chore: improve logging in arcade session management

Added detailed logging to help debug player ID vs user ID flow:
- useArcadeSocket: Log full move payload with JSON stringification
- session-manager: Log player ID, game state players, and phase info

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Thomas Hallock 2025-10-06 13:27:19 -05:00
parent ea1b1a2f69
commit 2248c34215
2 changed files with 16 additions and 2 deletions

View File

@ -124,8 +124,9 @@ export function useArcadeSocket(events: ArcadeSocketEvents = {}): UseArcadeSocke
console.warn('[ArcadeSocket] Cannot send move - socket not connected')
return
}
console.log('[ArcadeSocket] Sending move:', move)
socket.emit('game-move', { userId, move })
const payload = { userId, move }
console.log('[ArcadeSocket] Sending game-move event with payload:', JSON.stringify(payload, null, 2))
socket.emit('game-move', payload)
}, [socket])
const exitSession = useCallback((userId: string) => {

View File

@ -129,9 +129,22 @@ export async function applyGameMove(
// Get the validator for this game
const validator = getValidator(session.currentGame as GameName)
console.log('[SessionManager] About to validate move:', {
moveType: move.type,
playerId: move.playerId,
gameStateCurrentPlayer: (session.gameState as any)?.currentPlayer,
gameStateActivePlayers: (session.gameState as any)?.activePlayers,
gameStatePhase: (session.gameState as any)?.gamePhase
})
// Validate the move
const validationResult = validator.validateMove(session.gameState, move)
console.log('[SessionManager] Validation result:', {
valid: validationResult.valid,
error: validationResult.error
})
if (!validationResult.valid) {
return {
success: false,