Files
tiennm99 42d94a2aed fix: wire up spectator mode end-to-end
Watch feature was half-implemented since day one and stayed broken through
the typed-protobuf migration:

1. Server (WatchGameHandler): only pushed the WatchGameSuccessResponse ack.
   A mid-game watcher joined a blank scene because the server never told
   them who the players were or what moves had been played.
2. Client: had a Watch button that sent the request but no event bus
   handler for GAME_WATCH_SUCCESSFUL, so nothing happened visually.

Server fix:
- On successful watch, if room.status == STARTING, bootstrap the watcher
  with a synthesised GameStartingResponse (player ids, nicknames, board
  size) and replay every move in room.getMoveHistory() as individual
  GameMoveSuccessResponse messages on that channel.
- Black/white player lookup uses room.getBlackPlayerId/getWhitePlayerId
  against the clientSideMap so we don't reassign roles.
- Move replay resolves playerNickname from the same map.

Client fix:
- menu-ui.js: new GAME_WATCH_SUCCESSFUL handler flips gameState.isSpectating
  = true. The subsequent GameStartingResponse flows through the existing
  menu-scene handler (transitions to GameScene) and the existing
  game-state-service handler (populates room state, resets moves).
- Move replay events propagate through the global GAME_MOVE_SUCCESS handler
  in game-state-service before GameScene.create() runs, so GameScene's
  existing rejoin/spectate loop at create() renders every stone.
2026-04-11 09:22:54 +07:00
..
2026-04-11 09:22:54 +07:00