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Copilot AI commented Dec 6, 2025

Comprehensive analysis of game-room.component.ts identifying critical memory leaks, missing error handling, and performance optimization opportunities. No code changes made—this PR documents findings and establishes a prioritized remediation plan.

Critical Issues Identified

Memory Leaks

  • Countdown interval (countdownInterval: any) lacks cleanup in ngOnDestroy
  • Two lobby subscriptions (lobbyMessagesSub, lobbyUsersSub) never unsubscribed, while other subscriptions properly use takeUntil(destroy$)
  • Inconsistent subscription management patterns across component

Missing Error Handling

  • Lobby WebSocket operations (creation, JSON.parse, message handling) have no try-catch blocks
  • No onerror handler defined for lobby socket
  • No reconnection logic for lobby connection (only game room socket reconnects)

Type Safety Gaps

  • countdownInterval: any should be ReturnType<typeof setInterval> | null
  • WebSocket message handlers have implicit any types

Import Issue

  • NavigationStateService imported but doesn't exist in codebase (will cause compilation failure)

High Priority Issues

Race Conditions

  • Direct localStorage.getItem() without null checks or error handling (fails in SSR, throws if disabled)

Architectural Anti-patterns

  • Dual WebSocket pattern: component creates both game room socket (via service) and lobby socket (manually managed)
  • Inconsistent connection management increases complexity and bug surface

Direct DOM Manipulation

openUserMenu(event: MouseEvent, user: User): void {
  const menu = document.createElement('div');  // Bypasses Angular
  menu.innerHTML = `<button>Invite</button>`;  // XSS risk
  document.body.appendChild(menu);
}

Violates Angular patterns, not SSR-compatible, memory leak risk.

Medium Priority Issues

Configuration

  • Magic numbers scattered throughout (countdown durations: 3, 5; timeouts: 100ms, 300ms, 2000ms)
  • Hardcoded ws://localhost:8000 (no environment config, no wss:// for production)

Performance

  • No OnPush change detection strategy
  • Synchronous scroll operations lack debouncing (rapid messages trigger rapid reflows)
  • 135-line handleWebSocketMessage switch violates SRP

Security

  • No message schema validation before processing WebSocket data
  • No sanitization of user-generated content

Recommendations

Immediate (Critical Path)

  1. Add clearInterval to ngOnDestroy, properly type interval
  2. Apply takeUntil(destroy$) to lobby subscriptions
  3. Wrap WebSocket operations in try-catch blocks
  4. Remove NavigationStateService import or create missing service

Short Term

  1. Extract magic numbers to typed constants
  2. Unify WebSocket management (single service pattern)
  3. Add message validation layer
  4. Refactor openUserMenu to use Angular CDK Overlay

Long Term

  1. Implement OnPush change detection
  2. Add debouncing to scroll operations
  3. Extract message handlers to separate methods
  4. Comprehensive test coverage for subscription cleanup and error paths

Test Coverage Gap

No game-room.component.spec.ts exists. Priority tests needed:

  • Subscription cleanup verification
  • Interval cleanup on destroy
  • Error handling for malformed WebSocket messages
  • Race condition scenarios

Technical Debt Assessment

  • Severity: Medium-High
  • Estimated remediation: 3-5 days for critical issues, 1-2 weeks for full cleanup
  • Risk: Memory leaks accumulate in long-running sessions; missing error handling can crash application

Code architecture is sound but implementation has concerning gaps that should be addressed before production deployment.

Warning

Firewall rules blocked me from connecting to one or more addresses (expand for details)

I tried to connect to the following addresses, but was blocked by firewall rules:

  • fonts.googleapis.com
    • Triggering command: /usr/local/bin/node node /home/REDACTED/work/ChessPlusPlus/ChessPlusPlus/client/node_modules/.bin/ng build (dns block)
  • www.google-analytics.com
    • Triggering command: /usr/local/bin/node node /home/REDACTED/work/ChessPlusPlus/ChessPlusPlus/client/node_modules/.bin/ng build (dns block)

If you need me to access, download, or install something from one of these locations, you can either:

Original prompt

carefully analyze the code and tell me what you think of everything tthus far so far

