Files
Dune/app/page.tsx
T
Quintine 7814f740ef Add durable public and private table discussion
Humans can discuss plans publicly or message another human seat privately while
pending game decisions stay intact. The conversation panel provides plain text,
explicit recipient names and factions, saved history, private pagination and
exact retries through refresh. Human AI-control owners can still talk; bots do
not interpret messages or negotiate. Existing game actions execute agreements.

An additive indexed D1 message table stores discussion separately from game JSON,
versioning, readiness and bot continuation. Every read/insert checks active seat
credentials and membership; direct audiences and cursor lookups are filtered
before limiting. Public history has no private activity counts or sequential IDs.
Recovery/handover inherits seat history while fencing old credentials.

Independent review found two retry races: a rotation between a committed insert
and receipt read, and stale unmounted completion deleting a newer retry record.
Both are fixed with regressions. A prior uncertain retry stays pending on later
rejection. The nine focused offline cases and two HTTP cases cover production SQL,
concurrent/altered receipts, audience/cursor privacy, rotation/membership races,
actual saved-kit recovery and unchanged sealed setup state.

Types, lint, all 4963 offline tests, production build and 48 HTTP tests
pass on stable source. An initial check caught an invalid checklist status label;
that was corrected before the successful final2 verification.

Desktop browser checks send public/private messages, receive a peer reply, retain
private history after refresh and remove it on channel switch. Literal markup and
URLs remain text. Recipient and bystander API reads confirm the browser messages'
audiences. Screenshot capture was unavailable and the viewport override did not
take effect; mobile, full keyboard/visual and injected browser network-failure
acceptance remain open. No final rules, mode, AI or publication gate changes.

All 1373 pre-existing rooms, 2883 seats and auxiliary rows
are unchanged. SQLite integrity/foreign keys pass; migration 0007 adds messages
without replacing data. The healthy server was reused without restart.

Private evidence: 20260921-table-talk.
Verified source tree: 236dd55b6c15d55dbced735be67427e5fbd7fa348d583f119e67a03894ec21b0
2026-09-21 09:52:31 +10:00

1125 lines
37 KiB
TypeScript
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'use client';
import Link from 'next/link';
import { useState, useEffect, useCallback, useRef } from 'react';
import { TableTalk } from '@/components/table-talk';
import { GameTable } from '@/components/game-table';
import {
SeatHandoverSetup,
SeatHandoverClaim,
} from '@/components/seat-handover';
import { HANDOVER_CLAIM_STORAGE_KEY } from '@/lib/seat-handover';
import { SeatAiDelegation } from '@/components/seat-ai-delegation';
import {
SeatRecoverySetup,
SeatRecoveryClaim,
} from '@/components/seat-recovery';
import type { GameView, Action } from '@/game/engine';
import {
ArrowRight,
Users,
BookOpen,
Globe,
ChevronRight,
Shield,
Orbit,
} from 'lucide-react';
import { Button } from '@/components/ui/button';
import { Input } from '@/components/ui/input';
import { FACTIONS, EXPANSIONS, faction } from '@/game/catalog';
import {
ClientRequestError,
requestJson,
requestMayHaveCompleted,
} from '@/lib/client-request';
import {
ROOM_ENTRY_STORAGE_KEY,
clearRoomEntry,
createRoomEntry,
parseRoomEntry,
roomEntryConfirmed,
roomEntryRejectedBeforeCommit,
roomEntryUrl,
saveRoomEntry,
type RoomEntryAttempt,
} from '@/lib/room-entry';
// A rejected invitation needs the ordinary join form, not network recovery.
