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14 Commits

Author SHA1 Message Date
semantic-release-bot
c7a660c153 chore(release): 2.19.0 [skip ci]
## [2.19.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.18.0...v2.19.0) (2025-10-10)

### Features

* add player ownership helper to player-manager API ([6b59a82](6b59a828aa))

### Code Refactoring

* migrate session-manager.ts to use centralized player ownership ([d3b7cc2](d3b7cc25ca))
2025-10-10 13:57:10 +00:00
Thomas Hallock
6b59a828aa feat: add player ownership helper to player-manager API
Added getPlayerOwnershipMap() as a convenience re-export of the
centralized buildPlayerOwnershipMap() utility.

This allows modules to access player ownership data through the
player-manager API, which is the natural home for player-related
server-side operations.

New function:
- getPlayerOwnershipMap(roomId?) - Returns PlayerOwnershipMap

Benefits:
- Consistent API: player data + ownership through same module
- Discovery: developers naturally look in player-manager for player ops
- Flexibility: can add room-filtering logic in future if needed
- Documentation: JSDoc example shows usage pattern

Example usage:
  const ownership = await getPlayerOwnershipMap()
  const isOwned = ownership[playerId] === userId

This is phase 3 of the player ownership centralization plan.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:56:15 -05:00
Thomas Hallock
d3b7cc25ca refactor: migrate session-manager.ts to use centralized player ownership
Replaced inline player ownership logic with centralized utilities from
player-ownership.ts module.

Changes:
- Import buildPlayerOwnershipMap() and getUserIdFromGuestId() from
  player-ownership module
- Remove duplicate getUserIdFromGuestId() function (now exported from module)
- Replace inline DB query with buildPlayerOwnershipMap() call
- Use PlayerOwnershipMap type for consistency

Benefits:
- Eliminates 10 lines of duplicated code
- Single source of truth for ownership logic
- Consistent with validator and other components
- Better type safety with shared types

Before: Lines 232-238 built ownership map inline
After: Line 226 calls centralized utility

This is phase 2 of the player ownership centralization plan.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:55:24 -05:00
semantic-release-bot
426973e3c4 chore(release): 2.18.0 [skip ci]
## [2.18.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.3...v2.18.0) (2025-10-10)

### Features

* add centralized player ownership utilities module ([52e0de0](52e0de022f))
2025-10-10 13:54:04 +00:00
Thomas Hallock
52e0de022f feat: add centralized player ownership utilities module
Created src/lib/arcade/player-ownership.ts to consolidate scattered
player ownership logic into a single, well-tested module.

New utilities:
- buildPlayerOwnershipMap() - server-side, DB-based (async)
- buildPlayerOwnershipFromRoomData() - client-side, from RoomData (sync)
- isPlayerOwnedByUser() - check if player belongs to user
- getPlayerOwner() - get owner userId for a player
- isUsersTurn() - check if it's a user's turn
- buildPlayerMetadata() - combine ownership + player data
- getUserIdFromGuestId() - convert guestId to internal userId

Benefits:
- Single source of truth for ownership logic
- Consistent behavior across server and client
- Comprehensive test coverage (19 unit tests)
- Type-safe PlayerOwnershipMap type
- Clear JSDoc documentation

This replaces duplicated logic previously found in:
- session-manager.ts (lines 232-239)
- RoomMemoryPairsProvider.tsx (lines 370-403)
- Multiple UI components
- Validators

Tests cover:
- Building ownership maps from different sources
- Ownership checking edge cases
- Real-world "Your turn" vs "Their turn" scenarios
- Empty/null/undefined handling

Next steps: Migrate existing code to use these utilities.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:53:11 -05:00
semantic-release-bot
eb56bc8b88 chore(release): 2.17.3 [skip ci]
## [2.17.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.2...v2.17.3) (2025-10-10)

### Bug Fixes

* correct build-info.json import path in type declaration ([22f0be4](22f0be4d04))

### Documentation

* add plan for centralizing player ownership logic ([d3ff89a](d3ff89a0ee))
2025-10-10 13:51:00 +00:00
Thomas Hallock
9f90678151 chore: expand Claude Code auto-approved commands for tooling
Added additional tool commands to auto-approval list:
- npx tsc (TypeScript compiler direct invocation)
- npx @biomejs/biome format (direct Biome formatter)
- npx @biomejs/biome check (direct Biome checker)
- npm run lint:fix (linting with auto-fix)

This allows Claude Code to run these common development tools without
requiring manual approval for each invocation, improving workflow
efficiency during code quality checks.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:50:07 -05:00
Thomas Hallock
22f0be4d04 fix: correct build-info.json import path in type declaration
Changed from '@/generated/build-info.json' to '../generated/build-info.json'
to use correct relative path instead of alias.

This ensures the type declaration correctly resolves to the generated
build info file location.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:49:56 -05:00
Thomas Hallock
19bc0b65d9 chore: apply auto-formatting to LocalMemoryPairsProvider and tsconfig.server.json
Auto-formatter made minor formatting adjustments:
- Multi-line formatting for long function call arguments
- Single-line array formatting in tsconfig exclude

No functional changes.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:49:48 -05:00
Thomas Hallock
d3ff89a0ee docs: add plan for centralizing player ownership logic
Created comprehensive plan to consolidate scattered player ownership
checking logic into a single, well-tested module accessible from both
server-side and client-side code.

Current problem:
- Player ownership logic duplicated in 4+ places
- Different implementations lead to bugs (e.g., recent userId bug)
- Hard to maintain and test

Proposed solution:
- Create src/lib/arcade/player-ownership.ts with utilities
- Server-side: buildPlayerOwnershipMap(roomId) - async DB queries
- Client-side: buildPlayerOwnershipFromRoomData(roomData) - sync
- Shared helpers: isPlayerOwnedByUser(), getPlayerOwner(), etc.

