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Author SHA1 Message Date
semantic-release-bot
b4c8cfaad2 chore(release): 2.4.0 [skip ci]
## [2.4.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.3.1...v2.4.0) (2025-10-08)

### Features

* add arcade room/session info and network players to nav ([6800747](6800747f80))
* add real-time WebSocket updates for room membership ([7ebb2be](7ebb2be392))
* implement modal room enforcement (one room per user) ([f005fbb](f005fbbb77))
* improve room navigation and membership UI ([bc219c2](bc219c2ad6))

### Bug Fixes

* auto-cleanup orphaned arcade sessions without valid rooms ([3c002ab](3c002ab29d))
* show correct join/leave button based on room membership ([5751dfe](5751dfef5c))
2025-10-08 13:42:45 +00:00
Thomas Hallock
f005fbbb77 feat: implement modal room enforcement (one room per user)
Implement hybrid database + application-level enforcement to ensure users
can only be in one room at a time, with graceful auto-leave behavior and
clear error messaging.

## Changes

### Database Layer
- Add unique index on `room_members.user_id` to enforce one room per user
- Migration includes cleanup of any existing duplicate memberships
- Constraint provides safety net if application logic fails

### Application Layer
- Auto-leave logic: when joining a room, automatically remove user from
  all other rooms first
- Return `AutoLeaveResult` with metadata about rooms that were left
- Idempotent rejoining: rejoining the same room just updates status

### API Layer
- Join route returns auto-leave information in response
- Catches and handles constraint violations with 409 Conflict
- User-friendly error messages when conflicts occur

### Frontend
- Room list and detail pages handle ROOM_MEMBERSHIP_CONFLICT errors
- Show alerts when user needs to leave current room
- Refresh room list after conflicts to show current state

### Testing
- 7 integration tests for modal room behavior
- Tests cover: first join, auto-leave, rejoining, multi-user scenarios,
  constraint enforcement, and metadata accuracy
- Updated existing unit tests for new return signature

## Technical Details

- `addRoomMember()` now returns `{ member, autoLeaveResult? }`
- Auto-leave happens before new room join, preventing race conditions
- Database unique constraint as ultimate safety net
- Socket events remain status-only (joining goes through API)

## Testing
-  All modal room tests pass (7/7)
-  All room API e2e tests pass (12/12)
-  Format and lint checks pass

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 08:41:39 -05:00
Thomas Hallock
5751dfef5c fix: show correct join/leave button based on room membership
Fixes issue where non-members see "Leave Room" button instead of
"Join Room" when viewing a room they haven't joined.

Changes:
- Added `isMember` check by comparing viewerId with members list
- Conditional button rendering:
  - **Members see**: "Leave Room" + "Start Game" buttons
  - **Non-members see**: "Back to Rooms" + "Join Room" buttons
- Added `joinRoom()` function to handle joining from room detail page
- Join button respects room.isLocked status
- After joining, room data refreshes to update UI

This prevents confusion about membership status and provides the
correct action buttons based on whether the user is in the room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 07:13:57 -05:00
Thomas Hallock
7ebb2be392 feat: add real-time WebSocket updates for room membership
Fixes issue where room members and players don't update in real-time
when someone joins from another tab/session.

Socket Events Added:
- `join-room`: Client → Server when user enters room page
  - Server marks member as online
  - Emits `room-joined` to the connecting user with full room state
  - Broadcasts `member-joined` to all other room members

- `leave-room`: Client → Server when user leaves room
  - Server marks member as offline
  - Broadcasts `member-left` to remaining members

- `players-updated`: Client → Server when user's active players change
  - Broadcasts `room-players-updated` to all members

Implementation:
- Added socket.join(`room:${roomId}`) for room-based broadcasting
- Integrated with room-membership manager (setMemberOnline)
- Fetches members, onlineMembers, and memberPlayers for each update
- Converts Map to Object for JSON serialization
- Uses io.to() for broadcasting to room members

Client Impact:
- Existing room detail page already listens for these events
- Real-time updates now work across tabs and sessions
- Members list and active players update automatically

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 07:12:23 -05:00
Thomas Hallock
bc219c2ad6 feat: improve room navigation and membership UI
Fixes two UX issues in the arcade rooms list:

1. **Show membership status**: Rooms now display whether the user is
   already a member
   - API returns `isMember` flag for each room
   - UI shows "✓ Joined" badge for joined rooms
   - Shows "Join Room" button for non-joined rooms

2. **Allow navigation without joining**: Users can now view rooms
   without automatically joining
   - Entire room card is clickable to navigate to room details
   - "Join Room" button specifically handles membership (with stopPropagation)
   - Users can browse room details before deciding to join

Changes:
- API (src/app/api/arcade/rooms/route.ts):
  - Added `isMember` check using viewerId
  - Enriched room response with membership status

- Frontend (src/app/arcade/rooms/page.tsx):
  - Added `isMember` to Room interface
  - Made room cards clickable for navigation
  - Show "✓ Joined" badge when user is a member
  - Show "Join Room" button when user is not a member
  - Button click stops propagation to prevent double navigation

This improves discoverability and prevents confusion about membership
status.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 07:07:24 -05:00
Thomas Hallock
3c002ab29d fix: auto-cleanup orphaned arcade sessions without valid rooms
Fixes critical bug where users were redirected to non-existent games
after room TTL deletion. This occurred because:

1. User creates arcade session in a room
2. Room expires via TTL cleanup
3. Session persists as orphan (roomId = null or points to deleted room)
4. useArcadeRedirect finds orphaned session
5. User redirected to /arcade/matching with no valid game state

Changes:

**Session validation (session-manager.ts)**
- getArcadeSession() now validates room association
- Auto-deletes sessions with no roomId
- Auto-deletes sessions pointing to non-existent rooms
- Returns undefined for orphaned sessions

**Session creation (session-manager.ts, route.ts, socket-server.ts)**
- createArcadeSession() now requires roomId parameter
- Socket server checks for existing user rooms before creating new ones
- Socket server auto-creates rooms when needed for backward compatibility
- API route requires roomId in request body

**Tests**
- Added orphaned-session-cleanup.test.ts: Unit/integration tests
- Added orphaned-session.e2e.test.ts: E2E regression tests
- Updated existing tests to provide roomId
- Tests cover TTL deletion, null roomId, and race conditions

This ensures sessions are always tied to valid rooms and prevents
orphaned session redirect loops.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 07:03:36 -05:00
Thomas Hallock
6800747f80 feat: add arcade room/session info and network players to nav
Add visual indicators for arcade sessions and other players:

Components added:
- NetworkPlayerIndicator: Shows network players with special
  "network" frame border (animated pulse, network icon badge)
- RoomInfo: Displays current arcade session info (game name,
  player count)

Modified:
- GameContextNav: Accept and render networkPlayers and roomInfo
- PageWithNav: Fetch arcade session info via useArcadeGuard and
  pass to GameContextNav

Visual features:
- Network players have gradient border and pulsing connection indicator
- Room info shows game name and player count in styled container
- Network players are visually distinct from local players
- Only shown when in active arcade session

This provides visibility into multiplayer state and prepares
for full room system implementation.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 06:51:38 -05:00
Thomas Hallock
99906ae53d format 2025-10-07 15:45:57 -05:00
44 changed files with 5765 additions and 53 deletions

57
.claude/terminology.md Normal file
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@@ -0,0 +1,57 @@
# Soroban Abacus Flashcards - Terminology Reference
## User vs Player vs Room Member
**CRITICAL**: Do not confuse these three concepts!
### Quick Reference
- **USER** = Identity/account (one per person, identified by `guestId` cookie)
- **PLAYER** = Game avatar/profile (multiple per user, from `players` table)
- **ROOM MEMBER** = USER's participation in a multiplayer room
### Key Rule
**When a USER joins a room, their ACTIVE PLAYERS join the game.**
Example:
- USER "Jane" has 3 players: Alice, Bob, Charlie
- Alice and Bob are active (`isActive: true`)
- When Jane joins a room, Alice and Bob participate in the game
- The `arcade_sessions.activePlayers` array contains `[alice_id, bob_id]`
### Database Schema
```
users (identity)
├─ players (avatars/profiles) - where isActive = true
└─ room_members (room participation)
arcade_sessions
├─ userId: references users.id
├─ activePlayers: Array<player.id> ← PLAYER IDs, not USER IDs!
└─ roomId: references arcade_rooms.id
```
### Common Mistakes to Avoid
❌ Using USER ID in `activePlayers` - should be PLAYER IDs
❌ Assuming one USER = one PLAYER - users can have multiple players
❌ Tracking game moves/scores by USER - should track by PLAYER
❌ Confusing room_members.displayName with players.name - different concepts
### Full Documentation
See: `docs/terminology-user-player-room.md` for complete explanation with examples.
## Other Project-Specific Terms
### Arcade vs Games
- **`/games/*`** - Single player or local multiplayer (same device)
- **`/arcade/*`** - Online multiplayer with sessions and rooms
### Session Types
- **Solo Session**: `arcade_sessions.roomId = null`, user playing alone
- **Room Session**: `arcade_sessions.roomId = room_xyz`, shared game state across room members

View File

@@ -1,3 +1,19 @@
## [2.4.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.3.1...v2.4.0) (2025-10-08)
### Features
* add arcade room/session info and network players to nav ([6800747](https://github.com/antialias/soroban-abacus-flashcards/commit/6800747f80a29c91ba0311a8330d594c1074097d))
* add real-time WebSocket updates for room membership ([7ebb2be](https://github.com/antialias/soroban-abacus-flashcards/commit/7ebb2be3927762a5fe9b6fb7fb15d6b88abb7b6a))
* implement modal room enforcement (one room per user) ([f005fbb](https://github.com/antialias/soroban-abacus-flashcards/commit/f005fbbb773f4d250b80d71593490976af82d5a5))
* improve room navigation and membership UI ([bc219c2](https://github.com/antialias/soroban-abacus-flashcards/commit/bc219c2ad66707f03e7a6cf587b9d190c736e26d))
### Bug Fixes
* auto-cleanup orphaned arcade sessions without valid rooms ([3c002ab](https://github.com/antialias/soroban-abacus-flashcards/commit/3c002ab29d1b72a0e1ffb70bb0744dc560e7bdc2))
* show correct join/leave button based on room membership ([5751dfe](https://github.com/antialias/soroban-abacus-flashcards/commit/5751dfef5c81981937cd5300c4256e5b74bb7488))
## [2.3.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.3.0...v2.3.1) (2025-10-07)

View File

@@ -30,7 +30,9 @@
"Bash(for file in src/app/arcade/complement-race/hooks/useTrackManagement.ts src/app/games/complement-race/hooks/useTrackManagement.ts)",
"Bash(echo \"EXIT CODE: $?\")",
"Bash(git commit -m \"$(cat <<''EOF''\nfeat: add Biome + ESLint linting setup\n\nAdd Biome for formatting and general linting, with minimal ESLint\nconfiguration for React Hooks rules only. This provides:\n\n- Fast formatting via Biome (10-100x faster than Prettier)\n- General JS/TS linting via Biome\n- React Hooks validation via ESLint (rules-of-hooks)\n- Import organization via Biome\n\nConfiguration files:\n- biome.jsonc: Biome config with custom rule overrides\n- eslint.config.js: Minimal flat config for React Hooks only\n- .gitignore: Added Biome cache exclusion\n- LINTING.md: Documentation for the setup\n\nScripts added to package.json:\n- npm run lint: Check all files\n- npm run lint:fix: Auto-fix issues\n- npm run format: Format all files\n- npm run check: Full Biome check\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\nEOF\n)\")",
"Bash(git commit:*)"
"Bash(git commit:*)",
"Bash(npm run pre-commit:*)",
"Bash(npm run:*)"
],
"deny": [],
"ask": []

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@@ -0,0 +1,455 @@
/**
* @vitest-environment node
*/
import { eq } from 'drizzle-orm'
import { afterEach, beforeEach, describe, expect, it } from 'vitest'
import { db, schema } from '../src/db'
import { createRoom } from '../src/lib/arcade/room-manager'
import { addRoomMember } from '../src/lib/arcade/room-membership'
/**
* Arcade Rooms API E2E Tests
*
* Tests the full arcade room system:
* - Room CRUD operations
* - Member management
* - Access control
* - Room code lookups
*/
describe('Arcade Rooms API', () => {
let testUserId1: string
let testUserId2: string
let testGuestId1: string
let testGuestId2: string
let testRoomId: string
beforeEach(async () => {
// Create test users
testGuestId1 = `test-guest-${Date.now()}-${Math.random().toString(36).slice(2)}`
testGuestId2 = `test-guest-${Date.now()}-${Math.random().toString(36).slice(2)}`
const [user1] = await db.insert(schema.users).values({ guestId: testGuestId1 }).returning()
const [user2] = await db.insert(schema.users).values({ guestId: testGuestId2 }).returning()
testUserId1 = user1.id
testUserId2 = user2.id
})
afterEach(async () => {
// Clean up rooms (cascade deletes members)
if (testRoomId) {
await db.delete(schema.arcadeRooms).where(eq(schema.arcadeRooms.id, testRoomId))
}
// Clean up users
await db.delete(schema.users).where(eq(schema.users.id, testUserId1))
await db.delete(schema.users).where(eq(schema.users.id, testUserId2))
})
describe('Room Creation', () => {
it('creates a room with valid data', async () => {
const room = await createRoom({
name: 'Test Room',
createdBy: testGuestId1,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: { difficulty: 6 },
})
testRoomId = room.id
expect(room).toBeDefined()
expect(room.name).toBe('Test Room')
expect(room.createdBy).toBe(testGuestId1)
expect(room.gameName).toBe('matching')
expect(room.status).toBe('lobby')
expect(room.isLocked).toBe(false)
expect(room.ttlMinutes).toBe(60)
expect(room.code).toMatch(/^[A-Z0-9]{6}$/)
})
it('creates room with custom TTL', async () => {
const room = await createRoom({
name: 'Custom TTL Room',
createdBy: testGuestId1,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: {},
ttlMinutes: 120,
})
testRoomId = room.id
expect(room.ttlMinutes).toBe(120)
})
it('generates unique room codes', async () => {
const room1 = await createRoom({
name: 'Room 1',
createdBy: testGuestId1,
creatorName: 'User 1',
gameName: 'matching',
gameConfig: {},
})
const room2 = await createRoom({
name: 'Room 2',
createdBy: testGuestId2,
creatorName: 'User 2',
gameName: 'matching',
gameConfig: {},
})
// Clean up both rooms
testRoomId = room1.id
await db.delete(schema.arcadeRooms).where(eq(schema.arcadeRooms.id, room2.id))
expect(room1.code).not.toBe(room2.code)
})
})
describe('Room Retrieval', () => {
beforeEach(async () => {
// Create a test room
const room = await createRoom({
name: 'Retrieval Test Room',
createdBy: testGuestId1,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: {},
})
testRoomId = room.id
})
it('retrieves room by ID', async () => {
const room = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.id, testRoomId),
})
expect(room).toBeDefined()
expect(room?.id).toBe(testRoomId)
expect(room?.name).toBe('Retrieval Test Room')
})
it('retrieves room by code', async () => {
const createdRoom = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.id, testRoomId),
})
const room = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.code, createdRoom!.code),
})
expect(room).toBeDefined()
expect(room?.id).toBe(testRoomId)
})
it('returns undefined for non-existent room', async () => {
const room = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.id, 'nonexistent-room-id'),
})
expect(room).toBeUndefined()
})
})
describe('Room Updates', () => {
beforeEach(async () => {
const room = await createRoom({
name: 'Update Test Room',
createdBy: testGuestId1,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: {},
})
testRoomId = room.id
})
it('updates room name', async () => {
const [updated] = await db
.update(schema.arcadeRooms)
.set({ name: 'Updated Name' })
.where(eq(schema.arcadeRooms.id, testRoomId))
.returning()
expect(updated.name).toBe('Updated Name')
})
it('locks room', async () => {
const [updated] = await db
.update(schema.arcadeRooms)
.set({ isLocked: true })
.where(eq(schema.arcadeRooms.id, testRoomId))
.returning()
expect(updated.isLocked).toBe(true)
})
it('updates room status', async () => {
const [updated] = await db
.update(schema.arcadeRooms)
.set({ status: 'playing' })
.where(eq(schema.arcadeRooms.id, testRoomId))
.returning()
expect(updated.status).toBe('playing')
})
it('updates lastActivity on any change', async () => {
const originalRoom = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.id, testRoomId),
})
// Wait a bit to ensure different timestamp (at least 1 second for SQLite timestamp resolution)
await new Promise((resolve) => setTimeout(resolve, 1100))
const [updated] = await db
.update(schema.arcadeRooms)
.set({ name: 'Activity Test', lastActivity: new Date() })
.where(eq(schema.arcadeRooms.id, testRoomId))
.returning()
expect(updated.lastActivity.getTime()).toBeGreaterThan(originalRoom!.lastActivity.getTime())
})
})
describe('Room Deletion', () => {
it('deletes room', async () => {
const room = await createRoom({
name: 'Delete Test Room',
createdBy: testGuestId1,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: {},
})
await db.delete(schema.arcadeRooms).where(eq(schema.arcadeRooms.id, room.id))
const deleted = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.id, room.id),
})
expect(deleted).toBeUndefined()
})
it('cascades delete to room members', async () => {
const room = await createRoom({
name: 'Cascade Test Room',
createdBy: testGuestId1,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: {},
})
// Add member
await addRoomMember({
roomId: room.id,
userId: testGuestId1,
displayName: 'Test User',
})
// Verify member exists
const membersBefore = await db.query.roomMembers.findMany({
where: eq(schema.roomMembers.roomId, room.id),
})
expect(membersBefore).toHaveLength(1)
// Delete room
await db.delete(schema.arcadeRooms).where(eq(schema.arcadeRooms.id, room.id))
// Verify members deleted
const membersAfter = await db.query.roomMembers.findMany({
where: eq(schema.roomMembers.roomId, room.id),
})
expect(membersAfter).toHaveLength(0)
})
})
describe('Room Members', () => {
beforeEach(async () => {
const room = await createRoom({
name: 'Members Test Room',
createdBy: testGuestId1,
creatorName: 'Test User 1',
gameName: 'matching',
gameConfig: {},
})
testRoomId = room.id
})
it('adds member to room', async () => {
const result = await addRoomMember({
roomId: testRoomId,
userId: testGuestId1,
displayName: 'Test User 1',
isCreator: true,
})
expect(result.member).toBeDefined()
expect(result.member.roomId).toBe(testRoomId)
expect(result.member.userId).toBe(testGuestId1)
expect(result.member.displayName).toBe('Test User 1')
expect(result.member.isCreator).toBe(true)
expect(result.member.isOnline).toBe(true)
})
it('adds multiple members to room', async () => {
await addRoomMember({
roomId: testRoomId,
userId: testGuestId1,
displayName: 'User 1',
})
await addRoomMember({
roomId: testRoomId,
userId: testGuestId2,
displayName: 'User 2',
})
const members = await db.query.roomMembers.findMany({
where: eq(schema.roomMembers.roomId, testRoomId),
})
expect(members).toHaveLength(2)
})
it('updates existing member instead of creating duplicate', async () => {
// Add member first time
await addRoomMember({
roomId: testRoomId,
userId: testGuestId1,
displayName: 'First Time',
})
// Add same member again
await addRoomMember({
roomId: testRoomId,
userId: testGuestId1,
displayName: 'Second Time',
})
const members = await db.query.roomMembers.findMany({
where: eq(schema.roomMembers.roomId, testRoomId),
})
// Should still only have 1 member
expect(members).toHaveLength(1)
})
it('removes member from room', async () => {
const result = await addRoomMember({
roomId: testRoomId,
userId: testGuestId1,
displayName: 'Test User',
})
await db.delete(schema.roomMembers).where(eq(schema.roomMembers.id, result.member.id))
const members = await db.query.roomMembers.findMany({
where: eq(schema.roomMembers.roomId, testRoomId),
})
expect(members).toHaveLength(0)
})
it('tracks online status', async () => {
const result = await addRoomMember({
roomId: testRoomId,
userId: testGuestId1,
displayName: 'Test User',
})
expect(result.member.isOnline).toBe(true)
// Set offline
const [updated] = await db
.update(schema.roomMembers)
.set({ isOnline: false })
.where(eq(schema.roomMembers.id, result.member.id))
.returning()
expect(updated.isOnline).toBe(false)
})
})
describe('Access Control', () => {
beforeEach(async () => {
const room = await createRoom({
name: 'Access Test Room',
createdBy: testGuestId1,
creatorName: 'Creator',
gameName: 'matching',
gameConfig: {},
})
testRoomId = room.id
})
it('identifies room creator correctly', async () => {
const room = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.id, testRoomId),
})
expect(room?.createdBy).toBe(testGuestId1)
})
it('distinguishes creator from other users', async () => {
const room = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.id, testRoomId),
})
expect(room?.createdBy).not.toBe(testGuestId2)
})
})
describe('Room Listing', () => {
beforeEach(async () => {
// Create multiple test rooms
const room1 = await createRoom({
name: 'Matching Room',
createdBy: testGuestId1,
creatorName: 'User 1',
gameName: 'matching',
gameConfig: {},
})
const room2 = await createRoom({
name: 'Memory Quiz Room',
createdBy: testGuestId2,
creatorName: 'User 2',
gameName: 'memory-quiz',
gameConfig: {},
})
testRoomId = room1.id
// Clean up room2 after test
afterEach(async () => {
await db.delete(schema.arcadeRooms).where(eq(schema.arcadeRooms.id, room2.id))
})
})
it('lists all active rooms', async () => {
const rooms = await db.query.arcadeRooms.findMany({
where: eq(schema.arcadeRooms.status, 'lobby'),
})
expect(rooms.length).toBeGreaterThanOrEqual(2)
})
it('excludes locked rooms from listing', async () => {
// Lock one room
await db
.update(schema.arcadeRooms)
.set({ isLocked: true })
.where(eq(schema.arcadeRooms.id, testRoomId))
const unlockedRooms = await db.query.arcadeRooms.findMany({
where: eq(schema.arcadeRooms.isLocked, false),
})
expect(unlockedRooms.every((r) => !r.isLocked)).toBe(true)
})
})
})

