{hand.fromSplit ? `Split Hand ${handIndex + 1}` : `Hand ${handIndex + 1}`}
</div>
<span className={`rounded-full border px-2 py-0.5 text-[10px] font-semibold uppercase tracking-[0.14em] ${status.className}`}>
{status.label}
</span>
</div>
<div className="rounded-full border border-white/10 bg-white/5 px-2.5 py-1 font-mono text-sm text-white">
{hand.value}
</div>
</div>
<div className="mt-3">
<CardFan cards={hand.cards} size={hand.cards.length >= 4 ? "compact" : "normal"} />
</div>
<div className="mt-3 flex flex-wrap items-center gap-2">
{outcome && (
<span
className={`inline-flex items-center gap-1 rounded-full border px-2 py-0.5 text-[10px] font-semibold uppercase tracking-[0.14em] ${outcome.className}`}
title={hand.resultReason ?? undefined}
>
<outcome.icon className="h-3 w-3" />
{outcome.label}
</span>
)}
{hand.resultReason && (
<span className="text-xs text-white/55">{hand.resultReason}</span>
)}
</div>
{showMoney && (
<div className="mt-3 grid grid-cols-3 gap-2 text-xs">
<div className="rounded-xl border border-white/10 bg-white/5 px-2 py-2">
<div className="text-white/45">Wager</div>
<div className="mt-1 font-mono text-white">{formatAu(hand.wager)}</div>
</div>
<div className="rounded-xl border border-white/10 bg-white/5 px-2 py-2">
<div className="text-white/45">Payout</div>
<div className="mt-1 font-mono text-white">{formatAu(hand.payout ?? 0)}</div>
</div>
<div className={`rounded-xl border px-2 py-2 ${toneClasses(net)}`}>
<div className="opacity-70">Net</div>
<div className="mt-1 font-mono">{formatSignedAu(net)}</div>
</div>
</div>
)}
</div>
);
}
function SeatPanel({
playerName,
seat,
isMe,
isActive,
activeHandIndex,
betAmount,
}: {
playerName: string;
seat: PlayerSeatView;
isMe: boolean;
isActive: boolean;
activeHandIndex: number;
betAmount: number;
}) {
const hasHands = seat.hands.length > 0;
const roundNet = seat.roundNet ?? 0;
return (
<div className={`rounded-[26px] border p-4 transition-all ${
isActive
? "border-primary/45 bg-white/10 shadow-[0_18px_36px_rgba(0,0,0,0.22)]"
: "border-white/10 bg-black/15"
}`}>
<div className="flex flex-wrap items-start justify-between gap-3">
<div className="flex min-w-0 items-center gap-3">
<div className={`flex h-11 w-11 shrink-0 items-center justify-center rounded-2xl text-sm font-bold ${
isActive
? "bg-primary/20 text-primary ring-1 ring-primary/40"
: "bg-white/10 text-white"
}`}>
{playerName[0]?.toUpperCase() ?? "?"}
</div>
<div className="min-w-0">
<div className="flex flex-wrap items-center gap-2">
<div className="truncate text-sm font-semibold text-white">{playerName}</div>
{isMe && <span className="rounded-full bg-primary/15 px-2 py-0.5 text-[10px] font-semibold uppercase tracking-[0.14em] text-primary">You</span>}
{isActive && <span className="rounded-full bg-emerald-500/15 px-2 py-0.5 text-[10px] font-semibold uppercase tracking-[0.14em] text-emerald-200">Turn</span>}
</div>
<div className="mt-1 flex flex-wrap items-center gap-2 text-xs text-white/55">
{!hasHands && (
<span className={`rounded-full border px-2 py-0.5 ${seat.hasBet ? "border-emerald-400/30 bg-emerald-500/10 text-emerald-200" : "border-white/10 bg-white/5 text-white/55"}`}>
{seat.hasBet ? "Bet Locked" : "Waiting"}
</span>
)}
{betAmount > 0 && seat.totalWager > 0 && <span>Wager {formatAu(seat.totalWager)}</span>}
</div>
</div>
</div>
<div className="text-right">
<div className="text-[11px] uppercase tracking-[0.18em] text-white/40">Total P&amp;L</div>
<div className={`mt-1 inline-flex rounded-full border px-3 py-1 font-mono text-sm ${toneClasses(seat.cumulativePnl)}`}>
{formatSignedAu(seat.cumulativePnl)}
</div>
</div>
</div>
{hasHands ? (
<div className="mt-4 grid gap-3">
{seat.hands.map((hand, handIndex) => (
<HandPanel
key={`${playerName}-${handIndex}`}
hand={hand}
handIndex={handIndex}
isActive={isActive && handIndex === activeHandIndex}
showMoney={betAmount > 0}
/>
))}
</div>
) : (
<div className="mt-4 rounded-2xl border border-dashed border-white/10 bg-black/10 px-4 py-6 text-center text-sm text-white/50">
{seat.hasBet
? "Ready for the deal."
: betAmount > 0
? `Waiting for ${formatAu(betAmount)} buy-in.`
: "Waiting for player to ready up."}
</div>
)}
{seat.roundNet !== null && (
<div className="mt-3 flex items-center justify-between rounded-2xl border border-white/10 bg-black/15 px-3 py-2 text-xs">
<span className="uppercase tracking-[0.16em] text-white/45">Round</span>
<span className={`rounded-full border px-2.5 py-1 font-mono ${toneClasses(roundNet)}`}>
{formatSignedAu(roundNet)}
</span>
</div>
)}
</div>
);
}
function EmptySeatCard({ onSit }: { onSit: () => void }) {
return (
<button
onClick={onSit}
className="flex h-full min-h-[250px] flex-col items-center justify-center rounded-[26px] border border-dashed border-primary/35 bg-primary/5 p-6 text-center transition hover:bg-primary/10"
>
<div className="flex h-12 w-12 items-center justify-center rounded-2xl bg-primary/15 text-primary">
<Plus className="h-5 w-5" />
</div>
<div className="mt-4 text-lg font-semibold text-white">Open Seat</div>
<div className="mt-2 max-w-xs text-sm text-white/60">
Sit down during betting to join the next hand.
</div>
</button>
);
}
function MobileSeatRail({
seatedPlayers,
activePlayerId,
myPlayerId,
betAmount,
canSitDown,
onSit,
}: {
seatedPlayers: Array<{ playerId: string; seat: PlayerSeatView; name: string }>;
activePlayerId: string | null;
myPlayerId: string;
betAmount: number;
canSitDown: boolean;
onSit: () => void;
}) {
const seatCards = Array.from({ length: 6 }, (_, index) => {
const entry = seatedPlayers[index] ?? null;
if (!entry) return { kind: "empty" as const, index };
const { playerId, seat, name } = entry;
const isActive = activePlayerId === playerId;
const isMe = playerId === myPlayerId;
const summary = seat.roundNet !== null
? formatSignedAu(seat.roundNet)
: seat.hands.length > 0
? `${seat.hands.length} hand${seat.hands.length === 1 ? "" : "s"}`
: seat.hasBet
? "Bet locked"
: betAmount > 0
? "Needs buy-in"
: "Waiting";
return { kind: "seat" as const, index, playerId, name, seat, isActive, isMe, summary };
});
return (
<div className="md:hidden">
<div className="flex items-center justify-between gap-3">
<div>
<div className="text-[11px] uppercase tracking-[0.2em] text-white/45">Table Seats</div>
<div className="mt-1 text-sm text-white/65">Fast seat scan for mobile play and spectating.</div>
</div>
<div className="rounded-full border border-white/10 bg-black/15 px-3 py-1.5 text-xs text-white/70">
{seatedPlayers.length}/6 filled
</div>
</div>
<div className="-mx-1 mt-4 flex snap-x gap-3 overflow-x-auto px-1 pb-1">
{seatCards.map(card => (
card.kind === "seat" ? (
<div
key={card.playerId}
className={`min-w-[152px] snap-start rounded-[22px] border p-3 ${
card.isActive
? "border-primary/45 bg-white/10"
: "border-white/10 bg-black/15"
}`}
>
<div className="flex items-start justify-between gap-2">
<div className={`flex h-10 w-10 items-center justify-center rounded-2xl text-sm font-bold ${
card.isActive ? "bg-primary/20 text-primary" : "bg-white/10 text-white"
}`}>
{card.name[0]?.toUpperCase() ?? "?"}
</div>
<div className="flex flex-col items-end gap-1">
{card.isMe && (
<span className="rounded-full bg-primary/15 px-2 py-0.5 text-[10px] font-semibold uppercase tracking-[0.14em] text-primary">
You
</span>
)}
{card.isActive && (
<span className="rounded-full bg-emerald-500/15 px-2 py-0.5 text-[10px] font-semibold uppercase tracking-[0.14em] text-emerald-200">
Acting
</span>
)}
</div>
</div>
<div className="mt-3 truncate text-sm font-semibold text-white">{card.name}</div>
<div className="mt-1 text-xs text-white/55">Seat {card.index + 1}</div>
<div className="mt-3 rounded-2xl border border-white/10 bg-black/15 px-3 py-2">
<div className="text-[10px] uppercase tracking-[0.16em] text-white/40">Status</div>
<div className={`mt-1 inline-flex rounded-full border px-2.5 py-1 text-xs ${toneClasses(card.seat.roundNet ?? card.seat.cumulativePnl)}`}>
{card.summary}
</div>
{betAmount > 0 && card.seat.totalWager > 0 && (
<div className="mt-2 text-xs text-white/60">Wager {formatAu(card.seat.totalWager)}</div>
)}
</div>
</div>
) : (
<div
key={`empty-${card.index}`}
className="min-w-[152px] snap-start rounded-[22px] border border-dashed border-white/10 bg-black/10 p-3"
>
<div className="flex h-10 w-10 items-center justify-center rounded-2xl bg-white/5 text-white/50">
<Plus className="h-4 w-4" />
</div>
<div className="mt-3 text-sm font-semibold text-white">Open Seat</div>
<div className="mt-1 text-xs text-white/50">Seat {card.index + 1}</div>
{canSitDown ? (
<button
onClick={onSit}
className="mt-4 inline-flex w-full items-center justify-center gap-2 rounded-2xl bg-primary px-3 py-2 text-xs font-semibold text-on-primary transition hover:opacity-90"
>
<Plus className="h-3.5 w-3.5" />
Sit Down
</button>
) : (
<div className="mt-4 rounded-2xl border border-white/10 bg-black/15 px-3 py-2 text-xs text-white/55">
Available next betting round.
</div>
)}
</div>
)
))}
</div>
</div>
);
}
function DealerPanel({ hand, visibleValue, fullValue }: {
hand: Card[];
visibleValue: number;
fullValue: number | null;
}) {
const hiddenIndex = fullValue === null && hand.length > 1 ? 1 : -1;
const shownValue = fullValue ?? visibleValue;
const isBust = fullValue !== null && fullValue > 21;
return (
<div className="rounded-[28px] border border-white/10 bg-black/20 p-4 sm:p-5">
<div className="flex flex-wrap items-center justify-between gap-3">
<div>
<div className="text-[11px] uppercase tracking-[0.22em] text-primary/70">Dealer</div>
<div className="mt-1 text-lg font-semibold text-white">
{fullValue === null ? "Hole card hidden" : isBust ? "Dealer busts" : "House stands"}
</div>
</div>
<div className={`rounded-full border px-3 py-1.5 font-mono text-sm ${
fullValue === 21
? "border-yellow-400/40 bg-yellow-400/15 text-yellow-100"
: isBust
? "border-red-400/40 bg-red-500/15 text-red-100"
: "border-white/10 bg-white/5 text-white"
}`}>
{fullValue === null ? `${shownValue} + hidden` : shownValue}
</div>
</div>
<div className="mt-5 flex justify-center">
<CardFan cards={hand} hiddenIndex={hiddenIndex} />
</div>
</div>
);
}
function SidebarCard({ title, subtitle, children }: {
title: string;
subtitle?: string;
children: ReactNode;
}) {
return (
<div className="rounded-[26px] border border-white/10 bg-card/75 p-4 backdrop-blur">
<div className="text-[11px] uppercase tracking-[0.2em] text-white/45">{title}</div>
