Implementar controles globales de admin en dashboard
- Agregados botones de control global: pausar, reanudar, reiniciar, cambiar variante, enviar al lobby - Implementados endpoints API para operaciones masivas en todas las game rooms - Agregado método executeAdminCommand en GameRoom para manejo unificado de comandos admin - Mejorado manejo de desconexión automática al lobby cuando admin cierra rooms - Interfaz responsiva con confirmaciones de usuario y estados de carga - Sistema robusto de limpieza de rooms con fallback de forzado
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@@ -221,18 +221,6 @@ export class GameRoom extends Room<GameState> {
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// Removed nextRound handler - rounds now auto-advance
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this.onMessage("admin:pause", () => {
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this.state.pauseGame();
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});
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this.onMessage("admin:resume", () => {
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this.state.resumeGame();
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});
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this.onMessage("admin:restart", () => {
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this.handleRestart();
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});
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this.onMessage("admin:kick", (client, playerId: string) => {
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this.handleKick(playerId);
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});
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@@ -480,6 +468,111 @@ export class GameRoom extends Room<GameState> {
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}
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}
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private handleSetVariant(variant: string) {
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console.log(`[GameRoom] Admin set variant to ${variant} in room ${this.roomId}`);
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this.state.currentVariant = variant;
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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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this.setMetadata({
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gameStatus: this.state.gameStatus === GameStatus.WAITING ? 'waiting' : '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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if (variant === 'G2') {
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this.state.forcedByP2 = true;
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}
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this.broadcast("variantChanged", { variant });
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this.sysChat(`🔄 Admin cambió variante a ${variant}`, 'admin_variant_change');
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broadcastDashboardUpdate();
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}
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private handleSendToLobby() {
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console.log(`[GameRoom] Admin send all players to lobby from room ${this.roomId}`);
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this.sysChat('👋 Admin envía a todos al lobby', 'admin_send_lobby');
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// Give players a moment to see the message
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setTimeout(() => {
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// Disconnect all clients, which will send them back to lobby
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this.clients.forEach(client => {
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try {
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client.leave(1000);
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} catch (error) {
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console.error(`Failed to disconnect client ${client.sessionId}:`, error);
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}
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});
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// Dispose the room
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setTimeout(() => {
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this.disconnect();
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}, 500);
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}, 1000);
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}
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// Public method for admin API calls
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executeAdminCommand(command: string, ...args: any[]) {
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console.log(`[GameRoom] Executing admin command: ${command} with args:`, args);
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switch (command) {
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case 'pause':
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this.state.pauseGame();
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this.broadcast("gamePaused");
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this.setMetadata({
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gameStatus: 'paused',
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currentRound: this.state.currentRound,
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currentVariant: this.state.currentVariant
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});
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this.sysChat('⏸️ Admin pausó el juego', 'admin_pause');
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broadcastDashboardUpdate();
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break;
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case 'resume':
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this.state.resumeGame();
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this.setMetadata({
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gameStatus: '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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this.sysChat('▶️ Admin reanudó el juego', 'admin_resume');
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broadcastDashboardUpdate();
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break;
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case 'restart':
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this.handleRestart();
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break;
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case 'setVariant':
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const variant = args[0];
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if (variant) {
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this.handleSetVariant(variant);
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}
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break;
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case 'sendToLobby':
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this.handleSendToLobby();
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break;
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case 'kick':
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const playerId = args[0];
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if (playerId) {
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this.handleKick(playerId);
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}
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break;
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default:
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console.warn(`[GameRoom] Unknown admin command: ${command}`);
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}
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}
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private getConnectedPlayersCount(): number {
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let count = 0;
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this.state.players.forEach(player => {
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