fix(chess): repair lobby create/join flow and connectAndCreate default
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2 changed files with 145 additions and 100 deletions
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@ -203,14 +203,15 @@ export class GameClient {
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* `room.created` event will carry the server-issued token; consumers should
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* listen for that to capture it (or use `connect()` once they have one).
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*/
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async connectAndCreate(rulesetIds?: string[]): Promise<void> {
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async connectAndCreate(rulesetIds: string[] = []): Promise<void> {
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this.code = null;
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this.token = null;
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this.closed = false;
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this.reconnectAttempts = 0;
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// Use a one-shot bootstrap that fires room.create instead of room.join
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// after the socket opens. We keep the bootstrap local to avoid leaking
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// create-only state onto the instance.
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// create-only state onto the instance. Default to [] (not undefined) so
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// `openConnection`'s `autoCreate !== undefined` gate fires on empty-args.
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return this.openConnection({ autoCreate: rulesetIds });
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}
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@ -1,8 +1,88 @@
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import { useState } from 'react';
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import { useNavigate } from 'react-router-dom';
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import { GameClient } from '../net/client.js';
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const WS_URL = (import.meta as { env?: Record<string,string> }).env?.["VITE_WS_URL"] ?? "ws://localhost:7357/ws";
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const WS_URL =
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(import.meta as { env?: Record<string, string> }).env?.['VITE_WS_URL'] ??
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'ws://localhost:7357/ws';
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interface RoomPayload {
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code?: string;
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token?: string;
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color?: string;
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message?: string;
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}
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interface ServerMsg {
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type: string;
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payload: RoomPayload;
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}
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/**
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* Opens a fresh WebSocket, sends one envelope, then returns a promise that
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* resolves on the first room.created / room.joined reply or rejects on error.
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*
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* We use a raw WebSocket (not GameClient) because the Lobby's create/join
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* flow is a single request/response pair — no reconnect, no persistent state.
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* GameClient is wired up downstream by the game view once we have a token.
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*/
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function oneShotRoomRequest(
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type: 'room.create' | 'room.join',
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extraPayload: Record<string, unknown>,
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): Promise<{ code: string; token: string; color: string }> {
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return new Promise((resolve, reject) => {
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const ws = new WebSocket(WS_URL);
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const timeout = window.setTimeout(() => {
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ws.close();
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reject(new Error('Could not connect to server'));
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}, 5000);
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ws.onopen = () => {
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ws.send(
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JSON.stringify({
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v: 1,
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seq: 1,
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ts: Date.now(),
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type,
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payload: extraPayload,
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}),
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);
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};
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ws.onmessage = (event) => {
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try {
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const msg = JSON.parse(event.data as string) as ServerMsg;
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if (
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(msg.type === 'room.created' || msg.type === 'room.joined') &&
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typeof msg.payload.code === 'string' &&
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typeof msg.payload.token === 'string' &&
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typeof msg.payload.color === 'string'
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) {
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clearTimeout(timeout);
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ws.close();
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resolve({
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code: msg.payload.code,
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token: msg.payload.token,
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color: msg.payload.color,
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});
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} else if (msg.type === 'error') {
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clearTimeout(timeout);
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ws.close();
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reject(new Error(msg.payload.message ?? 'Server error'));
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}
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} catch {
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/* ignore malformed frames */
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}
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};
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ws.onerror = () => {
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clearTimeout(timeout);
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reject(new Error('Could not connect to server'));
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};
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ws.onclose = () => {
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clearTimeout(timeout);
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};
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});
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}
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export function Lobby() {
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const [codeInput, setCodeInput] = useState('');
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@ -12,111 +92,69 @@ export function Lobby() {
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const navigate = useNavigate();
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const handleCreate = async () => {
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setLoading(true);
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setLoading(true);