Implementation plan: 7 commits, one per phase
1. Create utilities module with tests
2. Update session-manager.ts
3. Update player-manager.ts
4. Update RoomMemoryPairsProvider.tsx
5. Update UI components
6. Update API endpoints (if needed)
7. Add integration tests

Benefits:
- Single source of truth
- Consistent behavior across codebase
- Better testability
- Type-safe shared types
- Easier maintenance

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:48:39 -05:00
semantic-release-bot
8473b6d670 chore(release): 2.17.2 [skip ci]
## [2.17.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.1...v2.17.2) (2025-10-10)

### Bug Fixes

* correct playerMetadata userId assignment for room-based multiplayer ([53797db](53797dbb2d))
2025-10-10 13:45:17 +00:00
Thomas Hallock
53797dbb2d fix: correct playerMetadata userId assignment for room-based multiplayer
The bug: In RoomMemoryPairsProvider, playerMetadata[playerId].userId was
being set to the LOCAL viewerId for ALL players, including remote players
from other room members. This caused:
1. Turn indicator showing "Your turn" even when it was a remote player's turn
2. Incorrect player ownership validation

Root cause: Lines 378-390 and 442-454 in RoomMemoryPairsProvider were using
`userId: viewerId` for all players without checking actual ownership.

Fix:
- Added buildPlayerMetadata helper that builds a reverse mapping from
  roomData.memberPlayers (userId -> players[]) to determine correct ownership
- Uses playerOwnership map to assign correct userId to each player
- Updated both startGame and resetGame to use this helper

Testing:
- Added unit test documenting the bug and correct behavior
- Test verifies that local players get local userId and remote players
  get their actual owner's userId

Related files:
- PlayerStatusBar.tsx: Already correctly uses player.userId === viewerId
- MemoryGrid.tsx: Correctly filters avatars by current player

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:44:25 -05:00
semantic-release-bot
6b890b30f4 chore(release): 2.17.1 [skip ci]
## [2.17.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.0...v2.17.1) (2025-10-10)

### Bug Fixes

* correct hover avatar and turn indicator to show only current player ([0596ef6](0596ef6587))
2025-10-10 13:31:44 +00:00
Thomas Hallock
0596ef6587 fix: correct hover avatar and turn indicator to show only current player
Previously, hover avatars were showing for remote players while the
current player's avatar was hidden. Also, the turn indicator was
incorrectly showing "Your turn" for all players regardless of whether
they belonged to the current viewer.

Changes:
- MemoryGrid: Filter hover avatars to show only for current player
  (playerId === state.currentPlayer) instead of remote players
- PlayerStatusBar: Check player ownership by comparing player.userId
  with viewerId instead of hardcoded gameMode check

This ensures:
1. Only the current player (whose turn it is) displays their hover avatar
2. Turn indicator correctly shows "Your turn" vs "Their turn" based on
   whether the current player belongs to the local viewer

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 08:30:58 -05:00
15 changed files with 956 additions and 71 deletions

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@@ -1,3 +1,48 @@
## [2.19.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.18.0...v2.19.0) (2025-10-10)
### Features
* add player ownership helper to player-manager API ([6b59a82](https://github.com/antialias/soroban-abacus-flashcards/commit/6b59a828aabe687abb797c1f1d69d8a4d0abe49b))
### Code Refactoring
* migrate session-manager.ts to use centralized player ownership ([d3b7cc2](https://github.com/antialias/soroban-abacus-flashcards/commit/d3b7cc25caee7e005de046792202aa474edbc90f))
## [2.18.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.3...v2.18.0) (2025-10-10)
### Features
* add centralized player ownership utilities module ([52e0de0](https://github.com/antialias/soroban-abacus-flashcards/commit/52e0de022fcd332fc4cfffa7bfcfe6adc69cb3ff))
## [2.17.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.2...v2.17.3) (2025-10-10)
### Bug Fixes
* correct build-info.json import path in type declaration ([22f0be4](https://github.com/antialias/soroban-abacus-flashcards/commit/22f0be4d045c6afdcb98b876f709d63a904f9449))
### Documentation
* add plan for centralizing player ownership logic ([d3ff89a](https://github.com/antialias/soroban-abacus-flashcards/commit/d3ff89a0ee53c32cc68ed01bf460919aa889d6a0))
## [2.17.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.1...v2.17.2) (2025-10-10)
### Bug Fixes
* correct playerMetadata userId assignment for room-based multiplayer ([53797db](https://github.com/antialias/soroban-abacus-flashcards/commit/53797dbb2d5ccb80e61cbc186ca0a344fe1fbd96))
## [2.17.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.0...v2.17.1) (2025-10-10)
### Bug Fixes
* correct hover avatar and turn indicator to show only current player ([0596ef6](https://github.com/antialias/soroban-abacus-flashcards/commit/0596ef65879a303f1f71863ef307af69bf270c70))
## [2.17.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.16.7...v2.17.0) (2025-10-10)

