refactor: implement in-room game selection UI
Phase 2: UI and workflow updates - Update room settings API to support setting game via PATCH - Add useSetRoomGame hook for client-side game selection - Update /arcade/room page to show game selection when no game set - Create beautiful game selection UI with gradient cards - Update AddPlayerButton to create rooms without games - Navigate to /arcade/room after creating or joining rooms - Remove dependency on local-only play - all games now room-based Workflow: 1. User clicks "Create Room" from (+) menu 2. Room is created without a game (gameName = null) 3. User is navigated to /arcade/room 4. Game selection screen is shown 5. User clicks a game 6. Room game is set via API 7. Game loads - URL never changes, it's always /arcade/room 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -18,6 +18,8 @@ type RouteContext = {
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* Body:
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* - accessMode?: 'open' | 'locked' | 'retired' | 'password' | 'restricted' | 'approval-only'
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* - password?: string (plain text, will be hashed)
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* - gameName?: 'matching' | 'memory-quiz' | 'complement-race' | null (select game for room)
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* - gameConfig?: object (game-specific settings)
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*/
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export async function PATCH(req: NextRequest, context: RouteContext) {
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try {
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@@ -58,6 +60,14 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
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)
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}
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// Validate gameName if provided
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if (body.gameName !== undefined && body.gameName !== null) {
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const validGames = ['matching', 'memory-quiz', 'complement-race']
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if (!validGames.includes(body.gameName)) {
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return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
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}
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}
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// Prepare update data
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const updateData: Record<string, any> = {}
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@@ -77,6 +87,16 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
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}
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}
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// Update game selection if provided
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if (body.gameName !== undefined) {
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updateData.gameName = body.gameName
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}
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// Update game config if provided
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if (body.gameConfig !== undefined) {
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updateData.gameConfig = body.gameConfig
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}
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// Update room settings
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const [updatedRoom] = await db
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.update(schema.arcadeRooms)
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@@ -1,13 +1,19 @@
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'use client'
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import { useRoomData } from '@/hooks/useRoomData'
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import { useRoomData, useSetRoomGame } from '@/hooks/useRoomData'
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import { MemoryPairsGame } from '../matching/components/MemoryPairsGame'
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import { RoomMemoryPairsProvider } from '../matching/context/RoomMemoryPairsProvider'
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import { GameSelector, GAMES_CONFIG } from '@/components/GameSelector'
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import type { GameType } from '@/components/GameSelector'
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import { css } from '../../../../styled-system/css'
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/**
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* /arcade/room - Renders the game for the user's current room
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* Since users can only be in one room at a time, this is a simple singular route
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*
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* Shows game selection when no game is set, then shows the game itself once selected.
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* URL never changes - it's always /arcade/room regardless of selection, setup, or gameplay.
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*
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* Note: We don't redirect to /arcade if no room exists to avoid navigation loops.
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* Instead, we show a friendly message with a link back to the Champion Arena.
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*
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@@ -16,6 +22,7 @@ import { RoomMemoryPairsProvider } from '../matching/context/RoomMemoryPairsProv
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*/
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export default function RoomPage() {
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const { roomData, isLoading } = useRoomData()
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const { mutate: setRoomGame } = useSetRoomGame()
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// Show loading state
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if (isLoading) {
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@@ -64,6 +71,110 @@ export default function RoomPage() {
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)
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}
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// Show game selection if no game is set
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if (!roomData.gameName) {
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const handleGameSelect = (gameName: GameType) => {
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const gameConfig = GAMES_CONFIG[gameName]
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if (gameConfig.available === false) {
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return // Don't allow selecting unavailable games
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}
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setRoomGame({
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roomId: roomData.id,
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gameName,
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gameConfig: {},
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})
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}
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return (
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<div
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className={css({
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minHeight: '100vh',
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background: 'linear-gradient(135deg, #0f0f23 0%, #1a1a3a 50%, #2d1b69 100%)',
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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: '4',
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})}
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>
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<h1
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className={css({
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fontSize: { base: '2xl', md: '3xl' },
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fontWeight: 'bold',
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color: 'white',
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mb: '8',
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textAlign: 'center',
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})}
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>
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Choose a Game
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</h1>
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<div
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className={css({
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display: 'grid',
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gridTemplateColumns: { base: '1fr', md: 'repeat(2, 1fr)' },
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gap: '4',
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maxWidth: '800px',
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width: '100%',
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})}
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>
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{Object.entries(GAMES_CONFIG).map(([gameType, config]) => (
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<button
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key={gameType}
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onClick={() => handleGameSelect(gameType as GameType)}
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disabled={config.available === false}
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className={css({
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background: config.gradient,
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border: '2px solid',
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borderColor: config.borderColor || 'blue.200',
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borderRadius: '2xl',
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padding: '6',
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cursor: config.available === false ? 'not-allowed' : 'pointer',
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opacity: config.available === false ? 0.5 : 1,
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transition: 'all 0.3s ease',
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_hover:
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config.available === false
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? {}
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: {
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transform: 'translateY(-4px) scale(1.02)',
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boxShadow: '0 20px 40px rgba(59, 130, 246, 0.2)',
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},
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})}
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>
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<div
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className={css({
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fontSize: '4xl',
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mb: '2',
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})}
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>
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{config.icon}
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</div>
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<h3
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className={css({
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fontSize: 'xl',
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fontWeight: 'bold',
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color: 'gray.900',
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mb: '2',
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})}
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>
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{config.name}
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</h3>
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<p
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className={css({
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fontSize: 'sm',
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color: 'gray.600',
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})}
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>
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{config.description}
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</p>
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</button>
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))}
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</div>
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</div>
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)
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}
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// Render the appropriate game based on room's gameName
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switch (roomData.gameName) {
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case 'matching':
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@@ -62,12 +62,12 @@ export function AddPlayerButton({
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const { mutate: joinRoom } = useJoinRoom()
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const { mutateAsync: getRoomByCode } = useGetRoomByCode()
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// Handler for creating a new room
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// Handler for creating a new room (without a game - game will be selected in room)
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const handleCreateRoom = () => {
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createRoom(
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{
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name: `${gameName} Room`,
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gameName: gameName,
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name: null, // Auto-generated from code
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gameName: null, // No game selected yet - will be chosen in room
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creatorName: 'Player',
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},
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{
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@@ -78,8 +78,9 @@ export function AddPlayerButton({
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name: data.name,
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gameName: data.gameName,
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})
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// Popover stays open, switch to invite tab to share room code
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setActiveTab('invite')
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// Close popover and navigate to room to choose game
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setShowPopover(false)
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router.push('/arcade/room')
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},
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onError: (error) => {
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console.error('Failed to create room:', error)
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@@ -108,8 +109,9 @@ export function AddPlayerButton({
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gameName: data.room.gameName,
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})
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}
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// Close popover
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// Close popover and navigate to room
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setShowPopover(false)
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router.push('/arcade/room')
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},
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}
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)
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@@ -558,3 +558,49 @@ export function useGetRoomByCode() {
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mutationFn: getRoomByCodeApi,
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})
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}
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/**
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* Set game for a room
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*/
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async function setRoomGameApi(params: {
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roomId: string
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gameName: string
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gameConfig?: Record<string, unknown>
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}): Promise<void> {
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const response = await fetch(`/api/arcade/rooms/${params.roomId}/settings`, {
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method: 'PATCH',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({
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gameName: params.gameName,
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gameConfig: params.gameConfig || {},
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}),
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})
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if (!response.ok) {
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const errorData = await response.json()
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throw new Error(errorData.error || 'Failed to set room game')
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}
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}
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/**
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* Hook: Set game for a room
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*/
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export function useSetRoomGame() {
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const queryClient = useQueryClient()
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return useMutation({
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mutationFn: setRoomGameApi,
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onSuccess: (_, variables) => {
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// Update the cache with the new game
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queryClient.setQueryData<RoomData | null>(roomKeys.current(), (prev) => {
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if (!prev) return null
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return {
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...prev,
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gameName: variables.gameName,
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}
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})
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// Refetch to get the full updated room data
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queryClient.invalidateQueries({ queryKey: roomKeys.current() })
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},
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})
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}
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