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Author SHA1 Message Date
semantic-release-bot
f160d2e4af chore(release): 2.12.0 [skip ci]
## [2.12.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.11.0...v2.12.0) (2025-10-09)

### Features

* add networked hover state infrastructure for multiplayer presence ([d149799](d14979907c))
2025-10-09 19:36:48 +00:00
Thomas Hallock
d14979907c feat: add networked hover state infrastructure for multiplayer presence
Implements the server-side and state management foundation for showing
which cards remote players are hovering over in real-time. This creates
"in-person feedback" for network games by transmitting hover cues.

Core changes:
- Add playerHovers state field mapping playerId -> cardId (or null)
- Add HOVER_CARD move type for transmitting hover state
- Add validateHoverCard() validator (always valid, lightweight UI state)
- Add optimistic hover updates in RoomMemoryPairsProvider
- Add hoverCard(cardId) action creator
- Initialize playerHovers in initial state

Remaining work to complete feature:
1. Wire up onMouseEnter/onMouseLeave in GameCard/MemoryGrid
2. Call hoverCard(cardId) on enter, hoverCard(null) on leave
3. Display remote player avatars floating over hovered cards
4. Add smooth transitions when hover changes

This establishes the data flow: hover event → HOVER_CARD move → server
validation → broadcast to room → all clients see hover state.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 14:35:55 -05:00
semantic-release-bot
c32f4dd1f6 chore(release): 2.11.0 [skip ci]
## [2.11.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.10.1...v2.11.0) (2025-10-09)

### Features

* add pause/resume game state architecture ([05eacac](05eacac438))
* add Resume button and config change warning to setup UI ([b5ee04f](b5ee04f576))
* implement pause/resume in game providers with optimistic updates ([ce30fca](ce30fcaf55))

### Bug Fixes

* convert guestId to internal userId for player ownership check ([3a01f46](3a01f4637d))
* implement shared session architecture for room-based multiplayer ([2856f4b](2856f4b83f))
2025-10-09 19:30:29 +00:00
Thomas Hallock
b5ee04f576 feat: add Resume button and config change warning to setup UI
Implements user-facing pause/resume controls in the setup screen with
smooth UX for managing paused games and configuration changes.

UI changes:
- Button dynamically switches between "START GAME" (red) and "RESUME GAME" (green)
- Resume button appears when canResumeGame is true
- Warning dialog shows when user tries to change config during paused game
- User can choose: "Keep Game & Cancel Change" or "End Game & Apply Change"
- Warning only shows once per pause session

UX flow:
1. User pauses game → sees green "RESUME GAME" button
2. User changes config → warning appears explaining game will end
3. User accepts → button becomes red "START GAME", paused game cleared
4. User cancels → config unchanged, can still resume game

All config buttons (game type, difficulty, timer) intercepted to show
warning before applying changes to paused games.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 14:29:31 -05:00
Thomas Hallock
ce30fcaf55 feat: implement pause/resume in game providers with optimistic updates
Adds pause/resume functionality to both local and room-based game
providers with optimistic client-side updates for instant feedback.

Provider changes:
- Add optimistic updates for GO_TO_SETUP, SET_CONFIG, RESUME_GAME moves
- Compute hasConfigChanged by comparing current vs originalConfig
- Compute canResumeGame (true if paused game exists and config unchanged)
- Add resumeGame() action creator that sends RESUME_GAME move

Optimistic behavior ensures users see immediate feedback when:
- Pausing a game (instant transition to setup with saved state)
- Changing config (instant clear of paused game if applicable)
- Resuming a game (instant restoration of game state)

Server validates all moves and sends authoritative state back.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 14:29:31 -05:00
Thomas Hallock
05eacac438 feat: add pause/resume game state architecture
Implements the core state management and validation for pausing and
resuming arcade games. When players navigate to setup during an active
game, the game state is saved and can be resumed if configuration
hasn't changed.

Core changes:
- Add GameConfiguration, pausedGamePhase, pausedGameState to track paused games
- Add hasConfigChanged and canResumeGame computed properties
- Add RESUME_GAME move type for restoring paused games

Validator logic:
- GO_TO_SETUP saves game state snapshot when called from playing/results
- SET_CONFIG clears paused game state if config changes
- RESUME_GAME validates and restores paused game state
- START_GAME tracks originalConfig for change detection

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 14:29:31 -05:00
semantic-release-bot
65828950a2 chore(release): 2.10.2 [skip ci]
## [2.10.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.10.1...v2.10.2) (2025-10-09)

### Bug Fixes

* convert guestId to internal userId for player ownership check ([3a01f46](3a01f4637d))
* implement shared session architecture for room-based multiplayer ([2856f4b](2856f4b83f))
2025-10-09 14:20:52 +00:00
Thomas Hallock
2856f4b83f fix: implement shared session architecture for room-based multiplayer
Fixes state divergence issue where different room members saw different
game states (e.g., version 11 vs version 2).

## Problem
- Each user created their own session (one row per userId in arcadeSessions)
- When users made moves, they updated different database rows
- Broadcasting tried to sync but versions diverged
- Result: Complete state inconsistency between room members

## Solution
Implement shared session architecture where all room members access the
same session:

### Backend Changes (session-manager.ts)
- Add getArcadeSessionByRoom(): Look up session by roomId
- Modify createArcadeSession(): Check for existing room session first
- Modify applyGameMove(): Accept optional roomId parameter for room-based lookup

### Server Changes (socket-server.ts)
- Update game-move handler to accept roomId in payload
- Pass roomId to applyGameMove() for shared session access
- Update join-arcade-session to use room-based lookup when roomId provided

### Client Changes
- Update useArcadeSocket.sendMove() to accept and send roomId
- Update useArcadeSession.sendMove() to pass roomId to socket
- Fix sendMove interface type (playerId must be included, not omitted)

## Result
All room members now read/write to single shared session with consistent
version numbers. State stays synchronized across all clients.

## Note
Codebase has pre-existing TypeScript errors in unrelated files (abacus-react
imports, tutorial components) that are not addressed by this fix.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 08:40:13 -05:00
Thomas Hallock
3a01f4637d fix: convert guestId to internal userId for player ownership check
The authorization check was failing because it was comparing two
different ID types:
- Player ownership map uses internal database userId (e.g., 'xlk...')
- Validation context was receiving guestId from cookie (e.g., 'ac9d...')

Solution:
- Call getUserIdFromGuestId() to convert guestId to internal userId
- Pass the internal userId to validator for room-based games
- Add logging to show which internal userId is being used
- Return error if user not found during conversion

This fixes the "You can only move your own players" error that was
incorrectly blocking legitimate moves from local players.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 08:20:18 -05:00
Thomas Hallock
97378b70b7 debug: add extensive logging to canFlipCard authorization check
Add detailed console logging to diagnose why tile clicks aren't working:
- Log all card flip attempts with game state details
- Show authorization check results (player found, isLocal value)
- Warn if current player not found in players map
- Log exact reason for each blocked attempt

This will help identify if the issue is:
- Game state (not active, processing, etc.)
- Card state (already flipped, matched, etc.)
- Authorization logic (player ownership check)
- Missing player data in the map

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 08:18:17 -05:00
semantic-release-bot
3158addda1 chore(release): 2.10.1 [skip ci]
## [2.10.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.10.0...v2.10.1) (2025-10-09)

### Bug Fixes

* enforce player ownership authorization for multiplayer games ([71b0aac](71b0aac13c))
2025-10-09 13:09:10 +00:00
Thomas Hallock
71b0aac13c fix: enforce player ownership authorization for multiplayer games
Add comprehensive authorization checks to prevent room members from
moving opponents' players in multiplayer games like matching pairs.

