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:
2026-03-24 14:47:53 +09:00
parent 29387ebaa0
commit 533e460968
4 changed files with 85 additions and 14 deletions

View File

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