{subtitle && <div className="mt-1 text-sm text-white/65">{subtitle}</div>}
<div className="mt-4">{children}</div>
</div>
);
}
export function BlackjackGame({ state, myPlayerId, isSpectator, onAction, players, roundResult, roomOptions }: GameUIProps) {
const view = state as PlayerView | BlackjackViewBase;
const playerView = isPlayerView(state) ? state : null;
const betAmount = roomOptions?.betAmount ?? 0;
const isBetting = view.phase === "betting";
const isPlaying = view.phase === "player_turns";
const isResolved = view.phase === "resolved";
const mySeat = view.seats[myPlayerId];
const myBetPlaced = mySeat?.hasBet ?? false;
const canSitDown = isSpectator && isBetting && view.turnOrder.length < 6;
const getPlayerName = useMemo(() => {
const names = new Map(players.map(player => [player.discordId, player.username]));
return (playerId: string) => names.get(playerId) ?? playerId.slice(0, 8);
}, [players]);
const seatedPlayers = useMemo(() => (
view.turnOrder.map(playerId => ({
playerId,
seat: view.seats[playerId],
name: getPlayerName(playerId),
})).filter((entry): entry is { playerId: string; seat: PlayerSeatView; name: string } => Boolean(entry.seat))
), [getPlayerName, view.seats, view.turnOrder]);
const activePlayerName = view.activePlayerId ? getPlayerName(view.activePlayerId) : null;
const mySettlement = roundResult?.settlements?.[myPlayerId]
?? (mySeat && mySeat.roundNet !== null
? {
wager: mySeat.totalWager,
payout: mySeat.totalWager + mySeat.roundNet,
net: mySeat.roundNet,
}
: null);
const totalPnl = playerView?.myCumulativePnl ?? mySeat?.cumulativePnl ?? 0;
const [showNextRound, setShowNextRound] = useState(false);
useEffect(() => {
if (!isResolved) {
setShowNextRound(false);
return;
}
const timer = setTimeout(() => setShowNextRound(true), 1800);
return () => clearTimeout(timer);
}, [isResolved, view.roundNumber]);
const handlePlaceBet = useCallback(() => onAction({ type: "place_bet" }), [onAction]);
const handleHit = useCallback(() => onAction({ type: "hit" }), [onAction]);
const handleStand = useCallback(() => onAction({ type: "stand" }), [onAction]);
const handleSplit = useCallback(() => onAction({ type: "split" }), [onAction]);
const handleDouble = useCallback(() => onAction({ type: "double_down" }), [onAction]);
const handleLeave = useCallback(() => onAction({ type: "leave_table" }), [onAction]);
const handleSit = useCallback(() => onAction({ type: "sit_down" }), [onAction]);
const primaryButtonClass = "inline-flex w-full items-center justify-center gap-2 rounded-2xl bg-primary px-4 py-3 text-sm font-semibold text-on-primary transition hover:opacity-90";
const secondaryButtonClass = "inline-flex w-full items-center justify-center gap-2 rounded-2xl border border-white/10 bg-white/5 px-4 py-3 text-sm font-semibold text-white transition hover:bg-white/10";
return (
<div className="mx-auto flex w-full max-w-7xl flex-col gap-4">
<div className="grid gap-4 xl:grid-cols-[minmax(0,1fr)_340px]">
<div
className="relative overflow-hidden rounded-[32px] border border-emerald-950/70 p-4 sm:p-5 lg:p-6"
style={{
backgroundImage: [
"radial-gradient(circle at top, rgba(34,197,94,0.18), transparent 35%)",
"radial-gradient(circle at bottom, rgba(16,185,129,0.14), transparent 45%)",
"linear-gradient(180deg, #14532d 0%, #064e3b 48%, #022c22 100%)",
].join(", "),
}}
>
<div className="pointer-events-none absolute inset-0 opacity-25" style={{
backgroundImage: "linear-gradient(135deg, rgba(255,255,255,0.04) 25%, transparent 25%, transparent 50%, rgba(255,255,255,0.04) 50%, rgba(255,255,255,0.04) 75%, transparent 75%, transparent)",
backgroundSize: "28px 28px",
}} />
<div className="relative">
<div className="flex flex-wrap items-start justify-between gap-4">
<div>
<div className="text-[11px] uppercase tracking-[0.24em] text-primary/80">Aurora Casino</div>
<div className="mt-1 font-display text-3xl font-semibold text-white sm:text-4xl">Blackjack</div>
<p className="mt-2 max-w-2xl text-sm text-white/70">
{phaseDescription(view.phase, activePlayerName, betAmount)}
</p>
</div>
<div className="flex flex-wrap items-center justify-end gap-2">
<InfoPill label="Round" value={String(view.roundNumber)} />
<InfoPill label="Phase" value={phaseLabel(view.phase)} />
<InfoPill label="Seats" value={`${view.turnOrder.length}/6`} />
<InfoPill label="Stake" value={betAmount > 0 ? formatAu(betAmount) : "Free"} />
{!isSpectator && (
<button
onClick={handleLeave}
className="inline-flex items-center gap-2 rounded-full border border-white/10 bg-black/20 px-3 py-2 text-sm text-white/70 transition hover:bg-black/30 hover:text-white"
>
<LogOut className="h-4 w-4" />
Leave
</button>
)}
</div>
</div>
<div className="mt-5">
<DealerPanel hand={view.dealerHand} visibleValue={view.dealerVisibleValue} fullValue={view.dealerFullValue} />
</div>
<div className="mt-5 rounded-[24px] border border-white/10 bg-black/15 px-4 py-3">
<div className="flex flex-wrap items-center justify-between gap-2">
<div className="flex items-center gap-2 text-sm text-white">
<Eye className="h-4 w-4 text-primary" />
<span>{isPlaying && activePlayerName ? `${activePlayerName} to act` : phaseLabel(view.phase)}</span>
</div>
<div className="text-xs text-white/55">
{betAmount > 0
? "Push refunds the wager. Blackjack pays 3:2."
: "Free table mode does not affect balance."}
</div>
</div>
</div>
<div className="mt-5">
<MobileSeatRail
seatedPlayers={seatedPlayers}
activePlayerId={view.activePlayerId}
myPlayerId={myPlayerId}
betAmount={betAmount}
canSitDown={canSitDown}
onSit={handleSit}
/>
</div>
<div className="mt-5 grid gap-4 md:grid-cols-2 2xl:grid-cols-3">
{seatedPlayers.map(({ playerId, seat, name }) => (
<SeatPanel
key={playerId}
playerName={name}
seat={seat}
isMe={playerId === myPlayerId}
isActive={view.activePlayerId === playerId}
activeHandIndex={view.activePlayerId === playerId ? view.activeHandIndex : -1}
betAmount={betAmount}
/>
))}
{canSitDown && <EmptySeatCard onSit={handleSit} />}
</div>
</div>
</div>
<div className="flex flex-col gap-4">
{!isSpectator && (
<SidebarCard
title="Seat Summary"
subtitle={mySeat ? "Your bankroll view updates from the resolved hand data." : "You are not seated at the table."}
>
{mySeat ? (
<div className="grid gap-3 sm:grid-cols-3 xl:grid-cols-1">
<MetricCard label="Table Stake" value={betAmount > 0 ? formatAu(betAmount) : "Free"} hint={betAmount > 0 ? "Applied per new hand." : "Practice table."} />
<MetricCard label="Round Wager" value={formatAu(mySeat.totalWager)} hint={mySeat.totalWager > betAmount ? "Split or double included." : "Current buy-in."} />
<MetricCard
label="Total P&L"
value={formatSignedAu(totalPnl)}
hint="Running total across completed rounds."
tone={totalPnl > 0 ? "positive" : totalPnl < 0 ? "negative" : "neutral"}
/>
</div>
) : (
<div className="rounded-2xl border border-dashed border-white/10 bg-white/5 px-4 py-6 text-sm text-white/55">
Leave and rejoin if you need to reclaim a missing seat.
</div>
)}
</SidebarCard>
)}
<SidebarCard
title="Round Result"
subtitle={isResolved ? "Settlement is based on the exact wager committed by each hand." : "Result details appear here after the dealer resolves."}
>
{mySettlement ? (
<div className="grid gap-3">
<MetricCard label="Wager" value={formatAu(mySettlement.wager)} />
<MetricCard label="Payout" value={formatAu(mySettlement.payout)} />
<MetricCard
label="Net"
value={formatSignedAu(mySettlement.net)}
tone={mySettlement.net > 0 ? "positive" : mySettlement.net < 0 ? "negative" : "neutral"}
/>
</div>
) : (
<div className="rounded-2xl border border-dashed border-white/10 bg-white/5 px-4 py-6 text-sm text-white/55">
No result locked in yet.
</div>
)}
</SidebarCard>
<SidebarCard
title={isSpectator ? "Spectator Controls" : "Table Controls"}
subtitle={
isSpectator
? canSitDown ? "You can still grab the next available seat." : "You are watching the current hand."
: isBetting
? "Lock your wager to start the deal."
: isPlaying
? playerView?.canAct ? "Only the active hand can submit controls." : "Waiting for another player."
: "Queue up the next round once the settlement banner lands."
}
>
{!isSpectator && isBetting && !myBetPlaced && (
<button onClick={handlePlaceBet} className={primaryButtonClass}>
<Coins className="h-4 w-4" />
{betAmount > 0 ? `Place Bet · ${formatAu(betAmount)}` : "Ready Up"}
</button>
)}
{!isSpectator && isBetting && myBetPlaced && (
<div className="rounded-2xl border border-emerald-400/20 bg-emerald-500/10 px-4 py-3 text-sm text-emerald-100">
Your wager is locked. Waiting for the rest of the table.
</div>
)}
{!isSpectator && isPlaying && playerView?.canAct && (
<div className="grid gap-3 sm:grid-cols-2 xl:grid-cols-1">
<button onClick={handleHit} className={primaryButtonClass}>
<Hand className="h-4 w-4" />
Hit
</button>
<button onClick={handleStand} className={secondaryButtonClass}>
<Square className="h-4 w-4" />
Stand
</button>
{playerView.canSplit && (
<button onClick={handleSplit} className={secondaryButtonClass}>
<ArrowLeftRight className="h-4 w-4" />
Split{betAmount > 0 ? ` · +${formatAu(betAmount)}` : ""}
</button>
)}
{playerView.canDoubleDown && (
<button onClick={handleDouble} className={secondaryButtonClass}>
<ChevronsUp className="h-4 w-4" />
Double{betAmount > 0 ? ` · +${formatAu(betAmount)}` : ""}
</button>
)}
</div>
)}
{!isSpectator && isPlaying && playerView && !playerView.canAct && (
<div className="rounded-2xl border border-white/10 bg-white/5 px-4 py-3 text-sm text-white/70">
{activePlayerName ? `Waiting for ${activePlayerName}.` : "Waiting for the table."}
</div>
)}
{!isSpectator && isResolved && showNextRound && (
<button onClick={handlePlaceBet} className={primaryButtonClass}>
<Coins className="h-4 w-4" />
{betAmount > 0 ? `Next Round · ${formatAu(betAmount)}` : "Next Round"}
</button>
)}
{!isSpectator && isResolved && !showNextRound && (
<div className="rounded-2xl border border-white/10 bg-white/5 px-4 py-3 text-sm text-white/70">
Settlement syncing. Next round opens in a moment.
</div>
)}
{isSpectator && canSitDown && (
<button onClick={handleSit} className={primaryButtonClass}>
<Plus className="h-4 w-4" />
Sit Down For Next Hand
</button>
)}
{isSpectator && !canSitDown && (
<div className="rounded-2xl border border-white/10 bg-white/5 px-4 py-3 text-sm text-white/70">
{activePlayerName ? `${activePlayerName} is currently acting.` : "Table is in motion."}
</div>
)}
</SidebarCard>
</div>
</div>
</div>
);
}

