Phase 18: internet realtime collaboration (GM-authoritative) + server
- Shared Zod wire protocol (src/lib/sync/messages.ts): hosted/joined/snapshot/ mapImage/error; player-safe projections only (enemy HP masked on the GM before broadcast via src/lib/combat/playerProjection.ts). - wsSync adapter (src/lib/sync/wsSync.ts) behind the existing SyncAdapter seam: GM hostSession + debounced snapshot broadcast (useSessionBroadcaster), player joinSession into an ephemeral playerSessionStore, exponential-backoff reconnect with seamless room resume (GM secret). localSync remains the offline default. - buildSnapshot (src/lib/sync/snapshot.ts) reuses the same projection as the local /play view, guaranteeing parity. Player view refactored into shared PlayerBoards; /play?room=CODE = networked read-only mode. - SessionControl in the header: Host (optional password) → shareable room code/link. - Server (server/): Fastify + @fastify/websocket + @fastify/static, in-memory GM-authoritative rooms (crypto room id/secret hashed, optional join password, TTL sweep, players strictly read-only), origin allowlist, per-frame size cap + rate limit, Zod validation. esbuild bundle (server/build.mjs), tsconfig.server.json. - Dockerfile (multi-stage) + deploy/ttrpg.compose.yml (own project on external 'proxy' net, Traefik labels for ttrpg.briggen.dev, non-root, no-new-privileges). CSP connect-src now allows same-origin wss:. Tests: protocol round-trip, room hub (auth/password/resume/TTL/read-only), enemy masking, Fastify+ws integration (host→join→snapshot, player push rejected), and a two-context Playwright realtime spec (separate config) — GM hosts, player device sees live combat with masked enemy HP. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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import { create } from 'zustand';
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import type { Snapshot } from '@/lib/sync/messages';
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interface PlayerSessionState {
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snapshot: Snapshot | null;
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/** map image data URLs keyed by map id, cached so they don't re-stream */
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images: Record<string, string>;
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setSnapshot: (s: Snapshot) => void;
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setImage: (id: string, dataUrl: string) => void;
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reset: () => void;
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}
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/** Ephemeral store holding what a joined player currently sees (never persisted). */
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export const usePlayerSessionStore = create<PlayerSessionState>()((set) => ({
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snapshot: null,
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images: {},
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setSnapshot: (snapshot) => set({ snapshot }),
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setImage: (id, dataUrl) => set((s) => ({ images: { ...s.images, [id]: dataUrl } })),
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reset: () => set({ snapshot: null, images: {} }),
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}));
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