fix(number-guesser): add turn indicators, error feedback, and fix player ordering
## Bug Fixes ### 1. Turn Indicators - Added `currentPlayerId` prop to PageWithNav - Shows whose turn it is during choosing and guessing phases - Visual highlighting of active player avatar - Displays "Your turn" label for current user **Files**: - `GameComponent.tsx`: Calculate currentPlayerId based on game phase - `Provider.tsx`: Expose lastError and clearError to context ### 2. Error Feedback - Added error banner in GuessingPhase - Shows server rejection messages (out of bounds, not your turn, etc.) - Auto-dismisses after 5 seconds - Clear dismiss button for manual dismissal **Impact**: Users now see why their moves were rejected instead of silent failures. ### 3. Player Ordering Consistency - Fixed player ordering mismatch between UI and game logic - Removed `.sort()` to keep Set iteration order consistent - Both UI (PageWithNav) and game logic now use same player order **Issue**: UI showed players in Set order, but game logic used alphabetical order, causing "skipped leftmost player" bug. **Fix**: Use `Array.from(activePlayerIds)` without sorting everywhere. ### 4. Score Display - Added `playerScores` prop to PageWithNav - Shows scores for all players in the navigation ## Testing Notes These fixes address all issues found during manual testing: - ✅ Turn indicator now shows correctly - ✅ Error messages display to users - ✅ Player order matches between UI and game logic - ✅ Scores visible in navigation 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -22,12 +22,14 @@ import type { NumberGuesserState } from './types'
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*/
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interface NumberGuesserContextValue {
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state: NumberGuesserState
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lastError: string | null
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startGame: () => void
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chooseNumber: (number: number) => void
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makeGuess: (guess: number) => void
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nextRound: () => void
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goToSetup: () => void
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setConfig: (field: 'minNumber' | 'maxNumber' | 'roundsToWin', value: number) => void
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clearError: () => void
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exitSession: () => void
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}
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@@ -62,7 +64,7 @@ export function NumberGuesserProvider({ children }: { children: ReactNode }) {
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const { activePlayers: activePlayerIds, players } = useGameMode()
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const { mutate: updateGameConfig } = useUpdateGameConfig()
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// Get active players as array
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// Get active players as array (keep Set iteration order to match UI display)
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const activePlayers = Array.from(activePlayerIds)
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// Merge saved config from room
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@@ -90,12 +92,13 @@ export function NumberGuesserProvider({ children }: { children: ReactNode }) {
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}, [roomData?.gameConfig])
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// Arcade session integration
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const { state, sendMove, exitSession } = useArcadeSession<NumberGuesserState>({
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userId: viewerId || '',
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roomId: roomData?.id,
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initialState,
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applyMove: applyMoveOptimistically,
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})
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const { state, sendMove, exitSession, lastError, clearError } =
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useArcadeSession<NumberGuesserState>({
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userId: viewerId || '',
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roomId: roomData?.id,
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initialState,
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applyMove: applyMoveOptimistically,
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})
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// Action creators
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const startGame = useCallback(() => {
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@@ -195,12 +198,14 @@ export function NumberGuesserProvider({ children }: { children: ReactNode }) {
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const contextValue: NumberGuesserContextValue = {
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state,
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lastError,
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startGame,
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chooseNumber,
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makeGuess,
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nextRound,
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goToSetup,
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setConfig,
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clearError,
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exitSession,
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}
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@@ -14,10 +14,17 @@ export class NumberGuesserValidator
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return this.validateStartGame(state, move.data.activePlayers, move.data.playerMetadata)
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case 'CHOOSE_NUMBER':
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return this.validateChooseNumber(state, move.data.secretNumber, move.playerId)
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// Ensure secretNumber is a number (JSON deserialization can make it a string)
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return this.validateChooseNumber(state, Number(move.data.secretNumber), move.playerId)
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case 'MAKE_GUESS':
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return this.validateMakeGuess(state, move.data.guess, move.playerId, move.data.playerName)
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// Ensure guess is a number (JSON deserialization can make it a string)
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return this.validateMakeGuess(
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state,
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Number(move.data.guess),
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move.playerId,
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move.data.playerName
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)
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case 'NEXT_ROUND':
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return this.validateNextRound(state)
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@@ -26,7 +33,8 @@ export class NumberGuesserValidator
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return this.validateGoToSetup(state)
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case 'SET_CONFIG':
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return this.validateSetConfig(state, move.data.field, move.data.value)
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// Ensure value is a number (JSON deserialization can make it a string)
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return this.validateSetConfig(state, move.data.field, Number(move.data.value))
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default:
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return {
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@@ -88,6 +96,12 @@ export class NumberGuesserValidator
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}
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}
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// Debug logging
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console.log('[NumberGuesser] Setting secret number:', {
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secretNumber,
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secretNumberType: typeof secretNumber,
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})
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// First guesser is the next player after chooser
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const chooserIndex = state.activePlayers.indexOf(state.chooser)
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const firstGuesserIndex = (chooserIndex + 1) % state.activePlayers.length
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@@ -128,7 +142,17 @@ export class NumberGuesserValidator
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return { valid: false, error: 'No secret number set' }
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}