View File

@@ -0,0 +1,951 @@
import { useState, useEffect, useCallback, useMemo, useRef } from "react";
import { Chessboard } from "react-chessboard";
import { Chess } from "chess.js";
import type { Square } from "chess.js";
import { Check, Clock3, Eye, Flag, Handshake, RotateCw, TimerReset, X } from "lucide-react";
import type { GameUIProps } from "../registry";
import { chessPieces } from "./pieces";
import { CHESS_TIME_CONTROL_LABELS } from "./timeControls";
interface ChessClockView {
white: number;
black: number;
increment: number;
activeColor: "white" | "black" | null;
}
interface ChessViewBase {
fen: string;
pgn: string;
turn: "white" | "black";
clock: ChessClockView | null;
drawOffer: "white" | "black" | null;
result: "white" | "black" | "draw" | null;
resultReason: string | null;
moveHistory: { from: string; to: string; san: string; color: "w" | "b" }[];
isCheck: boolean;
}
interface PlayerView extends ChessViewBase {
myColor: "white" | "black";
legalMoves: { from: string; to: string; promotion?: string }[];
}
interface SpectatorView extends ChessViewBase {
players: { white: string; black: string };
}
interface MoveIntent {
from: Square;
to: Square;
promotion?: string;
mode: "move" | "premove";
}
interface LocalNotice {
tone: "info" | "success" | "warning";
text: string;
}
const FILES = ["a", "b", "c", "d", "e", "f", "g", "h"] as const;
function isPlayerView(state: unknown): state is PlayerView {
return typeof state === "object" && state !== null && "myColor" in state;
}
function formatTime(ms: number): string {
if (ms <= 0) return "0:00";
const totalSeconds = Math.ceil(ms / 1000);
const minutes = Math.floor(totalSeconds / 60);
const seconds = totalSeconds % 60;
if (minutes >= 60) {
const hours = Math.floor(minutes / 60);
const mins = minutes % 60;
return `${hours}:${mins.toString().padStart(2, "0")}:${seconds.toString().padStart(2, "0")}`;
}
return `${minutes}:${seconds.toString().padStart(2, "0")}`;
}
function colorLabel(color: "white" | "black"): string {
return color === "white" ? "White" : "Black";
}
function squareToCoords(square: Square): [number, number] {
return [square.charCodeAt(0) - 97, Number(square[1]) - 1];
}
function coordsToSquare(file: number, rank: number): Square | null {
if (file < 0 || file > 7 || rank < 0 || rank > 7) return null;
return `${FILES[file]}${rank + 1}` as Square;
}
function appendBoxShadow(style: React.CSSProperties | undefined, shadow: string): React.CSSProperties {
return {
...style,
boxShadow: style?.boxShadow ? `${style.boxShadow}, ${shadow}` : shadow,
};
}
function formatMoveIntent(intent: Pick<MoveIntent, "from" | "to" | "promotion">): string {
const promotion = intent.promotion ? `=${intent.promotion.toUpperCase()}` : "";
return `${intent.from.toUpperCase()}-${intent.to.toUpperCase()}${promotion}`;
}
function isPromotionMove(pieceType: string | undefined, pieceColor: "w" | "b" | undefined, to: Square): boolean {
if (pieceType !== "p" || !pieceColor) return false;
return (pieceColor === "w" && to[1] === "8") || (pieceColor === "b" && to[1] === "1");
}
function getPremoveTargets(game: Chess, from: Square, myColor: "white" | "black"): Square[] {
const piece = game.get(from);
const colorCode = myColor === "white" ? "w" : "b";
if (!piece || piece.color !== colorCode) return [];
const targets = new Set<Square>();
const [file, rank] = squareToCoords(from);
const add = (target: Square | null) => {
if (!target) return false;
const occupant = game.get(target);
if (occupant?.color === colorCode) return false;
targets.add(target);
return occupant == null;
};
switch (piece.type) {
case "n": {
for (const [df, dr] of [[1, 2], [2, 1], [2, -1], [1, -2], [-1, -2], [-2, -1], [-2, 1], [-1, 2]] as const) {
add(coordsToSquare(file + df, rank + dr));
}
break;
}
case "k": {
for (const [df, dr] of [[1, 0], [1, 1], [0, 1], [-1, 1], [-1, 0], [-1, -1], [0, -1], [1, -1]] as const) {
add(coordsToSquare(file + df, rank + dr));
}
const castling = game.fen().split(" ")[2] ?? "-";
if (myColor === "white") {
if (castling.includes("K") && game.get("f1")?.color !== colorCode && game.get("g1")?.color !== colorCode) {
targets.add("g1");
}
if (castling.includes("Q") && game.get("b1")?.color !== colorCode && game.get("c1")?.color !== colorCode && game.get("d1")?.color !== colorCode) {
targets.add("c1");
}
} else {
if (castling.includes("k") && game.get("f8")?.color !== colorCode && game.get("g8")?.color !== colorCode) {
targets.add("g8");
}
if (castling.includes("q") && game.get("b8")?.color !== colorCode && game.get("c8")?.color !== colorCode && game.get("d8")?.color !== colorCode) {
targets.add("c8");
}
}
break;
}
case "p": {
const direction = myColor === "white" ? 1 : -1;
const startRank = myColor === "white" ? 1 : 6;
const oneForward = coordsToSquare(file, rank + direction);
if (add(oneForward) && rank === startRank) {
add(coordsToSquare(file, rank + direction * 2));
}
add(coordsToSquare(file - 1, rank + direction));
add(coordsToSquare(file + 1, rank + direction));
break;
}
case "b":
case "r":
case "q": {
const directions: Array<[number, number]> = [];
if (piece.type === "b" || piece.type === "q") directions.push([1, 1], [1, -1], [-1, 1], [-1, -1]);
if (piece.type === "r" || piece.type === "q") directions.push([1, 0], [-1, 0], [0, 1], [0, -1]);
for (const [df, dr] of directions) {
let nextFile = file + df;
let nextRank = rank + dr;
while (true) {
const target = coordsToSquare(nextFile, nextRank);
if (!target) break;
const shouldContinue = add(target);
if (!shouldContinue) break;
nextFile += df;
nextRank += dr;
}
}
break;
}
}
return Array.from(targets);
}
function PlayerCard({
name,
color,
isTurn,
isSelf,
time,
clockActive,
clockLow,
}: {
name: string;
color: "white" | "black";
isTurn: boolean;
isSelf: boolean;
time: number | null;
clockActive: boolean;
clockLow: boolean;
}) {
return (
<div className={`w-full rounded-2xl border px-4 py-3 transition-colors ${
isTurn
? "border-primary/35 bg-primary/10"
: "border-border/60 bg-card/80"
}`}>
<div className="flex items-center gap-3">
<div className={`h-3.5 w-3.5 rounded-full shrink-0 ${color === "white" ? "bg-white ring-1 ring-zinc-300" : "bg-zinc-900 ring-1 ring-zinc-500"}`} />
<div className="min-w-0 flex-1">
<div className="flex items-center gap-2 text-[11px] uppercase tracking-[0.18em] text-text-disabled">
<span>{colorLabel(color)}</span>
{isSelf && <span className="rounded-full bg-primary/15 px-2 py-0.5 text-primary">You</span>}
{isTurn && <span className="rounded-full bg-success/15 px-2 py-0.5 text-success">Turn</span>}
</div>
<div className="mt-1 truncate text-sm font-semibold text-foreground">{name}</div>
</div>
{time != null && (
<div className={`rounded-xl border px-3 py-2 text-right transition-colors ${
clockActive
? clockLow
? "border-destructive/35 bg-destructive/10 text-destructive"
: "border-primary/35 bg-primary/10 text-primary"
: "border-border/60 bg-raised text-text-secondary"
}`}>
<div className="flex items-center justify-end gap-1.5 text-[11px] uppercase tracking-[0.14em] opacity-80">
<Clock3 className="h-3.5 w-3.5" />
<span>Clock</span>
</div>
<div className="mt-1 font-mono text-lg font-semibold tabular-nums">{formatTime(time)}</div>
</div>
)}
</div>
</div>
);
}
function MoveHistory({
moves,
containerRef,
}: {
moves: { san: string; color: "w" | "b" }[];
containerRef: React.RefObject<HTMLDivElement | null>;
}) {
const pairs: { number: number; white?: string; black?: string; isLatest: boolean }[] = [];
for (let i = 0; i < moves.length; i++) {
const moveNumber = Math.floor(i / 2) + 1;
if (i % 2 === 0) {
pairs.push({
number: moveNumber,
white: moves[i]!.san,
isLatest: i === moves.length - 1,
});
} else {
const pair = pairs[pairs.length - 1];
if (pair) {
pair.black = moves[i]!.san;
pair.isLatest = i === moves.length - 1;