Server-side validation:
- Add ValidationContext interface with userId and playerOwnership map
- Update GameValidator interface to accept optional context parameter
- Modify MatchingGameValidator.validateFlipCard to check player ownership
- Update session-manager.applyGameMove to fetch player ownership from DB
  and pass it to validator
- Reject moves with error "You can only move your own players" if user
  tries to move opponent's player

Client-side authorization:
- Update ArcadeMemoryPairsContext.canFlipCard to check if current player
  is local (owned by current user)
- Prevent clicking/flipping cards when it's a network player's turn
- Log helpful console messages when authorization fails

UI improvements:
- Update PlayerStatusBar to distinguish local vs network players
- Show "Your turn" (red, glowing) when it's your player's turn
- Show "Their turn" (blue, pulsing) when it's opponent's player's turn
- Add isLocalPlayer property to player display data

This fixes the security issue where any room member could move for any
player, regardless of ownership. Now moves are properly authorized at
both client and server levels, and the UI clearly indicates whose turn
it is.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 08:08:15 -05:00
semantic-release-bot
0543377bda chore(release): 2.10.0 [skip ci]
## [2.10.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.9.0...v2.10.0) (2025-10-09)

### Features

* implement rich Radix UI tooltips for player avatars ([d03c789](d03c789879))
2025-10-09 12:57:22 +00:00
Thomas Hallock
d03c789879 feat: implement rich Radix UI tooltips for player avatars
Replace basic HTML title tooltips with Radix UI Tooltip components
that display comprehensive player information:

New PlayerTooltip component features:
- Player name with color accent dot
- Visual badge distinguishing local vs network players
- Player color indicator with glow effect
- "Joined X ago" timestamp (formatted as days/hours/minutes)
- For network players: shows controlling member name
- Glassmorphic dark design with backdrop blur
- Smooth fade-in animation

Updated components:
- ActivePlayersList: Wraps player avatars with PlayerTooltip
- NetworkPlayerIndicator: Shows "Controlled by [member]" in tooltip
- PageWithNav: Passes full player objects (including color, createdAt)
  instead of just {id, name, emoji}

Technical improvements:
- Added @radix-ui/react-tooltip dependency
- Removed all basic `title` attributes
- Type-safe player data passing through component tree
- Handles Date | number types for createdAt properly

The new tooltips provide much richer context for understanding
network opponents and collaborators in multiplayer games.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 07:56:22 -05:00
semantic-release-bot
15029ae52f chore(release): 2.9.0 [skip ci]
## [2.9.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.7...v2.9.0) (2025-10-09)

### Features

* implement auto-save for player settings modal ([a83dc09](a83dc097e4))
2025-10-09 12:48:28 +00:00
Thomas Hallock
a83dc097e4 feat: implement auto-save for player settings modal
Convert PlayerConfigDialog from explicit save button to auto-save UX:
- Add debounced name updates (500ms delay after typing stops)
- Add visual save status indicator ("Saving..." / "Changes saved automatically")
- Remove "Cancel" and "Save Changes" buttons
- Change modal title to "Player Settings"

Fix type errors from previous commits:
- Add notifyRoomOfPlayerUpdate to all useRoomData test mocks
- Fix type predicate for player filtering in PageWithNav
- Fix createdAt comparison to handle Date | number type
- Remove autoFocus attribute (accessibility linting rule)

All player settings (name and emoji) now save automatically without
requiring an explicit save button, providing a smoother user experience.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 07:47:36 -05:00
semantic-release-bot
0abec1a3bb chore(release): 2.8.7 [skip ci]
## [2.8.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.6...v2.8.7) (2025-10-09)

### Bug Fixes

* enable real-time player name updates across room members ([5171be3](5171be3d37))
2025-10-09 12:39:34 +00:00
Thomas Hallock
5171be3d37 fix: enable real-time player name updates across room members
When a player's name (or other properties) is updated, emit a
'players-updated' socket event to notify all room members. This triggers
the server to broadcast the updated player data via 'room-players-updated',
which all room members receive and use to update their local state.

Changes:
- Add notifyRoomOfPlayerUpdate() function to useRoomData hook
- Call it after successful player mutations (create, update, delete, setActive)
- This ensures all room members see player changes immediately without page reload

Fixes real-time synchronization of player names in the mini app nav.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 07:38:43 -05:00
semantic-release-bot
fc9eb253ad chore(release): 2.8.6 [skip ci]
## [2.8.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.5...v2.8.6) (2025-10-09)

### Bug Fixes

* prevent duplicate display of network avatars in nav ([d474ef0](d474ef07d6))
2025-10-09 12:27:57 +00:00
Thomas Hallock
d474ef07d6 fix: prevent duplicate display of network avatars in nav
Filter out remote players (isLocal: false) from active/inactive player
lists in PageWithNav to prevent them from appearing twice:
1. Once in the main player list (incorrect)
2. Once in the network players section (correct)

Now:
- Active/inactive player lists show only local players
- Network players section shows remote players separately

This provides a clear visual distinction between "your avatars" and
"network avatars" in the mini app game nav.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 07:27:03 -05:00
semantic-release-bot
3cdc0695f4 chore(release): 2.8.5 [skip ci]
## [2.8.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.4...v2.8.5) (2025-10-09)

### Bug Fixes

* remove redirect loop by not redirecting from room page ([10cf715](10cf71527f))
2025-10-09 01:17:27 +00:00
Thomas Hallock
10cf71527f fix: remove redirect loop by not redirecting from room page
The infinite redirect loop was caused by:
1. /arcade/room redirecting to /arcade when roomData is null
2. /arcade (via useArcadeRedirect) redirecting back to /arcade/room for active session
3. Loop repeats

Fix: Remove the redirect from room page entirely. Instead:
- Show loading state while fetching roomData
- Show error message with link if no room found (no automatic redirect)
- Let useArcadeRedirect on /arcade handle active session redirects

This prevents the redirect conflict and allows proper navigation.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 20:16:27 -05:00
semantic-release-bot
678f4423b6 chore(release): 2.8.4 [skip ci]
## [2.8.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.3...v2.8.4) (2025-10-09)

### Bug Fixes

* prevent redirect loops by checking if already at target URL ([c5268b7](c5268b79de))
2025-10-09 01:11:33 +00:00
Thomas Hallock
c5268b79de fix: prevent redirect loops by checking if already at target URL
Both useArcadeRedirect and useArcadeGuard were causing infinite loops:
1. User navigates to /arcade/room
2. Room page redirects to /arcade (if roomData null during loading)
3. /arcade sees active session at /arcade/room, redirects back
4. Loop repeats

Fix: Check if pathname already matches target URL before redirecting.
If already at target, skip the redirect and log that we're already there.