const inviteRejected = (error: unknown) =>
error instanceof ClientRequestError &&
error.kind === 'http' &&
[401, 403, 404, 409].includes(error.status ?? 0);
export default function Home() {
const activeRoom = useRef<string | null>(null);
const activeSeat = useRef<string | null>(null);
const mutationPending = useRef(false);
const reconnectPending = useRef(false);
const [checkingConnection, setCheckingConnection] = useState(false);
const reads = useRef(new Map<string, Promise<GameView>>());
const knownVersions = useRef(new Map<string, number>());
const recovery = useRef<{ room: string; epoch: number } | null>(null);
const epoch = useRef(0);
const botAttempt = useRef<{ room: string; version: number } | null>(null);
const [restoring, setRestoring] = useState(true);
const [restoreFailed, setRestoreFailed] = useState(false);
const [needsReconcile, setNeedsReconcile] = useState(false);
const [botRecovery, setBotRecovery] = useState(false);
const [game, setGame] = useState<GameView | null>(null);
const [busy, setBusy] = useState(false);
const [connection, setConnection] = useState('');
const [selected, setSelected] = useState('atreides');
const [expansions, setExpansions] = useState<string[]>([]);
const [name, setName] = useState('');
const [code, setCode] = useState('');
const [notice, setNotice] = useState('');
const seatClaimUncertain = useRef(false);
const [claimUncertain, setClaimUncertain] = useState(false);
const pendingEntry = useRef<RoomEntryAttempt | null>(null);
const [entryAttempt, setEntryAttempt] = useState<RoomEntryAttempt | null>(
null,
);
const [entryProblem, setEntryProblem] = useState('');
const [showEntryRecovery, setShowEntryRecovery] = useState(false);
const [showHandover, setShowHandover] = useState(false);
const [handoverPending, setHandoverPending] = useState(true);
const [aiPermissionPending, setAiPermissionPending] = useState(true);
const [abandonAcknowledged, setAbandonAcknowledged] = useState(false);
const f = faction(selected);
const roomCode = game?.code;
// This function is deliberately GET-only, including WebMCP reads and recovery.
const refresh = useCallback(
async (room: string, fresh = false): Promise<GameView> => {
let pending = reads.current.get(room);
if (pending && !fresh) return pending;
// Reconciliation must start after previously issued reads have settled.
while (pending) {
await pending.catch(() => {});
pending = reads.current.get(room);
}
const readEpoch = epoch.current;
const request = requestJson<GameView>(`/api/rooms/${room}`, {
cache: 'no-store',
})
.then((data) => {
if (
activeRoom.current !== room ||
readEpoch !== epoch.current ||
data.version < (knownVersions.current.get(room) ?? -1)
)
throw new ClientRequestError(
'This read belongs to an older table or seat. Read the current table again.',
'aborted',
);
activeSeat.current = data.me;
knownVersions.current.set(room, data.version);
setGame((previous) =>
!previous ||
previous.code !== data.code ||
data.version >= previous.version
? data
: previous,
);
setConnection('');
if (
recovery.current?.room === room &&
recovery.current.epoch === readEpoch
) {
recovery.current = null;
setNeedsReconcile(false);
}
if (
botAttempt.current?.room === room &&
((!data.botsPending &&
data.version >= botAttempt.current.version) ||
data.version > botAttempt.current.version)
) {
botAttempt.current = null;
setBotRecovery(false);
}
return data;
})
.finally(() => {
reads.current.delete(room);
});
reads.current.set(room, request);
return request;
},
[],
);
const reconcile = useCallback(
async (room: string) => {
recovery.current = { room, epoch: ++epoch.current };
setNeedsReconcile(true);
try {
await refresh(room, true);
} catch {
if (activeRoom.current === room)
setConnection(
'Reconnect to confirm the latest table before taking another action.',
);
}
},
[refresh],
);
const advanceBots = useCallback(
async (data: GameView, explicit = false) => {
const room = data.code;
if (
!data.botsPending ||
activeRoom.current !== room ||
data.me !== activeSeat.current ||
data.version < (knownVersions.current.get(room) ?? -1) ||
mutationPending.current ||
recovery.current
)
return;
if (
!explicit &&
botAttempt.current?.room === room &&
botAttempt.current.version === data.version
)
return;
const seat = activeSeat.current,
requestEpoch = epoch.current;
mutationPending.current = true;
setBusy(true);
botAttempt.current = { room, version: data.version };
try {
const next = await requestJson<GameView>(`/api/rooms/${room}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
version: data.version,
action: { type: 'advanceBots' },
}),
});
if (
activeRoom.current === room &&
activeSeat.current === seat &&
epoch.current === requestEpoch
) {
knownVersions.current.set(
room,
Math.max(next.version, knownVersions.current.get(room) ?? -1),
);
setGame((previous) =>
!previous ||
previous.code !== room ||
next.version >= previous.version
? next
: previous,
);
botAttempt.current = null;
setBotRecovery(false);
}
} catch (error) {
if (
activeRoom.current === room &&
activeSeat.current === seat &&
epoch.current === requestEpoch
) {
// A confirmed rejection may be retried from a new read. An uncertain POST is never replayed.
