refactor: migrate RoomMemoryPairsProvider to centralized ownership utilities
Replace custom buildPlayerMetadata implementation with centralized player-ownership utilities. This eliminates 33 lines of duplicate code and ensures consistent player ownership logic across the codebase. Changes: - Replace inline playerOwnership map building with buildPlayerOwnershipFromRoomData() - Use buildPlayerMetadata() from centralized module - Remove unused useArcadeRedirect import - Rename local callback to buildPlayerMetadataCallback for clarity Benefits: - Single source of truth for player ownership logic - Reduced code duplication (33 lines eliminated) - Consistent with session-manager and player-manager implementations - Better maintainability and testability Part of Phase 4 of the player ownership centralization plan. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -1,10 +1,13 @@
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'use client'
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import { type ReactNode, useCallback, useEffect, useMemo } from 'react'
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import { useArcadeRedirect } from '@/hooks/useArcadeRedirect'
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import { useArcadeSession } from '@/hooks/useArcadeSession'
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import { useRoomData } from '@/hooks/useRoomData'
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import { useViewerId } from '@/hooks/useViewerId'
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import {
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buildPlayerMetadata,
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buildPlayerOwnershipFromRoomData,
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} from '@/lib/arcade/player-ownership'
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import type { GameMove } from '@/lib/arcade/validation'
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import { useGameMode } from '../../../../contexts/GameModeContext'
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import { generateGameCards } from '../utils/cardGeneration'
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@@ -366,38 +369,14 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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}, [state.pausedGamePhase, state.pausedGameState, hasConfigChanged])
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// Helper to build player metadata with correct userId ownership
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// This uses roomData.memberPlayers to determine which user owns which player
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const buildPlayerMetadata = useCallback(
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// Uses centralized utilities from player-ownership module
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const buildPlayerMetadataCallback = useCallback(
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(playerIds: string[]) => {
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const playerMetadata: { [playerId: string]: any } = {}
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// Build ownership map from roomData
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const ownershipMap = buildPlayerOwnershipFromRoomData(roomData)
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// Build reverse mapping: playerId -> userId from roomData.memberPlayers
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const playerOwnership = new Map<string, string>()
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if (roomData?.memberPlayers) {
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for (const [userId, userPlayers] of Object.entries(roomData.memberPlayers)) {
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for (const player of userPlayers) {
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playerOwnership.set(player.id, userId)
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}
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}
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}
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for (const playerId of playerIds) {
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const playerData = players.get(playerId)
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if (playerData) {
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// Get the actual owner userId from roomData, or use local viewerId as fallback
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const ownerUserId = playerOwnership.get(playerId) || viewerId || ''
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playerMetadata[playerId] = {
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id: playerId,
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name: playerData.name,
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emoji: playerData.emoji,
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userId: ownerUserId, // CORRECT: Use actual owner's userId
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color: playerData.color,
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}
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}
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}
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return playerMetadata
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// Build player metadata with correct ownership
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return buildPlayerMetadata(playerIds, ownershipMap, players, viewerId)
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},
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[players, roomData, viewerId]
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)
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@@ -412,7 +391,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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// Capture player metadata from local players map
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// This ensures all room members can display player info even if they don't own the players
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const playerMetadata = buildPlayerMetadata(activePlayers)
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const playerMetadata = buildPlayerMetadataCallback(activePlayers)
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// Use current session state configuration (no local state!)
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const cards = generateGameCards(state.gameType, state.difficulty)
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@@ -427,7 +406,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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playerMetadata,
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},
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})
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}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
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}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadataCallback, sendMove])
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const flipCard = useCallback(
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(cardId: string) => {
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@@ -464,7 +443,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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}
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// Capture player metadata with correct userId ownership
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const playerMetadata = buildPlayerMetadata(activePlayers)
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const playerMetadata = buildPlayerMetadataCallback(activePlayers)
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// Use current session state configuration (no local state!)
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const cards = generateGameCards(state.gameType, state.difficulty)
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@@ -479,7 +458,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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playerMetadata,
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},
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})
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}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
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}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadataCallback, sendMove])
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const setGameType = useCallback(
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(gameType: typeof state.gameType) => {
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