Commit Graph
5 Commits
Author SHA1 Message Date
tiennm99 9de0f97752 feat(pvp): auto-start game on second player join
The "Start Game" button in the waiting room is gone — as soon as a
second player joins a PVP room, the server flips to Playing and both
clients transition into the game in lockstep.

Server:
- Proto: remove GameStartingRequest message + oneof field (now unused).
- state/home.go handleJoinRoom: after a successful join that fills the
  room, call assignColors, set Status=Playing + CurrentTurn=Black,
  close StartCh, broadcast GameStartingResponse, return StateGamePvp
  for the joining player. If still only one player, return StateWaiting
  as before.
- state/waiting.go: collapse ownerWait + joinerWait into a single
  unified loop. Both roles just select on StartCh (auto-start signal)
  and CmdCh (for ClientExit). No more GameStartingRequest handling or
  PlayerCount checks.
- network/dispatch.go: drop Request_GameStarting from the stateful
  routing list.

Client:
- connection-service.js: remove sendGameStarting() helper.
- menu-ui-rooms.js showWaiting: drop the isOwner parameter + Start Game
  button + owner/joiner branching. Both views show the same passive
  'Waiting for opponent...' message that flips to 'Opponent joined:
  <name> - starting game...' when the second player arrives.
- menu-scene.js: update _onRoomCreateSuccess + _onRoomJoinSuccess to
  call the simpler showWaiting(ownerNickname, playerCount, onLeave)
  signature.

Tests:
- Remove TestWaitingOwnerGameStartingRequiresFullRoom (obsolete).
- Rewrite TestWaitingOwnerStartsWhenFull into TestWaitingOwner
  TransitionsOnStartCh: simulate handleJoinRoom closing StartCh,
  verify owner transitions to StateGamePvp.
- Add TestFlow_JoinAutoStartsGame: end-to-end drive where owner is in
  waitingState, joiner sends JoinRoomRequest from home, and both
  goroutines must land in StateGamePvp with colors assigned and
  GameStartingResponse broadcast.

Regen Go + JS proto stubs. go vet + go test ./... green.
npm --prefix client run build green.
2026-04-11 18:19:05 +07:00
tiennm99 03758b0e90 fix(exit): route ClientExit through state machine, keep WS alive
Bug: after clicking "Leave" on the game-over modal, the client landed
on the nickname entry screen and got stuck — typing a nickname produced
no response for up to 90 seconds.

Root cause chain:
1. Server handleClientExit (stateless) closed SendCh and nilled it but
   did not close the WS connection. Writer goroutine drained + exited
   without closing the conn; reader stayed blocked on ReadMessage; state
   machine stayed blocked on CmdCh. Zombie session.
2. Any subsequent player.Send() returned nil (SendCh was nil), silently
   dropping responses. The setNickname reply never reached the client.
3. Client only unstuck when reader's 90 s readDeadline fired, finally
   closing the WS and triggering the auto-reconnect path.
4. Client MenuScene.create() always called showNicknameScreen() without
   checking gameState.nickname, so even after the reconnect the user
   had to re-type their name.

Fix: "exit" now means "leave current room, return to home lobby" —
not "terminate WS session".

Server:
- dispatch.go: move Request_ClientExit from stateless to stateful path.
- handlers_stateless.go: delete handleClientExit entirely.
- waiting.go leaveRoom: broadcast ClientExitResponse via broadcastResponse
  BEFORE removing the player, so the exiting player also receives their
  own exit confirmation. Removes duplicated self-notification logic.
- waiting/gamePvp/gamePve/gameover/watching: on ClientExitRequest, call
  leaveRoom + return consts.StateHome (was return 0, ErrClientExit).
- home.go: on ClientExitRequest, send bare ClientExitResponse and stay
  in home (no room to leave).
- Update 4 state tests that asserted ErrClientExit → now assert StateHome.
- Rename TestWatching_ClientExitReturnsErrClientExit → ReturnsHome.

Client:
- menu-scene.js create(): if gameState.nickname is set, skip nickname
  screen and call showLobby() directly. Otherwise showNicknameScreen().
- game-scene.js _onClientExit: drop the explicit showLobby() call; let
  MenuScene.create() decide the panel based on nickname state. Remove
  now-unused menu-ui showLobby import.

