Revert "Auto-generate nicknames for invitees joining via link"
This reverts commit 32e4e61635.
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@@ -50,24 +50,6 @@ func GenerateID(size int) string {
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return hex.EncodeToString(b)
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}
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func GenerateNickname() string {
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adjectives := []string{
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"Swift", "Happy", "Clever", "Brave", "Mighty",
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"Quick", "Calm", "Bold", "Lucky", "Wise",
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"Eager", "Noble", "Keen", "Bright", "Vivid",
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}
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nouns := []string{
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"Tiger", "Falcon", "Dragon", "Phoenix", "Wolf",
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"Eagle", "Panda", "Otter", "Fox", "Bear",
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"Hawk", "Lion", "Raven", "Shark", "Owl",
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}
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b := make([]byte, 2)
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rand.Read(b)
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adj := adjectives[int(b[0])%len(adjectives)]
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noun := nouns[int(b[1])%len(nouns)]
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return adj + " " + noun
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}
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type GameInstance struct {
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game *Game
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gameMu sync.RWMutex
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23
main.go
23
main.go
@@ -106,26 +106,8 @@ func main() {
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c.Sync()
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})
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// Auto-join logic
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if gameExists && gi.GetPlayerColor(playerID) == 0 {
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g := gi.GetGame()
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// Invitee: game is waiting for second player - auto-generate nickname and join
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if g.Status == game.StatusWaitingForPlayer {
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name := sessionNickname
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if name == "" {
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name = game.GenerateNickname()
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c.Session().Set("nickname", name)
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}
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player := &game.Player{
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ID: playerID,
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Nickname: name,
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}
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gi.Join(&game.PlayerSession{
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Player: player,
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Sync: c,
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})
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} else if sessionNickname != "" {
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// Reconnecting player with existing nickname
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// If nickname exists in session and game exists, join immediately
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if gameExists && sessionNickname != "" && gi.GetPlayerColor(playerID) == 0 {
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player := &game.Player{
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ID: playerID,
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Nickname: sessionNickname,
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@@ -135,7 +117,6 @@ func main() {
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Sync: c,
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})
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}
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}
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c.View(func() h.H {
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// Game not found - redirect to home
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