feat: implement room-wide multi-user game state synchronization
Enable real-time game state sync across all users in a room playing at /arcade/room. Previously only synced across one user's tabs, now syncs across all room members. Server changes (socket-server.ts): - Accept optional roomId in join-arcade-session event - Join socket to both arcade:userId and game:roomId rooms - Broadcast move-accepted to both rooms when processing moves - Log game room joins for debugging Client changes: - useArcadeSocket: Accept roomId parameter in joinSession() - useArcadeSession: Accept roomId in options, pass to joinSession() - ArcadeMemoryPairsContext: Get roomId from useRoomData() and wire up How it works: - User A joins game room → joins arcade:userA + game:room123 - User B joins game room → joins arcade:userB + game:room123 - User A makes move → broadcasts to both rooms - User A's tabs receive on arcade:userA (reconcile optimistic update) - User B's tabs receive on game:room123 (sync with server state) - Optimistic update system handles both cases automatically Architecture: - Reuses existing optimistic update reconciliation - Minimal changes (5 edits across 4 files) - Backward compatible (roomId is optional) - Solo play unaffected See docs/MULTIPLAYER_SYNC_ARCHITECTURE.md for full details. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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apps/web/docs/MULTIPLAYER_SYNC_ARCHITECTURE.md
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apps/web/docs/MULTIPLAYER_SYNC_ARCHITECTURE.md
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# Multiplayer Synchronization Architecture
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## Current State: Single-User Multi-Tab Sync
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### How it Works
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**Client-Side Flow:**
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1. User opens game in Tab A and Tab B
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2. Both tabs create WebSocket connections via `useArcadeSocket()`
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3. Both emit `join-arcade-session` with `userId`
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4. Server adds both sockets to `arcade:${userId}` room
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**When User Makes a Move (from Tab A):**
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```typescript
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// Client (Tab A)
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sendMove({ type: 'FLIP_CARD', playerId: 'player-1', data: { cardId: 'card-5' } })
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// Optimistic update applied locally
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state = applyMoveOptimistically(state, move)
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// Socket emits to server
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socket.emit('game-move', { userId, move })
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```
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**Server Processing:**
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```typescript
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// socket-server.ts line 71
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socket.on('game-move', async (data) => {
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// Validate move
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const result = await applyGameMove(data.userId, data.move)
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if (result.success) {
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// ✅ Broadcast to ALL tabs of this user
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io.to(`arcade:${data.userId}`).emit('move-accepted', {
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gameState: result.session.gameState,
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version: result.session.version,
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move: data.move
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})
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}
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})
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```
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**Both Tabs Receive Update:**
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```typescript
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// Client (Tab A and Tab B)
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socket.on('move-accepted', (data) => {
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// Update server state
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optimistic.handleMoveAccepted(data.gameState, data.version, data.move)
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// Tab A: Remove from pending queue (was optimistic)
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// Tab B: Just sync with server state (wasn't expecting it)
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})
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```
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### Key Components
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1. **`useOptimisticGameState`** - Manages optimistic updates
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- Keeps `serverState` (last confirmed by server)
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- Keeps `pendingMoves[]` (not yet confirmed)
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- Current state = serverState + all pending moves applied
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2. **`useArcadeSession`** - Combines socket + optimistic state
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- Connects socket
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- Applies moves optimistically
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- Sends moves to server
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- Handles server responses
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3. **Socket Rooms** - Server-side broadcast channels
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- `arcade:${userId}` - All tabs of one user
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- Each socket can be in multiple rooms
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- `io.to(room).emit()` broadcasts to all sockets in that room
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4. **Session Storage** - Database
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- One session per user (userId is unique key)
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- Contains `gameState`, `version`, `roomId`
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- Optimistic locking via version number
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---
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## Required: Room-Based Multi-User Sync
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### The Goal
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Multiple users in the same room at `/arcade/room` should all see synchronized game state:
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- User A (2 tabs): Tab A1, Tab A2
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- User B (1 tab): Tab B1
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- User C (2 tabs): Tab C1, Tab C2
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When User A makes a move in Tab A1:
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- **All of User A's tabs** see the move (Tab A1, Tab A2)
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- **All of User B's tabs** see the move (Tab B1)
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- **All of User C's tabs** see the move (Tab C1, Tab C2)
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### The Challenge
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Current architecture only broadcasts within one user:
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```typescript
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// ❌ Only reaches User A's tabs
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io.to(`arcade:${userA}`).emit('move-accepted', ...)