const rejected =
error instanceof ClientRequestError &&
error.kind === 'http' &&
error.status === 409;
if (rejected) botAttempt.current = null;
else setBotRecovery(true);
await reconcile(room);
}
} finally {
mutationPending.current = false;
setBusy(false);
}
},
[reconcile],
);
useEffect(() => {
// A one-use handover needs its exact receipt before any other seat flow.
try {
if (window.sessionStorage.getItem(HANDOVER_CLAIM_STORAGE_KEY) !== null) {
// oxlint-disable-next-line react/react-compiler -- Restore private tab-scoped continuation after SSR.
setShowHandover(true);
setRestoring(false);
return;
}
} catch {
setShowHandover(true);
setRestoring(false);
return;
}
// A saved entry always gets an explicit retry screen. A GET with another
// seat's cookie cannot prove which create/join operation completed.
try {
const saved = window.sessionStorage.getItem(ROOM_ENTRY_STORAGE_KEY);
if (saved !== null) {
const attempt = parseRoomEntry(saved);
pendingEntry.current = attempt;
// oxlint-disable-next-line react/react-compiler -- Hydrate an external tab-scoped recovery record after SSR.
setEntryAttempt(attempt);
setRestoring(false);
return;
}
} catch {
setEntryProblem(
'The saved room request could not be read safely. It has not been sent or deleted. Restore access to this tab’s storage and reload, or deliberately abandon it below.',
);
setRestoring(false);
return;
}
const room = new URLSearchParams(window.location.search).get('room');
let live = true;
if (room && /^[A-Z2-9]{8}$/.test(room)) {
activeRoom.current = room;
// oxlint-disable-next-line react/react-compiler -- Restore server-owned state from the external invite URL; refresh awaits the network.
void refresh(room)
.catch((error: Error) => {
if (live && activeRoom.current === room) {
setCode(room);
setNotice(error.message);
if (inviteRejected(error)) activeRoom.current = null;
else setRestoreFailed(true);
}
})
.finally(() => {
if (live) setRestoring(false);
});
} else {
// oxlint-disable-next-line react/react-compiler -- The SSR-safe restoration placeholder resolves after checking the browser's invite URL.
setRestoring(false);
}
return () => {
live = false;
};
}, [refresh]);
useEffect(() => {
if (!roomCode) return;
let live = true;
let timer: ReturnType<typeof setTimeout>;
const tick = async () => {
let nextPollMs = 2000;
try {
if (
live &&
document.visibilityState === 'visible' &&
!mutationPending.current
) {
const data = await refresh(roomCode);
// Authenticated reads resume the persisted queue. Poll often enough to
// display each paced action without posting redundant wake-up mutations.
nextPollMs = data.botsPending ? 500 : 2000;
}
} catch {
if (live && activeRoom.current === roomCode)
setConnection('Connection interrupted. Retrying…');
} finally {
// Schedule after completion, so slow requests cannot stack polling cycles.
