fix(arcade): add defensive checks and update test fixtures
- Add defensive state corruption checks to RoomMemoryPairsProvider - Update test fixtures to include userId field in GameMove objects - Add git restore to allowed bash commands in local settings These changes improve robustness when game state becomes corrupted (e.g., from game type mismatches between room sessions). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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05bd11a133
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a93d981d1a
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@ -69,7 +69,8 @@
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"Bash(git reset:*)",
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"Bash(lsof:*)",
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"Bash(killall:*)",
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"Bash(echo:*)"
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"Bash(echo:*)",
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"Bash(git restore:*)"
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],
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"deny": [],
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"ask": []
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@ -90,16 +90,19 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
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case 'FLIP_CARD': {
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// Optimistically flip the card
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const card = state.gameCards.find((c) => c.id === move.data.cardId)
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// Defensive check: ensure arrays exist
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const gameCards = state.gameCards || []
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const flippedCards = state.flippedCards || []
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const card = gameCards.find((c) => c.id === move.data.cardId)
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if (!card) return state
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const newFlippedCards = [...state.flippedCards, card]
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const newFlippedCards = [...flippedCards, card]
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return {
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...state,
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flippedCards: newFlippedCards,
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currentMoveStartTime:
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state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
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currentMoveStartTime: flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
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isProcessingMove: newFlippedCards.length === 2, // Processing if 2 cards flipped
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showMismatchFeedback: false,
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}
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@ -260,35 +263,51 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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applyMove: applyMoveOptimistically,
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})
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// Detect state corruption/mismatch (e.g., game type mismatch between sessions)
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const hasStateCorruption =
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!state.gameCards || !state.flippedCards || !Array.isArray(state.gameCards)
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// Handle mismatch feedback timeout
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useEffect(() => {
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if (state.showMismatchFeedback && state.flippedCards.length === 2) {
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// Defensive check: ensure flippedCards exists
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if (state.showMismatchFeedback && state.flippedCards?.length === 2) {
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// After 1.5 seconds, send CLEAR_MISMATCH
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// Server will validate that cards are still in mismatch state before clearing
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const timeout = setTimeout(() => {
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sendMove({
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type: 'CLEAR_MISMATCH',
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playerId: state.currentPlayer,
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userId: viewerId || '',
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data: {},
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})
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}, 1500)
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return () => clearTimeout(timeout)
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}
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}, [state.showMismatchFeedback, state.flippedCards.length, sendMove, state.currentPlayer])
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}, [
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state.showMismatchFeedback,
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state.flippedCards?.length,
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sendMove,
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state.currentPlayer,
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viewerId,
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])
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// Computed values
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const isGameActive = state.gamePhase === 'playing'
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const canFlipCard = useCallback(
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(cardId: string): boolean => {
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// Defensive check: ensure required state exists
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const flippedCards = state.flippedCards || []
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const gameCards = state.gameCards || []
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console.log('[RoomProvider][canFlipCard] Checking card:', {
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cardId,
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isGameActive,
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isProcessingMove: state.isProcessingMove,
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currentPlayer: state.currentPlayer,
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hasRoomData: !!roomData,
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flippedCardsCount: state.flippedCards.length,
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flippedCardsCount: flippedCards.length,
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})
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if (!isGameActive || state.isProcessingMove) {
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@ -296,20 +315,20 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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return false
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}
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const card = state.gameCards.find((c) => c.id === cardId)
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const card = gameCards.find((c) => c.id === cardId)
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if (!card || card.matched) {
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console.log('[RoomProvider][canFlipCard] Blocked: card not found or already matched')
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return false
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}
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// Can't flip if already flipped
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if (state.flippedCards.some((c) => c.id === cardId)) {
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if (flippedCards.some((c) => c.id === cardId)) {
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console.log('[RoomProvider][canFlipCard] Blocked: card already flipped')
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return false
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}
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// Can't flip more than 2 cards
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if (state.flippedCards.length >= 2) {
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if (flippedCards.length >= 2) {
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console.log('[RoomProvider][canFlipCard] Blocked: 2 cards already flipped')
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return false
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}
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@ -414,13 +433,14 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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sendMove({
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type: 'START_GAME',
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playerId: firstPlayer,
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userId: viewerId || '',
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data: {
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cards,
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activePlayers,
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playerMetadata,
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},
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})
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}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
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}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove, viewerId])
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const flipCard = useCallback(
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(cardId: string) => {
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@ -441,6 +461,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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const move = {