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```
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We need to broadcast to the entire room:
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```typescript
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// ✅ Reaches all users in the room
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io.to(`game:${roomId}`).emit('move-accepted', ...)
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```
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### The Solution
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#### 1. Add Room-Based Game Socket Room
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When a user joins `/arcade/room`, they join TWO socket rooms:
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```typescript
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// socket-server.ts - extend join-arcade-session
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socket.on('join-arcade-session', async ({ userId, roomId }) => {
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// Join user's personal room (for multi-tab sync)
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socket.join(`arcade:${userId}`)
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// If this session is part of a room, also join the game room
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if (roomId) {
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socket.join(`game:${roomId}`)
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console.log(`🎮 User ${userId} joined game room ${roomId}`)
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}
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// Send current session state...
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})
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```
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#### 2. Broadcast to Both Rooms
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When processing moves for room-based sessions:
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```typescript
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// socket-server.ts - modify game-move handler
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socket.on('game-move', async (data) => {
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const result = await applyGameMove(data.userId, data.move)
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if (result.success && result.session) {
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const moveAcceptedData = {
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gameState: result.session.gameState,
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version: result.session.version,
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move: data.move,
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}
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// Broadcast to user's own tabs (for optimistic update reconciliation)
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io.to(`arcade:${data.userId}`).emit('move-accepted', moveAcceptedData)
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// If this is a room-based session, ALSO broadcast to all room members
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if (result.session.roomId) {
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io.to(`game:${result.session.roomId}`).emit('move-accepted', moveAcceptedData)
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console.log(`📢 Broadcasted move to room ${result.session.roomId}`)
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}
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}
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})
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```
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**Why broadcast to both?**
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- `arcade:${userId}` - So the acting user's tabs can reconcile their optimistic updates
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- `game:${roomId}` - So all other users in the room receive the update
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#### 3. Client Handles Own vs. Other Moves
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The client already handles this correctly via optimistic updates:
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```typescript
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// User A (Tab A1) - Makes move
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sendMove({ type: 'FLIP_CARD', ... })
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// → Applies optimistically immediately
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// → Sends to server
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// → Receives move-accepted
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// → Reconciles: removes from pending queue
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// User B (Tab B1) - Sees move from User A
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// → Receives move-accepted (unexpected)
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// → Reconciles: clears pending queue, syncs with server state
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// → Result: sees User A's move immediately
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```
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The beauty is that `handleMoveAccepted()` already handles both cases:
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- **Own move**: Remove from pending queue
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- **Other's move**: Clear pending queue (since server state is now ahead)
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#### 4. Pass roomId in join-arcade-session
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Client needs to send roomId when joining:
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```typescript
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// hooks/useArcadeSocket.ts
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const joinSession = useCallback((userId: string, roomId?: string) => {
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if (!socket) return
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socket.emit('join-arcade-session', { userId, roomId })
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}, [socket])
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// hooks/useArcadeSession.ts
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useEffect(() => {
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if (connected && autoJoin && userId) {
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// Get roomId from session or room context
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const roomId = getRoomId() // Need to provide this
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joinSession(userId, roomId)
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}
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}, [connected, autoJoin, userId, joinSession])
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```
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---
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## Implementation Plan
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### Phase 1: Server-Side Changes
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**File: `socket-server.ts`**
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1. ✅ Accept `roomId` in `join-arcade-session` event
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```typescript
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socket.on('join-arcade-session', async ({ userId, roomId }) => {
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socket.join(`arcade:${userId}`)
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// Join game room if session is room-based
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if (roomId) {
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socket.join(`game:${roomId}`)
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}
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// Rest of logic...
