Лобби: комнаты на сервере (C++) и UI на клиенте

Сервер: Lobby/Room/Player — create/join/leave/list_rooms, broadcast обновлений,
проверка авторизации (hello) и состояния комнаты (waiting/full/in_progress).
Клиент: полноценный UI лобби (создание, список, вход в комнату, выход),
блокировка кнопок до установки WS-соединения.
nginx: no-cache для JS/CSS (нет хеширования имён файлов).
This commit is contained in:
2026-07-26 21:22:20 +05:00
parent 238d3d5d26
commit 864868de49
9 changed files with 538 additions and 42 deletions
+90 -1
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@@ -1 +1,90 @@
/* TODO: лобби и игровое поле — этапы 3-6 */
.lobby-panel {
border: var(--border);
background: var(--color-bg-raised);
padding: 1.25rem 1.5rem;
margin: 1.5rem 0;
max-width: 640px;
}
.lobby-panel__row {
display: flex;
align-items: center;
gap: 0.75rem;
margin-bottom: 1rem;
flex-wrap: wrap;
}
.prompt-inline {
color: var(--color-accent-dim);
}
.lobby-panel input {
background: var(--color-bg);
border: 1px solid var(--color-accent-dim);
color: var(--color-fg);
font-family: var(--font-mono);
padding: 0.3rem 0.5rem;
}
.lobby-panel button {
background: transparent;
border: 1px solid var(--color-accent-dim);
color: var(--color-accent);
font-family: var(--font-mono);
padding: 0.35rem 0.75rem;
cursor: pointer;
}
.lobby-panel button:hover:not(:disabled) {
border-color: var(--color-accent);
box-shadow: 0 0 6px var(--color-accent-dim);
}
.lobby-panel button:disabled {
opacity: 0.4;
cursor: not-allowed;
}
.lobby-error {
color: var(--color-silver);
border-left: 2px solid var(--color-accent-dim);
padding-left: 0.6rem;
margin: 0 0 1rem;
}
.room-list,
.room-players {
list-style: none;
margin: 0;
padding: 0;
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.room-list__item {
display: flex;
align-items: center;
gap: 0.75rem;
border-bottom: var(--border);
padding-bottom: 0.5rem;
}
.room-list__name {
flex: 1;
}
.room-list__count,
.room-list__state {
color: var(--color-silver);
font-size: 0.85rem;
}
.room-list__empty {
color: var(--color-silver);
}
.room-players li::before {
content: '- ';
color: var(--color-accent-dim);
}
+126 -11
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@@ -1,21 +1,136 @@
// TODO: полноценный UI лобби (список/создание/присоединение комнат) — этап 3.
// Пока — проверка связки клиент <-> gameserver (hello -> lobby.list_rooms).
import { Network, ServerMessage } from './network.js';
export function connectAndProbe() {
const net = new Network();
const container = document.getElementById('lobby');
net.on('_open', () => net.hello('cacto'));
let net;
let rooms = [];
let currentRoom = null;
let errorMessage = '';
let connected = false;
let nickname = 'cacto-' + Math.floor(Math.random() * 1000);
function roomRow(room) {
const full = room.players >= room.max_players;
return `
<li class="room-list__item">
<span class="room-list__name">${room.name}</span>
<span class="tag">${room.mode}</span>
<span class="room-list__count">${room.players}/${room.max_players}</span>
<span class="room-list__state">${room.state}</span>
<button data-action="join" data-room-id="${room.id}" ${full || room.state !== 'waiting' || !connected ? 'disabled' : ''}>войти</button>
</li>`;
}
function errorBanner() {
return errorMessage ? `<p class="lobby-error">! ${errorMessage}</p>` : '';
}
function renderLobbyView() {
const dis = connected ? '' : 'disabled';
container.innerHTML = `
<div class="lobby-panel">
${errorBanner()}
${connected ? '' : '<p class="lobby-error">подключение...</p>'}
<div class="lobby-panel__row">
<label class="prompt-inline">nickname</label>
<input id="nickname-input" type="text" value="${nickname}" maxlength="20" ${dis} />
</div>
<div class="lobby-panel__row">
<button data-action="create" data-mode="coop" ${dis}>создать комнату (coop)</button>
<button data-action="create" data-mode="pvp" ${dis}>создать комнату (pvp)</button>
<button data-action="refresh" ${dis}>обновить список</button>
</div>
<ul class="room-list">
${rooms.length === 0 ? '<li class="room-list__empty">пока пусто — создай комнату</li>' : rooms.map(roomRow).join('')}
</ul>
</div>`;
}
function renderRoomView() {
container.innerHTML = `
<div class="lobby-panel">
${errorBanner()}
<h3 class="prompt">room ${currentRoom.name}</h3>
<p>режим: <span class="tag">${currentRoom.mode}</span></p>
<ul class="room-players">
${currentRoom.players.map((p) => `<li>${p.nickname}</li>`).join('')}
</ul>
<button data-action="leave">выйти в лобби</button>
</div>`;
}
function render() {
if (currentRoom) {
renderRoomView();
} else {
renderLobbyView();
}
}
container?.addEventListener('click', (e) => {
const btn = e.target.closest('[data-action]');
if (!btn) return;
errorMessage = '';
switch (btn.dataset.action) {
case 'create':
net.createRoom(btn.dataset.mode);
break;
case 'join':
net.joinRoom(btn.dataset.roomId);
break;
case 'leave':
currentRoom = null;
net.leaveRoom();
render();
break;
case 'refresh':
net.listRooms();
break;
}
});
container?.addEventListener('change', (e) => {
if (e.target.id === 'nickname-input') {
nickname = e.target.value.trim() || nickname;
}
});
export function initLobby() {
net = new Network();
net.on('_open', () => net.hello(nickname));
net.on(ServerMessage.HELLO_ACK, () => {
console.log('[gameserver] hello.ack received');
connected = true;
net.listRooms();
});
net.on(ServerMessage.LOBBY_ROOMS, (payload) => {
console.log('[gameserver] rooms:', payload.rooms);
});
net.on(ServerMessage.ERROR, (payload) => {
console.error('[gameserver] error:', payload);
net.on('_close', () => {
connected = false;
render();
});
net.on(ServerMessage.LOBBY_ROOMS, (payload) => {
rooms = payload.rooms;
render();
});
net.on(ServerMessage.LOBBY_ROOM_JOINED, (payload) => {
currentRoom = payload;
render();
});
net.on(ServerMessage.LOBBY_ROOM_UPDATED, (payload) => {
if (currentRoom) {
currentRoom.players = payload.players;
render();
}
});
net.on(ServerMessage.ERROR, (payload) => {
console.error('[gameserver] error:', payload);
errorMessage = payload.message;
render();
});
render();
return net;
}
+2 -2
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@@ -1,4 +1,4 @@
// TODO: инициализация Quintus и игрового цикла рендера — этапы 4-5
import { connectAndProbe } from './lobby.js';
import { initLobby } from './lobby.js';
connectAndProbe();
initLobby();
+12
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@@ -33,6 +33,18 @@ export class Network {
listRooms() {
this.send(ClientMessage.LOBBY_LIST_ROOMS);
}
createRoom(mode) {
this.send(ClientMessage.LOBBY_CREATE_ROOM, { mode });
}
joinRoom(roomId) {
this.send(ClientMessage.LOBBY_JOIN_ROOM, { room_id: roomId });
}
leaveRoom() {
this.send(ClientMessage.LOBBY_LEAVE_ROOM);
}
}
export { ServerMessage };