View File

@@ -76,7 +76,7 @@ describe('Middleware E2E', () => {
const originalEnv = process.env.NODE_ENV
Object.defineProperty(process.env, 'NODE_ENV', {
value: 'production',
configurable: true
configurable: true,
})
const req = new NextRequest('http://localhost:3000/')
@@ -87,7 +87,7 @@ describe('Middleware E2E', () => {
Object.defineProperty(process.env, 'NODE_ENV', {
value: originalEnv,
configurable: true
configurable: true,
})
})
@@ -95,7 +95,7 @@ describe('Middleware E2E', () => {
const originalEnv = process.env.NODE_ENV
Object.defineProperty(process.env, 'NODE_ENV', {
value: 'development',
configurable: true
configurable: true,
})
const req = new NextRequest('http://localhost:3000/')
@@ -106,7 +106,7 @@ describe('Middleware E2E', () => {
Object.defineProperty(process.env, 'NODE_ENV', {
value: originalEnv,
configurable: true
configurable: true,
})
})

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@@ -0,0 +1,203 @@
import { afterEach, beforeEach, describe, expect, it } from 'vitest'
import { eq } from 'drizzle-orm'
import { db, schema } from '../src/db'
import { createArcadeSession, getArcadeSession } from '../src/lib/arcade/session-manager'
import { cleanupExpiredRooms, createRoom } from '../src/lib/arcade/room-manager'
/**
* E2E Test: Orphaned Session After Room TTL Deletion
*
* This test simulates the exact scenario reported by the user:
* 1. User creates a game session in a room
* 2. Room expires via TTL cleanup
* 3. User navigates to /arcade
* 4. System should NOT redirect to the orphaned game
* 5. User should see the arcade lobby normally
*/
describe('E2E: Orphaned Session Cleanup on Navigation', () => {
const testUserId = 'e2e-user-id'
const testGuestId = 'e2e-guest-id'
let testRoomId: string
beforeEach(async () => {
// Create test user (simulating new or returning visitor)
await db
.insert(schema.users)
.values({
id: testUserId,
guestId: testGuestId,
createdAt: new Date(),
})
.onConflictDoNothing()
})
afterEach(async () => {
// Clean up test data
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.userId, testUserId))
await db.delete(schema.users).where(eq(schema.users.id, testUserId))
if (testRoomId) {
try {
await db.delete(schema.arcadeRooms).where(eq(schema.arcadeRooms.id, testRoomId))
} catch {
// Room may already be deleted
}
}
})
it('should not redirect user to orphaned game after room TTL cleanup', async () => {
// === SETUP PHASE ===
// User creates or joins a room
const room = await createRoom({
name: 'My Game Room',
createdBy: testGuestId,
creatorName: 'Test Player',
gameName: 'matching',
gameConfig: { difficulty: 6, gameType: 'abacus-numeral', turnTimer: 30 },
ttlMinutes: 1, // Short TTL for testing
})
testRoomId = room.id
// User starts a game session
const session = await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: {
gamePhase: 'playing',
cards: [],
gameCards: [],
flippedCards: [],
matchedPairs: 0,
totalPairs: 6,
currentPlayer: 'player-1',
difficulty: 6,
gameType: 'abacus-numeral',
turnTimer: 30,
},
activePlayers: ['player-1'],
roomId: room.id,
})
// Verify session was created
expect(session).toBeDefined()
expect(session.roomId).toBe(room.id)
// === TTL EXPIRATION PHASE ===
// Simulate time passing - room's TTL expires
// Set lastActivity to past so cleanup detects it
await db
.update(schema.arcadeRooms)
.set({
lastActivity: new Date(Date.now() - 2 * 60 * 1000), // 2 minutes ago
})
.where(eq(schema.arcadeRooms.id, room.id))
// Run cleanup (simulating background cleanup job)
const deletedCount = await cleanupExpiredRooms()
expect(deletedCount).toBeGreaterThan(0) // Room should be deleted
// === USER NAVIGATION PHASE ===
// User navigates to /arcade (arcade lobby)
// The useArcadeRedirect hook calls getArcadeSession to check for active session
const activeSession = await getArcadeSession(testGuestId)
// === ASSERTION PHASE ===
// Expected behavior: NO active session returned
// This prevents redirect to /arcade/matching which would be broken
expect(activeSession).toBeUndefined()
// Verify the orphaned session was cleaned up from database
const [orphanedSessionCheck] = await db
.select()
.from(schema.arcadeSessions)
.where(eq(schema.arcadeSessions.userId, testUserId))
.limit(1)
expect(orphanedSessionCheck).toBeUndefined()
})
it('should allow user to start new game after orphaned session cleanup', async () => {
// === SETUP: Create and orphan a session ===
const oldRoom = await createRoom({
name: 'Old Room',
createdBy: testGuestId,
creatorName: 'Test Player',
gameName: 'matching',
gameConfig: { difficulty: 6 },
ttlMinutes: 1,
})
await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1'],
roomId: oldRoom.id,
})
// Delete room (TTL cleanup)
await db.delete(schema.arcadeRooms).where(eq(schema.arcadeRooms.id, oldRoom.id))
// === ACTION: User tries to access arcade ===
const orphanedSession = await getArcadeSession(testGuestId)
expect(orphanedSession).toBeUndefined() // Orphan cleaned up
// === ACTION: User creates new room and session ===
const newRoom = await createRoom({
name: 'New Room',
createdBy: testGuestId,
creatorName: 'Test Player',
gameName: 'matching',
gameConfig: { difficulty: 8 },
ttlMinutes: 60,
})
testRoomId = newRoom.id
const newSession = await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1', 'player-2'],
roomId: newRoom.id,
})
// === ASSERTION: New session works correctly ===
expect(newSession).toBeDefined()
expect(newSession.roomId).toBe(newRoom.id)
const activeSession = await getArcadeSession(testGuestId)
expect(activeSession).toBeDefined()
expect(activeSession?.roomId).toBe(newRoom.id)
})
it('should handle race condition: getArcadeSession called while room is being deleted', async () => {
// Create room and session
const room = await createRoom({
name: 'Race Condition Room',
createdBy: testGuestId,
creatorName: 'Test Player',
gameName: 'matching',
gameConfig: { difficulty: 6 },
ttlMinutes: 60,
})
testRoomId = room.id
await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1'],
roomId: room.id,
})
// Simulate race: delete room while getArcadeSession is checking
await db.delete(schema.arcadeRooms).where(eq(schema.arcadeRooms.id, room.id))
// Should gracefully handle and return undefined
const result = await getArcadeSession(testGuestId)
expect(result).toBeUndefined()
})
})

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@@ -0,0 +1,169 @@
# User/Player/Room Member Inconsistencies - FIXED ✅
All critical inconsistencies between users, players, and room members have been resolved.
## Summary of Fixes
### 1. ✅ Backend - Player Fetching
**Created**: `src/lib/arcade/player-manager.ts`
- `getActivePlayers(userId)` - Get a user's active players
- `getRoomActivePlayers(roomId)` - Get all active players for all members in a room
- `getRoomPlayerIds(roomId)` - Get flat list of all player IDs in a room
- `validatePlayerInRoom(playerId, roomId)` - Validate player belongs to room member
- `getPlayer(playerId)` - Get single player by ID
- `getPlayers(playerIds[])` - Get multiple players by IDs
### 2. ✅ API Endpoints Updated
**`/api/arcade/rooms/:roomId/join` (POST)**
```typescript
// Now returns:
{
member: RoomMember,
room: Room,
activePlayers: Player[], // USER's active players
alreadyMember: boolean
}
```
**`/api/arcade/rooms/:roomId` (GET)**
```typescript
// Now returns:
{
room: Room,
members: RoomMember[],
memberPlayers: Record<userId, Player[]>, // Map of all members' players
canModerate: boolean
}
```
**`/api/arcade/rooms` (GET)**
```typescript
// Now returns:
{
rooms: Array<{
...roomData,
memberCount: number, // Number of users in room
playerCount: number // Total players across all users
}>
}
```
### 3. ✅ Socket Events Updated
**`join-room` event**
```typescript
// Server emits:
socket.emit('room-joined', {
room,
members,
onlineMembers,
memberPlayers: Record<userId, Player[]>, // All members' players
activePlayers: Player[] // This user's active players
})
socket.to(`room:${roomId}`).emit('member-joined', {
member,
activePlayers: Player[], // New member's active players
onlineMembers,
memberPlayers: Record<userId, Player[]>
})
```
**`room-game-move` event**
```typescript
// Now validates:
1. User is a room member (userId check)
2. Player belongs to a room member (playerId validation)
// Rejects move if playerId doesn't belong to any room member
```
### 4. ✅ Frontend UI Updated
**Room Lobby (`/arcade/rooms/[roomId]/page.tsx`)**
Before:
```
Member: Jane
Status: Online
```
After:
```
Member: Jane
Status: Online
Players: 👧 Alice, 👦 Bob
```
**Room Browser (`/arcade/rooms/page.tsx`)**
Before:
```
Room: Math Masters
Host: Jane | Game: matching | Status: Waiting
```
After:
```
Room: Math Masters
Host: Jane | Game: matching | 👥 3 members | 🎯 7 players | Status: Waiting
```
## Key Changes Summary
| Component | Change |
|-----------|--------|
| **Helper Functions** | Created `player-manager.ts` with 6 new functions |
| **Join Endpoint** | Now fetches and returns user's active players |
| **Room Detail Endpoint** | Returns player map for all members |
| **Rooms List Endpoint** | Returns member and player counts |
| **Socket join-room** | Broadcasts active players to room |
| **Socket room-game-move** | Validates player IDs belong to members |
| **Room Lobby UI** | Shows each member's players |
| **Room Browser UI** | Shows total member and player counts |
## Validation Rules Enforced
1.**Room membership tracked by USER ID** - Correct
2.**Game participation tracked by PLAYER IDs** - Fixed
3.**When user joins room, their active players join game** - Implemented
4.**Socket moves validate player belongs to room** - Added validation
5.**UI shows both members and their players** - Updated
## TypeScript Validation
All changes pass TypeScript validation with 0 errors in modified files:
- `src/lib/arcade/player-manager.ts`
- `src/app/api/arcade/rooms/route.ts`
- `src/app/api/arcade/rooms/[roomId]/route.ts`
- `src/app/api/arcade/rooms/[roomId]/join/route.ts`
- `src/app/arcade/rooms/page.tsx`
- `src/app/arcade/rooms/[roomId]/page.tsx`
- `socket-server.ts`
## Testing Checklist
- [ ] Create a user with multiple active players
- [ ] Join a room and verify all active players are shown
- [ ] Have multiple users join the same room
- [ ] Verify each user's players are displayed correctly
- [ ] Verify room browser shows correct member/player counts
- [ ] Start a game and verify all player IDs are collected
- [ ] Test that invalid player IDs are rejected in game moves
## Documentation Created
1. `docs/terminology-user-player-room.md` - Complete explanation
2. `.claude/terminology.md` - Quick reference for AI
3. `docs/INCONSISTENCIES.md` - Analysis of issues (pre-fix)
4. `docs/FIXES-APPLIED.md` - This document
## Next Steps (Phase 4)
The system is now ready for full multiplayer game integration:
1. When room game starts, collect all player IDs from all members
2. Set `arcade_sessions.activePlayers` to all room player IDs
3. Game state tracks scores/moves by PLAYER ID
4. Broadcast game updates to all room members

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@@ -0,0 +1,189 @@
# Current Implementation vs Correct Design - Inconsistencies
## ❌ Inconsistency 1: Room Join Doesn't Fetch Active Players
**Current Code** (`/api/arcade/rooms/:roomId/join`):
```typescript
// Only creates room_member record with userId
const member = await addRoomMember({
roomId,
userId: viewerId, // ✅ Correct: USER ID
displayName,
isCreator: false,
})
// ❌ Missing: Does not fetch user's active players
```
**Should Be**:
```typescript
// 1. Create room member
const member = await addRoomMember({ ... })
// 2. Fetch user's active players
const activePlayers = await db.query.players.findMany({
where: and(
eq(players.userId, viewerId),
eq(players.isActive, true)
)
})
// 3. Return both member and their active players
return { member, activePlayers }
```
---
## ❌ Inconsistency 2: Socket Events Use USER ID Instead of PLAYER ID
**Current Code** (`socket-server.ts`):
```typescript
socket.on('join-room', ({ roomId, userId }) => {
// Uses USER ID for presence
await setMemberOnline(roomId, userId, true)
socket.emit('room-joined', { members })
})
socket.on('room-game-move', ({ roomId, userId, move }) => {
// ❌ Wrong: Uses USER ID for game moves
// Should use PLAYER ID
})
```
**Should Be**:
```typescript
socket.on('join-room', ({ roomId, userId }) => {
// ✅ Correct: Use USER ID for room presence
await setMemberOnline(roomId, userId, true)
// ❌ Missing: Should also fetch and broadcast active players
const activePlayers = await getActivePlayers(userId)
socket.emit('room-joined', { members, activePlayers })
})
socket.on('room-game-move', ({ roomId, playerId, move }) => {
// ✅ Correct: Use PLAYER ID for game actions
// Validate that playerId belongs to a member in this room
})
```
---
## ❌ Inconsistency 3: Room Member Interface Missing Player Association
**Current Code** (`room_members` table):
```typescript
interface RoomMember {
id: string
roomId: string
userId: string // ✅ Correct: USER ID
displayName: string
isCreator: boolean
// ❌ Missing: No link to user's players
}
```
**Need to Add** (runtime association, not DB schema):
```typescript
interface RoomMemberWithPlayers {
member: RoomMember
activePlayers: Player[] // The user's active players
}
```
---
## ❌ Inconsistency 4: Client UI Shows Room Members, Not Players
**Current Code** (`/arcade/rooms/[roomId]/page.tsx`):
```typescript
// Shows room members (users)
{members.map((member) => (
<div key={member.id}>
{member.displayName} {/* USER's display name */}
</div>
))}
// ❌ Missing: Should show the PLAYERS that will participate
```
**Should Show**:
```typescript
{members.map((member) => (
<div key={member.id}>
<div>{member.displayName} (Room Member)</div>
<div>Players:
{member.activePlayers.map(player => (
<span key={player.id}>{player.emoji} {player.name}</span>
))}
</div>
</div>
))}
```
---
## Summary of Required Changes
### Phase 1: Backend - Player Fetching
1.`room_members` table correctly uses USER ID (no change needed)
2.`/api/arcade/rooms/:roomId/join` - Fetch and return active players
3.`/api/arcade/rooms/:roomId` GET - Include active players in response
4. ❌ Create helper: `getActivePlayers(userId) => Player[]`
### Phase 2: Socket Layer - Player Association
1.`join-room` event - Broadcast active players to room
2.`room-game-move` event - Accept PLAYER ID, not USER ID
3. ❌ Validate PLAYER ID belongs to a room member
### Phase 3: Frontend - Player Display
1. ❌ Room lobby - Show each member's active players
2. ❌ Game setup - Use PLAYER IDs for `activePlayers` array
3. ❌ Move/action events - Send PLAYER ID
### Phase 4: Game Integration
1. ❌ When room game starts, collect all PLAYER IDs from all members
2. ❌ Arcade session `activePlayers` should contain all room PLAYER IDs
3. ❌ Game state tracks scores/moves by PLAYER ID, not USER ID
---
## Test Scenarios
### Scenario 1: Single Player Per User
```
USER Jane (guest_123)
└─ PLAYER Alice (active)
Joins room → Room shows "Jane: Alice 👧"
Game starts → activePlayers: ["alice_id"]
```
### Scenario 2: Multiple Players Per User
```
USER Jane (guest_123)
├─ PLAYER Alice (active)
└─ PLAYER Bob (active)
Joins room → Room shows "Jane: Alice 👧, Bob 👦"
Game starts → activePlayers: ["alice_id", "bob_id"]
```
### Scenario 3: Multi-User Room
```
USER Jane
└─ PLAYER Alice, Bob (active)
USER Mark
└─ PLAYER Mario (active)
USER Sara
└─ PLAYER Luna, Nova, Star (active)
Room shows:
- Jane: Alice 👧, Bob 👦
- Mark: Mario 🍄
- Sara: Luna 🌙, Nova ✨, Star ⭐
Game starts → activePlayers: [alice, bob, mario, luna, nova, star]
Total: 6 players across 3 users
```

