fix: remove build artifacts from source control

BREAKING: This fixes a critical issue where compiled .js files were
being committed directly into src/ alongside .ts files, breaking the
app and polluting source control.

Changes:
- Fix tsconfig.server.json: outDir "." → "./dist", rootDir "." → "./src"
- Remove 23 tracked .js files from src/ directory
- Update .gitignore to block src/**/*.js and /dist
- Clean working directory of all .js artifacts

This ensures TypeScript compilation outputs to dist/ folder, not src/.

Fixes player ownership implementation and all future builds.
This commit is contained in:
Thomas Hallock
2025-10-10 10:53:59 -05:00
parent 76a63901c4
commit 29f5adcfbc
25 changed files with 7 additions and 2237 deletions

5
apps/web/.gitignore vendored
View File

@@ -34,6 +34,11 @@ yarn-error.log*
*.tsbuildinfo
next-env.d.ts
# compiled server-side code (from tsconfig.server.json)
/dist
src/**/*.js
src/**/*.js.map
# vitest
/.vitest

View File

@@ -1,3 +0,0 @@
"use strict";
// TypeScript interfaces for Memory Pairs Challenge game
Object.defineProperty(exports, "__esModule", { value: true });

View File

@@ -1,164 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.generateAbacusNumeralCards = generateAbacusNumeralCards;
exports.generateComplementCards = generateComplementCards;
exports.generateGameCards = generateGameCards;
exports.getGridConfiguration = getGridConfiguration;
exports.generateCardId = generateCardId;
// Utility function to generate unique random numbers
function generateUniqueNumbers(count, options) {
const numbers = new Set();
const { min, max } = options;
while (numbers.size < count) {
const randomNum = Math.floor(Math.random() * (max - min + 1)) + min;
numbers.add(randomNum);
}
return Array.from(numbers);
}
// Utility function to shuffle an array
function shuffleArray(array) {
const shuffled = [...array];
for (let i = shuffled.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
}
return shuffled;
}
// Generate cards for abacus-numeral game mode
function generateAbacusNumeralCards(pairs) {
// Generate unique numbers based on difficulty
// For easier games, use smaller numbers; for harder games, use larger ranges
const numberRanges = {
6: { min: 1, max: 50 }, // 6 pairs: 1-50
8: { min: 1, max: 100 }, // 8 pairs: 1-100
12: { min: 1, max: 200 }, // 12 pairs: 1-200
15: { min: 1, max: 300 }, // 15 pairs: 1-300
};
const range = numberRanges[pairs];
const numbers = generateUniqueNumbers(pairs, range);
const cards = [];
numbers.forEach((number) => {
// Abacus representation card
cards.push({
id: `abacus_${number}`,
type: 'abacus',
number,
matched: false,
});
// Numerical representation card
cards.push({
id: `number_${number}`,
type: 'number',
number,
matched: false,
});
});
return shuffleArray(cards);
}
// Generate cards for complement pairs game mode
function generateComplementCards(pairs) {
// Define complement pairs for friends of 5 and friends of 10
const complementPairs = [
// Friends of 5
{ pair: [0, 5], targetSum: 5 },
{ pair: [1, 4], targetSum: 5 },
{ pair: [2, 3], targetSum: 5 },
// Friends of 10
{ pair: [0, 10], targetSum: 10 },
{ pair: [1, 9], targetSum: 10 },
{ pair: [2, 8], targetSum: 10 },
{ pair: [3, 7], targetSum: 10 },
{ pair: [4, 6], targetSum: 10 },
{ pair: [5, 5], targetSum: 10 },
// Additional pairs for higher difficulties
{ pair: [6, 4], targetSum: 10 },
{ pair: [7, 3], targetSum: 10 },
{ pair: [8, 2], targetSum: 10 },
{ pair: [9, 1], targetSum: 10 },
{ pair: [10, 0], targetSum: 10 },
// More challenging pairs (can be used for expert mode)
{ pair: [11, 9], targetSum: 20 },
{ pair: [12, 8], targetSum: 20 },
];
// Select the required number of complement pairs
const selectedPairs = complementPairs.slice(0, pairs);
const cards = [];
selectedPairs.forEach(({ pair: [num1, num2], targetSum }, index) => {
// First number in the pair
cards.push({
id: `comp1_${index}_${num1}`,
type: 'complement',
number: num1,
complement: num2,
targetSum,
matched: false,
});
// Second number in the pair
cards.push({
id: `comp2_${index}_${num2}`,
type: 'complement',
number: num2,
complement: num1,
targetSum,
matched: false,
});
});
return shuffleArray(cards);
}
// Main card generation function
function generateGameCards(gameType, difficulty) {
switch (gameType) {
case 'abacus-numeral':
return generateAbacusNumeralCards(difficulty);
case 'complement-pairs':
return generateComplementCards(difficulty);
default:
throw new Error(`Unknown game type: ${gameType}`);
}
}
// Utility function to get responsive grid configuration based on difficulty and screen size
function getGridConfiguration(difficulty) {
const configs = {
6: {
totalCards: 12,
mobileColumns: 3, // 3x4 grid in portrait
tabletColumns: 4, // 4x3 grid on tablet
desktopColumns: 4, // 4x3 grid on desktop
landscapeColumns: 6, // 6x2 grid in landscape
cardSize: { width: '140px', height: '180px' },
gridTemplate: 'repeat(3, 1fr)',
},
8: {
totalCards: 16,
mobileColumns: 3, // 3x6 grid in portrait (some spillover)
tabletColumns: 4, // 4x4 grid on tablet
desktopColumns: 4, // 4x4 grid on desktop
landscapeColumns: 6, // 6x3 grid in landscape (some spillover)
cardSize: { width: '120px', height: '160px' },
gridTemplate: 'repeat(3, 1fr)',
},
12: {
totalCards: 24,
mobileColumns: 3, // 3x8 grid in portrait
tabletColumns: 4, // 4x6 grid on tablet
desktopColumns: 6, // 6x4 grid on desktop
landscapeColumns: 6, // 6x4 grid in landscape (changed from 8x3)
cardSize: { width: '100px', height: '140px' },
gridTemplate: 'repeat(3, 1fr)',
},
15: {
totalCards: 30,
mobileColumns: 3, // 3x10 grid in portrait
tabletColumns: 5, // 5x6 grid on tablet
desktopColumns: 6, // 6x5 grid on desktop
landscapeColumns: 10, // 10x3 grid in landscape
cardSize: { width: '90px', height: '120px' },
gridTemplate: 'repeat(3, 1fr)',
},
};
return configs[difficulty];
}
// Generate a unique ID for cards
function generateCardId(type, identifier) {
return `${type}_${identifier}_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
}

