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9de0f97752
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.