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# User vs Player vs Room Member - Terminology Guide
**Critical Distinction**: Users, Players, and Room Members are three different concepts in the system.
## Core Concepts
### 1. **USER** (Identity Layer)
- **Table**: `users`
- **Purpose**: Identity - guest or authenticated account
- **Identified by**: `guestId` (HttpOnly cookie)
- **Retrieved via**: `useViewerId()` hook
- **Scope**: One per browser/account
- **Example**: A person visiting the site
### 2. **PLAYER** (Game Avatar Layer)
- **Table**: `players`
- **Purpose**: Game profiles/avatars that represent a participant in the game
- **Belongs to**: USER (via `userId` FK)
- **Properties**: name, emoji, color, `isActive`
- **Scope**: A USER can have MULTIPLE players (e.g., "Alice 👧", "Bob 👦", "Charlie 🧒")
- **Used in**: All game contexts - both local and online multiplayer
- **Active Players**: Players where `isActive = true` are the ones currently participating
### 3. **ROOM MEMBER** (Room Participation Layer)
- **Table**: `room_members`
- **Purpose**: Tracks a USER's participation in a multiplayer room
- **Identified by**: `userId` (references the guest/user)
- **Properties**: `displayName`, `isCreator`, `isOnline`, `joinedAt`
- **Scope**: One record per USER per room
## How They Work Together
### When a USER joins a room:
1. **Room Member Created**: A `room_members` record is created with the USER's ID
2. **Active Players Join**: The USER's ACTIVE PLAYERS (where `isActive = true`) participate in the game
3. **Arcade Session**: The `arcade_sessions.activePlayers` field contains the PLAYER IDs (from `players` table)
### Example Flow:
```
USER: guest_abc123 (Jane)
├─ PLAYER: player_001 (name: "Alice 👧", isActive: true)
├─ PLAYER: player_002 (name: "Bob 👦", isActive: true)
└─ PLAYER: player_003 (name: "Charlie 🧒", isActive: false)
When USER joins ROOM "Math Masters":
→ ROOM_MEMBER created: {userId: "guest_abc123", displayName: "Jane", roomId: "room_xyz"}
→ PLAYERS joining game: ["player_001", "player_002"] (only active ones)
→ ARCADE_SESSION.activePlayers: ["player_001", "player_002"]
```
### Multi-User Room Example:
```
ROOM "Math Masters" (room_xyz):
ROOM_MEMBER 1:
userId: guest_abc123 (Jane)
└─ PLAYERS in game: ["player_001" (Alice), "player_002" (Bob)]
ROOM_MEMBER 2:
userId: guest_def456 (Mark)
└─ PLAYERS in game: ["player_003" (Mario)]
ROOM_MEMBER 3:
userId: guest_ghi789 (Sara)
└─ PLAYERS in game: ["player_004" (Luna), "player_005" (Nova), "player_006" (Star)]
Total PLAYERS in this game: 6 players across 3 users
```
## Database Schema Relationships
```
users (1) ──< (many) players
└──< (many) room_members
└──< belongs to arcade_rooms
arcade_sessions:
- userId: references users.id
- activePlayers: JSON array of player.id values
- roomId: references arcade_rooms.id (null for solo play)
```
## Implementation Rules
### ✅ Correct Usage
- **Room membership**: Track by USER ID
- **Game participation**: Track by PLAYER IDs
- **Presence/online status**: Track by USER ID (room member)
- **Scores/moves**: Track by PLAYER ID
- **Room creator**: Track by USER ID
### ❌ Common Mistakes
- ❌ Using USER ID where PLAYER ID is needed
- ❌ Assuming one USER = one PLAYER
- ❌ Tracking scores by USER instead of PLAYER
- ❌ Mixing room_members.displayName with players.name
## API Design Patterns
### When a USER joins a room:
```typescript
// 1. Add user as room member
POST /api/arcade/rooms/:roomId/join
Body: {
userId: string // USER ID (from useViewerId)
displayName: string // Room member display name
}
// 2. System retrieves user's active players
const activePlayers = await db.query.players.findMany({
where: and(
eq(players.userId, userId),
eq(players.isActive, true)
)
})
// 3. Game starts with those player IDs
const session = {
userId,
activePlayers: activePlayers.map(p => p.id), // PLAYER IDs
roomId
}
```
### Socket Events
```typescript
// User joins room (presence)
socket.emit('join-room', { roomId, userId })
// Player makes a move (game action)
socket.emit('game-move', {
roomId,
playerId, // PLAYER ID, not USER ID
move
})
```
## Summary
- **USER** = Identity/account (one per person)
- **PLAYER** = Game avatar/profile (multiple per user)
- **ROOM MEMBER** = USER's participation in a room
- **When USER joins room** → Their ACTIVE PLAYERS join the game
- **`activePlayers` field** → Array of PLAYER IDs from `players` table

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-- Step 1: Clean up any duplicate room memberships
-- Keep only the most recent membership for each user (by last_seen timestamp)
DELETE FROM `room_members`
WHERE `id` NOT IN (
SELECT `id` FROM (
SELECT `id`, ROW_NUMBER() OVER (
PARTITION BY `user_id`
ORDER BY `last_seen` DESC, `joined_at` DESC
) as rn
FROM `room_members`
) WHERE rn = 1
);--> statement-breakpoint
-- Step 2: Add unique constraint to enforce one room per user
CREATE UNIQUE INDEX `idx_room_members_user_id_unique` ON `room_members` (`user_id`);

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@@ -0,0 +1,660 @@
{
"version": "6",
"dialect": "sqlite",
"id": "cbd94d51-1454-467c-a471-ccbfca886a1a",
"prevId": "68cc273f-0d84-4a46-ae41-124a3e06096b",
"tables": {
"abacus_settings": {
"name": "abacus_settings",
"columns": {
"user_id": {
"name": "user_id",
"type": "text",
"primaryKey": true,
"notNull": true,
"autoincrement": false
},
"color_scheme": {
"name": "color_scheme",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": "'place-value'"
},
"bead_shape": {
"name": "bead_shape",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": "'diamond'"
},
"color_palette": {
"name": "color_palette",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": "'default'"
},
"hide_inactive_beads": {
"name": "hide_inactive_beads",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": false
},
"colored_numerals": {
"name": "colored_numerals",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": false
},
"scale_factor": {
"name": "scale_factor",
"type": "real",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": 1
},
"show_numbers": {
"name": "show_numbers",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": true
},
"animated": {
"name": "animated",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": true
},
"interactive": {
"name": "interactive",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": false
},
"gestures": {
"name": "gestures",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": false
},
"sound_enabled": {
"name": "sound_enabled",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": true
},
"sound_volume": {
"name": "sound_volume",
"type": "real",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": 0.8
}
},
"indexes": {},
"foreignKeys": {
"abacus_settings_user_id_users_id_fk": {
"name": "abacus_settings_user_id_users_id_fk",
"tableFrom": "abacus_settings",
"tableTo": "users",
"columnsFrom": ["user_id"],
"columnsTo": ["id"],
"onDelete": "cascade",
"onUpdate": "no action"
}
},
"compositePrimaryKeys": {},
"uniqueConstraints": {},
"checkConstraints": {}
},
"arcade_rooms": {
"name": "arcade_rooms",
"columns": {
"id": {
"name": "id",
"type": "text",
"primaryKey": true,
"notNull": true,
"autoincrement": false
},
"code": {
"name": "code",
"type": "text(6)",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"name": {
"name": "name",
"type": "text(50)",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"created_by": {
"name": "created_by",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"creator_name": {
"name": "creator_name",
"type": "text(50)",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"created_at": {
"name": "created_at",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"last_activity": {
"name": "last_activity",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"ttl_minutes": {
"name": "ttl_minutes",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": 60
},
"is_locked": {
"name": "is_locked",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": false
},
"game_name": {
"name": "game_name",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"game_config": {
"name": "game_config",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"status": {
"name": "status",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": "'lobby'"
},
"current_session_id": {
"name": "current_session_id",
"type": "text",
"primaryKey": false,
"notNull": false,
"autoincrement": false
},
"total_games_played": {
"name": "total_games_played",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": 0
}
},
"indexes": {
"arcade_rooms_code_unique": {
"name": "arcade_rooms_code_unique",
"columns": ["code"],
"isUnique": true
}
},
"foreignKeys": {},
"compositePrimaryKeys": {},
"uniqueConstraints": {},
"checkConstraints": {}
},
"arcade_sessions": {
"name": "arcade_sessions",
"columns": {
"user_id": {
"name": "user_id",
"type": "text",
"primaryKey": true,
"notNull": true,
"autoincrement": false
},
"current_game": {
"name": "current_game",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"game_url": {
"name": "game_url",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"game_state": {
"name": "game_state",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"active_players": {
"name": "active_players",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"room_id": {
"name": "room_id",
"type": "text",
"primaryKey": false,
"notNull": false,
"autoincrement": false
},
"started_at": {
"name": "started_at",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"last_activity_at": {
"name": "last_activity_at",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"expires_at": {
"name": "expires_at",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"is_active": {
"name": "is_active",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": true
},
"version": {
"name": "version",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": 1
}
},
"indexes": {},
"foreignKeys": {
"arcade_sessions_user_id_users_id_fk": {
"name": "arcade_sessions_user_id_users_id_fk",
"tableFrom": "arcade_sessions",
"tableTo": "users",
"columnsFrom": ["user_id"],
"columnsTo": ["id"],
"onDelete": "cascade",
"onUpdate": "no action"
},
"arcade_sessions_room_id_arcade_rooms_id_fk": {
"name": "arcade_sessions_room_id_arcade_rooms_id_fk",
"tableFrom": "arcade_sessions",
"tableTo": "arcade_rooms",
"columnsFrom": ["room_id"],
"columnsTo": ["id"],
"onDelete": "set null",
"onUpdate": "no action"
}
},
"compositePrimaryKeys": {},
"uniqueConstraints": {},
"checkConstraints": {}
},
"players": {
"name": "players",
"columns": {
"id": {
"name": "id",
"type": "text",
"primaryKey": true,
"notNull": true,
"autoincrement": false
},
"user_id": {
"name": "user_id",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"name": {
"name": "name",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"emoji": {
"name": "emoji",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"color": {
"name": "color",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"is_active": {
"name": "is_active",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": false
},
"created_at": {
"name": "created_at",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
}
},
"indexes": {
"players_user_id_idx": {
"name": "players_user_id_idx",
"columns": ["user_id"],
"isUnique": false
}
},
"foreignKeys": {
"players_user_id_users_id_fk": {
"name": "players_user_id_users_id_fk",
"tableFrom": "players",
"tableTo": "users",
"columnsFrom": ["user_id"],
"columnsTo": ["id"],
"onDelete": "cascade",
"onUpdate": "no action"
}
},
"compositePrimaryKeys": {},
"uniqueConstraints": {},
"checkConstraints": {}
},
"room_members": {
"name": "room_members",
"columns": {
"id": {
"name": "id",
"type": "text",
"primaryKey": true,
"notNull": true,
"autoincrement": false
},
"room_id": {
"name": "room_id",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"user_id": {
"name": "user_id",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"display_name": {
"name": "display_name",
"type": "text(50)",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"is_creator": {
"name": "is_creator",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": false
},
"joined_at": {
"name": "joined_at",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"last_seen": {
"name": "last_seen",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"is_online": {
"name": "is_online",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": true
}
},
"indexes": {
"room_members_user_id_unique": {
"name": "room_members_user_id_unique",
"columns": ["user_id"],
"isUnique": true
},
"idx_room_members_user_id_unique": {
"name": "idx_room_members_user_id_unique",
"columns": ["user_id"],
"isUnique": true
}
},
"foreignKeys": {
"room_members_room_id_arcade_rooms_id_fk": {
"name": "room_members_room_id_arcade_rooms_id_fk",
"tableFrom": "room_members",
"tableTo": "arcade_rooms",
"columnsFrom": ["room_id"],
"columnsTo": ["id"],
"onDelete": "cascade",
"onUpdate": "no action"
}
},
"compositePrimaryKeys": {},
"uniqueConstraints": {},
"checkConstraints": {}
},
"user_stats": {
"name": "user_stats",
"columns": {
"user_id": {
"name": "user_id",
"type": "text",
"primaryKey": true,
"notNull": true,
"autoincrement": false
},
"games_played": {
"name": "games_played",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": 0
},
"total_wins": {
"name": "total_wins",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": 0
},
"favorite_game_type": {
"name": "favorite_game_type",
"type": "text",
"primaryKey": false,
"notNull": false,
"autoincrement": false
},
"best_time": {
"name": "best_time",
"type": "integer",
"primaryKey": false,
"notNull": false,
"autoincrement": false
},
"highest_accuracy": {
"name": "highest_accuracy",
"type": "real",
"primaryKey": false,
"notNull": true,
"autoincrement": false,
"default": 0
}
},
"indexes": {},
"foreignKeys": {
"user_stats_user_id_users_id_fk": {
"name": "user_stats_user_id_users_id_fk",
"tableFrom": "user_stats",
"tableTo": "users",
"columnsFrom": ["user_id"],
"columnsTo": ["id"],
"onDelete": "cascade",
"onUpdate": "no action"
}
},
"compositePrimaryKeys": {},
"uniqueConstraints": {},
"checkConstraints": {}
},
"users": {
"name": "users",
"columns": {
"id": {
"name": "id",
"type": "text",
"primaryKey": true,
"notNull": true,
"autoincrement": false
},
"guest_id": {
"name": "guest_id",
"type": "text",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"created_at": {
"name": "created_at",
"type": "integer",
"primaryKey": false,
"notNull": true,
"autoincrement": false
},
"upgraded_at": {
"name": "upgraded_at",
"type": "integer",
"primaryKey": false,
"notNull": false,
"autoincrement": false
},
"email": {
"name": "email",
"type": "text",
"primaryKey": false,
"notNull": false,
"autoincrement": false
},
"name": {
"name": "name",
"type": "text",
"primaryKey": false,
"notNull": false,
"autoincrement": false
}
},
"indexes": {
"users_guest_id_unique": {
"name": "users_guest_id_unique",
"columns": ["guest_id"],
"isUnique": true
},
"users_email_unique": {
"name": "users_email_unique",
"columns": ["email"],
"isUnique": true
}
},
"foreignKeys": {},
"compositePrimaryKeys": {},
"uniqueConstraints": {},
"checkConstraints": {}
}
},
"views": {},
"enums": {},
"_meta": {
"schemas": {},
"tables": {},
"columns": {}
},
"internal": {
"indexes": {}
}
}

View File

@@ -29,6 +29,13 @@
"when": 1759781243105,
"tag": "0003_naive_reptil",
"breakpoints": true
},
{
"idx": 4,
"version": "6",
"when": 1759930182541,
"tag": "0004_shiny_madelyne_pryor",
"breakpoints": true
}
]
}

View File

@@ -7,7 +7,15 @@ import {
getArcadeSession,
updateSessionActivity,
} from './src/lib/arcade/session-manager'
import type { GameMove } from './src/lib/arcade/validation'
import { createRoom, getRoomById } from './src/lib/arcade/room-manager'
import {
getOnlineRoomMembers,
getRoomMembers,
getUserRooms,
setMemberOnline,
} from './src/lib/arcade/room-membership'
import { getRoomActivePlayers } from './src/lib/arcade/player-manager'
import type { GameMove, GameName } from './src/lib/arcade/validation'
import { matchingGameValidator } from './src/lib/arcade/validation/MatchingGameValidator'
export function initializeSocketServer(httpServer: HTTPServer) {
@@ -85,15 +93,52 @@ export function initializeSocketServer(httpServer: HTTPServer) {
turnTimer: 30,
})
// Check if user is already in a room for this game
const userRoomIds = await getUserRooms(data.userId)
let room = null
// Look for an existing active room for this game
for (const roomId of userRoomIds) {
const existingRoom = await getRoomById(roomId)
if (
existingRoom &&
existingRoom.gameName === 'matching' &&
existingRoom.status !== 'finished'
) {
room = existingRoom
console.log('🏠 Using existing room:', room.code)
break
}
}
// If no suitable room exists, create a new one
if (!room) {
room = await createRoom({
name: 'Auto-generated Room',
createdBy: data.userId,
creatorName: 'Player',
gameName: 'matching' as GameName,
gameConfig: {
difficulty: 6,
gameType: 'abacus-numeral',
turnTimer: 30,
},
ttlMinutes: 60,
})
console.log('🏠 Created new room:', room.code)
}
// Now create the session linked to the room
await createArcadeSession({
userId: data.userId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState,
activePlayers,
roomId: room.id,
})
console.log('✅ Session created successfully')
console.log('✅ Session created successfully with room association')
// Notify all connected clients about the new session
const newSession = await getArcadeSession(data.userId)
@@ -162,6 +207,113 @@ export function initializeSocketServer(httpServer: HTTPServer) {
}
})
// Room: Join
socket.on('join-room', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🏠 User ${userId} joining room ${roomId}`)
try {
// Join the socket room
socket.join(`room:${roomId}`)
// Mark member as online
await setMemberOnline(roomId, userId, true)
// Get room data
const members = await getRoomMembers(roomId)
const onlineMembers = await getOnlineRoomMembers(roomId)
const memberPlayers = await getRoomActivePlayers(roomId)
// Convert memberPlayers Map to object for JSON serialization
const memberPlayersObj: Record<string, any[]> = {}
for (const [uid, players] of memberPlayers.entries()) {
memberPlayersObj[uid] = players
}
// Send current room state to the joining user
socket.emit('room-joined', {
roomId,
members,
onlineMembers,
memberPlayers: memberPlayersObj,
})
// Notify all other members in the room
socket.to(`room:${roomId}`).emit('member-joined', {
roomId,
userId,
onlineMembers,
memberPlayers: memberPlayersObj,
})
console.log(`✅ User ${userId} joined room ${roomId}`)
} catch (error) {
console.error('Error joining room:', error)
socket.emit('room-error', { error: 'Failed to join room' })
}
})
// Room: Leave
socket.on('leave-room', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🚪 User ${userId} leaving room ${roomId}`)
try {
// Leave the socket room
socket.leave(`room:${roomId}`)
// Mark member as offline
await setMemberOnline(roomId, userId, false)
// Get updated online members
const onlineMembers = await getOnlineRoomMembers(roomId)
const memberPlayers = await getRoomActivePlayers(roomId)
// Convert memberPlayers Map to object
const memberPlayersObj: Record<string, any[]> = {}
for (const [uid, players] of memberPlayers.entries()) {
memberPlayersObj[uid] = players
}
// Notify remaining members
io.to(`room:${roomId}`).emit('member-left', {
roomId,
userId,
onlineMembers,
memberPlayers: memberPlayersObj,
})
console.log(`✅ User ${userId} left room ${roomId}`)
} catch (error) {
console.error('Error leaving room:', error)
}
})
// Room: Players updated
socket.on('players-updated', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🎯 Players updated for user ${userId} in room ${roomId}`)
try {
// Get updated player data
const memberPlayers = await getRoomActivePlayers(roomId)
// Convert memberPlayers Map to object
const memberPlayersObj: Record<string, any[]> = {}
for (const [uid, players] of memberPlayers.entries()) {
memberPlayersObj[uid] = players
}
// Broadcast to all members in the room (including sender)
io.to(`room:${roomId}`).emit('room-players-updated', {
roomId,
memberPlayers: memberPlayersObj,
})
console.log(`✅ Broadcasted player updates for room ${roomId}`)
} catch (error) {
console.error('Error updating room players:', error)
socket.emit('room-error', { error: 'Failed to update players' })
}
})
socket.on('disconnect', () => {
console.log('🔌 Client disconnected:', socket.id)
if (currentUserId) {

View File

@@ -47,10 +47,16 @@ export async function GET(request: NextRequest) {
export async function POST(request: NextRequest) {
try {
const body = await request.json()
const { userId, gameName, gameUrl, initialState, activePlayers } = body
const { userId, gameName, gameUrl, initialState, activePlayers, roomId } = body
if (!userId || !gameName || !gameUrl || !initialState || !activePlayers) {
return NextResponse.json({ error: 'Missing required fields' }, { status: 400 })
if (!userId || !gameName || !gameUrl || !initialState || !activePlayers || !roomId) {
return NextResponse.json(
{
error:
'Missing required fields (userId, gameName, gameUrl, initialState, activePlayers, roomId)',
},
{ status: 400 }
)
}
const session = await createArcadeSession({
@@ -59,6 +65,7 @@ export async function POST(request: NextRequest) {
gameUrl,
initialState,
activePlayers,
roomId,
})
return NextResponse.json({

