Add recoverable administrator room removal and restoration

Preserve room JSON, seats, credentials and messages while removed rooms deny ordinary reads and writes. Add deliberate room-scoped controls, removed-directory filters, persistent player notices and live-authorized atomic version/revision audit receipts. Retain uncertain room/seat requests and hidden recovery drafts through removal; restore the prior pause/join settings without reviving revoked credentials.

Fix AI readiness after a joining human or human faction change so real lobby starts remain legal.

Verified types, lint, 5314 offline tests, 52 HTTP tests and build. Fourteen authenticated HTTP groups and independent privacy/persistence review passed. Desktop/mobile browser QA confirmed a saved removal after a lost response and refresh, one audit on exact retry, persistent notices and recovery draft continuity. All 1,945 baseline rooms, 4,121 seats and related records preserved. Positive authenticated production admin acceptance remains pending authorized QA operator access; full admin and rules gates remain open.
This commit is contained in:
Quintine committed 2026-09-22 12:01:22 +10:00
1 parent c0cc4de9e1
commit 238de3860d
44 files changed
+4626 -90

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+51 -17
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@@ -1,6 +1,7 @@
'use client';
import { useState, useEffect, useCallback, useRef } from 'react';
import { TableTalk } from '@/components/table-talk';
import { RemovedRoomNotice } from '@/components/removed-room-notice';
import { GameTable } from '@/components/game-table';
import { RulesetControls } from '@/components/ruleset-controls';
import {
@@ -30,6 +31,8 @@ import {
ClientRequestError,
requestJson,
requestMayHaveCompleted,
isRoomRemoved,
subscribeRoomRemoval,
} from '@/lib/client-request';
import {
@@ -65,6 +68,8 @@ export default function Home() {
const [needsReconcile, setNeedsReconcile] = useState(false);
const [botRecovery, setBotRecovery] = useState(false);
const [game, setGame] = useState<GameView | null>(null);
const removedRooms = useRef(new Set<string>());
const [removedRoom, setRemovedRoom] = useState<string | null>(null);
const [busy, setBusy] = useState(false);
const [connection, setConnection] = useState('');
const [selected, setSelected] = useState('atreides');
@@ -88,6 +93,15 @@ export default function Home() {
const [abandonAcknowledged, setAbandonAcknowledged] = useState(false);
const f = faction(selected);
const roomCode = game?.code;
const roomUnavailable = !!game && removedRoom === game.code;
const markRoomRemoved = useCallback((room: string) => {
if (activeRoom.current !== room || removedRooms.current.has(room)) return;
removedRooms.current.add(room);
++epoch.current;
recovery.current = null; botAttempt.current = null;
setRemovedRoom(room); setNeedsReconcile(false); setBotRecovery(false); setConnection(''); setNotice('');
}, []);
useEffect(() => subscribeRoomRemoval(markRoomRemoved), [markRoomRemoved]);
// This function is deliberately GET-only, including WebMCP reads and recovery.
const refresh = useCallback(
async (room: string, fresh = false): Promise<GameView> => {
@@ -106,6 +120,7 @@ export default function Home() {
if (
activeRoom.current !== room ||
readEpoch !== epoch.current ||
(removedRooms.current.has(room) && !fresh) ||
data.version < (knownVersions.current.get(room) ?? -1)
)
throw new ClientRequestError(
@@ -113,6 +128,8 @@ export default function Home() {
'aborted',
);
activeSeat.current = data.me;
removedRooms.current.delete(room);
setRemovedRoom(null);
knownVersions.current.set(room, data.version);
setGame((previous) =>
!previous ||
@@ -151,12 +168,13 @@ export default function Home() {
const reconcile = useCallback(
async (room: string) => {
if (removedRooms.current.has(room)) return;
recovery.current = { room, epoch: ++epoch.current };
setNeedsReconcile(true);
try {
await refresh(room, true);
} catch {
if (activeRoom.current === room)
if (activeRoom.current === room && !removedRooms.current.has(room))
setConnection(
'Reconnect to confirm the latest table before taking another action.',
);
@@ -170,6 +188,7 @@ export default function Home() {
const room = data.code;
if (
!data.botsPending ||
removedRooms.current.has(room) ||
data.roomControl?.paused ||
activeRoom.current !== room ||
data.me !== activeSeat.current ||
@@ -300,7 +319,7 @@ export default function Home() {
}, [refresh]);
useEffect(() => {
if (!roomCode) return;
if (!roomCode || removedRoom === roomCode) return;
let live = true;
let timer: ReturnType<typeof setTimeout>;
const tick = async () => {
@@ -317,7 +336,7 @@ export default function Home() {
nextPollMs = data.botsPending ? 500 : 2000;
}
} catch {
if (live && activeRoom.current === roomCode)
if (live && activeRoom.current === roomCode && !removedRooms.current.has(roomCode))
setConnection('Connection interrupted. Retrying…');
} finally {
// Schedule after completion, so slow requests cannot stack polling cycles.
@@ -329,7 +348,7 @@ export default function Home() {
live = false;
clearTimeout(timer);
};
}, [roomCode, refresh]);
}, [roomCode, refresh, removedRoom]);
async function dispatchEntry(
attempt: RoomEntryAttempt,
@@ -373,6 +392,8 @@ export default function Home() {