if (live) timer = setTimeout(tick, nextPollMs);
}
};
timer = setTimeout(tick, 2000);
return () => {
live = false;
clearTimeout(timer);
};
}, [roomCode, refresh]);
async function dispatchEntry(
attempt: RoomEntryAttempt,
firstDispatch = false,
) {
if (
mutationPending.current ||
recovery.current ||
pendingEntry.current !== attempt ||
seatClaimUncertain.current
)
return;
const requestEpoch = ++epoch.current;
mutationPending.current = true;
setNotice('');
setBusy(true);
try {
const data = await requestJson<GameView>(roomEntryUrl(attempt), {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: attempt.bodyText,
});
if (requestEpoch !== epoch.current || pendingEntry.current !== attempt)
return;
if (
!roomEntryConfirmed(attempt, data, firstDispatch) ||
data.version < (knownVersions.current.get(data.code) ?? -1)
)
throw new ClientRequestError(
'The response did not confirm this saved room request. Its proof is retained; retry the same request or deliberately abandon it.',
'invalid-response',
);
try {
clearRoomEntry(window.sessionStorage);
pendingEntry.current = null;
setEntryAttempt(null);
setEntryProblem('');
} catch {
setNotice(
'Your seat is confirmed, but this tab could not confirm removal of its private retry proof. Review the saved request when storage is available.',
);
}
activeRoom.current = data.code;
activeSeat.current = data.me;
setHandoverPending(true);
knownVersions.current.set(data.code, data.version);
recovery.current = null;
botAttempt.current = null;
setBotRecovery(false);
setNeedsReconcile(false);
setShowEntryRecovery(false);
setAbandonAcknowledged(false);
setGame(data);
window.history.replaceState(null, '', `/?room=${data.code}`);
} catch (error) {
if (requestEpoch === epoch.current && pendingEntry.current === attempt) {
if (roomEntryRejectedBeforeCommit(firstDispatch, error)) {
try {
clearRoomEntry(window.sessionStorage);
pendingEntry.current = null;
setEntryAttempt(null);
setEntryProblem('');
setNotice((error as Error).message);
return;
} catch {
setNotice(
`${(error as Error).message} Nothing was committed by this request, but removal of its saved proof could not be confirmed. Restore browser storage and reload, or explicitly abandon the saved request.`,
);
return;
}
}
const uncertain = requestMayHaveCompleted(error);
setNotice(
uncertain
? `${(error as Error).message} The request may have completed. Use the explicit retry to send its exact saved proof; it has not been sent again automatically.`
: `${(error as Error).message} The saved request is retained. Retry it unchanged, or deliberately abandon it before changing your details.`,
);
}
} finally {
mutationPending.current = false;
setBusy(false);
}
}
async function enter(join = false) {
if (
mutationPending.current ||
recovery.current ||
pendingEntry.current ||
seatClaimUncertain.current ||
entryProblem
)
return;
let attempt: RoomEntryAttempt;
try {
attempt = createRoomEntry(
{ name, faction: selected, expansions, advanced: false },
join ? code : undefined,
);
} catch {
setNotice(
'Check your name, room code and faction before trying again. Nothing was sent.',
);
return;
}
try {
// Storage must succeed before dispatch. Never overwrite an unresolved proof.
