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).
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@@ -1,21 +1,136 @@
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// TODO: полноценный UI лобби (список/создание/присоединение комнат) — этап 3.
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// Пока — проверка связки клиент <-> gameserver (hello -> lobby.list_rooms).
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import { Network, ServerMessage } from './network.js';
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export function connectAndProbe() {
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const net = new Network();
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const container = document.getElementById('lobby');
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net.on('_open', () => net.hello('cacto'));
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let net;
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let rooms = [];
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let currentRoom = null;
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let errorMessage = '';
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let connected = false;
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let nickname = 'cacto-' + Math.floor(Math.random() * 1000);
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function roomRow(room) {
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const full = room.players >= room.max_players;
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return `
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<li class="room-list__item">
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<span class="room-list__name">${room.name}</span>
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<span class="tag">${room.mode}</span>
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<span class="room-list__count">${room.players}/${room.max_players}</span>
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<span class="room-list__state">${room.state}</span>
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<button data-action="join" data-room-id="${room.id}" ${full || room.state !== 'waiting' || !connected ? 'disabled' : ''}>войти</button>
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</li>`;
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}
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function errorBanner() {
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return errorMessage ? `<p class="lobby-error">! ${errorMessage}</p>` : '';
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}
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function renderLobbyView() {
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const dis = connected ? '' : 'disabled';
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container.innerHTML = `
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<div class="lobby-panel">
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${errorBanner()}
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${connected ? '' : '<p class="lobby-error">подключение...</p>'}
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<div class="lobby-panel__row">
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<label class="prompt-inline">nickname</label>
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<input id="nickname-input" type="text" value="${nickname}" maxlength="20" ${dis} />
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</div>
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<div class="lobby-panel__row">
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<button data-action="create" data-mode="coop" ${dis}>создать комнату (coop)</button>
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<button data-action="create" data-mode="pvp" ${dis}>создать комнату (pvp)</button>
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<button data-action="refresh" ${dis}>обновить список</button>
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</div>
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<ul class="room-list">
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${rooms.length === 0 ? '<li class="room-list__empty">пока пусто — создай комнату</li>' : rooms.map(roomRow).join('')}
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</ul>
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</div>`;
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}
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function renderRoomView() {
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container.innerHTML = `
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<div class="lobby-panel">
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${errorBanner()}
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<h3 class="prompt">room ${currentRoom.name}</h3>
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<p>режим: <span class="tag">${currentRoom.mode}</span></p>
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<ul class="room-players">
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${currentRoom.players.map((p) => `<li>${p.nickname}</li>`).join('')}
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</ul>
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<button data-action="leave">выйти в лобби</button>
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</div>`;
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}
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function render() {
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if (currentRoom) {
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renderRoomView();
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} else {
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renderLobbyView();
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}
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}
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container?.addEventListener('click', (e) => {
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const btn = e.target.closest('[data-action]');
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if (!btn) return;
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errorMessage = '';
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switch (btn.dataset.action) {
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case 'create':
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net.createRoom(btn.dataset.mode);
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break;
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case 'join':
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net.joinRoom(btn.dataset.roomId);
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break;
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case 'leave':
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currentRoom = null;
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net.leaveRoom();
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render();
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break;
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case 'refresh':
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net.listRooms();
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break;
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}
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});
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container?.addEventListener('change', (e) => {
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if (e.target.id === 'nickname-input') {
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nickname = e.target.value.trim() || nickname;
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}
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});
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export function initLobby() {
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net = new Network();
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net.on('_open', () => net.hello(nickname));
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net.on(ServerMessage.HELLO_ACK, () => {
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console.log('[gameserver] hello.ack received');
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connected = true;
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net.listRooms();
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});
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net.on(ServerMessage.LOBBY_ROOMS, (payload) => {
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console.log('[gameserver] rooms:', payload.rooms);
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});
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net.on(ServerMessage.ERROR, (payload) => {
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console.error('[gameserver] error:', payload);
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net.on('_close', () => {
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connected = false;
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render();
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});
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net.on(ServerMessage.LOBBY_ROOMS, (payload) => {
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rooms = payload.rooms;
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render();
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});
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net.on(ServerMessage.LOBBY_ROOM_JOINED, (payload) => {
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currentRoom = payload;
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render();
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});
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net.on(ServerMessage.LOBBY_ROOM_UPDATED, (payload) => {
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if (currentRoom) {
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currentRoom.players = payload.players;
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render();
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}
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});
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net.on(ServerMessage.ERROR, (payload) => {
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console.error('[gameserver] error:', payload);
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errorMessage = payload.message;
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render();
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});
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render();
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return net;
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}
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