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@@ -0,0 +1,176 @@
# Player Ownership Centralization Plan
## Problem Statement
Player ownership logic is currently scattered across multiple locations in the codebase, leading to bugs and inconsistencies. The same pattern appears in:
1. **Server-side** (`session-manager.ts:232-239`): Builds `playerOwnership` map from database
2. **Client-side** (`RoomMemoryPairsProvider.tsx:370-403`): Builds `playerOwnership` from `roomData.memberPlayers`
3. **UI Components** (`PlayerStatusBar.tsx:31`, `MemoryGrid.tsx:388`): Check `player.userId === viewerId`
4. **Validation** (`MatchingGameValidator.ts:88-102`): Validates player ownership
## Current Implementations
### Server-Side (session-manager.ts)
```typescript
// Lines 232-238
const players = await db.query.players.findMany({
columns: { id: true, userId: true }
})
playerOwnership = Object.fromEntries(players.map(p => [p.id, p.userId]))
```
### Client-Side (RoomMemoryPairsProvider.tsx)
```typescript
// Lines 370-403
const buildPlayerMetadata = useCallback((playerIds: string[]) => {
const playerOwnership = new Map<string, string>()
if (roomData?.memberPlayers) {
for (const [userId, userPlayers] of Object.entries(roomData.memberPlayers)) {
for (const player of userPlayers) {
playerOwnership.set(player.id, userId)
}
}
}
// ... use playerOwnership to assign correct userId
}, [players, roomData, viewerId])
```
## Centralization Strategy
### Phase 1: Create Shared Utilities Module
**File**: `src/lib/arcade/player-ownership.ts`
Create a module with:
1. **Server-side utility**: `buildPlayerOwnershipMap(roomId?: string)`
- Fetches from database
- Returns `Record<playerId, userId>`
- Used by `session-manager.ts`
2. **Client-side utility**: `buildPlayerOwnershipFromRoomData(roomData)`
- Builds from `RoomData.memberPlayers`
- Returns `Map<playerId, userId>` or `Record<playerId, userId>`
- Used by React components
3. **Shared types**: `PlayerOwnershipMap = Record<string, string>`
4. **Helper functions**:
- `isPlayerOwnedByUser(playerId, userId, ownershipMap)`
- `getPlayerOwner(playerId, ownershipMap)`
- `buildPlayerMetadata(playerIds, ownershipMap, playersMap)` - combines ownership + player data
### Phase 2: Update Server-Side Code
**Files**:
- `src/lib/arcade/session-manager.ts`
- `src/lib/arcade/player-manager.ts`
Changes:
1. Import utilities from `player-ownership.ts`
2. Replace inline ownership building with `buildPlayerOwnershipMap()`
3. Add new function to `player-manager.ts`: `getPlayerOwnershipMap(roomId)`
### Phase 3: Update Client-Side Providers
**Files**:
- `src/app/arcade/matching/context/RoomMemoryPairsProvider.tsx`
- Any other game providers that need this logic
Changes:
1. Import utilities from `player-ownership.ts`
2. Replace `buildPlayerMetadata` with centralized version
3. Use shared helper functions for ownership checks
### Phase 4: Update UI Components
**Files**:
- `src/app/arcade/matching/components/PlayerStatusBar.tsx`
- `src/app/arcade/matching/components/MemoryGrid.tsx`
- `src/components/PageWithNav.tsx`
- `src/contexts/GameModeContext.tsx`
Changes:
1. Use centralized `isPlayerOwnedByUser()` helper
2. Consistent API across all components
### Phase 5: Add to API Endpoints (if needed)
**Files**:
- `src/app/api/arcade/rooms/[roomId]/route.ts`
- Any endpoints that return player data
Changes:
1. Include `playerOwnership` map in API responses where practical
2. Document in API response types
## Benefits
1. **Single Source of Truth**: All ownership logic in one place
2. **Consistency**: Same algorithm server-side and client-side
3. **Testability**: Can unit test ownership logic in isolation
4. **Type Safety**: Shared types across client/server boundary
5. **Maintainability**: Bug fixes only need to be made once
6. **Documentation**: Central location for ownership algorithm docs
## Implementation Order (One Commit Per Phase)
1.**Commit 1**: Create `src/lib/arcade/player-ownership.ts` with all utilities and tests
2.**Commit 2**: Update `session-manager.ts` to use new utilities
3.**Commit 3**: Update `player-manager.ts` to export ownership helper
4.**Commit 4**: Update `RoomMemoryPairsProvider.tsx` to use utilities
5.**Commit 5**: Update UI components to use helper functions
6.**Commit 6**: Update API endpoints to include ownership data (if needed)
7.**Commit 7**: Add comprehensive integration tests
## Key Design Decisions
### Server vs Client Implementations
**Why separate implementations?**
- Server uses database queries (async)
- Client uses in-memory `RoomData` (sync)
- Different data sources, same logic
**Shared interface:**
```typescript
type PlayerOwnershipMap = Record<string, string> // playerId -> userId
// Server-side (async)
async function buildPlayerOwnershipMap(roomId: string): Promise<PlayerOwnershipMap>
// Client-side (sync)
function buildPlayerOwnershipFromRoomData(
roomData: RoomData
): PlayerOwnershipMap
```
### Type Consistency
Both return the same structure:
```typescript
{
"player-id-1": "user-id-1",
"player-id-2": "user-id-1",
"player-id-3": "user-id-2"
}
```
This allows validators, helpers, and checks to work identically regardless of source.
## Migration Path
1. Create new module alongside existing code
2. Add tests for new utilities
3. Gradually migrate files one at a time
4. Remove old implementations after migration complete
5. Deprecate old patterns in documentation
## Testing Strategy
1. **Unit tests** for utilities in isolation
2. **Integration tests** for server-side flow
3. **Component tests** for client-side usage
4. **E2E tests** for full multiplayer scenarios
## Documentation
Add to existing docs:
- Update `ARCADE_ARCHITECTURE.md` with new utilities section
- Update `MULTIPLAYER_SYNC_ARCHITECTURE.md` with ownership flow
- Add JSDoc comments to all exported functions

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@@ -11,7 +11,11 @@
"Bash(git stash:*)",
"Bash(npm run format:*)",
"Bash(npm run pre-commit:*)",
"Bash(npm run type-check:*)"
"Bash(npm run type-check:*)",
"Bash(npx tsc:*)",
"Bash(npx @biomejs/biome format:*)",
"Bash(npx @biomejs/biome check:*)",
"Bash(npm run lint:fix:*)"
],
"deny": [],
"ask": []