saveRoomEntry(window.sessionStorage, attempt);
} catch {
setEntryProblem(
'The request could not be safely saved in this tab. Nothing was sent. A saved record may still be present; restore access to browser storage and reload, or explicitly abandon the record below.',
);
return;
}
pendingEntry.current = attempt;
setEntryAttempt(attempt);
setAbandonAcknowledged(false);
await dispatchEntry(attempt, true);
}
function exitTable() {
if (
handoverPending ||
aiPermissionPending ||
mutationPending.current ||
reconnectPending.current ||
seatClaimUncertain.current
)
return;
activeRoom.current = null;
setHandoverPending(true);
setAiPermissionPending(true);
activeSeat.current = null;
++epoch.current;
recovery.current = null;
botAttempt.current = null;
setNeedsReconcile(false);
setBotRecovery(false);
setConnection('');
setGame(null);
setNotice('');
window.history.replaceState(null, '', '/');
}
function abandonEntry() {
if (
mutationPending.current ||
seatClaimUncertain.current ||
!abandonAcknowledged
)
return;
try {
clearRoomEntry(window.sessionStorage);
pendingEntry.current = null;
setEntryAttempt(null);
setEntryProblem('');
setShowEntryRecovery(false);
setAbandonAcknowledged(false);
setNotice(
'The saved retry proof was removed. This did not cancel a room or seat already created on the server.',
);
} catch {
setNotice(
'Removal of the saved proof could not be confirmed. Restore access to this tab’s storage before abandoning this request.',
);
}
}
async function send(action: Action) {
if (!game || mutationPending.current || recovery.current) return;
const room = game.code,
seat = game.me,
requestEpoch = epoch.current;
mutationPending.current = true;
setBusy(true);
setNotice('');
try {
const data = await requestJson<GameView>(`/api/rooms/${room}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ version: game.version, action }),
});
if (
activeRoom.current === room &&
activeSeat.current === seat &&
epoch.current === requestEpoch
) {
knownVersions.current.set(
room,
Math.max(data.version, knownVersions.current.get(room) ?? -1),
);
setGame((previous) =>
!previous ||
previous.code !== room ||
data.version >= previous.version
? data
: previous,
);
}
} catch (error) {
if (
activeRoom.current === room &&
activeSeat.current === seat &&
epoch.current === requestEpoch
) {
const uncertain = requestMayHaveCompleted(error);
setNotice(
uncertain
? `${(error as Error).message} Your action may have completed. It has not been sent again; check the refreshed table.`
: (error as Error).message,
);
await reconcile(room);
}
} finally {
mutationPending.current = false;
setBusy(false);
}
}
async function reconnect(resumeBots = false) {
const room = activeRoom.current;
if (!room || mutationPending.current || reconnectPending.current) return;
reconnectPending.current = true;
setCheckingConnection(true);
setConnection('Checking the latest table…');
try {
const data = await refresh(room, true);
if (restoreFailed && activeRoom.current === room) {
setRestoreFailed(false);
setNotice('');
}
if (resumeBots) await advanceBots(data, true);
} catch (error) {
if (activeRoom.current === room) {
if (restoreFailed && inviteRejected(error)) {
activeRoom.current = null;
setRestoreFailed(false);
setCode(room);
setNotice((error as Error).message);
setConnection('');
} else
setConnection(
'Could not reconnect. Try again when the server is available.',
);
}
} finally {
reconnectPending.current = false;
setCheckingConnection(false);
}
}
function controlUncertain(uncertain: boolean) {
seatClaimUncertain.current = uncertain;
setClaimUncertain(uncertain);
}
function controlPending(pending: boolean) {
mutationPending.current = pending;
setBusy(pending);
}
function restoredSeat(view: GameView, claim = false) {
if (
!claim &&
(activeRoom.current !== view.code || activeSeat.current !== view.me)
)
return;
if (claim) {
setHandoverPending(true);
setAiPermissionPending(true);
activeRoom.current = view.code;
activeSeat.current = view.me;
++epoch.current;
botAttempt.current = null;
setBotRecovery(false);
window.history.replaceState(null, '', `/?room=${view.code}`);
}
knownVersions.current.set(
view.code,
Math.max(view.version, knownVersions.current.get(view.code) ?? -1),
);
setGame((previous) =>
claim ||
!previous ||
previous.code !== view.code ||
view.version >= previous.version
? view
: previous,
);
recovery.current = null;
setNeedsReconcile(false);
setRestoreFailed(false);
setConnection('');
setNotice('');
}
useEffect(() => {
const ctx = (
document as Document & {
modelContext?: {
registerTool: (tool: unknown, options: unknown) => Promise<void>;
};
}
).modelContext;
if (!ctx) return;
const lifecycle = new AbortController();
try {
Promise.resolve(
ctx.registerTool(
{
name: 'read_dune_table',
description:
'Read the current Dune table, including only information visible to this player.',
inputSchema: {
type: 'object',
properties: {},
additionalProperties: false,
},
annotations: { readOnlyHint: true, untrustedContentHint: true },
execute: () =>
roomCode ? refresh(roomCode) : { status: 'not_seated' },
},
{ signal: lifecycle.signal },
),
).catch(() => {});
} catch {}
return () => lifecycle.abort();
}, [roomCode, refresh]);
if (showHandover)
return (
<main className="table-shell">
<SeatHandoverClaim
onCancel={() => window.location.reload()}
onRestored={(view) => {
restoredSeat(view, true);
setShowHandover(false);
}}
/>
</main>
);
if (game)
return (
<>
<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} />
{(entryAttempt || entryProblem) && (
<section className="notice">
<p>
A previous room request still has private retry proof saved in
this tab. Opening this seat did not remove it.