This fixes the infinite redirect loop when navigating to /arcade/room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 20:10:40 -05:00
semantic-release-bot
d9aadd1f81 chore(release): 2.8.3 [skip ci]
## [2.8.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.2...v2.8.3) (2025-10-08)

### Bug Fixes

* remove ArcadeGuardedPage from room page to prevent redirect loop ([4686f59](4686f59d24))
2025-10-08 19:25:16 +00:00
Thomas Hallock
4686f59d24 fix: remove ArcadeGuardedPage from room page to prevent redirect loop
ArcadeGuardedPage's redirect logic was conflicting with the room page's
own redirect logic, causing an infinite loop:
1. Room page would redirect to /arcade if no roomData
2. /arcade would see active session and redirect back to /arcade/room
3. Loop repeats

Room-based games don't need ArcadeGuardedPage because:
- They have their own navigation logic via useRoomData
- Arcade sessions are created dynamically when starting games in rooms
- We don't want to redirect away from the room page

This fixes the infinite redirect loop when navigating to /arcade/room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 14:24:29 -05:00
semantic-release-bot
1219539585 chore(release): 2.8.2 [skip ci]
## [2.8.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.1...v2.8.2) (2025-10-08)

### Bug Fixes

* revert to showing only active players in room games ([87cc0b6](87cc0b64fb))
2025-10-08 16:55:40 +00:00
Thomas Hallock
87cc0b64fb fix: revert to showing only active players in room games
Reverted getRoomActivePlayers() to use getActivePlayers() instead of
getAllPlayers(). Room games should show only players marked isActive=true
from each room member, not all players regardless of status.

Behavior:
- Room mode: Active players from all room members
- Solo mode: Active players from current user

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:54:43 -05:00
semantic-release-bot
c640a79a44 chore(release): 2.8.1 [skip ci]
## [2.8.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.0...v2.8.1) (2025-10-08)

### Bug Fixes

* include all players from room members in room games ([28a2e7d](28a2e7d651))
2025-10-08 16:41:59 +00:00
Thomas Hallock
0d85331652 chore: remove debug logging after fixing player sync issue
Clean up verbose console.log statements that were added to diagnose
the player synchronization issue. The root cause has been identified
and fixed in player-manager.ts.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:41:02 -05:00
Thomas Hallock
28a2e7d651 fix: include all players from room members in room games
Change getRoomActivePlayers() to fetch ALL players from room members,
not just those marked with isActive=true. In room mode, the concept of
"active" means "all players from all room members participate", not
"players individually marked as active".

This fixes the issue where users with no active players (activeCount: 0)
would have empty player arrays in memberPlayers, causing inconsistent
player lists across room members.

Changes:
- Add getAllPlayers(viewerId) function (no isActive filter)
- Update getRoomActivePlayers() to use getAllPlayers()
- Keep getActivePlayers() for solo mode (with isActive filter)
- Update comments to clarify room vs solo mode behavior

Note: Committing despite pre-existing TypeScript errors in unrelated
files (@soroban/abacus-react imports, tutorial components, tests).
player-manager.ts changes are type-safe and don't introduce new errors.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:40:15 -05:00
Thomas Hallock
a27c36193e debug: add logging to diagnose player sync issue
Add console logging to track:
- When GameModeContext computes activePlayers from room data
- Which players are being added to the active set
- What activePlayers are sent when starting the game

This will help diagnose why different room members see different
player sets when the game starts.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:22:27 -05:00
semantic-release-bot
cc80a1454b chore(release): 2.8.0 [skip ci]
## [2.8.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.7.4...v2.8.0) (2025-10-08)

### Features

* implement room-wide multi-user game state synchronization ([8175c43](8175c43533))

### Tests

* add comprehensive tests for arcade guard and room navigation ([b49630f](b49630f3cb))
2025-10-08 16:17:21 +00:00
Thomas Hallock
8175c43533 feat: implement room-wide multi-user game state synchronization
Enable real-time game state sync across all users in a room playing
at /arcade/room. Previously only synced across one user's tabs, now
syncs across all room members.

Server changes (socket-server.ts):
- Accept optional roomId in join-arcade-session event
- Join socket to both arcade:userId and game:roomId rooms
- Broadcast move-accepted to both rooms when processing moves
- Log game room joins for debugging

Client changes:
- useArcadeSocket: Accept roomId parameter in joinSession()
- useArcadeSession: Accept roomId in options, pass to joinSession()
- ArcadeMemoryPairsContext: Get roomId from useRoomData() and wire up

How it works:
- User A joins game room → joins arcade:userA + game:room123
- User B joins game room → joins arcade:userB + game:room123
- User A makes move → broadcasts to both rooms
- User A's tabs receive on arcade:userA (reconcile optimistic update)
- User B's tabs receive on game:room123 (sync with server state)
- Optimistic update system handles both cases automatically

Architecture:
- Reuses existing optimistic update reconciliation
- Minimal changes (5 edits across 4 files)
- Backward compatible (roomId is optional)
- Solo play unaffected

See docs/MULTIPLAYER_SYNC_ARCHITECTURE.md for full details.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:16:27 -05:00
Thomas Hallock
b49630f3cb test: add comprehensive tests for arcade guard and room navigation
Add tests to prevent regression of the enabled flag bug and verify
room navigation behavior with active game sessions.

New tests:
- useArcadeGuard with enabled=false blocks HTTP redirects
- useArcadeGuard with enabled=false blocks WebSocket redirects
- useArcadeGuard with enabled=true still allows redirects
- Room browser renders without redirect when user has active session
- Room navigation works with active sessions
- No redirect loops during rapid navigation
- Users can browse rooms during active gameplay

Fixes in existing tests:
- Updated mock response format to match API (wrapped in { session })
- All 16 useArcadeGuard tests passing
- All 5 room navigation tests passing

This ensures the /arcade-rooms pages remain accessible during
active game sessions, preventing the bug where users were
immediately redirected to /arcade/room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:08:21 -05:00
semantic-release-bot
c4d8032d02 chore(release): 2.7.4 [skip ci]
## [2.7.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.7.3...v2.7.4) (2025-10-08)

### Bug Fixes

* respect enabled flag in useArcadeGuard WebSocket redirects ([01ff114](01ff114258))

### Code Refactoring

* move room management pages to /arcade-rooms ([4316687](431668729c))
2025-10-08 16:06:05 +00:00
Thomas Hallock
01ff114258 fix: respect enabled flag in useArcadeGuard WebSocket redirects
The useArcadeGuard hook was ignoring the enabled flag for WebSocket
redirects, causing unwanted navigation from /arcade-rooms to /arcade/room.

When enabled=false (used by PageWithNav), the hook should only track
session state without triggering redirects.

Changes:
- Check enabled flag before redirecting in WebSocket onSessionState
- Check enabled flag before redirecting in HTTP checkSession
- Allows room management pages to use PageWithNav without redirects

Fixes the issue where visiting /arcade-rooms with an active game
session would immediately redirect to /arcade/room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:05:07 -05:00
Thomas Hallock
d173a178bc chore: remove debug logging from room data fetching
Clean up console.log statements that were added for debugging the
room navigation race condition. Keeping only error logging.

Files cleaned:
- src/hooks/useRoomData.ts - removed trace logs for fetch/socket events
- src/app/arcade/room/page.tsx - removed state logging
- src/app/api/arcade/rooms/current/route.ts - removed request logging

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:01:47 -05:00
Thomas Hallock
431668729c refactor: move room management pages to /arcade-rooms
Move room browser and detail pages from /arcade/rooms to /arcade-rooms
to eliminate conflicts with arcade session redirect logic. This allows
users to navigate to room management pages even when they have an
active game session.

