P14b: session chat (table + whispers) + saved campaign recap
- Sidebar gains tabs: Chat / Rolls / (GM) Recap. Chat supports table messages and private whispers (GM→player via a recipient picker; player→GM via a toggle). Server routes table to all and whispers to the target only (+server tests). - Rolls + chat are persisted to a per-campaign session recap (Dexie v13 sessionLog table + sessionLogRepo); the GM's "Recap" tab shows it (survives reloads/sessions). - wsSync: chat send/receive, optimistic local echo, persistLog for the GM. - Realtime e2e: GM table message reaches the player; the player's reply reaches the GM. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -222,6 +222,32 @@ export class RoomHub {
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for (const p of room.players) p.send(msg); // players only; the GM already sees it locally
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}
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/** Table chat (to all) or a whisper. GM `to` = target player; player `to` set = whisper to GM. */
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chat(socket: Sender, body: string, to?: string): void {
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const conn = this.conns.get(socket);
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const room = conn ? this.rooms.get(conn.roomId) : undefined;
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if (!conn || !room) return;
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room.lastActivity = this.now();
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if (conn.role === 'gm') {
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if (to) {
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const msg = { t: 'chat', from: 'GM', body, scope: 'whisper' } as const;
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for (const [s, c] of this.conns) if (c.roomId === room.roomId && c.playerId === to) s.send(msg);
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} else {
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const msg = { t: 'chat', from: 'GM', body, scope: 'table' } as const;
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for (const p of room.players) p.send(msg);
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}
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} else {
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const from = room.seats.get(conn.playerId)?.name ?? `Player ${conn.playerId.slice(0, 4)}`;
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if (to) {
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room.gm?.send({ t: 'chat', from, body, scope: 'whisper' });
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} else {
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const msg = { t: 'chat', from, body, scope: 'table' } as const;
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room.gm?.send(msg);
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for (const p of room.players) if (p !== socket) p.send(msg);
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}
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}
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}
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disconnect(socket: Sender): void {
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const conn = this.conns.get(socket);
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if (!conn) return;
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