View File

@@ -1,9 +1,9 @@
'use client'
import { useSpring, animated } from '@react-spring/web'
import { animated, useSpring } from '@react-spring/web'
import { useEffect, useMemo, useRef, useState } from 'react'
import { css } from '../../../../../styled-system/css'
import { useViewerId } from '@/hooks/useViewerId'
import { css } from '../../../../../styled-system/css'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { getGridConfiguration } from '../utils/cardGeneration'
import { GameCard } from './GameCard'
@@ -379,15 +379,13 @@ export function MemoryGrid() {
)}
{/* Animated Hover Avatars - Rendered as fixed positioned elements that smoothly transition */}
{/* Render one avatar per remote player - key by playerId to keep component alive */}
{/* Render one avatar per player - key by playerId to keep component alive */}
{state.playerHovers &&
Object.entries(state.playerHovers)
.filter(([playerId]) => {
// Don't show your own hover avatar (only show remote players)
// In local games, all players belong to this user
// In room games, check if player belongs to different user
const player = state.playerMetadata?.[playerId]
return player?.userId !== viewerId
// Only show avatar for the CURRENT player whose turn it is
// Don't show for other players (they're waiting for their turn)
return playerId === state.currentPlayer
})
.map(([playerId, cardId]) => {
const playerInfo = getPlayerHoverInfo(playerId)

View File

@@ -1,5 +1,6 @@
'use client'
import { useViewerId } from '@/hooks/useViewerId'
import { css } from '../../../../../styled-system/css'
import { gamePlurals } from '../../../../utils/pluralization'
import { useMemoryPairs } from '../context/MemoryPairsContext'
@@ -10,6 +11,7 @@ interface PlayerStatusBarProps {
export function PlayerStatusBar({ className }: PlayerStatusBarProps) {
const { state } = useMemoryPairs()
const { data: viewerId } = useViewerId()
// Get active players from game state (not GameModeContext)
// This ensures we only show players actually in this game
@@ -25,8 +27,8 @@ export function PlayerStatusBar({ className }: PlayerStatusBarProps) {
displayEmoji: player.emoji,
score: state.scores[player.id] || 0,
consecutiveMatches: state.consecutiveMatches?.[player.id] || 0,
// In local games all players are local, in room games check metadata
isLocalPlayer: state.gameMode === 'single' || state.gameMode === 'multiplayer',
// Check if this player belongs to the current viewer
isLocalPlayer: player.userId === viewerId,
}))
// Check if current player is local (your turn) or remote (waiting)

View File

@@ -68,7 +68,10 @@ function localMemoryPairsReducer(state: MemoryPairsState, action: LocalAction):
matchedPairs: 0,
moves: 0,
scores: action.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: action.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: action.activePlayers.reduce(
(acc: any, p: string) => ({ ...acc, [p]: 0 }),
{}
),
activePlayers: action.activePlayers,
playerMetadata: action.playerMetadata,
currentPlayer: action.activePlayers[0] || '',
@@ -97,7 +100,8 @@ function localMemoryPairsReducer(state: MemoryPairsState, action: LocalAction):
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime: state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
currentMoveStartTime:
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
isProcessingMove: newFlippedCards.length === 2,
showMismatchFeedback: false,
}
@@ -386,7 +390,14 @@ export function LocalMemoryPairsProvider({ children }: { children: ReactNode })
return true
},
[isGameActive, state.isProcessingMove, state.gameCards, state.flippedCards, state.currentPlayer, players]
[
isGameActive,
state.isProcessingMove,
state.gameCards,
state.flippedCards,
state.currentPlayer,
players,
]
)
const currentGameStatistics: GameStatistics = useMemo(

View File

@@ -365,6 +365,43 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
return !!state.pausedGamePhase && !!state.pausedGameState && !hasConfigChanged
}, [state.pausedGamePhase, state.pausedGameState, hasConfigChanged])
// Helper to build player metadata with correct userId ownership
// This uses roomData.memberPlayers to determine which user owns which player
const buildPlayerMetadata = useCallback(
(playerIds: string[]) => {
const playerMetadata: { [playerId: string]: any } = {}
// Build reverse mapping: playerId -> userId from roomData.memberPlayers
const playerOwnership = new Map<string, string>()
if (roomData?.memberPlayers) {
for (const [userId, userPlayers] of Object.entries(roomData.memberPlayers)) {
for (const player of userPlayers) {
playerOwnership.set(player.id, userId)
}
}
}
for (const playerId of playerIds) {
const playerData = players.get(playerId)
if (playerData) {
// Get the actual owner userId from roomData, or use local viewerId as fallback
const ownerUserId = playerOwnership.get(playerId) || viewerId || ''
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: ownerUserId, // CORRECT: Use actual owner's userId
color: playerData.color,
}
}
}
return playerMetadata
},
[players, roomData, viewerId]
)
// Action creators - send moves to arcade session
const startGame = useCallback(() => {
// Must have at least one active player
@@ -375,19 +412,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
// Capture player metadata from local players map
// This ensures all room members can display player info even if they don't own the players
const playerMetadata: { [playerId: string]: any } = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId || '',
color: playerData.color,
}
}
}
const playerMetadata = buildPlayerMetadata(activePlayers)
// Use current session state configuration (no local state!)
const cards = generateGameCards(state.gameType, state.difficulty)
@@ -402,7 +427,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, players, viewerId, sendMove])
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
const flipCard = useCallback(
(cardId: string) => {
@@ -438,20 +463,8 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
return
}
// Capture player metadata from local players map
const playerMetadata: { [playerId: string]: any } = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId || '',
color: playerData.color,
}
}
}
// Capture player metadata with correct userId ownership
const playerMetadata = buildPlayerMetadata(activePlayers)
// Use current session state configuration (no local state!)
const cards = generateGameCards(state.gameType, state.difficulty)
@@ -466,7 +479,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, players, viewerId, sendMove])
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
const setGameType = useCallback(
(gameType: typeof state.gameType) => {