Changes:
- Move /arcade/rooms/page.tsx → /arcade-rooms/page.tsx (room browser)
- Move /arcade/rooms/[roomId]/page.tsx → /arcade-rooms/[roomId]/page.tsx (room detail)
- Update all router.push() calls to use /arcade-rooms
- Fix styled-system import paths for new location
- Delete old /arcade/rooms directory

Benefits:
- Room management pages are now outside /arcade namespace
- No exceptions needed in useArcadeRedirect hook
- Users can access room pages during active gameplay
- Cleaner separation between gameplay and room management

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:00:08 -05:00
37 changed files with 4050 additions and 540 deletions

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@@ -1,3 +1,127 @@
## [2.12.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.11.0...v2.12.0) (2025-10-09)
### Features
* add networked hover state infrastructure for multiplayer presence ([d149799](https://github.com/antialias/soroban-abacus-flashcards/commit/d14979907c5df9b793a1c110028fc5b54457f507))
## [2.11.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.10.1...v2.11.0) (2025-10-09)
### Features
* add pause/resume game state architecture ([05eacac](https://github.com/antialias/soroban-abacus-flashcards/commit/05eacac438dbaf405ce91e188c53dbbe2e9f9507))
* add Resume button and config change warning to setup UI ([b5ee04f](https://github.com/antialias/soroban-abacus-flashcards/commit/b5ee04f57651f53517468fcc4c456f0ccb65a8e2))
* implement pause/resume in game providers with optimistic updates ([ce30fca](https://github.com/antialias/soroban-abacus-flashcards/commit/ce30fcaf55270f9089249bd13ba73a25fbfa5ab4))
### Bug Fixes
* convert guestId to internal userId for player ownership check ([3a01f46](https://github.com/antialias/soroban-abacus-flashcards/commit/3a01f4637d2081c66fe37c7f8cfee229442ec744))
* implement shared session architecture for room-based multiplayer ([2856f4b](https://github.com/antialias/soroban-abacus-flashcards/commit/2856f4b83fbcc6483d96cc6e7da2fe5bc911625d))
## [2.10.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.10.1...v2.10.2) (2025-10-09)
### Bug Fixes
* convert guestId to internal userId for player ownership check ([3a01f46](https://github.com/antialias/soroban-abacus-flashcards/commit/3a01f4637d2081c66fe37c7f8cfee229442ec744))
* implement shared session architecture for room-based multiplayer ([2856f4b](https://github.com/antialias/soroban-abacus-flashcards/commit/2856f4b83fbcc6483d96cc6e7da2fe5bc911625d))
## [2.10.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.10.0...v2.10.1) (2025-10-09)
### Bug Fixes
* enforce player ownership authorization for multiplayer games ([71b0aac](https://github.com/antialias/soroban-abacus-flashcards/commit/71b0aac13c970c03fe8d296d41e9472ad72a00fa))
## [2.10.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.9.0...v2.10.0) (2025-10-09)
### Features
* implement rich Radix UI tooltips for player avatars ([d03c789](https://github.com/antialias/soroban-abacus-flashcards/commit/d03c7898799b378f912f47d7267a00bc7ce3d580))
## [2.9.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.7...v2.9.0) (2025-10-09)
### Features
* implement auto-save for player settings modal ([a83dc09](https://github.com/antialias/soroban-abacus-flashcards/commit/a83dc097e43c265a297281da54754f58ac831754))
## [2.8.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.6...v2.8.7) (2025-10-09)
### Bug Fixes
* enable real-time player name updates across room members ([5171be3](https://github.com/antialias/soroban-abacus-flashcards/commit/5171be3d37980eb1c98aa0d1e1d6e06f589763d1))
## [2.8.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.5...v2.8.6) (2025-10-09)
### Bug Fixes
* prevent duplicate display of network avatars in nav ([d474ef0](https://github.com/antialias/soroban-abacus-flashcards/commit/d474ef07d69cf0b4f5dedd404616e3bbee7289fe))
## [2.8.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.4...v2.8.5) (2025-10-09)
### Bug Fixes
* remove redirect loop by not redirecting from room page ([10cf715](https://github.com/antialias/soroban-abacus-flashcards/commit/10cf71527f7cede7fd93e502dbfc59df99b5a524))
## [2.8.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.3...v2.8.4) (2025-10-09)
### Bug Fixes
* prevent redirect loops by checking if already at target URL ([c5268b7](https://github.com/antialias/soroban-abacus-flashcards/commit/c5268b79dee66aa02e14e2024fe1c6242a172ed3))
## [2.8.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.2...v2.8.3) (2025-10-08)
### Bug Fixes
* remove ArcadeGuardedPage from room page to prevent redirect loop ([4686f59](https://github.com/antialias/soroban-abacus-flashcards/commit/4686f59d245b2b502dc0764c223a5ce84bf1af44))
## [2.8.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.1...v2.8.2) (2025-10-08)
### Bug Fixes
* revert to showing only active players in room games ([87cc0b6](https://github.com/antialias/soroban-abacus-flashcards/commit/87cc0b64fb5f3debaf1d2f122aecfefc62922fed))
## [2.8.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.8.0...v2.8.1) (2025-10-08)
### Bug Fixes
* include all players from room members in room games ([28a2e7d](https://github.com/antialias/soroban-abacus-flashcards/commit/28a2e7d6511e70b83adf7d0465789a91026bc1f7))
## [2.8.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.7.4...v2.8.0) (2025-10-08)
### Features
* implement room-wide multi-user game state synchronization ([8175c43](https://github.com/antialias/soroban-abacus-flashcards/commit/8175c43533c474fff48eb128c97747033bfb434a))
### Tests
* add comprehensive tests for arcade guard and room navigation ([b49630f](https://github.com/antialias/soroban-abacus-flashcards/commit/b49630f3cb02ebbac75b4680948bbface314dccb))
## [2.7.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.7.3...v2.7.4) (2025-10-08)
### Bug Fixes
* respect enabled flag in useArcadeGuard WebSocket redirects ([01ff114](https://github.com/antialias/soroban-abacus-flashcards/commit/01ff114258ff7ab43ef2bd79b41c7035fe02ac70))
### Code Refactoring
* move room management pages to /arcade-rooms ([4316687](https://github.com/antialias/soroban-abacus-flashcards/commit/431668729cfb145d6e0c13947de2a82f27fa400d))
## [2.7.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.7.2...v2.7.3) (2025-10-08)

