fix: broadcast member join/leave events immediately via API
Add socket.io broadcasts to join and leave API routes to notify all users in a room immediately when someone joins or leaves, without waiting for socket connection. Previously: - API added member to database - No socket event until user's browser connected - Other users didn't see new member until page reload - Players showed up but member didn't (timing race condition) Now: - API broadcasts `member-joined` immediately after adding member - API broadcasts `member-left` immediately after removing member - All connected users get real-time updates instantly - Both members list and players list update simultaneously Changes: - Export `getSocketIO()` from socket-server.ts for API access - Join route broadcasts member-joined with updated members/players - Leave route broadcasts member-left with updated members/players - Socket broadcasts are non-blocking (won't fail the request) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -32,7 +32,9 @@
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"Bash(git commit -m \"$(cat <<''EOF''\nfeat: add Biome + ESLint linting setup\n\nAdd Biome for formatting and general linting, with minimal ESLint\nconfiguration for React Hooks rules only. This provides:\n\n- Fast formatting via Biome (10-100x faster than Prettier)\n- General JS/TS linting via Biome\n- React Hooks validation via ESLint (rules-of-hooks)\n- Import organization via Biome\n\nConfiguration files:\n- biome.jsonc: Biome config with custom rule overrides\n- eslint.config.js: Minimal flat config for React Hooks only\n- .gitignore: Added Biome cache exclusion\n- LINTING.md: Documentation for the setup\n\nScripts added to package.json:\n- npm run lint: Check all files\n- npm run lint:fix: Auto-fix issues\n- npm run format: Format all files\n- npm run check: Full Biome check\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\nEOF\n)\")",
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"Bash(git commit:*)",
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"Bash(npm run pre-commit:*)",
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"Bash(npm run:*)"
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"Bash(npm run:*)",
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"Bash(git pull:*)",
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"Bash(git stash:*)"
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],
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"deny": [],
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"ask": []
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@@ -1,5 +1,6 @@
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import type { Server as HTTPServer } from 'http'
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import { Server as SocketIOServer } from 'socket.io'
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import type { Server as SocketIOServerType } from 'socket.io'
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import {
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applyGameMove,
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createArcadeSession,
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@@ -18,8 +19,19 @@ import { getRoomActivePlayers } from './src/lib/arcade/player-manager'
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import type { GameMove, GameName } from './src/lib/arcade/validation'
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import { matchingGameValidator } from './src/lib/arcade/validation/MatchingGameValidator'
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// Global socket.io server instance
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let io: SocketIOServerType | null = null
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/**
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* Get the socket.io server instance
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* Returns null if not initialized
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*/
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export function getSocketIO(): SocketIOServerType | null {
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return io
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}
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export function initializeSocketServer(httpServer: HTTPServer) {
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const io = new SocketIOServer(httpServer, {
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io = new SocketIOServer(httpServer, {
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path: '/api/socket',
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cors: {
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origin: process.env.NEXT_PUBLIC_URL || 'http://localhost:3000',
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@@ -1,8 +1,9 @@
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import { type NextRequest, NextResponse } from 'next/server'
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import { getRoomById, touchRoom } from '@/lib/arcade/room-manager'
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import { addRoomMember } from '@/lib/arcade/room-membership'
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import { getActivePlayers } from '@/lib/arcade/player-manager'
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import { addRoomMember, getOnlineRoomMembers } from '@/lib/arcade/room-membership'
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import { getActivePlayers, getRoomActivePlayers } from '@/lib/arcade/player-manager'
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import { getViewerId } from '@/lib/viewer'
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import { getSocketIO } from '../../../../../../socket-server'
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type RouteContext = {
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params: Promise<{ roomId: string }>
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@@ -56,6 +57,34 @@ export async function POST(req: NextRequest, context: RouteContext) {
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// Update room activity to refresh TTL
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await touchRoom(roomId)
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// Broadcast to all users in the room via socket
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const io = getSocketIO()
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if (io) {
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try {
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const onlineMembers = await getOnlineRoomMembers(roomId)
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const memberPlayers = await getRoomActivePlayers(roomId)
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// Convert memberPlayers Map to object for JSON serialization
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const memberPlayersObj: Record<string, any[]> = {}
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for (const [uid, players] of memberPlayers.entries()) {
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memberPlayersObj[uid] = players
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}
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// Broadcast to all users in this room
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io.to(`room:${roomId}`).emit('member-joined', {
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roomId,
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userId: viewerId,
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onlineMembers,
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memberPlayers: memberPlayersObj,
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})
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console.log(`[Join API] Broadcasted member-joined for user ${viewerId} in room ${roomId}`)
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} catch (socketError) {
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// Log but don't fail the request if socket broadcast fails
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console.error('[Join API] Failed to broadcast member-joined:', socketError)
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}
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}
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// Build response with auto-leave info if applicable
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return NextResponse.json(
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{
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@@ -1,7 +1,9 @@
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import { type NextRequest, NextResponse } from 'next/server'
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import { getRoomById } from '@/lib/arcade/room-manager'
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import { isMember, removeMember } from '@/lib/arcade/room-membership'
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import { getOnlineRoomMembers, isMember, removeMember } from '@/lib/arcade/room-membership'
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import { getRoomActivePlayers } from '@/lib/arcade/player-manager'
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import { getViewerId } from '@/lib/viewer'
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import { getSocketIO } from '../../../../../../socket-server'
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type RouteContext = {
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params: Promise<{ roomId: string }>
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@@ -31,6 +33,34 @@ export async function POST(_req: NextRequest, context: RouteContext) {
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// Remove member
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await removeMember(roomId, viewerId)
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// Broadcast to all remaining users in the room via socket
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const io = getSocketIO()
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if (io) {
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try {
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const onlineMembers = await getOnlineRoomMembers(roomId)
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const memberPlayers = await getRoomActivePlayers(roomId)
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// Convert memberPlayers Map to object for JSON serialization
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const memberPlayersObj: Record<string, any[]> = {}
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for (const [uid, players] of memberPlayers.entries()) {
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memberPlayersObj[uid] = players
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}
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// Broadcast to all users in this room
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io.to(`room:${roomId}`).emit('member-left', {
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roomId,
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userId: viewerId,
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onlineMembers,
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memberPlayers: memberPlayersObj,
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})
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console.log(`[Leave API] Broadcasted member-left for user ${viewerId} in room ${roomId}`)
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} catch (socketError) {
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// Log but don't fail the request if socket broadcast fails
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console.error('[Leave API] Failed to broadcast member-left:', socketError)
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}
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}
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return NextResponse.json({ success: true })
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} catch (error) {
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console.error('Failed to leave room:', error)
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