}
}
}
useEffect(() => {
if (containerRef.current) {
containerRef.current.scrollTop = containerRef.current.scrollHeight;
}
}, [moves.length, containerRef]);
if (pairs.length === 0) {
return (
<div className="py-8 text-center text-sm text-text-disabled">
No moves yet
</div>
);
}
return (
<div className="space-y-1.5">
{pairs.map(pair => (
<div
key={pair.number}
className={`grid grid-cols-[auto_1fr_1fr] items-center gap-x-3 rounded-xl px-2 py-1.5 transition-colors ${
pair.isLatest ? "bg-primary/10" : "bg-transparent"
}`}
>
<span className="text-xs tabular-nums text-text-disabled">{pair.number}.</span>
<span className={`min-w-0 truncate font-mono text-sm ${pair.white ? "text-foreground" : "text-text-disabled"}`}>
{pair.white ?? ""}
</span>
<span className={`min-w-0 truncate font-mono text-sm ${pair.black ? "text-foreground" : "text-text-disabled"}`}>
{pair.black ?? ""}
</span>
</div>
))}
</div>
);
}
export function ChessGame({ state, myPlayerId, isSpectator, onAction, players, roomOptions }: GameUIProps) {
const view = state as PlayerView | SpectatorView;
const playerView = isPlayerView(state) ? state : null;
const myColor = playerView?.myColor ?? "white";
const isSoloMode = !isSpectator && players.length === 2 && players[0]?.discordId === players[1]?.discordId;
const defaultOrientation: "white" | "black" = isSpectator || isSoloMode ? "white" : myColor;
const [boardOrientation, setBoardOrientation] = useState<"white" | "black">(defaultOrientation);
const isMyTurn = playerView ? view.turn === playerView.myColor : false;
const isGameOver = view.result !== null;
const moveHistoryRef = useRef<HTMLDivElement>(null);
const board = useMemo(() => new Chess(view.fen), [view.fen]);
const [selectedSquare, setSelectedSquare] = useState<Square | null>(null);
const [pendingPromotion, setPendingPromotion] = useState<MoveIntent | null>(null);
const [queuedMove, setQueuedMove] = useState<MoveIntent | null>(null);
const [liveClock, setLiveClock] = useState(view.clock);
const [localNotice, setLocalNotice] = useState<LocalNotice | null>(null);
useEffect(() => {
setBoardOrientation(defaultOrientation);
}, [defaultOrientation]);
useEffect(() => {
setLiveClock(view.clock);
}, [view.clock?.white, view.clock?.black, view.clock?.activeColor]);
useEffect(() => {
if (!liveClock || !liveClock.activeColor || isGameOver) return;
const interval = setInterval(() => {
setLiveClock(prev => {
if (!prev || !prev.activeColor) return prev;
const activeColor = prev.activeColor;
const remaining = Math.max(0, prev[activeColor] - 100);
if (remaining <= 0 && !isSpectator && activeColor !== myColor) {
onAction({ type: "claim_timeout" });
}
return { ...prev, [activeColor]: remaining };
});
}, 100);
return () => clearInterval(interval);
}, [liveClock?.activeColor, isGameOver, isSpectator, myColor, onAction]);
useEffect(() => {
if (!localNotice) return;
const timeout = setTimeout(() => setLocalNotice(null), 2500);
return () => clearTimeout(timeout);
}, [localNotice]);
useEffect(() => {
if (!playerView || !queuedMove || !isMyTurn || isGameOver) return;
const isLegal = playerView.legalMoves.some(move =>
move.from === queuedMove.from &&
move.to === queuedMove.to &&
(queuedMove.promotion ? move.promotion === queuedMove.promotion : !move.promotion),
);
if (isLegal) {
const moveToSend = queuedMove;
setQueuedMove(null);
setSelectedSquare(null);
setLocalNotice({ tone: "success", text: `Premove played: ${formatMoveIntent(moveToSend)}` });
onAction({ type: "move", from: moveToSend.from, to: moveToSend.to, promotion: moveToSend.promotion });
return;
}
setQueuedMove(null);
setLocalNotice({ tone: "warning", text: "Premove cancelled because the position changed." });
}, [playerView, queuedMove, isMyTurn, isGameOver, onAction]);
useEffect(() => {
setSelectedSquare(null);
setPendingPromotion(null);
}, [view.turn]);
const selectedTargets = useMemo(() => {
if (!playerView || !selectedSquare || isGameOver) return [];
if (isMyTurn) {
return playerView.legalMoves
.filter(move => move.from === selectedSquare)
.map(move => move.to as Square);
}
return getPremoveTargets(board, selectedSquare, myColor);
}, [playerView, selectedSquare, isGameOver, isMyTurn, board, myColor]);
const customSquareStyles = useMemo(() => {
const styles: Record<string, React.CSSProperties> = {};
const latestMove = view.moveHistory.length > 0 ? view.moveHistory[view.moveHistory.length - 1] : null;
if (latestMove) {
styles[latestMove.from] = { ...styles[latestMove.from], backgroundColor: "rgba(233, 195, 73, 0.16)" };
styles[latestMove.to] = { ...styles[latestMove.to], backgroundColor: "rgba(233, 195, 73, 0.24)" };
}
if (queuedMove) {
styles[queuedMove.from] = appendBoxShadow(styles[queuedMove.from], "inset 0 0 0 3px rgba(59, 130, 246, 0.65)");
styles[queuedMove.to] = appendBoxShadow(styles[queuedMove.to], "inset 0 0 0 3px rgba(59, 130, 246, 0.9)");
}
if (selectedSquare) {
styles[selectedSquare] = appendBoxShadow(styles[selectedSquare], `inset 0 0 0 3px ${
isMyTurn ? "rgba(233, 195, 73, 0.95)" : "rgba(59, 130, 246, 0.9)"
}`);
}
for (const target of selectedTargets) {
const occupant = board.get(target);
if (occupant) {
styles[target] = appendBoxShadow(styles[target], `inset 0 0 0 3px ${
isMyTurn ? "rgba(233, 195, 73, 0.55)" : "rgba(59, 130, 246, 0.55)"
}`);
} else {
styles[target] = {
...styles[target],
backgroundImage: `radial-gradient(circle, ${
isMyTurn ? "rgba(233, 195, 73, 0.38)" : "rgba(59, 130, 246, 0.36)"
} 21%, transparent 23%)`,
};
}
}
if (view.isCheck && !isGameOver) {
const checkedColor = view.turn === "white" ? "w" : "b";
for (const row of board.board()) {
for (const piece of row) {
if (piece && piece.type === "k" && piece.color === checkedColor) {
styles[piece.square] = {
...styles[piece.square],
background: "radial-gradient(circle, rgba(220, 38, 38, 0.72) 0%, rgba(220, 38, 38, 0.2) 58%, transparent 70%)",
};
}
}
}
}
return styles;
}, [board, isGameOver, isMyTurn, queuedMove, selectedSquare, selectedTargets, view.isCheck, view.moveHistory, view.turn]);
const queueMove = useCallback((move: MoveIntent) => {
setQueuedMove(move);
setSelectedSquare(null);
setLocalNotice({ tone: "info", text: `Premove armed: ${formatMoveIntent(move)}` });
}, []);
const chooseOrPlayMove = useCallback((from: Square, to: Square, mode: "move" | "premove") => {
const piece = board.get(from);
const promotionRequired = isPromotionMove(piece?.type, piece?.color, to);
const moveIntent: MoveIntent = { from, to, mode };
if (promotionRequired) {
setPendingPromotion(moveIntent);
return;
}
if (mode === "move") {
onAction({ type: "move", from, to });
setSelectedSquare(null);
return;
}
queueMove(moveIntent);
}, [board, onAction, queueMove]);
const onSquareClick = useCallback((square: Square) => {
if (!playerView || isSpectator || isGameOver) return;
const clickedPiece = board.get(square);
const ownColorCode = myColor === "white" ? "w" : "b";
const isOwnPiece = clickedPiece?.color === ownColorCode;
const mode: "move" | "premove" = isMyTurn ? "move" : "premove";
if (selectedSquare && selectedTargets.includes(square)) {
chooseOrPlayMove(selectedSquare, square, mode);
return;
}
if (selectedSquare === square) {
setSelectedSquare(null);
return;
}
if (isOwnPiece) {
setSelectedSquare(square);
return;
}
setSelectedSquare(null);
}, [board, chooseOrPlayMove, isGameOver, isMyTurn, isSpectator, myColor, playerView, selectedSquare, selectedTargets]);
const onPieceDrop = useCallback(({ sourceSquare, targetSquare }: { piece: unknown; sourceSquare: string; targetSquare: string | null }): boolean => {
if (!playerView || isSpectator || isGameOver || !targetSquare) return false;
const from = sourceSquare as Square;
const to = targetSquare as Square;
const isAllowed = isMyTurn
? playerView.legalMoves.some(move => move.from === from && move.to === to)