View File

@@ -0,0 +1,151 @@
/**
* Unit test for player ownership bug in RoomMemoryPairsProvider
*
* Bug: playerMetadata[playerId].userId is set to the LOCAL viewerId for ALL players,
* including remote players from other room members. This causes "Your turn" to show
* even when it's a remote player's turn.
*
* Fix: Use player.isLocal from GameModeContext to determine correct userId ownership.
*/
import { describe, expect, it } from 'vitest'
describe('Player Metadata userId Assignment', () => {
it('should assign local userId to local players only', () => {
const viewerId = 'local-user-id'
const players = new Map([
[
'local-player-1',
{
id: 'local-player-1',
name: 'Local Player',
emoji: '😀',
color: '#3b82f6',
isLocal: true,
},
],
[
'remote-player-1',
{
id: 'remote-player-1',
name: 'Remote Player',
emoji: '🤠',
color: '#10b981',
isLocal: false,
},
],
])
const activePlayers = ['local-player-1', 'remote-player-1']
// CURRENT BUGGY IMPLEMENTATION (from RoomMemoryPairsProvider.tsx:378-390)
const buggyPlayerMetadata: Record<string, any> = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
buggyPlayerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId, // BUG: Always uses local viewerId!
color: playerData.color,
}
}
}
// BUG MANIFESTATION: Both players have local userId
expect(buggyPlayerMetadata['local-player-1'].userId).toBe('local-user-id')
expect(buggyPlayerMetadata['remote-player-1'].userId).toBe('local-user-id') // WRONG!
// CORRECT IMPLEMENTATION
const correctPlayerMetadata: Record<string, any> = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
correctPlayerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
// FIX: Only use local viewerId for local players
// For remote players, we don't know their userId from this context,
// but we can mark them as NOT belonging to local user
userId: playerData.isLocal ? viewerId : `remote-user-${playerId}`,
color: playerData.color,
isLocal: playerData.isLocal, // Also include isLocal for clarity
}
}
}
// CORRECT BEHAVIOR: Each player has correct userId
expect(correctPlayerMetadata['local-player-1'].userId).toBe('local-user-id')
expect(correctPlayerMetadata['remote-player-1'].userId).not.toBe('local-user-id')
})
it('reproduces "Your turn" bug when checking current player', () => {
const viewerId = 'local-user-id'
const currentPlayer = 'remote-player-1' // Remote player's turn
// Buggy playerMetadata (all players have local userId)
const buggyPlayerMetadata = {
'local-player-1': {
id: 'local-player-1',
userId: 'local-user-id',
},
'remote-player-1': {
id: 'remote-player-1',
userId: 'local-user-id', // BUG!
},
}
// PlayerStatusBar logic (line 31 in PlayerStatusBar.tsx)
const buggyIsLocalPlayer = buggyPlayerMetadata[currentPlayer]?.userId === viewerId
// BUG: Shows "Your turn" even though it's remote player's turn!
expect(buggyIsLocalPlayer).toBe(true) // WRONG!
expect(buggyIsLocalPlayer ? 'Your turn' : 'Their turn').toBe('Your turn') // WRONG!
// Correct playerMetadata (each player has correct userId)
const correctPlayerMetadata = {
'local-player-1': {
id: 'local-player-1',
userId: 'local-user-id',
},
'remote-player-1': {
id: 'remote-player-1',
userId: 'remote-user-id', // CORRECT!
},
}
// PlayerStatusBar logic with correct data
const correctIsLocalPlayer = correctPlayerMetadata[currentPlayer]?.userId === viewerId
// CORRECT: Shows "Their turn" because it's remote player's turn
expect(correctIsLocalPlayer).toBe(false) // CORRECT!
expect(correctIsLocalPlayer ? 'Your turn' : 'Their turn').toBe('Their turn') // CORRECT!
})
it('reproduces hover avatar bug when filtering by current player', () => {
const viewerId = 'local-user-id'
const currentPlayer = 'remote-player-1' // Remote player's turn
// Buggy playerMetadata
const buggyPlayerMetadata = {
'remote-player-1': {
id: 'remote-player-1',
userId: 'local-user-id', // BUG!
},
}
// OLD WRONG logic from MemoryGrid.tsx (showed remote players)
const oldWrongFilter = buggyPlayerMetadata[currentPlayer]?.userId !== viewerId
expect(oldWrongFilter).toBe(false) // Would hide avatar incorrectly
// CURRENT logic in MemoryGrid.tsx (shows only current player)
// This is actually correct - show avatar for whoever's turn it is
const currentLogic = currentPlayer === 'remote-player-1'
expect(currentLogic).toBe(true) // Shows avatar for current player
// The REAL issue is in PlayerStatusBar showing "Your turn"
// when it should show "Their turn"
})
})

