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12
CHANGELOG.md
12
CHANGELOG.md
@@ -1,3 +1,15 @@
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## [2.17.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.2...v2.17.3) (2025-10-10)
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### Bug Fixes
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* correct build-info.json import path in type declaration ([22f0be4](https://github.com/antialias/soroban-abacus-flashcards/commit/22f0be4d045c6afdcb98b876f709d63a904f9449))
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### Documentation
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* add plan for centralizing player ownership logic ([d3ff89a](https://github.com/antialias/soroban-abacus-flashcards/commit/d3ff89a0ee53c32cc68ed01bf460919aa889d6a0))
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## [2.17.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.17.1...v2.17.2) (2025-10-10)
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176
apps/web/.claude/PLAYER_OWNERSHIP_CENTRALIZATION_PLAN.md
Normal file
176
apps/web/.claude/PLAYER_OWNERSHIP_CENTRALIZATION_PLAN.md
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# Player Ownership Centralization Plan
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## Problem Statement
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Player ownership logic is currently scattered across multiple locations in the codebase, leading to bugs and inconsistencies. The same pattern appears in:
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1. **Server-side** (`session-manager.ts:232-239`): Builds `playerOwnership` map from database
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2. **Client-side** (`RoomMemoryPairsProvider.tsx:370-403`): Builds `playerOwnership` from `roomData.memberPlayers`
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3. **UI Components** (`PlayerStatusBar.tsx:31`, `MemoryGrid.tsx:388`): Check `player.userId === viewerId`
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4. **Validation** (`MatchingGameValidator.ts:88-102`): Validates player ownership
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## Current Implementations
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### Server-Side (session-manager.ts)
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```typescript
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// Lines 232-238
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const players = await db.query.players.findMany({
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columns: { id: true, userId: true }
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})
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playerOwnership = Object.fromEntries(players.map(p => [p.id, p.userId]))
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```
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### Client-Side (RoomMemoryPairsProvider.tsx)
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```typescript
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// Lines 370-403
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const buildPlayerMetadata = useCallback((playerIds: string[]) => {
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const playerOwnership = new Map<string, string>()
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if (roomData?.memberPlayers) {
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for (const [userId, userPlayers] of Object.entries(roomData.memberPlayers)) {
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for (const player of userPlayers) {
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playerOwnership.set(player.id, userId)
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}
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}
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}
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// ... use playerOwnership to assign correct userId
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}, [players, roomData, viewerId])
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```
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## Centralization Strategy
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### Phase 1: Create Shared Utilities Module
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**File**: `src/lib/arcade/player-ownership.ts`
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Create a module with:
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1. **Server-side utility**: `buildPlayerOwnershipMap(roomId?: string)`
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- Fetches from database
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- Returns `Record<playerId, userId>`
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- Used by `session-manager.ts`
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2. **Client-side utility**: `buildPlayerOwnershipFromRoomData(roomData)`
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- Builds from `RoomData.memberPlayers`
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- Returns `Map<playerId, userId>` or `Record<playerId, userId>`
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- Used by React components
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3. **Shared types**: `PlayerOwnershipMap = Record<string, string>`
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4. **Helper functions**:
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- `isPlayerOwnedByUser(playerId, userId, ownershipMap)`
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- `getPlayerOwner(playerId, ownershipMap)`
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- `buildPlayerMetadata(playerIds, ownershipMap, playersMap)` - combines ownership + player data
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### Phase 2: Update Server-Side Code
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**Files**:
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- `src/lib/arcade/session-manager.ts`
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- `src/lib/arcade/player-manager.ts`
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Changes:
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1. Import utilities from `player-ownership.ts`
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2. Replace inline ownership building with `buildPlayerOwnershipMap()`
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3. Add new function to `player-manager.ts`: `getPlayerOwnershipMap(roomId)`
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### Phase 3: Update Client-Side Providers
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**Files**:
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- `src/app/arcade/matching/context/RoomMemoryPairsProvider.tsx`
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- Any other game providers that need this logic
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Changes:
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1. Import utilities from `player-ownership.ts`
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2. Replace `buildPlayerMetadata` with centralized version
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3. Use shared helper functions for ownership checks
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### Phase 4: Update UI Components
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**Files**:
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- `src/app/arcade/matching/components/PlayerStatusBar.tsx`
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- `src/app/arcade/matching/components/MemoryGrid.tsx`
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- `src/components/PageWithNav.tsx`
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- `src/contexts/GameModeContext.tsx`
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Changes:
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1. Use centralized `isPlayerOwnedByUser()` helper
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2. Consistent API across all components
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### Phase 5: Add to API Endpoints (if needed)
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**Files**:
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- `src/app/api/arcade/rooms/[roomId]/route.ts`
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- Any endpoints that return player data
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Changes:
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1. Include `playerOwnership` map in API responses where practical
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2. Document in API response types
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## Benefits
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1. **Single Source of Truth**: All ownership logic in one place
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2. **Consistency**: Same algorithm server-side and client-side
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3. **Testability**: Can unit test ownership logic in isolation
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4. **Type Safety**: Shared types across client/server boundary
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5. **Maintainability**: Bug fixes only need to be made once
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6. **Documentation**: Central location for ownership algorithm docs
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## Implementation Order (One Commit Per Phase)
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1. ✅ **Commit 1**: Create `src/lib/arcade/player-ownership.ts` with all utilities and tests
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2. ✅ **Commit 2**: Update `session-manager.ts` to use new utilities
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3. ✅ **Commit 3**: Update `player-manager.ts` to export ownership helper
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4. ✅ **Commit 4**: Update `RoomMemoryPairsProvider.tsx` to use utilities
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5. ✅ **Commit 5**: Update UI components to use helper functions