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type: 'FLIP_CARD' as const,
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playerId: state.currentPlayer, // Use the current player ID from game state (database player ID)
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userId: viewerId || '',
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data: { cardId },
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}
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console.log('[RoomProvider] Sending FLIP_CARD move via sendMove:', move)
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@ -466,13 +487,14 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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sendMove({
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type: 'START_GAME',
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playerId: firstPlayer,
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userId: viewerId || '',
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data: {
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cards,
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activePlayers,
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playerMetadata,
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},
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})
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}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
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}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove, viewerId])
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const setGameType = useCallback(
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(gameType: typeof state.gameType) => {
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@ -481,10 +503,11 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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sendMove({
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type: 'SET_CONFIG',
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playerId,
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userId: viewerId || '',
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data: { field: 'gameType', value: gameType },
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})
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},
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[activePlayers, sendMove]
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[activePlayers, sendMove, viewerId]
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)
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const setDifficulty = useCallback(
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@ -493,10 +516,11 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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sendMove({
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type: 'SET_CONFIG',
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playerId,
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userId: viewerId || '',
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data: { field: 'difficulty', value: difficulty },
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})
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},
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[activePlayers, sendMove]
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[activePlayers, sendMove, viewerId]
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)
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const setTurnTimer = useCallback(
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@ -505,10 +529,11 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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sendMove({
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type: 'SET_CONFIG',
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playerId,
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userId: viewerId || '',
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data: { field: 'turnTimer', value: turnTimer },
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})
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},
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[activePlayers, sendMove]
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[activePlayers, sendMove, viewerId]
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)
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const goToSetup = useCallback(() => {
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@ -517,9 +542,10 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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sendMove({
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type: 'GO_TO_SETUP',
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playerId,
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userId: viewerId || '',
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data: {},
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})
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}, [activePlayers, state.currentPlayer, sendMove])
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}, [activePlayers, state.currentPlayer, sendMove, viewerId])
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const resumeGame = useCallback(() => {
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// PAUSE/RESUME: Resume paused game if config unchanged
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@ -532,9 +558,10 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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sendMove({
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type: 'RESUME_GAME',
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playerId,
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userId: viewerId || '',
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data: {},
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})
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}, [canResumeGame, activePlayers, state.currentPlayer, sendMove])
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}, [canResumeGame, activePlayers, state.currentPlayer, sendMove, viewerId])
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const hoverCard = useCallback(
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(cardId: string | null) => {
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@ -546,10 +573,11 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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sendMove({
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type: 'HOVER_CARD',
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playerId,
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userId: viewerId || '',
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data: { cardId },
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})
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},
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[state.currentPlayer, activePlayers, sendMove]
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[state.currentPlayer, activePlayers, sendMove, viewerId]
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)
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// NO MORE effectiveState merging! Just use session state directly with gameMode added
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@ -557,6 +585,100 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
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gameMode: GameMode
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}
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// If state is corrupted, show error message instead of crashing
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if (hasStateCorruption) {
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return (
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<div
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style={{
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display: 'flex',
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flexDirection: 'column',
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alignItems: 'center',
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justifyContent: 'center',
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padding: '40px',
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textAlign: 'center',
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minHeight: '400px',
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}}
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>
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<div
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style={{
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fontSize: '48px',
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marginBottom: '20px',
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}}
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>
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⚠️
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</div>
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<h2
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style={{
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fontSize: '24px',
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fontWeight: 'bold',
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marginBottom: '12px',
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color: '#dc2626',
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}}
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>
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Game State Mismatch
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</h2>
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<p
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style={{
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fontSize: '16px',
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color: '#6b7280',
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marginBottom: '24px',
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maxWidth: '500px',
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}}
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>
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There's a mismatch between game types in this room. This usually happens when room members
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are playing different games.
