Add user ping system and room deletion functionality

Backend changes:
- Fix track deletion foreign key constraint (tracks.py)
  * Clear current_track_id from rooms before deleting track
  * Prevent deletion errors when track is currently playing

- Implement user ping/keepalive system (sync.py, websocket.py, ping_task.py, main.py)
  * Track last pong timestamp for each user
  * Background task sends ping every 30s, disconnects users after 60s timeout
  * Auto-pause playback when room becomes empty
  * Remove disconnected users from room_participants

- Enhance room deletion (rooms.py)
  * Broadcast room_deleted event to all connected users
  * Close all WebSocket connections before deletion
  * Cascade delete participants, queue, and messages

Frontend changes:
- Add ping/pong WebSocket handling (activeRoom.js)
  * Auto-respond to server pings
  * Handle room_deleted event with redirect to home

- Add room deletion UI (RoomView.vue, HomeView.vue, RoomCard.vue)
  * Delete button visible only to room owner
  * Confirmation dialog with warning
  * Delete button on room cards (shows on hover)
  * Redirect to home page after deletion

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-12-19 20:46:00 +03:00
parent ee8d79d155
commit 0fb16f791d
10 changed files with 398 additions and 9 deletions

View File

@@ -63,6 +63,11 @@ async def room_websocket(websocket: WebSocket, room_id: UUID):
await websocket.send_json({"type": "pong"})
continue
# Handle pong response (from server ping)
if message.get("type") == "pong":
manager.update_pong(room_id, user.id)
continue
async with async_session() as db:
if message["type"] == "player_action":
await handle_player_action(db, room_id, user, message)
@@ -72,11 +77,50 @@ async def room_websocket(websocket: WebSocket, room_id: UUID):
await handle_sync_request(db, room_id, websocket)
except WebSocketDisconnect:
manager.disconnect(websocket, room_id, user.id)
await manager.broadcast_to_room(
room_id,
{"type": "user_left", "user_id": str(user.id)},
await handle_user_disconnect(websocket, room_id, user.id)
async def handle_user_disconnect(websocket: WebSocket, room_id: UUID, user_id: UUID):
"""Обработка отключения пользователя от комнаты"""
manager.disconnect(websocket, room_id, user_id)
# Удаляем пользователя из participants в БД
async with async_session() as db:
await db.execute(
select(RoomParticipant)
.where(RoomParticipant.room_id == room_id)
.where(RoomParticipant.user_id == user_id)
)
await db.execute(
RoomParticipant.__table__.delete().where(
RoomParticipant.room_id == room_id,
RoomParticipant.user_id == user_id
)
)
await db.commit()
# Проверяем, остались ли участники в комнате
room_user_count = manager.get_room_user_count(room_id)
# Если комната пустая - ставим трек на паузу
if room_user_count == 0:
result = await db.execute(select(Room).where(Room.id == room_id))
room = result.scalar_one_or_none()
if room and room.is_playing:
# Сохраняем текущую позицию
if room.playback_started_at:
elapsed = (datetime.utcnow() - room.playback_started_at).total_seconds() * 1000
room.playback_position = int((room.playback_position or 0) + elapsed)
room.is_playing = False
room.playback_started_at = None
await db.commit()
# Уведомляем остальных участников
await manager.broadcast_to_room(
room_id,
{"type": "user_left", "user_id": str(user_id)},
)
async def handle_player_action(db: AsyncSession, room_id: UUID, user: User, message: dict):