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# OpenSpec Change: enterprise-gaming-lobby
- **Change ID**: enterprise-gaming-lobby
- **Package**: `@suaveplan/lobby`
- **Category**: gaming/multiplayer
- **Target path**: `gaming/multiplayer/lobby`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/lobby.md`
---
## Summary
Deliver `@suaveplan/lobby` on the genesis branch from scratch at enterprise quality. The package provides multiplayer lobby management with matchmaking integration and countdown. A `LobbyManager` creates/destroys typed `Lobby` objects; a `Lobby` tracks member roster, ready state per member, configurable `minPlayers`/`maxPlayers`, game mode settings, and a `CountdownTimer`; when all members are ready, the countdown starts — on expiry the lobby fires `lobby:match_ready` and hands off to `@suaveplan/game-server`. Genesis adds Zod lobby config schemas, structured errors, OTel lobby-count gauge, injectable clock, and 100% coverage.
---
## Current-state audit (genesis)
Package does not exist on genesis yet — fresh build.
---
## Available workspace deps on genesis
| Package | Role |
|---|---|
| `@suaveplan/error` (`workspace:^`) | `LobbyError`; `LOBBY.*` codes |
| `@suaveplan/types` (`workspace:^`) | `Clock`, `IdGenerator` |
| `@suaveplan/events` (`workspace:^`) | `lobby:joined`, `lobby:left`, `lobby:ready`, `lobby:match_ready` events |
| `zod` (`catalog:forms`) | `LobbyConfig`, `LobbyMember` schemas |
| `@opentelemetry/api` (`catalog:observability`) | Active lobby gauge, match-ready counter |
---
## Public API surface
```ts
interface LobbyConfig {
gameMode: string
minPlayers: number
maxPlayers: number
countdownSeconds?: number // default 5
settings?: Record<string, unknown>
}
interface LobbyMember {
playerId: string
displayName: string
isReady: boolean
joinedAt: number
isHost: boolean
}
function createLobbyManager(options?: { clock?: Clock }): LobbyManager
interface LobbyManager {
createLobby(config: LobbyConfig): Lobby
getLobby(lobbyId: string): Lobby | undefined
destroyLobby(lobbyId: string): void
listLobbies(filter?: LobbyFilter): Lobby[]
readonly count: number
}
interface LobbyFilter {
gameMode?: string
hasOpenSlots?: boolean
}
interface Lobby {
readonly id: string
readonly config: LobbyConfig
readonly members: ReadonlyMap<string, LobbyMember>
readonly isCountingDown: boolean
readonly countdownRemaining: number
join(playerId: string, displayName: string): void
leave(playerId: string): void
setReady(playerId: string, ready: boolean): void
transferHost(toPlayerId: string): void
kick(playerId: string): void
tick(dt: number): void
}
```
### Error codes
```ts
type LobbyErrorCode =
| 'LOBBY_NOT_FOUND'
| 'LOBBY_FULL'
| 'LOBBY_MEMBER_NOT_FOUND'
| 'LOBBY_ALREADY_JOINED'
| 'LOBBY_NOT_ENOUGH_PLAYERS'
| 'LOBBY_PERMISSION_DENIED'
```
---
## File layout
```text
gaming/multiplayer/lobby/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
lobby/
lobby.ts
lobby.md
lobby.types.ts
lobby.test.ts
index.ts
lobby-manager/
lobby-manager.ts
lobby-manager.md
lobby-manager.types.ts
lobby-manager.test.ts
index.ts
tests/
integration.test.ts
```
---
## Impact
**Downstream**: `@suaveplan/party` shares member management patterns; `@suaveplan/api-plugin-matchmaking` creates lobbies when a match is found. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`.

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# Tasks: enterprise-gaming-lobby
## 0. Pre-flight (non-negotiable)
- [ ] 0.1 Confirm clean working tree (`git status` reports nothing) and no in-flight worktrees with uncommitted work (`git worktree list` then `git status` in each)
- [ ] 0.2 If any worktrees exist under `.claude/worktrees/`, account for each one: still-active agent, work-pending-merge, or stale-and-prune. Stale worktrees MUST be removed (`git worktree remove`) before opening a new one — code that has been lost twice on main is the failure mode this guards against.
- [ ] 0.3 Confirm the package set in `MANIFEST.md` matches `find packages -maxdepth 3 -name package.json` count. Drift here means a prior change archived without regenerating the manifest.
## Phase 1 — Scaffold
- [ ] Create `gaming/multiplayer/lobby/` (`@suaveplan/lobby`, `0.1.0`, `sideEffects: false`)
- [ ] `tsconfig.json`, `vitest.config.ts`
## Phase 2 — Error codes & constants
- [ ] `src/error-codes.ts` + `src/constants/index.ts` — `DEFAULT_COUNTDOWN_SECONDS`
## Phase 3 — Types
- [ ] `src/types/common.ts` + `common.md`
## Phase 4 — Lobby
- [ ] `src/core/lobby/lobby.ts` — join/leave/setReady/kick/transferHost, countdown timer, match-ready event, OTel
- [ ] Tests (ready-state gate, countdown, host transfer, kick)
- [ ] Docs
## Phase 5 — Lobby manager
- [ ] `src/core/lobby-manager/lobby-manager.ts` — create/get/destroy/list, OTel gauge
- [ ] Tests + docs
## Phase 6 — Integration tests
- [ ] `tests/integration.test.ts` — full lifecycle: create → join → all ready → countdown → match_ready event
## Phase 7 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/lobby` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/lobby`