fix(client): give the lobby host the Invite Friends button - #5231
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The button shipped inline in JoinLobbyModal, so it reached everyone except the player most likely to want it: the host of a private lobby, who holds the code and decides who joins. HostLobbyModal never had it. Extracted rather than copied. Two inline definitions is how this diverged in the first place, and a second copy would drift the same way; there is now one inviteFriendsButton() that both modals call. It still returns undefined off the desktop shell, so a browser renders exactly the markup it did before. Found while testing on a real Steam build: the button was missing for a host, and the join modal's own currentLobbyId was empty because that modal was not the one on screen. Gating and wiring are covered by tests mirroring the join modal's, and mutation-checked. Whether Steam's dialog actually opens from a HOSTED lobby still needs a packaged build — the shadow lobby should exist for one, since presenceDetail carries lobbyId and reconcileShadowLobby builds from the presence payload, but that is reasoned rather than observed. Refs: OPE-205 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UFZGRXBMRSNyicA7V2MhtU
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Included review availability: Your plan provides up to 8 included reviews per hour; 6 remain after this review. WalkthroughA shared ChangesLobby invite button
Estimated code review effort: 3 (Moderate) | ~20 minutes Merge Risk: ⚪ Minimal · up to The PR adds the Invite Friends button to the host lobby flow while preserving browser behavior and sharing the existing implementation; no actionable merge-blocking risk remains after normal checks and review. Poem
🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
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🤖 Claude Code ReviewVerdict: No issues found — this is a clean, low-risk refactor. Findings: 0 critical, 0 major, 0 minor. Reviewed the extraction of the shared
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Inline comments:
In `@src/client/HostLobbyModal.ts`:
- Line 235: Update the invite button flow in HostLobbyModal so
inviteFriendsButton() is rendered or enabled only after this.lobbyId has been
assigned, preventing desktopPresence.openInviteDialog() from running without a
lobby. Add a regression test covering the pre-lobby state and confirming the
invite action becomes available once createLobby() sets the ID.
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📒 Files selected for processing (4)
src/client/HostLobbyModal.tssrc/client/JoinLobbyModal.tssrc/client/components/ui/InviteFriendsButton.tstests/client/HostLobbyModal.test.ts
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createLobby() assigns lobbyId asynchronously and the modal renders before it lands, so the invite button was live during that window with no shadow lobby behind it — a click would have opened nothing and silently no-opped. The join modal never had this problem: its !currentLobbyId early return skips the whole header slot until a lobby is joined. The host modal renders its header unconditionally, so it needs the guard stated explicitly. Mutation-checked: removing the guard fails the new test and only that test. Refs: OPE-205 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UFZGRXBMRSNyicA7V2MhtU
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Fixed in
Regression test added, and mutation-checked: removing the guard fails Full suite: 350 files, 4291 tests, zero failures. One thing deliberately left as-is: the copy-button also renders during that window, with an empty |
🤖 Claude Code ReviewVerdict: No issues found — clean refactor. Findings: 0 critical, 0 major, 0 minor. Reviewed the current state of the PR (through commit
No changes requested. |
The Invite Friends button shipped inline in
JoinLobbyModal, so it reached everyone except the player most likely to want it: the host of a private lobby, who holds the code and decides who joins.HostLobbyModalnever had it.Found while testing a real Steam build — the button was missing while hosting, and
document.querySelector('join-lobby-modal').currentLobbyIdcame back empty because that modal was not the one on screen.Extracted rather than copied
Two inline definitions is how this diverged in the first place. There is now one
inviteFriendsButton()insrc/client/components/ui/InviteFriendsButton.tsthat both modals call, so they cannot drift apart again.It still returns
undefinedoff the desktop shell rather than an empty template, so a browser renders byte-identical markup to before — the same property the original had.JoinLobbyModalno longer importsdesktopPresenceat all; its only use was this button.Host header
The invite pairs with the existing copy-code control behind a flex wrapper, and only when the invite is present — mirroring the join modal, and leaving the browser path untouched.
Testing
New
tests/client/HostLobbyModal.test.tsmirroring the join modal's:Mutation-checked: removing the button fails exactly the two positive tests and leaves the browser case passing.
Full suite: 350 files, 4290 tests, zero failures.
tsc, prettier and lint clean.Not verified here
Whether Steam's dialog actually opens from a hosted lobby needs a packaged build. It should —
presenceDetailcarrieslobbyId: event.lobby.gameIDandreconcileShadowLobbybuilds the shadow lobby from the presence payload — but that is reasoned from the code rather than observed, and the acceptance test is a human hosting a private lobby on the Steam build and clicking it.Refs: OPE-205