Covers 13 tasks: DEF scaling, race condition fix, SaveRun dedup, taunt fix, multiplayer flee, room status, cursor clamp, event logs, fingerprint IDs, session cleanup, room cleanup, disconnect handling, chat. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
29 KiB
Catacombs Bug Fix & Spec Alignment Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Fix 14 confirmed bugs and spec divergences in the Catacombs codebase — covering race conditions, game logic errors, session lifecycle leaks, and missing spec features.
Architecture: Incremental patches to existing files. No new packages or major restructuring. Each task is independently shippable and testable.
Tech Stack: Go 1.25+, charmbracelet/wish, charmbracelet/bubbletea, charmbracelet/lipgloss, go.etcd.io/bbolt
Spec: docs/superpowers/specs/2026-03-23-catacombs-design.md
Go binary: go (in PATH)
File Map
entity/monster.go — Task 1: add DEF scaling
entity/monster_test.go — Task 1: test DEF scaling
game/session.go — Task 3: deep-copy GetState; Task 11: add Stop(); Task 12: cleanup
game/session_test.go — Task 3: race test
ui/model.go — Task 4: fix SaveRun; Task 7: set RoomPlaying; Task 8: clamp targetCursor;
Task 10: use fingerprint as key; Task 11: session cleanup on result exit
game/lobby.go — Task 7: add status transition helpers; Task 12: room removal
game/lobby_test.go — Task 7: test status transition
combat/combat.go — Task 5: fix taunt fallthrough
combat/combat_test.go — Task 5: test dead warrior taunt
game/turn.go — Task 6: multiplayer flee effect; Task 9: event log forwarding
game/event.go — Task 9: add log messages for events
game/turn_test.go — Task 6: test flee
server/ssh.go — Task 13: disconnect detection
Task 1: Monster DEF Floor Scaling
Files:
-
Modify:
entity/monster.go:46-63 -
Test:
entity/monster_test.go -
Step 1: Write failing test for DEF scaling
Add to entity/monster_test.go:
func TestMonsterDEFScaling(t *testing.T) {
// Slime base DEF=1, minFloor=1. At floor 5, scale = 1.15^4 ≈ 1.749
m := NewMonster(MonsterSlime, 5)
if m.DEF <= 1 {
t.Errorf("Slime DEF at floor 5 should be scaled above base 1, got %d", m.DEF)
}
// Boss DEF should NOT scale
boss := NewMonster(MonsterBoss5, 5)
if boss.DEF != 8 {
t.Errorf("Boss5 DEF should be base 8, got %d", boss.DEF)
}
}
- Step 2: Run test (should fail)
go test ./entity/ -run TestMonsterDEFScaling -v
- Step 3: Add DEF scaling to NewMonster
In entity/monster.go, change line 60 from:
DEF: base.DEF,
to:
DEF: int(math.Round(float64(base.DEF) * scale)),
- Step 4: Run test (should pass)
go test ./entity/ -run TestMonsterDEFScaling -v
- Step 5: Run all tests
go test ./... -timeout 30s
- Step 6: Commit
git add entity/monster.go entity/monster_test.go
git commit -m "fix: scale monster DEF with floor level like HP/ATK"
Task 2: (Skipped — Boss AoE timing confirmed correct)
CombatTurn starts at 0, RunTurn() increments to 1 before use. First AoE at turn 3. Correct per spec.
Task 3: Fix GetState Race Condition — Deep Copy
Files:
- Modify:
game/session.go:155-159 - Test:
game/session_test.go
The root cause: GetState() returns the GameState struct by value, but Players, Monsters, and Floor are pointer/slice fields that still reference the same underlying data as the session. The combatLoop goroutine modifies these concurrently.
