Add persistence layer: TOTP auth, game history, restore

- db/ package: async SQLAlchemy engine + Player/Game/Guess models
- api/auth.py: passwordless TOTP login (pyotp), session token via socket auth
- api/history.py: record guesses/points, DB-backed standings, restore
  unfinished games on startup, host-only end_game
- api/__init__.py: auth-gated handlers, accounts map, rejoin via account
- frontend: Auth (QR + code) and History pages, resume/end-game in lobby/table
- docker-compose: real PostgreSQL service wired via DATABASE_URL
- tests_history.py for the persistence/auth layer; refresh CLAUDE.md

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
timandClaude Opus 4.8 committed 2026-06-23 23:09:50 +02:00
1 parent beaf142ee4
commit 30c32b7714
24 files changed
+1446 -87

No files matched your search

+71 -5
View File
@@ -1,23 +1,54 @@
import { io } from 'socket.io-client';
import { useGameStore } from '../store/gameStore';
import type { GameInfo, GameStatusPayload, Hand, MyPlayer } from '../types';
import type {
Account,
GameDetail,
GameInfo,
GameStatusPayload,
Hand,
HistoryGame,
MyPlayer,
Registration,
} from '../types';
export const socket = io({ autoConnect: false });
/** Attach (or clear) the session token sent in the Socket.IO `auth` handshake
* so the server can auto-login this connection (now and on every reconnect). */
export function setAuthToken(token: string | null) {
socket.auth = token ? { token } : {};
}
// Module-level state for the create→register chain and gid resolution on register_player
let _pendingGid: string | null = null;
let _createName: string | null = null;
export const emit = {
// auth
registerAccount: (username: string) => socket.emit('register_account', username),
confirmAccount: (username: string, code: string) =>
socket.emit('confirm_account', username, code),
login: (username: string, code: string) => socket.emit('login', username, code),
// history
getPlayerHistory: () => socket.emit('get_player_history'),
getGameDetail: (gid: string) => socket.emit('get_game_detail', gid),
// lobby / game
createGame: (name: string) => {
_createName = name;
socket.emit('create_game', name);
},
registerPlayer: (gid: string, name: string) => {
registerPlayer: (gid: string) => {
_pendingGid = gid;
socket.emit('register_player', gid, name);
socket.emit('register_player', gid);
},
// Re-seat into an already-started game via the logged-in account (e.g. after
// a server restart). The server replies with register_player + game_status.
rejoinGame: (gid: string) => {
_pendingGid = gid;
socket.emit('rejoin_game', gid);
},
leaveGame: () => socket.emit('leave_game'),
endGame: (gid: string) => socket.emit('end_game', gid),
startGame: (gid: string) => socket.emit('start_game', gid),
reconnectToGame: (gid: string, token: string) => socket.emit('reconnect_to_game', gid, token),
gameStatus: () => socket.emit('game_status'),
@@ -31,10 +62,34 @@ export function setupSocketListeners() {
useGameStore.getState().setGames(games);
});
// Registration step 1: server returns the otpauth URI to render as a QR code.
socket.on('register_account', (data: Registration) => {
useGameStore.getState().setRegistration(data);
});
// Login / confirm / auto-login. A token is present on explicit login (persist it);
// auto-login on connect omits it (we keep the stored one).
socket.on('login', ({ player, token }: { player: Account; token?: string }) => {
if (token) {
localStorage.setItem('bridzik_token', token);
setAuthToken(token);
}
useGameStore.getState().setAccount(player);
useGameStore.getState().setRegistration(null);
});
socket.on('get_player_history', ({ games }: { games: HistoryGame[] }) => {
useGameStore.getState().setHistory(games);
});
socket.on('get_game_detail', (detail: GameDetail) => {
useGameStore.getState().setGameDetail(detail);
});
socket.on('create_game', ({ gid }: { gid: string }) => {
// Auto-chain: register into the just-created game using the stored name
// Auto-chain: register into the just-created game (identity comes from the session).
if (_createName !== null) {
emit.registerPlayer(gid, _createName);
emit.registerPlayer(gid);
_createName = null;
}
});
@@ -55,6 +110,12 @@ export function setupSocketListeners() {
useGameStore.getState().setGameStatus(payload);
});
// Host ended the game permanently -> drop local game state, back to lobby.
socket.on('game_ended', () => {
useGameStore.getState().reset();
localStorage.removeItem('bridzik_player');
});
socket.on('player_cards', ({ cards }: { cards: Hand }) => {
useGameStore.getState().setHand(cards);
});
@@ -66,4 +127,9 @@ export function setupSocketListeners() {
socket.on('error', ({ error }: { error: string }) => {
useGameStore.getState().setError(error);
});
// Surface connection failures instead of silently buffering emits.
socket.on('connect_error', (err: Error) => {
useGameStore.getState().setError(`Spojenie so serverom zlyhalo: ${err.message}`);
});
}