diff --git a/server/src/Hokm.Server/Game/GameManager.cs b/server/src/Hokm.Server/Game/GameManager.cs
index 164e84c..6cc9d51 100644
--- a/server/src/Hokm.Server/Game/GameManager.cs
+++ b/server/src/Hokm.Server/Game/GameManager.cs
@@ -81,6 +81,13 @@ public sealed partial class GameManager
}
}
+ /// Client safety net: re-send the current game state to a player who
+ /// may have missed the initial broadcast (green-felt freeze guard).
+ public void Resync(string userId)
+ {
+ if (RoomOf(userId) is { } room) room.ResendStateTo(userId);
+ }
+
/// Player asked to start right now — match any humans waiting and
/// fill the rest with bots, instead of waiting out the queue.
public void PlayNow(string userId)
diff --git a/server/src/Hokm.Server/Game/GameRoom.cs b/server/src/Hokm.Server/Game/GameRoom.cs
index 943327b..668894e 100644
--- a/server/src/Hokm.Server/Game/GameRoom.cs
+++ b/server/src/Hokm.Server/Game/GameRoom.cs
@@ -387,6 +387,19 @@ public sealed class GameRoom : IDisposable
_ = _hub.Clients.User(slot.UserId!).SendAsync("state", ToDto(slot.Seat));
}
+ /// Re-send the current state to one player on demand — the client's
+ /// safety net when the initial broadcast was dropped/raced and the table
+ /// would otherwise freeze waiting for a state that never arrived.
+ public void ResendStateTo(string userId)
+ {
+ lock (_lock)
+ {
+ var slot = Seats.FirstOrDefault(s => !s.IsBot && s.UserId == userId);
+ if (slot != null)
+ _ = _hub.Clients.User(userId).SendAsync("state", ToDto(slot.Seat));
+ }
+ }
+
private void Broadcast(string method, object payload)
{
foreach (var slot in Seats.Where(s => !s.IsBot && s.UserId != null && s.Connected))
diff --git a/server/src/Hokm.Server/Hubs/GameHub.cs b/server/src/Hokm.Server/Hubs/GameHub.cs
index 1ca81ae..4849978 100644
--- a/server/src/Hokm.Server/Hubs/GameHub.cs
+++ b/server/src/Hokm.Server/Hubs/GameHub.cs
@@ -38,6 +38,7 @@ public sealed class GameHub : Hub
public void CancelMatchmaking() => _manager.CancelMatchmaking(Uid);
public void PlayNow() => _manager.PlayNow(Uid);
+ public void Resync() => _manager.Resync(Uid);
public void PlayCard(string cardId) => _manager.PlayCard(Uid, cardId);
public void ChooseTrump(string suit) => _manager.ChooseTrump(Uid, suit);
public void SendReaction(string reaction) => _manager.SendReaction(Uid, reaction);
diff --git a/src/lib/online/signalr-service.ts b/src/lib/online/signalr-service.ts
index 7e29451..2198227 100644
--- a/src/lib/online/signalr-service.ts
+++ b/src/lib/online/signalr-service.ts
@@ -70,6 +70,11 @@ export class SignalrService implements OnlineService {
private mmStake = 0;
private mmCbs = new Set<(s: MatchmakingState) => void>();
private stateCbs = new Set<(s: ServerGameState) => void>();
+ // Last server game state, cached so a late subscriber gets the current state.
+ // enterServerMatch subscribes via a React effect that runs AFTER the ordered
+ // "matchFound"→"state" messages have already been dispatched, so without this
+ // the initial broadcast is dropped and the table freezes on the green felt.
+ private lastState: ServerGameState | null = null;
private reactionCbs = new Set<(seat: number, reaction: string) => void>();
private notifCbs = new Set<(n: AppNotification) => void>();
private profileCbs = new Set<(p: UserProfile) => void>();
@@ -156,8 +161,19 @@ export class SignalrService implements OnlineService {
conn.on("matchmaking", (s: { phase: string; players: number; queuePosition: number | null }) =>
this.emitMM(s.phase, s.queuePosition ?? undefined));
- conn.on("matchFound", () => this.emitMM("ready"));
- conn.on("state", (s: ServerGameState) => this.stateCbs.forEach((cb) => cb(s)));
+ conn.on("matchFound", () => {
+ this.emitMM("ready");
+ // Safety net: if the initial state never lands (dropped/raced), ask the
+ // server to resend it so the table can't freeze on the green felt.
+ const before = this.lastState;
+ setTimeout(() => {
+ if (this.lastState === before) this.conn?.invoke("Resync").catch(() => {});
+ }, 2500);
+ });
+ conn.on("state", (s: ServerGameState) => {
+ this.lastState = s;
+ this.stateCbs.forEach((cb) => cb(s));
+ });
conn.on("reaction", (r: { seat: number; reaction: string }) =>
this.reactionCbs.forEach((cb) => cb(r.seat, r.reaction)));
conn.on("typing", (m: { from: string }) =>
@@ -297,6 +313,7 @@ export class SignalrService implements OnlineService {
async startMatchmaking(opts: MatchmakingOptions) {
this.mmRanked = opts.ranked;
this.mmStake = opts.stake;
+ this.lastState = null; // fresh match — don't replay a prior game's final state
await this.connect();
const p = this.cachedProfile ?? (await this.getProfile().catch(() => this.mock.getProfile()));
this.emitMM("searching");
@@ -337,6 +354,11 @@ export class SignalrService implements OnlineService {
onState(cb: (s: ServerGameState) => void): Unsubscribe {
this.stateCbs.add(cb);
+ // Replay the current state to this late subscriber on a microtask — after the
+ // caller (enterServerMatch) finishes resetting its store — so a match entered
+ // just after the initial broadcast renders instead of freezing on empty felt.
+ const snapshot = this.lastState;
+ if (snapshot) queueMicrotask(() => { if (this.stateCbs.has(cb)) cb(snapshot); });
return () => this.stateCbs.delete(cb);
}
@@ -471,6 +493,7 @@ export class SignalrService implements OnlineService {
});
}
async createRoom(o: CreateRoomOptions) {
+ this.lastState = null; // fresh match — don't replay a prior game's final state
await this.connect();
const p = this.cachedProfile ?? (await this.getProfile().catch(() => this.mock.getProfile()));
await this.conn?.invoke("CreatePrivateRoom",
@@ -500,7 +523,7 @@ export class SignalrService implements OnlineService {
}
async leaveRoom(_roomId: string) { await this.conn?.invoke("LeavePrivate"); }
onRoom(cb: (r: Room) => void) { this.roomCbs.add(cb); return () => this.roomCbs.delete(cb); }
- async acceptInvite() { await this.connect(); await this.conn?.invoke("AcceptPrivate"); }
+ async acceptInvite() { this.lastState = null; await this.connect(); await this.conn?.invoke("AcceptPrivate"); }
async declineInvite() { await this.conn?.invoke("DeclinePrivate"); }
onRoomInvite(cb: (i: RoomInvite | null) => void) { this.roomInviteCbs.add(cb); return () => this.roomInviteCbs.delete(cb); }