: getPremoveTargets(board, from, myColor).includes(to);
if (!isAllowed) return false;
chooseOrPlayMove(from, to, isMyTurn ? "move" : "premove");
return isMyTurn ? true : false;
}, [board, chooseOrPlayMove, isGameOver, isMyTurn, isSpectator, myColor, playerView]);
const handlePromotion = useCallback((promotion: string) => {
if (!pendingPromotion) return;
if (pendingPromotion.mode === "move") {
onAction({
type: "move",
from: pendingPromotion.from,
to: pendingPromotion.to,
promotion,
});
setSelectedSquare(null);
} else {
queueMove({ ...pendingPromotion, promotion });
}
setPendingPromotion(null);
}, [onAction, pendingPromotion, queueMove]);
const canDragPiece = useCallback(({ piece }: { isSparePiece: boolean; piece: { pieceType: string }; square: string | null }): boolean => {
if (isSpectator || isGameOver || !playerView) return false;
const pieceColor = piece.pieceType[0] === "w" ? "white" : "black";
return pieceColor === myColor;
}, [isSpectator, isGameOver, playerView, myColor]);
const getPlayerName = useCallback((color: "white" | "black") => {
if (isPlayerView(state)) {
if (isSoloMode) return players[0]?.username ?? colorLabel(color);
const selfId = color === state.myColor ? myPlayerId : players.find(player => player.discordId !== myPlayerId)?.discordId;
return players.find(player => player.discordId === selfId)?.username ?? (color === myColor ? "You" : "Opponent");
}
const spectatorState = state as SpectatorView;
return players.find(player => player.discordId === spectatorState.players[color])?.username ?? colorLabel(color);
}, [isSoloMode, myColor, myPlayerId, players, state]);
const topColor: "white" | "black" = boardOrientation === "white" ? "black" : "white";
const bottomColor: "white" | "black" = boardOrientation;
const showDrawOffer = playerView && view.drawOffer && view.drawOffer !== playerView.myColor && !isGameOver;
const showDrawButton = playerView && !view.drawOffer && !isGameOver;
const pendingDrawOffer = playerView && view.drawOffer === playerView.myColor;
const latestMove = view.moveHistory.length > 0 ? view.moveHistory[view.moveHistory.length - 1] : null;
const moveNumber = Math.floor(view.moveHistory.length / 2) + 1;
const timeControlLabel = typeof roomOptions?.timeControl === "string"
? CHESS_TIME_CONTROL_LABELS[roomOptions.timeControl] ?? roomOptions.timeControl
: liveClock
? "Clocked game"
: "No clock";
const statusTone = isGameOver
? view.result === "draw" ? "warning" : "primary"
: showDrawOffer ? "info"
: isMyTurn ? "success" : "default";
const statusCardClass = statusTone === "warning"
? "border-warning/30 bg-warning/10"
: statusTone === "primary"
? "border-primary/30 bg-primary/10"
: statusTone === "info"
? "border-info/30 bg-info/10"
: statusTone === "success"
? "border-success/30 bg-success/10"
: "border-border/60 bg-card/80";
const statusTitle = isGameOver
? view.result === "draw"
? "Drawn game"
: `${getPlayerName(view.result!)} wins`
: showDrawOffer
? "Draw offered"
: isSpectator
? `${colorLabel(view.turn)} to move`
: isMyTurn
? "Your move"
: queuedMove
? "Premove ready"
: "Waiting for opponent";
const statusText = isGameOver
? view.resultReason ?? "Game over"
: showDrawOffer
? `${getPlayerName(view.drawOffer!)} offered a draw.`
: isSpectator
? view.isCheck
? `${getPlayerName(view.turn)} is in check.`
: `Watching ${getPlayerName("white")} vs ${getPlayerName("black")}.`
: isMyTurn
? view.isCheck
? "Your king is in check. Respond now."
: `Play as ${colorLabel(myColor)}.`
: queuedMove
? `${formatMoveIntent(queuedMove)} will fire automatically if legal.`
: `${getPlayerName(view.turn)} is thinking.`;
const metaFacts = [
{ label: isSpectator ? "View" : "Side", value: isSpectator ? "Spectator" : colorLabel(myColor) },
{ label: "Time", value: timeControlLabel },
{ label: "Move", value: `${moveNumber}` },
{ label: "Latest", value: latestMove?.san ?? "Opening" },
];
if ((roomOptions?.betAmount ?? 0) > 0) {
metaFacts.push({ label: "Wager", value: `${roomOptions!.betAmount} AU` });
}
const recapFacts = [
{ label: "Turn", value: colorLabel(view.turn) },
{ label: "Latest", value: latestMove?.san ?? "Opening" },
{ label: "Clock", value: timeControlLabel },
];
if ((roomOptions?.betAmount ?? 0) > 0) {
recapFacts.push({ label: "Stake", value: `${roomOptions!.betAmount} AU` });
}
return (
<div className="mx-auto w-full max-w-[1440px]">
<div className="mb-5 rounded-[28px] border border-border/60 bg-[radial-gradient(circle_at_top,rgba(233,195,73,0.12),transparent_42%),linear-gradient(180deg,rgba(255,255,255,0.03),rgba(255,255,255,0.01))] p-4 shadow-[0_18px_50px_rgba(0,0,0,0.22)]">
<div className="flex flex-wrap items-start justify-between gap-4">
<div className="min-w-0">
<div className="text-[11px] font-semibold uppercase tracking-[0.18em] text-text-disabled">Quick Recap</div>
<div className="mt-2 text-xl font-display font-semibold text-foreground">{statusTitle}</div>
<div className="mt-1 text-sm text-text-secondary">{statusText}</div>
</div>
<div className="flex flex-wrap gap-2 text-xs">
{view.isCheck && !isGameOver && (
<span className="rounded-full bg-destructive/15 px-2.5 py-1 text-destructive">Check</span>
)}
{!isSpectator && (
<span className="rounded-full bg-card/70 px-2.5 py-1 text-text-secondary">
Playing as {colorLabel(myColor)}
</span>
)}
{isSpectator && (
<span className="inline-flex items-center gap-1 rounded-full bg-card/70 px-2.5 py-1 text-text-secondary">
<Eye className="h-3.5 w-3.5" />
Spectating
</span>
)}
{queuedMove && !isGameOver && (
<span className="rounded-full bg-info/15 px-2.5 py-1 text-info">
Premove: {formatMoveIntent(queuedMove)}
</span>
)}
</div>
</div>
<div className="mt-4 grid gap-3 sm:grid-cols-2 xl:grid-cols-4">
{recapFacts.map(fact => (
<div key={fact.label} className="rounded-2xl border border-border/60 bg-card/80 px-4 py-3">
<div className="text-[11px] uppercase tracking-[0.18em] text-text-disabled">{fact.label}</div>
<div className="mt-1 truncate text-sm font-semibold text-foreground">{fact.value}</div>
</div>
))}
</div>
</div>
<div className="grid gap-5 xl:grid-cols-[minmax(0,1fr)_360px] xl:items-start">
<section className="min-w-0">
<div className="mx-auto flex max-w-[860px] flex-col items-center gap-4 lg:min-h-[calc(100vh-14rem)] lg:justify-center">
<div className="w-full rounded-[28px] border border-border/60 bg-[radial-gradient(circle_at_top,rgba(233,195,73,0.16),transparent_42%),linear-gradient(180deg,rgba(255,255,255,0.02),rgba(255,255,255,0))] p-3 shadow-[0_28px_80px_rgba(0,0,0,0.3)] sm:p-4 md:p-6">
<PlayerCard
name={getPlayerName(topColor)}
color={topColor}
isTurn={view.turn === topColor && !isGameOver}
isSelf={!isSpectator && topColor === myColor}
time={liveClock ? liveClock[topColor] : null}
clockActive={liveClock?.activeColor === topColor}
clockLow={!!liveClock && liveClock[topColor] < 30_000 && liveClock.activeColor === topColor}
/>
<div className="my-4 flex justify-center">
<div
className="relative aspect-square w-full max-w-[720px]"
style={{ width: "min(100%, 78vh, 720px)" }}
>
<div className="absolute inset-0 overflow-hidden rounded-[24px] shadow-[0_24px_60px_rgba(0,0,0,0.45)]">
<Chessboard options={{
position: view.fen,
boardOrientation,
pieces: chessPieces,
onPieceDrop,
onSquareClick: ({ square }: { piece: unknown; square: string }) => onSquareClick(square as Square),
canDragPiece,
squareStyles: customSquareStyles,
showNotation: true,
darkSquareStyle: { backgroundColor: "#7c6554" },
lightSquareStyle: { backgroundColor: "#eadfcb" },
boardStyle: { borderRadius: "24px" },
dropSquareStyle: { boxShadow: "inset 0 0 0 4px rgba(233, 195, 73, 0.65)" },
animationDurationInMs: 180,
allowDragging: !isSpectator && !isGameOver,
}} />
</div>
{pendingPromotion && (
<div className="absolute inset-0 z-10 flex items-center justify-center rounded-[24px] bg-black/55 p-4">