- Step 1: Write race detection test
Add to game/session_test.go:
func TestGetStateNoRace(t *testing.T) {
s := NewGameSession()
p := entity.NewPlayer("Racer", entity.ClassWarrior)
s.AddPlayer(p)
s.StartGame()
// Concurrently read state while combat might modify it
done := make(chan struct{})
go func() {
defer close(done)
for i := 0; i < 100; i++ {
st := s.GetState()
// Access player fields to trigger race detector
for _, p := range st.Players {
_ = p.HP
_ = p.Gold
}
for _, m := range st.Monsters {
_ = m.HP
}
}
}()
// Submit actions to trigger state changes
for i := 0; i < 10; i++ {
s.SubmitAction("Racer", PlayerAction{Type: ActionWait})
time.Sleep(10 * time.Millisecond)
}
<-done
}
- Step 2: Run with race detector (should detect race)
go test ./game/ -run TestGetStateNoRace -race -timeout 30s -v
- Step 3: Implement deep copy in GetState
In game/session.go, replace GetState():
func (s *GameSession) GetState() GameState {
s.mu.Lock()
defer s.mu.Unlock()
// Deep copy players
players := make([]*entity.Player, len(s.state.Players))
for i, p := range s.state.Players {
cp := *p
cp.Inventory = make([]entity.Item, len(p.Inventory))
copy(cp.Inventory, p.Inventory)
cp.Relics = make([]entity.Relic, len(p.Relics))
copy(cp.Relics, p.Relics)
players[i] = &cp
}
// Deep copy monsters
monsters := make([]*entity.Monster, len(s.state.Monsters))
for i, m := range s.state.Monsters {
cm := *m
monsters[i] = &cm
}
// Shallow copy floor (rooms are read-only from UI side, only Visited/Cleared change under lock)
var floorCopy *dungeon.Floor
if s.state.Floor != nil {
fc := *s.state.Floor
fc.Rooms = make([]*dungeon.Room, len(s.state.Floor.Rooms))
for i, r := range s.state.Floor.Rooms {
rc := *r
rc.Neighbors = make([]int, len(r.Neighbors))
copy(rc.Neighbors, r.Neighbors)
fc.Rooms[i] = &rc
}
// Tiles are not mutated after generation — share the slice
floorCopy = &fc
}
// Copy combat log
logCopy := make([]string, len(s.state.CombatLog))
copy(logCopy, s.state.CombatLog)
return GameState{
Floor: floorCopy,
Players: players,
Monsters: monsters,
Phase: s.state.Phase,
FloorNum: s.state.FloorNum,
TurnNum: s.state.TurnNum,
CombatTurn: s.state.CombatTurn,
SoloMode: s.state.SoloMode,
GameOver: s.state.GameOver,
Victory: s.state.Victory,
ShopItems: append([]entity.Item{}, s.state.ShopItems...),
CombatLog: logCopy,
TurnDeadline: s.state.TurnDeadline,
}
}
- Step 4: Run race test (should pass)
go test ./game/ -run TestGetStateNoRace -race -timeout 30s -v
- Step 5: Run all tests
go test ./... -timeout 30s
- Step 6: Commit
git add game/session.go game/session_test.go
git commit -m "fix: deep-copy GameState in GetState to prevent data race"
Task 4: Fix Duplicate SaveRun on Game Over
Files:
-
Modify:
ui/model.go:282-298 -
Step 1: Add
rankingSavedflag to Model
In ui/model.go, add field to Model struct (after moveCursor):
rankingSaved bool
- Step 2: Guard SaveRun with flag
In updateGame, replace the game-over block (lines 288-297):
if m.gameState.GameOver {
if m.store != nil && !m.rankingSaved {
score := 0
for _, p := range m.gameState.Players {
score += p.Gold
}
m.store.SaveRun(m.playerName, m.gameState.FloorNum, score)
m.rankingSaved = true
}
m.screen = screenResult
return m, nil
}
- Step 3: Reset flag when returning to lobby
In updateResult, after m.screen = screenLobby, add:
m.rankingSaved = false
- Step 4: Build
go build ./...
- Step 5: Commit
git add ui/model.go
git commit -m "fix: prevent duplicate SaveRun calls on game over"
Task 5: Fix Taunt Targeting Dead Warrior
Files:
- Modify:
combat/combat.go:84-94 - Test:
combat/combat_test.go
When a warrior dies but TauntTarget is still true on monsters, the monster searches for a living warrior, finds none, but doesn't clear the taunt — it just falls through to random targeting. This is mostly harmless but the taunt flag stays dirty. The real issue: if there's no warrior at all and TauntTarget was somehow set, the search wastes cycles. Fix: clear taunt if warrior not found.