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# Multiplayer Synchronization Architecture
## Current State: Single-User Multi-Tab Sync
### How it Works
**Client-Side Flow:**
1. User opens game in Tab A and Tab B
2. Both tabs create WebSocket connections via `useArcadeSocket()`
3. Both emit `join-arcade-session` with `userId`
4. Server adds both sockets to `arcade:${userId}` room
**When User Makes a Move (from Tab A):**
```typescript
// Client (Tab A)
sendMove({ type: 'FLIP_CARD', playerId: 'player-1', data: { cardId: 'card-5' } })
// Optimistic update applied locally
state = applyMoveOptimistically(state, move)
// Socket emits to server
socket.emit('game-move', { userId, move })
```
**Server Processing:**
```typescript
// socket-server.ts line 71
socket.on('game-move', async (data) => {
// Validate move
const result = await applyGameMove(data.userId, data.move)
if (result.success) {
// ✅ Broadcast to ALL tabs of this user
io.to(`arcade:${data.userId}`).emit('move-accepted', {
gameState: result.session.gameState,
version: result.session.version,
move: data.move
})
}
})
```
**Both Tabs Receive Update:**
```typescript
// Client (Tab A and Tab B)
socket.on('move-accepted', (data) => {
// Update server state
optimistic.handleMoveAccepted(data.gameState, data.version, data.move)
// Tab A: Remove from pending queue (was optimistic)
// Tab B: Just sync with server state (wasn't expecting it)
})
```
### Key Components
1. **`useOptimisticGameState`** - Manages optimistic updates
- Keeps `serverState` (last confirmed by server)
- Keeps `pendingMoves[]` (not yet confirmed)
- Current state = serverState + all pending moves applied
2. **`useArcadeSession`** - Combines socket + optimistic state
- Connects socket
- Applies moves optimistically
- Sends moves to server
- Handles server responses
3. **Socket Rooms** - Server-side broadcast channels
- `arcade:${userId}` - All tabs of one user
- Each socket can be in multiple rooms
- `io.to(room).emit()` broadcasts to all sockets in that room
4. **Session Storage** - Database
- One session per user (userId is unique key)
- Contains `gameState`, `version`, `roomId`
- Optimistic locking via version number
---
## Required: Room-Based Multi-User Sync
### The Goal
Multiple users in the same room at `/arcade/room` should all see synchronized game state:
- User A (2 tabs): Tab A1, Tab A2
- User B (1 tab): Tab B1
- User C (2 tabs): Tab C1, Tab C2
When User A makes a move in Tab A1:
- **All of User A's tabs** see the move (Tab A1, Tab A2)
- **All of User B's tabs** see the move (Tab B1)
- **All of User C's tabs** see the move (Tab C1, Tab C2)
### The Challenge
Current architecture only broadcasts within one user:
```typescript
// ❌ Only reaches User A's tabs
io.to(`arcade:${userA}`).emit('move-accepted', ...)
```
We need to broadcast to the entire room:
```typescript
// ✅ Reaches all users in the room
io.to(`game:${roomId}`).emit('move-accepted', ...)
```
### The Solution
#### 1. Add Room-Based Game Socket Room
When a user joins `/arcade/room`, they join TWO socket rooms:
```typescript
// socket-server.ts - extend join-arcade-session
socket.on('join-arcade-session', async ({ userId, roomId }) => {
// Join user's personal room (for multi-tab sync)
socket.join(`arcade:${userId}`)
// If this session is part of a room, also join the game room
if (roomId) {
socket.join(`game:${roomId}`)
console.log(`🎮 User ${userId} joined game room ${roomId}`)
}
// Send current session state...
})
```
#### 2. Broadcast to Both Rooms
When processing moves for room-based sessions:
```typescript
// socket-server.ts - modify game-move handler
socket.on('game-move', async (data) => {
const result = await applyGameMove(data.userId, data.move)
if (result.success && result.session) {
const moveAcceptedData = {
gameState: result.session.gameState,
version: result.session.version,
move: data.move,
}
// Broadcast to user's own tabs (for optimistic update reconciliation)
io.to(`arcade:${data.userId}`).emit('move-accepted', moveAcceptedData)
// If this is a room-based session, ALSO broadcast to all room members
if (result.session.roomId) {
io.to(`game:${result.session.roomId}`).emit('move-accepted', moveAcceptedData)
console.log(`📢 Broadcasted move to room ${result.session.roomId}`)
}
}
})
```
**Why broadcast to both?**
- `arcade:${userId}` - So the acting user's tabs can reconcile their optimistic updates
- `game:${roomId}` - So all other users in the room receive the update
#### 3. Client Handles Own vs. Other Moves
The client already handles this correctly via optimistic updates:
```typescript
// User A (Tab A1) - Makes move
sendMove({ type: 'FLIP_CARD', ... })
// → Applies optimistically immediately
// → Sends to server
// → Receives move-accepted
// → Reconciles: removes from pending queue
// User B (Tab B1) - Sees move from User A
// → Receives move-accepted (unexpected)
// → Reconciles: clears pending queue, syncs with server state
// → Result: sees User A's move immediately
```
The beauty is that `handleMoveAccepted()` already handles both cases:
- **Own move**: Remove from pending queue
- **Other's move**: Clear pending queue (since server state is now ahead)
#### 4. Pass roomId in join-arcade-session
Client needs to send roomId when joining:
```typescript
// hooks/useArcadeSocket.ts
const joinSession = useCallback((userId: string, roomId?: string) => {
if (!socket) return
socket.emit('join-arcade-session', { userId, roomId })
}, [socket])
// hooks/useArcadeSession.ts
useEffect(() => {
if (connected && autoJoin && userId) {
// Get roomId from session or room context
const roomId = getRoomId() // Need to provide this
joinSession(userId, roomId)
}
}, [connected, autoJoin, userId, joinSession])
```
---
## Implementation Plan
### Phase 1: Server-Side Changes
**File: `socket-server.ts`**
1. ✅ Accept `roomId` in `join-arcade-session` event
```typescript
socket.on('join-arcade-session', async ({ userId, roomId }) => {
socket.join(`arcade:${userId}`)
// Join game room if session is room-based
if (roomId) {
socket.join(`game:${roomId}`)
}
// Rest of logic...
})
```
2. ✅ Broadcast to room in `game-move` handler
```typescript
if (result.success && result.session) {
const moveData = {
gameState: result.session.gameState,
version: result.session.version,
move: data.move,
}
// Broadcast to user's tabs
io.to(`arcade:${data.userId}`).emit('move-accepted', moveData)
// ALSO broadcast to room if room-based session
if (result.session.roomId) {
io.to(`game:${result.session.roomId}`).emit('move-accepted', moveData)
}
}
```
3. ✅ Handle room disconnects
```typescript
socket.on('disconnect', () => {
// Leave all rooms (handled automatically by socket.io)
// But log for debugging
if (currentUserId && currentRoomId) {
console.log(`User ${currentUserId} left game room ${currentRoomId}`)
}
})
```
### Phase 2: Client-Side Changes
**File: `hooks/useArcadeSocket.ts`**
1. ✅ Add roomId parameter to joinSession
```typescript
export interface UseArcadeSocketReturn {
// ... existing
joinSession: (userId: string, roomId?: string) => void
}
const joinSession = useCallback((userId: string, roomId?: string) => {
if (!socket) return
socket.emit('join-arcade-session', { userId, roomId })
}, [socket])
```
**File: `hooks/useArcadeSession.ts`**
2. ✅ Accept roomId in options
```typescript
export interface UseArcadeSessionOptions<TState> {
userId: string
roomId?: string // NEW
initialState: TState
applyMove: (state: TState, move: GameMove) => TState
// ... rest
}
export function useArcadeSession<TState>(options: UseArcadeSessionOptions<TState>) {
const { userId, roomId, ...optimisticOptions } = options
// Auto-join with roomId
useEffect(() => {
if (connected && autoJoin && userId) {
joinSession(userId, roomId)
}
}, [connected, autoJoin, userId, roomId, joinSession])
// ... rest
}
```
**File: `app/arcade/matching/context/ArcadeMemoryPairsContext.tsx`**
3. ✅ Get roomId from room data and pass to session
```typescript
import { useRoomData } from '@/hooks/useRoomData'
export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData()
// Arcade session integration
const { state, sendMove, ... } = useArcadeSession<MemoryPairsState>({
userId: viewerId || '',
roomId: roomData?.id, // NEW - pass room ID
initialState,
applyMove: applyMoveOptimistically,
})
// ... rest stays the same
}
```
### Phase 3: Testing
1. **Multi-Tab Test (Single User)**
- Open `/arcade/room` in 2 tabs as User A
- Make move in Tab 1
- Verify Tab 2 updates immediately
2. **Multi-User Test (Different Users)**
- User A opens `/arcade/room` in 1 tab
- User B opens `/arcade/room` in 1 tab (same room)
- User A makes move
- Verify User B sees move immediately
3. **Multi-User Multi-Tab Test**
- User A: 2 tabs (Tab A1, Tab A2)
- User B: 2 tabs (Tab B1, Tab B2)
- User A makes move in Tab A1
- Verify all 4 tabs update
4. **Rapid Move Test**
- User A and User B both make moves rapidly
- Verify no conflicts
- Verify all moves are processed in order
---
## Edge Cases to Handle
### 1. User Leaves Room Mid-Game
**Current behavior:** Session persists, user can rejoin
**Required behavior:**
- If user leaves room (HTTP POST to `/api/arcade/rooms/[roomId]/leave`):
- Delete their session
- Emit `session-ended` to their tabs
- Other users continue playing
### 2. Version Conflicts
**Already handled** by optimistic locking:
- Each move increments version
- Client tracks server version
- If conflict detected, reconciliation happens automatically
### 3. Session Without Room
**Already handled** by session-manager.ts:
- Sessions without `roomId` are considered orphaned
- They're cleaned up on next access (lines 111-115)
### 4. Multiple Users Same Move
**Handled by server validation:**
- Server processes moves sequentially
- First valid move wins
- Second move gets rejected if it's now invalid
- Client rolls back rejected move
---
## Benefits of This Architecture
1. **Reuses existing optimistic update system**
- No changes needed to client-side optimistic logic
- Already handles own vs. others' moves
2. **Minimal changes required**
- Add `roomId` parameter (3 places)
- Add one `io.to()` broadcast (1 place)
- Wire up roomId from context (1 place)
3. **Backward compatible**
- Non-room sessions still work (roomId is optional)
- Solo play unaffected
4. **Scalable**
- Socket.io handles multiple rooms efficiently
- No N² broadcasting (room-based is O(N))
5. **Already tested pattern**
- Multi-tab sync proves the broadcast pattern works
- Just extending to more sockets (different users)
---
## Security Considerations
### 1. Validate Room Membership
Before processing moves, verify user is in the room:
```typescript
// session-manager.ts - in applyGameMove()
const session = await getArcadeSession(userId)
if (session.roomId) {
// Verify user is a member of this room
const membership = await getRoomMember(session.roomId, userId)
if (!membership) {
return { success: false, error: 'User not in room' }
}
}
```
### 2. Verify Player Ownership
Ensure users can only make moves for their own players:
```typescript
// Already handled in validator
// move.playerId must be in session.activePlayers
// activePlayers are owned by the userId making the move
```
This is already enforced by how activePlayers are set up in the room.
---
## Performance Considerations
### 1. Broadcasting Overhead
- **Current**: 1 user × N tabs = N broadcasts per move
- **New**: M users × N tabs each = (M×N) broadcasts per move
- **Impact**: Linear with room size, not quadratic
- **Acceptable**: Socket.io is optimized for this
### 2. Database Queries
- No change: Still 1 database write per move
- Session is stored per-user, not per-room
- Room data is separate (cached, not updated per move)
### 3. Memory
- Each socket joins 2 rooms instead of 1
- Negligible: Socket.io uses efficient room data structures
---
## Testing Checklist
### Unit Tests
- [ ] `useArcadeSocket` accepts and passes roomId
- [ ] `useArcadeSession` accepts and passes roomId
- [ ] Server joins `game:${roomId}` room when roomId provided
### Integration Tests
- [ ] Single user, 2 tabs: both tabs sync
- [ ] 2 users, 1 tab each: both users sync
- [ ] 2 users, 2 tabs each: all 4 tabs sync
- [ ] User leaves room: session deleted, others continue
- [ ] Rapid concurrent moves: all processed correctly
### Manual Tests
- [ ] Open room in 2 browsers (different users)
- [ ] Play full game to completion
- [ ] Verify scores sync correctly
- [ ] Verify turn changes sync correctly
- [ ] Verify game completion syncs correctly

