Show live player presence and Captain/Gat roster badges

This commit is contained in:
2026-09-04 19:32:22 -07:00
parent 8b67d78f25
commit fcbc617fe3
10 changed files with 162 additions and 18 deletions
+4
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@@ -28,6 +28,10 @@ When you run into a repeatable problem during testing (e.g. port assignment coll
- Rollback tests must fetch Player/Obstacle/Challenge/Vote rows again by ID after `apply_game_state`; it deletes and recreates those rows, so old ORM instances cannot be refreshed.
- The project `.venv` uses Python 3.9. Use `Optional[T]` (or postponed annotations) instead of evaluated `T | None` annotations, which fail during import.
- Multi-socket TestClient tests must use `with TestClient(app) as client` so sockets share one event loop; separate portals can hang on cross-socket broadcasts. Close sockets explicitly before asserting disconnect messages. Override lifespan when using an isolated test database.
## Versioning & changelog
The app shows its version number and a player-facing changelog in the ☰ menu → About. Both come from `frontend/src/lib/changelog.js` (rendered by `frontend/src/components/AboutModal.svelte`).
+3 -3
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@@ -1,10 +1,10 @@
## Features
- [ ] Add a note taking area to store game state between sessions
- [ ] Add an online indicator that displays if a player is connected
- [x] Add an online indicator that displays if a player is connected
- [ ] PvP challenges should linger in the UI after completion so that players can see the result
- [ ] Add hat/gun icons next to player names on the player list to indicate if they're the captain and/or have a gat
- [x] Add hat/gun icons next to player names on the player list to indicate if they're the captain and/or have a gat
- [ ] Replace red/green borders of successful/failed cards with checks and crosses in the upper corner of the card.
- [ ] Add a note taking area to store game state between sessions
## Polish
+3 -2
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@@ -1,4 +1,5 @@
<script>
import PlayerBadges from './PlayerBadges.svelte';
import { displayName, crewLabel } from '../lib/cards';
import CharacterSheet from './scene/CharacterSheet.svelte';
@@ -70,7 +71,7 @@
class:is-you={p.id === state.player.id}
>
<span class="bubble-icon">{iconFor(p)}</span>
<span class="bubble-name">{displayName(p)}</span>
<span class="bubble-name">{displayName(p)} <PlayerBadges player={p} {state} /></span>
<span class="bubble-meta">{statusFor(p)}</span>
</div>
{:else}
@@ -87,7 +88,7 @@
<span class="vote-status" class:done={voteStatus(p).done} title={voteStatus(p).label} aria-label={voteStatus(p).label}>{voteStatus(p).icon}</span>
{/if}
<span class="bubble-icon">{iconFor(p)}</span>
<span class="bubble-name">{crewLabel(p, captainId)}</span>
<span class="bubble-name">{crewLabel(p, captainId)} <PlayerBadges player={p} {state} /></span>
<span class="bubble-meta">{statusFor(p)}</span>
</button>
{/if}
@@ -0,0 +1,18 @@
<script>
export let player;
export let state;
$: online = state.onlinePlayerIds?.includes(player.id);
$: connectionLabel = state.onlinePlayerIds == null ? 'Connection unknown' : online ? 'Online' : 'Offline';
</script>
<span class="player-badges">
<span class="presence" class:online title={connectionLabel} aria-label={connectionLabel}>{online ? '●' : '○'}</span>
{#if player.id === state.game.captain_player_id}<span title="Captain" aria-label="Captain">🎩</span>{/if}
{#if player.completed_personal_1}<span title="Has a Gat" aria-label="Has a Gat">🔫</span>{/if}
</span>
<style>
.player-badges { display: inline-flex; align-items: center; gap: 0.2rem; white-space: nowrap; }
.presence { color: var(--text-muted); font-size: 0.85rem; }
.presence.online { color: var(--success); }
</style>
@@ -1,4 +1,5 @@
<script>
import PlayerBadges from '../PlayerBadges.svelte';
import { slide } from 'svelte/transition';
import { apiRequest } from '../../lib/api';
import { crewLabel } from '../../lib/cards';
@@ -73,7 +74,7 @@
>{hasBeenChallenged(p) ? '✓' : '○'}</span>
{/if}
<span class="bubble-icon">{roleIcon(p)}</span>
<span class="bubble-name">{crewLabel(p, captainId)}</span>
<span class="bubble-name">{crewLabel(p, captainId)} <PlayerBadges player={p} {state} /></span>
<span class="bubble-meta">
{#if p.role === 'deep'}Deep{:else}Rank {p.rank}{/if} · 🃏 {handSize(p)}
</span>
+2 -1
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@@ -6,10 +6,11 @@
// - Add a CHANGELOG entry only when a commit changes something players can
// see. Skip refactors, tests, and tooling. Keep wording player-facing.
export const VERSION = 37;
export const VERSION = 38;
// Newest first. Each entry: { version, date: 'YYYY-MM-DD', changes: [string, ...] }.
export const CHANGELOG = [
{ version: 38, date: '2026-09-04', changes: ['The crew roster shows who is online, with hat and gun icons for the Captain and Pi-Rats who have a Gat.'] },
{ version: 37, date: '2026-09-04', changes: ['Color-match replacement cards arrive after the Deep resolves a Challenge. Each applied Obstacle accepts one card per Challenge, and each assistant can contribute one card.'] },
{ version: 36, date: '2026-09-04', changes: ['Duel instructions clarify that only the defender draws a replacement for matching the Obstacles color, even when the defense fails.'] },
{ version: 35, date: '2026-09-04', changes: ['Personal objectives now require a group vote. Propose the next objective from a character sheet, then vote Yes or No at the table. A majority approves; the Captain breaks tied votes.'] },
+11 -4
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@@ -26,6 +26,8 @@
let playerId = params.pid;
let state = null;
let onlinePlayerIds = null;
$: rosterState = state ? { ...state, onlinePlayerIds } : null;
let error = '';
let intervalId;
let ws = null;
@@ -71,13 +73,18 @@
// each ping triggers a refetch of the state blob.
function connectSocket() {
const proto = location.protocol === 'https:' ? 'wss' : 'ws';
ws = new WebSocket(`${proto}://${location.host}/api/game/${gameId}/ws`);
ws = new WebSocket(`${proto}://${location.host}/api/game/${gameId}/ws?player_id=${encodeURIComponent(playerId)}`);
ws.onopen = () => {
reconnectDelay = 1000;
fetchState(); // catch up on anything missed while disconnected
};
ws.onmessage = () => fetchState();
ws.onmessage = (event) => {
const message = JSON.parse(event.data);
if (message.type === 'presence') onlinePlayerIds = message.player_ids;
else if (message.type === 'state_changed') fetchState();
};
ws.onclose = () => {
onlinePlayerIds = null;
if (destroyed || staleSession) return;
reconnectTimer = setTimeout(connectSocket, reconnectDelay);
reconnectDelay = Math.min(reconnectDelay * 2, 10000);
@@ -224,10 +231,10 @@
{#if state}
<div class="dashboard-container {state.player.is_ghost ? 'ghost-world' : ''}">
{#if state.game.phase === 'scene'}
<ScenePhase {state} />
<ScenePhase state={rosterState} />
{:else}
<div class="phase-view-layout" class:log-collapsed={!phaseLogOpen}>
<CrewSidebar {state} />
<CrewSidebar state={rosterState} />
<main class="phase-main-column">
{#if ['scene_setup', 'recruit_creation'].includes(state.game.phase) && (state.game.last_rank_up_player_id || state.game.current_scene_number > 1)}
<div class="notice-banner" role="status">
+14 -2
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@@ -220,8 +220,18 @@ async def broadcast_state_changes(request, call_next):
app.add_middleware(LimitRequestBodyMiddleware, max_bytes=max_body_bytes())
@app.websocket("/api/game/{game_id}/ws")
async def game_websocket(websocket: WebSocket, game_id: str):
await manager.connect(game_id, websocket)
async def game_websocket(
websocket: WebSocket, game_id: str, player_id: Optional[str] = None,
db: Session = Depends(get_session),
):
if player_id is not None:
player = crud.get_player(db, player_id)
if not player or player.game_id != game_id:
await websocket.close(code=1008)
return
# Release the read transaction before waiting on a long-lived socket.
db.close()
await manager.connect(game_id, websocket, player_id)
try:
while True:
# Clients don't send anything meaningful; this just detects disconnects.
@@ -230,6 +240,8 @@ async def game_websocket(websocket: WebSocket, game_id: str):
pass
finally:
manager.disconnect(game_id, websocket)
if player_id is not None:
await manager.broadcast_presence(game_id)
# --- API Core Route Handlers ---
+19 -5
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@@ -5,29 +5,43 @@ Single-process only (uvicorn runs one worker); a multi-worker deploy would
need an external pub/sub instead of this dict.
