refactor(matching): complete validator migration to modular location
Complete Phase 3 of matching migration plan: - Update validators.ts to import from @/arcade-games/matching/Validator - Delete old validator from /lib/arcade/validation/ - Now consistent with other modular games (memory-quiz, number-guesser, math-sprint) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -1,570 +0,0 @@
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/**
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* Server-side validator for matching game
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* Validates all game moves and state transitions
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*/
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import type { GameCard, MemoryPairsState, Player } from '@/arcade-games/matching/types'
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import { generateGameCards } from '@/arcade-games/matching/utils/cardGeneration'
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import { canFlipCard, validateMatch } from '@/arcade-games/matching/utils/matchValidation'
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import type { MatchingGameConfig } from '@/lib/arcade/game-configs'
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import type { GameValidator, MatchingGameMove, ValidationResult } from './types'
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export class MatchingGameValidator implements GameValidator<MemoryPairsState, MatchingGameMove> {
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validateMove(
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state: MemoryPairsState,
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move: MatchingGameMove,
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context?: { userId?: string; playerOwnership?: Record<string, string> }
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): ValidationResult {
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switch (move.type) {
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case 'FLIP_CARD':
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return this.validateFlipCard(state, move.data.cardId, move.playerId, context)
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case 'START_GAME':
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return this.validateStartGame(
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state,
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move.data.activePlayers,
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move.data.cards,
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move.data.playerMetadata
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)
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case 'CLEAR_MISMATCH':
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return this.validateClearMismatch(state)
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case 'GO_TO_SETUP':
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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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case 'RESUME_GAME':
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return this.validateResumeGame(state)
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case 'HOVER_CARD':
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return this.validateHoverCard(state, move.data.cardId, move.playerId)
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default:
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return {
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valid: false,
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error: `Unknown move type: ${(move as any).type}`,
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}
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}
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}
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private validateFlipCard(
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state: MemoryPairsState,
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cardId: string,
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playerId: string,
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context?: { userId?: string; playerOwnership?: Record<string, string> }
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): ValidationResult {
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// Game must be in playing phase
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if (state.gamePhase !== 'playing') {
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return {
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valid: false,
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error: 'Cannot flip cards outside of playing phase',
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}
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}
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// Check if it's the player's turn (in multiplayer)
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if (state.activePlayers.length > 1 && state.currentPlayer !== playerId) {
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console.log('[Validator] Turn check failed:', {
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activePlayers: state.activePlayers,
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currentPlayer: state.currentPlayer,
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currentPlayerType: typeof state.currentPlayer,
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playerId,
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playerIdType: typeof playerId,
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matches: state.currentPlayer === playerId,
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})
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return {
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valid: false,
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error: 'Not your turn',
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}
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}
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// Check player ownership authorization (if context provided)
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if (context?.userId && context?.playerOwnership) {
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const playerOwner = context.playerOwnership[playerId]
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if (playerOwner && playerOwner !== context.userId) {
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console.log('[Validator] Player ownership check failed:', {
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playerId,
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playerOwner,
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requestingUserId: context.userId,
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})
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return {
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valid: false,
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error: 'You can only move your own players',
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}
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}
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}
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// Find the card
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const card = state.gameCards.find((c) => c.id === cardId)
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if (!card) {
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return {
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valid: false,
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error: 'Card not found',
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}
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}
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// Validate using existing game logic
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if (!canFlipCard(card, state.flippedCards, state.isProcessingMove)) {
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return {
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valid: false,
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error: 'Cannot flip this card',
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}
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}
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// Calculate new state
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const newFlippedCards = [...state.flippedCards, card]
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let newState = {
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...state,
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flippedCards: newFlippedCards,
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isProcessingMove: newFlippedCards.length === 2,
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// Clear mismatch feedback when player flips a new card
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showMismatchFeedback: false,
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}
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// If two cards are flipped, check for match
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if (newFlippedCards.length === 2) {
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const [card1, card2] = newFlippedCards
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const matchResult = validateMatch(card1, card2)
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if (matchResult.isValid) {
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// Match found - update cards
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newState = {
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...newState,
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gameCards: newState.gameCards.map((c) =>
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c.id === card1.id || c.id === card2.id
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? { ...c, matched: true, matchedBy: state.currentPlayer }
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: c
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),
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matchedPairs: state.matchedPairs + 1,
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scores: {
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...state.scores,
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[state.currentPlayer]: (state.scores[state.currentPlayer] || 0) + 1,
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},
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consecutiveMatches: {
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...state.consecutiveMatches,
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[state.currentPlayer]: (state.consecutiveMatches[state.currentPlayer] || 0) + 1,