- Step 1: Write test for dead warrior taunt fallthrough
Add to combat/combat_test.go:
func TestMonsterAITauntDeadWarrior(t *testing.T) {
warrior := entity.NewPlayer("Tank", entity.ClassWarrior)
warrior.TakeDamage(warrior.HP) // kill warrior
mage := entity.NewPlayer("Mage", entity.ClassMage)
m := &entity.Monster{Name: "Orc", HP: 50, ATK: 10, DEF: 5, TauntTarget: true, TauntTurns: 2}
idx, isAoE := MonsterAI(m, []*entity.Player{warrior, mage}, 1)
if isAoE {
t.Error("should not AoE")
}
// Should target mage (index 1) since warrior is dead
if idx != 1 {
t.Errorf("expected target mage at index 1, got %d", idx)
}
// TauntTarget should be cleared since no living warrior
if m.TauntTarget {
t.Error("TauntTarget should be cleared when warrior is dead")
}
}
- Step 2: Run test (should fail on TauntTarget assertion)
go test ./combat/ -run TestMonsterAITauntDeadWarrior -v
- Step 3: Fix MonsterAI taunt handling
In combat/combat.go, replace the taunt block (lines 88-94):
if m.TauntTarget {
for i, p := range players {
if !p.IsDead() && p.Class == entity.ClassWarrior {
return i, false
}
}
// No living warrior found — clear taunt
m.TauntTarget = false
m.TauntTurns = 0
}
- Step 4: Run test (should pass)
go test ./combat/ -run TestMonsterAITauntDeadWarrior -v
- Step 5: Run all combat tests
go test ./combat/ -v
- Step 6: Commit
git add combat/combat.go combat/combat_test.go
git commit -m "fix: clear monster taunt when warrior is dead"
Task 6: Multiplayer Flee — Mark Player as Fled
Files:
- Modify:
entity/player.go— addFledfield - Modify:
game/turn.go:145-154— set Fled on success - Modify:
game/turn.go:78-80— skip fled players like dead players - Test:
game/turn_test.go
In multiplayer, a successful flee currently does nothing. Fix: mark the player as "fled" so they're skipped for the rest of this combat (like being dead, but without the death penalty). Reset fled status when combat ends.
- Step 1: Add Fled field to Player
In entity/player.go, add to Player struct:
Fled bool
- Step 2: Update IsDead check comment and add IsOut helper
In entity/player.go, add method:
// IsOut returns true if the player cannot act in combat (dead or fled)
func (p *Player) IsOut() bool {
return p.Dead || p.Fled
}
- Step 3: Update turn.go to use IsOut for action collection
In game/turn.go, replace all p.IsDead() checks in RunTurn() and resolvePlayerActions() with p.IsOut():
Line 23: if !p.IsOut() { (alive count)
Line 54-55: if !p.IsOut() { (default action)
Line 79: if p.IsOut() { (skip dead/fled in resolve)
Line 189: if !p.IsOut() { (gold award)
Line 259: if !p.IsOut() { (boss relic)
In resolveMonsterActions():
Line 278: if !p.IsOut() { (AoE targets)
Line 287: if !p.IsOut() { (single target validation)
Line 298: if !p.IsOut() { (all-dead check)
- Step 4: Set Fled on successful flee
In game/turn.go, replace the ActionFlee case (lines 145-154):
case ActionFlee:
if combat.AttemptFlee() {
s.addLog(fmt.Sprintf("%s fled from battle!", p.Name))
if s.state.SoloMode {
s.state.Phase = PhaseExploring
return
}
p.Fled = true
} else {
s.addLog(fmt.Sprintf("%s failed to flee!", p.Name))
}
- Step 5: Check if all remaining players fled — end combat
In resolvePlayerActions(), after the action loop (before intents resolution), add:
// Check if all alive players have fled
allFled := true
for _, p := range s.state.Players {
if !p.IsDead() && !p.Fled {
allFled = false
break
}
}
if allFled && !s.state.SoloMode {
s.state.Phase = PhaseExploring
s.state.Floor.Rooms[s.state.Floor.CurrentRoom].Cleared = true
s.addLog("All players fled!")