View File

@@ -0,0 +1,96 @@
import { type NextRequest, NextResponse } from 'next/server'
import { getRoomById, touchRoom } from '@/lib/arcade/room-manager'
import { addRoomMember } from '@/lib/arcade/room-membership'
import { getActivePlayers } from '@/lib/arcade/player-manager'
import { getViewerId } from '@/lib/viewer'
type RouteContext = {
params: Promise<{ roomId: string }>
}
/**
* POST /api/arcade/rooms/:roomId/join
* Join a room
* Body:
* - displayName?: string (optional, will generate from viewerId if not provided)
*/
export async function POST(req: NextRequest, context: RouteContext) {
try {
const { roomId } = await context.params
const viewerId = await getViewerId()
const body = await req.json().catch(() => ({}))
// Get room
const room = await getRoomById(roomId)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
// Check if room is locked
if (room.isLocked) {
return NextResponse.json({ error: 'Room is locked' }, { status: 403 })
}
// Get or generate display name
const displayName = body.displayName || `Guest ${viewerId.slice(-4)}`
// Validate display name length
if (displayName.length > 50) {
return NextResponse.json(
{ error: 'Display name too long (max 50 characters)' },
{ status: 400 }
)
}
// Add member (with auto-leave logic for modal room enforcement)
const { member, autoLeaveResult } = await addRoomMember({
roomId,
userId: viewerId,
displayName,
isCreator: false,
})
// Fetch user's active players (these will participate in the game)
const activePlayers = await getActivePlayers(viewerId)
// Update room activity to refresh TTL
await touchRoom(roomId)
// Build response with auto-leave info if applicable
return NextResponse.json(
{
member,
room,
activePlayers, // The user's active players that will join the game
autoLeave: autoLeaveResult
? {
leftRooms: autoLeaveResult.leftRooms,
roomCount: autoLeaveResult.leftRooms.length,
message: `You were automatically removed from ${autoLeaveResult.leftRooms.length} other room(s)`,
}
: undefined,
},
{ status: 201 }
)
} catch (error: any) {
console.error('Failed to join room:', error)
// Handle specific constraint violation error
if (error.message?.includes('ROOM_MEMBERSHIP_CONFLICT')) {
return NextResponse.json(
{
error: 'You are already in another room',
code: 'ROOM_MEMBERSHIP_CONFLICT',
message:
'You can only be in one room at a time. Please leave your current room before joining a new one.',
userMessage:
'⚠️ Already in Another Room\n\nYou can only be in one room at a time. Please refresh the page and try again.',
},
{ status: 409 } // 409 Conflict
)
}
// Generic error
return NextResponse.json({ error: 'Failed to join room' }, { status: 500 })
}
}

View File

@@ -0,0 +1,39 @@
import { type NextRequest, NextResponse } from 'next/server'
import { getRoomById } from '@/lib/arcade/room-manager'
import { isMember, removeMember } from '@/lib/arcade/room-membership'
import { getViewerId } from '@/lib/viewer'
type RouteContext = {
params: Promise<{ roomId: string }>
}
/**
* POST /api/arcade/rooms/:roomId/leave
* Leave a room
*/
export async function POST(_req: NextRequest, context: RouteContext) {
try {
const { roomId } = await context.params
const viewerId = await getViewerId()
// Get room
const room = await getRoomById(roomId)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
// Check if member
const isMemberOfRoom = await isMember(roomId, viewerId)
if (!isMemberOfRoom) {
return NextResponse.json({ error: 'Not a member of this room' }, { status: 400 })
}
// Remove member
await removeMember(roomId, viewerId)
return NextResponse.json({ success: true })
} catch (error) {
console.error('Failed to leave room:', error)
return NextResponse.json({ error: 'Failed to leave room' }, { status: 500 })
}
}

View File

@@ -0,0 +1,50 @@
import { type NextRequest, NextResponse } from 'next/server'
import { getRoomById, isRoomCreator } from '@/lib/arcade/room-manager'
import { isMember, removeMember } from '@/lib/arcade/room-membership'
import { getViewerId } from '@/lib/viewer'
type RouteContext = {
params: Promise<{ roomId: string; userId: string }>
}
/**
* DELETE /api/arcade/rooms/:roomId/members/:userId
* Kick a member from room (creator only)
*/
export async function DELETE(_req: NextRequest, context: RouteContext) {
try {
const { roomId, userId } = await context.params
const viewerId = await getViewerId()
// Get room
const room = await getRoomById(roomId)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
// Check if requester is room creator
const isCreator = await isRoomCreator(roomId, viewerId)
if (!isCreator) {
return NextResponse.json({ error: 'Only room creator can kick members' }, { status: 403 })
}
// Cannot kick self
if (userId === viewerId) {
return NextResponse.json({ error: 'Cannot kick yourself' }, { status: 400 })
}
// Check if target user is a member
const isTargetMember = await isMember(roomId, userId)
if (!isTargetMember) {
return NextResponse.json({ error: 'User is not a member of this room' }, { status: 404 })
}
// Remove member
await removeMember(roomId, userId)
return NextResponse.json({ success: true })
} catch (error) {
console.error('Failed to kick member:', error)
return NextResponse.json({ error: 'Failed to kick member' }, { status: 500 })
}
}

View File

@@ -0,0 +1,35 @@
import { type NextRequest, NextResponse } from 'next/server'
import { getRoomById } from '@/lib/arcade/room-manager'
import { getOnlineMemberCount, getRoomMembers } from '@/lib/arcade/room-membership'
type RouteContext = {
params: Promise<{ roomId: string }>
}
/**
* GET /api/arcade/rooms/:roomId/members
* Get all members in a room
*/
export async function GET(_req: NextRequest, context: RouteContext) {
try {
const { roomId } = await context.params
// Get room
const room = await getRoomById(roomId)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
// Get members
const members = await getRoomMembers(roomId)
const onlineCount = await getOnlineMemberCount(roomId)
return NextResponse.json({
members,
onlineCount,
})
} catch (error) {
console.error('Failed to fetch members:', error)
return NextResponse.json({ error: 'Failed to fetch members' }, { status: 500 })
}
}

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import { type NextRequest, NextResponse } from 'next/server'
import {
deleteRoom,
getRoomById,
isRoomCreator,
touchRoom,
updateRoom,
} from '@/lib/arcade/room-manager'
import { getRoomMembers } from '@/lib/arcade/room-membership'
import { getActivePlayers } from '@/lib/arcade/player-manager'
import { getViewerId } from '@/lib/viewer'
type RouteContext = {
params: Promise<{ roomId: string }>
}
/**
* GET /api/arcade/rooms/:roomId
* Get room details including members
*/
export async function GET(_req: NextRequest, context: RouteContext) {
try {
const { roomId } = await context.params
const viewerId = await getViewerId()
const room = await getRoomById(roomId)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
const members = await getRoomMembers(roomId)
const canModerate = await isRoomCreator(roomId, viewerId)
// Fetch active players for each member
// This creates a map of userId -> Player[]
const memberPlayers: Record<string, any[]> = {}
for (const member of members) {
const activePlayers = await getActivePlayers(member.userId)
memberPlayers[member.userId] = activePlayers
}
// Update room activity when viewing (keeps active rooms fresh)
await touchRoom(roomId)
return NextResponse.json({
room,
members,
memberPlayers, // Map of userId -> active Player[] for each member
canModerate,
})
} catch (error) {
console.error('Failed to fetch room:', error)
return NextResponse.json({ error: 'Failed to fetch room' }, { status: 500 })
}
}
/**
* PATCH /api/arcade/rooms/:roomId
* Update room (creator only)
* Body:
* - name?: string
* - isLocked?: boolean
* - status?: 'lobby' | 'playing' | 'finished'
*/
export async function PATCH(req: NextRequest, context: RouteContext) {
try {
const { roomId } = await context.params
const viewerId = await getViewerId()
const body = await req.json()
// Check if user is room creator
const isCreator = await isRoomCreator(roomId, viewerId)
if (!isCreator) {
return NextResponse.json({ error: 'Only room creator can update room' }, { status: 403 })
}
// Validate name length if provided
if (body.name && body.name.length > 50) {
return NextResponse.json({ error: 'Room name too long (max 50 characters)' }, { status: 400 })
}
// Validate status if provided
if (body.status && !['lobby', 'playing', 'finished'].includes(body.status)) {
return NextResponse.json({ error: 'Invalid status' }, { status: 400 })
}
const updates: {
name?: string
isLocked?: boolean
status?: 'lobby' | 'playing' | 'finished'
} = {}
if (body.name !== undefined) updates.name = body.name
if (body.isLocked !== undefined) updates.isLocked = body.isLocked
if (body.status !== undefined) updates.status = body.status
const room = await updateRoom(roomId, updates)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
return NextResponse.json({ room })
} catch (error) {
console.error('Failed to update room:', error)
return NextResponse.json({ error: 'Failed to update room' }, { status: 500 })
}
}
/**
* DELETE /api/arcade/rooms/:roomId
* Delete room (creator only)
*/
export async function DELETE(_req: NextRequest, context: RouteContext) {
try {
const { roomId } = await context.params
const viewerId = await getViewerId()
// Check if user is room creator
const isCreator = await isRoomCreator(roomId, viewerId)
if (!isCreator) {
return NextResponse.json({ error: 'Only room creator can delete room' }, { status: 403 })
}
await deleteRoom(roomId)
return NextResponse.json({ success: true })
} catch (error) {
console.error('Failed to delete room:', error)
return NextResponse.json({ error: 'Failed to delete room' }, { status: 500 })
}
}

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import { type NextRequest, NextResponse } from 'next/server'
import { getRoomByCode } from '@/lib/arcade/room-manager'
import { normalizeRoomCode } from '@/lib/arcade/room-code'
type RouteContext = {
params: Promise<{ code: string }>
}
/**
* GET /api/arcade/rooms/code/:code
* Get room by join code (for resolving codes to room IDs)
*/
export async function GET(_req: NextRequest, context: RouteContext) {
try {
const { code } = await context.params
// Normalize the code (uppercase, remove spaces/dashes)
const normalizedCode = normalizeRoomCode(code)
// Get room
const room = await getRoomByCode(normalizedCode)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
// Generate redirect URL
const baseUrl = process.env.NEXT_PUBLIC_URL || 'http://localhost:3000'
const redirectUrl = `${baseUrl}/arcade/rooms/${room.id}`
return NextResponse.json({
roomId: room.id,
redirectUrl,
room,
})
} catch (error) {
console.error('Failed to find room by code:', error)
return NextResponse.json({ error: 'Failed to find room by code' }, { status: 500 })
}
}

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import { type NextRequest, NextResponse } from 'next/server'
import { createRoom, listActiveRooms } from '@/lib/arcade/room-manager'
import { addRoomMember, getRoomMembers, isMember } from '@/lib/arcade/room-membership'
import { getRoomActivePlayers } from '@/lib/arcade/player-manager'
import { getViewerId } from '@/lib/viewer'
import type { GameName } from '@/lib/arcade/validation'
/**
* GET /api/arcade/rooms
* List all active public rooms (lobby view)
* Query params:
* - gameName?: string - Filter by game
*/
export async function GET(req: NextRequest) {
try {
const { searchParams } = new URL(req.url)
const gameName = searchParams.get('gameName') as GameName | null
const viewerId = await getViewerId()
const rooms = await listActiveRooms(gameName || undefined)
// Enrich with member counts, player counts, and membership status
const roomsWithCounts = await Promise.all(
rooms.map(async (room) => {
const members = await getRoomMembers(room.id)
const playerMap = await getRoomActivePlayers(room.id)
const userIsMember = await isMember(room.id, viewerId)
let totalPlayers = 0
for (const players of playerMap.values()) {
totalPlayers += players.length
}
return {
id: room.id,
name: room.name,
code: room.code,
gameName: room.gameName,
status: room.status,
createdAt: room.createdAt,
creatorName: room.creatorName,
isLocked: room.isLocked,
memberCount: members.length,
playerCount: totalPlayers,
isMember: userIsMember,
}
})
)
return NextResponse.json({ rooms: roomsWithCounts })
} catch (error) {
console.error('Failed to fetch rooms:', error)
return NextResponse.json({ error: 'Failed to fetch rooms' }, { status: 500 })
}
}
/**
* POST /api/arcade/rooms
* Create a new room
* Body:
* - name: string
* - gameName: string
* - gameConfig?: object
* - ttlMinutes?: number
*/
export async function POST(req: NextRequest) {
try {
const viewerId = await getViewerId()
const body = await req.json()
// Validate required fields
if (!body.name || !body.gameName) {
return NextResponse.json(
{ error: 'Missing required fields: name, gameName' },
{ status: 400 }
)
}
// Validate game name
const validGames: GameName[] = ['matching', 'memory-quiz', 'complement-race']
if (!validGames.includes(body.gameName)) {
return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
}
// Validate name length
if (body.name.length > 50) {
return NextResponse.json({ error: 'Room name too long (max 50 characters)' }, { status: 400 })
}
// Get display name from body or generate from viewerId
const displayName = body.creatorName || `Guest ${viewerId.slice(-4)}`
// Create room
const room = await createRoom({
name: body.name,
createdBy: viewerId,
creatorName: displayName,
gameName: body.gameName,
gameConfig: body.gameConfig || {},
ttlMinutes: body.ttlMinutes,
})
// Add creator as first member
await addRoomMember({
roomId: room.id,
userId: viewerId,
displayName,
isCreator: true,
})
// Generate join URL
const baseUrl = process.env.NEXT_PUBLIC_URL || 'http://localhost:3000'
const joinUrl = `${baseUrl}/arcade/rooms/${room.id}`
return NextResponse.json(
{
room,
joinUrl,
},
{ status: 201 }
)
} catch (error) {
console.error('Failed to create room:', error)
return NextResponse.json({ error: 'Failed to create room' }, { status: 500 })
}
}

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import { NextResponse } from 'next/server'
import { getViewerId } from '@/lib/viewer'
import { getActivePlayers } from '@/lib/arcade/player-manager'
import { db, schema } from '@/db'
import { eq } from 'drizzle-orm'
/**
* GET /api/debug/active-players
* Debug endpoint to check active players for current user
*/
export async function GET() {
try {
const viewerId = await getViewerId()
// Get user record
const user = await db.query.users.findFirst({
where: eq(schema.users.guestId, viewerId),
})
if (!user) {
return NextResponse.json({ error: 'User not found', viewerId }, { status: 404 })
}
// Get ALL players for this user
const allPlayers = await db.query.players.findMany({
where: eq(schema.players.userId, user.id),
})
// Get active players using the helper
const activePlayers = await getActivePlayers(viewerId)
return NextResponse.json({
viewerId,
userId: user.id,
allPlayers: allPlayers.map((p) => ({
id: p.id,
name: p.name,
emoji: p.emoji,
isActive: p.isActive,
})),
activePlayers: activePlayers.map((p) => ({
id: p.id,
name: p.name,
emoji: p.emoji,
isActive: p.isActive,
})),
activeCount: activePlayers.length,
totalCount: allPlayers.length,
})
} catch (error) {
console.error('Failed to fetch active players:', error)
return NextResponse.json(
{ error: 'Failed to fetch active players', details: String(error) },
{ status: 500 }
)
}
}

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'use client'
import { useParams } from 'next/navigation'
import { PageWithNav } from '@/components/PageWithNav'
import { ComplementRaceGame } from '@/app/arcade/complement-race/components/ComplementRaceGame'
import { ComplementRaceProvider } from '@/app/arcade/complement-race/context/ComplementRaceContext'
export default function RoomComplementRacePage() {
const params = useParams()
const roomId = params.roomId as string
// TODO Phase 4: Integrate room context with game state
// - Connect to room socket events
// - Sync game state across players
// - Handle multiplayer race dynamics
return (
<PageWithNav navTitle="Speed Complement Race" navEmoji="🏁">
<ComplementRaceProvider>
<ComplementRaceGame />
</ComplementRaceProvider>
</PageWithNav>
)
}

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'use client'
import { useParams } from 'next/navigation'
import { ArcadeGuardedPage } from '@/components/ArcadeGuardedPage'
import { MemoryPairsGame } from '@/app/arcade/matching/components/MemoryPairsGame'
import { ArcadeMemoryPairsProvider } from '@/app/arcade/matching/context/ArcadeMemoryPairsContext'
export default function RoomMatchingPage() {
const params = useParams()
const roomId = params.roomId as string
// TODO Phase 4: Integrate room context with game state
// - Connect to room socket events
// - Sync game state across players
// - Handle multiplayer moves
return (
<ArcadeGuardedPage>
<ArcadeMemoryPairsProvider>
<MemoryPairsGame />
</ArcadeMemoryPairsProvider>
</ArcadeGuardedPage>
)
}

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'use client'
import { useParams } from 'next/navigation'
// Temporarily redirect to solo arcade version
// TODO Phase 4: Implement room-aware memory quiz with multiplayer sync
export default function RoomMemoryQuizPage() {
const params = useParams()
const roomId = params.roomId as string
// Import and use the arcade version for now
// This prevents 404s while we work on full multiplayer integration
const MemoryQuizGame = require('@/app/arcade/memory-quiz/page').default
return <MemoryQuizGame />
}