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</p>
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<div
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style={{
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background: '#f9fafb',
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border: '1px solid #e5e7eb',
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borderRadius: '8px',
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padding: '16px',
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marginBottom: '24px',
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maxWidth: '500px',
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}}
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>
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<p
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style={{
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fontSize: '14px',
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fontWeight: '600',
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marginBottom: '8px',
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}}
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>
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To fix this:
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</p>
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<ol
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style={{
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fontSize: '14px',
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textAlign: 'left',
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paddingLeft: '20px',
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lineHeight: '1.6',
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}}
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>
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<li>Make sure all room members are on the same game page</li>
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<li>Try refreshing the page</li>
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<li>If the issue persists, leave and rejoin the room</li>
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</ol>
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</div>
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<button
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onClick={() => window.location.reload()}
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style={{
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padding: '10px 20px',
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background: '#3b82f6',
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color: 'white',
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border: 'none',
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borderRadius: '6px',
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fontSize: '14px',
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fontWeight: '600',
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cursor: 'pointer',
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}}
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>
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Refresh Page
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</button>
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</div>
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)
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}
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const contextValue: MemoryPairsContextValue = {
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state: effectiveState,
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dispatch: () => {
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@ -42,6 +42,7 @@ describe('useOptimisticGameState', () => {
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const move: GameMove = {
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type: 'INCREMENT',
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playerId: 'test',
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userId: 'test-user',
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timestamp: Date.now(),
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data: {},
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}
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@ -65,6 +66,7 @@ describe('useOptimisticGameState', () => {
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const move: GameMove = {
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type: 'INCREMENT',
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playerId: 'test',
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userId: 'test-user',
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timestamp: 123,
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data: {},
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}
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@ -100,6 +102,7 @@ describe('useOptimisticGameState', () => {
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const move: GameMove = {
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type: 'INCREMENT',
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playerId: 'test',
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userId: 'test-user',
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timestamp: 123,
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data: {},
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}
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@ -133,6 +136,7 @@ describe('useOptimisticGameState', () => {
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const move1: GameMove = {
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type: 'INCREMENT',
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playerId: 'test',
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userId: 'test-user',
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timestamp: 123,
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data: {},
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}
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@ -140,6 +144,7 @@ describe('useOptimisticGameState', () => {
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const move2: GameMove = {
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type: 'INCREMENT',
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playerId: 'test',
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userId: 'test-user',
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timestamp: 124,
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data: {},
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}
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@ -184,6 +189,7 @@ describe('useOptimisticGameState', () => {
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result.current.applyOptimisticMove({
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type: 'INCREMENT',
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playerId: 'test',
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userId: 'test-user',
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timestamp: 123,
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data: {},
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})
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@ -215,6 +221,7 @@ describe('useOptimisticGameState', () => {
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result.current.applyOptimisticMove({
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type: 'INCREMENT',
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playerId: 'test',
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userId: 'test-user',
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timestamp: 123,
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data: {},
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})
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@ -245,6 +252,7 @@ describe('useOptimisticGameState', () => {
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const move: GameMove = {
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type: 'INCREMENT',
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playerId: 'test',
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userId: 'test-user',
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timestamp: 123,
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data: {},
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}
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@ -260,6 +260,7 @@ describe('session-manager', () => {
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type: 'FLIP_CARD',
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data: { cardId: '1' },
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playerId: '1',
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userId: mockUserId,
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timestamp: Date.now(),
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}
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