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})
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```
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2. ✅ Broadcast to room in `game-move` handler
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```typescript
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if (result.success && result.session) {
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const moveData = {
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gameState: result.session.gameState,
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version: result.session.version,
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move: data.move,
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}
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// Broadcast to user's tabs
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io.to(`arcade:${data.userId}`).emit('move-accepted', moveData)
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// ALSO broadcast to room if room-based session
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if (result.session.roomId) {
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io.to(`game:${result.session.roomId}`).emit('move-accepted', moveData)
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}
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}
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```
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3. ✅ Handle room disconnects
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```typescript
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socket.on('disconnect', () => {
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// Leave all rooms (handled automatically by socket.io)
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// But log for debugging
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if (currentUserId && currentRoomId) {
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console.log(`User ${currentUserId} left game room ${currentRoomId}`)
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}
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})
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```
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### Phase 2: Client-Side Changes
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**File: `hooks/useArcadeSocket.ts`**
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1. ✅ Add roomId parameter to joinSession
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```typescript
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export interface UseArcadeSocketReturn {
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// ... existing
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joinSession: (userId: string, roomId?: string) => void
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}
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const joinSession = useCallback((userId: string, roomId?: string) => {
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if (!socket) return
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socket.emit('join-arcade-session', { userId, roomId })
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}, [socket])
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```
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**File: `hooks/useArcadeSession.ts`**
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2. ✅ Accept roomId in options
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```typescript
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export interface UseArcadeSessionOptions<TState> {
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userId: string
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roomId?: string // NEW
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initialState: TState
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applyMove: (state: TState, move: GameMove) => TState
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// ... rest
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}
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export function useArcadeSession<TState>(options: UseArcadeSessionOptions<TState>) {
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const { userId, roomId, ...optimisticOptions } = options
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// Auto-join with roomId
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useEffect(() => {
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if (connected && autoJoin && userId) {
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joinSession(userId, roomId)
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}
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}, [connected, autoJoin, userId, roomId, joinSession])
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// ... rest
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}
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```
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**File: `app/arcade/matching/context/ArcadeMemoryPairsContext.tsx`**
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3. ✅ Get roomId from room data and pass to session
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```typescript
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import { useRoomData } from '@/hooks/useRoomData'
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export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode }) {
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const { data: viewerId } = useViewerId()
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const { roomData } = useRoomData()
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// Arcade session integration
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const { state, sendMove, ... } = useArcadeSession<MemoryPairsState>({
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userId: viewerId || '',
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roomId: roomData?.id, // NEW - pass room ID
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initialState,
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applyMove: applyMoveOptimistically,