// Reset fled status
for _, p := range s.state.Players {
p.Fled = false
}
return
}
- Step 6: Reset Fled when combat ends
In resolvePlayerActions(), where combat ends (line 220-228, the len(s.state.Monsters) == 0 block), add before phase change:
for _, p := range s.state.Players {
p.Fled = false
}
Also in advanceFloor() (line 244-248), add:
for _, p := range s.state.Players {
p.Fled = false
}
- Step 7: Build and run all tests
go build ./...
go test ./... -timeout 30s
- Step 8: Commit
git add entity/player.go game/turn.go
git commit -m "feat: multiplayer flee marks player as out for current combat"
Task 7: Set Room Status to Playing on Game Start
Files:
-
Modify:
ui/model.go:251-267(class select → game start) -
Modify:
game/lobby.go— addStartRoomhelper -
Test:
game/lobby_test.go -
Step 1: Write test for room status transition
Add to game/lobby_test.go:
func TestRoomStatusTransition(t *testing.T) {
l := NewLobby()
code := l.CreateRoom("Test")
l.JoinRoom(code, "Alice")
r := l.GetRoom(code)
if r.Status != RoomWaiting {
t.Errorf("new room should be Waiting, got %d", r.Status)
}
l.StartRoom(code)
r = l.GetRoom(code)
if r.Status != RoomPlaying {
t.Errorf("started room should be Playing, got %d", r.Status)
}
// Joining a Playing room should fail
err := l.JoinRoom(code, "Bob")
if err == nil {
t.Error("should not be able to join a Playing room")
}
}
- Step 2: Run test (should fail — StartRoom doesn't exist)
go test ./game/ -run TestRoomStatusTransition -v
- Step 3: Add StartRoom to lobby.go
func (l *Lobby) StartRoom(code string) {
l.mu.Lock()
defer l.mu.Unlock()
if room, ok := l.rooms[code]; ok {
room.Status = RoomPlaying
}
}
- Step 4: Call StartRoom when game starts
In ui/model.go updateClassSelect, after m.session.StartGame() (line 263), add:
m.lobby.StartRoom(m.roomCode)
- Step 5: Run test (should pass)
go test ./game/ -run TestRoomStatusTransition -v
- Step 6: Commit
git add game/lobby.go game/lobby_test.go ui/model.go
git commit -m "fix: set room status to Playing when game starts"
Task 8: Clamp Target Cursor After Monster Death
Files:
-
Modify:
ui/model.go:282-286 -
Step 1: Add cursor clamping in updateGame
In updateGame, right after m.gameState = m.session.GetState() (line 285), add:
// Clamp target cursor to valid range after monsters die
if len(m.gameState.Monsters) > 0 {
if m.targetCursor >= len(m.gameState.Monsters) {
m.targetCursor = len(m.gameState.Monsters) - 1
}
} else {
m.targetCursor = 0
}
- Step 2: Build
go build ./...
- Step 3: Commit
git add ui/model.go
git commit -m "fix: clamp target cursor when monsters die"
Task 9: Add Event Room Log Messages
Files:
-
Modify:
game/event.go:132-148 -
Step 1: Add log messages to triggerEvent
Replace triggerEvent() in game/event.go:
func (s *GameSession) triggerEvent() {
for _, p := range s.state.Players {
if p.IsDead() {
continue
}
if rand.Float64() < 0.5 {
dmg := 10 + rand.Intn(11)
p.TakeDamage(dmg)
s.addLog(fmt.Sprintf("Trap! %s takes %d damage", p.Name, dmg))
} else {
heal := 15 + rand.Intn(11)
before := p.HP
p.Heal(heal)
s.addLog(fmt.Sprintf("Blessing! %s heals %d HP", p.Name, p.HP-before))
}
}
}
Also add log for treasure in grantTreasure():
func (s *GameSession) grantTreasure() {
for _, p := range s.state.Players {
if rand.Float64() < 0.5 {
item := entity.Item{
Name: "Iron Sword", Type: entity.ItemWeapon, Bonus: 3 + rand.Intn(6),
}
p.Inventory = append(p.Inventory, item)
s.addLog(fmt.Sprintf("%s found %s (ATK+%d)", p.Name, item.Name, item.Bonus))
} else {
item := entity.Item{
Name: "Iron Shield", Type: entity.ItemArmor, Bonus: 2 + rand.Intn(4),
}
p.Inventory = append(p.Inventory, item)
s.addLog(fmt.Sprintf("%s found %s (DEF+%d)", p.Name, item.Name, item.Bonus))
}
}
}
- Step 2: Show combat log on game screen even outside combat
In ui/model.go updateGame, in the PhaseExploring branch, after m.session.EnterRoom(roomIdx), m.gameState is already refreshed. The log will render via renderCombatLog which already shows state.CombatLog. No change needed — the log displays on the game view regardless of phase.
- Step 3: Build
go build ./...
