reiniciar por room, finished ya no estorba, control total desde el dashboard
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@@ -527,14 +527,17 @@ adminRouter.get("/admin/uuids-with-names", async (req: Request, res: Response) =
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// SSE endpoint for real-time dashboard updates
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adminRouter.get("/dashboard-stream", (req: Request, res: Response) => {
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// Set SSE headers
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// Set SSE headers (hardened for reverse proxies)
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res.writeHead(200, {
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'Content-Type': 'text/event-stream',
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'Cache-Control': 'no-cache',
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'Cache-Control': 'no-cache, no-transform', // avoid proxy transformations
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'Connection': 'keep-alive',
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'Access-Control-Allow-Origin': '*',
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'Access-Control-Allow-Headers': 'Cache-Control'
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'Access-Control-Allow-Headers': 'Cache-Control',
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'X-Accel-Buffering': 'no' // hint nginx to disable buffering
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});
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// Flush headers immediately so proxies establish the stream
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try { (res as any).flushHeaders?.(); } catch {}
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// Add client to our set
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sseClients.add(res);
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@@ -73,13 +73,9 @@ export class GameRoom extends Room<GameState> {
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// Reset to round 1 and clear decisions when variant changes
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this.state.currentRound = 1;
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this.state.resetRound();
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// Reset game status if it was finished
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if (this.state.gameStatus === GameStatus.FINISHED) {
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this.state.gameStatus = GameStatus.PLAYING;
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}
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// Update metadata with new variant and round
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// Update metadata with new variant and round (don't special-case FINISHED)
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this.setMetadata({
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gameStatus: this.state.gameStatus === GameStatus.WAITING ? 'waiting' : 'playing',
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gameStatus: this.state.gameStatus === GameStatus.WAITING ? 'waiting' : (this.state.gameStatus === GameStatus.PAUSED ? 'paused' : (this.state.gameStatus === GameStatus.FINISHED ? 'finished' : 'playing')),
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currentRound: this.state.currentRound,
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currentVariant: this.state.currentVariant
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});
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@@ -478,20 +474,6 @@ export class GameRoom extends Room<GameState> {
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});
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// Notify dashboard of game end
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broadcastDashboardUpdate();
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// Clear UUID -> current room mapping and reconnection tokens for participants
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try {
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const { NameManager } = require("../utils/nameManager");
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const toClear: string[] = [];
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this.state.players.forEach((p) => {
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const u = (p as any)?.uuid;
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if (u) toClear.push(u);
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});
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toClear.forEach(u => {
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NameManager.getInstance().clearCurrentRoom(u);
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NameManager.getInstance().clearReconnectToken(u);
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});
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} catch {}
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}
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private resolveP2Action() {
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@@ -583,12 +565,9 @@ export class GameRoom extends Room<GameState> {
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this.state.currentRound = 1;
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this.state.resetRound();
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if (this.state.gameStatus === GameStatus.FINISHED) {
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this.state.gameStatus = GameStatus.PLAYING;
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}
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// Update metadata without altering FINISHED status
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this.setMetadata({
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gameStatus: this.state.gameStatus === GameStatus.WAITING ? 'waiting' : 'playing',
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gameStatus: this.state.gameStatus === GameStatus.WAITING ? 'waiting' : (this.state.gameStatus === GameStatus.PAUSED ? 'paused' : (this.state.gameStatus === GameStatus.FINISHED ? 'finished' : 'playing')),
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currentRound: this.state.currentRound,
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currentVariant: this.state.currentVariant
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});
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@@ -80,8 +80,7 @@ export class LobbyRoom extends Room<LobbyState> {
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if (currentRoomId) {
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const rooms = await matchMaker.query({ roomId: currentRoomId });
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const room = rooms[0];
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const status = room?.metadata?.gameStatus || "waiting";
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if (room && status !== "finished") {
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if (room) {
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const token = NameManager.getInstance().getReconnectToken(uuid);
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if (token) { client.send("resumeReconnection", { token }); }
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else { client.send("resumeGame", { roomId: currentRoomId }); }
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@@ -146,8 +145,7 @@ export class LobbyRoom extends Room<LobbyState> {
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if (currentRoomId) {
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const rooms = await matchMaker.query({ roomId: currentRoomId });
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const room = rooms[0];
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const status = room?.metadata?.gameStatus || "waiting";
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if (room && status !== "finished") {
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if (room) {
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const token = NameManager.getInstance().getReconnectToken(options.uuid);
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if (token) {
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client.send("resumeReconnection", { token });
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