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})
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// ... rest stays the same
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}
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```
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### Phase 3: Testing
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1. **Multi-Tab Test (Single User)**
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- Open `/arcade/room` in 2 tabs as User A
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- Make move in Tab 1
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- Verify Tab 2 updates immediately
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2. **Multi-User Test (Different Users)**
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- User A opens `/arcade/room` in 1 tab
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- User B opens `/arcade/room` in 1 tab (same room)
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- User A makes move
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- Verify User B sees move immediately
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3. **Multi-User Multi-Tab Test**
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- User A: 2 tabs (Tab A1, Tab A2)
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- User B: 2 tabs (Tab B1, Tab B2)
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- User A makes move in Tab A1
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- Verify all 4 tabs update
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4. **Rapid Move Test**
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- User A and User B both make moves rapidly
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- Verify no conflicts
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- Verify all moves are processed in order
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---
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## Edge Cases to Handle
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### 1. User Leaves Room Mid-Game
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**Current behavior:** Session persists, user can rejoin
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**Required behavior:**
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- If user leaves room (HTTP POST to `/api/arcade/rooms/[roomId]/leave`):
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- Delete their session
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- Emit `session-ended` to their tabs
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- Other users continue playing
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### 2. Version Conflicts
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**Already handled** by optimistic locking:
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- Each move increments version
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- Client tracks server version
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- If conflict detected, reconciliation happens automatically
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### 3. Session Without Room
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**Already handled** by session-manager.ts:
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- Sessions without `roomId` are considered orphaned
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- They're cleaned up on next access (lines 111-115)
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### 4. Multiple Users Same Move
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**Handled by server validation:**
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- Server processes moves sequentially
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- First valid move wins
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- Second move gets rejected if it's now invalid
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- Client rolls back rejected move
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---
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## Benefits of This Architecture
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1. **Reuses existing optimistic update system**
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- No changes needed to client-side optimistic logic
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- Already handles own vs. others' moves
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2. **Minimal changes required**
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- Add `roomId` parameter (3 places)
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- Add one `io.to()` broadcast (1 place)
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- Wire up roomId from context (1 place)
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3. **Backward compatible**
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- Non-room sessions still work (roomId is optional)
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- Solo play unaffected
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4. **Scalable**
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- Socket.io handles multiple rooms efficiently
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- No N² broadcasting (room-based is O(N))
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5. **Already tested pattern**
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- Multi-tab sync proves the broadcast pattern works
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- Just extending to more sockets (different users)
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---
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## Security Considerations
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### 1. Validate Room Membership
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Before processing moves, verify user is in the room:
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```typescript
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// session-manager.ts - in applyGameMove()
