Files
Dune/app/page.tsx
T
Quintine b21b2bc378 Add one-use consent for a named player to start seat AI
Let a human owner authorize another human in the started room to start a fixed difficulty once within 24 hours. The owner retains the seat, cookie, private hand, recovery setup and takeback control. Consent is explicit even while online; neither host status nor inactivity authorizes a takeover. Activation enters the existing paced private-view AI path without strategic changes.

Add additive migration 0006, both exact session fences, owner/delegate-only metadata in the authenticated room snapshot, atomic CAS activation and consumption, expiry and terminal retry receipts. Replacement hides older consent; own AI changes invalidate unused consent. Recovery or handover of either bound seat invalidates the grant. Future-version guards prevent stale computed state from overwriting a racing action. Exact browser retry records retain the original operation/version across refresh and cannot rearm old consent. Shared HTTP continuation preserves coalescing across ordinary and control routes.

Independent review found no material remaining issue. Revoke messaging accurately handles activation winning the race. Browser QA exercised grant/revoke, preserved consent after refresh, reciprocal fixed-profile activation, consumed receipts, keyboard takeback and private ownership. The panel now remains expanded after success and action buttons are at least 44px. Responsive screenshot acceptance remains open because the browser viewport override targeted a failed secondary-origin tab; desktop controls and no-overflow width were verified. The QA room is stopped at a genuine human setup decision with both seats taken back.

Types, lint, all 4906 offline tests, production build and all 45 HTTP tests pass on the stable source fingerprint. Seven new offline cases cover client consent/retry validation and real SQLite privacy, restart, one-use races, future versions, takeback, expiry and both-seat recovery/handover; two new HTTP cases cover authentication, injection, fixed-profile continuation and takeback. The first broad run exposed 68 legacy VM fixtures missing the new production dependency; their mappings were updated and the real shared continuation remains exercised. The historical 0005 migration test verifies backfill before applying 0006 for current code.

All 1174 original rooms, 2456 seats and every prior recovery/entry/handover/migration row remain unchanged. SQLite integrity and foreign keys pass; migration and QA added 88 rooms and 188 seats. No reset, server restart, usage check or automation was performed.

The current Sites integration has no supported durable Cron/DO provisioning path. Document this platform blocker rather than adding an inert scheduled export; unattended resumption and broader network-failure acceptance remain unfinished. Full rules, component, AI strength and publication gates remain closed.

Verified source tree: 2d86fc611e9ef4f5a10db10f96687a31db1ec238908ecf1e9333c50fac9ccaa8
2026-09-20 16:30:37 +10:00

1123 lines
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'use client';
import Link from 'next/link';
import { useState, useEffect, useCallback, useRef } from 'react';
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">
{(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>
);
}