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// Debug logging
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console.log('[NumberGuesser] Validating guess:', {
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guess,
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guessType: typeof guess,
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secretNumber: state.secretNumber,
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secretNumberType: typeof state.secretNumber,
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})
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const distance = Math.abs(guess - state.secretNumber)
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console.log('[NumberGuesser] Calculated distance:', distance)
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const newGuess = {
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playerId,
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playerName,
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@@ -181,8 +205,16 @@ export class NumberGuesserValidator
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}
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private validateNextRound(state: NumberGuesserState): ValidationResult {
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if (state.gamePhase !== 'guessing' || !state.winner) {
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return { valid: false, error: 'Cannot start next round yet' }
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if (state.gamePhase !== 'guessing') {
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return { valid: false, error: 'Not in guessing phase' }
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}
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// Check if the round is complete (someone guessed correctly)
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const roundComplete =
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state.guesses.length > 0 && state.guesses[state.guesses.length - 1].distance === 0
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if (!roundComplete) {
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return { valid: false, error: 'Round not complete yet - no one has guessed the number' }
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}
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// Rotate chooser to next player
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@@ -17,11 +17,21 @@ export function GameComponent() {
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const router = useRouter()
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const { state, exitSession, goToSetup } = useNumberGuesser()
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// Determine whose turn it is based on game phase
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const currentPlayerId =
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state.gamePhase === 'choosing'
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? state.chooser
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: state.gamePhase === 'guessing'
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? state.currentGuesser
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: undefined
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return (
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<PageWithNav
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navTitle="Number Guesser"
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navEmoji="🎯"
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emphasizePlayerSelection={state.gamePhase === 'setup'}
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currentPlayerId={currentPlayerId}
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playerScores={state.scores}
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onExitSession={() => {
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exitSession?.()
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router.push('/arcade')
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@@ -4,13 +4,13 @@
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'use client'
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import { useState } from 'react'
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import { useEffect, useState } from 'react'
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import { useViewerId } from '@/lib/arcade/game-sdk'
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import { css } from '../../../../styled-system/css'
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import { useNumberGuesser } from '../Provider'
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export function GuessingPhase() {
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const { state, makeGuess, nextRound } = useNumberGuesser()
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const { state, makeGuess, nextRound, lastError, clearError } = useNumberGuesser()
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const { data: viewerId } = useViewerId()
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const [inputValue, setInputValue] = useState('')
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@@ -21,6 +21,14 @@ export function GuessingPhase() {
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const lastGuess = state.guesses[state.guesses.length - 1]
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const roundJustEnded = lastGuess?.distance === 0
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// Auto-clear error after 5 seconds
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useEffect(() => {
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if (lastError) {
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const timeout = setTimeout(() => clearError(), 5000)
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return () => clearTimeout(timeout)
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}
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}, [lastError, clearError])
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const handleSubmit = () => {
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const guess = Number.parseInt(inputValue, 10)
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if (Number.isNaN(guess)) return
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@@ -84,6 +92,81 @@ export function GuessingPhase() {
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</p>
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</div>
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{/* Error Banner */}
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{lastError && (
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<div
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className={css({
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background: 'linear-gradient(135deg, #fef2f2, #fee2e2)',
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border: '2px solid',
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borderColor: 'red.300',
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borderRadius: '12px',
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padding: '16px 20px',
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marginBottom: '24px',
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display: 'flex',
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alignItems: 'center',
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justifyContent: 'space-between',
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animation: 'slideIn 0.3s ease',
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})}
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>
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<div
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className={css({
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display: 'flex',
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alignItems: 'center',
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gap: '12px',
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})}
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>
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<div
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className={css({
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fontSize: '24px',
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})}
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>
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⚠️
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</div>
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<div>
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<div
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className={css({
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fontSize: 'md',
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fontWeight: 'bold',
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color: 'red.700',
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marginBottom: '4px',
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})}
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>
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Move Rejected
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</div>
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<div
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className={css({
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fontSize: 'sm',