View File

@@ -0,0 +1,258 @@
/**
* Unit tests for player ownership utilities
*/
import { describe, expect, it } from 'vitest'
import type { RoomData } from '@/hooks/useRoomData'
import {
type PlayerOwnershipMap,
buildPlayerMetadata,
buildPlayerOwnershipFromRoomData,
getPlayerOwner,
isPlayerOwnedByUser,
isUsersTurn,
} from '../player-ownership'
describe('player-ownership utilities', () => {
describe('buildPlayerOwnershipFromRoomData', () => {
it('builds ownership map from roomData.memberPlayers', () => {
const roomData: RoomData = {
id: 'room-1',
name: 'Test Room',
code: 'ABC123',
gameName: 'matching',
members: [],
memberPlayers: {
'user-1': [
{ id: 'player-1', name: 'Player 1', emoji: '😀', color: '#3b82f6' },
{ id: 'player-2', name: 'Player 2', emoji: '😎', color: '#8b5cf6' },
],
'user-2': [{ id: 'player-3', name: 'Player 3', emoji: '🤠', color: '#10b981' }],
},
}
const ownershipMap = buildPlayerOwnershipFromRoomData(roomData)
expect(ownershipMap).toEqual({
'player-1': 'user-1',
'player-2': 'user-1',
'player-3': 'user-2',
})
})
it('returns empty object for null roomData', () => {
const ownershipMap = buildPlayerOwnershipFromRoomData(null)
expect(ownershipMap).toEqual({})
})
it('returns empty object for undefined roomData', () => {
const ownershipMap = buildPlayerOwnershipFromRoomData(undefined)
expect(ownershipMap).toEqual({})
})
it('returns empty object for roomData without memberPlayers', () => {
const roomData = {
id: 'room-1',
name: 'Test Room',
code: 'ABC123',
gameName: 'matching',
members: [],
memberPlayers: {},
} as RoomData
const ownershipMap = buildPlayerOwnershipFromRoomData(roomData)
expect(ownershipMap).toEqual({})
})
})
describe('isPlayerOwnedByUser', () => {
const ownershipMap: PlayerOwnershipMap = {
'player-1': 'user-1',
'player-2': 'user-1',
'player-3': 'user-2',
}
it('returns true when player is owned by user', () => {
expect(isPlayerOwnedByUser('player-1', 'user-1', ownershipMap)).toBe(true)
expect(isPlayerOwnedByUser('player-2', 'user-1', ownershipMap)).toBe(true)
expect(isPlayerOwnedByUser('player-3', 'user-2', ownershipMap)).toBe(true)
})
it('returns false when player is not owned by user', () => {
expect(isPlayerOwnedByUser('player-1', 'user-2', ownershipMap)).toBe(false)
expect(isPlayerOwnedByUser('player-3', 'user-1', ownershipMap)).toBe(false)
})
it('returns false for unknown player', () => {
expect(isPlayerOwnedByUser('player-unknown', 'user-1', ownershipMap)).toBe(false)
})
})
describe('getPlayerOwner', () => {
const ownershipMap: PlayerOwnershipMap = {
'player-1': 'user-1',
'player-2': 'user-1',
'player-3': 'user-2',
}
it('returns correct owner userId for player', () => {
expect(getPlayerOwner('player-1', ownershipMap)).toBe('user-1')
expect(getPlayerOwner('player-2', ownershipMap)).toBe('user-1')
expect(getPlayerOwner('player-3', ownershipMap)).toBe('user-2')
})
it('returns undefined for unknown player', () => {
expect(getPlayerOwner('player-unknown', ownershipMap)).toBeUndefined()
})
})
describe('isUsersTurn', () => {
const ownershipMap: PlayerOwnershipMap = {
'player-1': 'user-1',
'player-2': 'user-1',
'player-3': 'user-2',
}
it('returns true when current player belongs to user', () => {
expect(isUsersTurn('player-1', 'user-1', ownershipMap)).toBe(true)
expect(isUsersTurn('player-3', 'user-2', ownershipMap)).toBe(true)
})
it('returns false when current player belongs to different user', () => {
expect(isUsersTurn('player-1', 'user-2', ownershipMap)).toBe(false)
expect(isUsersTurn('player-3', 'user-1', ownershipMap)).toBe(false)
})
it('returns false for unknown player', () => {
expect(isUsersTurn('player-unknown', 'user-1', ownershipMap)).toBe(false)
})
})
describe('buildPlayerMetadata', () => {
const ownershipMap: PlayerOwnershipMap = {
'player-1': 'user-1',
'player-2': 'user-1',
'player-3': 'user-2',
}
const playersMap = new Map([
['player-1', { name: 'Player 1', emoji: '😀', color: '#3b82f6' }],
['player-2', { name: 'Player 2', emoji: '😎', color: '#8b5cf6' }],
['player-3', { name: 'Player 3', emoji: '🤠', color: '#10b981' }],
])
it('builds metadata with correct ownership', () => {
const metadata = buildPlayerMetadata(
['player-1', 'player-2', 'player-3'],
ownershipMap,
playersMap
)
expect(metadata).toEqual({
'player-1': {
id: 'player-1',
name: 'Player 1',
emoji: '😀',
userId: 'user-1',
color: '#3b82f6',
},
'player-2': {
id: 'player-2',
name: 'Player 2',
emoji: '😎',
userId: 'user-1',
color: '#8b5cf6',
},
'player-3': {
id: 'player-3',
name: 'Player 3',
emoji: '🤠',
userId: 'user-2',
color: '#10b981',
},
})
})
it('uses fallback userId when player not in ownership map', () => {
const metadata = buildPlayerMetadata(
['player-1', 'player-4'],
ownershipMap,
playersMap,
'fallback-user'
)
// player-1 has ownership, but player-4 is not in playersMap
// so it won't be in metadata at all
expect(metadata['player-1']?.userId).toBe('user-1')
expect(metadata['player-4']).toBeUndefined()
})
it('skips players not in playersMap', () => {
const metadata = buildPlayerMetadata(['player-1', 'player-unknown'], ownershipMap, playersMap)
expect(metadata['player-1']).toBeDefined()
expect(metadata['player-unknown']).toBeUndefined()
})
it('handles empty playerIds array', () => {
const metadata = buildPlayerMetadata([], ownershipMap, playersMap)
expect(metadata).toEqual({})
})
})
describe('edge cases', () => {
it('handles empty ownership map', () => {
const emptyMap: PlayerOwnershipMap = {}
expect(isPlayerOwnedByUser('player-1', 'user-1', emptyMap)).toBe(false)
expect(getPlayerOwner('player-1', emptyMap)).toBeUndefined()
expect(isUsersTurn('player-1', 'user-1', emptyMap)).toBe(false)
})
it('handles empty strings', () => {
const ownershipMap: PlayerOwnershipMap = {
'player-1': 'user-1',
}
expect(isPlayerOwnedByUser('', 'user-1', ownershipMap)).toBe(false)
expect(getPlayerOwner('', ownershipMap)).toBeUndefined()
expect(isUsersTurn('', 'user-1', ownershipMap)).toBe(false)
})
})
describe('real-world scenario: turn indicator logic', () => {
it('reproduces the "Your turn" vs "Their turn" bug and fix', () => {
const roomData: RoomData = {
id: 'room-1',
name: 'Game Room',
code: 'ABC123',
gameName: 'matching',
members: [],
memberPlayers: {
'local-user-id': [
{ id: 'local-player-1', name: 'My Player 1', emoji: '😀', color: '#3b82f6' },
{ id: 'local-player-2', name: 'My Player 2', emoji: '😎', color: '#8b5cf6' },
],
'remote-user-id': [
{ id: 'remote-player-1', name: 'Their Player', emoji: '🤠', color: '#10b981' },
],
},
}
const ownershipMap = buildPlayerOwnershipFromRoomData(roomData)
const viewerId = 'local-user-id'
// Scenario 1: It's my turn (local player is current)
const currentPlayer1 = 'local-player-1'
const isMyTurn1 = isUsersTurn(currentPlayer1, viewerId, ownershipMap)
expect(isMyTurn1).toBe(true)
expect(isMyTurn1 ? 'Your turn' : 'Their turn').toBe('Your turn')
// Scenario 2: It's their turn (remote player is current)
const currentPlayer2 = 'remote-player-1'
const isMyTurn2 = isUsersTurn(currentPlayer2, viewerId, ownershipMap)
expect(isMyTurn2).toBe(false)
expect(isMyTurn2 ? 'Your turn' : 'Their turn').toBe('Their turn')
})
})
})

