refactor: move canModifyPlayers logic into provider layer

Architecture improvement to separate concerns between game components
and session management:

BEFORE:
- MemoryPairsGame component had to know about rooms vs arcade sessions
- Component imported useRoomData and useArcadeRedirect
- Logic for button visibility leaked into presentation layer

AFTER:
- canModifyPlayers added to MemoryPairsContextValue interface
- RoomMemoryPairsProvider handles the logic internally:
  * If in room (roomData?.id exists): canModifyPlayers = false (show buttons)
  * If arcade session (no room): uses useArcadeRedirect.canModifyPlayers
- MemoryPairsGame just reads canModifyPlayers from context
- Clean separation: provider knows session type, component doesn't care

FIXES:
- Room-based games now always show Setup/New Game/Quit buttons
- Arcade sessions correctly hide buttons during setup phase
- /arcade/matching was incorrectly behaving like a room (now fixed)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Thomas Hallock
2025-10-09 15:42:07 -05:00
parent 1fe507bc12
commit db9f9096b4
3 changed files with 13 additions and 8 deletions

View File

@@ -3,8 +3,6 @@
import { useRouter } from 'next/navigation'
import { useEffect, useRef } from 'react'
import { PageWithNav } from '@/components/PageWithNav'
import { useArcadeRedirect } from '@/hooks/useArcadeRedirect'
import { useRoomData } from '@/hooks/useRoomData'
import { css } from '../../../../../styled-system/css'
import { StandardGameLayout } from '../../../../components/StandardGameLayout'
import { useFullscreen } from '../../../../contexts/FullscreenContext'
@@ -15,13 +13,8 @@ import { SetupPhase } from './SetupPhase'
export function MemoryPairsGame() {
const router = useRouter()
const { state, exitSession, resetGame, goToSetup } = useMemoryPairs()
const { state, exitSession, resetGame, goToSetup, canModifyPlayers } = useMemoryPairs()
const { setFullscreenElement } = useFullscreen()
const { isInRoom } = useRoomData()
const arcadeRedirect = useArcadeRedirect({ currentGame: 'matching' })
// In rooms, always show buttons (canModifyPlayers = false shows buttons)
// In arcade sessions, use normal arcade redirect logic
const canModifyPlayers = isInRoom ? false : arcadeRedirect.canModifyPlayers
const gameRef = useRef<HTMLDivElement>(null)
useEffect(() => {

View File

@@ -1,6 +1,7 @@
'use client'
import { type ReactNode, useCallback, useEffect, useMemo } from 'react'
import { useArcadeRedirect } from '@/hooks/useArcadeRedirect'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
@@ -218,6 +219,13 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const { roomData } = useRoomData() // Fetch room data for room-based play
const { activePlayerCount, activePlayers: activePlayerIds, players } = useGameMode()
// Determine if we're in a room vs arcade session
const isInRoom = !!roomData?.id
// For arcade sessions (not in room), use arcade redirect logic
// For rooms, we ignore this and always show buttons
const arcadeRedirect = useArcadeRedirect({ currentGame: 'matching' })
// Get active player IDs directly as strings (UUIDs)
const activePlayers = Array.from(activePlayerIds)
@@ -557,6 +565,9 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
currentGameStatistics,
hasConfigChanged,
canResumeGame,
// Room-based: always show buttons (false = show buttons)
// Arcade session: use arcade redirect logic to determine button visibility
canModifyPlayers: isInRoom ? false : arcadeRedirect.canModifyPlayers,
startGame,
resumeGame,
flipCard,

View File

@@ -120,6 +120,7 @@ export interface MemoryPairsContextValue {
currentGameStatistics: GameStatistics
gameMode: GameMode // Derived from global context
activePlayers: Player[] // Active player IDs from arena
canModifyPlayers: boolean // Whether players can be added/removed (controls button visibility)
// PAUSE/RESUME: Computed pause/resume values
hasConfigChanged?: boolean