View File

@@ -1,188 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.validateAbacusNumeralMatch = validateAbacusNumeralMatch;
exports.validateComplementMatch = validateComplementMatch;
exports.validateMatch = validateMatch;
exports.canFlipCard = canFlipCard;
exports.getMatchHint = getMatchHint;
exports.calculateMatchScore = calculateMatchScore;
exports.analyzeGamePerformance = analyzeGamePerformance;
// Validate abacus-numeral match (abacus card matches with number card of same value)
function validateAbacusNumeralMatch(card1, card2) {
// Both cards must have the same number
if (card1.number !== card2.number) {
return {
isValid: false,
reason: 'Numbers do not match',
type: 'invalid',
};
}
// Cards must be different types (one abacus, one number)
if (card1.type === card2.type) {
return {
isValid: false,
reason: 'Both cards are the same type',
type: 'invalid',
};
}
// One must be abacus, one must be number
const hasAbacus = card1.type === 'abacus' || card2.type === 'abacus';
const hasNumber = card1.type === 'number' || card2.type === 'number';
if (!hasAbacus || !hasNumber) {
return {
isValid: false,
reason: 'Must match abacus with number representation',
type: 'invalid',
};
}
// Neither should be complement type for this game mode
if (card1.type === 'complement' || card2.type === 'complement') {
return {
isValid: false,
reason: 'Complement cards not valid in abacus-numeral mode',
type: 'invalid',
};
}
return {
isValid: true,
type: 'abacus-numeral',
};
}
// Validate complement match (two numbers that add up to target sum)
function validateComplementMatch(card1, card2) {
// Both cards must be complement type
if (card1.type !== 'complement' || card2.type !== 'complement') {
return {
isValid: false,
reason: 'Both cards must be complement type',
type: 'invalid',
};
}
// Both cards must have the same target sum
if (card1.targetSum !== card2.targetSum) {
return {
isValid: false,
reason: 'Cards have different target sums',
type: 'invalid',
};
}
// Check if the numbers are actually complements
if (!card1.complement || !card2.complement) {
return {
isValid: false,
reason: 'Complement information missing',
type: 'invalid',
};
}
// Verify the complement relationship
if (card1.number !== card2.complement || card2.number !== card1.complement) {
return {
isValid: false,
reason: 'Numbers are not complements of each other',
type: 'invalid',
};
}
// Verify the sum equals the target
const sum = card1.number + card2.number;
if (sum !== card1.targetSum) {
return {
isValid: false,
reason: `Sum ${sum} does not equal target ${card1.targetSum}`,
type: 'invalid',
};
}
return {
isValid: true,
type: 'complement',
};
}
// Main validation function that determines which validation to use
function validateMatch(card1, card2) {
// Cannot match the same card with itself
if (card1.id === card2.id) {
return {
isValid: false,
reason: 'Cannot match card with itself',
type: 'invalid',
};
}
// Cannot match already matched cards
if (card1.matched || card2.matched) {
return {
isValid: false,
reason: 'Cannot match already matched cards',
type: 'invalid',
};
}
// Determine which type of match to validate based on card types
const hasComplement = card1.type === 'complement' || card2.type === 'complement';
if (hasComplement) {
// If either card is complement type, use complement validation
return validateComplementMatch(card1, card2);
}
else {
// Otherwise, use abacus-numeral validation
return validateAbacusNumeralMatch(card1, card2);
}
}
// Helper function to check if a card can be flipped
function canFlipCard(card, flippedCards, isProcessingMove) {
// Cannot flip if processing a move
if (isProcessingMove)
return false;
// Cannot flip already matched cards
if (card.matched)
return false;
// Cannot flip if already flipped
if (flippedCards.some((c) => c.id === card.id))
return false;
// Cannot flip if two cards are already flipped
if (flippedCards.length >= 2)
return false;
return true;
}
// Get hint for what kind of match the player should look for
function getMatchHint(card) {
switch (card.type) {
case 'abacus':
return `Find the number ${card.number}`;
case 'number':
return `Find the abacus showing ${card.number}`;
case 'complement':
if (card.complement !== undefined && card.targetSum !== undefined) {
return `Find ${card.complement} to make ${card.targetSum}`;
}
return 'Find the matching complement';
default:
return 'Find the matching card';
}
}
// Calculate match score based on difficulty and time
function calculateMatchScore(difficulty, timeForMatch, isComplementMatch) {
const baseScore = isComplementMatch ? 15 : 10; // Complement matches worth more
const difficultyMultiplier = difficulty / 6; // Scale with difficulty
const timeBonus = Math.max(0, (10000 - timeForMatch) / 1000); // Bonus for speed
return Math.round(baseScore * difficultyMultiplier + timeBonus);
}
// Analyze game performance
function analyzeGamePerformance(totalMoves, matchedPairs, totalPairs, gameTime) {
const accuracy = totalMoves > 0 ? (matchedPairs / totalMoves) * 100 : 0;
const efficiency = totalPairs > 0 ? (matchedPairs / (totalPairs * 2)) * 100 : 0; // Ideal is 100% (each pair found in 2 moves)
const averageTimePerMove = totalMoves > 0 ? gameTime / totalMoves : 0;
// Calculate grade based on accuracy and efficiency
let grade = 'F';
if (accuracy >= 90 && efficiency >= 80)
grade = 'A';
else if (accuracy >= 80 && efficiency >= 70)
grade = 'B';
else if (accuracy >= 70 && efficiency >= 60)
grade = 'C';
else if (accuracy >= 60 && efficiency >= 50)
grade = 'D';
return {
accuracy,
efficiency,
averageTimePerMove,
grade,
};
}

View File

@@ -1,80 +0,0 @@
"use strict";
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
var ownKeys = function(o) {
ownKeys = Object.getOwnPropertyNames || function (o) {
var ar = [];
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.schema = exports.db = void 0;
const better_sqlite3_1 = __importDefault(require("better-sqlite3"));
const better_sqlite3_2 = require("drizzle-orm/better-sqlite3");
const schema = __importStar(require("./schema"));
exports.schema = schema;
/**
* Database connection and client
*
* Creates a singleton SQLite connection with Drizzle ORM.
* Enables foreign key constraints (required for cascading deletes).
*
* IMPORTANT: The database connection is lazy-loaded to avoid accessing
* the database at module import time, which would cause build failures
* when the database doesn't exist (e.g., in CI/CD environments).
*/
const databaseUrl = process.env.DATABASE_URL || './data/sqlite.db';
let _sqlite = null;
let _db = null;
/**
* Get the database connection (lazy-loaded singleton)
* Only creates the connection when first accessed at runtime
*/
function getDb() {
if (!_db) {
_sqlite = new better_sqlite3_1.default(databaseUrl);
// Enable foreign keys (SQLite requires explicit enable)
_sqlite.pragma('foreign_keys = ON');
// Enable WAL mode for better concurrency
_sqlite.pragma('journal_mode = WAL');
_db = (0, better_sqlite3_2.drizzle)(_sqlite, { schema });
}
return _db;
}
/**
* Database client instance
* Uses a Proxy to lazy-load the connection on first access
*/
exports.db = new Proxy({}, {
get(_target, prop) {
return getDb()[prop];
},
});

View File

@@ -1,22 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const migrator_1 = require("drizzle-orm/better-sqlite3/migrator");
const index_1 = require("./index");
/**
* Migration runner
*
* Runs all pending migrations in the drizzle/ folder.
* Safe to run multiple times (migrations are idempotent).
*
* Usage: pnpm db:migrate
*/
try {
console.log('🔄 Running migrations...');
(0, migrator_1.migrate)(index_1.db, { migrationsFolder: './drizzle' });
console.log('✅ Migrations complete');
process.exit(0);
}
catch (error) {
console.error('❌ Migration failed:', error);
process.exit(1);
}

View File

@@ -1,53 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.abacusSettings = void 0;
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
const users_1 = require("./users");
/**
* Abacus display settings table - UI preferences per user
*
* One-to-one with users table. Stores abacus display configuration.
* Deleted when user is deleted (cascade).
*/
exports.abacusSettings = (0, sqlite_core_1.sqliteTable)('abacus_settings', {
/** Primary key and foreign key to users table */
userId: (0, sqlite_core_1.text)('user_id')
.primaryKey()
.references(() => users_1.users.id, { onDelete: 'cascade' }),
/** Color scheme for beads */
colorScheme: (0, sqlite_core_1.text)('color_scheme', {
enum: ['monochrome', 'place-value', 'heaven-earth', 'alternating'],
})
.notNull()
.default('place-value'),
/** Bead shape */
beadShape: (0, sqlite_core_1.text)('bead_shape', {
enum: ['diamond', 'circle', 'square'],
})
.notNull()
.default('diamond'),
/** Color palette */
colorPalette: (0, sqlite_core_1.text)('color_palette', {
enum: ['default', 'colorblind', 'mnemonic', 'grayscale', 'nature'],
})
.notNull()
.default('default'),
/** Hide inactive beads */
hideInactiveBeads: (0, sqlite_core_1.integer)('hide_inactive_beads', { mode: 'boolean' }).notNull().default(false),
/** Color numerals based on place value */
coloredNumerals: (0, sqlite_core_1.integer)('colored_numerals', { mode: 'boolean' }).notNull().default(false),
/** Scale factor for abacus size */
scaleFactor: (0, sqlite_core_1.real)('scale_factor').notNull().default(1.0),
/** Show numbers below abacus */
showNumbers: (0, sqlite_core_1.integer)('show_numbers', { mode: 'boolean' }).notNull().default(true),
/** Enable animations */
animated: (0, sqlite_core_1.integer)('animated', { mode: 'boolean' }).notNull().default(true),
/** Enable interaction */
interactive: (0, sqlite_core_1.integer)('interactive', { mode: 'boolean' }).notNull().default(false),
/** Enable gesture controls */
gestures: (0, sqlite_core_1.integer)('gestures', { mode: 'boolean' }).notNull().default(false),
/** Enable sound effects */
soundEnabled: (0, sqlite_core_1.integer)('sound_enabled', { mode: 'boolean' }).notNull().default(true),
/** Sound volume (0.0 - 1.0) */
soundVolume: (0, sqlite_core_1.real)('sound_volume').notNull().default(0.8),
});

View File

@@ -1,39 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.arcadeRooms = void 0;
const cuid2_1 = require("@paralleldrive/cuid2");
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
exports.arcadeRooms = (0, sqlite_core_1.sqliteTable)('arcade_rooms', {
id: (0, sqlite_core_1.text)('id')
.primaryKey()
.$defaultFn(() => (0, cuid2_1.createId)()),
// Room identity
code: (0, sqlite_core_1.text)('code', { length: 6 }).notNull().unique(), // e.g., "ABC123"
name: (0, sqlite_core_1.text)('name', { length: 50 }).notNull(),
// Creator info
createdBy: (0, sqlite_core_1.text)('created_by').notNull(), // User/guest ID
creatorName: (0, sqlite_core_1.text)('creator_name', { length: 50 }).notNull(),
createdAt: (0, sqlite_core_1.integer)('created_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
// Lifecycle
lastActivity: (0, sqlite_core_1.integer)('last_activity', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
ttlMinutes: (0, sqlite_core_1.integer)('ttl_minutes').notNull().default(60), // Time to live
isLocked: (0, sqlite_core_1.integer)('is_locked', { mode: 'boolean' }).notNull().default(false),
// Game configuration
gameName: (0, sqlite_core_1.text)('game_name', {
enum: ['matching', 'memory-quiz', 'complement-race'],
}).notNull(),
gameConfig: (0, sqlite_core_1.text)('game_config', { mode: 'json' }).notNull(), // Game-specific settings
// Current state
status: (0, sqlite_core_1.text)('status', {
enum: ['lobby', 'playing', 'finished'],
})
.notNull()
.default('lobby'),
currentSessionId: (0, sqlite_core_1.text)('current_session_id'), // FK to arcade_sessions (nullable)
// Metadata
totalGamesPlayed: (0, sqlite_core_1.integer)('total_games_played').notNull().default(0),
});

View File

@@ -1,30 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.arcadeSessions = void 0;
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
const arcade_rooms_1 = require("./arcade-rooms");
const users_1 = require("./users");
exports.arcadeSessions = (0, sqlite_core_1.sqliteTable)('arcade_sessions', {
userId: (0, sqlite_core_1.text)('user_id')
.primaryKey()
.references(() => users_1.users.id, { onDelete: 'cascade' }),
// Session metadata
currentGame: (0, sqlite_core_1.text)('current_game', {
enum: ['matching', 'memory-quiz', 'complement-race'],
}).notNull(),
gameUrl: (0, sqlite_core_1.text)('game_url').notNull(), // e.g., '/arcade/matching'
// Game state (JSON blob)
gameState: (0, sqlite_core_1.text)('game_state', { mode: 'json' }).notNull(),
// Active players snapshot (for quick access)
activePlayers: (0, sqlite_core_1.text)('active_players', { mode: 'json' }).notNull(),
// Room association (null for solo play)
roomId: (0, sqlite_core_1.text)('room_id').references(() => arcade_rooms_1.arcadeRooms.id, { onDelete: 'set null' }),
// Timing & TTL
startedAt: (0, sqlite_core_1.integer)('started_at', { mode: 'timestamp' }).notNull(),
lastActivityAt: (0, sqlite_core_1.integer)('last_activity_at', { mode: 'timestamp' }).notNull(),
expiresAt: (0, sqlite_core_1.integer)('expires_at', { mode: 'timestamp' }).notNull(), // TTL-based
// Status
isActive: (0, sqlite_core_1.integer)('is_active', { mode: 'boolean' }).notNull().default(true),
// Version for optimistic locking
version: (0, sqlite_core_1.integer)('version').notNull().default(1),
});

View File

@@ -1,29 +0,0 @@
"use strict";
/**
* Database schema exports
*
* This is the single source of truth for the database schema.
* All tables, relations, and types are exported from here.
*/
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __exportStar = (this && this.__exportStar) || function(m, exports) {
for (var p in m) if (p !== "default" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);
};
Object.defineProperty(exports, "__esModule", { value: true });
__exportStar(require("./abacus-settings"), exports);
__exportStar(require("./arcade-rooms"), exports);
__exportStar(require("./arcade-sessions"), exports);
__exportStar(require("./players"), exports);
__exportStar(require("./room-members"), exports);
__exportStar(require("./user-stats"), exports);
__exportStar(require("./users"), exports);

View File

@@ -1,36 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.players = void 0;
const cuid2_1 = require("@paralleldrive/cuid2");
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
const users_1 = require("./users");
/**
* Players table - user-created player profiles for games
*
* Each user can have multiple players (for multi-player modes).
* Players are scoped to a user and deleted when user is deleted.
*/
exports.players = (0, sqlite_core_1.sqliteTable)('players', {
id: (0, sqlite_core_1.text)('id')
.primaryKey()
.$defaultFn(() => (0, cuid2_1.createId)()),
/** Foreign key to users table - cascades on delete */
userId: (0, sqlite_core_1.text)('user_id')
.notNull()
.references(() => users_1.users.id, { onDelete: 'cascade' }),
/** Player display name */
name: (0, sqlite_core_1.text)('name').notNull(),
/** Player emoji avatar */
emoji: (0, sqlite_core_1.text)('emoji').notNull(),
/** Player color (hex) for UI theming */
color: (0, sqlite_core_1.text)('color').notNull(),
/** Whether this player is currently active in games */
isActive: (0, sqlite_core_1.integer)('is_active', { mode: 'boolean' }).notNull().default(false),
/** When this player was created */
createdAt: (0, sqlite_core_1.integer)('created_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
}, (table) => ({
/** Index for fast lookups by userId */
userIdIdx: (0, sqlite_core_1.index)('players_user_id_idx').on(table.userId),
}));

View File

@@ -1,27 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.roomMembers = void 0;
const cuid2_1 = require("@paralleldrive/cuid2");
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
const arcade_rooms_1 = require("./arcade-rooms");
exports.roomMembers = (0, sqlite_core_1.sqliteTable)('room_members', {
id: (0, sqlite_core_1.text)('id')
.primaryKey()
.$defaultFn(() => (0, cuid2_1.createId)()),
roomId: (0, sqlite_core_1.text)('room_id')
.notNull()
.references(() => arcade_rooms_1.arcadeRooms.id, { onDelete: 'cascade' }),
userId: (0, sqlite_core_1.text)('user_id').notNull(), // User/guest ID - UNIQUE: one room per user (enforced by index below)
displayName: (0, sqlite_core_1.text)('display_name', { length: 50 }).notNull(),
isCreator: (0, sqlite_core_1.integer)('is_creator', { mode: 'boolean' }).notNull().default(false),
joinedAt: (0, sqlite_core_1.integer)('joined_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
lastSeen: (0, sqlite_core_1.integer)('last_seen', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
isOnline: (0, sqlite_core_1.integer)('is_online', { mode: 'boolean' }).notNull().default(true),
}, (table) => ({
// Explicit unique index for clarity and database-level enforcement
userIdIdx: (0, sqlite_core_1.uniqueIndex)('idx_room_members_user_id_unique').on(table.userId),
}));

View File

@@ -1,29 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.userStats = void 0;
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
const users_1 = require("./users");
/**
* User stats table - game statistics per user
*
* One-to-one with users table. Tracks aggregate game performance.
* Deleted when user is deleted (cascade).
*/
exports.userStats = (0, sqlite_core_1.sqliteTable)('user_stats', {
/** Primary key and foreign key to users table */
userId: (0, sqlite_core_1.text)('user_id')
.primaryKey()
.references(() => users_1.users.id, { onDelete: 'cascade' }),
/** Total number of games played */
gamesPlayed: (0, sqlite_core_1.integer)('games_played').notNull().default(0),
/** Total number of games won */
totalWins: (0, sqlite_core_1.integer)('total_wins').notNull().default(0),
/** User's most-played game type */
favoriteGameType: (0, sqlite_core_1.text)('favorite_game_type', {
enum: ['abacus-numeral', 'complement-pairs'],
}),
/** Best completion time in milliseconds */
bestTime: (0, sqlite_core_1.integer)('best_time'),
/** Highest accuracy percentage (0.0 - 1.0) */
highestAccuracy: (0, sqlite_core_1.real)('highest_accuracy').notNull().default(0),
});

View File

@@ -1,28 +0,0 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.users = void 0;
const cuid2_1 = require("@paralleldrive/cuid2");
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
/**
* Users table - stores both guest and authenticated users
*
* Guest users are created automatically on first visit via middleware.
* They can upgrade to full accounts later while preserving their data.
*/
exports.users = (0, sqlite_core_1.sqliteTable)('users', {
id: (0, sqlite_core_1.text)('id')
.primaryKey()
.$defaultFn(() => (0, cuid2_1.createId)()),
/** Stable guest ID from HttpOnly cookie - unique per browser session */
guestId: (0, sqlite_core_1.text)('guest_id').notNull().unique(),
/** When this user record was created */
createdAt: (0, sqlite_core_1.integer)('created_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
/** When guest upgraded to full account (null for guests) */
upgradedAt: (0, sqlite_core_1.integer)('upgraded_at', { mode: 'timestamp' }),
/** Email (only set after upgrade) */
email: (0, sqlite_core_1.text)('email').unique(),
/** Display name (only set after upgrade) */
name: (0, sqlite_core_1.text)('name'),
});

View File

@@ -1,120 +0,0 @@
"use strict";
/**
* Player manager for arcade rooms
* Handles fetching and validating player participation in rooms
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.getAllPlayers = getAllPlayers;
exports.getActivePlayers = getActivePlayers;
exports.getRoomActivePlayers = getRoomActivePlayers;
exports.getRoomPlayerIds = getRoomPlayerIds;
exports.validatePlayerInRoom = validatePlayerInRoom;
exports.getPlayer = getPlayer;
exports.getPlayers = getPlayers;
const drizzle_orm_1 = require("drizzle-orm");
const db_1 = require("../../db");
/**
* Get all players for a user (regardless of isActive status)
* @param viewerId - The guestId from the cookie (same as what getViewerId() returns)
*/
async function getAllPlayers(viewerId) {
// First get the user record by guestId
const user = await db_1.db.query.users.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.users.guestId, viewerId),
});
if (!user) {
return [];
}
// Now query all players by the actual user.id (no isActive filter)
return await db_1.db.query.players.findMany({
where: (0, drizzle_orm_1.eq)(db_1.schema.players.userId, user.id),
orderBy: db_1.schema.players.createdAt,
});
}
/**
* Get a user's active players (solo mode)
* These are the players that will participate when the user joins a solo game
* @param viewerId - The guestId from the cookie (same as what getViewerId() returns)
*/
async function getActivePlayers(viewerId) {
// First get the user record by guestId
const user = await db_1.db.query.users.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.users.guestId, viewerId),
});
if (!user) {
return [];
}
// Now query players by the actual user.id
return await db_1.db.query.players.findMany({
where: (0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.players.userId, user.id), (0, drizzle_orm_1.eq)(db_1.schema.players.isActive, true)),
orderBy: db_1.schema.players.createdAt,
});
}
/**
* Get active players for all members in a room
* Returns only players marked isActive=true from each room member
* Returns a map of userId -> Player[]
*/
async function getRoomActivePlayers(roomId) {
// Get all room members
const members = await db_1.db.query.roomMembers.findMany({
where: (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId),
});
// Fetch active players for each member (respects isActive flag)
const playerMap = new Map();
for (const member of members) {
const players = await getActivePlayers(member.userId);
playerMap.set(member.userId, players);
}
return playerMap;
}
/**
* Get all player IDs that should participate in a room game
* Flattens the player lists from all room members
*/
async function getRoomPlayerIds(roomId) {
const playerMap = await getRoomActivePlayers(roomId);
const allPlayers = [];
for (const players of playerMap.values()) {
allPlayers.push(...players.map((p) => p.id));
}
return allPlayers;
}
/**
* Validate that a player ID belongs to a user who is a member of a room
*/
async function validatePlayerInRoom(playerId, roomId) {
// Get the player
const player = await db_1.db.query.players.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.players.id, playerId),
});
if (!player)
return false;
// Check if the player's user is a member of the room
const member = await db_1.db.query.roomMembers.findFirst({
where: (0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, player.userId)),
});
return !!member;
}
/**
* Get player details by ID
*/
async function getPlayer(playerId) {
return await db_1.db.query.players.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.players.id, playerId),
});
}
/**
* Get multiple players by IDs
*/
async function getPlayers(playerIds) {
if (playerIds.length === 0)
return [];
const players = [];
for (const id of playerIds) {
const player = await getPlayer(id);
if (player)
players.push(player);
}
return players;
}

View File

@@ -1,37 +0,0 @@
"use strict";
/**
* Room code generation utility
* Generates short, memorable codes for joining rooms
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.generateRoomCode = generateRoomCode;
exports.isValidRoomCode = isValidRoomCode;
exports.normalizeRoomCode = normalizeRoomCode;
const CHARS = 'ABCDEFGHJKLMNPQRSTUVWXYZ23456789'; // Removed ambiguous chars: 0,O,1,I
const CODE_LENGTH = 6;
/**
* Generate a random 6-character room code
* Format: ABC123 (uppercase letters + numbers, no ambiguous chars)
*/
function generateRoomCode() {
let code = '';
for (let i = 0; i < CODE_LENGTH; i++) {
const randomIndex = Math.floor(Math.random() * CHARS.length);
code += CHARS[randomIndex];
}
return code;
}
/**
* Validate a room code format
*/
function isValidRoomCode(code) {
if (code.length !== CODE_LENGTH)
return false;
return code.split('').every((char) => CHARS.includes(char));
}
/**
* Normalize a room code (uppercase, remove spaces/dashes)
*/
function normalizeRoomCode(code) {
return code.toUpperCase().replace(/[\s-]/g, '');
}

View File

@@ -1,154 +0,0 @@
"use strict";
/**
* Arcade room manager
* Handles database operations for arcade rooms
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.createRoom = createRoom;
exports.getRoomById = getRoomById;
exports.getRoomByCode = getRoomByCode;
exports.updateRoom = updateRoom;
exports.touchRoom = touchRoom;
exports.deleteRoom = deleteRoom;
exports.listActiveRooms = listActiveRooms;
exports.cleanupExpiredRooms = cleanupExpiredRooms;
exports.isRoomCreator = isRoomCreator;
const drizzle_orm_1 = require("drizzle-orm");
const db_1 = require("../../db");
const room_code_1 = require("./room-code");
/**
* Create a new arcade room
* Generates a unique room code and creates the room in the database
*/
async function createRoom(options) {
const now = new Date();
// Generate unique room code (retry up to 5 times if collision)
let code = (0, room_code_1.generateRoomCode)();
let attempts = 0;
const MAX_ATTEMPTS = 5;
while (attempts < MAX_ATTEMPTS) {
const existing = await getRoomByCode(code);
if (!existing)
break;
code = (0, room_code_1.generateRoomCode)();
attempts++;
}
if (attempts === MAX_ATTEMPTS) {
throw new Error('Failed to generate unique room code');
}
const newRoom = {
code,
name: options.name,
createdBy: options.createdBy,
creatorName: options.creatorName,
createdAt: now,
lastActivity: now,
ttlMinutes: options.ttlMinutes || 60,
isLocked: false,
gameName: options.gameName,
gameConfig: options.gameConfig,
status: 'lobby',
currentSessionId: null,
totalGamesPlayed: 0,
};
const [room] = await db_1.db.insert(db_1.schema.arcadeRooms).values(newRoom).returning();
console.log('[Room Manager] Created room:', room.id, 'code:', room.code);
return room;
}
/**
* Get a room by ID
*/
async function getRoomById(roomId) {
return await db_1.db.query.arcadeRooms.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, roomId),
});
}
/**
* Get a room by code
*/
async function getRoomByCode(code) {
return await db_1.db.query.arcadeRooms.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.code, code.toUpperCase()),
});
}
/**
* Update a room
*/
async function updateRoom(roomId, updates) {
const now = new Date();
// Always update lastActivity on any room update
const updateData = {
...updates,
lastActivity: now,
};
const [updated] = await db_1.db
.update(db_1.schema.arcadeRooms)
.set(updateData)
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, roomId))
.returning();
return updated;
}
/**
* Update room activity timestamp
* Call this on any room activity to refresh TTL
*/
async function touchRoom(roomId) {
await db_1.db
.update(db_1.schema.arcadeRooms)
.set({ lastActivity: new Date() })
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, roomId));
}
/**
* Delete a room
* Cascade deletes all room members
*/
async function deleteRoom(roomId) {
await db_1.db.delete(db_1.schema.arcadeRooms).where((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, roomId));
console.log('[Room Manager] Deleted room:', roomId);
}
/**
* List active rooms
* Returns rooms ordered by most recently active
*/
async function listActiveRooms(gameName) {
const whereConditions = [];
// Filter by game if specified
if (gameName) {
whereConditions.push((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.gameName, gameName));
}
// Only return non-locked rooms in lobby or playing status
whereConditions.push((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.isLocked, false), (0, drizzle_orm_1.or)((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.status, 'lobby'), (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.status, 'playing')));
return await db_1.db.query.arcadeRooms.findMany({
where: whereConditions.length > 0 ? (0, drizzle_orm_1.and)(...whereConditions) : undefined,
orderBy: [(0, drizzle_orm_1.desc)(db_1.schema.arcadeRooms.lastActivity)],
limit: 50, // Limit to 50 most recent rooms
});
}
/**
* Clean up expired rooms
* Delete rooms that have exceeded their TTL
*/
async function cleanupExpiredRooms() {
const now = new Date();
// Find rooms where lastActivity + ttlMinutes < now
const expiredRooms = await db_1.db.query.arcadeRooms.findMany({
columns: { id: true, ttlMinutes: true, lastActivity: true },
});
const toDelete = expiredRooms.filter((room) => {
const expiresAt = new Date(room.lastActivity.getTime() + room.ttlMinutes * 60 * 1000);
return expiresAt < now;
});
if (toDelete.length > 0) {
const ids = toDelete.map((r) => r.id);
await db_1.db.delete(db_1.schema.arcadeRooms).where((0, drizzle_orm_1.or)(...ids.map((id) => (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, id))));
console.log(`[Room Manager] Cleaned up ${toDelete.length} expired rooms`);
}
return toDelete.length;
}
/**
* Check if a user is the creator of a room
*/
async function isRoomCreator(roomId, userId) {
const room = await getRoomById(roomId);
return room?.createdBy === userId;
}

View File

@@ -1,179 +0,0 @@
"use strict";
/**
* Room membership manager
* Handles database operations for room members
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.addRoomMember = addRoomMember;
exports.getRoomMember = getRoomMember;
exports.getRoomMembers = getRoomMembers;
exports.getOnlineRoomMembers = getOnlineRoomMembers;
exports.setMemberOnline = setMemberOnline;
exports.touchMember = touchMember;
exports.removeMember = removeMember;
exports.removeAllMembers = removeAllMembers;
exports.getOnlineMemberCount = getOnlineMemberCount;
exports.isMember = isMember;
exports.getUserRooms = getUserRooms;
const drizzle_orm_1 = require("drizzle-orm");
const db_1 = require("../../db");
/**
* Add a member to a room
* Automatically removes user from any other rooms they're in (modal room enforcement)
* Returns the new membership and info about rooms that were auto-left
*/
async function addRoomMember(options) {
const now = new Date();
// Check if member already exists in THIS room
const existing = await getRoomMember(options.roomId, options.userId);
if (existing) {
// Already in this room - just update status (no auto-leave needed)
const [updated] = await db_1.db
.update(db_1.schema.roomMembers)
.set({
isOnline: true,
lastSeen: now,
})
.where((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.id, existing.id))
.returning();
return { member: updated };
}
// AUTO-LEAVE LOGIC: Remove from all other rooms before joining this one
const currentRooms = await getUserRooms(options.userId);
const autoLeaveResult = {
leftRooms: [],
previousRoomMembers: [],
};
for (const roomId of currentRooms) {
if (roomId !== options.roomId) {
// Get member info before removing (for socket events)
const memberToRemove = await getRoomMember(roomId, options.userId);
if (memberToRemove) {
autoLeaveResult.previousRoomMembers.push({
roomId,
member: memberToRemove,
});
}
// Remove from room
await removeMember(roomId, options.userId);
autoLeaveResult.leftRooms.push(roomId);
console.log(`[Room Membership] Auto-left room ${roomId} for user ${options.userId}`);
}
}
// Now add to new room
const newMember = {
roomId: options.roomId,
userId: options.userId,
displayName: options.displayName,
isCreator: options.isCreator || false,
joinedAt: now,
lastSeen: now,
isOnline: true,
};
try {
const [member] = await db_1.db.insert(db_1.schema.roomMembers).values(newMember).returning();
console.log('[Room Membership] Added member:', member.userId, 'to room:', member.roomId);
return {
member,
autoLeaveResult: autoLeaveResult.leftRooms.length > 0 ? autoLeaveResult : undefined,
};
}
catch (error) {
// Handle unique constraint violation
// This should rarely happen due to auto-leave logic above, but catch it for safety
if (error.code === 'SQLITE_CONSTRAINT' ||
error.message?.includes('UNIQUE') ||
error.message?.includes('unique')) {
console.error('[Room Membership] Unique constraint violation:', error.message);
throw new Error('ROOM_MEMBERSHIP_CONFLICT: User is already in another room. This should have been handled by auto-leave logic.');
}
throw error;
}
}
/**
* Get a specific room member
*/
async function getRoomMember(roomId, userId) {
return await db_1.db.query.roomMembers.findFirst({
where: (0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId)),
});
}
/**
* Get all members in a room
*/
async function getRoomMembers(roomId) {
return await db_1.db.query.roomMembers.findMany({
where: (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId),
orderBy: db_1.schema.roomMembers.joinedAt,
});
}
/**
* Get online members in a room
*/
async function getOnlineRoomMembers(roomId) {
return await db_1.db.query.roomMembers.findMany({
where: (0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.isOnline, true)),
orderBy: db_1.schema.roomMembers.joinedAt,
});
}
/**
* Update member's online status
*/
async function setMemberOnline(roomId, userId, isOnline) {
await db_1.db
.update(db_1.schema.roomMembers)
.set({
isOnline,
lastSeen: new Date(),
})
.where((0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId)));
}
/**
* Update member's last seen timestamp
*/
async function touchMember(roomId, userId) {
await db_1.db
.update(db_1.schema.roomMembers)
.set({ lastSeen: new Date() })
.where((0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId)));
}
/**
* Remove a member from a room
*/
async function removeMember(roomId, userId) {
await db_1.db
.delete(db_1.schema.roomMembers)
.where((0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId)));
console.log('[Room Membership] Removed member:', userId, 'from room:', roomId);
}
/**
* Remove all members from a room
*/
async function removeAllMembers(roomId) {
await db_1.db.delete(db_1.schema.roomMembers).where((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId));
console.log('[Room Membership] Removed all members from room:', roomId);
}
/**
* Get count of online members in a room
*/
async function getOnlineMemberCount(roomId) {
const members = await getOnlineRoomMembers(roomId);
return members.length;
}
/**
* Check if a user is a member of a room
*/
async function isMember(roomId, userId) {
const member = await getRoomMember(roomId, userId);
return !!member;
}
/**
* Get all rooms a user is a member of
*/
async function getUserRooms(userId) {
const memberships = await db_1.db.query.roomMembers.findMany({
where: (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId),
columns: { roomId: true },
});
return memberships.map((m) => m.roomId);
}

View File

@@ -1,55 +0,0 @@
"use strict";
/**
* Room TTL Cleanup Scheduler
* Periodically cleans up expired rooms
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.startRoomTTLCleanup = startRoomTTLCleanup;
exports.stopRoomTTLCleanup = stopRoomTTLCleanup;
const room_manager_1 = require("./room-manager");
// Cleanup interval: run every 5 minutes
const CLEANUP_INTERVAL_MS = 5 * 60 * 1000;
let cleanupInterval = null;
/**
* Start the TTL cleanup scheduler
* Runs cleanup every 5 minutes
*/
function startRoomTTLCleanup() {
if (cleanupInterval) {
console.log('[Room TTL] Cleanup scheduler already running');
return;
}
console.log('[Room TTL] Starting cleanup scheduler (every 5 minutes)');
// Run immediately on start
(0, room_manager_1.cleanupExpiredRooms)()
.then((count) => {
if (count > 0) {
console.log(`[Room TTL] Initial cleanup removed ${count} expired rooms`);
}
})
.catch((error) => {
console.error('[Room TTL] Initial cleanup failed:', error);
});
// Then run periodically
cleanupInterval = setInterval(async () => {
try {
const count = await (0, room_manager_1.cleanupExpiredRooms)();
if (count > 0) {
console.log(`[Room TTL] Cleanup removed ${count} expired rooms`);
}
}
catch (error) {
console.error('[Room TTL] Cleanup failed:', error);
}
}, CLEANUP_INTERVAL_MS);
}
/**
* Stop the TTL cleanup scheduler
*/
function stopRoomTTLCleanup() {
if (cleanupInterval) {
clearInterval(cleanupInterval);
cleanupInterval = null;
console.log('[Room TTL] Cleanup scheduler stopped');
}
}

View File

@@ -1,296 +0,0 @@
"use strict";
/**
* Arcade session manager
* Handles database operations and validation for arcade sessions
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.getArcadeSessionByRoom = getArcadeSessionByRoom;
exports.createArcadeSession = createArcadeSession;
exports.getArcadeSession = getArcadeSession;
exports.applyGameMove = applyGameMove;
exports.deleteArcadeSession = deleteArcadeSession;
exports.updateSessionActivity = updateSessionActivity;
exports.cleanupExpiredSessions = cleanupExpiredSessions;
const drizzle_orm_1 = require("drizzle-orm");
const db_1 = require("../../db");
const validation_1 = require("./validation");
const TTL_HOURS = 24;
/**
* Helper: Get database user ID from guest ID
* The API uses guestId (from cookies) but database FKs use the internal user.id
*/
async function getUserIdFromGuestId(guestId) {
const user = await db_1.db.query.users.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.users.guestId, guestId),
columns: { id: true },
});
return user?.id;
}
/**
* Get arcade session by room ID (for room-based multiplayer games)
* Returns the shared session for all room members
* @param roomId - The room ID
*/
async function getArcadeSessionByRoom(roomId) {
const [session] = await db_1.db
.select()
.from(db_1.schema.arcadeSessions)
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.roomId, roomId))
.limit(1);
if (!session)
return undefined;
// Check if session has expired
if (session.expiresAt < new Date()) {
// Clean up expired room session
await db_1.db.delete(db_1.schema.arcadeSessions).where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.roomId, roomId));
return undefined;
}
return session;
}
/**
* Create a new arcade session
* For room-based games, checks if a session already exists for the room
*/
async function createArcadeSession(options) {
const now = new Date();
const expiresAt = new Date(now.getTime() + TTL_HOURS * 60 * 60 * 1000);
// For room-based games, check if session already exists for this room
if (options.roomId) {
const existingRoomSession = await getArcadeSessionByRoom(options.roomId);
if (existingRoomSession) {
console.log('[Session Manager] Room session already exists, returning existing:', {
roomId: options.roomId,
sessionUserId: existingRoomSession.userId,
version: existingRoomSession.version,
});
return existingRoomSession;
}
}
// Find or create user by guest ID
let user = await db_1.db.query.users.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.users.guestId, options.userId),
});
if (!user) {
console.log('[Session Manager] Creating new user with guestId:', options.userId);
const [newUser] = await db_1.db
.insert(db_1.schema.users)
.values({
guestId: options.userId, // Let id auto-generate via $defaultFn
createdAt: now,
})
.returning();
user = newUser;
console.log('[Session Manager] Created user with id:', user.id);
}
else {
console.log('[Session Manager] Found existing user with id:', user.id);
}
const newSession = {
userId: user.id, // Use the actual database ID, not the guestId
currentGame: options.gameName,
gameUrl: options.gameUrl,
gameState: options.initialState,
activePlayers: options.activePlayers,
roomId: options.roomId, // Associate session with room
startedAt: now,
lastActivityAt: now,
expiresAt,
isActive: true,
version: 1,
};
console.log('[Session Manager] Creating new session:', {
userId: user.id,
roomId: options.roomId,
gameName: options.gameName,
});
const [session] = await db_1.db.insert(db_1.schema.arcadeSessions).values(newSession).returning();
return session;
}
/**
* Get active arcade session for a user
* @param guestId - The guest ID from the cookie (not the database user.id)
*/
async function getArcadeSession(guestId) {
const userId = await getUserIdFromGuestId(guestId);
if (!userId)
return undefined;
const [session] = await db_1.db
.select()
.from(db_1.schema.arcadeSessions)
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.userId, userId))
.limit(1);
if (!session)
return undefined;
// Check if session has expired
if (session.expiresAt < new Date()) {
await deleteArcadeSession(guestId);
return undefined;
}
// Check if session has a valid room association
// Sessions without rooms are orphaned and should be cleaned up
if (!session.roomId) {
console.log('[Session Manager] Deleting orphaned session without room:', session.userId);
await deleteArcadeSession(guestId);
return undefined;
}
// Verify the room still exists
const room = await db_1.db.query.arcadeRooms.findFirst({
where: (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, session.roomId),
});
if (!room) {
console.log('[Session Manager] Deleting session with non-existent room:', session.roomId);
await deleteArcadeSession(guestId);
return undefined;
}
return session;
}
/**
* Apply a game move to the session (with validation)
* @param userId - The guest ID from the cookie
* @param move - The game move to apply
* @param roomId - Optional room ID for room-based games (enables shared session)
*/
async function applyGameMove(userId, move, roomId) {
// For room-based games, look up the shared room session
// For solo games, look up the user's personal session
const session = roomId ? await getArcadeSessionByRoom(roomId) : await getArcadeSession(userId);
if (!session) {
return {
success: false,
error: 'No active session found',
};
}
if (!session.isActive) {
return {
success: false,
error: 'Session is not active',
};
}
// Get the validator for this game
const validator = (0, validation_1.getValidator)(session.currentGame);
console.log('[SessionManager] About to validate move:', {
moveType: move.type,
playerId: move.playerId,
gameStateCurrentPlayer: session.gameState?.currentPlayer,
gameStateActivePlayers: session.gameState?.activePlayers,
gameStatePhase: session.gameState?.gamePhase,
});
// Fetch player ownership for authorization checks (room-based games)
let playerOwnership;
let internalUserId;
if (session.roomId) {
try {
// Convert guestId to internal userId for ownership comparison
internalUserId = await getUserIdFromGuestId(userId);
if (!internalUserId) {
console.error('[SessionManager] Failed to convert guestId to userId:', userId);
return {
success: false,
error: 'User not found',
};
}
const players = await db_1.db.query.players.findMany({
columns: {
id: true,
userId: true,
},
});
playerOwnership = Object.fromEntries(players.map((p) => [p.id, p.userId]));
console.log('[SessionManager] Player ownership map:', playerOwnership);
console.log('[SessionManager] Internal userId for authorization:', internalUserId);
}
catch (error) {
console.error('[SessionManager] Failed to fetch player ownership:', error);
}
}
// Validate the move with authorization context (use internal userId, not guestId)
const validationResult = validator.validateMove(session.gameState, move, {
userId: internalUserId || userId, // Use internal userId for room-based games
playerOwnership,
});
console.log('[SessionManager] Validation result:', {
valid: validationResult.valid,
error: validationResult.error,
});
if (!validationResult.valid) {
return {
success: false,
error: validationResult.error || 'Invalid move',
};
}
// Update the session with new state (using optimistic locking)
const now = new Date();
const expiresAt = new Date(now.getTime() + TTL_HOURS * 60 * 60 * 1000);
try {
const [updatedSession] = await db_1.db
.update(db_1.schema.arcadeSessions)
.set({
gameState: validationResult.newState,
lastActivityAt: now,
expiresAt,
version: session.version + 1,
})
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.userId, session.userId) // Use the userId from the session we just fetched
)
// Version check for optimistic locking would go here
// SQLite doesn't support WHERE clauses in UPDATE with RETURNING easily
// We'll handle this by checking the version after
.returning();
if (!updatedSession) {
return {
success: false,
error: 'Failed to update session',
};
}
return {
success: true,
session: updatedSession,
};
}
catch (error) {
console.error('Error updating session:', error);
return {
success: false,
error: 'Database error',
};
}
}
/**
* Delete an arcade session
* @param guestId - The guest ID from the cookie (not the database user.id)
*/
async function deleteArcadeSession(guestId) {
const userId = await getUserIdFromGuestId(guestId);
if (!userId)
return;
await db_1.db.delete(db_1.schema.arcadeSessions).where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.userId, userId));
}
/**
* Update session activity timestamp (keep-alive)
* @param guestId - The guest ID from the cookie (not the database user.id)
*/
async function updateSessionActivity(guestId) {
const userId = await getUserIdFromGuestId(guestId);
if (!userId)
return;
const now = new Date();
const expiresAt = new Date(now.getTime() + TTL_HOURS * 60 * 60 * 1000);
await db_1.db
.update(db_1.schema.arcadeSessions)
.set({
lastActivityAt: now,
expiresAt,
})
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.userId, userId));
}
/**
* Clean up expired sessions (should be called periodically)
*/
async function cleanupExpiredSessions() {
const now = new Date();
const result = await db_1.db
.delete(db_1.schema.arcadeSessions)
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.expiresAt, now))
.returning();
return result.length;
}

View File

@@ -1,469 +0,0 @@
"use strict";
/**
* Server-side validator for matching game
* Validates all game moves and state transitions
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.matchingGameValidator = exports.MatchingGameValidator = void 0;
const cardGeneration_1 = require("../../../app/games/matching/utils/cardGeneration");
const matchValidation_1 = require("../../../app/games/matching/utils/matchValidation");
class MatchingGameValidator {
validateMove(state, move, context) {
switch (move.type) {
case 'FLIP_CARD':
return this.validateFlipCard(state, move.data.cardId, move.playerId, context);
case 'START_GAME':
return this.validateStartGame(state, move.data.activePlayers, move.data.cards, move.data.playerMetadata);
case 'CLEAR_MISMATCH':
return this.validateClearMismatch(state);
case 'GO_TO_SETUP':
return this.validateGoToSetup(state);
case 'SET_CONFIG':
return this.validateSetConfig(state, move.data.field, move.data.value);
case 'RESUME_GAME':
return this.validateResumeGame(state);
case 'HOVER_CARD':
return this.validateHoverCard(state, move.data.cardId, move.playerId);
default:
return {
valid: false,
error: `Unknown move type: ${move.type}`,
};
}
}
validateFlipCard(state, cardId, playerId, context) {
// Game must be in playing phase
if (state.gamePhase !== 'playing') {
return {
valid: false,
error: 'Cannot flip cards outside of playing phase',
};
}
// Check if it's the player's turn (in multiplayer)
if (state.activePlayers.length > 1 && state.currentPlayer !== playerId) {
console.log('[Validator] Turn check failed:', {
activePlayers: state.activePlayers,
currentPlayer: state.currentPlayer,
currentPlayerType: typeof state.currentPlayer,
playerId,
playerIdType: typeof playerId,
matches: state.currentPlayer === playerId,
});
return {
valid: false,
error: 'Not your turn',
};
}
// Check player ownership authorization (if context provided)
if (context?.userId && context?.playerOwnership) {
const playerOwner = context.playerOwnership[playerId];
if (playerOwner && playerOwner !== context.userId) {
console.log('[Validator] Player ownership check failed:', {
playerId,
playerOwner,
requestingUserId: context.userId,
});
return {
valid: false,
error: 'You can only move your own players',
};
}
}
// Find the card
const card = state.gameCards.find((c) => c.id === cardId);
if (!card) {
return {
valid: false,
error: 'Card not found',
};
}
// Validate using existing game logic
if (!(0, matchValidation_1.canFlipCard)(card, state.flippedCards, state.isProcessingMove)) {
return {
valid: false,
error: 'Cannot flip this card',
};
}
// Calculate new state
const newFlippedCards = [...state.flippedCards, card];
let newState = {
...state,
flippedCards: newFlippedCards,
isProcessingMove: newFlippedCards.length === 2,
// Clear mismatch feedback when player flips a new card
showMismatchFeedback: false,
};
// If two cards are flipped, check for match
if (newFlippedCards.length === 2) {
const [card1, card2] = newFlippedCards;
const matchResult = (0, matchValidation_1.validateMatch)(card1, card2);
if (matchResult.isValid) {
// Match found - update cards
newState = {
...newState,
gameCards: newState.gameCards.map((c) => c.id === card1.id || c.id === card2.id
? { ...c, matched: true, matchedBy: state.currentPlayer }
: c),
matchedPairs: state.matchedPairs + 1,
scores: {
...state.scores,
[state.currentPlayer]: (state.scores[state.currentPlayer] || 0) + 1,
},
consecutiveMatches: {
...state.consecutiveMatches,
[state.currentPlayer]: (state.consecutiveMatches[state.currentPlayer] || 0) + 1,
},
moves: state.moves + 1,
flippedCards: [],
isProcessingMove: false,
};
// Check if game is complete
if (newState.matchedPairs === newState.totalPairs) {
newState = {
...newState,
gamePhase: 'results',
gameEndTime: Date.now(),
};
}
}
else {
// Match failed - keep cards flipped briefly so player can see them
// Client will handle clearing them after a delay
const shouldSwitchPlayer = state.activePlayers.length > 1;
const nextPlayerIndex = shouldSwitchPlayer
? (state.activePlayers.indexOf(state.currentPlayer) + 1) % state.activePlayers.length
: 0;
const nextPlayer = shouldSwitchPlayer
? state.activePlayers[nextPlayerIndex]
: state.currentPlayer;
newState = {
...newState,
currentPlayer: nextPlayer,
consecutiveMatches: {
...state.consecutiveMatches,
[state.currentPlayer]: 0,
},
moves: state.moves + 1,
// Keep flippedCards so player can see both cards
flippedCards: newFlippedCards,
isProcessingMove: true, // Keep processing state so no more cards can be flipped
showMismatchFeedback: true,
};
}
}
return {
valid: true,
newState,
};
}
validateStartGame(state, activePlayers, cards, playerMetadata) {
// Allow starting a new game from any phase (for "New Game" button)
// Must have at least one player
if (!activePlayers || activePlayers.length === 0) {
return {
valid: false,
error: 'Must have at least one player',
};
}
// Use provided cards or generate new ones
const gameCards = cards || (0, cardGeneration_1.generateGameCards)(state.gameType, state.difficulty);
const newState = {
...state,
gameCards,
cards: gameCards,
activePlayers,
playerMetadata: playerMetadata || {}, // Store player metadata for cross-user visibility
gamePhase: 'playing',
gameStartTime: Date.now(),
currentPlayer: activePlayers[0],
flippedCards: [],
matchedPairs: 0,
moves: 0,
scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
// PAUSE/RESUME: Save original config so we can detect changes
originalConfig: {
gameType: state.gameType,
difficulty: state.difficulty,
turnTimer: state.turnTimer,
},
// Clear any paused game state (starting fresh)
pausedGamePhase: undefined,
pausedGameState: undefined,
};
return {
valid: true,
newState,
};
}
validateClearMismatch(state) {
// Only clear if there's actually a mismatch showing
// This prevents race conditions where CLEAR_MISMATCH arrives after cards have already been cleared
if (!state.showMismatchFeedback || state.flippedCards.length === 0) {
// Nothing to clear - return current state unchanged
return {
valid: true,
newState: state,
};
}
// Clear mismatched cards and feedback
return {
valid: true,
newState: {
...state,
flippedCards: [],
showMismatchFeedback: false,
isProcessingMove: false,
},
};
}
/**
* STANDARD ARCADE PATTERN: GO_TO_SETUP
*
* Transitions the game back to setup phase, allowing players to reconfigure
* the game. This is synchronized across all room members.
*
* Can be called from any phase (setup, playing, results).
*
* PAUSE/RESUME: If called from 'playing' or 'results', saves game state
* to allow resuming later (if config unchanged).
*
* Pattern for all arcade games:
* - Validates the move is allowed
* - Sets gamePhase to 'setup'
* - Preserves current configuration (gameType, difficulty, etc.)
* - Saves game state for resume if coming from active game
* - Resets game progression state (scores, cards, etc.)
*/
validateGoToSetup(state) {
// Determine if we're pausing an active game (for Resume functionality)
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results';
return {
valid: true,
newState: {
...state,
gamePhase: 'setup',
// Pause/Resume: Save game state if pausing from active game
pausedGamePhase: isPausingGame ? state.gamePhase : undefined,
pausedGameState: isPausingGame
? {
gameCards: state.gameCards,
currentPlayer: state.currentPlayer,
matchedPairs: state.matchedPairs,
moves: state.moves,
scores: state.scores,
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
consecutiveMatches: state.consecutiveMatches,
gameStartTime: state.gameStartTime,
}
: undefined,
// Keep originalConfig if it exists (was set when game started)
// This allows detecting if config changed while paused
// Reset visible game progression
gameCards: [],
cards: [],
flippedCards: [],
currentPlayer: '',
matchedPairs: 0,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {},
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
// Preserve configuration - players can modify in setup
// gameType, difficulty, turnTimer stay as-is
},
};
}
/**
* STANDARD ARCADE PATTERN: SET_CONFIG
*
* Updates a configuration field during setup phase. This is synchronized
* across all room members in real-time, allowing collaborative setup.
*
* Pattern for all arcade games:
* - Only allowed during setup phase
* - Validates field name and value
* - Updates the configuration field
* - Other room members see the change immediately (optimistic + server validation)
*
* @param state Current game state
* @param field Configuration field name
* @param value New value for the field
*/
validateSetConfig(state, field, value) {
// Can only change config during setup phase
if (state.gamePhase !== 'setup') {
return {
valid: false,
error: 'Cannot change configuration outside of setup phase',
};
}
// Validate field-specific values
switch (field) {
case 'gameType':
if (value !== 'abacus-numeral' && value !== 'complement-pairs') {
return { valid: false, error: `Invalid gameType: ${value}` };
}
break;
case 'difficulty':
if (![6, 8, 12, 15].includes(value)) {
return { valid: false, error: `Invalid difficulty: ${value}` };
}
break;
case 'turnTimer':
if (typeof value !== 'number' || value < 5 || value > 300) {
return { valid: false, error: `Invalid turnTimer: ${value}` };
}
break;
default:
return { valid: false, error: `Unknown config field: ${field}` };
}
// PAUSE/RESUME: If there's a paused game and config is changing,
// clear the paused game state (can't resume anymore)
const clearPausedGame = !!state.pausedGamePhase;
// Apply the configuration change
return {
valid: true,
newState: {
...state,
[field]: value,
// Update totalPairs if difficulty changes
...(field === 'difficulty' ? { totalPairs: value } : {}),
// Clear paused game if config changed
...(clearPausedGame
? { pausedGamePhase: undefined, pausedGameState: undefined, originalConfig: undefined }
: {}),
},
};
}
/**
* STANDARD ARCADE PATTERN: RESUME_GAME
*
* Resumes a paused game if configuration hasn't changed.
* Restores the saved game state from when GO_TO_SETUP was called.
*
* Pattern for all arcade games:
* - Validates there's a paused game
* - Validates config hasn't changed since pause
* - Restores game state and phase
* - Clears paused game state
*/
validateResumeGame(state) {
// Must be in setup phase
if (state.gamePhase !== 'setup') {
return {
valid: false,
error: 'Can only resume from setup phase',
};
}
// Must have a paused game
if (!state.pausedGamePhase || !state.pausedGameState) {
return {
valid: false,
error: 'No paused game to resume',
};
}
// Config must match original (no changes while paused)
if (state.originalConfig) {
const configChanged = state.gameType !== state.originalConfig.gameType ||
state.difficulty !== state.originalConfig.difficulty ||
state.turnTimer !== state.originalConfig.turnTimer;
if (configChanged) {
return {
valid: false,
error: 'Cannot resume - configuration has changed',
};
}
}
// Restore the paused game
return {
valid: true,
newState: {
...state,
gamePhase: state.pausedGamePhase,
gameCards: state.pausedGameState.gameCards,
cards: state.pausedGameState.gameCards,
currentPlayer: state.pausedGameState.currentPlayer,
matchedPairs: state.pausedGameState.matchedPairs,
moves: state.pausedGameState.moves,
scores: state.pausedGameState.scores,
activePlayers: state.pausedGameState.activePlayers,
playerMetadata: state.pausedGameState.playerMetadata,
consecutiveMatches: state.pausedGameState.consecutiveMatches,
gameStartTime: state.pausedGameState.gameStartTime,
// Clear paused state
pausedGamePhase: undefined,
pausedGameState: undefined,
// Keep originalConfig for potential future pauses
},
};
}
/**
* Validate hover state update for networked presence
*
* Hover moves are lightweight and always valid - they just update
* which card a player is hovering over for UI feedback to other players.
*/
validateHoverCard(state, cardId, playerId) {
// Hover is always valid - it's just UI state for networked presence
// Update the player's hover state
return {
valid: true,
newState: {
...state,
playerHovers: {
...state.playerHovers,
[playerId]: cardId,
},
},
};
}
isGameComplete(state) {
return state.gamePhase === 'results' || state.matchedPairs === state.totalPairs;
}
getInitialState(config) {
return {
cards: [],
gameCards: [],
flippedCards: [],
gameType: config.gameType,
difficulty: config.difficulty,
turnTimer: config.turnTimer,
gamePhase: 'setup',
currentPlayer: '',
matchedPairs: 0,
totalPairs: config.difficulty,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {}, // Initialize empty player metadata
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
timerInterval: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
// PAUSE/RESUME: Initialize paused game fields
originalConfig: undefined,
pausedGamePhase: undefined,
pausedGameState: undefined,
// HOVER: Initialize hover state
playerHovers: {},
};
}
}
exports.MatchingGameValidator = MatchingGameValidator;
// Singleton instance
exports.matchingGameValidator = new MatchingGameValidator();

View File

@@ -1,37 +0,0 @@
"use strict";
/**
* Game validator registry
* Maps game names to their validators
*/
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __exportStar = (this && this.__exportStar) || function(m, exports) {
for (var p in m) if (p !== "default" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.matchingGameValidator = void 0;
exports.getValidator = getValidator;
const MatchingGameValidator_1 = require("./MatchingGameValidator");
const validators = new Map([
['matching', MatchingGameValidator_1.matchingGameValidator],
// Add other game validators here as they're implemented
]);
function getValidator(gameName) {
const validator = validators.get(gameName);
if (!validator) {
throw new Error(`No validator found for game: ${gameName}`);
}
return validator;
}
var MatchingGameValidator_2 = require("./MatchingGameValidator");
Object.defineProperty(exports, "matchingGameValidator", { enumerable: true, get: function () { return MatchingGameValidator_2.matchingGameValidator; } });
__exportStar(require("./types"), exports);

View File

@@ -1,6 +0,0 @@
"use strict";
/**
* Isomorphic game validation types
* Used on both client and server for arcade session validation
*/
Object.defineProperty(exports, "__esModule", { value: true });

View File

@@ -1,154 +0,0 @@
// Test file for typst.ts integration
// This will test if we can render our existing Typst templates using typst.ts
import { $typst } from '@myriaddreamin/typst.ts/dist/esm/contrib/snippet.mjs'
import fs from 'fs'
async function testBasicTypst() {
console.log('🧪 Testing basic typst.ts functionality...')
try {
// Test basic rendering
const result = await $typst.svg({ mainContent: 'Hello, typst!' })
console.log('✅ Basic typst.ts working!')
console.log('📏 SVG length:', result.length)
return true
} catch (error) {
console.error('❌ Basic typst.ts failed:', error)
return false
}
}
async function testSorobanTemplate() {
console.log('🧮 Testing soroban template rendering...')
try {
// Read our existing flashcards.typ template
const { FLASHCARDS_TEMPLATE, SINGLE_CARD_TEMPLATE } = require('@soroban/templates')
const flashcardsTemplate = fs.readFileSync(FLASHCARDS_TEMPLATE, 'utf-8')
const singleCardTemplate = fs.readFileSync(SINGLE_CARD_TEMPLATE, 'utf-8')
console.log('📁 Templates loaded successfully')
console.log('📏 flashcards.typ length:', flashcardsTemplate.length)
console.log('📏 single-card.typ length:', singleCardTemplate.length)
// Create a simple test document that uses our templates
const testContent = `
${flashcardsTemplate}
// Test drawing a simple soroban for number 5
#draw-soroban(5, columns: auto, show-empty: false, hide-inactive: false, bead-shape: "diamond", color-scheme: "place-value", base-size: 1.0)
`
console.log('🎯 Attempting to render soroban for number 5...')
const result = await $typst.svg({ mainContent: testContent })
console.log('✅ Soroban template rendering successful!')
console.log('📏 Generated SVG length:', result.length)
console.log('🔍 SVG preview:', `${result.substring(0, 200)}...`)
// Save the result for inspection
fs.writeFileSync('/tmp/soroban-test.svg', result)
console.log('💾 Saved test SVG to /tmp/soroban-test.svg')
return result
} catch (error) {
console.error('❌ Soroban template rendering failed:', error)
console.error('📋 Error details:', error.message)
return null
}
}
async function testSingleCard() {
console.log('🃏 Testing single card template...')
try {
// Read templates
const { FLASHCARDS_TEMPLATE, SINGLE_CARD_TEMPLATE } = require('@soroban/templates')
const flashcardsTemplate = fs.readFileSync(FLASHCARDS_TEMPLATE, 'utf-8')
const singleCardTemplate = fs.readFileSync(SINGLE_CARD_TEMPLATE, 'utf-8')
// Extract just the functions we need from single-card.typ and inline them
// Remove the import line and create an inlined version
const singleCardInlined = singleCardTemplate.replace(
'#import "flashcards.typ": draw-soroban',
'// Inlined draw-soroban from flashcards.typ'
)
// Create test content using inlined single-card template
const testContent = `
${flashcardsTemplate}
${singleCardInlined}
#set page(
width: 120pt,
height: 160pt,
margin: 0pt,
fill: white
)
#set text(font: "DejaVu Sans", size: 48pt, fallback: true)
#align(center + horizon)[
#box(
width: 120pt - 2 * (120pt * 0.05),
height: 160pt - 2 * (160pt * 0.05)
)[
#align(center + horizon)[
#scale(x: 100%, y: 100%)[
#draw-soroban(
23,
columns: auto,
show-empty: false,
hide-inactive: false,
bead-shape: "diamond",
color-scheme: "place-value",
color-palette: "default",
base-size: 1.0
)
]
]
]
]
`
console.log('🎯 Attempting to render single card for number 23...')
const result = await $typst.svg({ mainContent: testContent })
console.log('✅ Single card rendering successful!')
console.log('📏 Generated SVG length:', result.length)
// Save the result
fs.writeFileSync('/tmp/single-card-test.svg', result)
console.log('💾 Saved single card test SVG to /tmp/single-card-test.svg')
return result
} catch (error) {
console.error('❌ Single card rendering failed:', error)
console.error('📋 Error details:', error.message)
return null
}
}
// Run the tests
async function runTests() {
console.log('🚀 Starting typst.ts integration tests...\n')
const basicTest = await testBasicTypst()
if (!basicTest) {
console.log('❌ Basic test failed, aborting further tests')
return
}
console.log('\n')
await testSorobanTemplate()
console.log('\n')
await testSingleCard()
console.log('\n🏁 Tests completed!')
}
runTests().catch(console.error)

View File

@@ -3,8 +3,8 @@
"compilerOptions": {
"module": "commonjs",
"target": "es2020",
"outDir": ".",
"rootDir": ".",
"outDir": "./dist",
"rootDir": "./src",
"noEmit": false,
"incremental": false,
"skipLibCheck": true,