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'use client'
import { useEffect, useState } from 'react'
import { useParams, useRouter } from 'next/navigation'
import { io, type Socket } from 'socket.io-client'
import { css } from '../../../../../styled-system/css'
import { PageWithNav } from '@/components/PageWithNav'
import { useViewerId } from '@/hooks/useViewerId'
interface Room {
id: string
code: string
name: string
gameName: string
status: 'lobby' | 'playing' | 'finished'
createdBy: string
creatorName: string
isLocked: boolean
}
interface Member {
id: string
userId: string
displayName: string
isCreator: boolean
isOnline: boolean
joinedAt: Date
}
interface Player {
id: string
userId: string
name: string
emoji: string
color: string
isActive: boolean
}
export default function RoomDetailPage() {
const params = useParams()
const router = useRouter()
const roomId = params.roomId as string
const { data: guestId } = useViewerId()
const [room, setRoom] = useState<Room | null>(null)
const [members, setMembers] = useState<Member[]>([])
const [memberPlayers, setMemberPlayers] = useState<Record<string, Player[]>>({})
const [loading, setLoading] = useState(true)
const [error, setError] = useState<string | null>(null)
const [socket, setSocket] = useState<Socket | null>(null)
const [isConnected, setIsConnected] = useState(false)
useEffect(() => {
fetchRoom()
}, [roomId])
useEffect(() => {
if (!guestId || !roomId) return
// Connect to socket
const sock = io({ path: '/api/socket' })
setSocket(sock)
sock.on('connect', () => {
setIsConnected(true)
// Join the room
sock.emit('join-room', { roomId, userId: guestId })
})
sock.on('disconnect', () => {
setIsConnected(false)
})
sock.on('room-joined', (data) => {
console.log('Joined room:', data)
if (data.members) {
setMembers(data.members)
}
if (data.memberPlayers) {
setMemberPlayers(data.memberPlayers)
}
})
sock.on('member-joined', (data) => {
console.log('Member joined:', data)
if (data.onlineMembers) {
setMembers(data.onlineMembers)
}
if (data.memberPlayers) {
setMemberPlayers(data.memberPlayers)
}
})
sock.on('member-left', (data) => {
console.log('Member left:', data)
if (data.onlineMembers) {
setMembers(data.onlineMembers)
}
if (data.memberPlayers) {
setMemberPlayers(data.memberPlayers)
}
})
sock.on('room-error', (error) => {
console.error('Room error:', error)
setError(error.error)
})
sock.on('room-players-updated', (data) => {
console.log('Room players updated:', data)
if (data.memberPlayers) {
setMemberPlayers(data.memberPlayers)
}
})
return () => {
sock.emit('leave-room', { roomId, userId: guestId })
sock.disconnect()
}
}, [roomId, guestId])
// Notify room when window regains focus (user might have changed players in another tab)
useEffect(() => {
if (!socket || !guestId || !roomId) return
const handleFocus = () => {
console.log('Window focused, notifying room of potential player changes')
socket.emit('players-updated', { roomId, userId: guestId })
}
window.addEventListener('focus', handleFocus)
return () => window.removeEventListener('focus', handleFocus)
}, [socket, roomId, guestId])
const fetchRoom = async () => {
try {
setLoading(true)
const response = await fetch(`/api/arcade/rooms/${roomId}`)
if (!response.ok) {
throw new Error(`HTTP ${response.status}`)
}
const data = await response.json()
setRoom(data.room)
setMembers(data.members || [])
setMemberPlayers(data.memberPlayers || {})
setError(null)
} catch (err) {
console.error('Failed to fetch room:', err)
setError('Failed to load room')
} finally {
setLoading(false)
}
}
const startGame = () => {
if (!room) return
// Navigate to the game with the room ID
router.push(`/arcade/rooms/${roomId}/${room.gameName}`)
}
const joinRoom = async () => {
try {
const response = await fetch(`/api/arcade/rooms/${roomId}/join`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ displayName: 'Player' }),
})
if (!response.ok) {
const errorData = await response.json()
// Handle specific room membership conflict
if (errorData.code === 'ROOM_MEMBERSHIP_CONFLICT') {
alert(errorData.userMessage || errorData.message)
// Refresh the page to update room state
await fetchRoom()
return
}
throw new Error(errorData.error || `HTTP ${response.status}`)
}
const data = await response.json()
// Show notification if user was auto-removed from other rooms
if (data.autoLeave) {
console.log(`[Room Join] ${data.autoLeave.message}`)
// Could show a toast notification here in the future
}
// Refresh room data to update membership UI
await fetchRoom()
} catch (err) {
console.error('Failed to join room:', err)
alert('Failed to join room')
}
}
const leaveRoom = () => {
router.push('/arcade/rooms')
}
if (loading) {
return (
<PageWithNav>
<div
className={css({
minH: 'calc(100vh - 80px)',
bg: 'linear-gradient(135deg, #0f0f23 0%, #1a1a3a 50%, #2d1b69 100%)',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
color: 'white',
fontSize: 'xl',
})}
>
Loading room...
</div>
</PageWithNav>
)
}
if (error || !room) {
return (
<PageWithNav>
<div
className={css({
minH: 'calc(100vh - 80px)',
bg: 'linear-gradient(135deg, #0f0f23 0%, #1a1a3a 50%, #2d1b69 100%)',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
p: '8',
})}
>
<div
className={css({
bg: 'rgba(255, 255, 255, 0.05)',
backdropFilter: 'blur(10px)',
border: '1px solid rgba(255, 255, 255, 0.1)',
rounded: 'lg',
p: '12',
textAlign: 'center',
maxW: '500px',
})}
>
<p className={css({ fontSize: 'xl', color: 'white', mb: '4' })}>
{error || 'Room not found'}
</p>
<button
onClick={() => router.push('/arcade/rooms')}
className={css({
px: '6',
py: '3',
bg: '#3b82f6',
color: 'white',
rounded: 'lg',
fontWeight: '600',
cursor: 'pointer',
_hover: { bg: '#2563eb' },
})}
>
Back to Rooms
</button>
</div>
</div>
</PageWithNav>
)
}
const onlineMembers = members.filter((m) => m.isOnline)
// Check if current user is a member
const isMember = members.some((m) => m.userId === guestId)
// Calculate union of all active players in the room
const allPlayers: Player[] = []
const playerIds = new Set<string>()
for (const userId in memberPlayers) {
for (const player of memberPlayers[userId]) {
if (!playerIds.has(player.id)) {
playerIds.add(player.id)
allPlayers.push(player)
}
}
}
return (
<PageWithNav>
<div
className={css({
minH: 'calc(100vh - 80px)',
bg: 'linear-gradient(135deg, #0f0f23 0%, #1a1a3a 50%, #2d1b69 100%)',
p: '8',
})}
>
<div className={css({ maxW: '1000px', mx: 'auto' })}>
{/* Header */}
<div
className={css({
bg: 'rgba(255, 255, 255, 0.05)',
backdropFilter: 'blur(10px)',
border: '1px solid rgba(255, 255, 255, 0.1)',
rounded: 'lg',
p: '8',
mb: '6',
})}
>
<div className={css({ mb: '4' })}>
<button
onClick={() => router.push('/arcade/rooms')}
className={css({
display: 'inline-flex',
alignItems: 'center',
gap: '2',
color: '#a0a0ff',
fontSize: 'sm',
cursor: 'pointer',
_hover: { color: '#60a5fa' },
mb: '3',
})}
>
Back to Rooms
</button>
</div>
<div
className={css({
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
mb: '4',
})}
>
<div>
<h1
className={css({ fontSize: '3xl', fontWeight: 'bold', color: 'white', mb: '2' })}
>
{room.name}
</h1>
<div
className={css({ display: 'flex', gap: '4', color: '#a0a0ff', fontSize: 'sm' })}
>
<span>🎮 {room.gameName}</span>
<span>👤 Host: {room.creatorName}</span>
<span
className={css({
px: '3',
py: '1',
bg: 'rgba(255, 255, 255, 0.1)',
color: '#fbbf24',
rounded: 'full',
fontWeight: '600',
fontFamily: 'monospace',
})}
>
Code: {room.code}
</span>
</div>
</div>
<div className={css({ display: 'flex', gap: '3', alignItems: 'center' })}>
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: '2',
px: '3',
py: '2',
bg: isConnected ? 'rgba(16, 185, 129, 0.2)' : 'rgba(239, 68, 68, 0.2)',
border: `1px solid ${isConnected ? '#10b981' : '#ef4444'}`,
rounded: 'full',
})}
>
<div
className={css({
w: '2',
h: '2',
bg: isConnected ? '#10b981' : '#ef4444',
rounded: 'full',
})}
/>
<span
className={css({ color: isConnected ? '#10b981' : '#ef4444', fontSize: 'sm' })}
>
{isConnected ? 'Connected' : 'Disconnected'}
</span>
</div>
</div>
</div>
</div>
{/* Game Players - Union of all active players */}
<div
className={css({
bg: 'rgba(255, 255, 255, 0.05)',
backdropFilter: 'blur(10px)',
border: '1px solid rgba(255, 255, 255, 0.1)',
rounded: 'lg',
p: '8',
mb: '6',
})}
>
<h2 className={css({ fontSize: '2xl', fontWeight: 'bold', color: 'white', mb: '2' })}>
🎯 Game Players ({allPlayers.length})
</h2>
<p className={css({ color: '#a0a0ff', fontSize: 'sm', mb: '4' })}>
These players will participate when the game starts
</p>
{allPlayers.length > 0 ? (
<div className={css({ display: 'flex', gap: '2', flexWrap: 'wrap' })}>
{allPlayers.map((player) => (
<div
key={player.id}
className={css({
display: 'flex',
alignItems: 'center',
gap: '2',
px: '3',
py: '2',
bg: 'rgba(59, 130, 246, 0.15)',
border: '2px solid rgba(59, 130, 246, 0.4)',
rounded: 'lg',
color: '#60a5fa',
fontWeight: '600',
})}
>
<span className={css({ fontSize: 'xl' })}>{player.emoji}</span>
<span>{player.name}</span>
</div>
))}
</div>
) : (
<div
className={css({
color: '#6b7280',
fontStyle: 'italic',
textAlign: 'center',
py: '4',
})}
>
No active players yet. Members need to set up their players.
</div>
)}
</div>
{/* Members List */}
<div
className={css({
bg: 'rgba(255, 255, 255, 0.05)',
backdropFilter: 'blur(10px)',
border: '1px solid rgba(255, 255, 255, 0.1)',
rounded: 'lg',
p: '8',
mb: '6',
})}
>
<h2 className={css({ fontSize: '2xl', fontWeight: 'bold', color: 'white', mb: '2' })}>
👥 Room Members ({onlineMembers.length}/{members.length})
</h2>
<p className={css({ color: '#a0a0ff', fontSize: 'sm', mb: '4' })}>
Users in this room and their active players
</p>
<div className={css({ display: 'grid', gap: '3' })}>
{members.map((member) => {
const players = memberPlayers[member.userId] || []
return (
<div
key={member.id}
className={css({
display: 'flex',
flexDirection: 'column',
gap: '2',
p: '4',
bg: 'rgba(255, 255, 255, 0.05)',
border: '1px solid rgba(255, 255, 255, 0.1)',
rounded: 'lg',
opacity: member.isOnline ? 1 : 0.5,
})}
>
<div
className={css({
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
})}
>
<div className={css({ display: 'flex', alignItems: 'center', gap: '3' })}>
<div
className={css({
w: '3',
h: '3',
bg: member.isOnline ? '#10b981' : '#6b7280',
rounded: 'full',
})}
/>
<span className={css({ color: 'white', fontWeight: '600' })}>
{member.displayName}
</span>
{member.isCreator && (
<span
className={css({
px: '2',
py: '1',
bg: 'rgba(251, 191, 36, 0.2)',
color: '#fbbf24',
rounded: 'full',
fontSize: 'xs',
fontWeight: '600',
})}
>
HOST
</span>
)}
</div>
<span className={css({ color: '#a0a0ff', fontSize: 'sm' })}>
{member.isOnline ? '🟢 Online' : '⚫ Offline'}
</span>
</div>
{players.length > 0 && (
<div
className={css({ display: 'flex', gap: '2', flexWrap: 'wrap', ml: '6' })}
>
<span className={css({ color: '#a0a0ff', fontSize: 'xs', mr: '1' })}>
Players:
</span>
{players.map((player) => (
<span
key={player.id}
className={css({
px: '2',
py: '1',
bg: 'rgba(59, 130, 246, 0.2)',
color: '#60a5fa',
border: '1px solid rgba(59, 130, 246, 0.3)',
rounded: 'full',
fontSize: 'xs',
fontWeight: '600',
})}
>
{player.emoji} {player.name}
</span>
))}
</div>
)}
{players.length === 0 && (
<div
className={css({
ml: '6',
color: '#6b7280',
fontSize: 'xs',
fontStyle: 'italic',
})}
>
No active players
</div>
)}
</div>
)
})}
</div>
</div>
{/* Actions */}
<div className={css({ display: 'flex', gap: '4' })}>
{isMember ? (
<>
<button
onClick={leaveRoom}
className={css({
flex: 1,
px: '6',
py: '4',
bg: 'rgba(255, 255, 255, 0.1)',
color: 'white',
rounded: 'lg',
fontWeight: '600',
cursor: 'pointer',
_hover: { bg: 'rgba(255, 255, 255, 0.15)' },
})}
>
Leave Room
</button>
<button
onClick={startGame}
disabled={allPlayers.length < 1}
className={css({
flex: 2,
px: '6',
py: '4',
bg: allPlayers.length < 1 ? '#6b7280' : '#10b981',
color: 'white',
rounded: 'lg',
fontSize: 'xl',
fontWeight: '600',
cursor: allPlayers.length < 1 ? 'not-allowed' : 'pointer',
opacity: allPlayers.length < 1 ? 0.5 : 1,
_hover: allPlayers.length < 1 ? {} : { bg: '#059669' },
})}
>
{allPlayers.length < 1
? 'Waiting for players...'
: `🎮 Start Game (${allPlayers.length} players)`}
</button>
</>
) : (
<>
<button
onClick={() => router.push('/arcade/rooms')}
className={css({
flex: 1,
px: '6',
py: '4',
bg: 'rgba(255, 255, 255, 0.1)',
color: 'white',
rounded: 'lg',
fontWeight: '600',
cursor: 'pointer',
_hover: { bg: 'rgba(255, 255, 255, 0.15)' },
})}
>
Back to Rooms
</button>
<button
onClick={joinRoom}
disabled={room.isLocked}
className={css({
flex: 2,
px: '6',
py: '4',
bg: room.isLocked ? '#6b7280' : '#3b82f6',
color: 'white',
rounded: 'lg',
fontSize: 'xl',
fontWeight: '600',
cursor: room.isLocked ? 'not-allowed' : 'pointer',
opacity: room.isLocked ? 0.5 : 1,
_hover: room.isLocked ? {} : { bg: '#2563eb' },
})}
>
{room.isLocked ? '🔒 Room Locked' : 'Join Room'}
</button>
</>
)}
</div>
</div>
</div>
</PageWithNav>
)
}

View File

@@ -0,0 +1,468 @@
'use client'
import { useEffect, useState } from 'react'
import { useRouter } from 'next/navigation'
import { css } from '../../../../styled-system/css'
import { PageWithNav } from '@/components/PageWithNav'
interface Room {
id: string
code: string
name: string
gameName: string
status: 'lobby' | 'playing' | 'finished'
createdAt: Date
creatorName: string
isLocked: boolean
memberCount?: number
playerCount?: number
isMember?: boolean
}
export default function RoomBrowserPage() {
const router = useRouter()
const [rooms, setRooms] = useState<Room[]>([])
const [loading, setLoading] = useState(true)
const [error, setError] = useState<string | null>(null)
const [showCreateModal, setShowCreateModal] = useState(false)
useEffect(() => {
fetchRooms()
}, [])
const fetchRooms = async () => {
try {
setLoading(true)
const response = await fetch('/api/arcade/rooms')
if (!response.ok) {
throw new Error(`HTTP ${response.status}`)
}
const data = await response.json()
setRooms(data.rooms)
setError(null)
} catch (err) {
console.error('Failed to fetch rooms:', err)
setError('Failed to load rooms')
} finally {
setLoading(false)
}
}
const createRoom = async (name: string, gameName: string) => {
try {
const response = await fetch('/api/arcade/rooms', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
name,
gameName,
creatorName: 'Player',
gameConfig: { difficulty: 6 },
}),
})
if (!response.ok) {
throw new Error(`HTTP ${response.status}`)
}
const data = await response.json()
router.push(`/arcade/rooms/${data.room.id}`)
} catch (err) {
console.error('Failed to create room:', err)
alert('Failed to create room')
}
}
const joinRoom = async (roomId: string) => {
try {
const response = await fetch(`/api/arcade/rooms/${roomId}/join`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ displayName: 'Player' }),
})
if (!response.ok) {
const errorData = await response.json()
// Handle specific room membership conflict
if (errorData.code === 'ROOM_MEMBERSHIP_CONFLICT') {
alert(errorData.userMessage || errorData.message)
// Refresh the page to update room list state
await fetchRooms()
return
}
throw new Error(errorData.error || `HTTP ${response.status}`)
}
const data = await response.json()
// Show notification if user was auto-removed from other rooms
if (data.autoLeave) {
console.log(`[Room Join] ${data.autoLeave.message}`)
// Could show a toast notification here in the future
}
router.push(`/arcade/rooms/${roomId}`)
} catch (err) {
console.error('Failed to join room:', err)
alert('Failed to join room')
}
}
return (
<PageWithNav>
<div
className={css({
minH: 'calc(100vh - 80px)',
bg: 'linear-gradient(135deg, #0f0f23 0%, #1a1a3a 50%, #2d1b69 100%)',
p: '8',
})}
>
<div className={css({ maxW: '1200px', mx: 'auto' })}>
{/* Header */}
<div className={css({ mb: '8', textAlign: 'center' })}>
<h1
className={css({
fontSize: '4xl',
fontWeight: 'bold',
color: 'white',
mb: '4',
})}
>
🎮 Multiplayer Rooms
</h1>
<p className={css({ color: '#a0a0ff', fontSize: 'lg', mb: '6' })}>
Join a room or create your own to play with friends
</p>
<button
onClick={() => setShowCreateModal(true)}
className={css({
px: '6',
py: '3',
bg: '#10b981',
color: 'white',
rounded: 'lg',
fontSize: 'lg',
fontWeight: '600',
cursor: 'pointer',
_hover: { bg: '#059669' },
transition: 'all 0.2s',
})}
>
+ Create New Room
</button>
</div>
{/* Room List */}
{loading && (
<div className={css({ textAlign: 'center', color: 'white', py: '12' })}>
Loading rooms...
</div>
)}
{error && (
<div
className={css({
bg: '#fef2f2',
border: '1px solid #fecaca',
color: '#991b1b',
p: '4',
rounded: 'lg',
textAlign: 'center',
})}
>
{error}
</div>
)}
{!loading && !error && rooms.length === 0 && (
<div
className={css({
bg: 'rgba(255, 255, 255, 0.05)',
backdropFilter: 'blur(10px)',
border: '1px solid rgba(255, 255, 255, 0.1)',
rounded: 'lg',
p: '12',
textAlign: 'center',
color: 'white',
})}
>
<p className={css({ fontSize: 'xl', mb: '2' })}>No rooms available</p>
<p className={css({ color: '#a0a0ff' })}>Be the first to create one!</p>
</div>
)}
{!loading && !error && rooms.length > 0 && (
<div className={css({ display: 'grid', gap: '4' })}>
{rooms.map((room) => (
<div
key={room.id}
className={css({
bg: 'rgba(255, 255, 255, 0.05)',
backdropFilter: 'blur(10px)',
border: '1px solid rgba(255, 255, 255, 0.1)',
rounded: 'lg',
p: '6',
transition: 'all 0.2s',
_hover: {
bg: 'rgba(255, 255, 255, 0.08)',
borderColor: 'rgba(255, 255, 255, 0.2)',
},
})}
>
<div
className={css({
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
})}
>
<div
onClick={() => router.push(`/arcade/rooms/${room.id}`)}
className={css({ flex: 1, cursor: 'pointer' })}
>
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: '3',
mb: '2',
})}
>
<h3
className={css({ fontSize: '2xl', fontWeight: 'bold', color: 'white' })}
>
{room.name}
</h3>
<span
className={css({
px: '3',
py: '1',
bg: 'rgba(255, 255, 255, 0.1)',
color: '#fbbf24',
rounded: 'full',
fontSize: 'sm',
fontWeight: '600',
fontFamily: 'monospace',
})}
>
{room.code}
</span>
{room.isLocked && (
<span className={css({ color: '#f87171', fontSize: 'sm' })}>
🔒 Locked
</span>
)}
</div>
<div
className={css({
display: 'flex',
gap: '4',
color: '#a0a0ff',
fontSize: 'sm',
flexWrap: 'wrap',
})}
>
<span>👤 Host: {room.creatorName}</span>
<span>🎮 {room.gameName}</span>
{room.memberCount !== undefined && (
<span>
👥 {room.memberCount} member{room.memberCount !== 1 ? 's' : ''}
</span>
)}
{room.playerCount !== undefined && room.playerCount > 0 && (
<span>
🎯 {room.playerCount} player{room.playerCount !== 1 ? 's' : ''}
</span>
)}
<span
className={css({
color:
room.status === 'lobby'
? '#10b981'
: room.status === 'playing'
? '#fbbf24'
: '#6b7280',
})}
>
{room.status === 'lobby'
? '⏳ Waiting'
: room.status === 'playing'
? '🎮 Playing'
: '✓ Finished'}
</span>
</div>
</div>
{room.isMember ? (
<div
className={css({
px: '6',
py: '3',
bg: '#10b981',
color: 'white',
rounded: 'lg',
fontWeight: '600',
display: 'flex',
alignItems: 'center',
gap: '2',
})}
>
Joined
</div>
) : (
<button
onClick={(e) => {
e.stopPropagation()
joinRoom(room.id)
}}
disabled={room.isLocked}
className={css({
px: '6',
py: '3',
bg: room.isLocked ? '#6b7280' : '#3b82f6',
color: 'white',
rounded: 'lg',
fontWeight: '600',
cursor: room.isLocked ? 'not-allowed' : 'pointer',
opacity: room.isLocked ? 0.5 : 1,
_hover: room.isLocked ? {} : { bg: '#2563eb' },
transition: 'all 0.2s',
})}
>
Join Room
</button>
)}
</div>
</div>
))}
</div>
)}
</div>
{/* Create Room Modal */}
{showCreateModal && (
<div
className={css({
position: 'fixed',
top: 0,
left: 0,
right: 0,
bottom: 0,
bg: 'rgba(0, 0, 0, 0.7)',
backdropFilter: 'blur(4px)',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
zIndex: 50,
})}
onClick={() => setShowCreateModal(false)}
>
<div
className={css({
bg: 'white',
rounded: 'xl',
p: '8',
maxW: '500px',
w: 'full',
mx: '4',
})}
onClick={(e) => e.stopPropagation()}
>
<h2 className={css({ fontSize: '2xl', fontWeight: 'bold', mb: '6' })}>
Create New Room
</h2>
<form
onSubmit={(e) => {
e.preventDefault()
const formData = new FormData(e.currentTarget)
const name = formData.get('name') as string
const gameName = formData.get('gameName') as string
if (name && gameName) {
createRoom(name, gameName)
}
}}
>
<div className={css({ mb: '4' })}>
<label className={css({ display: 'block', mb: '2', fontWeight: '600' })}>
Room Name
</label>
<input
name="name"
type="text"
required
placeholder="My Awesome Room"
className={css({
w: 'full',
px: '4',
py: '3',
border: '1px solid #d1d5db',
rounded: 'lg',
_focus: { outline: 'none', borderColor: '#3b82f6' },
})}
/>
</div>
<div className={css({ mb: '6' })}>
<label className={css({ display: 'block', mb: '2', fontWeight: '600' })}>
Game
</label>
<select
name="gameName"
required
className={css({
w: 'full',
px: '4',
py: '3',
border: '1px solid #d1d5db',
rounded: 'lg',
_focus: { outline: 'none', borderColor: '#3b82f6' },
})}
>
<option value="matching">Memory Matching</option>
<option value="memory-quiz">Memory Quiz</option>
<option value="complement-race">Complement Race</option>
</select>
</div>
<div className={css({ display: 'flex', gap: '3' })}>
<button
type="button"
onClick={() => setShowCreateModal(false)}
className={css({
flex: 1,
px: '6',
py: '3',
bg: '#e5e7eb',
color: '#374151',
rounded: 'lg',
fontWeight: '600',
cursor: 'pointer',
_hover: { bg: '#d1d5db' },
})}
>
Cancel
</button>
<button
type="submit"
className={css({
flex: 1,
px: '6',
py: '3',
bg: '#10b981',
color: 'white',
rounded: 'lg',
fontWeight: '600',
cursor: 'pointer',
_hover: { bg: '#059669' },
})}
>
Create Room
</button>
</div>
</form>
</div>
</div>
)}
</div>
</PageWithNav>
)
}