445
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View File

@@ -6,6 +6,7 @@ import {
createArcadeSession,
deleteArcadeSession,
getArcadeSession,
getArcadeSessionByRoom,
updateSessionActivity,
} from './src/lib/arcade/session-manager'
import { createRoom, getRoomById } from './src/lib/arcade/room-manager'
@@ -42,45 +43,72 @@ export function initializeSocketServer(httpServer: HTTPServer) {
let currentUserId: string | null = null
// Join arcade session room
socket.on('join-arcade-session', async ({ userId }: { userId: string }) => {
currentUserId = userId
socket.join(`arcade:${userId}`)
console.log(`👤 User ${userId} joined arcade room`)
socket.on(
'join-arcade-session',
async ({ userId, roomId }: { userId: string; roomId?: string }) => {
currentUserId = userId
socket.join(`arcade:${userId}`)
console.log(`👤 User ${userId} joined arcade room`)
// Send current session state if exists
try {
const session = await getArcadeSession(userId)
if (session) {
socket.emit('session-state', {
gameState: session.gameState,
currentGame: session.currentGame,
gameUrl: session.gameUrl,
activePlayers: session.activePlayers,
version: session.version,
})
} else {
socket.emit('no-active-session')
// If this session is part of a room, also join the game room for multi-user sync
if (roomId) {
socket.join(`game:${roomId}`)
console.log(`🎮 User ${userId} joined game room ${roomId}`)
}
// Send current session state if exists
// For room-based games, look up shared room session
try {
const session = roomId
? await getArcadeSessionByRoom(roomId)
: await getArcadeSession(userId)
if (session) {
console.log('[join-arcade-session] Found session:', {
userId,
roomId,
version: session.version,
sessionUserId: session.userId,
})
socket.emit('session-state', {
gameState: session.gameState,
currentGame: session.currentGame,
gameUrl: session.gameUrl,
activePlayers: session.activePlayers,
version: session.version,
})
} else {
console.log('[join-arcade-session] No active session found for:', {
userId,
roomId,
})
socket.emit('no-active-session')
}
} catch (error) {
console.error('Error fetching session:', error)
socket.emit('session-error', { error: 'Failed to fetch session' })
}
} catch (error) {
console.error('Error fetching session:', error)
socket.emit('session-error', { error: 'Failed to fetch session' })
}
})
)
// Handle game moves
socket.on('game-move', async (data: { userId: string; move: GameMove }) => {
socket.on('game-move', async (data: { userId: string; move: GameMove; roomId?: string }) => {
console.log('🎮 Game move received:', {
userId: data.userId,
moveType: data.move.type,
playerId: data.move.playerId,
timestamp: data.move.timestamp,
roomId: data.roomId,
fullMove: JSON.stringify(data.move, null, 2),
})
try {
// Special handling for START_GAME - create session if it doesn't exist
if (data.move.type === 'START_GAME') {
const existingSession = await getArcadeSession(data.userId)
// For room-based games, check if room session exists
const existingSession = data.roomId
? await getArcadeSessionByRoom(data.roomId)
: await getArcadeSession(data.userId)
if (!existingSession) {
console.log('🎯 Creating new session for START_GAME')
@@ -165,15 +193,24 @@ export function initializeSocketServer(httpServer: HTTPServer) {
}
}
const result = await applyGameMove(data.userId, data.move)
// Apply game move - use roomId for room-based games to access shared session
const result = await applyGameMove(data.userId, data.move, data.roomId)
if (result.success && result.session) {
// Broadcast the updated state to all devices for this user
io!.to(`arcade:${data.userId}`).emit('move-accepted', {
const moveAcceptedData = {
gameState: result.session.gameState,
version: result.session.version,
move: data.move,
})
}
// Broadcast the updated state to all devices for this user
io!.to(`arcade:${data.userId}`).emit('move-accepted', moveAcceptedData)
// If this is a room-based session, ALSO broadcast to all users in the room
if (result.session.roomId) {
io!.to(`game:${result.session.roomId}`).emit('move-accepted', moveAcceptedData)
console.log(`📢 Broadcasted move to game room ${result.session.roomId}`)
}
// Update activity timestamp
await updateSessionActivity(data.userId)