</p>
<Button
variant="outline"
disabled={
busy ||
checkingConnection ||
handoverPending ||
aiPermissionPending
}
onClick={exitTable}
>
Review saved room request
</Button>
</section>
)}
<SeatRecoverySetup
key={`${game.code}:${game.me}`}
game={game}
disabled={busy || needsReconcile || checkingConnection}
onPending={controlPending}
onRestored={(view) => restoredSeat(view)}
/>
<SeatHandoverSetup
key={`handover:${game.code}:${game.me}`}
game={game}
disabled={busy || needsReconcile || checkingConnection}
onPending={controlPending}
onUncertain={setHandoverPending}
onRestored={(view) => restoredSeat(view)}
/>
<SeatAiDelegation
key={`ai-permission:${game.code}:${game.me}`}
game={game}
disabled={busy || needsReconcile || checkingConnection}
onPending={controlPending}
onUncertain={setAiPermissionPending}
onRestored={(view) => restoredSeat(view)}
/>
</div>
{(notice || connection || needsReconcile || botRecovery) && (
<output className="floating-notice">
{notice && <span>{notice}</span>}
{connection && <span>{connection}</span>}
{needsReconcile && (
<span>Actions paused until the current table is confirmed.</span>
)}
{(connection || needsReconcile) && (
<Button
variant="outline"
disabled={busy || checkingConnection}
onClick={() => void reconnect()}
>
Reconnect
</Button>
)}
{botRecovery && (
<>
<span>
AI progress was not confirmed. Check the table before
resuming.
</span>
<Button
variant="outline"
disabled={busy || checkingConnection || needsReconcile}
onClick={() => void reconnect(true)}
>
Check and resume AI
</Button>
</>
)}
<button onClick={() => setNotice('')} aria-label="Dismiss message">
×
</button>
</output>
)}
</>
);
if (restoring || restoreFailed)
return (
<main className="table-shell" aria-busy={restoring || checkingConnection}>
<header className="masthead">
<div className="wordmark">
DUNE<span>ARRAKIS TABLE</span>
</div>
</header>
<section className="notice">
<h1>
{restoring
? 'Restoring your table'
: 'Your table could not be restored'}
</h1>
<output aria-live="polite">
{restoring
? 'Checking your saved seat and the latest game state…'
: connection || notice}
</output>
{restoreFailed && !restoring && (
<>
<p>
Retry to check your saved seat and current game. This does not
join a new seat or take a game action.
</p>
<Button
disabled={checkingConnection}
onClick={() => void reconnect()}
>
Retry restoration
</Button>
<Button
variant="outline"
disabled={checkingConnection}
onClick={() => {
activeRoom.current = null;
setRestoreFailed(false);
setConnection('');
setNotice('');
}}
>
Open join form
</Button>
</>
)}
</section>
</main>
);
if (entryAttempt || entryProblem)
return (
<main className="table-shell" aria-busy={busy}>
<header className="masthead">
<div className="wordmark">
DUNE<span>ARRAKIS TABLE</span>
</div>
</header>
<section className="notice room-entry-panel">
<h1>
{entryAttempt
? `Saved ${entryAttempt.kind === 'create' ? 'room creation' : 'room join'} request`
: 'Saved request needs attention'}
</h1>
{entryAttempt && (
<p>
{entryAttempt.kind === 'join'
? `Room ${entryAttempt.roomCode}. `
: ''}
Prepared {new Date(entryAttempt.createdAt).toLocaleString()}.