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setError(null);
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const client = new GameClient(WS_URL);
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client.on("room.created", (e) => {
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setRoomCode(e.payload.code);
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sessionStorage.setItem("room-code", e.payload.code);
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sessionStorage.setItem("room-token", e.payload.token);
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sessionStorage.setItem("player-color", e.payload.color);
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setLoading(false);
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});
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client.on("error", (e) => {
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setError(e.payload.message);
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setLoading(false);
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});
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try {
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if (typeof client.connectAndCreate === 'function') {
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await client.connectAndCreate();
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} else {
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// Fallback approach if connectAndCreate doesn't exist
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const ws = new WebSocket(WS_URL);
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ws.onopen = () => {
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ws.send(JSON.stringify({ v: 1, seq: 1, ts: Date.now(), type: "room.create", payload: {} }));
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};
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ws.onmessage = (e) => {
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const msg = JSON.parse(e.data);
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if (msg.type === "room.created") {
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setRoomCode(msg.payload.code);
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sessionStorage.setItem("room-code", msg.payload.code);
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sessionStorage.setItem("room-token", msg.payload.token);
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sessionStorage.setItem("player-color", msg.payload.color);
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setLoading(false);
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}
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if (msg.type === "error") {
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setError(msg.payload.message);
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setLoading(false);
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}
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};
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ws.onerror = (e) => {
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console.error("WebSocket error:", e);
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setError("Could not connect to server");
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setLoading(false);
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};
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ws.onclose = (e) => {
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console.error("WebSocket closed:", e.code, e.reason);
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if (loading) {
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setError("Could not connect to server");
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setLoading(false);
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}
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};
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}
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} catch {
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setError("Could not connect to server");
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setLoading(false);
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const { code, token, color } = await oneShotRoomRequest('room.create', {});
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sessionStorage.setItem('room-code', code);
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sessionStorage.setItem('room-token', token);
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sessionStorage.setItem('player-color', color);
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setRoomCode(code);
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} catch (err) {
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setError(err instanceof Error ? err.message : 'Could not connect to server');
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} finally {
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setLoading(false);
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}
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};
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const handleJoin = async () => {
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if (!codeInput.trim()) {
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setError("Enter a room code");
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return;
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const code = codeInput.trim().toUpperCase();
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if (!code) {
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setError('Enter a room code');
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return;
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}
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setLoading(true);
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setLoading(true);
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setError(null);
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const client = new GameClient(WS_URL);
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client.on("room.joined", (e) => {
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sessionStorage.setItem("room-code", e.payload.code);
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sessionStorage.setItem("room-token", e.payload.token);
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sessionStorage.setItem("player-color", e.payload.color);
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navigate("/game");
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});
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client.on("error", (e) => {
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setError(e.payload.message || "Invalid room code");
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setLoading(false);
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});
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try {
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await client.connect(codeInput.trim().toUpperCase(), "");
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} catch {
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setError("Could not connect");
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setLoading(false);
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const result = await oneShotRoomRequest('room.join', { code });
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sessionStorage.setItem('room-code', result.code);
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sessionStorage.setItem('room-token', result.token);
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sessionStorage.setItem('player-color', result.color);
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navigate('/game');
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} catch (err) {
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setError(err instanceof Error ? err.message : 'Invalid room code');
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} finally {
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setLoading(false);
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}
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};
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return (
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<main data-testid="page-home" className="min-h-screen bg-slate-50 flex items-center justify-center p-4">
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<main
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data-testid="page-home"
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className="min-h-screen bg-slate-50 flex items-center justify-center p-4"
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>