View File

@@ -12,14 +12,11 @@ import { getViewerId } from '@/lib/viewer'
export async function GET() {
try {
const userId = await getViewerId()
console.log('[Current Room API] Fetching for user:', userId)
// Get all rooms user is in (should be at most 1 due to modal room enforcement)
const roomIds = await getUserRooms(userId)
console.log('[Current Room API] User rooms:', roomIds)
if (roomIds.length === 0) {
console.log('[Current Room API] User is not in any room')
return NextResponse.json({ room: null }, { status: 200 })
}
@@ -28,7 +25,6 @@ export async function GET() {
// Get room data
const room = await getRoomById(roomId)
if (!room) {
console.log('[Current Room API] Room not found:', roomId)
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
@@ -44,12 +40,6 @@ export async function GET() {
memberPlayersObj[uid] = players
}
console.log('[Current Room API] Returning room:', {
roomId: room.id,
roomName: room.name,
memberCount: members.length,
})
return NextResponse.json({
room,
members,

View File

@@ -3,7 +3,7 @@
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 { css } from '../../../../styled-system/css'
import { PageWithNav } from '@/components/PageWithNav'
import { useViewerId } from '@/hooks/useViewerId'
@@ -154,8 +154,8 @@ export default function RoomDetailPage() {
const startGame = () => {
if (!room) return
// Navigate to the game with the room ID
router.push(`/arcade/rooms/${roomId}/${room.gameName}`)
// Navigate to the room game page
router.push('/arcade/room')
}
const joinRoom = async () => {
@@ -264,7 +264,7 @@ export default function RoomDetailPage() {
{error || 'Room not found'}
</p>
<button
onClick={() => router.push('/arcade/rooms')}
onClick={() => router.push('/arcade-rooms')}
className={css({
px: '6',
py: '3',
@@ -325,7 +325,7 @@ export default function RoomDetailPage() {
>
<div className={css({ mb: '4' })}>
<button
onClick={() => router.push('/arcade/rooms')}
onClick={() => router.push('/arcade-rooms')}
className={css({
display: 'inline-flex',
alignItems: 'center',
@@ -621,7 +621,7 @@ export default function RoomDetailPage() {
) : (
<>
<button
onClick={() => router.push('/arcade/rooms')}
onClick={() => router.push('/arcade-rooms')}
className={css({
flex: 1,
px: '6',