View File

@@ -2,6 +2,7 @@
import React from 'react'
import { useGameMode } from '../contexts/GameModeContext'
import { useArcadeGuard } from '../hooks/useArcadeGuard'
import { AppNavBar } from './AppNavBar'
import { GameContextNav } from './nav/GameContextNav'
import { PlayerConfigDialog } from './nav/PlayerConfigDialog'
@@ -28,6 +29,7 @@ export function PageWithNav({
children,
}: PageWithNavProps) {
const { players, activePlayers, setActive, activePlayerCount } = useGameMode()
const { hasActiveSession, activeSession } = useArcadeGuard({ enabled: false }) // Don't redirect, just get info
const [mounted, setMounted] = React.useState(false)
const [configurePlayerId, setConfigurePlayerId] = React.useState<string | null>(null)
@@ -76,6 +78,20 @@ export function PageWithNav({
const shouldEmphasize = emphasizeGameContext && mounted
const showFullscreenSelection = shouldEmphasize && activePlayerCount === 0
// Compute arcade session info for display
const roomInfo =
hasActiveSession && activeSession
? {
gameName: activeSession.currentGame,
playerCount: activePlayerCount, // TODO: Get actual player count from session when available
}
: undefined
// Compute network players (other players in the arcade session)
// For now, we don't have this info in activeSession, so return empty array
// TODO: When arcade room system is implemented, fetch other players from session
const networkPlayers: Array<{ id: string; emoji?: string; name?: string }> = []
// Create nav content if title is provided
const navContent = navTitle ? (
<GameContextNav
@@ -93,6 +109,8 @@ export function PageWithNav({
onSetup={onSetup}
onNewGame={onNewGame}
canModifyPlayers={canModifyPlayers}
roomInfo={roomInfo}
networkPlayers={networkPlayers}
/>
) : null

View File

@@ -4,6 +4,8 @@ import { AddPlayerButton } from './AddPlayerButton'
import { FullscreenPlayerSelection } from './FullscreenPlayerSelection'
import { GameControlButtons } from './GameControlButtons'
import { GameModeIndicator } from './GameModeIndicator'
import { NetworkPlayerIndicator } from './NetworkPlayerIndicator'
import { RoomInfo } from './RoomInfo'
type GameMode = 'none' | 'single' | 'battle' | 'tournament'
@@ -13,6 +15,17 @@ interface Player {
emoji: string
}
interface NetworkPlayer {
id: string
emoji?: string
name?: string
}
interface ArcadeRoomInfo {
gameName: string
playerCount: number
}
interface GameContextNavProps {
navTitle: string
navEmoji?: string
@@ -28,6 +41,9 @@ interface GameContextNavProps {
onSetup?: () => void
onNewGame?: () => void
canModifyPlayers?: boolean
// Arcade session info
networkPlayers?: NetworkPlayer[]
roomInfo?: ArcadeRoomInfo
}
export function GameContextNav({
@@ -45,6 +61,8 @@ export function GameContextNav({
onSetup,
onNewGame,
canModifyPlayers = true,
networkPlayers = [],
roomInfo,
}: GameContextNavProps) {
const [_isTransitioning, setIsTransitioning] = React.useState(false)
const [layoutMode, setLayoutMode] = React.useState<'column' | 'row'>(
@@ -113,6 +131,34 @@ export function GameContextNav({
showFullscreenSelection={showFullscreenSelection}
/>
{/* Room Info - show when in arcade session */}
{roomInfo && !showFullscreenSelection && (
<RoomInfo
gameName={roomInfo.gameName}
playerCount={roomInfo.playerCount}
shouldEmphasize={shouldEmphasize}
/>
)}
{/* Network Players - show other players in the room */}
{networkPlayers.length > 0 && !showFullscreenSelection && (
<div
style={{
display: 'flex',
alignItems: 'center',
gap: shouldEmphasize ? '12px' : '6px',
}}
>
{networkPlayers.map((player) => (
<NetworkPlayerIndicator
key={player.id}
player={player}
shouldEmphasize={shouldEmphasize}
/>
))}
</div>
)}
{/* Game Control Buttons - only show during active game */}
{!showFullscreenSelection && !canModifyPlayers && (
<GameControlButtons onSetup={onSetup} onNewGame={onNewGame} onQuit={onExitSession} />

View File

@@ -0,0 +1,121 @@
import React from 'react'
interface NetworkPlayer {
id: string
emoji?: string
name?: string
}
interface NetworkPlayerIndicatorProps {
player: NetworkPlayer
shouldEmphasize: boolean
}
/**
* Displays a network player with a special "network" frame border
* to distinguish them from local players
*/
export function NetworkPlayerIndicator({ player, shouldEmphasize }: NetworkPlayerIndicatorProps) {
const [isHovered, setIsHovered] = React.useState(false)
return (
<div
style={{
position: 'relative',
fontSize: shouldEmphasize ? '48px' : '20px',
lineHeight: 1,
transition: 'all 0.4s cubic-bezier(0.4, 0, 0.2, 1)',
cursor: 'default',
}}
title={player.name || `Network Player ${player.id.slice(0, 8)}`}
onMouseEnter={() => setIsHovered(true)}
onMouseLeave={() => setIsHovered(false)}
>
{/* Network frame border */}
<div
style={{
position: 'absolute',
inset: '-6px',
borderRadius: '8px',
background: `
linear-gradient(135deg,
rgba(59, 130, 246, 0.4),
rgba(147, 51, 234, 0.4),
rgba(236, 72, 153, 0.4))
`,
opacity: isHovered ? 1 : 0.7,
transition: 'opacity 0.2s ease',
zIndex: -1,
}}
/>
{/* Animated network signal indicator */}
<div
style={{
position: 'absolute',
top: '-8px',
right: '-8px',
width: '12px',
height: '12px',
borderRadius: '50%',
background: 'rgba(34, 197, 94, 0.9)',
boxShadow: '0 0 8px rgba(34, 197, 94, 0.6)',
animation: 'networkPulse 2s ease-in-out infinite',
zIndex: 1,
}}
title="Connected"
/>
{/* Player emoji or fallback */}
<div
style={{
position: 'relative',
filter: shouldEmphasize ? 'drop-shadow(0 4px 8px rgba(0,0,0,0.25))' : 'none',
}}
>
{player.emoji || '🌐'}
</div>
{/* Network icon badge */}
<div
style={{
position: 'absolute',
bottom: '-4px',
left: '-4px',
width: '16px',
height: '16px',
borderRadius: '50%',
border: '2px solid white',
background: 'linear-gradient(135deg, #3b82f6, #8b5cf6)',
color: 'white',
fontSize: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
boxShadow: '0 2px 6px rgba(0,0,0,0.3)',
zIndex: 1,
}}
title="Network Player"
>
📡
</div>
<style
dangerouslySetInnerHTML={{
__html: `
@keyframes networkPulse {
0%, 100% {
opacity: 1;
transform: scale(1);
}
50% {
opacity: 0.5;
transform: scale(1.2);
}
}
`,
}}
/>
</div>
)
}

View File

@@ -0,0 +1,87 @@
interface RoomInfoProps {
gameName: string
playerCount: number
shouldEmphasize: boolean
}
/**
* Displays current arcade room/session information
*/
export function RoomInfo({ gameName, playerCount, shouldEmphasize }: RoomInfoProps) {
return (
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '8px',
padding: shouldEmphasize ? '8px 16px' : '4px 12px',
background: 'linear-gradient(135deg, rgba(59, 130, 246, 0.2), rgba(147, 51, 234, 0.2))',
borderRadius: '12px',
border: '2px solid rgba(59, 130, 246, 0.4)',
fontSize: shouldEmphasize ? '16px' : '14px',
fontWeight: '600',
color: 'rgba(255, 255, 255, 0.95)',
transition: 'all 0.4s cubic-bezier(0.4, 0, 0.2, 1)',
boxShadow: '0 4px 12px rgba(59, 130, 246, 0.2)',
}}
title="Active Arcade Session"
>
{/* Room icon */}
<div
style={{
fontSize: shouldEmphasize ? '20px' : '16px',
display: 'flex',
alignItems: 'center',
}}
>
🎮
</div>
{/* Room details */}
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '2px',
}}
>
<div
style={{
fontSize: shouldEmphasize ? '14px' : '12px',
opacity: 0.8,
textTransform: 'uppercase',
letterSpacing: '0.5px',
}}
>
Arcade Session
</div>
<div
style={{
fontSize: shouldEmphasize ? '16px' : '14px',
fontWeight: 'bold',
}}
>
{gameName}
</div>
</div>
{/* Player count badge */}
<div
style={{
marginLeft: '8px',
padding: '4px 8px',
background: 'rgba(255, 255, 255, 0.2)',
borderRadius: '8px',
fontSize: shouldEmphasize ? '14px' : '12px',
fontWeight: 'bold',
display: 'flex',
alignItems: 'center',
gap: '4px',
}}
>
<span>👥</span>
<span>{playerCount}</span>
</div>
</div>
)
}

View File

@@ -1,29 +1,36 @@
import { createId } from '@paralleldrive/cuid2'
import { integer, sqliteTable, text } from 'drizzle-orm/sqlite-core'
import { integer, sqliteTable, text, uniqueIndex } from 'drizzle-orm/sqlite-core'
import { arcadeRooms } from './arcade-rooms'
export const roomMembers = sqliteTable('room_members', {
id: text('id')
.primaryKey()
.$defaultFn(() => createId()),
export const roomMembers = sqliteTable(
'room_members',
{
id: text('id')
.primaryKey()
.$defaultFn(() => createId()),
roomId: text('room_id')
.notNull()
.references(() => arcadeRooms.id, { onDelete: 'cascade' }),
roomId: text('room_id')
.notNull()
.references(() => arcadeRooms.id, { onDelete: 'cascade' }),
userId: text('user_id').notNull(), // User/guest ID
displayName: text('display_name', { length: 50 }).notNull(),
userId: text('user_id').notNull(), // User/guest ID - UNIQUE: one room per user (enforced by index below)
displayName: text('display_name', { length: 50 }).notNull(),
isCreator: integer('is_creator', { mode: 'boolean' }).notNull().default(false),
isCreator: integer('is_creator', { mode: 'boolean' }).notNull().default(false),
joinedAt: integer('joined_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
lastSeen: integer('last_seen', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
isOnline: integer('is_online', { mode: 'boolean' }).notNull().default(true),
})
joinedAt: integer('joined_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
lastSeen: integer('last_seen', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
isOnline: integer('is_online', { mode: 'boolean' }).notNull().default(true),
},
(table) => ({
// Explicit unique index for clarity and database-level enforcement
userIdIdx: uniqueIndex('idx_room_members_user_id_unique').on(table.userId),
})
)
export type RoomMember = typeof roomMembers.$inferSelect
export type NewRoomMember = typeof roomMembers.$inferInsert

View File

@@ -8,6 +8,7 @@ import {
deleteArcadeSession,
getArcadeSession,
} from '../session-manager'
import { createRoom, deleteRoom } from '../room-manager'
/**
* Integration test for the full arcade session flow
@@ -16,6 +17,7 @@ import {
describe('Arcade Session Integration', () => {
const testUserId = 'integration-test-user'
const testGuestId = 'integration-test-guest'
let testRoomId: string
beforeEach(async () => {
// Create test user
@@ -27,11 +29,25 @@ describe('Arcade Session Integration', () => {
createdAt: new Date(),
})
.onConflictDoNothing()
// Create test room
const room = await createRoom({
name: 'Test Room',
createdBy: testGuestId,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: { difficulty: 6, gameType: 'abacus-numeral', turnTimer: 30 },
ttlMinutes: 60,
})
testRoomId = room.id
})
afterEach(async () => {
// Clean up
await deleteArcadeSession(testUserId)
await deleteArcadeSession(testGuestId)
if (testRoomId) {
await deleteRoom(testRoomId)
}
await db.delete(schema.users).where(eq(schema.users.id, testUserId))
})
@@ -45,12 +61,12 @@ describe('Arcade Session Integration', () => {
difficulty: 6,
turnTimer: 30,
gamePhase: 'setup',
currentPlayer: "1",
currentPlayer: '1',
matchedPairs: 0,
totalPairs: 6,
moves: 0,
scores: {},
activePlayers: ["1"],
activePlayers: ['1'],
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
@@ -63,11 +79,12 @@ describe('Arcade Session Integration', () => {
}
const session = await createArcadeSession({
userId: testUserId,
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState,
activePlayers: ["1"],
activePlayers: ['1'],
roomId: testRoomId,
})
expect(session).toBeDefined()
@@ -86,7 +103,7 @@ describe('Arcade Session Integration', () => {
playerId: testUserId,
timestamp: Date.now(),
data: {
activePlayers: ["1"],
activePlayers: ['1'],
},
}
@@ -147,12 +164,12 @@ describe('Arcade Session Integration', () => {
difficulty: 6,
turnTimer: 30,
gamePhase: 'playing',
currentPlayer: "1",
currentPlayer: '1',
matchedPairs: 0,
totalPairs: 6,
moves: 0,
scores: { 1: 0 },
activePlayers: ["1"],
activePlayers: ['1'],
consecutiveMatches: { 1: 0 },
gameStartTime: Date.now(),
gameEndTime: null,
@@ -165,11 +182,12 @@ describe('Arcade Session Integration', () => {
}
await createArcadeSession({
userId: testUserId,
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: playingState,
activePlayers: ["1"],
activePlayers: ['1'],
roomId: testRoomId,
})
// First move: flip card 1

