fix(matching): add settings persistence to matching game
The matching game was not saving settings to the database at all. When you changed gameType, difficulty, or turnTimer, it only sent a move to the arcade session but never saved to the database. This adds the same persistence logic that memory-quiz uses: **On Load:** - Reads settings from gameConfig['matching'] in the database - Merges with initialState - Passes to useArcadeSession **On Change:** - Sends SET_CONFIG move (for real-time sync) - Saves to gameConfig['matching'] via updateGameConfig - Updates TanStack Query cache Changes: - Import useUpdateGameConfig hook - Add mergedInitialState with settings from database - Save settings in setGameType, setDifficulty, setTurnTimer Now settings persist when switching between games! 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -240,6 +240,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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const { data: viewerId } = useViewerId()
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const { roomData } = useRoomData() // Fetch room data for room-based play
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const { activePlayerCount, activePlayers: activePlayerIds, players } = useGameMode()
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const { mutate: updateGameConfig } = useUpdateGameConfig()
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// Get active player IDs directly as strings (UUIDs)
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const activePlayers = Array.from(activePlayerIds)
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@@ -247,8 +248,24 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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// Derive game mode from active player count
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const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
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// NO LOCAL STATE - Configuration lives in session state
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// Changes are sent as moves and synchronized across all room members
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// Merge saved game config from room with initialState
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// Settings are scoped by game name to preserve settings when switching games
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const mergedInitialState = useMemo(() => {
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const gameConfig = roomData?.gameConfig as Record<string, any> | null | undefined
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if (!gameConfig) return initialState
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// Get settings for this specific game (matching)
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const savedConfig = gameConfig['matching'] as Record<string, any> | null | undefined
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if (!savedConfig) return initialState
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return {
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...initialState,
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// Restore settings from saved config
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gameType: savedConfig.gameType ?? initialState.gameType,
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difficulty: savedConfig.difficulty ?? initialState.difficulty,
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turnTimer: savedConfig.turnTimer ?? initialState.turnTimer,
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}
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}, [roomData?.gameConfig])
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// Arcade session integration WITH room sync
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const {
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@@ -259,7 +276,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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} = useArcadeSession<MemoryPairsState>({
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userId: viewerId || '',
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roomId: roomData?.id, // CRITICAL: Pass roomId for network sync across room members
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initialState,
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initialState: mergedInitialState,
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applyMove: applyMoveOptimistically,
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})
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@@ -506,8 +523,26 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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userId: viewerId || '',
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data: { field: 'gameType', value: gameType },
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})
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// Save setting to room's gameConfig for persistence
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if (roomData?.id) {
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const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
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const currentMatchingConfig = (currentGameConfig['matching'] as Record<string, any>) || {}
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const updatedConfig = {
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...currentGameConfig,
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matching: {
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...currentMatchingConfig,
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gameType,
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},
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}
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updateGameConfig({
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roomId: roomData.id,
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gameConfig: updatedConfig,
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})
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}
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},
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[activePlayers, sendMove, viewerId]
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[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
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)
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const setDifficulty = useCallback(
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@@ -519,8 +554,26 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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userId: viewerId || '',
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data: { field: 'difficulty', value: difficulty },
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})
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// Save setting to room's gameConfig for persistence
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if (roomData?.id) {
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const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
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const currentMatchingConfig = (currentGameConfig['matching'] as Record<string, any>) || {}
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const updatedConfig = {
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...currentGameConfig,
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matching: {
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...currentMatchingConfig,
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difficulty,
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},
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}
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updateGameConfig({
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roomId: roomData.id,
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gameConfig: updatedConfig,
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})
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}
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},
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[activePlayers, sendMove, viewerId]
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[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
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)
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const setTurnTimer = useCallback(
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@@ -532,8 +585,26 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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userId: viewerId || '',
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data: { field: 'turnTimer', value: turnTimer },
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})
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// Save setting to room's gameConfig for persistence
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if (roomData?.id) {
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const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
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const currentMatchingConfig = (currentGameConfig['matching'] as Record<string, any>) || {}
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const updatedConfig = {
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...currentGameConfig,
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matching: {
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...currentMatchingConfig,
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turnTimer,
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},
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}
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updateGameConfig({
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roomId: roomData.id,
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gameConfig: updatedConfig,
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})
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}
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},
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[activePlayers, sendMove, viewerId]
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[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
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)
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const goToSetup = useCallback(() => {
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