- Step 4: Commit
git add game/event.go
git commit -m "feat: show log messages for trap, blessing, and treasure events"
Task 10: Use Fingerprint as Action Key (Prevent Name Collision)
Depends on: Task 6 (for IsOut() method)
Files:
- Modify:
game/session.go— changeactionsmap key - Modify:
game/turn.go— use fingerprint in action lookup - Modify:
ui/model.go— submit with fingerprint
The actions map uses playerName as the key. If two players share a name, one overwrites the other. Fix: use Fingerprint as the key.
- Step 1: Change SubmitAction to use fingerprint
In game/session.go, rename playerActionMsg.PlayerName to PlayerID:
type playerActionMsg struct {
PlayerID string
Action PlayerAction
}
Update SubmitAction:
func (s *GameSession) SubmitAction(playerID string, action PlayerAction) {
s.actionCh <- playerActionMsg{PlayerID: playerID, Action: action}
}
- Step 2: Update RunTurn action collection
In game/turn.go, line 39:
s.actions[msg.PlayerID] = msg.Action
- Step 3: Update resolvePlayerActions to match by fingerprint
In game/turn.go resolvePlayerActions(), change the action lookup (line 82):
action, ok := s.actions[p.Fingerprint]
- Step 4: Update default action loop
In game/turn.go, change the default-action loop (lines 54-59):
for _, p := range s.state.Players {
if !p.IsOut() {
if _, ok := s.actions[p.Fingerprint]; !ok {
s.actions[p.Fingerprint] = PlayerAction{Type: ActionWait}
}
}
}
- Step 5: Generate fallback fingerprint for keyless SSH users
In ui/model.go updateTitle(), when m.fingerprint is empty (password auth, no public key), generate a unique fallback ID so keyless players don't collide on "":
if m.fingerprint == "" {
m.fingerprint = fmt.Sprintf("anon-%d", time.Now().UnixNano())
}
Add this right after the m.playerName is set (before m.screen = screenLobby).
Also update the NewPlayer call in updateClassSelect to ensure fingerprint is set:
player := entity.NewPlayer(m.playerName, selectedClass)
player.Fingerprint = m.fingerprint
(This line already exists, so no change needed here — just verify.)
- Step 6: Update UI to submit with fingerprint
In ui/model.go, change all m.session.SubmitAction(m.playerName, ...) calls to m.session.SubmitAction(m.fingerprint, ...).
Lines 358-366: replace m.playerName → m.fingerprint in all 5 SubmitAction calls.
- Step 7: Update BuyItem to use fingerprint
In game/session.go BuyItem(), change playerName parameter to playerID and match by fingerprint:
func (s *GameSession) BuyItem(playerID string, itemIdx int) bool {
s.mu.Lock()
defer s.mu.Unlock()
if s.state.Phase != PhaseShop || itemIdx < 0 || itemIdx >= len(s.state.ShopItems) {
return false
}
item := s.state.ShopItems[itemIdx]
for _, p := range s.state.Players {
if p.Fingerprint == playerID && p.Gold >= item.Price {
p.Gold -= item.Price
p.Inventory = append(p.Inventory, item)
return true
}
}
return false
}
In ui/model.go updateShop(), change:
m.session.BuyItem(m.fingerprint, idx)
- Step 8: Update dead-player check in updateGame
In ui/model.go updateGame(), change the dead player check (lines 340-344) to use fingerprint:
isPlayerDead := false
for _, p := range m.gameState.Players {
if p.Fingerprint == m.fingerprint && p.IsDead() {
isPlayerDead = true
break
}
}
- Step 9: Build and run all tests
go build ./...
go test ./... -timeout 30s
Some tests may need updating if they call SubmitAction with a name — update to use fingerprint. Check game/session_test.go — the test player will need Fingerprint set.
