feat: lobby shows player names and classes in room listing
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -13,10 +13,17 @@ const (
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RoomPlaying
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)
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type LobbyPlayer struct {
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Name string
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Class string // empty until class selected
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Fingerprint string
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Ready bool
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}
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type LobbyRoom struct {
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Code string
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Name string
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Players []string
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Players []LobbyPlayer
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Status RoomStatus
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Session *GameSession
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}
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@@ -45,7 +52,7 @@ func (l *Lobby) CreateRoom(name string) string {
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return code
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}
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func (l *Lobby) JoinRoom(code, playerName string) error {
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func (l *Lobby) JoinRoom(code, playerName, fingerprint string) error {
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l.mu.Lock()
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defer l.mu.Unlock()
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room, ok := l.rooms[code]
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@@ -58,10 +65,49 @@ func (l *Lobby) JoinRoom(code, playerName string) error {
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if room.Status != RoomWaiting {
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return fmt.Errorf("room %s already in progress", code)
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}
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room.Players = append(room.Players, playerName)
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room.Players = append(room.Players, LobbyPlayer{Name: playerName, Fingerprint: fingerprint})
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return nil
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}
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func (l *Lobby) SetPlayerClass(code, fingerprint, class string) {
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l.mu.Lock()
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defer l.mu.Unlock()
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if room, ok := l.rooms[code]; ok {
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for i := range room.Players {
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if room.Players[i].Fingerprint == fingerprint {
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room.Players[i].Class = class
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}
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}
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}
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}
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func (l *Lobby) SetPlayerReady(code, fingerprint string, ready bool) {
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l.mu.Lock()
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defer l.mu.Unlock()
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if room, ok := l.rooms[code]; ok {
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for i := range room.Players {
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if room.Players[i].Fingerprint == fingerprint {
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room.Players[i].Ready = ready
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}
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}
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}
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}
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func (l *Lobby) AllReady(code string) bool {
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l.mu.RLock()
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defer l.mu.RUnlock()
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room, ok := l.rooms[code]
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if !ok || len(room.Players) == 0 {
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return false
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}
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for _, p := range room.Players {
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if !p.Ready {
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return false
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}
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}
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return true
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}
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func (l *Lobby) GetRoom(code string) *LobbyRoom {
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l.mu.RLock()
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defer l.mu.RUnlock()
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