<div className="w-full max-w-sm rounded-2xl border border-border/60 bg-surface-container-highest p-4 shadow-[0_24px_48px_rgba(0,0,0,0.45)]">
<div className="text-center text-[11px] font-semibold uppercase tracking-[0.18em] text-text-disabled">
Promotion
</div>
<div className="mt-1 text-center text-sm text-text-secondary">
Choose the piece for {formatMoveIntent(pendingPromotion)}
</div>
<div className="mt-4 grid grid-cols-4 gap-2">
{(["q", "r", "b", "n"] as const).map(piece => {
const key = `${myColor === "white" ? "w" : "b"}${piece.toUpperCase()}`;
const PieceSvg = chessPieces[key];
return (
<button
key={piece}
onClick={() => handlePromotion(piece)}
className="flex h-16 items-center justify-center rounded-xl border border-border/60 bg-raised p-2 transition-colors hover:bg-primary/15"
>
{PieceSvg && <PieceSvg />}
</button>
);
})}
</div>
<button
onClick={() => setPendingPromotion(null)}
className="mt-3 w-full rounded-xl px-3 py-2 text-sm text-text-tertiary transition-colors hover:bg-card hover:text-foreground"
>
Cancel
</button>
</div>
</div>
)}
</div>
</div>
<PlayerCard
name={getPlayerName(bottomColor)}
color={bottomColor}
isTurn={view.turn === bottomColor && !isGameOver}
isSelf={!isSpectator && bottomColor === myColor}
time={liveClock ? liveClock[bottomColor] : null}
clockActive={liveClock?.activeColor === bottomColor}
clockLow={!!liveClock && liveClock[bottomColor] < 30_000 && liveClock.activeColor === bottomColor}
/>
<div className="mt-4 flex flex-wrap items-center justify-center gap-2">
{!isSpectator && (
<button
onClick={() => setQueuedMove(null)}
disabled={!queuedMove}
className={`inline-flex items-center gap-2 rounded-xl px-3 py-2 text-sm transition-colors ${
queuedMove
? "bg-info/10 text-info hover:bg-info/15"
: "bg-raised text-text-disabled"
}`}
>
<TimerReset className="h-4 w-4" />
Clear premove
</button>
)}
<button
onClick={() => setBoardOrientation(current => current === "white" ? "black" : "white")}
className="inline-flex items-center gap-2 rounded-xl bg-raised px-3 py-2 text-sm text-text-secondary transition-colors hover:text-foreground"
>
<RotateCw className="h-4 w-4" />
Flip board
</button>
{liveClock && liveClock.increment > 0 && (
<div className="rounded-xl bg-card px-3 py-2 text-xs text-text-tertiary">
+{liveClock.increment / 1000}s increment
</div>
)}
{!isSpectator && !isMyTurn && !queuedMove && !isGameOver && (
<div className="rounded-xl bg-card px-3 py-2 text-xs text-text-tertiary">
You can queue a premove while waiting.
</div>
)}
</div>
</div>
</div>
</section>
<aside className="w-full xl:sticky xl:top-6">
<div className="space-y-4">
<div className={`rounded-2xl border p-4 ${statusCardClass}`}>
<div className="text-[11px] font-semibold uppercase tracking-[0.18em] text-text-disabled">
Match State
</div>
<div className="mt-2 text-xl font-display font-semibold text-foreground">{statusTitle}</div>
<div className="mt-1 text-sm text-text-secondary">{statusText}</div>
<div className="mt-4 flex flex-wrap gap-2 text-xs">
<span className="rounded-full bg-card/70 px-2.5 py-1 text-text-secondary">
{colorLabel(view.turn)} to move
</span>
{view.isCheck && !isGameOver && (
<span className="rounded-full bg-destructive/15 px-2.5 py-1 text-destructive">Check</span>
)}
{!isSpectator && (
<span className="rounded-full bg-card/70 px-2.5 py-1 text-text-secondary">
Playing as {colorLabel(myColor)}
</span>
)}
{isSpectator && (
<span className="inline-flex items-center gap-1 rounded-full bg-card/70 px-2.5 py-1 text-text-secondary">
<Eye className="h-3.5 w-3.5" />
Spectating
</span>
)}
{queuedMove && !isGameOver && (
<span className="rounded-full bg-info/15 px-2.5 py-1 text-info">
Premove: {formatMoveIntent(queuedMove)}
</span>
)}
</div>
</div>
<div className="grid grid-cols-2 gap-3">
{metaFacts.map(fact => (
<div key={fact.label} className="rounded-2xl border border-border/60 bg-card/80 p-3">
<div className="text-[11px] uppercase tracking-[0.18em] text-text-disabled">{fact.label}</div>
<div className="mt-1 truncate text-sm font-semibold text-foreground">{fact.value}</div>
</div>
))}
</div>
{localNotice && (
<div className={`rounded-2xl border px-4 py-3 text-sm ${
localNotice.tone === "warning"
? "border-warning/30 bg-warning/10 text-warning"
: localNotice.tone === "success"
? "border-success/30 bg-success/10 text-success"
: "border-info/30 bg-info/10 text-info"
}`}>
{localNotice.text}
</div>
)}
{showDrawOffer && (
<div className="rounded-2xl border border-info/30 bg-info/10 p-4">
<div className="text-[11px] font-semibold uppercase tracking-[0.18em] text-text-disabled">
Decision Needed
</div>
<div className="mt-1 text-sm text-info">
{getPlayerName(view.drawOffer!)} offered a draw.
</div>
<div className="mt-3 flex gap-2">
<button
onClick={() => onAction({ type: "accept_draw" })}
className="flex-1 inline-flex items-center justify-center gap-1.5 rounded-xl bg-success/15 px-3 py-2 text-sm font-semibold text-success transition-colors hover:bg-success/25"
>
<Check className="h-4 w-4" />
Accept
</button>
<button
onClick={() => onAction({ type: "decline_draw" })}
className="flex-1 inline-flex items-center justify-center gap-1.5 rounded-xl bg-destructive/15 px-3 py-2 text-sm font-semibold text-destructive transition-colors hover:bg-destructive/25"
>
<X className="h-4 w-4" />
Decline
</button>
</div>
</div>
)}
{pendingDrawOffer && (
<div className="rounded-2xl border border-info/30 bg-info/10 px-4 py-3 text-sm text-info">
Draw offer sent. Waiting for a response.
</div>
)}
<div className="rounded-2xl border border-border/60 bg-card/80 p-4">
<div className="text-[11px] font-semibold uppercase tracking-[0.18em] text-text-disabled">
Controls
</div>
<div className="mt-3 grid grid-cols-2 gap-2">
{!isSpectator && !isGameOver && (
<button
onClick={() => onAction({ type: "resign" })}
className="inline-flex items-center justify-center gap-2 rounded-xl bg-raised px-3 py-2 text-sm text-text-secondary transition-colors hover:bg-destructive/10 hover:text-destructive"
>
<Flag className="h-4 w-4" />
Resign
</button>
)}
{!isSpectator && !isGameOver && showDrawButton && (
<button
onClick={() => onAction({ type: "offer_draw" })}
className="inline-flex items-center justify-center gap-2 rounded-xl bg-raised px-3 py-2 text-sm text-text-secondary transition-colors hover:bg-info/10 hover:text-info"
>
<Handshake className="h-4 w-4" />
Offer draw
</button>
)}
<button
onClick={() => setBoardOrientation(current => current === "white" ? "black" : "white")}
className="inline-flex items-center justify-center gap-2 rounded-xl bg-raised px-3 py-2 text-sm text-text-secondary transition-colors hover:text-foreground"
>
<RotateCw className="h-4 w-4" />
Flip
</button>
{!isSpectator && (
<button
onClick={() => setQueuedMove(null)}
className="inline-flex items-center justify-center gap-2 rounded-xl bg-raised px-3 py-2 text-sm text-text-secondary transition-colors hover:text-foreground"
>
<TimerReset className="h-4 w-4" />
Reset premove
</button>
)}
</div>
{!isSpectator && !isGameOver && (
<div className="mt-3 text-xs text-text-disabled">
Drag or click pieces. Off-turn interactions queue a premove and play automatically if the move is still legal.
</div>
)}
</div>
<div className="overflow-hidden rounded-2xl border border-border/60 bg-card/80">
<div className="border-b border-border/60 px-4 py-3">
<div className="text-[11px] font-semibold uppercase tracking-[0.18em] text-text-disabled">
Move History
</div>
<div className="mt-1 text-sm text-text-secondary">
{latestMove ? `Latest: ${latestMove.san}` : "Opening phase"}
</div>
</div>
<div ref={moveHistoryRef} className="max-h-[360px] overflow-y-auto px-4 py-3">
<MoveHistory moves={view.moveHistory} containerRef={moveHistoryRef} />
</div>
</div>
</div>
</aside>
</div>
</div>
);
}