);
}
activeRoom.current = data.code;
removedRooms.current.delete(data.code);
setRemovedRoom(null);
activeSeat.current = data.me;
setHandoverPending(true);
knownVersions.current.set(data.code, data.version);
@@ -461,6 +482,7 @@ export default function Home() {
seatClaimUncertain.current
)
return;
if (activeRoom.current) removedRooms.current.delete(activeRoom.current);
activeRoom.current = null;
setHandoverPending(true);
setAiPermissionPending(true);
@@ -472,6 +494,8 @@ export default function Home() {
setBotRecovery(false);
setConnection('');
setGame(null);
setRemovedRoom(null);
setRestoreFailed(false);
setNotice('');
window.history.replaceState(null, '', '/');
}
@@ -501,7 +525,7 @@ export default function Home() {
}
async function send(action: Action) {
if (!game || mutationPending.current || recovery.current) return;
if (!game || removedRooms.current.has(game.code) || mutationPending.current || recovery.current) return;
if (game.roomControl?.paused && !(action.type === 'setAutopilot' && action.difficulty === null)) {
setNotice('An administrator paused this room. Game decisions will be available when the room resumes.');
return;
@@ -570,8 +594,14 @@ export default function Home() {
if (resumeBots) await advanceBots(data, true);
} catch (error) {
if (activeRoom.current === room) {
if (restoreFailed && inviteRejected(error)) {
if (isRoomRemoved(error)) {
setConnection(error.message);
} else if (restoreFailed && inviteRejected(error)) {
removedRooms.current.delete(room);
setRemovedRoom(null);
activeRoom.current = null;
activeSeat.current = null;
++epoch.current;
setRestoreFailed(false);
setCode(room);
setNotice((error as Error).message);
@@ -597,6 +627,7 @@ export default function Home() {
}
function restoredSeat(view: GameView, claim = false) {
if (removedRooms.current.has(view.code)) return false;
if (
!claim &&
(activeRoom.current !== view.code || activeSeat.current !== view.me)
@@ -629,6 +660,7 @@ export default function Home() {
setRestoreFailed(false);
setConnection('');
setNotice('');
return true;
}
useEffect(() => {
const ctx = (
@@ -668,8 +700,7 @@ export default function Home() {
<SeatHandoverClaim
onCancel={() => window.location.reload()}
onRestored={(view) => {
restoredSeat(view, true);
setShowHandover(false);
if (restoredSeat(view, true)) setShowHandover(false);
}}
/>
</main>
@@ -677,15 +708,17 @@ export default function Home() {
if (game)
return (
<>
<GameTable
{roomUnavailable ? <main className="table-shell"><RemovedRoomNotice code={game.code} busy={busy || checkingConnection} onRetry={() => void reconnect()} onExit={exitTable} exitDisabled={handoverPending || aiPermissionPending || claimUncertain} /></main> : <GameTable
game={game}
send={send}
busy={busy || needsReconcile}
onExit={exitTable}
exitDisabled={handoverPending || aiPermissionPending}
/>
/>}
<div className="table-shell">
<TableTalk key={`talk:${game.code}:${game.me}`} game={game} />
{!roomUnavailable && <TableTalk key={`talk:${game.code}:${game.me}`} game={game} />}
{/* Keep controllers mounted: recovery kits and exact attempts can be memory-only. */}
<div hidden={roomUnavailable}>
{(entryAttempt || entryProblem) && (
<section className="notice">
<p>
@@ -709,14 +742,14 @@ export default function Home() {
<SeatRecoverySetup
key={`${game.code}:${game.me}`}
game={game}
disabled={busy || needsReconcile || checkingConnection}
disabled={roomUnavailable || busy || needsReconcile || checkingConnection}
onPending={controlPending}
onRestored={(view) => restoredSeat(view)}
/>
<SeatHandoverSetup
key={`handover:${game.code}:${game.me}`}
game={game}
disabled={busy || needsReconcile || checkingConnection}
disabled={roomUnavailable || busy || needsReconcile || checkingConnection}
onPending={controlPending}
onUncertain={setHandoverPending}
onRestored={(view) => restoredSeat(view)}
@@ -724,13 +757,14 @@ export default function Home() {
<SeatAiDelegation
key={`ai-permission:${game.code}:${game.me}`}
game={game}
disabled={busy || needsReconcile || checkingConnection}
disabled={roomUnavailable || busy || needsReconcile || checkingConnection}
onPending={controlPending}
onUncertain={setAiPermissionPending}
onRestored={(view) => restoredSeat(view)}
/>
</div>
</div>
{(notice || connection || needsReconcile || botRecovery) && (
{!roomUnavailable && (notice || connection || needsReconcile || botRecovery) && (
<output className="floating-notice">
{notice && <span>{notice}</span>}
{connection && <span>{connection}</span>}
@@ -776,7 +810,7 @@ export default function Home() {
DUNE<span>ARRAKIS TABLE</span>
</div>
</header>
<section className="notice">
{removedRoom ? <RemovedRoomNotice code={removedRoom} busy={checkingConnection} onRetry={() => void reconnect()} onExit={() => { removedRooms.current.delete(removedRoom); activeRoom.current = null; activeSeat.current = null; ++epoch.current; setRestoreFailed(false); setRemovedRoom(null); setConnection(''); setNotice(''); window.history.replaceState(null, '', '/'); }} /> : <section className="notice">
<h1>
{restoring
? 'Restoring your table'
@@ -813,7 +847,7 @@ export default function Home() {
</Button>
</>
)}
</section>
</section>}
</main>
);
// A first request is progress, not recovery. Keep the actionable recovery