View File

@@ -0,0 +1,281 @@
import { afterEach, beforeEach, describe, expect, it } from 'vitest'
import { eq } from 'drizzle-orm'
import { db, schema } from '@/db'
import { addRoomMember, getRoomMember, getUserRooms } from '../room-membership'
import { createRoom, deleteRoom } from '../room-manager'
/**
* Integration tests for modal room enforcement
*
* Tests the database-level unique constraint combined with application-level
* auto-leave logic to ensure users can only be in one room at a time.
*/
describe('Modal Room Enforcement', () => {
const testGuestId1 = 'modal-test-guest-1'
const testGuestId2 = 'modal-test-guest-2'
const testUserId1 = 'modal-test-user-1'
const testUserId2 = 'modal-test-user-2'
let room1Id: string
let room2Id: string
let room3Id: string
beforeEach(async () => {
// Create test users
await db
.insert(schema.users)
.values([
{
id: testUserId1,
guestId: testGuestId1,
createdAt: new Date(),
},
{
id: testUserId2,
guestId: testGuestId2,
createdAt: new Date(),
},
])
.onConflictDoNothing()
// Create test rooms
const room1 = await createRoom({
name: 'Modal Test Room 1',
createdBy: testGuestId1,
creatorName: 'User 1',
gameName: 'matching',
gameConfig: { difficulty: 6 },
ttlMinutes: 60,
})
room1Id = room1.id
const room2 = await createRoom({
name: 'Modal Test Room 2',
createdBy: testGuestId1,
creatorName: 'User 1',
gameName: 'matching',
gameConfig: { difficulty: 8 },
ttlMinutes: 60,
})
room2Id = room2.id
const room3 = await createRoom({
name: 'Modal Test Room 3',
createdBy: testGuestId1,
creatorName: 'User 1',
gameName: 'memory-quiz',
gameConfig: {},
ttlMinutes: 60,
})
room3Id = room3.id
})
afterEach(async () => {
// Clean up
await db.delete(schema.roomMembers).where(eq(schema.roomMembers.userId, testGuestId1))
await db.delete(schema.roomMembers).where(eq(schema.roomMembers.userId, testGuestId2))
try {
await deleteRoom(room1Id)
await deleteRoom(room2Id)
await deleteRoom(room3Id)
} catch {
// Rooms may have been deleted in test
}
await db.delete(schema.users).where(eq(schema.users.id, testUserId1))
await db.delete(schema.users).where(eq(schema.users.id, testUserId2))
})
it('should allow user to join their first room', async () => {
const result = await addRoomMember({
roomId: room1Id,
userId: testGuestId1,
displayName: 'Test User',
isCreator: false,
})
expect(result.member).toBeDefined()
expect(result.member.roomId).toBe(room1Id)
expect(result.member.userId).toBe(testGuestId1)
expect(result.autoLeaveResult).toBeUndefined()
const userRooms = await getUserRooms(testGuestId1)
expect(userRooms).toHaveLength(1)
expect(userRooms[0]).toBe(room1Id)
})
it('should automatically leave previous room when joining new one', async () => {
// Join room 1
await addRoomMember({
roomId: room1Id,
userId: testGuestId1,
displayName: 'Test User',
isCreator: false,
})
let userRooms = await getUserRooms(testGuestId1)
expect(userRooms).toHaveLength(1)
expect(userRooms[0]).toBe(room1Id)
// Join room 2 (should auto-leave room 1)
const result = await addRoomMember({
roomId: room2Id,
userId: testGuestId1,
displayName: 'Test User',
isCreator: false,
})
expect(result.autoLeaveResult).toBeDefined()
expect(result.autoLeaveResult?.leftRooms).toHaveLength(1)
expect(result.autoLeaveResult?.leftRooms[0]).toBe(room1Id)
expect(result.autoLeaveResult?.previousRoomMembers).toHaveLength(1)
userRooms = await getUserRooms(testGuestId1)
expect(userRooms).toHaveLength(1)
expect(userRooms[0]).toBe(room2Id)
// Verify user is no longer in room 1
const room1Member = await getRoomMember(room1Id, testGuestId1)
expect(room1Member).toBeUndefined()
// Verify user is in room 2
const room2Member = await getRoomMember(room2Id, testGuestId1)
expect(room2Member).toBeDefined()
})
it('should handle rejoining the same room without auto-leave', async () => {
// Join room 1
const firstJoin = await addRoomMember({
roomId: room1Id,
userId: testGuestId1,
displayName: 'Test User',
isCreator: false,
})
expect(firstJoin.autoLeaveResult).toBeUndefined()
// "Rejoin" room 1 (should just update status)
const secondJoin = await addRoomMember({
roomId: room1Id,
userId: testGuestId1,
displayName: 'Test User Updated',
isCreator: false,
})
expect(secondJoin.autoLeaveResult).toBeUndefined()
expect(secondJoin.member.roomId).toBe(room1Id)
const userRooms = await getUserRooms(testGuestId1)
expect(userRooms).toHaveLength(1)
expect(userRooms[0]).toBe(room1Id)
})
it('should allow different users in different rooms simultaneously', async () => {
// User 1 joins room 1
await addRoomMember({
roomId: room1Id,
userId: testGuestId1,
displayName: 'User 1',
isCreator: false,
})
// User 2 joins room 2
await addRoomMember({
roomId: room2Id,
userId: testGuestId2,
displayName: 'User 2',
isCreator: false,
})
const user1Rooms = await getUserRooms(testGuestId1)
const user2Rooms = await getUserRooms(testGuestId2)
expect(user1Rooms).toHaveLength(1)
expect(user1Rooms[0]).toBe(room1Id)
expect(user2Rooms).toHaveLength(1)
expect(user2Rooms[0]).toBe(room2Id)
})
it('should auto-leave when switching between multiple rooms', async () => {
// Join room 1
await addRoomMember({
roomId: room1Id,
userId: testGuestId1,
displayName: 'Test User',
})
// Join room 2 (auto-leave room 1)
const result2 = await addRoomMember({
roomId: room2Id,
userId: testGuestId1,
displayName: 'Test User',
})
expect(result2.autoLeaveResult?.leftRooms).toContain(room1Id)
// Join room 3 (auto-leave room 2)
const result3 = await addRoomMember({
roomId: room3Id,
userId: testGuestId1,
displayName: 'Test User',
})
expect(result3.autoLeaveResult?.leftRooms).toContain(room2Id)
// Verify only in room 3
const userRooms = await getUserRooms(testGuestId1)
expect(userRooms).toHaveLength(1)
expect(userRooms[0]).toBe(room3Id)
})
it('should provide correct auto-leave metadata', async () => {
// Join room 1
await addRoomMember({
roomId: room1Id,
userId: testGuestId1,
displayName: 'Original Name',
})
// Join room 2 and check metadata
const result = await addRoomMember({
roomId: room2Id,
userId: testGuestId1,
displayName: 'New Name',
})
expect(result.autoLeaveResult).toBeDefined()
expect(result.autoLeaveResult?.previousRoomMembers).toHaveLength(1)
const previousMember = result.autoLeaveResult?.previousRoomMembers[0]
expect(previousMember?.roomId).toBe(room1Id)
expect(previousMember?.member.userId).toBe(testGuestId1)
expect(previousMember?.member.displayName).toBe('Original Name')
})
it('should enforce unique constraint at database level', async () => {
// This test verifies the database constraint catches issues even if
// application logic fails
// Join room 1
await addRoomMember({
roomId: room1Id,
userId: testGuestId1,
displayName: 'Test User',
})
// Try to directly insert a second membership (bypassing auto-leave logic)
const directInsert = async () => {
await db.insert(schema.roomMembers).values({
roomId: room2Id,
userId: testGuestId1,
displayName: 'Test User',
isCreator: false,
joinedAt: new Date(),
lastSeen: new Date(),
isOnline: true,
})
}
// Should fail due to unique constraint
await expect(directInsert()).rejects.toThrow()
})
})

View File

@@ -0,0 +1,199 @@
import { eq } from 'drizzle-orm'
import { afterEach, beforeEach, describe, expect, it } from 'vitest'
import { db, schema } from '@/db'
import { createArcadeSession, deleteArcadeSession, getArcadeSession } from '../session-manager'
import { createRoom, deleteRoom } from '../room-manager'
/**
* Integration tests for orphaned session cleanup
*
* These tests ensure that sessions without valid rooms are properly
* cleaned up to prevent the bug where users get redirected to
* non-existent games when rooms have been TTL deleted.
*/
describe('Orphaned Session Cleanup', () => {
const testUserId = 'orphan-test-user-id'
const testGuestId = 'orphan-test-guest-id'
let testRoomId: string
beforeEach(async () => {
// Create test user
await db
.insert(schema.users)
.values({
id: testUserId,
guestId: testGuestId,
createdAt: new Date(),
})
.onConflictDoNothing()
// Create test room
const room = await createRoom({
name: 'Orphan Test Room',
createdBy: testGuestId,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: { difficulty: 6, gameType: 'abacus-numeral', turnTimer: 30 },
ttlMinutes: 60,
})
testRoomId = room.id
})
afterEach(async () => {
// Clean up
await deleteArcadeSession(testGuestId)
if (testRoomId) {
try {
await deleteRoom(testRoomId)
} catch {
// Room may have been deleted in test
}
}
await db.delete(schema.users).where(eq(schema.users.id, testUserId))
})
it('should return undefined when session has no roomId', async () => {
// Create a session with a valid room
const session = await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1'],
roomId: testRoomId,
})
expect(session).toBeDefined()
expect(session.roomId).toBe(testRoomId)
// Manually set roomId to null to simulate orphaned session
await db
.update(schema.arcadeSessions)
.set({ roomId: null })
.where(eq(schema.arcadeSessions.userId, testUserId))
// Getting the session should auto-delete it and return undefined
const result = await getArcadeSession(testGuestId)
expect(result).toBeUndefined()
// Verify session was actually deleted
const [directCheck] = await db
.select()
.from(schema.arcadeSessions)
.where(eq(schema.arcadeSessions.userId, testUserId))
.limit(1)
expect(directCheck).toBeUndefined()
})
it('should return undefined when session room has been deleted', async () => {
// Create a session with a valid room
const session = await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1'],
roomId: testRoomId,
})
expect(session).toBeDefined()
expect(session.roomId).toBe(testRoomId)
// Delete the room (simulating TTL expiration)
await deleteRoom(testRoomId)
// Getting the session should detect missing room and auto-delete
const result = await getArcadeSession(testGuestId)
expect(result).toBeUndefined()
// Verify session was actually deleted
const [directCheck] = await db
.select()
.from(schema.arcadeSessions)
.where(eq(schema.arcadeSessions.userId, testUserId))
.limit(1)
expect(directCheck).toBeUndefined()
})
it('should return valid session when room exists', async () => {
// Create a session with a valid room
const session = await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1'],
roomId: testRoomId,
})
expect(session).toBeDefined()
// Getting the session should work fine when room exists
const result = await getArcadeSession(testGuestId)
expect(result).toBeDefined()
expect(result?.roomId).toBe(testRoomId)
expect(result?.currentGame).toBe('matching')
})
it('should handle multiple getArcadeSession calls idempotently', async () => {
// Create a session with a valid room
await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1'],
roomId: testRoomId,
})
// Delete the room
await deleteRoom(testRoomId)
// Multiple calls should all return undefined and not error
const result1 = await getArcadeSession(testGuestId)
const result2 = await getArcadeSession(testGuestId)
const result3 = await getArcadeSession(testGuestId)
expect(result1).toBeUndefined()
expect(result2).toBeUndefined()
expect(result3).toBeUndefined()
})
it('should prevent orphaned sessions from causing redirect loops', async () => {
/**
* Regression test for the specific bug:
* - Room gets TTL deleted
* - Session persists with null/invalid roomId
* - User visits /arcade
* - useArcadeRedirect finds the orphaned session
* - User gets redirected to /arcade/matching
* - But there's no valid game to play
*
* Fix: getArcadeSession should auto-delete orphaned sessions
*/
// 1. Create session with room
await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1'],
roomId: testRoomId,
})
// 2. Room gets TTL deleted
await deleteRoom(testRoomId)
// 3. User's client checks for active session (like useArcadeRedirect does)
const activeSession = await getArcadeSession(testGuestId)
// 4. Should return undefined, preventing redirect
expect(activeSession).toBeUndefined()
// 5. User can now proceed to arcade lobby normally
// (no redirect to non-existent game)
})
})

View File

@@ -0,0 +1,473 @@
import { beforeEach, describe, expect, it, vi } from 'vitest'
import { db, type schema } from '@/db'
import {
cleanupExpiredRooms,
createRoom,
deleteRoom,
getRoomByCode,
getRoomById,
isRoomCreator,
listActiveRooms,
touchRoom,
updateRoom,
type CreateRoomOptions,
} from '../room-manager'
import * as roomCode from '../room-code'
// Mock the database
vi.mock('@/db', () => ({
db: {
query: {
arcadeRooms: {
findFirst: vi.fn(),
findMany: vi.fn(),
},
},
insert: vi.fn(),
update: vi.fn(),
delete: vi.fn(),
},
schema: {
arcadeRooms: {
id: 'id',
code: 'code',
name: 'name',
gameName: 'gameName',
isLocked: 'isLocked',
status: 'status',
lastActivity: 'lastActivity',
},
arcadeSessions: {
userId: 'userId',
roomId: 'roomId',
},
},
}))
// Mock room-code module
vi.mock('../room-code', () => ({
generateRoomCode: vi.fn(),
}))
describe('Room Manager', () => {
const mockRoom: schema.ArcadeRoom = {
id: 'room-123',
code: 'ABC123',
name: 'Test Room',
createdBy: 'user-1',
creatorName: 'Test User',
createdAt: new Date(),
lastActivity: new Date(),
ttlMinutes: 60,
isLocked: false,
gameName: 'matching',
gameConfig: { difficulty: 6 },
status: 'lobby',
currentSessionId: null,
totalGamesPlayed: 0,
}
beforeEach(() => {
vi.clearAllMocks()
})
describe('createRoom', () => {
it('creates a room with generated code', async () => {
const options: CreateRoomOptions = {
name: 'Test Room',
createdBy: 'user-1',
creatorName: 'Test User',
gameName: 'matching',
gameConfig: { difficulty: 6 },
}
// Mock code generation
vi.mocked(roomCode.generateRoomCode).mockReturnValue('ABC123')
// Mock code uniqueness check
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(undefined)
// Mock insert
const mockInsert = {
values: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([mockRoom]),
}
vi.mocked(db.insert).mockReturnValue(mockInsert as any)
const room = await createRoom(options)
expect(room).toEqual(mockRoom)
expect(roomCode.generateRoomCode).toHaveBeenCalled()
expect(db.insert).toHaveBeenCalled()
})
it('retries code generation on collision', async () => {
const options: CreateRoomOptions = {
name: 'Test Room',
createdBy: 'user-1',
creatorName: 'Test User',
gameName: 'matching',
gameConfig: { difficulty: 6 },
}
// First code collides, second is unique
vi.mocked(roomCode.generateRoomCode)
.mockReturnValueOnce('ABC123')
.mockReturnValueOnce('XYZ789')
// First check finds collision, second check is unique
vi.mocked(db.query.arcadeRooms.findFirst)
.mockResolvedValueOnce(mockRoom) // Collision
.mockResolvedValueOnce(undefined) // Unique
const mockInsert = {
values: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([{ ...mockRoom, code: 'XYZ789' }]),
}
vi.mocked(db.insert).mockReturnValue(mockInsert as any)
const room = await createRoom(options)
expect(room.code).toBe('XYZ789')
expect(roomCode.generateRoomCode).toHaveBeenCalledTimes(2)
})
it('throws error after max collision attempts', async () => {
const options: CreateRoomOptions = {
name: 'Test Room',
createdBy: 'user-1',
creatorName: 'Test User',
gameName: 'matching',
gameConfig: { difficulty: 6 },
}
// All codes collide
vi.mocked(roomCode.generateRoomCode).mockReturnValue('ABC123')
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(mockRoom)
await expect(createRoom(options)).rejects.toThrow('Failed to generate unique room code')
})
it('sets default TTL to 60 minutes', async () => {
const options: CreateRoomOptions = {
name: 'Test Room',
createdBy: 'user-1',
creatorName: 'Test User',
gameName: 'matching',
gameConfig: { difficulty: 6 },
}
vi.mocked(roomCode.generateRoomCode).mockReturnValue('ABC123')
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(undefined)
const mockInsert = {
values: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([mockRoom]),
}
vi.mocked(db.insert).mockReturnValue(mockInsert as any)
const room = await createRoom(options)
expect(room.ttlMinutes).toBe(60)
})
it('respects custom TTL', async () => {
const options: CreateRoomOptions = {
name: 'Test Room',
createdBy: 'user-1',
creatorName: 'Test User',
gameName: 'matching',
gameConfig: { difficulty: 6 },
ttlMinutes: 120,
}
vi.mocked(roomCode.generateRoomCode).mockReturnValue('ABC123')
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(undefined)
const mockInsert = {
values: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([{ ...mockRoom, ttlMinutes: 120 }]),
}
vi.mocked(db.insert).mockReturnValue(mockInsert as any)
const room = await createRoom(options)
expect(room.ttlMinutes).toBe(120)
})
})
describe('getRoomById', () => {
it('returns room when found', async () => {
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(mockRoom)
const room = await getRoomById('room-123')
expect(room).toEqual(mockRoom)
expect(db.query.arcadeRooms.findFirst).toHaveBeenCalled()
})
it('returns undefined when not found', async () => {
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(undefined)
const room = await getRoomById('nonexistent')
expect(room).toBeUndefined()
})
})
describe('getRoomByCode', () => {
it('returns room when found', async () => {
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(mockRoom)
const room = await getRoomByCode('ABC123')
expect(room).toEqual(mockRoom)
})
it('converts code to uppercase', async () => {
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(mockRoom)
await getRoomByCode('abc123')
// Check that the where clause used uppercase
const call = vi.mocked(db.query.arcadeRooms.findFirst).mock.calls[0][0]
expect(call).toBeDefined()
})
it('returns undefined when not found', async () => {
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(undefined)
const room = await getRoomByCode('NONEXISTENT')
expect(room).toBeUndefined()
})
})
describe('updateRoom', () => {
it('updates room and returns updated data', async () => {
const updates = { name: 'Updated Room', isLocked: true }
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([{ ...mockRoom, ...updates }]),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
const room = await updateRoom('room-123', updates)
expect(room?.name).toBe('Updated Room')
expect(room?.isLocked).toBe(true)
expect(db.update).toHaveBeenCalled()
})
it('updates lastActivity timestamp', async () => {
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([mockRoom]),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
await updateRoom('room-123', { name: 'Updated' })
const setCall = mockUpdate.set.mock.calls[0][0]
expect(setCall).toHaveProperty('lastActivity')
expect(setCall.lastActivity).toBeInstanceOf(Date)
})
})
describe('touchRoom', () => {
it('updates lastActivity timestamp', async () => {
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
await touchRoom('room-123')
expect(db.update).toHaveBeenCalled()
const setCall = mockUpdate.set.mock.calls[0][0]
expect(setCall).toHaveProperty('lastActivity')
expect(setCall.lastActivity).toBeInstanceOf(Date)
})
})
describe('deleteRoom', () => {
it('deletes room from database', async () => {
const mockDelete = {
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.delete).mockReturnValue(mockDelete as any)
await deleteRoom('room-123')
expect(db.delete).toHaveBeenCalled()
})
})
describe('listActiveRooms', () => {
const activeRooms = [mockRoom, { ...mockRoom, id: 'room-456', name: 'Another Room' }]
it('returns active rooms', async () => {
vi.mocked(db.query.arcadeRooms.findMany).mockResolvedValue(activeRooms)
const rooms = await listActiveRooms()
expect(rooms).toEqual(activeRooms)
expect(rooms).toHaveLength(2)
})
it('filters by game name when provided', async () => {
vi.mocked(db.query.arcadeRooms.findMany).mockResolvedValue([mockRoom])
const rooms = await listActiveRooms('matching')
expect(rooms).toHaveLength(1)
expect(db.query.arcadeRooms.findMany).toHaveBeenCalled()
})
it('excludes locked rooms', async () => {
vi.mocked(db.query.arcadeRooms.findMany).mockResolvedValue(activeRooms)
await listActiveRooms()
// Verify the where clause excludes locked rooms
const call = vi.mocked(db.query.arcadeRooms.findMany).mock.calls[0][0]
expect(call).toBeDefined()
})
it('limits results to 50 rooms', async () => {
vi.mocked(db.query.arcadeRooms.findMany).mockResolvedValue(activeRooms)
await listActiveRooms()
const call = vi.mocked(db.query.arcadeRooms.findMany).mock.calls[0][0]
expect(call?.limit).toBe(50)
})
})
describe('cleanupExpiredRooms', () => {
it('deletes expired rooms', async () => {
const now = new Date()
const expiredRoom = {
...mockRoom,
lastActivity: new Date(now.getTime() - 2 * 60 * 60 * 1000), // 2 hours ago
ttlMinutes: 60, // 1 hour TTL = expired
}
vi.mocked(db.query.arcadeRooms.findMany).mockResolvedValue([expiredRoom])
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
const mockDelete = {
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.delete).mockReturnValue(mockDelete as any)
const count = await cleanupExpiredRooms()
expect(count).toBe(1)
expect(db.update).toHaveBeenCalled() // Should clear roomId from sessions first
expect(db.delete).toHaveBeenCalled()
})
it('does not delete active rooms', async () => {
const now = new Date()
const activeRoom = {
...mockRoom,
lastActivity: new Date(now.getTime() - 30 * 60 * 1000), // 30 min ago
ttlMinutes: 60, // 1 hour TTL = still active
}
vi.mocked(db.query.arcadeRooms.findMany).mockResolvedValue([activeRoom])
const count = await cleanupExpiredRooms()
expect(count).toBe(0)
expect(db.delete).not.toHaveBeenCalled()
})
it('handles mixed expired and active rooms', async () => {
const now = new Date()
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
const rooms = [
{
...mockRoom,
id: 'expired-1',
lastActivity: new Date(now.getTime() - 2 * 60 * 60 * 1000),
ttlMinutes: 60,
},
{
...mockRoom,
id: 'active-1',
lastActivity: new Date(now.getTime() - 30 * 60 * 1000),
ttlMinutes: 60,
},
{
...mockRoom,
id: 'expired-2',
lastActivity: new Date(now.getTime() - 3 * 60 * 60 * 1000),
ttlMinutes: 120,
},
]
vi.mocked(db.query.arcadeRooms.findMany).mockResolvedValue(rooms)
const mockDelete = {
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.delete).mockReturnValue(mockDelete as any)
const count = await cleanupExpiredRooms()
expect(count).toBe(2) // Only 2 expired rooms
expect(db.delete).toHaveBeenCalled()
})
it('returns 0 when no rooms exist', async () => {
vi.mocked(db.query.arcadeRooms.findMany).mockResolvedValue([])
const count = await cleanupExpiredRooms()
expect(count).toBe(0)
expect(db.delete).not.toHaveBeenCalled()
})
})
describe('isRoomCreator', () => {
it('returns true for room creator', async () => {
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(mockRoom)
const isCreator = await isRoomCreator('room-123', 'user-1')
expect(isCreator).toBe(true)
})
it('returns false for non-creator', async () => {
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(mockRoom)
const isCreator = await isRoomCreator('room-123', 'user-2')
expect(isCreator).toBe(false)
})
it('returns false when room not found', async () => {
vi.mocked(db.query.arcadeRooms.findFirst).mockResolvedValue(undefined)
const isCreator = await isRoomCreator('nonexistent', 'user-1')
expect(isCreator).toBe(false)
})
})
})