"""
from collections import defaultdict
from typing import Optional
from fastapi import WebSocket
class GameConnectionManager:
def __init__(self):
self._connections: dict[str, set[WebSocket]] = defaultdict(set)
self._connections: dict[str, dict[WebSocket, Optional[str]]] = defaultdict(dict)
async def connect(self, game_id: str, websocket: WebSocket):
async def connect(self, game_id: str, websocket: WebSocket, player_id: Optional[str] = None):
await websocket.accept()
self._connections[game_id].add(websocket)
self._connections[game_id][websocket] = player_id
if player_id is not None:
await self.broadcast_presence(game_id)
def disconnect(self, game_id: str, websocket: WebSocket):
self._connections[game_id].discard(websocket)
if not self._connections[game_id]:
connections = self._connections.get(game_id)
if connections is None:
return
connections.pop(websocket, None)
if not connections:
del self._connections[game_id]
async def broadcast_presence(self, game_id: str):
player_ids = sorted({pid for pid in self._connections.get(game_id, {}).values() if pid})
await self.broadcast(game_id, {"type": "presence", "player_ids": player_ids})
async def broadcast(self, game_id: str, message: dict):
disconnected = False
for ws in list(self._connections.get(game_id, ())):
try:
await ws.send_json(message)
except Exception:
self.disconnect(game_id, ws)
disconnected = True
if disconnected:
await self.broadcast_presence(game_id)
manager = GameConnectionManager()
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@@ -0,0 +1,86 @@
"""Live presence tracks connections rather than persistent character state."""
import asyncio
from contextlib import asynccontextmanager
from fastapi.testclient import TestClient
from sqlmodel import Session, SQLModel, create_engine
from sqlmodel.pool import StaticPool
from pirats.database import get_session
from pirats.main import app
from pirats.ws import GameConnectionManager
def test_presence_tracks_multiple_tabs_and_rejects_other_games():
engine = create_engine('sqlite://', connect_args={'check_same_thread': False}, poolclass=StaticPool)
SQLModel.metadata.create_all(engine)
def session_override():
with Session(engine) as db:
yield db
app.dependency_overrides[get_session] = session_override
original_lifespan = app.router.lifespan_context
@asynccontextmanager
async def test_lifespan(app):
yield
app.router.lifespan_context = test_lifespan
try:
with TestClient(app) as client:
gid = client.post('/api/game', data={'crew_name': 'Presence'}).json()['id']
pid = client.post(f'/api/game/{gid}/join', data={'name': 'Rat'}).json()['id']
other = client.post('/api/game', data={'crew_name': 'Other'}).json()['id']
from starlette.websockets import WebSocketDisconnect
import pytest
with pytest.raises(WebSocketDisconnect) as rejected:
with client.websocket_connect(f'/api/game/{other}/ws?player_id={pid}'):
pass
assert rejected.value.code == 1008
with client.websocket_connect(f'/api/game/{gid}/ws') as observer:
with client.websocket_connect(f'/api/game/{gid}/ws?player_id={pid}') as first:
expected = {'type': 'presence', 'player_ids': [pid]}
assert first.receive_json() == expected
assert observer.receive_json() == expected
with client.websocket_connect(f'/api/game/{gid}/ws?player_id={pid}') as second:
assert second.receive_json() == expected
assert first.receive_json() == expected
assert observer.receive_json() == expected
second.close()
assert first.receive_json() == expected
assert observer.receive_json() == expected
first.close()
assert observer.receive_json() == {'type': 'presence', 'player_ids': []}
finally:
app.router.lifespan_context = original_lifespan
app.dependency_overrides.clear()
engine.dispose()
def test_failed_socket_is_removed_from_presence():
class Socket:
def __init__(self):
self.messages = []
self.failed = False
async def accept(self):
pass
async def send_json(self, message):
if self.failed:
raise RuntimeError('Connection lost')
self.messages.append(message)
async def scenario():
manager = GameConnectionManager()
first, second = Socket(), Socket()
await manager.connect('game', first, 'a')
await manager.connect('game', second, 'b')
first.failed = True
await manager.broadcast('game', {'type': 'state_changed'})
assert second.messages[-1] == {'type': 'presence', 'player_ids': ['b']}
manager.disconnect('game', first) # Endpoint cleanup remains idempotent.
manager.disconnect('game', second)
assert not manager._connections
asyncio.run(scenario())