View File

@@ -0,0 +1,151 @@
/**
* Inline SVG chess pieces (cburnett set from Lichess, CC BY-SA).
*
* These are rendered as native <svg> JSX — not <img> tags — so they live in
* the same React/DOM tree as react-chessboard's Piece wrapper and don't
* interfere with dnd-kit's pointer-event pipeline.
*/
import type { PieceRenderObject } from "react-chessboard";
type PieceProps = { svgStyle?: React.CSSProperties };
function svg(children: React.ReactNode) {
return (props?: PieceProps) => (
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 45 45"
width="100%" height="100%" style={props?.svgStyle}>
{children}
</svg>
);
}
export const chessPieces: PieceRenderObject = {
// ── White ──
wP: svg(
<path fill="#fff" stroke="#000" strokeLinecap="round" strokeWidth="1.5"
d="M22.5 9c-2.21 0-4 1.79-4 4 0 .89.29 1.71.78 2.38C17.33 16.5 16 18.59 16 21c0 2.03.94 3.84 2.41 5.03-3 1.06-7.41 5.55-7.41 13.47h23c0-7.92-4.41-12.41-7.41-13.47 1.47-1.19 2.41-3 2.41-5.03 0-2.41-1.33-4.5-3.28-5.62.49-.67.78-1.49.78-2.38 0-2.21-1.79-4-4-4z" />
),
wR: svg(
<g fill="#fff" fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<path strokeLinecap="butt" d="M9 39h27v-3H9zm3-3v-4h21v4zm-1-22V9h4v2h5V9h5v2h5V9h4v5" />
<path d="m34 14-3 3H14l-3-3" />
<path strokeLinecap="butt" strokeLinejoin="miter" d="M31 17v12.5H14V17" />
<path d="m31 29.5 1.5 2.5h-20l1.5-2.5" />
<path fill="none" strokeLinejoin="miter" d="M11 14h23" />
</g>
),
wN: svg(
<g fill="none" fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<path fill="#fff" d="M22 10c10.5 1 16.5 8 16 29H15c0-9 10-6.5 8-21" />
<path fill="#fff" d="M24 18c.38 2.91-5.55 7.37-8 9-3 2-2.82 4.34-5 4-1.042-.94 1.41-3.04 0-3-1 0 .19 1.23-1 2-1 0-4.003 1-4-4 0-2 6-12 6-12s1.89-1.9 2-3.5c-.73-.994-.5-2-.5-3 1-1 3 2.5 3 2.5h2s.78-1.992 2.5-3c1 0 1 3 1 3" />
<path fill="#000" d="M9.5 25.5a.5.5 0 1 1-1 0 .5.5 0 1 1 1 0m5.433-9.75a.5 1.5 30 1 1-.866-.5.5 1.5 30 1 1 .866.5" />
</g>
),
wB: svg(
<g fill="none" fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<g fill="#fff" strokeLinecap="butt">
<path d="M9 36c3.39-.97 10.11.43 13.5-2 3.39 2.43 10.11 1.03 13.5 2 0 0 1.65.54 3 2-.68.97-1.65.99-3 .5-3.39-.97-10.11.46-13.5-1-3.39 1.46-10.11.03-13.5 1-1.35.49-2.32.47-3-.5 1.35-1.94 3-2 3-2z" />
<path d="M15 32c2.5 2.5 12.5 2.5 15 0 .5-1.5 0-2 0-2 0-2.5-2.5-4-2.5-4 5.5-1.5 6-11.5-5-15.5-11 4-10.5 14-5 15.5 0 0-2.5 1.5-2.5 4 0 0-.5.5 0 2z" />
<path d="M25 8a2.5 2.5 0 1 1-5 0 2.5 2.5 0 1 1 5 0z" />
</g>
<path strokeLinejoin="miter" d="M17.5 26h10M15 30h15m-7.5-14.5v5M20 18h5" />
</g>
),
wQ: svg(
<g fill="#fff" fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<path d="M8 12a2 2 0 1 1-4 0 2 2 0 1 1 4 0m16.5-4.5a2 2 0 1 1-4 0 2 2 0 1 1 4 0M41 12a2 2 0 1 1-4 0 2 2 0 1 1 4 0M16 8.5a2 2 0 1 1-4 0 2 2 0 1 1 4 0M33 9a2 2 0 1 1-4 0 2 2 0 1 1 4 0" />
<path strokeLinecap="butt" d="M9 26c8.5-1.5 21-1.5 27 0l2-12-7 11V11l-5.5 13.5-3-15-3 15-5.5-14V25L7 14z" />
<path strokeLinecap="butt" d="M9 26c0 2 1.5 2 2.5 4 1 1.5 1 1 .5 3.5-1.5 1-1.5 2.5-1.5 2.5-1.5 1.5.5 2.5.5 2.5 6.5 1 16.5 1 23 0 0 0 1.5-1 0-2.5 0 0 .5-1.5-1-2.5-.5-2.5-.5-2 .5-3.5 1-2 2.5-2 2.5-4-8.5-1.5-18.5-1.5-27 0z" />
<path fill="none" d="M11.5 30c3.5-1 18.5-1 22 0M12 33.5c6-1 15-1 21 0" />
</g>
),
wK: svg(
<g fill="none" fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<path strokeLinejoin="miter" d="M22.5 11.63V6M20 8h5" />
<path fill="#fff" strokeLinecap="butt" strokeLinejoin="miter"
d="M22.5 25s4.5-7.5 3-10.5c0 0-1-2.5-3-2.5s-3 2.5-3 2.5c-1.5 3 3 10.5 3 10.5" />
<path fill="#fff"
d="M11.5 37c5.5 3.5 15.5 3.5 21 0v-7s9-4.5 6-10.5c-4-6.5-13.5-3.5-16 4V27v-3.5c-3.5-7.5-13-10.5-16-4-3 6 5 10 5 10z" />
<path d="M11.5 30c5.5-3 15.5-3 21 0m-21 3.5c5.5-3 15.5-3 21 0m-21 3.5c5.5-3 15.5-3 21 0" />
</g>
),
// ── Black ──
bP: svg(
<path stroke="#000" strokeLinecap="round" strokeWidth="1.5"
d="M22.5 9a4 4 0 0 0-3.22 6.38 6.48 6.48 0 0 0-.87 10.65c-3 1.06-7.41 5.55-7.41 13.47h23c0-7.92-4.41-12.41-7.41-13.47a6.46 6.46 0 0 0-.87-10.65A4.01 4.01 0 0 0 22.5 9z" />
),
bR: svg(
<g fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<path strokeLinecap="butt" d="M9 39h27v-3H9zm3.5-7 1.5-2.5h17l1.5 2.5zm-.5 4v-4h21v4z" />
<path strokeLinecap="butt" strokeLinejoin="miter" d="M14 29.5v-13h17v13z" />
<path strokeLinecap="butt" d="M14 16.5 11 14h23l-3 2.5zM11 14V9h4v2h5V9h5v2h5V9h4v5z" />
<path fill="none" stroke="#ececec" strokeLinejoin="miter" strokeWidth="1"
d="M12 35.5h21m-20-4h19m-18-2h17m-17-13h17M11 14h23" />
</g>
),
bN: svg(
<g fill="none" fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<path fill="#000" d="M22 10c10.5 1 16.5 8 16 29H15c0-9 10-6.5 8-21" />
<path fill="#000" d="M24 18c.38 2.91-5.55 7.37-8 9-3 2-2.82 4.34-5 4-1.04-.94 1.41-3.04 0-3-1 0 .19 1.23-1 2-1 0-4 1-4-4 0-2 6-12 6-12s1.89-1.9 2-3.5c-.73-1-.5-2-.5-3 1-1 3 2.5 3 2.5h2s.78-2 2.5-3c1 0 1 3 1 3" />
<path fill="#ececec" stroke="#ececec"
d="M9.5 25.5a.5.5 0 1 1-1 0 .5.5 0 1 1 1 0m5.43-9.75a.5 1.5 30 1 1-.86-.5.5 1.5 30 1 1 .86.5" />
<path fill="#ececec" stroke="none"
d="m24.55 10.4-.45 1.45.5.15c3.15 1 5.65 2.49 7.9 6.75S35.75 29.06 35.25 39l-.05.5h2.25l.05-.5c.5-10.06-.88-16.85-3.25-21.34s-5.79-6.64-9.19-7.16z" />
</g>
),
bB: svg(
<g fill="none" fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<g fill="#000" strokeLinecap="butt">
<path d="M9 36c3.4-1 10.1.4 13.5-2 3.4 2.4 10.1 1 13.5 2 0 0 1.6.5 3 2-.7 1-1.6 1-3 .5-3.4-1-10.1.5-13.5-1-3.4 1.5-10.1 0-13.5 1-1.4.5-2.3.5-3-.5 1.4-2 3-2 3-2z" />
<path d="M15 32c2.5 2.5 12.5 2.5 15 0 .5-1.5 0-2 0-2 0-2.5-2.5-4-2.5-4 5.5-1.5 6-11.5-5-15.5-11 4-10.5 14-5 15.5 0 0-2.5 1.5-2.5 4 0 0-.5.5 0 2z" />
<path d="M25 8a2.5 2.5 0 1 1-5 0 2.5 2.5 0 1 1 5 0z" />
</g>
<path stroke="#ececec" strokeLinejoin="miter" d="M17.5 26h10M15 30h15m-7.5-14.5v5M20 18h5" />
</g>
),
bQ: svg(
<g fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<g stroke="none">
<circle cx="6" cy="12" r="2.75" />
<circle cx="14" cy="9" r="2.75" />
<circle cx="22.5" cy="8" r="2.75" />
<circle cx="31" cy="9" r="2.75" />
<circle cx="39" cy="12" r="2.75" />
</g>
<path strokeLinecap="butt"
d="M9 26c8.5-1.5 21-1.5 27 0l2.5-12.5L31 25l-.3-14.1-5.2 13.6-3-14.5-3 14.5-5.2-13.6L14 25 6.5 13.5z" />
<path strokeLinecap="butt"
d="M9 26c0 2 1.5 2 2.5 4 1 1.5 1 1 .5 3.5-1.5 1-1.5 2.5-1.5 2.5-1.5 1.5.5 2.5.5 2.5 6.5 1 16.5 1 23 0 0 0 1.5-1 0-2.5 0 0 .5-1.5-1-2.5-.5-2.5-.5-2 .5-3.5 1-2 2.5-2 2.5-4-8.5-1.5-18.5-1.5-27 0z" />
<path fill="none" strokeLinecap="butt" d="M11 38.5a35 35 1 0 0 23 0" />
<path fill="none" stroke="#ececec"
d="M11 29a35 35 1 0 1 23 0m-21.5 2.5h20m-21 3a35 35 1 0 0 22 0m-23 3a35 35 1 0 0 24 0" />
</g>
),
bK: svg(
<g fill="none" fillRule="evenodd" stroke="#000" strokeLinecap="round" strokeLinejoin="round" strokeWidth="1.5">
<path strokeLinejoin="miter" d="M22.5 11.6V6" />
<path fill="#000" strokeLinecap="butt" strokeLinejoin="miter"
d="M22.5 25s4.5-7.5 3-10.5c0 0-1-2.5-3-2.5s-3 2.5-3 2.5c-1.5 3 3 10.5 3 10.5" />
<path fill="#000"
d="M11.5 37a22.3 22.3 0 0 0 21 0v-7s9-4.5 6-10.5c-4-6.5-13.5-3.5-16 4V27v-3.5c-3.5-7.5-13-10.5-16-4-3 6 5 10 5 10z" />
<path strokeLinejoin="miter" d="M20 8h5" />
<path stroke="#ececec"
d="M32 29.5s8.5-4 6-9.7C34.1 14 25 18 22.5 24.6v2.1-2.1C20 18 9.9 14 7 19.9c-2.5 5.6 4.8 9 4.8 9" />
<path stroke="#ececec"
d="M11.5 30c5.5-3 15.5-3 21 0m-21 3.5c5.5-3 15.5-3 21 0m-21 3.5c5.5-3 15.5-3 21 0" />
</g>
),
};

View File

@@ -0,0 +1,25 @@
export interface ChessTimeControlOption {
key: string;
label: string;
category: "Bullet" | "Blitz" | "Rapid" | "Classical" | "No Clock";
detail: string;
}
export const CHESS_TIME_CONTROLS: ChessTimeControlOption[] = [
{ key: "bullet_1_0", label: "1+0", category: "Bullet", detail: "Instant games with no increment." },
{ key: "bullet_2_1", label: "2+1", category: "Bullet", detail: "Fast clock with a small recovery buffer." },
{ key: "blitz_3_0", label: "3+0", category: "Blitz", detail: "Classic blitz pace for sharp openings." },
{ key: "blitz_3_2", label: "3+2", category: "Blitz", detail: "Short games with enough time to convert." },
{ key: "blitz_5_0", label: "5+0", category: "Blitz", detail: "Simple blitz with no increment pressure." },
{ key: "blitz_5_3", label: "5+3", category: "Blitz", detail: "Balanced default for most quick matches." },
{ key: "rapid_10_0", label: "10+0", category: "Rapid", detail: "More room for calculated middlegames." },
{ key: "rapid_15_10", label: "15+10", category: "Rapid", detail: "Longer sessions with generous increment." },
{ key: "classical_30_0", label: "30+0", category: "Classical", detail: "Deliberate play for deep analysis." },
{ key: "none", label: "None", category: "No Clock", detail: "Untimed board for casual or teaching games." },
];
export const CHESS_TIME_CONTROL_LABELS = Object.fromEntries(
CHESS_TIME_CONTROLS.map(control => [control.key, `${control.category === "No Clock" ? "" : `${control.category} `}${control.label}`.trim()]),
) as Record<string, string>;
export const CHESS_TIME_CONTROL_CATEGORIES = ["Bullet", "Blitz", "Rapid", "Classical", "No Clock"] as const;