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},
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moves: state.moves + 1,
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flippedCards: [],
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isProcessingMove: false,
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}
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// Check if game is complete
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if (newState.matchedPairs === newState.totalPairs) {
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newState = {
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...newState,
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gamePhase: 'results',
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gameEndTime: Date.now(),
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}
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}
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} else {
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// Match failed - keep cards flipped briefly so player can see them
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// Client will handle clearing them after a delay
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const shouldSwitchPlayer = state.activePlayers.length > 1
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const nextPlayerIndex = shouldSwitchPlayer
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? (state.activePlayers.indexOf(state.currentPlayer) + 1) % state.activePlayers.length
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: 0
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const nextPlayer = shouldSwitchPlayer
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? state.activePlayers[nextPlayerIndex]
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: state.currentPlayer
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newState = {
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...newState,
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currentPlayer: nextPlayer,
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consecutiveMatches: {
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...state.consecutiveMatches,
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[state.currentPlayer]: 0,
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},
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moves: state.moves + 1,
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// Keep flippedCards so player can see both cards
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flippedCards: newFlippedCards,
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isProcessingMove: true, // Keep processing state so no more cards can be flipped
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showMismatchFeedback: true,
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// Clear hover state for the player whose turn is ending
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playerHovers: {
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...state.playerHovers,
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[state.currentPlayer]: null,
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},
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}
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}
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}
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return {
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valid: true,
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newState,
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}
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}
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private validateStartGame(
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state: MemoryPairsState,
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activePlayers: Player[],
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cards?: GameCard[],
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playerMetadata?: { [playerId: string]: any }
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): ValidationResult {
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// Allow starting a new game from any phase (for "New Game" button)
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// Must have at least one player
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if (!activePlayers || activePlayers.length === 0) {
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return {
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valid: false,
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error: 'Must have at least one player',
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}
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}
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// Use provided cards or generate new ones
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const gameCards = cards || generateGameCards(state.gameType, state.difficulty)
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const newState: MemoryPairsState = {
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...state,
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gameCards,
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cards: gameCards,
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activePlayers,
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playerMetadata: playerMetadata || {}, // Store player metadata for cross-user visibility
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gamePhase: 'playing',
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gameStartTime: Date.now(),
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currentPlayer: activePlayers[0],
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flippedCards: [],
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matchedPairs: 0,
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moves: 0,
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scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
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consecutiveMatches: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
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// PAUSE/RESUME: Save original config so we can detect changes
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originalConfig: {
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gameType: state.gameType,
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difficulty: state.difficulty,
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turnTimer: state.turnTimer,
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},
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// Clear any paused game state (starting fresh)
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pausedGamePhase: undefined,
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pausedGameState: undefined,
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// Clear hover state when starting new game
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playerHovers: {},
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}
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return {
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valid: true,
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newState,
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}
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}
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private validateClearMismatch(state: MemoryPairsState): ValidationResult {
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// Only clear if there's actually a mismatch showing
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// This prevents race conditions where CLEAR_MISMATCH arrives after cards have already been cleared
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if (!state.showMismatchFeedback || state.flippedCards.length === 0) {
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// Nothing to clear - return current state unchanged
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return {
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valid: true,
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newState: state,
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}
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}
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// Get the list of all non-current players whose hovers should be cleared
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// (They're not playing this turn, so their hovers from previous turns should not show)
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const clearedHovers = { ...state.playerHovers }
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for (const playerId of state.activePlayers) {
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// Clear hover for all players except the current player
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// This ensures only the current player's active hover shows
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if (playerId !== state.currentPlayer) {
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clearedHovers[playerId] = null
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}
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}
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// Clear mismatched cards and feedback
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return {
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valid: true,
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newState: {
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...state,
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flippedCards: [],
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showMismatchFeedback: false,
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isProcessingMove: false,
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// Clear hovers for non-current players when cards are cleared
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playerHovers: clearedHovers,
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},
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}
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}
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/**
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* STANDARD ARCADE PATTERN: GO_TO_SETUP
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*
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* Transitions the game back to setup phase, allowing players to reconfigure
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* the game. This is synchronized across all room members.
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*
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* Can be called from any phase (setup, playing, results).
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*
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* PAUSE/RESUME: If called from 'playing' or 'results', saves game state
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* to allow resuming later (if config unchanged).
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*
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* Pattern for all arcade games:
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* - Validates the move is allowed
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* - Sets gamePhase to 'setup'
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* - Preserves current configuration (gameType, difficulty, etc.)
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* - Saves game state for resume if coming from active game
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* - Resets game progression state (scores, cards, etc.)
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*/
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private validateGoToSetup(state: MemoryPairsState): ValidationResult {
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// Determine if we're pausing an active game (for Resume functionality)
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const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
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return {
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valid: true,
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newState: {
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...state,
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gamePhase: 'setup',
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// Pause/Resume: Save game state if pausing from active game
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pausedGamePhase: isPausingGame ? state.gamePhase : undefined,
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pausedGameState: isPausingGame
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? {
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gameCards: state.gameCards,
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currentPlayer: state.currentPlayer,
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matchedPairs: state.matchedPairs,
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moves: state.moves,
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scores: state.scores,
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activePlayers: state.activePlayers,
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playerMetadata: state.playerMetadata,
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consecutiveMatches: state.consecutiveMatches,
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gameStartTime: state.gameStartTime,
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}
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: undefined,
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// Keep originalConfig if it exists (was set when game started)
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// This allows detecting if config changed while paused
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// Reset visible game progression
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gameCards: [],
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cards: [],
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flippedCards: [],
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currentPlayer: '',
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matchedPairs: 0,
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moves: 0,
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scores: {},
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activePlayers: [],
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playerMetadata: {},
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consecutiveMatches: {},
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gameStartTime: null,
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gameEndTime: null,
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currentMoveStartTime: null,
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celebrationAnimations: [],
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isProcessingMove: false,
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showMismatchFeedback: false,
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lastMatchedPair: null,
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playerHovers: {}, // Clear hover state when returning to setup
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// Preserve configuration - players can modify in setup
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// gameType, difficulty, turnTimer stay as-is
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},
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}
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}
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/**
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* STANDARD ARCADE PATTERN: SET_CONFIG
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*
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* Updates a configuration field during setup phase. This is synchronized
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* across all room members in real-time, allowing collaborative setup.
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*
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* Pattern for all arcade games:
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* - Only allowed during setup phase
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* - Validates field name and value
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* - Updates the configuration field
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* - Other room members see the change immediately (optimistic + server validation)
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*
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* @param state Current game state
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* @param field Configuration field name
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* @param value New value for the field
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*/
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private validateSetConfig(
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state: MemoryPairsState,
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field: 'gameType' | 'difficulty' | 'turnTimer',
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value: any
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): ValidationResult {
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// Can only change config during setup phase
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if (state.gamePhase !== 'setup') {
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return {
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valid: false,
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error: 'Cannot change configuration outside of setup phase',
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}
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}
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// Validate field-specific values
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switch (field) {
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case 'gameType':
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if (value !== 'abacus-numeral' && value !== 'complement-pairs') {
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return { valid: false, error: `Invalid gameType: ${value}` }
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}
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break
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case 'difficulty':
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if (![6, 8, 12, 15].includes(value)) {
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return { valid: false, error: `Invalid difficulty: ${value}` }
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}
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break
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case 'turnTimer':
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if (typeof value !== 'number' || value < 5 || value > 300) {
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return { valid: false, error: `Invalid turnTimer: ${value}` }
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}
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break
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default:
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return { valid: false, error: `Unknown config field: ${field}` }
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}
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// PAUSE/RESUME: If there's a paused game and config is changing,
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// clear the paused game state (can't resume anymore)
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const clearPausedGame = !!state.pausedGamePhase
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// Apply the configuration change
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return {
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valid: true,
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newState: {
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...state,
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[field]: value,
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// Update totalPairs if difficulty changes
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...(field === 'difficulty' ? { totalPairs: value } : {}),
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// Clear paused game if config changed
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...(clearPausedGame
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? {
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pausedGamePhase: undefined,
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pausedGameState: undefined,
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originalConfig: undefined,
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}
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: {}),
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},
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}
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}
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/**
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* STANDARD ARCADE PATTERN: RESUME_GAME
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*
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* Resumes a paused game if configuration hasn't changed.
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* Restores the saved game state from when GO_TO_SETUP was called.
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*
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* Pattern for all arcade games:
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* - Validates there's a paused game
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* - Validates config hasn't changed since pause
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* - Restores game state and phase
|
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* - Clears paused game state
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*/
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private validateResumeGame(state: MemoryPairsState): ValidationResult {
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// Must be in setup phase
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if (state.gamePhase !== 'setup') {
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return {
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valid: false,
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error: 'Can only resume from setup phase',
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||||
}
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||||
}
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||||
|
||||
// Must have a paused game
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if (!state.pausedGamePhase || !state.pausedGameState) {
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return {
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valid: false,
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error: 'No paused game to resume',
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||||
}
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||||
}
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// Config must match original (no changes while paused)
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if (state.originalConfig) {
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const configChanged =
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state.gameType !== state.originalConfig.gameType ||
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||||
state.difficulty !== state.originalConfig.difficulty ||
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state.turnTimer !== state.originalConfig.turnTimer
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||||
|
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if (configChanged) {
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return {
|
||||
valid: false,
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||||
error: 'Cannot resume - configuration has changed',
|
||||
}
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||||
}
|
||||
}
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||||
|
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// Restore the paused game
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return {
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valid: true,
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newState: {
|
||||
...state,
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gamePhase: state.pausedGamePhase,
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||||
gameCards: state.pausedGameState.gameCards,
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||||
cards: state.pausedGameState.gameCards,
|
||||
currentPlayer: state.pausedGameState.currentPlayer,
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||||
matchedPairs: state.pausedGameState.matchedPairs,
|
||||
moves: state.pausedGameState.moves,
|
||||
scores: state.pausedGameState.scores,
|
||||
activePlayers: state.pausedGameState.activePlayers,
|
||||
playerMetadata: state.pausedGameState.playerMetadata,
|
||||
consecutiveMatches: state.pausedGameState.consecutiveMatches,
|
||||
gameStartTime: state.pausedGameState.gameStartTime,
|
||||
// Clear paused state
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// Keep originalConfig for potential future pauses
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate hover state update for networked presence
|
||||
*
|
||||
* Hover moves are lightweight and always valid - they just update
|
||||
* which card a player is hovering over for UI feedback to other players.
|
||||
*/
|
||||
private validateHoverCard(
|
||||
state: MemoryPairsState,
|
||||
cardId: string | null,
|
||||
playerId: string
|
||||
): ValidationResult {
|
||||
// Hover is always valid - it's just UI state for networked presence
|
||||
// Update the player's hover state
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
playerHovers: {
|
||||
...state.playerHovers,
|
||||
[playerId]: cardId,
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
isGameComplete(state: MemoryPairsState): boolean {
|
||||
return state.gamePhase === 'results' || state.matchedPairs === state.totalPairs
|
||||
}
|
||||
|
||||
getInitialState(config: MatchingGameConfig): MemoryPairsState {
|
||||
return {
|
||||
cards: [],
|
||||
gameCards: [],
|
||||
flippedCards: [],
|
||||
gameType: config.gameType,
|
||||
difficulty: config.difficulty,
|
||||
turnTimer: config.turnTimer,
|
||||
gamePhase: 'setup',
|
||||
currentPlayer: '',
|
||||
matchedPairs: 0,
|
||||
totalPairs: config.difficulty,
|
||||
moves: 0,
|
||||
scores: {},
|
||||
activePlayers: [],
|
||||
playerMetadata: {}, // Initialize empty player metadata
|
||||
consecutiveMatches: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
currentMoveStartTime: null,
|
||||
timerInterval: null,
|
||||
celebrationAnimations: [],
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
lastMatchedPair: null,
|
||||
// PAUSE/RESUME: Initialize paused game fields
|
||||
originalConfig: undefined,
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// HOVER: Initialize hover state
|
||||
playerHovers: {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Singleton instance
|
||||
export const matchingGameValidator = new MatchingGameValidator()
|
||||
@@ -10,7 +10,7 @@
|
||||
* 3. GameName type will auto-update
|
||||
*/
|
||||
|
||||
import { matchingGameValidator } from './validation/MatchingGameValidator'
|
||||
import { matchingGameValidator } from '@/arcade-games/matching/Validator'
|
||||
import { memoryQuizGameValidator } from '@/arcade-games/memory-quiz/Validator'
|
||||
import { numberGuesserValidator } from '@/arcade-games/number-guesser/Validator'
|
||||
import { mathSprintValidator } from '@/arcade-games/math-sprint/Validator'
|
||||
|
||||
Reference in New Issue
Block a user