View File

@@ -0,0 +1,377 @@
import { beforeEach, describe, expect, it, vi } from 'vitest'
import { db, type schema } from '@/db'
import {
addRoomMember,
getOnlineMemberCount,
getOnlineRoomMembers,
getRoomMember,
getRoomMembers,
getUserRooms,
isMember,
removeAllMembers,
removeMember,
setMemberOnline,
touchMember,
type AddMemberOptions,
} from '../room-membership'
// Mock the database
vi.mock('@/db', () => ({
db: {
query: {
roomMembers: {
findFirst: vi.fn(),
findMany: vi.fn(),
},
},
insert: vi.fn(),
update: vi.fn(),
delete: vi.fn(),
},
schema: {
roomMembers: {
id: 'id',
roomId: 'roomId',
userId: 'userId',
isOnline: 'isOnline',
joinedAt: 'joinedAt',
},
},
}))
describe('Room Membership', () => {
const mockMember: schema.RoomMember = {
id: 'member-123',
roomId: 'room-123',
userId: 'user-1',
displayName: 'Test User',
isCreator: false,
joinedAt: new Date(),
lastSeen: new Date(),
isOnline: true,
}
beforeEach(() => {
vi.clearAllMocks()
})
describe('addRoomMember', () => {
it('adds new member to room', async () => {
const options: AddMemberOptions = {
roomId: 'room-123',
userId: 'user-1',
displayName: 'Test User',
}
// No existing member
vi.mocked(db.query.roomMembers.findFirst).mockResolvedValue(undefined)
// Mock insert
const mockInsert = {
values: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([mockMember]),
}
vi.mocked(db.insert).mockReturnValue(mockInsert as any)
// Mock getUserRooms to return empty array (no existing rooms)
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue([])
const result = await addRoomMember(options)
expect(result.member).toEqual(mockMember)
expect(result.autoLeaveResult).toBeUndefined()
expect(db.insert).toHaveBeenCalled()
})
it('updates existing member instead of creating duplicate', async () => {
const options: AddMemberOptions = {
roomId: 'room-123',
userId: 'user-1',
displayName: 'Test User',
}
// Existing member found
const existingMember = { ...mockMember, isOnline: false }
vi.mocked(db.query.roomMembers.findFirst).mockResolvedValue(existingMember)
// Mock update
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([{ ...existingMember, isOnline: true }]),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
const result = await addRoomMember(options)
expect(result.member.isOnline).toBe(true)
expect(result.autoLeaveResult).toBeUndefined()
expect(db.update).toHaveBeenCalled()
expect(db.insert).not.toHaveBeenCalled()
})
it('sets isCreator flag when specified', async () => {
const options: AddMemberOptions = {
roomId: 'room-123',
userId: 'user-1',
displayName: 'Test User',
isCreator: true,
}
vi.mocked(db.query.roomMembers.findFirst).mockResolvedValue(undefined)
const mockInsert = {
values: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([{ ...mockMember, isCreator: true }]),
}
vi.mocked(db.insert).mockReturnValue(mockInsert as any)
// Mock getUserRooms to return empty array
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue([])
const result = await addRoomMember(options)
expect(result.member.isCreator).toBe(true)
})
it('sets isOnline to true by default', async () => {
const options: AddMemberOptions = {
roomId: 'room-123',
userId: 'user-1',
displayName: 'Test User',
}
vi.mocked(db.query.roomMembers.findFirst).mockResolvedValue(undefined)
const mockInsert = {
values: vi.fn().mockReturnThis(),
returning: vi.fn().mockResolvedValue([mockMember]),
}
vi.mocked(db.insert).mockReturnValue(mockInsert as any)
// Mock getUserRooms to return empty array
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue([])
const result = await addRoomMember(options)
expect(result.member.isOnline).toBe(true)
})
})
describe('getRoomMember', () => {
it('returns member when found', async () => {
vi.mocked(db.query.roomMembers.findFirst).mockResolvedValue(mockMember)
const member = await getRoomMember('room-123', 'user-1')
expect(member).toEqual(mockMember)
})
it('returns undefined when not found', async () => {
vi.mocked(db.query.roomMembers.findFirst).mockResolvedValue(undefined)
const member = await getRoomMember('room-123', 'user-999')
expect(member).toBeUndefined()
})
})
describe('getRoomMembers', () => {
const members = [
mockMember,
{ ...mockMember, id: 'member-456', userId: 'user-2', displayName: 'User 2' },
]
it('returns all members in room', async () => {
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue(members)
const result = await getRoomMembers('room-123')
expect(result).toEqual(members)
expect(result).toHaveLength(2)
})
it('returns empty array when no members', async () => {
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue([])
const result = await getRoomMembers('room-123')
expect(result).toEqual([])
})
})
describe('getOnlineRoomMembers', () => {
const onlineMembers = [
mockMember,
{ ...mockMember, id: 'member-456', userId: 'user-2', isOnline: true },
]
it('returns only online members', async () => {
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue(onlineMembers)
const result = await getOnlineRoomMembers('room-123')
expect(result).toEqual(onlineMembers)
expect(result.every((m) => m.isOnline)).toBe(true)
})
it('returns empty array when no online members', async () => {
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue([])
const result = await getOnlineRoomMembers('room-123')
expect(result).toEqual([])
})
})
describe('setMemberOnline', () => {
it('updates member online status to true', async () => {
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
await setMemberOnline('room-123', 'user-1', true)
expect(db.update).toHaveBeenCalled()
const setCall = mockUpdate.set.mock.calls[0][0]
expect(setCall.isOnline).toBe(true)
expect(setCall.lastSeen).toBeInstanceOf(Date)
})
it('updates member online status to false', async () => {
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
await setMemberOnline('room-123', 'user-1', false)
const setCall = mockUpdate.set.mock.calls[0][0]
expect(setCall.isOnline).toBe(false)
})
it('updates lastSeen timestamp', async () => {
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
await setMemberOnline('room-123', 'user-1', true)
const setCall = mockUpdate.set.mock.calls[0][0]
expect(setCall.lastSeen).toBeInstanceOf(Date)
})
})
describe('touchMember', () => {
it('updates lastSeen timestamp', async () => {
const mockUpdate = {
set: vi.fn().mockReturnThis(),
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.update).mockReturnValue(mockUpdate as any)
await touchMember('room-123', 'user-1')
expect(db.update).toHaveBeenCalled()
const setCall = mockUpdate.set.mock.calls[0][0]
expect(setCall.lastSeen).toBeInstanceOf(Date)
})
})
describe('removeMember', () => {
it('removes member from room', async () => {
const mockDelete = {
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.delete).mockReturnValue(mockDelete as any)
await removeMember('room-123', 'user-1')
expect(db.delete).toHaveBeenCalled()
})
})
describe('removeAllMembers', () => {
it('removes all members from room', async () => {
const mockDelete = {
where: vi.fn().mockReturnThis(),
}
vi.mocked(db.delete).mockReturnValue(mockDelete as any)
await removeAllMembers('room-123')
expect(db.delete).toHaveBeenCalled()
})
})
describe('getOnlineMemberCount', () => {
it('returns count of online members', async () => {
const onlineMembers = [
mockMember,
{ ...mockMember, id: 'member-456', userId: 'user-2' },
{ ...mockMember, id: 'member-789', userId: 'user-3' },
]
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue(onlineMembers)
const count = await getOnlineMemberCount('room-123')
expect(count).toBe(3)
})
it('returns 0 when no online members', async () => {
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue([])
const count = await getOnlineMemberCount('room-123')
expect(count).toBe(0)
})
})
describe('isMember', () => {
it('returns true when user is member', async () => {
vi.mocked(db.query.roomMembers.findFirst).mockResolvedValue(mockMember)
const result = await isMember('room-123', 'user-1')
expect(result).toBe(true)
})
it('returns false when user is not member', async () => {
vi.mocked(db.query.roomMembers.findFirst).mockResolvedValue(undefined)
const result = await isMember('room-123', 'user-999')
expect(result).toBe(false)
})
})
describe('getUserRooms', () => {
it('returns list of room IDs user is member of', async () => {
const memberships = [
{ ...mockMember, roomId: 'room-1' },
{ ...mockMember, roomId: 'room-2' },
{ ...mockMember, roomId: 'room-3' },
]
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue(memberships)
const rooms = await getUserRooms('user-1')
expect(rooms).toEqual(['room-1', 'room-2', 'room-3'])
})
it('returns empty array when user has no rooms', async () => {
vi.mocked(db.query.roomMembers.findMany).mockResolvedValue([])
const rooms = await getUserRooms('user-1')
expect(rooms).toEqual([])
})
})
})

View File

@@ -103,7 +103,8 @@ describe('session-manager', () => {
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: {},
activePlayers: ["1"],
activePlayers: ['1'],
roomId: 'test-room-id',
})
// Verify user lookup by guestId
@@ -159,7 +160,8 @@ describe('session-manager', () => {
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: {},
activePlayers: ["1"],
activePlayers: ['1'],
roomId: 'test-room-id',
})
// Verify user was created

View File

@@ -0,0 +1,108 @@
/**
* Player manager for arcade rooms
* Handles fetching and validating player participation in rooms
*/
import { and, eq } from 'drizzle-orm'
import { db, schema } from '@/db'
import type { Player } from '@/db/schema/players'
/**
* Get a user's active players
* These are the players that will participate when the user joins a game
* @param viewerId - The guestId from the cookie (same as what getViewerId() returns)
*/
export async function getActivePlayers(viewerId: string): Promise<Player[]> {
// First get the user record by guestId
const user = await db.query.users.findFirst({
where: eq(schema.users.guestId, viewerId),
})
if (!user) {
return []
}
// Now query players by the actual user.id
return await db.query.players.findMany({
where: and(eq(schema.players.userId, user.id), eq(schema.players.isActive, true)),
orderBy: schema.players.createdAt,
})
}
/**
* Get all active players for all members in a room
* Returns a map of userId -> Player[]
*/
export async function getRoomActivePlayers(roomId: string): Promise<Map<string, Player[]>> {
// Get all room members
const members = await db.query.roomMembers.findMany({
where: eq(schema.roomMembers.roomId, roomId),
})
// Fetch active players for each member
const playerMap = new Map<string, Player[]>()
for (const member of members) {
const players = await getActivePlayers(member.userId)
playerMap.set(member.userId, players)
}
return playerMap
}
/**
* Get all player IDs that should participate in a room game
* Flattens the player lists from all room members
*/
export async function getRoomPlayerIds(roomId: string): Promise<string[]> {
const playerMap = await getRoomActivePlayers(roomId)
const allPlayers: string[] = []
for (const players of playerMap.values()) {
allPlayers.push(...players.map((p) => p.id))
}
return allPlayers
}
/**
* Validate that a player ID belongs to a user who is a member of a room
*/
export async function validatePlayerInRoom(playerId: string, roomId: string): Promise<boolean> {
// Get the player
const player = await db.query.players.findFirst({
where: eq(schema.players.id, playerId),
})
if (!player) return false
// Check if the player's user is a member of the room
const member = await db.query.roomMembers.findFirst({
where: and(eq(schema.roomMembers.roomId, roomId), eq(schema.roomMembers.userId, player.userId)),
})
return !!member
}
/**
* Get player details by ID
*/
export async function getPlayer(playerId: string): Promise<Player | undefined> {
return await db.query.players.findFirst({
where: eq(schema.players.id, playerId),
})
}
/**
* Get multiple players by IDs
*/
export async function getPlayers(playerIds: string[]): Promise<Player[]> {
if (playerIds.length === 0) return []
const players: Player[] = []
for (const id of playerIds) {
const player = await getPlayer(id)
if (player) players.push(player)
}
return players
}

View File

@@ -13,16 +13,25 @@ export interface AddMemberOptions {
isCreator?: boolean
}
export interface AutoLeaveResult {
leftRooms: string[] // Room IDs user was removed from
previousRoomMembers: Array<{ roomId: string; member: schema.RoomMember }>
}
/**
* Add a member to a room
* Automatically removes user from any other rooms they're in (modal room enforcement)
* Returns the new membership and info about rooms that were auto-left
*/
export async function addRoomMember(options: AddMemberOptions): Promise<schema.RoomMember> {
export async function addRoomMember(
options: AddMemberOptions
): Promise<{ member: schema.RoomMember; autoLeaveResult?: AutoLeaveResult }> {
const now = new Date()
// Check if member already exists
// Check if member already exists in THIS room
const existing = await getRoomMember(options.roomId, options.userId)
if (existing) {
// Update lastSeen and isOnline
// Already in this room - just update status (no auto-leave needed)
const [updated] = await db
.update(schema.roomMembers)
.set({
@@ -31,9 +40,35 @@ export async function addRoomMember(options: AddMemberOptions): Promise<schema.R
})
.where(eq(schema.roomMembers.id, existing.id))
.returning()
return updated
return { member: updated }
}
// AUTO-LEAVE LOGIC: Remove from all other rooms before joining this one
const currentRooms = await getUserRooms(options.userId)
const autoLeaveResult: AutoLeaveResult = {
leftRooms: [],
previousRoomMembers: [],
}
for (const roomId of currentRooms) {
if (roomId !== options.roomId) {
// Get member info before removing (for socket events)
const memberToRemove = await getRoomMember(roomId, options.userId)
if (memberToRemove) {
autoLeaveResult.previousRoomMembers.push({
roomId,
member: memberToRemove,
})
}
// Remove from room
await removeMember(roomId, options.userId)
autoLeaveResult.leftRooms.push(roomId)
console.log(`[Room Membership] Auto-left room ${roomId} for user ${options.userId}`)
}
}
// Now add to new room
const newMember: schema.NewRoomMember = {
roomId: options.roomId,
userId: options.userId,
@@ -44,9 +79,29 @@ export async function addRoomMember(options: AddMemberOptions): Promise<schema.R
isOnline: true,
}
const [member] = await db.insert(schema.roomMembers).values(newMember).returning()
console.log('[Room Membership] Added member:', member.userId, 'to room:', member.roomId)
return member
try {
const [member] = await db.insert(schema.roomMembers).values(newMember).returning()
console.log('[Room Membership] Added member:', member.userId, 'to room:', member.roomId)
return {
member,
autoLeaveResult: autoLeaveResult.leftRooms.length > 0 ? autoLeaveResult : undefined,
}
} catch (error: any) {
// Handle unique constraint violation
// This should rarely happen due to auto-leave logic above, but catch it for safety
if (
error.code === 'SQLITE_CONSTRAINT' ||
error.message?.includes('UNIQUE') ||
error.message?.includes('unique')
) {
console.error('[Room Membership] Unique constraint violation:', error.message)
throw new Error(
'ROOM_MEMBERSHIP_CONFLICT: User is already in another room. This should have been handled by auto-leave logic.'
)
}
throw error
}
}
/**

View File

@@ -0,0 +1,58 @@
/**
* Room TTL Cleanup Scheduler
* Periodically cleans up expired rooms
*/
import { cleanupExpiredRooms } from './room-manager'
// Cleanup interval: run every 5 minutes
const CLEANUP_INTERVAL_MS = 5 * 60 * 1000
let cleanupInterval: NodeJS.Timeout | null = null
/**
* Start the TTL cleanup scheduler
* Runs cleanup every 5 minutes
*/
export function startRoomTTLCleanup() {
if (cleanupInterval) {
console.log('[Room TTL] Cleanup scheduler already running')
return
}
console.log('[Room TTL] Starting cleanup scheduler (every 5 minutes)')
// Run immediately on start
cleanupExpiredRooms()
.then((count) => {
if (count > 0) {
console.log(`[Room TTL] Initial cleanup removed ${count} expired rooms`)
}
})
.catch((error) => {
console.error('[Room TTL] Initial cleanup failed:', error)
})
// Then run periodically
cleanupInterval = setInterval(async () => {
try {
const count = await cleanupExpiredRooms()
if (count > 0) {
console.log(`[Room TTL] Cleanup removed ${count} expired rooms`)
}
} catch (error) {
console.error('[Room TTL] Cleanup failed:', error)
}
}, CLEANUP_INTERVAL_MS)
}
/**
* Stop the TTL cleanup scheduler
*/
export function stopRoomTTLCleanup() {
if (cleanupInterval) {
clearInterval(cleanupInterval)
cleanupInterval = null
console.log('[Room TTL] Cleanup scheduler stopped')
}
}

View File

@@ -13,6 +13,7 @@ export interface CreateSessionOptions {
gameUrl: string
initialState: unknown
activePlayers: string[] // Player IDs (UUIDs)
roomId: string // Required - sessions must be associated with a room
}
export interface SessionUpdateResult {
@@ -71,6 +72,7 @@ export async function createArcadeSession(
gameUrl: options.gameUrl,
gameState: options.initialState as any,
activePlayers: options.activePlayers as any,
roomId: options.roomId, // Associate session with room
startedAt: now,
lastActivityAt: now,
expiresAt,
@@ -96,8 +98,29 @@ export async function getArcadeSession(guestId: string): Promise<schema.ArcadeSe
.where(eq(schema.arcadeSessions.userId, userId))
.limit(1)
if (!session) return undefined
// Check if session has expired
if (session && session.expiresAt < new Date()) {
if (session.expiresAt < new Date()) {
await deleteArcadeSession(guestId)
return undefined
}
// Check if session has a valid room association
// Sessions without rooms are orphaned and should be cleaned up
if (!session.roomId) {
console.log('[Session Manager] Deleting orphaned session without room:', session.userId)
await deleteArcadeSession(guestId)
return undefined
}
// Verify the room still exists
const room = await db.query.arcadeRooms.findFirst({
where: eq(schema.arcadeRooms.id, session.roomId),
})
if (!room) {
console.log('[Session Manager] Deleting session with non-existent room:', session.roomId)
await deleteArcadeSession(guestId)
return undefined
}

View File

@@ -49,9 +49,8 @@ const ProgressiveTestComponent: React.FC<{
stepIndices.forEach((stepIndex, i) => {
const description = fullInstruction.multiStepInstructions?.[i] || `Step ${i + 1}`
const stepBeads = fullInstruction.stepBeadHighlights?.filter(
(bead) => bead.stepIndex === stepIndex
) || []
const stepBeads =
fullInstruction.stepBeadHighlights?.filter((bead) => bead.stepIndex === stepIndex) || []
// Calculate the value change for this step by applying all bead movements
let valueChange = 0

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "2.3.1",
"version": "2.4.0",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [