feedback3 WE: spectator seats on the server — up to 2 per co-op room, never players, watch like an eliminated player, no private view (community report #26)
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@@ -56,9 +56,21 @@
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// (or outside a room) it simply replaces the stored one; while the room's match runs it is also handed to
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// match.setLoadout(playerId, loadout), which accepts it only during INFO_CHECK (the 干员调配 entry of the briefing)
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// and refuses it afterwards (WRONG_PHASE: the match's loadout is locked, the stored one applies to the next match).
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// * Spectator seats (community report #26, owner's decision 2026-10-04 — a remake feature, the official room has none):
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// room.spectate { code } takes one of a co-op room's MAX_SPECTATORS (2) spectator seats, in its lobby or while its
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// match runs (▸ solo rooms: ROOM_FULL). A spectator is not a player: never in `seats`, never counted for the 1–4 players
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// or the start gate, never host, never keeps a room alive (a room whose last human leaves closes with room.closed
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// {empty} for its spectators). It receives room.state (`spectators: [{ playerId, name, connected }]`) and every match
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// broadcast (m.public, m.ticker, m.emote, b.pool — public data); the match registers it (opts.spectators /
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// addSpectator) and shows it fields like an eliminated player (b.start watch / m.field), never an m.private. It may
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// only g.watch (the heavy bucket, like every watcher), g.leave / room.leave, and room.loadout (stored for its session,
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// never handed to the match); anything else → SPECTATOR (▸ emotes too). Host: room.removeSpectator { playerId } any
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// time → room.closed {kicked} to it. A spectator in a LOBBY room may take a free player seat with room.join of the same
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// code; a player never switches to spectating in place (ALREADY). Disconnect / grace / reconnect / expiry work as for
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// a player seat (the seat is kept and given back on resume).
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import { randomBytes, randomInt } from 'node:crypto';
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import { ERR, MAX_SEATS, ROOM_CODE_LEN, modeIdFor } from '../shared/constants.js';
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import { ERR, MAX_SEATS, MAX_SPECTATORS, ROOM_CODE_LEN, modeIdFor } from '../shared/constants.js';
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import { checkLoadout } from '../shared/protocol.js';
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import { encode, isDroppable, isErrCode, sendRaw, sendSession } from './net.js';
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import { getData as defaultGetData, lookup } from './data.js';
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@@ -110,6 +122,8 @@ export class Room {
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this.hostId = null;
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/** @type {(Seat | null)[]} */
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this.seats = new Array(MAX_SEATS).fill(null);
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/** @type {{ playerId: string, name: string, connected: boolean }[]} spectator seats, ≤ MAX_SPECTATORS (header) */
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this.spectators = [];
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/** @type {any} running Match instance */
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this.match = null;
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/** @type {{ live: boolean, ended: boolean, disposed: boolean, match: any } | null} */
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@@ -136,6 +150,9 @@ export class Room {
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return null;
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}
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/** @param {string} playerId @returns {{ playerId: string, name: string, connected: boolean } | null} */
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spectatorOf(playerId) { return this.spectators.find((s) => s.playerId === playerId) || null; }
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/** Lowest free seat index, or -1. */
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freeSeat() { return this.seats.indexOf(null); }
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@@ -154,6 +171,7 @@ export class Room {
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seats: this.seats.map((s) => (s
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? { seat: s.seat, playerId: s.playerId, name: s.name, isBot: s.isBot, ready: s.ready, connected: s.connected && !s.left }
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: null)),
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spectators: this.spectators.map((s) => ({ playerId: s.playerId, name: s.name, connected: s.connected })),
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};
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}
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}
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@@ -197,11 +215,13 @@ export class Lobby {
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let matches = 0;
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let humans = 0;
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let bots = 0;
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let spectators = 0;
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for (const r of this.rooms.values()) {
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if (r.match) matches++;
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for (const s of r.seats) if (s && !s.left) (s.isBot ? bots++ : humans++);
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spectators += r.spectators.length;
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}
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return { rooms: this.rooms.size, matches, humans, bots };
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return { rooms: this.rooms.size, matches, humans, bots, spectators };
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}
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// ---------------------------------------------------------------------------------------------------
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@@ -229,7 +249,8 @@ export class Lobby {
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}
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session.notice = null;
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session.pendingResult = null;
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const seat = room.seatOf(session.playerId);
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// a player seat, or a spectator seat (header): both carry `connected` / `name`
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const seat = room.seatOf(session.playerId) || room.spectatorOf(session.playerId);
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this.clearGrace(session.playerId);
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// Only a visible change (reconnect, rename, new host) is broadcast; a plain resync (repeated hello on a
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// live socket) answers the requester alone, so hello spam cannot amplify into room-wide traffic.
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@@ -259,6 +280,8 @@ export class Lobby {
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case 'room.removeBot': return this.removeBot(session, msg);
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case 'room.start': return this.start(session);
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case 'room.loadout': return this.loadout(session, msg);
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case 'room.spectate': return this.spectate(session, msg);
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case 'room.removeSpectator': return this.removeSpectator(session, msg);
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default:
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if (typeof msg.t === 'string' && msg.t.startsWith('g.')) return this.routeGame(session, msg);
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return fail(ERR.BAD_MSG, `unhandled type ${String(msg.t).slice(0, 32)}`);
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@@ -272,10 +295,11 @@ export class Lobby {
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// a solo run may be resumed within singleReconnectTime (24 h); everything else keeps the registry's window
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session.resumeWindowMs = room && room.match && room.mode === 'solo' ? this.soloResumeWindowMs() : null;
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if (!room) return;
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const seat = room.seatOf(session.playerId);
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const player = room.seatOf(session.playerId);
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const seat = player || room.spectatorOf(session.playerId);
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seat.connected = false;
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if (room.match) this.callMatch(room, 'onDisconnect', session.playerId);
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else this.startGrace(room, seat);
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// a spectator's seat is kept like a player's (nothing to tell the match: it plays no field)
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if (room.match) { if (player) this.callMatch(room, 'onDisconnect', session.playerId); } else this.startGrace(room, seat);
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this.broadcastState(room);
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}
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@@ -312,8 +336,8 @@ export class Lobby {
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if (this.rooms.size >= this.opts.maxRooms) return fail(ERR.INTERNAL, 'too many rooms');
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const key = session.limitKey || null;
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if (key && this.opts.maxRoomsPerAddr > 0) {
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// The room being left disappears with this create when the creator is its only human.
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const leaving = cur && cur.ownerKey === key && cur.activeHumans().length === 1 ? 1 : 0;
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// The room being left disappears with this create when the creator is its only human (a spectator is none).
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const leaving = cur && cur.ownerKey === key && cur.activeHumans().length === 1 && !cur.spectatorOf(session.playerId) ? 1 : 0;
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if (this.countRooms((r) => r.ownerKey === key) - leaving >= this.opts.maxRoomsPerAddr) {
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this.limitWarn(`room limit (${this.opts.maxRoomsPerAddr}) reached for ${session.addr}`);
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return fail(ERR.RATE, 'too many rooms from your network');
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@@ -340,7 +364,8 @@ export class Lobby {
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const room = norm.length === ROOM_CODE_LEN ? this.rooms.get(norm) : undefined;
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if (!room) return fail(ERR.ROOM_NOT_FOUND);
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const cur = this.roomOf(session);
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if (cur === room) { this.sendState(room, session); return OK; }
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// idempotent for members; a spectator of this room goes on below: it may take a free player seat (header)
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if (cur === room && !room.spectatorOf(session.playerId)) { this.sendState(room, session); return OK; }
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if (cur && cur.match) return fail(ERR.ROOM_STARTED, 'leave your running match first');
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if (room.match) return fail(ERR.ROOM_STARTED);
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if (room.mode === 'solo') return fail(ERR.ROOM_FULL, 'solo room');
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@@ -363,9 +388,52 @@ export class Lobby {
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return OK;
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}
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/**
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* room.spectate: one of a co-op room's MAX_SPECTATORS spectator seats, in its lobby or during its match (header). In a
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* running match the match registers the spectator and resends what it may see (Match.addSpectator).
