feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place.

Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent".

Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated.
This commit is contained in:
Ilia Denisov
2026-06-12 16:00:22 +02:00
parent 10dc1f0d48
commit c305363ccd
42 changed files with 1248 additions and 768 deletions
+35 -8
View File
@@ -88,6 +88,8 @@ export class MockGateway implements GatewayClient {
private readonly profile: Profile = { ...PROFILE };
private readonly subs = new Set<(e: PushEvent) => void>();
private pendingMatch: string | null = null;
// The most recently opened auto-match game still awaiting an opponent, for the e2e join hook.
private openGameId: string | null = null;
private friends: AccountRef[] = MOCK_FRIENDS.map((f) => ({ ...f }));
private incoming: AccountRef[] = MOCK_INCOMING.map((f) => ({ ...f }));
private outgoing: AccountRef[] = [];
@@ -143,14 +145,16 @@ export class MockGateway implements GatewayClient {
// --- lobby ---
async lobbyEnqueue(variant: Variant, multipleWords: boolean): Promise<MatchResult> {
// Simulate a 10s-style robot substitution, sped up: match found shortly.
// The player enters an open game immediately and waits inside it; a robot opponent takes
// the empty seat shortly (a sped-up version of the backend's 90180 s wait), pushing
// opponent_joined so the game UI restores from the "searching for opponent" state.
const id = crypto.randomUUID();
const g: MockGame = {
view: {
id,
variant,
dictVersion: 'v1',
status: 'active',
status: 'open',
players: 2,
toMove: 0,
turnTimeoutSecs: 86400,
@@ -160,7 +164,7 @@ export class MockGateway implements GatewayClient {
lastActivityUnix: Math.floor(Date.now() / 1000),
seats: [
{ seat: 0, accountId: ME, displayName: 'You', score: 0, hintsUsed: 0, isWinner: false },
{ seat: 1, accountId: 'robot', displayName: 'Robo', score: 0, hintsUsed: 0, isWinner: false },
{ seat: 1, accountId: '', displayName: '', score: 0, hintsUsed: 0, isWinner: false },
],
},
moves: [],
@@ -170,9 +174,28 @@ export class MockGateway implements GatewayClient {
chat: [],
};
this.games.set(id, g);
this.pendingMatch = id;
setTimeout(() => this.emit({ kind: 'match_found', gameId: id }), 1400);
return { matched: false };
this.openGameId = id;
// The opponent joins on a timer for manual mock play; the e2e triggers it deterministically
// through the __mock hook (see lib/gateway.ts).
setTimeout(() => this.fillOpponent(id), 3000);
return { matched: false, game: structuredClone(g.view) };
}
// fillOpponent seats a robot in an open game's empty seat and pushes opponent_joined — the
// mock of a human or robot taking the seat. A no-op once the game is no longer open.
private fillOpponent(id: string): void {
const game = this.games.get(id);
if (!game || game.view.status !== 'open') return;
game.view.status = 'active';
game.view.seats[1] = { seat: 1, accountId: 'robot', displayName: 'Robo', score: 0, hintsUsed: 0, isWinner: false };
this.emit({ kind: 'opponent_joined', gameId: id, state: this.stateOf(game) });
}
// joinPendingOpponent is the e2e hook (exposed as window.__mock.joinOpponent) to attach the
// opponent to the most recently opened game on demand, making the waiting → joined transition
// deterministic.
joinPendingOpponent(): void {
if (this.openGameId) this.fillOpponent(this.openGameId);
}
async lobbyPoll(): Promise<MatchResult> {
@@ -190,8 +213,8 @@ export class MockGateway implements GatewayClient {
}
// --- game ---
async gameState(gameId: string, _includeAlphabet: boolean): Promise<StateView> {
const g = this.game(gameId);
// stateOf builds a player's StateView from a mock game (the viewer is always ME).
private stateOf(g: MockGame): StateView {
return {
game: structuredClone(g.view),
seat: this.mySeat(g),
@@ -201,6 +224,10 @@ export class MockGateway implements GatewayClient {
};
}
async gameState(gameId: string, _includeAlphabet: boolean): Promise<StateView> {
return this.stateOf(this.game(gameId));
}
async gameHistory(gameId: string): Promise<History> {
const g = this.game(gameId);
return { gameId, moves: structuredClone(g.moves) };