- Step 10: Commit
git add game/session.go game/turn.go ui/model.go
git commit -m "fix: use fingerprint as player ID to prevent name collision"
Task 11: Session Cleanup & Goroutine Leak Fix
Files:
-
Modify:
game/session.go— addStop()method and done channel -
Modify:
ui/model.go— call Stop on result exit -
Step 1: Add done channel and Stop method
In game/session.go, add done channel to GameSession:
type GameSession struct {
mu sync.Mutex
state GameState
started bool
actions map[string]PlayerAction
actionCh chan playerActionMsg
combatSignal chan struct{}
done chan struct{}
}
Update NewGameSession:
func NewGameSession() *GameSession {
return &GameSession{
state: GameState{
FloorNum: 1,
},
actions: make(map[string]PlayerAction),
actionCh: make(chan playerActionMsg, 4),
combatSignal: make(chan struct{}, 1),
done: make(chan struct{}),
}
}
Add Stop():
func (s *GameSession) Stop() {
select {
case <-s.done:
// already stopped
default:
close(s.done)
}
}
- Step 2: Update combatLoop to respect done channel
Replace combatLoop():
func (s *GameSession) combatLoop() {
for {
select {
case <-s.done:
return
default:
}
s.mu.Lock()
phase := s.state.Phase
gameOver := s.state.GameOver
s.mu.Unlock()
if gameOver {
return
}
if phase == PhaseCombat {
s.RunTurn()
} else {
select {
case <-s.combatSignal:
case <-s.done:
return
}
}
}
}
Also update RunTurn action collection to respect done:
In game/turn.go, update the select in the action collection loop (lines 36-44):
for collected < aliveCount {
select {
case msg := <-s.actionCh:
s.mu.Lock()
s.actions[msg.PlayerID] = msg.Action
s.mu.Unlock()
collected++
case <-timer.C:
goto resolve
case <-s.done:
timer.Stop()
return
}
}
- Step 3: Clean up session on result exit
In ui/model.go updateResult(), when going back to lobby:
if isEnter(key) {
if m.session != nil {
m.session.Stop()
m.session = nil
}
m.rankingSaved = false
m.screen = screenLobby
m = m.withRefreshedLobby()
}
- Step 4: Build and run all tests
go build ./...
go test ./... -timeout 30s
- Step 5: Commit
git add game/session.go game/turn.go ui/model.go
git commit -m "fix: stop combatLoop goroutine on session exit to prevent leak"
Task 12: Remove Zombie Lobby Rooms on Game End
Depends on: Task 11 (extends updateResult from Task 11)
Files:
-
Modify:
ui/model.go— remove room from lobby on game end -
Step 1: Remove lobby room on result exit
In ui/model.go updateResult(), update the enter handler (extending Task 11's change):
if isEnter(key) {
if m.session != nil {
m.session.Stop()
m.session = nil
}
if m.lobby != nil && m.roomCode != "" {
m.lobby.RemoveRoom(m.roomCode)
}
m.roomCode = ""
m.rankingSaved = false
m.screen = screenLobby
m = m.withRefreshedLobby()
}
- Step 2: Build
go build ./...
- Step 3: Commit
git add ui/model.go
git commit -m "fix: remove lobby room when game session ends"
Task 13: Disconnect Handling — Auto-Defend & Timeout
Depends on: Task 10 (fingerprint-based IDs), Task 11 (done channel)
Files:
- Modify:
game/session.go— addlastActivitytracking, timeout check in combatLoop - Modify:
game/event.go— update lastActivity on EnterRoom - Modify:
ui/model.go— update lastActivity on exploration actions
Design: Track lastActivity timestamp per player (by fingerprint). Update it on both SubmitAction (combat) and EnterRoom (exploration). In combatLoop, check for 60-second inactive players and remove them. Auto-defend already works via ActionWait default. No SSH-layer changes needed.