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const session = await getArcadeSession(userId)
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if (session.roomId) {
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// Verify user is a member of this room
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const membership = await getRoomMember(session.roomId, userId)
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if (!membership) {
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return { success: false, error: 'User not in room' }
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}
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}
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```
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### 2. Verify Player Ownership
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Ensure users can only make moves for their own players:
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```typescript
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// Already handled in validator
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// move.playerId must be in session.activePlayers
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// activePlayers are owned by the userId making the move
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```
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This is already enforced by how activePlayers are set up in the room.
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---
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## Performance Considerations
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### 1. Broadcasting Overhead
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- **Current**: 1 user × N tabs = N broadcasts per move
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- **New**: M users × N tabs each = (M×N) broadcasts per move
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- **Impact**: Linear with room size, not quadratic
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- **Acceptable**: Socket.io is optimized for this
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### 2. Database Queries
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- No change: Still 1 database write per move
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- Session is stored per-user, not per-room
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- Room data is separate (cached, not updated per move)
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### 3. Memory
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- Each socket joins 2 rooms instead of 1
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- Negligible: Socket.io uses efficient room data structures
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---
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## Testing Checklist
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### Unit Tests
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- [ ] `useArcadeSocket` accepts and passes roomId
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- [ ] `useArcadeSession` accepts and passes roomId
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- [ ] Server joins `game:${roomId}` room when roomId provided
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### Integration Tests
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- [ ] Single user, 2 tabs: both tabs sync
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- [ ] 2 users, 1 tab each: both users sync
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- [ ] 2 users, 2 tabs each: all 4 tabs sync
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- [ ] User leaves room: session deleted, others continue
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- [ ] Rapid concurrent moves: all processed correctly
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### Manual Tests
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- [ ] Open room in 2 browsers (different users)
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- [ ] Play full game to completion
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- [ ] Verify scores sync correctly
|
||||
- [ ] Verify turn changes sync correctly
|
||||
- [ ] Verify game completion syncs correctly
|
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@@ -42,30 +42,39 @@ export function initializeSocketServer(httpServer: HTTPServer) {
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let currentUserId: string | null = null
|
||||
|
||||
// Join arcade session room
|
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socket.on('join-arcade-session', async ({ userId }: { userId: string }) => {
|
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currentUserId = userId
|
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socket.join(`arcade:${userId}`)
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console.log(`👤 User ${userId} joined arcade room`)
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socket.on(
|
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'join-arcade-session',
|
||||
async ({ userId, roomId }: { userId: string; roomId?: string }) => {
|
||||
currentUserId = userId
|
||||
socket.join(`arcade:${userId}`)
|
||||
console.log(`👤 User ${userId} joined arcade room`)
|
||||
|
||||
// Send current session state if exists
|
||||
try {
|
||||
const session = await getArcadeSession(userId)
|
||||
if (session) {
|
||||
socket.emit('session-state', {
|
||||
gameState: session.gameState,
|
||||
currentGame: session.currentGame,
|
||||
gameUrl: session.gameUrl,
|
||||
activePlayers: session.activePlayers,
|
||||
version: session.version,
|
||||
})
|
||||
} else {
|
||||
socket.emit('no-active-session')
|
||||
// If this session is part of a room, also join the game room for multi-user sync
|
||||
if (roomId) {
|
||||
socket.join(`game:${roomId}`)
|
||||
console.log(`🎮 User ${userId} joined game room ${roomId}`)
|
||||
}
|
||||
|
||||
// Send current session state if exists
|
||||
try {
|
||||
const session = await getArcadeSession(userId)
|
||||
if (session) {
|
||||
socket.emit('session-state', {
|
||||
gameState: session.gameState,
|
||||
currentGame: session.currentGame,
|