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6. ✅ **Commit 6**: Update API endpoints to include ownership data (if needed)
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7. ✅ **Commit 7**: Add comprehensive integration tests
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## Key Design Decisions
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### Server vs Client Implementations
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**Why separate implementations?**
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- Server uses database queries (async)
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- Client uses in-memory `RoomData` (sync)
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- Different data sources, same logic
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**Shared interface:**
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```typescript
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type PlayerOwnershipMap = Record<string, string> // playerId -> userId
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// Server-side (async)
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async function buildPlayerOwnershipMap(roomId: string): Promise<PlayerOwnershipMap>
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// Client-side (sync)
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function buildPlayerOwnershipFromRoomData(
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roomData: RoomData
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): PlayerOwnershipMap
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```
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### Type Consistency
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Both return the same structure:
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```typescript
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{
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"player-id-1": "user-id-1",
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"player-id-2": "user-id-1",
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"player-id-3": "user-id-2"
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}
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```
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This allows validators, helpers, and checks to work identically regardless of source.
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## Migration Path
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1. Create new module alongside existing code
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2. Add tests for new utilities
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3. Gradually migrate files one at a time
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4. Remove old implementations after migration complete
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5. Deprecate old patterns in documentation
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## Testing Strategy
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1. **Unit tests** for utilities in isolation
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2. **Integration tests** for server-side flow
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3. **Component tests** for client-side usage
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4. **E2E tests** for full multiplayer scenarios
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## Documentation
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Add to existing docs:
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- Update `ARCADE_ARCHITECTURE.md` with new utilities section
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- Update `MULTIPLAYER_SYNC_ARCHITECTURE.md` with ownership flow
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- Add JSDoc comments to all exported functions
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@@ -11,7 +11,11 @@
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"Bash(git stash:*)",
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"Bash(npm run format:*)",
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"Bash(npm run pre-commit:*)",
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"Bash(npm run type-check:*)"
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"Bash(npm run type-check:*)",
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"Bash(npx tsc:*)",
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"Bash(npx @biomejs/biome format:*)",
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"Bash(npx @biomejs/biome check:*)",
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"Bash(npm run lint:fix:*)"
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],
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"deny": [],
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"ask": []
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@@ -68,7 +68,10 @@ function localMemoryPairsReducer(state: MemoryPairsState, action: LocalAction):
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matchedPairs: 0,
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moves: 0,
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scores: action.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
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consecutiveMatches: action.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
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consecutiveMatches: action.activePlayers.reduce(
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(acc: any, p: string) => ({ ...acc, [p]: 0 }),
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{}
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),
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activePlayers: action.activePlayers,
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playerMetadata: action.playerMetadata,
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currentPlayer: action.activePlayers[0] || '',
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@@ -97,7 +100,8 @@ function localMemoryPairsReducer(state: MemoryPairsState, action: LocalAction):
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return {
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...state,
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flippedCards: newFlippedCards,
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currentMoveStartTime: state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
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currentMoveStartTime:
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state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
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isProcessingMove: newFlippedCards.length === 2,
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showMismatchFeedback: false,
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}
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@@ -386,7 +390,14 @@ export function LocalMemoryPairsProvider({ children }: { children: ReactNode })
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return true
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},
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[isGameActive, state.isProcessingMove, state.gameCards, state.flippedCards, state.currentPlayer, players]
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[
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isGameActive,
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state.isProcessingMove,
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state.gameCards,
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state.flippedCards,
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state.currentPlayer,
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players,
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]
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)
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const currentGameStatistics: GameStatistics = useMemo(
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2
apps/web/src/types/build-info.d.ts
vendored
2
apps/web/src/types/build-info.d.ts
vendored
@@ -1,4 +1,4 @@
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declare module '@/generated/build-info.json' {
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declare module '../generated/build-info.json' {
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interface BuildInfo {
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version: string
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buildTime: string
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@@ -24,10 +24,5 @@
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"src/app/games/matching/utils/matchValidation.ts",
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"socket-server.ts"
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],
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"exclude": [
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"node_modules",
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"**/*.test.ts",
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"**/*.test.tsx",
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"**/*.spec.ts"
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]
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"exclude": ["node_modules", "**/*.test.ts", "**/*.test.tsx", "**/*.spec.ts"]
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}
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@@ -1,6 +1,6 @@
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{
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"name": "soroban-monorepo",
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"version": "2.17.2",
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"version": "2.17.3",
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"private": true,
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"description": "Beautiful Soroban Flashcard Generator - Monorepo",
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"workspaces": [
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Reference in New Issue
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