Files
Dune/app/page.tsx
T
Quintine 98b1b3261b Add administrative room close and reopen controls
Preserve readable private tables, discussion and pending games while closure blocks new play, joins, messages, AI and seat mutations. Add live-authorized atomic closure audits, room-version/revision fences, dedicated controls and exact saved retries. Reopen with the saved pause/join settings and current credentials; restoring a removed but closed room keeps its AI stopped.

Verified types, lint, 5356 offline tests, 52 HTTP tests and build. Seventeen dedicated authenticated HTTP groups and independent privacy/persistence review passed. Desktop/mobile browser QA confirmed one close after a lost response and refresh, persistent readable notices, retained private draft, mobile reopening and saved-seat refresh. All 2,001 baseline rooms, 4,243 seats and related records preserved. Positive production admin acceptance awaits authorized QA access; full admin and rules gates remain open.
2026-09-22 12:31:02 +10:00

1191 lines
41 KiB
TypeScript
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'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 {
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,
isRoomRemoved,
subscribeRoomRemoval,
} 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 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');
const [advanced, setAdvanced] = useState(false);
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 [initialEntryPending, setInitialEntryPending] = useState(false);
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;
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> => {
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 ||
(removedRooms.current.has(room) && !fresh) ||
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;
removedRooms.current.delete(room);
setRemovedRoom(null);
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) => {
if (removedRooms.current.has(room)) return;
recovery.current = { room, epoch: ++epoch.current };
setNeedsReconcile(true);
try {
await refresh(room, true);
} catch {
if (activeRoom.current === room && !removedRooms.current.has(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 ||
removedRooms.current.has(room) ||
data.roomControl?.paused || data.roomControl?.closed ||
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 || removedRoom === 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 && !removedRooms.current.has(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, removedRoom]);
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;
removedRooms.current.delete(data.code);
setRemovedRoom(null);
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 {
if (firstDispatch) setInitialEntryPending(false);
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 },
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;
setInitialEntryPending(true);
setEntryAttempt(attempt);
setAbandonAcknowledged(false);
await dispatchEntry(attempt, true);
}
function exitTable() {
if (
handoverPending ||
aiPermissionPending ||
mutationPending.current ||
reconnectPending.current ||
seatClaimUncertain.current
)
return;
if (activeRoom.current) removedRooms.current.delete(activeRoom.current);
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);
setRemovedRoom(null);
setRestoreFailed(false);
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 || removedRooms.current.has(game.code) || mutationPending.current || recovery.current) return;
if (game.roomControl?.closed) { setNotice('An administrator closed this room. The saved table remains readable; play resumes after reopening.'); 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;
}
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
? `${(error as Error).message} Your action may have completed. It has not been sent again; check the refreshed table.`
: (error as Error).message,
);
await reconcile(room);
}
} finally {
mutationPending.current = false;
setBusy(false);
}
}
async function reconnect(resumeBots = false) {
const room = activeRoom.current;
if (!room || mutationPending.current || reconnectPending.current) return;
reconnectPending.current = true;
setCheckingConnection(true);
setConnection('Checking the latest table…');
try {
const data = await refresh(room, true);
if (restoreFailed && activeRoom.current === room) {
setRestoreFailed(false);
setNotice('');
}
if (resumeBots) await advanceBots(data, true);
} catch (error) {
if (activeRoom.current === room) {
if (isRoomRemoved(error)) {
setConnection(error.message);
} else if (restoreFailed && inviteRejected(error)) {
removedRooms.current.delete(room);
setRemovedRoom(null);
activeRoom.current = null;
activeSeat.current = null;
++epoch.current;
setRestoreFailed(false);
setCode(room);
setNotice((error as Error).message);
setConnection('');
} else
setConnection(
'Could not reconnect. Try again when the server is available.',
);
}
} finally {
reconnectPending.current = false;
setCheckingConnection(false);
}
}
function controlUncertain(uncertain: boolean) {
seatClaimUncertain.current = uncertain;
setClaimUncertain(uncertain);
}
function controlPending(pending: boolean) {
mutationPending.current = pending;
setBusy(pending);
}
function restoredSeat(view: GameView, claim = false) {
if (removedRooms.current.has(view.code)) return false;
if (
!claim &&
(activeRoom.current !== view.code || activeSeat.current !== view.me)
)
return;
if (claim) {
setHandoverPending(true);
setAiPermissionPending(true);
activeRoom.current = view.code;
activeSeat.current = view.me;
++epoch.current;
botAttempt.current = null;
setBotRecovery(false);
window.history.replaceState(null, '', `/?room=${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('');
return true;
}
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) => {
if (restoredSeat(view, true)) setShowHandover(false);
}}
/>
</main>
);
if (game)
return (
<>
{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">
{!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>
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={roomUnavailable || busy || needsReconcile || checkingConnection}
onPending={controlPending}
onRestored={(view) => restoredSeat(view)}
/>
<SeatHandoverSetup
key={`handover:${game.code}:${game.me}`}
game={game}
disabled={roomUnavailable || busy || needsReconcile || checkingConnection}
onPending={controlPending}
onUncertain={setHandoverPending}
onRestored={(view) => restoredSeat(view)}
/>
<SeatAiDelegation
key={`ai-permission:${game.code}:${game.me}`}
game={game}
disabled={roomUnavailable || busy || needsReconcile || checkingConnection}
onPending={controlPending}
onUncertain={setAiPermissionPending}
onRestored={(view) => restoredSeat(view)}
/>
</div>
</div>
{!roomUnavailable && (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>
{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'
: '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>
);
// A first request is progress, not recovery. Keep the actionable recovery
// instructions on screen only after uncertainty or a saved-request restore.
if (initialEntryPending && entryAttempt)
return (
<main className="table-shell" aria-busy="true">
<header className="masthead">
<div className="wordmark">DUNE<span>ARRAKIS TABLE</span></div>
</header>
<section className="notice">
<h1>{entryAttempt.kind === 'create' ? 'Creating your room…' : 'Joining the room…'}</h1>
<output aria-live="polite">Please wait.</output>
</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{' '}
<a href="/learn">Learn to play</a>
<a href="/rules">
<BookOpen size={17} />
Rulebook
</a>
</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}
/>
<RulesetControls
advanced={advanced}
disabled={busy || claimUncertain}
onChange={(value) => {
setAdvanced(value);
if (value) {
setExpansions([]);
if (f.expansion !== 'base') setSelected('atreides');
}
}}
/>
<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 || advanced}
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>
<a href="/admin">Administration</a>
<span>Dune · A game of conquest, diplomacy & betrayal</span>
</footer>
</main>
);
}