View File

@@ -6,13 +6,20 @@ export interface GameUIProps {
isSpectator: boolean;
onAction: (action: unknown) => void;
players: { discordId: string; username: string }[];
roundResult?: { settlements: Record<string, { wager: number; payout: number; net: number }> } | null;
roomOptions?: { betAmount?: number; timeControl?: string };
}
export interface GameUIPlugin {
slug: string;
name: string;
icon: string;
tagline: string;
description: string;
minPlayers: number;
maxPlayers: number;
/** If true, the host must manually start the game. */
manualStart?: boolean;
component: ComponentType<GameUIProps>;
}
@@ -32,3 +39,31 @@ export const gameUIRegistry = {
return Array.from(plugins.values());
},
};
// ── Register game UI plugins ──
import { ChessGame } from "./chess/ChessGame";
import { BlackjackGame } from "./blackjack/BlackjackGame";
gameUIRegistry.register({
slug: "chess",
name: "Chess",
icon: "\u265A",
tagline: "Head-to-head duels with clock and wager options.",
description: "Challenge another player, choose a time control, and launch a clean board built for focused play.",
minPlayers: 2,
maxPlayers: 2,
component: ChessGame,
});
gameUIRegistry.register({
slug: "blackjack",
name: "Blackjack",
icon: "\uD83C\uDCA1",
tagline: "Live table rounds with seating, betting, and spectator support.",
description: "Open a table, set the stake, and manage a shared room where players can buy in and queue for the next hand.",
minPlayers: 1,
maxPlayers: 6,
manualStart: true,
component: BlackjackGame,
});

View File

@@ -77,3 +77,44 @@ body {
* {
border-color: var(--color-border);
}
/* Custom Animations */
@keyframes pulse-slow {
0%, 100% { opacity: 1; }
50% { opacity: 0.7; }
}
.animate-pulse-slow {
animation: pulse-slow 2s cubic-bezier(0.4, 0, 0.6, 1) infinite;
}
/* Slide-in animation for result banner */
@keyframes slideInFromBottom {
from {
transform: translateY(1rem);
opacity: 0;
}
to {
transform: translateY(0);
opacity: 1;
}
}
.animate-in.slide-in-from-bottom-4 {
animation: slideInFromBottom 0.3s ease-out forwards;
}
@keyframes blackjack-card-deal {
from {
opacity: 0;
transform: translateY(16px) scale(0.94) rotate(-5deg);
}
to {
opacity: 1;
transform: translateY(0) scale(1) rotate(0deg);
}
}
.blackjack-card-deal {
animation: blackjack-card-deal 320ms cubic-bezier(0.16, 1, 0.3, 1) both;
}

View File

@@ -19,11 +19,12 @@ export function useAuth(): AuthState & { logout: () => Promise<void> } {
useEffect(() => {
fetch("/auth/me", { credentials: "same-origin" })
.then((r) => r.json())
.then((data: { authenticated: boolean; enrolled: boolean; user?: AuthUser }) => {
.then((data) => {
const auth = data as { authenticated: boolean; enrolled: boolean; user?: AuthUser };
setState({
loading: false,
user: data.authenticated ? data.user! : null,
enrolled: data.enrolled ?? true,
user: auth.authenticated ? auth.user ?? null : null,
enrolled: auth.enrolled ?? true,
});
})
.catch(() => setState({ loading: false, user: null, enrolled: true }));

View File

@@ -7,41 +7,59 @@ interface PlayerInfo {
username: string;
}
interface RoundResult {
settlements: Record<string, { wager: number; payout: number; net: number }>;
}
interface GameRoomState {
gameState: unknown;
players: PlayerInfo[];
spectators: PlayerInfo[];
roomStatus: "connecting" | "waiting" | "playing" | "finished" | "not_found";
isSpectator: boolean;
gameOver: { winner: string | null; reason: string } | null;
gameOver: { winner: string | null; reason: string; payout?: { amount: number; refunded?: boolean } } | null;
roundResult: RoundResult | null;
error: string | null;
sessionReplaced: boolean;
roomOptions: { betAmount?: number; timeControl?: string };
}
export function useGameRoom(roomId: string, userId: string, role?: string, preferAs: "player" | "spectator" = "player") {
const { send, subscribe, connected } = useWebSocket();
const navigate = useNavigate();
const navigateRef = useRef(navigate);
const errorTimerRef = useRef<ReturnType<typeof setTimeout>>();
useEffect(() => {
navigateRef.current = navigate;
}, [navigate]);
useEffect(() => () => clearTimeout(errorTimerRef.current), []);
const [state, setState] = useState<GameRoomState>({
function createInitialRoomState(): GameRoomState {
return {
gameState: null,
players: [],
spectators: [],
roomStatus: "connecting",
isSpectator: false,
gameOver: null,
roundResult: null,
error: null,
sessionReplaced: false,
});
roomOptions: {},
};
}
export function useGameRoom(roomId: string, userId: string, role?: string, preferAs: "player" | "spectator" = "player") {
const { send, subscribe, connected } = useWebSocket();
const navigate = useNavigate();
const navigateRef = useRef(navigate);
const errorTimerRef = useRef<ReturnType<typeof setTimeout> | null>(null);
useEffect(() => {
navigateRef.current = navigate;
}, [navigate]);
useEffect(() => () => {
if (errorTimerRef.current !== null) {
clearTimeout(errorTimerRef.current);
}
}, []);
const [state, setState] = useState<GameRoomState>(() => createInitialRoomState());
useEffect(() => {
if (!connected) return;
setState(createInitialRoomState());
send({ type: "JOIN_ROOM", roomId, preferAs, role: role ?? "player" });
const unsubscribe = subscribe((msg: any) => {
@@ -56,23 +74,46 @@ export function useGameRoom(roomId: string, userId: string, role?: string, prefe
players: msg.players ?? prev.players,
spectators: msg.spectators ?? prev.spectators,
gameState: msg.state !== undefined ? msg.state : prev.gameState,
roomOptions: msg.roomOptions ?? prev.roomOptions,
}));
break;
case "GAME_STATE":
setState(prev => ({
...prev,
gameState: msg.state,
roomStatus: prev.roomStatus === "finished" ? "finished" : "playing",
}));
// Authoritative player view — sent directly to this player
setState(prev => {
// Clear round result when a new betting phase starts
const phase = (msg.state as any)?.phase;
const roundResult = phase === "betting" ? null : prev.roundResult;
return {
...prev,
gameState: msg.state,
roundResult,
roomStatus: prev.roomStatus === "finished" ? "finished" : "playing",
};
});
break;
case "GAME_STARTED":
setState(prev => ({ ...prev, gameState: msg.state, roomStatus: "playing" }));
// Broadcast with spectator view — only use for state if we're a spectator
// (players get their own GAME_STATE via direct send)
setState(prev => ({
...prev,
gameState: prev.isSpectator ? msg.state : prev.gameState,
roomStatus: "playing",
}));
break;
case "GAME_UPDATE":
setState(prev => ({ ...prev, gameState: msg.state }));
// Broadcast with spectator view — only update state for spectators
setState(prev => {
if (!prev.isSpectator) return prev;
const phase = (msg.state as any)?.phase;
return {
...prev,
gameState: msg.state,
roundResult: phase === "betting" ? null : prev.roundResult,
};
});
break;
case "PLAYER_JOINED":
@@ -105,11 +146,18 @@ export function useGameRoom(roomId: string, userId: string, role?: string, prefe
}));
break;
case "ROUND_SETTLED":
setState(prev => ({
...prev,
roundResult: { settlements: msg.settlements },
}));
break;
case "GAME_ENDED":
setState(prev => ({
...prev,
roomStatus: "finished",
gameOver: { winner: msg.winner, reason: msg.reason },
gameOver: { winner: msg.winner, reason: msg.reason, payout: msg.payout },
}));
break;
@@ -123,7 +171,9 @@ export function useGameRoom(roomId: string, userId: string, role?: string, prefe
setTimeout(() => navigateRef.current("/games"), 2000);
} else {
setState(prev => ({ ...prev, error: msg.message }));
clearTimeout(errorTimerRef.current);
if (errorTimerRef.current !== null) {
clearTimeout(errorTimerRef.current);
}
errorTimerRef.current = setTimeout(() => {
setState(prev => ({ ...prev, error: null }));
}, 5000);
@@ -136,7 +186,7 @@ export function useGameRoom(roomId: string, userId: string, role?: string, prefe
send({ type: "LEAVE_ROOM", roomId });
unsubscribe();
};
}, [roomId, connected, userId, send, subscribe]);
}, [connected, preferAs, role, roomId, send, subscribe, userId]);
const sendAction = useCallback((action: unknown) => {
const sent = send({ type: "GAME_ACTION", roomId, action });
@@ -160,5 +210,9 @@ export function useGameRoom(roomId: string, userId: string, role?: string, prefe
send({ type: "FILL_ROOM", roomId });
}, [roomId, send]);
return { ...state, sendAction, leaveRoom, rejoin, fillRoom };
const startGame = useCallback(() => {
send({ type: "START_GAME", roomId });
}, [roomId, send]);
return { ...state, sendAction, leaveRoom, rejoin, fillRoom, startGame };
}

View File

@@ -44,7 +44,7 @@ function rgbToHex(r: number, g: number, b: number): string {
function hexToRgb(hex: string): [number, number, number] | null {
const m = /^#?([0-9a-f]{2})([0-9a-f]{2})([0-9a-f]{2})$/i.exec(hex.trim());
if (!m) return null;
return [parseInt(m[1], 16), parseInt(m[2], 16), parseInt(m[3], 16)];
return [parseInt(m[1]!, 16), parseInt(m[2]!, 16), parseInt(m[3]!, 16)];
}
// ---------------------------------------------------------------------------
@@ -380,7 +380,7 @@ function AiRemoveTab({ imageFile, imageSrc, onClear }: {
</div>
<div className="bg-card rounded-xl overflow-hidden">
{resultUrl ? (
<div style={BG_PRESETS[bgPreset].style}>
<div style={BG_PRESETS[bgPreset]!.style}>
<img src={resultUrl} className="w-full block" alt="Result" />
</div>
) : (
@@ -528,7 +528,7 @@ export function BackgroundRemoval() {
const x = Math.floor((e.clientX - rect.left) * scaleX);
const y = Math.floor((e.clientY - rect.top) * scaleY);
const px = canvas.getContext("2d")!.getImageData(x, y, 1, 1).data;
setKeyColor([px[0], px[1], px[2]]);
setKeyColor([px[0]!, px[1]!, px[2]!]);
};
const handleHexInput = (v: string) => {
@@ -832,7 +832,7 @@ export function BackgroundRemoval() {
</div>
</div>
<div className="bg-card rounded-xl overflow-hidden">
<div style={BG_PRESETS[bgPreset].style} className={cn("w-full", !hasResult && "hidden")}>
<div style={BG_PRESETS[bgPreset]!.style} className={cn("w-full", !hasResult && "hidden")}>
<canvas ref={glCanvasRef} className="w-full block" />
</div>
{!hasResult && (

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