</p>
)}
<p>
This tab keeps your retry details through refresh. Keep it open
until the request is resolved; closing it or clearing browser data
can remove those details.
</p>
<p>
A response may have been lost after the server created a room or
seat. Retry sends the exact same request and private proof. It does
not start a new attempt. No request is retried automatically.
</p>
{entryProblem && <p role="alert">{entryProblem}</p>}
{notice && <output aria-live="polite">{notice}</output>}
{entryAttempt && (
<Button
disabled={busy || claimUncertain}
onClick={() => void dispatchEntry(entryAttempt)}
>
Retry same {entryAttempt.kind === 'create' ? 'create' : 'join'}{' '}
request
</Button>
)}
<p>
Keep this proof until the request is resolved. Abandoning removes
only this tab’s retry proof; it cannot undo a room or seat already
created. You may lose access without a saved recovery kit, and a new
attempt can create a duplicate room or seat.
</p>
<label>
<input
type="checkbox"
checked={abandonAcknowledged}
disabled={busy || claimUncertain}
onChange={(event) => setAbandonAcknowledged(event.target.checked)}
/>{' '}
I understand that abandoning can lose access to a completed request.
</label>
<Button
variant="outline"
disabled={busy || claimUncertain || !abandonAcknowledged}
onClick={abandonEntry}
>
Abandon saved request
</Button>
<p>
A previously saved seat recovery kit can still be used. This keeps
the room-entry proof; the recovered seat may be different.
</p>
<Button
variant="outline"
disabled={busy || claimUncertain}
onClick={() => setShowEntryRecovery((shown) => !shown)}
>
{showEntryRecovery
? 'Hide saved-kit recovery'
: 'Use a saved recovery kit'}
</Button>
{claimUncertain && (
<output>
Seat recovery may have completed. Retry the current recovery
request below first. Room-entry retry, abandonment and navigation
are paused to preserve its exact recovery details.
</output>
)}
{(showEntryRecovery || claimUncertain) && (
<SeatRecoveryClaim
initialCode={entryAttempt?.roomCode ?? undefined}
disabled={busy || checkingConnection}
onPending={controlPending}
onUncertain={controlUncertain}
onRestored={(view) => restoredSeat(view, true)}
/>
)}
</section>
</main>
);
return (
<main className="table-shell">
<header className="masthead">
<div className="wordmark">
DUNE<span>ARRAKIS TABLE</span>
</div>
<div className="masthead-right">
<span className="status-dot" /> Multiplayer table{' '}
<Link href="/learn">Learn to play</Link>
<Link href="/rules">
<BookOpen size={17} />
Rulebook
</Link>
</div>
</header>
<div className="lobby-grid">
<aside className="faction-sidebar">
<div className="eyebrow">01 / CHOOSE YOUR FACTION</div>
<h1>
A seat in the
<br />
Imperium.