Result: click Leave → server sends ClientExitResponse, state machine
transitions to StateHome, WS stays open, client transitions to
MenuScene → sees gameState.nickname is set → goes straight to lobby.
No reconnect, no re-typing, no 90-second stall.

go vet + go test ./... green. npm run build green.
2026-04-11 16:51:13 +07:00
tiennm99 4c068849c4 refactor(server): rename database package to lobby, drop ratel legacy files
Rename
- server/database/ → server/lobby/ (17 import sites + qualified references)
- Package was named "database" but there is no database — it's in-memory
  hashmaps for players/rooms/spectators. "lobby" accurately names its role:
  the multiplayer game lobby state (who is in what room, joining/leaving,
  spectating).

Ratel-online legacy cleanup
- Delete server/README.md — 100% Chinese, entirely about ratel card games
  (斗地主/跑得快/德州扑克/麻将/骗子酒馆/Uno). Zero relevance to gomoku.
- Delete server/build.sh + server/build.ps1 — multi-platform ratel-server
  build scripts with mixed Chinese comments, superseded by Makefile +
  Dockerfile.
- Delete server/docs/ — Chinese Docker deployment guide + quickstart,
  superseded by root docs/deployment-guide.md and root README.md.
- Delete server/demo.gif — ratel card-game demo screenshot.

Comment fixes: update "database" references in consts/const.go and
game/board.go package docs to point at "lobby" instead.

go vet + go test ./... green.
2026-04-11 16:08:46 +07:00
tiennm99 d45b1275af refactor: typed proto enums, dead code cleanup, room-join broadcast fix
Protocol type safety
- Add Piece, GameResult, RoomType, RoomStatus proto3 enums; replace
  unsafe string fields in GameMoveSuccessResponse, GameOverResponse,
  RoomCreateSuccessResponse, RoomSummary, WatchGameSuccessResponse.
- Go compiler now rejects typos like "PVP" or "BLACK". protobufjs
  toJSON() serializes enums as UPPERCASE names, so existing client
  comparisons keep working.
- Fixes turn-change bug where lowercase "black"/"white" server strings
  never matched client 'BLACK'/'WHITE' checks, freezing currentTurn
  and blocking the non-starting player's clicks.
- Regenerate Go + JS stubs.

Room-join bug fix
- home.go handleJoinRoom now broadcasts RoomJoinSuccessResponse to all
  players in the room (owner + joiner), not just the joiner. Owner
  can see the player count flip to 2/2 and the Start Game button
  enables. Remove superseded broadcastJoined + GameReadyResponse path.
- client menu-scene _onRoomJoinSuccess: read correct proto camelCase
  field names (roomOwner, roomClientCount, clientNickname).

Dead code removal
- Delete GameReadyRequest/Response proto messages entirely; leaveRoom
  notifies via ClientExitResponse.
- Delete server/network/{network,wss}.go empty stubs.
- Delete server/pkg/consts/ unused re-export package.
- Slim server/consts/const.go from 117 LOC to 24: drop legacy TCP
  constants, duplicated RoomType/RoomStatus enums, Error/NewErr types,
  StateJoin/StateCreate=0 type-unsafe aliases, unused GameTypes maps.
- database/player.go: remove unused IP, Mode, Type, Amount, legacy
  private state field.
- Fix gopls findings: unused forPlayer, gameOverOnce, runAIMove player,
  handleGameReset player params.

go vet + go test ./... green, npm run build green.
2026-04-11 16:03:21 +07:00
tiennm99 9e14f3a9b3 feat(server): new ws network layer and protobuf dispatch on :1999/gomoku
- Add server/network/{server,codec,reader,writer,dispatch,handlers_stateless}.go
- Single /gomoku WS endpoint; binary protobuf frames only (no JSON/base64)
- Per-connection reader + writer goroutines; write mutex serialises WS writes
- Dispatch type-switch: stateless (heartbeat, set_nickname, get_rooms,
  set_client_info, client_exit) inline; stateful requests → player.CmdCh
- Add Player.SendCh, CmdCh, LastHeartbeat, ClientVersion, Send() to database.Player
- Rewire main.go: NewServer(":1999").Serve() + database.StartCleanup()
- Empty wss.go (old shim superseded by server.go)
2026-04-11 13:56:22 +07:00