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color: 'red.600',
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})}
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>
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{lastError}
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</div>
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</div>
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</div>
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<button
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type="button"
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onClick={clearError}
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className={css({
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padding: '8px 12px',
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background: 'white',
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border: '1px solid',
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borderColor: 'red.300',
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borderRadius: '6px',
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fontSize: 'sm',
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fontWeight: '600',
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color: 'red.700',
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cursor: 'pointer',
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transition: 'all 0.2s',
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_hover: {
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background: 'red.50',
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},
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})}
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>
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Dismiss
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</button>
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</div>
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)}
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{/* Round ended - show next round button */}
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{roundJustEnded && (
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<div
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@@ -46,6 +46,11 @@ export interface UseArcadeSessionReturn<TState> {
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*/
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hasPendingMoves: boolean
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/**
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* Last error from server (move rejection)
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*/
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lastError: string | null
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/**
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* Send a game move (applies optimistically and sends to server)
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* Note: playerId must be provided by caller (not omitted)
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@@ -57,6 +62,11 @@ export interface UseArcadeSessionReturn<TState> {
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*/
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exitSession: () => void
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/**
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* Clear the last error
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*/
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clearError: () => void
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/**
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* Manually sync with server (useful after reconnect)
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*/
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@@ -172,8 +182,10 @@ export function useArcadeSession<TState>(
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version: optimistic.version,
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connected,
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hasPendingMoves: optimistic.hasPendingMoves,
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lastError: optimistic.lastError,
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sendMove,
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exitSession,
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clearError: optimistic.clearError,
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refresh,
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}
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}
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@@ -46,6 +46,11 @@ export interface UseOptimisticGameStateReturn<TState> {
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*/
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hasPendingMoves: boolean
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/**
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* Last error from server (move rejection)
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*/
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lastError: string | null
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/**
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* Apply a move optimistically and send to server
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*/
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@@ -66,6 +71,11 @@ export interface UseOptimisticGameStateReturn<TState> {
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*/
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syncWithServer: (serverState: TState, serverVersion: number) => void
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/**
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* Clear the last error
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*/
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clearError: () => void
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/**
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* Reset to initial state
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*/
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@@ -94,6 +104,9 @@ export function useOptimisticGameState<TState>(
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// Pending moves that haven't been confirmed by server yet
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const [pendingMoves, setPendingMoves] = useState<PendingMove<TState>[]>([])
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// Last error from move rejection
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const [lastError, setLastError] = useState<string | null>(null)
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// Ref for callbacks to avoid stale closures
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const callbacksRef = useRef({ onMoveAccepted, onMoveRejected })
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useEffect(() => {
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@@ -152,6 +165,9 @@ export function useOptimisticGameState<TState>(
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)
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const handleMoveRejected = useCallback((error: string, rejectedMove: GameMove) => {
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// Set the error for UI display
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setLastError(error)
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// Remove the rejected move and all subsequent moves from pending queue
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setPendingMoves((prev) => {
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const index = prev.findIndex(
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@@ -176,20 +192,27 @@ export function useOptimisticGameState<TState>(
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setPendingMoves([])
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}, [])
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const clearError = useCallback(() => {
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setLastError(null)
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}, [])
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const reset = useCallback(() => {
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setServerState(initialState)
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setServerVersion(1)
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setPendingMoves([])
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setLastError(null)
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}, [initialState])
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return {
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state: currentState,
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version: serverVersion,
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hasPendingMoves: pendingMoves.length > 0,
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lastError,
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applyOptimisticMove,
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handleMoveAccepted,
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handleMoveRejected,
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syncWithServer,
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clearError,
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reset,
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}
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}
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