- Step 1: Add lastActivity to GameSession
In game/session.go, add to GameSession struct:
lastActivity map[string]time.Time // fingerprint -> last activity time
Initialize in NewGameSession:
lastActivity: make(map[string]time.Time),
- Step 2: Update lastActivity in SubmitAction
func (s *GameSession) SubmitAction(playerID string, action PlayerAction) {
s.mu.Lock()
s.lastActivity[playerID] = time.Now()
s.mu.Unlock()
s.actionCh <- playerActionMsg{PlayerID: playerID, Action: action}
}
- Step 3: Update lastActivity in EnterRoom
In game/event.go EnterRoom(), add at the top (after lock, before setting CurrentRoom):
// Update activity for all connected players (exploration is party-wide)
now := time.Now()
for _, p := range s.state.Players {
if p.Fingerprint != "" {
s.lastActivity[p.Fingerprint] = now
}
}
- Step 4: Add TouchActivity method for UI heartbeat
In game/session.go, add:
func (s *GameSession) TouchActivity(fingerprint string) {
s.mu.Lock()
defer s.mu.Unlock()
s.lastActivity[fingerprint] = time.Now()
}
- Step 5: Call TouchActivity from UI on any key press
In ui/model.go updateGame(), add at the top (before the session GetState call):
if m.session != nil && m.fingerprint != "" {
m.session.TouchActivity(m.fingerprint)
}
- Step 6: Initialize lastActivity in StartGame
func (s *GameSession) StartGame() {
s.mu.Lock()
if s.started {
s.mu.Unlock()
return
}
s.started = true
s.state.SoloMode = len(s.state.Players) == 1
now := time.Now()
for _, p := range s.state.Players {
s.lastActivity[p.Fingerprint] = now
}
s.mu.Unlock()
s.StartFloor()
go s.combatLoop()
}
- Step 7: Add timeout check to combatLoop
In combatLoop, add this block right after the gameOver check:
// Remove players inactive for >60 seconds
s.mu.Lock()
now := time.Now()
changed := false
remaining := make([]*entity.Player, 0, len(s.state.Players))
for _, p := range s.state.Players {
if p.Fingerprint != "" && !p.IsOut() {
if last, ok := s.lastActivity[p.Fingerprint]; ok {
if now.Sub(last) > 60*time.Second {
s.addLog(fmt.Sprintf("%s removed (disconnected)", p.Name))
changed = true
continue
}
}
}
remaining = append(remaining, p)
}
if changed {
s.state.Players = remaining
if len(s.state.Players) <= 1 {
s.state.SoloMode = true
}
if len(s.state.Players) == 0 {
s.state.GameOver = true
s.mu.Unlock()
return
}
}
s.mu.Unlock()
- Step 8: Build and run all tests
go build ./...
go test ./... -timeout 30s
- Step 9: Commit
git add game/session.go game/event.go ui/model.go
git commit -m "feat: remove inactive players after 60s disconnect timeout"
Task 14: Chat System (/ key)
Files:
-
Modify:
game/session.go— add chat method -
Modify:
ui/model.go— add chat input mode -
Modify:
ui/game_view.go— render chat input -
Step 1: Add SendChat to GameSession
In game/session.go, add:
func (s *GameSession) SendChat(playerName, message string) {
s.mu.Lock()
defer s.mu.Unlock()
s.addLog(fmt.Sprintf("[%s] %s", playerName, message))
}
- Step 2: Add chat mode to Model
In ui/model.go, add to Model struct:
chatting bool
chatInput string
- Step 3: Handle
/key and chat input in updateGame
In updateGame, add chat handling at the top of the tea.KeyMsg section (before phase switch):
if key, ok := msg.(tea.KeyMsg); ok {
// Chat mode
if m.chatting {
if isEnter(key) && len(m.chatInput) > 0 {
if m.session != nil {
m.session.SendChat(m.playerName, m.chatInput)
m.gameState = m.session.GetState()
}
m.chatting = false
m.chatInput = ""
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
m.chatting = false
m.chatInput = ""
} else if key.Type == tea.KeyBackspace && len(m.chatInput) > 0 {
m.chatInput = m.chatInput[:len(m.chatInput)-1]
} else if len(key.Runes) == 1 && len(m.chatInput) < 40 {
m.chatInput += string(key.Runes)
}
if m.gameState.Phase == game.PhaseCombat {
return m, m.pollState()
}
return m, nil
}
if isKey(key, "/") {
m.chatting = true
m.chatInput = ""
if m.gameState.Phase == game.PhaseCombat {
return m, m.pollState()
}
return m, nil
}
// existing phase switch...
- Step 4: Show chat input in HUD
In ui/game_view.go, update renderGame to accept and show chat state. Add parameters:
func renderGame(state game.GameState, width, height int, targetCursor int, moveCursor int, chatting bool, chatInput string) string {
At the bottom of renderGame, before return:
if chatting {
chatStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("117"))
chatView := chatStyle.Render(fmt.Sprintf("> %s_", chatInput))
return lipgloss.JoinVertical(lipgloss.Left, mapView, hudView, logView, chatView)
}
Update call in ui/model.go View():
case screenGame:
return renderGame(m.gameState, m.width, m.height, m.targetCursor, m.moveCursor, m.chatting, m.chatInput)
- Step 5: Build and run all tests
go build ./...
go test ./... -timeout 30s
- Step 6: Commit
git add game/session.go ui/model.go ui/game_view.go
git commit -m "feat: add in-game chat with / key"