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openspec/changes/enterprise-gaming-lobby/proposal.md
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openspec/changes/enterprise-gaming-lobby/proposal.md
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# OpenSpec Change: enterprise-gaming-lobby
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- **Change ID**: enterprise-gaming-lobby
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- **Package**: `@suaveplan/lobby`
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- **Category**: gaming/multiplayer
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- **Target path**: `gaming/multiplayer/lobby`
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- **Status**: PROPOSED
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- **Date**: 2026-04-24
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- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/lobby.md`
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---
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## Summary
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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.
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---
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## Current-state audit (genesis)
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Package does not exist on genesis yet — fresh build.
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---
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## Available workspace deps on genesis
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| Package | Role |
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|---|---|
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| `@suaveplan/error` (`workspace:^`) | `LobbyError`; `LOBBY.*` codes |
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| `@suaveplan/types` (`workspace:^`) | `Clock`, `IdGenerator` |
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| `@suaveplan/events` (`workspace:^`) | `lobby:joined`, `lobby:left`, `lobby:ready`, `lobby:match_ready` events |
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| `zod` (`catalog:forms`) | `LobbyConfig`, `LobbyMember` schemas |
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| `@opentelemetry/api` (`catalog:observability`) | Active lobby gauge, match-ready counter |
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---
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## Public API surface
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```ts
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interface LobbyConfig {
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gameMode: string
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minPlayers: number
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maxPlayers: number
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countdownSeconds?: number // default 5
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settings?: Record<string, unknown>
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}
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interface LobbyMember {
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playerId: string
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displayName: string
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isReady: boolean
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joinedAt: number
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isHost: boolean
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}
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function createLobbyManager(options?: { clock?: Clock }): LobbyManager
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interface LobbyManager {
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createLobby(config: LobbyConfig): Lobby
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getLobby(lobbyId: string): Lobby | undefined
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destroyLobby(lobbyId: string): void
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listLobbies(filter?: LobbyFilter): Lobby[]
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readonly count: number
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}
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interface LobbyFilter {
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gameMode?: string
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hasOpenSlots?: boolean
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}
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interface Lobby {
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readonly id: string
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readonly config: LobbyConfig
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readonly members: ReadonlyMap<string, LobbyMember>
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readonly isCountingDown: boolean
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readonly countdownRemaining: number
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join(playerId: string, displayName: string): void
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leave(playerId: string): void
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setReady(playerId: string, ready: boolean): void
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transferHost(toPlayerId: string): void
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kick(playerId: string): void
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tick(dt: number): void
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}
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```
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### Error codes
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```ts
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type LobbyErrorCode =
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| 'LOBBY_NOT_FOUND'
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| 'LOBBY_FULL'
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| 'LOBBY_MEMBER_NOT_FOUND'
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| 'LOBBY_ALREADY_JOINED'
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| 'LOBBY_NOT_ENOUGH_PLAYERS'
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| 'LOBBY_PERMISSION_DENIED'
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```
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---
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## File layout
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```text
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gaming/multiplayer/lobby/
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package.json
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tsconfig.json
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vitest.config.ts
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src/
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index.ts
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error-codes.ts
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constants/index.ts
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types/common.ts
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types/common.md
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core/
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lobby/
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lobby.ts
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lobby.md
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lobby.types.ts
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lobby.test.ts
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index.ts
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lobby-manager/
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lobby-manager.ts
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lobby-manager.md
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lobby-manager.types.ts
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lobby-manager.test.ts
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index.ts
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tests/
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integration.test.ts
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```
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---
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## Impact
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**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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