View File

@@ -6,6 +6,7 @@
import { and, eq } from 'drizzle-orm'
import { db, schema } from '@/db'
import type { Player } from '@/db/schema/players'
import { type PlayerOwnershipMap, buildPlayerOwnershipMap } from './player-ownership'
/**
* Get all players for a user (regardless of isActive status)
@@ -128,3 +129,21 @@ export async function getPlayers(playerIds: string[]): Promise<Player[]> {
return players
}
/**
* Get player ownership map for a room
*
* Convenience re-export of the centralized player ownership utility.
* This allows other modules to get player ownership data through
* the player-manager API.
*
* @param roomId - Optional room ID (currently unused by underlying utility)
* @returns Promise resolving to playerOwnership map (playerId -> userId)
*
* @example
* const ownership = await getPlayerOwnershipMap()
* const isOwned = ownership[playerId] === userId
*/
export async function getPlayerOwnershipMap(roomId?: string): Promise<PlayerOwnershipMap> {
return buildPlayerOwnershipMap(roomId)
}

View File

@@ -0,0 +1,225 @@
/**
* Player Ownership Utilities
*
* Centralized module for determining player ownership across the codebase.
* Provides consistent utilities for both server-side (DB-based) and client-side
* (RoomData-based) player ownership checking.
*
* This module solves the problem of scattered player ownership logic that
* previously existed in 4+ locations with different implementations.
*/
import { eq } from 'drizzle-orm'
import { db, schema } from '@/db'
import type { RoomData } from '@/hooks/useRoomData'
/**
* Player ownership mapping: playerId -> userId
*
* This is the canonical representation of player ownership used throughout
* the application. Both server-side and client-side utilities return this type.
*/
export type PlayerOwnershipMap = Record<string, string>
/**
* Player metadata with ownership information
*
* Used when building player metadata for game state that needs to be
* shared across room members.
*/
export interface PlayerMetadata {
id: string
name: string
emoji: string
userId: string // Owner's user ID
color: string
}
/**
* SERVER-SIDE: Build player ownership map from database
*
* Queries the database to get all players and their owner userIds.
* Used by session-manager and validators for authorization checks.
*
* @param roomId - Optional room ID to filter players (currently unused, fetches all)
* @returns Promise resolving to playerOwnership map
*
* @example
* const ownership = await buildPlayerOwnershipMap()
* // { "player-uuid-1": "user-uuid-1", "player-uuid-2": "user-uuid-2" }
*/
export async function buildPlayerOwnershipMap(roomId?: string): Promise<PlayerOwnershipMap> {
// Fetch all players with their userId ownership
const players = await db.query.players.findMany({
columns: {
id: true,
userId: true,
},
})
// Convert to ownership map: playerId -> userId
return Object.fromEntries(players.map((p) => [p.id, p.userId]))
}
/**
* CLIENT-SIDE: Build player ownership map from RoomData
*
* Constructs ownership map from the memberPlayers structure in RoomData.
* Used by React components and providers for client-side ownership checks.
*
* @param roomData - Room data containing memberPlayers mapping
* @returns PlayerOwnershipMap
*
* @example
* const ownership = buildPlayerOwnershipFromRoomData(roomData)
* // { "player-uuid-1": "user-uuid-1", "player-uuid-2": "user-uuid-2" }
*/
export function buildPlayerOwnershipFromRoomData(
roomData: RoomData | null | undefined
): PlayerOwnershipMap {
if (!roomData?.memberPlayers) {
return {}
}
const ownershipMap: PlayerOwnershipMap = {}
// memberPlayers is Record<userId, RoomPlayer[]>
// We need to invert it to Record<playerId, userId>
for (const [userId, userPlayers] of Object.entries(roomData.memberPlayers)) {
for (const player of userPlayers) {
ownershipMap[player.id] = userId
}
}
return ownershipMap
}
/**
* Check if a player is owned by a specific user
*
* @param playerId - The player ID to check
* @param userId - The user ID to check ownership against
* @param ownershipMap - Player ownership mapping
* @returns true if the player belongs to the user
*
* @example
* const isOwned = isPlayerOwnedByUser(playerId, currentUserId, ownershipMap)
* if (!isOwned) {
* return { valid: false, error: 'Not your player' }
* }
*/
export function isPlayerOwnedByUser(
playerId: string,
userId: string,
ownershipMap: PlayerOwnershipMap
): boolean {
return ownershipMap[playerId] === userId
}
/**
* Get the owner userId for a player
*
* @param playerId - The player ID to look up
* @param ownershipMap - Player ownership mapping
* @returns The owner's userId, or undefined if not found
*
* @example
* const owner = getPlayerOwner(playerId, ownershipMap)
* if (owner !== currentUserId) {
* console.log('This player belongs to another user')
* }
*/
export function getPlayerOwner(
playerId: string,
ownershipMap: PlayerOwnershipMap