</h1>
<div className="faction-list">
{FACTIONS.filter(
(x) => x.expansion === 'base' || expansions.includes(x.expansion),
).map((x) => (
<button
className={`faction-choice ${selected === x.id ? 'selected' : ''}`}
key={x.id}
disabled={busy || claimUncertain}
onClick={() => setSelected(x.id)}
style={{ '--faction-color': x.color } as React.CSSProperties}
>
<span className="sigil">{x.sigil}</span>
<span>
<strong>{x.name}</strong>
<small>{x.title}</small>
</span>
<ChevronRight size={17} />
</button>
))}
</div>
</aside>
<section className="planet-stage">
<div className="stage-top">
<span>ARRAKIS</span>
<span>89.04° N / IMPERIAL SURVEY</span>
</div>
<div className="planet-preview" aria-label="Schematic of Arrakis">
<div className="orbital-ring ring-one" />
<div className="orbital-ring ring-two" />
<div className="planet-core">
<Orbit size={86} strokeWidth={0.65} />
<span>POLAR SINK</span>
</div>
{[
'Arrakeen',
'Carthag',
'Tuek’s Sietch',
'Habbanya Sietch',
'Sietch Tabr',
].map((t, i) => (
<div key={t} className={`map-point point-${i}`}>
<Shield size={19} />
<span>{t}</span>
</div>
))}
<div className="storm-line" />
<span className="north-label">N</span>
</div>
<div
className="faction-feature"
style={{ '--faction-color': f.color } as React.CSSProperties}
>
<span className="eyebrow">YOUR HOUSE</span>
<h2>{f.name}</h2>
<p>{f.description}</p>
<div className="feature-stats">
<span>
<b>{f.spice}</b>Starting spice
</span>
<span>
<b>20</b>Forces
</span>
<span>
<b>{f.revival}</b>Free revival
</span>
</div>
</div>
<div className="stage-bottom">
<span>THE SPICE MUST FLOW</span>
<span>CLASSIC / 2019</span>
</div>
</section>
<aside className="setup-panel">
<div className="eyebrow">02 / ASSEMBLE THE TABLE</div>
<h2>Begin a game</h2>
<p className="muted">
Invite your rivals. Decide the fate of Arrakis.
</p>
<label htmlFor="name">Your name</label>
<Input
id="name"
disabled={busy || claimUncertain}
value={name}
onChange={(e) => setName(e.target.value)}
placeholder="Enter your name"
maxLength={32}
/>
<div className="setting-title">
<span>Rules</span>
<span className="pill">BASIC</span>
</div>
<p className="fine">2–6 players · up to 10 turns</p>
<div className="setting-title">
<span>Expansions</span>
<span className="fine">Optional modules</span>
</div>
<div className="expansion-list">
{EXPANSIONS.map((x) => (
<label className="expansion" key={x.id}>
<input
type="checkbox"
disabled={busy || claimUncertain}
checked={expansions.includes(x.id)}
onChange={(e) => {
setExpansions(
e.target.checked
? [...expansions, x.id]
: expansions.filter((v) => v !== x.id),
);
setSelected('atreides');
}}
/>
<span>{x.name}</span>
</label>
))}
</div>
<Button
className="primary-action"
disabled={busy || claimUncertain || needsReconcile || !name.trim()}
onClick={() => void enter()}
>
<Users size={17} />
Create a room
<ArrowRight size={17} />
</Button>
<div className="join-divider">OR JOIN YOUR FRIENDS</div>
<label htmlFor="code">Room code</label>
<div className="join-row">
<Input
id="code"
disabled={busy || claimUncertain}
value={code}
onChange={(e) => setCode(e.target.value.toUpperCase())}
placeholder="ABCD2345"
maxLength={8}
/>
<Button
variant="outline"
disabled={
busy ||
claimUncertain ||
needsReconcile ||
!name.trim() ||
code.length !== 8
}
onClick={() => void enter(true)}
aria-label="Join room"
>
<ArrowRight size={19} />
</Button>
</div>
<SeatRecoveryClaim
initialCode={code || undefined}
disabled={busy || needsReconcile || checkingConnection}
onPending={controlPending}
onUncertain={controlUncertain}
onRestored={(view) => restoredSeat(view, true)}
/>
<Button
variant="outline"
disabled={
busy || claimUncertain || needsReconcile || checkingConnection
}
onClick={() => setShowHandover(true)}
>
Accept a seat handover
</Button>
{claimUncertain && (
<output className="notice">
Seat recovery may have completed. Retry the current recovery
request before creating or joining a room; keep this page open to
preserve its exact details.
</output>
)}
{notice && <output className="notice">{notice}</output>}
<div className="table-note">
<Globe size={18} />
<span>
Private hands. Shared board.
<br />
Every decision matters.
</span>
</div>
<p className="development-note">
In development · Rules verification in progress.
</p>
</aside>
</div>
<footer>
<span>Unofficial fan implementation</span>
<span>Dune · A game of conquest, diplomacy & betrayal</span>
</footer>
</main>
);
}