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*/
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spectate(session, { code }) {
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const norm = String(code).trim().toUpperCase();
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const room = norm.length === ROOM_CODE_LEN ? this.rooms.get(norm) : undefined;
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if (!room) return fail(ERR.ROOM_NOT_FOUND);
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const cur = this.roomOf(session);
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if (cur === room) {
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if (!room.spectatorOf(session.playerId)) return fail(ERR.ALREADY, 'seated as a player');
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this.sendState(room, session);
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return OK;
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}
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if (cur && cur.match) return fail(ERR.ROOM_STARTED, 'leave your running match first');
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if (room.mode === 'solo') return fail(ERR.ROOM_FULL, 'solo room');
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if (room.spectators.length >= MAX_SPECTATORS) return fail(ERR.ROOM_FULL, 'no free spectator seat');
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if (cur) this.removeMember(cur, session.playerId);
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room.spectators.push({ playerId: session.playerId, name: session.name, connected: session.connected });
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session.roomCode = room.code;
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session.notice = null;
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session.pendingResult = null;
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this.broadcastState(room);
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if (room.match) this.callMatch(room, 'addSpectator', session.playerId);
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return OK;
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}
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/** room.removeSpectator (host, any time): the spectator gets room.closed {kicked} and its seat is freed. */
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removeSpectator(session, { playerId }) {
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const room = this.roomOf(session);
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if (!room) return fail(ERR.NOT_IN_ROOM);
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if (room.hostId !== session.playerId) return fail(ERR.NOT_HOST);
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if (!room.spectatorOf(playerId)) return fail(ERR.BAD_TARGET, 'not a spectator of this room');
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const target = this.registry.byId(playerId);
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if (target && target.roomCode === room.code) {
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if (target.connected) sendSession(target, { t: 'room.closed', reason: 'kicked' });
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else target.notice = 'kicked';
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}
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this.removeMember(room, playerId);
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return OK;
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}
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ready(session, { ready }) {
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const room = this.roomOf(session);
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if (!room) return fail(ERR.NOT_IN_ROOM);
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if (room.spectatorOf(session.playerId)) return fail(ERR.SPECTATOR);
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if (room.match) return fail(ERR.ROOM_STARTED);
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this.dropReplay(room, session.playerId);
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const seat = room.seatOf(session.playerId);
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@@ -456,7 +524,7 @@ export class Lobby {
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if (!room) return OK;
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const seat = room.seatOf(session.playerId);
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if (seat) seat.loadout = loadout;
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if (!room.match) return OK;
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if (!room.match || !seat) return OK; // a spectator's loadout stays on its session, never reaching the match
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if (typeof room.match.setLoadout !== 'function') return fail(ERR.ROOM_STARTED, 'stored for the next match');
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let r;
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try {
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@@ -495,6 +563,8 @@ export class Lobby {
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difficulty: room.difficulty,
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modeId: modeIdFor(room.mode, room.difficulty),
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seats,
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// the spectator seats (header): watched like eliminated players, never players
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spectators: room.spectators.map((s) => s.playerId),
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seed,
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// the room's match number: with the seed it keeps battleIds unique across the room's matches (DESIGN §14)
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matchNo: room.matchCount + 1,
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@@ -542,6 +612,7 @@ export class Lobby {
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s.ready = false;
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if (!s.connected) this.startGrace(room, s);
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}
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for (const s of room.spectators) if (!s.connected) this.startGrace(room, s);
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const host = room.hostId ? room.seatOf(room.hostId) : null;
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if (!host || host.isBot || host.left) this.migrateHost(room);
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if (room.activeHumans().length === 0) this.disposeRoom(room, 'empty');
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@@ -572,7 +643,7 @@ export class Lobby {
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*/
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buildReplay(room, ctx) {
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const frames = new Map();
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for (const s of room.seats) {
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for (const s of [...room.seats, ...room.spectators]) {
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if (!s || s.isBot || s.left) continue;
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const frame = ctx.results.get(s.playerId) || ctx.sharedResult;
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if (frame) frames.set(s.playerId, frame);
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@@ -626,7 +697,7 @@ export class Lobby {
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if (!room) return;
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session.resyncAt = this.now();
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if (room.match) {
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this.callMatch(room, 'onReconnect', session.playerId);
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this.callMatch(room, room.spectatorOf(session.playerId) ? 'addSpectator' : 'onReconnect', session.playerId);
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return;
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}
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const frames = this.replayFor(room, session.playerId);
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@@ -664,6 +735,8 @@ export class Lobby {