): string | undefined {
return ownershipMap[playerId]
}
/**
* Build player metadata with correct ownership information
*
* Combines player data with ownership information to create complete
* metadata objects. This is used when starting games or sending player
* info across the network.
*
* @param playerIds - Array of player IDs to include
* @param ownershipMap - Player ownership mapping
* @param playersMap - Map of player ID to player data (from GameModeContext)
* @param fallbackUserId - UserId to use if player not found in ownership map
* @returns Record of playerId to PlayerMetadata
*
* @example
* const metadata = buildPlayerMetadata(
* activePlayers,
* ownershipMap,
* players,
* viewerId
* )
* // Send metadata with game state
*/
export function buildPlayerMetadata(
playerIds: string[],
ownershipMap: PlayerOwnershipMap,
playersMap: Map<string, { name: string; emoji: string; color: string }>,
fallbackUserId?: string
): Record<string, PlayerMetadata> {
const metadata: Record<string, PlayerMetadata> = {}
for (const playerId of playerIds) {
const playerData = playersMap.get(playerId)
if (!playerData) continue
// Get the actual owner userId from ownership map, or use fallback
const ownerUserId = ownershipMap[playerId] || fallbackUserId || ''
metadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: ownerUserId,
color: playerData.color,
}
}
return metadata
}
/**
* Check if it's a specific user's turn in a game
*
* Convenience function that combines current player check with ownership check.
*
* @param currentPlayerId - The ID of the player whose turn it is
* @param userId - The user ID to check
* @param ownershipMap - Player ownership mapping
* @returns true if it's this user's turn
*
* @example
* const isMyTurn = isUsersTurn(state.currentPlayer, viewerId, ownershipMap)
* const label = isMyTurn ? 'Your turn' : 'Their turn'
*/
export function isUsersTurn(
currentPlayerId: string,
userId: string,
ownershipMap: PlayerOwnershipMap
): boolean {
return isPlayerOwnedByUser(currentPlayerId, userId, ownershipMap)
}
/**
* SERVER-SIDE: Convert guestId to internal userId
*
* Helper to convert the guestId (from cookies) to the internal database userId.
* This is needed because the database uses internal user.id as foreign keys.
*
* @param guestId - The guest ID from the cookie
* @returns The internal user ID, or undefined if not found
*/
export async function getUserIdFromGuestId(guestId: string): Promise<string | undefined> {
const user = await db.query.users.findFirst({
where: eq(schema.users.guestId, guestId),
columns: { id: true },
})
return user?.id
}

View File

@@ -5,6 +5,11 @@
import { eq } from 'drizzle-orm'
import { db, schema } from '@/db'
import {
buildPlayerOwnershipMap,
getUserIdFromGuestId,
type PlayerOwnershipMap,
} from './player-ownership'
import { type GameMove, type GameName, getValidator } from './validation'
export interface CreateSessionOptions {
@@ -25,18 +30,6 @@ export interface SessionUpdateResult {
const TTL_HOURS = 24
/**
* Helper: Get database user ID from guest ID
* The API uses guestId (from cookies) but database FKs use the internal user.id
*/
async function getUserIdFromGuestId(guestId: string): Promise<string | undefined> {
const user = await db.query.users.findFirst({
where: eq(schema.users.guestId, guestId),
columns: { id: true },
})
return user?.id
}
/**
* Get arcade session by room ID (for room-based multiplayer games)
* Returns the shared session for all room members
@@ -215,7 +208,7 @@ export async function applyGameMove(
})
// Fetch player ownership for authorization checks (room-based games)
let playerOwnership: Record<string, string> | undefined
let playerOwnership: PlayerOwnershipMap | undefined
let internalUserId: string | undefined
if (session.roomId) {
try {
@@ -229,13 +222,8 @@ export async function applyGameMove(
}
}
const players = await db.query.players.findMany({
columns: {
id: true,
userId: true,
},
})
playerOwnership = Object.fromEntries(players.map((p) => [p.id, p.userId]))
// Use centralized player ownership utility
playerOwnership = await buildPlayerOwnershipMap(session.roomId)
console.log('[SessionManager] Player ownership map:', playerOwnership)
console.log('[SessionManager] Internal userId for authorization:', internalUserId)
} catch (error) {

View File

@@ -1,4 +1,4 @@
declare module '@/generated/build-info.json' {
declare module '../generated/build-info.json' {
interface BuildInfo {
version: string
buildTime: string

View File

@@ -24,10 +24,5 @@
"src/app/games/matching/utils/matchValidation.ts",
"socket-server.ts"
],
"exclude": [
"node_modules",
"**/*.test.ts",
"**/*.test.tsx",
"**/*.spec.ts"
]
"exclude": ["node_modules", "**/*.test.ts", "**/*.test.tsx", "**/*.spec.ts"]
}

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "2.17.0",
"version": "2.19.0",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [