refactor: use centralized ownership in RoomMemoryPairsProvider
Replace manual buildPlayerMetadata implementation with centralized utilities. Changes: - Import buildPlayerMetadataUtil and buildPlayerOwnershipFromRoomData - Replace manual ownership map building (15 lines) with utility call (2 lines) - Simplify buildPlayerMetadata: 33 lines → 8 lines - Use shared utilities for consistency Part of player ownership centralization plan (Phase 4/7). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -5,6 +5,10 @@ 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 as buildPlayerMetadataUtil,
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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 +370,14 @@ 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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// Uses centralized ownership utilities
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const buildPlayerMetadata = useCallback(
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(playerIds: string[]) => {
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const playerMetadata: { [playerId: string]: any } = {}
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// Build ownership map from room data
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const playerOwnership = 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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// Use centralized utility to build metadata
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return buildPlayerMetadataUtil(playerIds, playerOwnership, players, viewerId)
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},
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[players, roomData, viewerId]
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)
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