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this.removeMember(room, session.playerId);
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return OK;
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}
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// a spectator only watches (header): nothing else of it ever reaches the match
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if (msg.t !== 'g.watch' && room.spectatorOf(session.playerId)) return fail(ERR.SPECTATOR);
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let res;
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try {
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res = room.match.handle(session.playerId, msg);
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@@ -726,6 +799,7 @@ export class Lobby {
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if (!session.roomCode) return null;
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const room = this.rooms.get(session.roomCode);
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const seat = room ? room.seatOf(session.playerId) : null;
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if (room && !seat && room.spectatorOf(session.playerId)) return room; // a spectator seat
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if (!room || !seat || seat.left || seat.isBot) { session.roomCode = null; return null; }
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return room;
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}
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@@ -748,6 +822,7 @@ export class Lobby {
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if (session && session.roomCode === room.code) session.roomCode = null;
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this.clearGrace(playerId);
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this.dropReplay(room, playerId);
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if (this.freeSpectatorSeat(room, playerId)) return;
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const seat = room.seatOf(playerId);
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if (!seat || seat.isBot || seat.left || room.disposed) return;
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if (room.match) {
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@@ -764,6 +839,20 @@ export class Lobby {
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else this.broadcastState(room);
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}
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/**
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* Free a spectator seat (removeMember): the match forgets the spectator; never a host change or a disposal — a
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* spectator neither holds the host nor keeps a room alive. @returns {boolean} true when it was a spectator seat
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*/
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freeSpectatorSeat(room, playerId) {
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const i = room.spectators.findIndex((s) => s.playerId === playerId);
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if (i < 0) return false;
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room.spectators.splice(i, 1);
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if (room.disposed) return true;
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this.callMatch(room, 'removeSpectator', playerId);
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this.broadcastState(room);
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return true;
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}
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/** Lowest-seat connected human becomes host (else lowest-seat human, else null). */
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migrateHost(room) {
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const humans = room.activeHumans();
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@@ -779,7 +868,7 @@ export class Lobby {
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const t = setTimeout(() => {
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this.graceTimers.delete(playerId);
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if (room.disposed || room.match) return;
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const s = room.seatOf(playerId);
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const s = room.seatOf(playerId) || room.spectatorOf(playerId);
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if (!s || s.connected) return;
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const session = this.registry.byId(playerId);
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if (session && session.roomCode === room.code) {
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@@ -820,6 +909,15 @@ export class Lobby {
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if (session.connected) sendSession(session, { t: 'room.closed', reason });
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else session.notice = reason;
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}
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// spectators did not leave: they are told whatever closed the room (its last human leaving included)
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for (const s of room.spectators) {
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this.clearGrace(s.playerId);
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const session = this.registry.byId(s.playerId);
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if (!session || session.roomCode !== room.code) continue;
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session.roomCode = null;
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if (session.connected) sendSession(session, { t: 'room.closed', reason });
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else session.notice = reason;
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}
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if (ctx) this.disposeMatchCtx(ctx);
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this.log.info(`[lobby] ${room.code} disposed (${reason})`);
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}
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@@ -837,9 +935,9 @@ export class Lobby {
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// Sending
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// ---------------------------------------------------------------------------------------------------
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/** Connected, non-departed human sessions of a room. */
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/** Connected, non-departed human sessions of a room — its spectators included (room.state, match broadcasts). */
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*memberSessions(room) {
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for (const s of room.seats) {
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for (const s of [...room.seats, ...room.spectators]) {
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if (!s || s.isBot || s.left) continue;
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const session = this.registry.byId(s.playerId);
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if (session && session.connected && session.roomCode === room.code) yield session;
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@@ -869,7 +967,7 @@ export class Lobby {
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/** Match unicast. @returns {boolean} */
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sendToPlayer(room, playerId, msg) {
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if (room.disposed) return false;
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const seat = room.seatOf(playerId);
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const seat = room.seatOf(playerId) || room.spectatorOf(playerId);
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if (!seat || seat.isBot || seat.left) return false;
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const session = this.registry.byId(playerId);
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if (!session || session.roomCode !== room.code) return false;
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