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<div className="w-full max-w-md bg-white rounded-xl shadow-sm border border-slate-200 overflow-hidden">
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<div className="p-6 text-center border-b border-slate-100 bg-slate-50/50">
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<h1 className="text-2xl font-bold text-slate-900 tracking-tight">Chess</h1>
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<p className="text-slate-500 text-sm mt-1">Play realtime multiplayer</p>
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<button
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onClick={() => navigate('/game')}
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className="mt-3 text-xs text-slate-500 hover:text-slate-900 underline underline-offset-2"
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>
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or play solo (local)
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</button>
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</div>
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<div className="p-6 space-y-8">
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{/* Create Room Section */}
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<section className="space-y-4">
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<h2 className="text-sm font-semibold text-slate-900 uppercase tracking-wider">New Game</h2>
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<h2 className="text-sm font-semibold text-slate-900 uppercase tracking-wider">
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New Game
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</h2>
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<div className="bg-slate-50 rounded-lg p-4 border border-slate-100">
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{!roomCode ? (
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<button
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data-action="create-room"
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onClick={handleCreate}
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<button
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data-action="create-room"
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onClick={handleCreate}
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disabled={loading}
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className="w-full bg-slate-900 text-white font-medium py-2.5 px-4 rounded-md hover:bg-slate-800 disabled:opacity-50 disabled:cursor-not-allowed transition-colors"
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>
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@ -126,12 +164,15 @@ export function Lobby() {
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<div className="space-y-4">
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<div className="text-center">
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<span className="text-sm text-slate-500 block mb-1">Room code:</span>
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<span data-testid="room-code" className="text-2xl font-mono font-bold tracking-widest text-slate-900 bg-white border border-slate-200 rounded px-4 py-2 inline-block">
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<span
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data-testid="room-code"
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className="text-2xl font-mono font-bold tracking-widest text-slate-900 bg-white border border-slate-200 rounded px-4 py-2 inline-block"
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>
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{roomCode}
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</span>
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</div>
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<button
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onClick={() => navigate("/game")}
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<button
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onClick={() => navigate('/game')}
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className="w-full bg-blue-600 text-white font-medium py-2.5 px-4 rounded-md hover:bg-blue-700 transition-colors"
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>
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Enter Room
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@ -140,7 +181,7 @@ export function Lobby() {
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)}
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</div>
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</section>
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<div className="relative">
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<div className="absolute inset-0 flex items-center">
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<div className="w-full border-t border-slate-200"></div>
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@ -149,23 +190,24 @@ export function Lobby() {
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<span className="px-2 bg-white text-slate-400">or</span>
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</div>
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</div>
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{/* Join Room Section */}
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<section className="space-y-4">
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<h2 className="text-sm font-semibold text-slate-900 uppercase tracking-wider">Join Game</h2>
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<h2 className="text-sm font-semibold text-slate-900 uppercase tracking-wider">
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Join Game
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</h2>
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<div className="space-y-3">
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<input
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data-testid="room-code-input"
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type="text"
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value={codeInput}
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onChange={e => setCodeInput(e.target.value.toUpperCase())}
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onChange={(e) => setCodeInput(e.target.value.toUpperCase())}
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placeholder="Enter 6-letter code"
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maxLength={6}
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className="w-full font-mono text-center text-lg py-2.5 px-4 border border-slate-300 rounded-md focus:outline-none focus:ring-2 focus:ring-slate-900 focus:border-transparent placeholder:text-slate-400"
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/>
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<button
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data-action="join-room"
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onClick={handleJoin}
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<button
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data-action="join-room"
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onClick={handleJoin}
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disabled={loading || !codeInput.trim()}
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className="w-full bg-white text-slate-900 font-medium py-2.5 px-4 rounded-md border border-slate-300 hover:bg-slate-50 disabled:opacity-50 disabled:cursor-not-allowed transition-colors"
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>
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@ -175,9 +217,11 @@ export function Lobby() {
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</section>
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</div>
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{/* Error Display */}
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{error && (
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<div data-testid="lobby-error" className="bg-red-50 border-t border-red-100 p-4 text-center">
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<div
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data-testid="lobby-error"
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className="bg-red-50 border-t border-red-100 p-4 text-center"
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>
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<p className="text-sm text-red-600 font-medium">{error}</p>
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</div>
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)}
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