The user has attached the following uncommitted or modified files as relevant context:
client\src\app\components\game-room\game-room.component.ts
import { Component, OnInit, OnDestroy } from '@angular/core';
import { CommonModule } from '@angular/common';
import { FormsModule } from '@angular/forms';
import { WebsocketService } from '../../services/websocket.service';
import { Subscription, Subject } from 'rxjs';
import { takeUntil, take } from 'rxjs/operators';
import { ConnectionStatusComponent } from '../connection-status/connection-status.component';
import { ActivatedRoute, Router } from '@angular/router';
import { SharedDataService, ChatMessage, User } from '../../services/shared-data.service';
import { NavigationStateService } from '../../services/navigation-state.service';

interface GameOptions {
reveal?: boolean;
}

@component({
selector: 'app-game-room',
providers: [WebsocketService],
standalone: true,
imports: [CommonModule, FormsModule, ConnectionStatusComponent],
templateUrl: './game-room.component.html',
styleUrls: ['./game-room.component.scss']
})
export class GameRoomComponent implements OnInit, OnDestroy {
gameId: string = '';
username: string = '';
players: User[] = [];
lobbyUsers: User[] = [];
gameRoomMessages: ChatMessage[] = [];
lobbyMessages: ChatMessage[] = [];
messageContent: string = '';
activeTab: 'gameRoom' | 'lobby' = 'gameRoom';
isInviter: boolean = false;
gameMode: 'default' | 'custom' = 'default';
isReady: boolean = false;
countdownStarted: boolean = false;
countdown: number = 5;
countdownInterval: any;
gameStarted: boolean = false;
revealEnabled: boolean = false;
gameOptions: GameOptions = {};

private subscription: Subscription | null = null;
private lobbySocket: WebSocket | null = null;
// Subscriptions for shared lobby data
private lobbyMessagesSub: Subscription | null = null;
private lobbyUsersSub: Subscription | null = null;
private destroy$ = new Subject();

constructor(
private wsService: WebsocketService,
private route: ActivatedRoute,
private router: Router,
private sharedDataService: SharedDataService,
private navigationState: NavigationStateService
) {}

ngOnInit(): void {
// Initialize lobby data from shared service
this.lobbyMessages = this.sharedDataService.getLobbyMessages();
this.lobbyUsers = this.sharedDataService.getLobbyUsers();
// Subscribe to lobby message and user updates (real-time sync)
this.lobbyMessagesSub = this.sharedDataService.lobbyMessages$.pipe(takeUntil(this.destroy$)).subscribe(msgs => {
this.lobbyMessages = msgs;
this.scrollChatToBottom('lobby');
});
this.lobbyUsersSub = this.sharedDataService.lobbyUsers$.pipe(takeUntil(this.destroy$)).subscribe(users => this.lobbyUsers = users);

// Get username from localStorage
this.username = localStorage.getItem('username') || '';
if (!this.username) {
  // Redirect to login if no username
  this.router.navigate(['/login']);
  return;
}

// Now that username is set, setup a separate WebSocket for lobby chat
this.lobbySocket = new WebSocket(`ws://localhost:8000/ws/game/lobby/`);
this.lobbySocket.onopen = () => {
  // Join the lobby with valid username
  this.lobbySocket!.send(JSON.stringify({ type: 'join_lobby', username: this.username }));
};
this.lobbySocket.onmessage = (event) => {
  const data = JSON.parse(event.data);
  if (data.type === 'chat_message' || data.type === 'system' || data.type === 'user_joined' || data.type === 'user_left' || data.type === 'username_changed') {
    // Convert system/user events to system chat messages
    let lobbyMsg: ChatMessage;
    if (data.type === 'chat_message') {
      lobbyMsg = {
        username: data.username,
        content: data.content,
        timestamp: data.timestamp,
        room: 'lobby',
        type: undefined
      };
    } else if (data.type === 'user_joined') {
      lobbyMsg = {
        username: 'System',
        content: `${data.username} has joined the lobby.`,
        timestamp: new Date().toISOString(),
        room: 'lobby',
        type: 'system'
      };
    } else if (data.type === 'user_left') {
      lobbyMsg = {
        username: 'System',
        content: `${data.username} has left the lobby.`,
        timestamp: new Date().toISOString(),
        room: 'lobby',
        type: 'system'
      };
    } else if (data.type === 'username_changed') {
      lobbyMsg = {
        username: 'System',
        content: `${data.oldUsername} has changed their name to ${data.newUsername}.`,
        ti...

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Copilot AI changed the title [WIP] Analyze game room component code Code analysis and performance optimization recommendations for game-room.component.ts Dec 6, 2025
Copilot AI requested a review from Ruinan-Ding December 6, 2025 09:51
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2 participants