||||
gameUrl: session.gameUrl,
|
||||
activePlayers: session.activePlayers,
|
||||
version: session.version,
|
||||
})
|
||||
} else {
|
||||
socket.emit('no-active-session')
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error fetching session:', error)
|
||||
socket.emit('session-error', { error: 'Failed to fetch session' })
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error fetching session:', error)
|
||||
socket.emit('session-error', { error: 'Failed to fetch session' })
|
||||
}
|
||||
})
|
||||
)
|
||||
|
||||
// Handle game moves
|
||||
socket.on('game-move', async (data: { userId: string; move: GameMove }) => {
|
||||
@@ -168,12 +177,20 @@ export function initializeSocketServer(httpServer: HTTPServer) {
|
||||
const result = await applyGameMove(data.userId, data.move)
|
||||
|
||||
if (result.success && result.session) {
|
||||
// Broadcast the updated state to all devices for this user
|
||||
io!.to(`arcade:${data.userId}`).emit('move-accepted', {
|
||||
const moveAcceptedData = {
|
||||
gameState: result.session.gameState,
|
||||
version: result.session.version,
|
||||
move: data.move,
|
||||
})
|
||||
}
|
||||
|
||||
// Broadcast the updated state to all devices for this user
|
||||
io!.to(`arcade:${data.userId}`).emit('move-accepted', moveAcceptedData)
|
||||
|
||||
// If this is a room-based session, ALSO broadcast to all users in the room
|
||||
if (result.session.roomId) {
|
||||
io!.to(`game:${result.session.roomId}`).emit('move-accepted', moveAcceptedData)
|
||||
console.log(`📢 Broadcasted move to game room ${result.session.roomId}`)
|
||||
}
|
||||
|
||||
// Update activity timestamp
|
||||
await updateSessionActivity(data.userId)
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
import { createContext, type ReactNode, useCallback, useContext, useEffect, useMemo } from 'react'
|
||||
import { useArcadeSession } from '@/hooks/useArcadeSession'
|
||||
import { useRoomData } from '@/hooks/useRoomData'
|
||||
import { useViewerId } from '@/hooks/useViewerId'
|
||||
import type { GameMove } from '@/lib/arcade/validation'
|
||||
import { useGameMode } from '../../../../contexts/GameModeContext'
|
||||
@@ -104,6 +105,7 @@ const ArcadeMemoryPairsContext = createContext<MemoryPairsContextValue | null>(n
|
||||
// Provider component
|
||||
export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
const { data: viewerId } = useViewerId()
|
||||
const { roomData } = useRoomData()
|
||||
const { activePlayerCount, activePlayers: activePlayerIds } = useGameMode()
|
||||
|
||||
// Get active player IDs directly as strings (UUIDs)
|
||||
@@ -112,7 +114,7 @@ export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode })
|
||||
// Derive game mode from active player count
|
||||
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
|
||||
|
||||
// Arcade session integration
|
||||
// Arcade session integration with room-wide sync
|
||||
const {
|
||||
state,
|
||||
sendMove,
|
||||
@@ -120,6 +122,7 @@ export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode })
|
||||
exitSession,
|
||||
} = useArcadeSession<MemoryPairsState>({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id, // Enable multi-user sync for room-based games
|
||||
initialState,
|
||||
applyMove: applyMoveOptimistically,
|
||||
})
|
||||
|
||||
@@ -12,6 +12,12 @@ export interface UseArcadeSessionOptions<TState> extends UseOptimisticGameStateO
|
||||
*/
|
||||
userId: string
|
||||
|
||||
/**
|
||||
* Room ID for multi-user sync (optional)
|
||||
* If provided, game state will sync across all users in the room
|
||||
*/
|
||||
roomId?: string
|
||||
|
||||
/**
|
||||
* Auto-join session on mount
|
||||
* @default true
|
||||
@@ -76,7 +82,7 @@ export interface UseArcadeSessionReturn<TState> {
|
||||
export function useArcadeSession<TState>(
|
||||
options: UseArcadeSessionOptions<TState>
|
||||
): UseArcadeSessionReturn<TState> {
|
||||
const { userId, autoJoin = true, ...optimisticOptions } = options
|
||||
const { userId, roomId, autoJoin = true, ...optimisticOptions } = options
|
||||
|
||||
// Optimistic state management
|
||||
const optimistic = useOptimisticGameState<TState>(optimisticOptions)
|
||||
@@ -122,9 +128,9 @@ export function useArcadeSession<TState>(
|
||||
// Auto-join session when connected
|
||||
useEffect(() => {
|
||||
if (connected && autoJoin && userId) {
|
||||
joinSession(userId)
|
||||
joinSession(userId, roomId)
|
||||
}
|
||||
}, [connected, autoJoin, userId, joinSession])
|
||||
}, [connected, autoJoin, userId, roomId, joinSession])
|
||||
|
||||
// Send move with optimistic update
|
||||
const sendMove = useCallback(
|
||||
@@ -156,9 +162,9 @@ export function useArcadeSession<TState>(
|
||||
|
||||
const refresh = useCallback(() => {
|
||||
if (connected && userId) {
|
||||
joinSession(userId)
|
||||
joinSession(userId, roomId)
|
||||
}
|
||||
}, [connected, userId, joinSession])
|
||||
}, [connected, userId, roomId, joinSession])
|
||||
|
||||
return {
|
||||
state: optimistic.state,
|
||||
|
||||
@@ -20,7 +20,7 @@ export interface ArcadeSocketEvents {
|
||||
export interface UseArcadeSocketReturn {
|
||||
socket: Socket | null
|
||||
connected: boolean
|
||||
joinSession: (userId: string) => void
|
||||
joinSession: (userId: string, roomId?: string) => void
|
||||
sendMove: (userId: string, move: GameMove) => void
|
||||
exitSession: (userId: string) => void
|
||||
pingSession: (userId: string) => void
|
||||
@@ -103,13 +103,17 @@ export function useArcadeSocket(events: ArcadeSocketEvents = {}): UseArcadeSocke
|
||||
}, [])
|
||||
|
||||
const joinSession = useCallback(
|
||||
(userId: string) => {
|
||||
(userId: string, roomId?: string) => {
|
||||
if (!socket) {
|
||||
console.warn('[ArcadeSocket] Cannot join session - socket not connected')
|
||||
return
|
||||
}
|
||||
console.log('[ArcadeSocket] Joining session for user:', userId)
|
||||
socket.emit('join-arcade-session', { userId })
|
||||
console.log(
|
||||
'[ArcadeSocket] Joining session for user:',
|
||||
userId,
|
||||
roomId ? `in room ${roomId}` : '(solo)'
|
||||
)
|
||||
socket.emit('join-arcade-session', { userId, roomId })
|
||||
},
|
||||
[socket]
|
||||
)
|
||||
|
||||
Reference in New Issue
Block a user