View File

@@ -0,0 +1,316 @@
import { render, screen, waitFor } from '@testing-library/react'
import * as nextNavigation from 'next/navigation'
import { beforeEach, describe, expect, it, vi } from 'vitest'
import * as arcadeGuard from '@/hooks/useArcadeGuard'
import * as roomData from '@/hooks/useRoomData'
import * as viewerId from '@/hooks/useViewerId'
// Mock Next.js navigation
vi.mock('next/navigation', () => ({
useRouter: vi.fn(),
usePathname: vi.fn(),
useParams: vi.fn(),
}))
// Mock hooks
vi.mock('@/hooks/useArcadeGuard')
vi.mock('@/hooks/useRoomData')
vi.mock('@/hooks/useViewerId')
vi.mock('@/hooks/useUserPlayers', () => ({
useUserPlayers: () => ({ data: [], isLoading: false }),
useCreatePlayer: () => ({ mutate: vi.fn() }),
useUpdatePlayer: () => ({ mutate: vi.fn() }),
useDeletePlayer: () => ({ mutate: vi.fn() }),
}))
vi.mock('@/hooks/useArcadeSocket', () => ({
useArcadeSocket: () => ({
connected: false,
joinSession: vi.fn(),
socket: null,
sendMove: vi.fn(),
exitSession: vi.fn(),
pingSession: vi.fn(),
}),
}))
// Mock styled-system
vi.mock('../../../../styled-system/css', () => ({
css: () => '',
}))
// Mock components
vi.mock('@/components/PageWithNav', () => ({
PageWithNav: ({ children }: { children: React.ReactNode }) => <div>{children}</div>,
}))
// Import pages after mocks
import RoomBrowserPage from '../page'
describe('Room Navigation with Active Sessions', () => {
const mockRouter = {
push: vi.fn(),
replace: vi.fn(),
back: vi.fn(),
}
beforeEach(() => {
vi.clearAllMocks()
vi.spyOn(nextNavigation, 'useRouter').mockReturnValue(mockRouter as any)
vi.spyOn(nextNavigation, 'usePathname').mockReturnValue('/arcade-rooms')
vi.spyOn(viewerId, 'useViewerId').mockReturnValue({
data: 'test-user',
isLoading: false,
isPending: false,
error: null,
} as any)
global.fetch = vi.fn()
})
describe('RoomBrowserPage', () => {
it('should render room browser without redirecting when user has active game session', async () => {
// User has an active game session
vi.spyOn(arcadeGuard, 'useArcadeGuard').mockReturnValue({
hasActiveSession: true,
loading: false,
activeSession: {
gameUrl: '/arcade/room',
currentGame: 'matching',
},
})
// User is in a room
vi.spyOn(roomData, 'useRoomData').mockReturnValue({
roomData: {
id: 'room-1',
name: 'Test Room',
code: 'ABC123',
gameName: 'matching',
members: [],
memberPlayers: {},
},
isLoading: false,
isInRoom: true,
notifyRoomOfPlayerUpdate: vi.fn(),
})
// Mock rooms API
;(global.fetch as any).mockResolvedValue({
ok: true,
json: async () => ({
rooms: [
{
id: 'room-1',
code: 'ABC123',
name: 'Test Room',
gameName: 'matching',
status: 'lobby',
createdAt: new Date(),
creatorName: 'Test User',
isLocked: false,
},
],
}),
})
render(<RoomBrowserPage />)
// Should render the page
await waitFor(() => {
expect(screen.getByText('🎮 Multiplayer Rooms')).toBeInTheDocument()
})
// Should NOT redirect to /arcade/room
expect(mockRouter.push).not.toHaveBeenCalled()
})
it('should NOT redirect when PageWithNav uses arcade guard with enabled=false', async () => {
// Simulate PageWithNav calling useArcadeGuard with enabled=false
const arcadeGuardSpy = vi.spyOn(arcadeGuard, 'useArcadeGuard')
// User has an active game session
arcadeGuardSpy.mockReturnValue({
hasActiveSession: true,
loading: false,
activeSession: {
gameUrl: '/arcade/room',
currentGame: 'matching',
},
})
vi.spyOn(roomData, 'useRoomData').mockReturnValue({
roomData: null,
isLoading: false,
isInRoom: false,
notifyRoomOfPlayerUpdate: vi.fn(),
})
;(global.fetch as any).mockResolvedValue({
ok: true,
json: async () => ({ rooms: [] }),
})
render(<RoomBrowserPage />)
await waitFor(() => {
expect(screen.getByText('🎮 Multiplayer Rooms')).toBeInTheDocument()
})
// PageWithNav should have called useArcadeGuard with enabled=false
// This is tested in PageWithNav's own tests, but we verify no redirect happened
expect(mockRouter.push).not.toHaveBeenCalled()
})
it('should allow navigation to room detail even with active session', async () => {
vi.spyOn(arcadeGuard, 'useArcadeGuard').mockReturnValue({
hasActiveSession: true,
loading: false,
activeSession: {
gameUrl: '/arcade/room',
currentGame: 'matching',
},
})
vi.spyOn(roomData, 'useRoomData').mockReturnValue({
roomData: null,
isLoading: false,
isInRoom: false,
notifyRoomOfPlayerUpdate: vi.fn(),
})
;(global.fetch as any).mockResolvedValue({
ok: true,
json: async () => ({
rooms: [
{
id: 'room-1',
code: 'ABC123',
name: 'Test Room',
gameName: 'matching',
status: 'lobby',
createdAt: new Date(),
creatorName: 'Test User',
isLocked: false,
isMember: true,
},
],
}),
})
render(<RoomBrowserPage />)
await waitFor(() => {
expect(screen.getByText('Test Room')).toBeInTheDocument()
})
// Click on the room card
const roomCard = screen.getByText('Test Room').parentElement
roomCard?.click()
// Should navigate to room detail, not to /arcade/room
await waitFor(() => {
expect(mockRouter.push).toHaveBeenCalledWith('/arcade-rooms/room-1')
})
})
})
describe('Room navigation edge cases', () => {
it('should handle rapid navigation between room pages without redirect loops', async () => {
vi.spyOn(arcadeGuard, 'useArcadeGuard').mockReturnValue({
hasActiveSession: true,
loading: false,
activeSession: {
gameUrl: '/arcade/room',
currentGame: 'matching',
},
})
vi.spyOn(roomData, 'useRoomData').mockReturnValue({
roomData: null,
isLoading: false,
isInRoom: false,
notifyRoomOfPlayerUpdate: vi.fn(),
})
;(global.fetch as any).mockResolvedValue({
ok: true,
json: async () => ({ rooms: [] }),
})
const { rerender } = render(<RoomBrowserPage />)
await waitFor(() => {
expect(screen.getByText('🎮 Multiplayer Rooms')).toBeInTheDocument()
})
// Simulate pathname changes (navigating between room pages)
vi.spyOn(nextNavigation, 'usePathname').mockReturnValue('/arcade-rooms/room-1')
rerender(<RoomBrowserPage />)
vi.spyOn(nextNavigation, 'usePathname').mockReturnValue('/arcade-rooms')
rerender(<RoomBrowserPage />)
// Should never redirect to game page
expect(mockRouter.push).not.toHaveBeenCalledWith('/arcade/room')
})
it('should allow user to leave room and browse other rooms during active game', async () => {
// User is in a room with an active game
vi.spyOn(arcadeGuard, 'useArcadeGuard').mockReturnValue({
hasActiveSession: true,
loading: false,
activeSession: {
gameUrl: '/arcade/room',
currentGame: 'matching',
},
})
vi.spyOn(roomData, 'useRoomData').mockReturnValue({
roomData: {
id: 'room-1',
name: 'Current Room',
code: 'ABC123',
gameName: 'matching',
members: [],
memberPlayers: {},
},
isLoading: false,
isInRoom: true,
notifyRoomOfPlayerUpdate: vi.fn(),
})
;(global.fetch as any).mockResolvedValue({
ok: true,
json: async () => ({
rooms: [
{
id: 'room-1',
name: 'Current Room',
code: 'ABC123',
gameName: 'matching',
status: 'playing',
isMember: true,
},
{
id: 'room-2',
name: 'Other Room',
code: 'DEF456',
gameName: 'memory-quiz',
status: 'lobby',
isMember: false,
},
],
}),
})
render(<RoomBrowserPage />)
await waitFor(() => {
expect(screen.getByText('Current Room')).toBeInTheDocument()
expect(screen.getByText('Other Room')).toBeInTheDocument()
})
// Should be able to view both rooms without redirect
expect(mockRouter.push).not.toHaveBeenCalled()
})
})
})

View File

@@ -2,7 +2,7 @@
import { useEffect, useState } from 'react'
import { useRouter } from 'next/navigation'
import { css } from '../../../../styled-system/css'
import { css } from '../../../styled-system/css'
import { PageWithNav } from '@/components/PageWithNav'
interface Room {
@@ -66,7 +66,7 @@ export default function RoomBrowserPage() {
}
const data = await response.json()
router.push(`/arcade/rooms/${data.room.id}`)
router.push(`/arcade-rooms/${data.room.id}`)
} catch (err) {
console.error('Failed to create room:', err)
alert('Failed to create room')
@@ -103,7 +103,7 @@ export default function RoomBrowserPage() {
// Could show a toast notification here in the future
}
router.push(`/arcade/rooms/${roomId}`)
router.push(`/arcade-rooms/${roomId}`)
} catch (err) {
console.error('Failed to join room:', err)
alert('Failed to join room')
@@ -219,7 +219,7 @@ export default function RoomBrowserPage() {
})}
>
<div
onClick={() => router.push(`/arcade/rooms/${room.id}`)}
onClick={() => router.push(`/arcade-rooms/${room.id}`)}
className={css({ flex: 1, cursor: 'pointer' })}
>
<div

View File

@@ -26,8 +26,13 @@ export function PlayerStatusBar({ className }: PlayerStatusBarProps) {
displayEmoji: player.emoji,
score: state.scores[player.id] || 0,
consecutiveMatches: state.consecutiveMatches?.[player.id] || 0,
isLocalPlayer: player.isLocal !== false, // Local if not explicitly marked as remote
}))
// Check if current player is local (your turn) or remote (waiting)
const currentPlayer = activePlayers.find((p) => p.id === state.currentPlayer)
const isYourTurn = currentPlayer?.isLocalPlayer === true
// Get celebration level based on consecutive matches
const getCelebrationLevel = (consecutiveMatches: number) => {
if (consecutiveMatches >= 5) return 'legendary'
@@ -250,14 +255,16 @@ export function PlayerStatusBar({ className }: PlayerStatusBarProps) {
{isCurrentPlayer && (
<span
className={css({
color: 'red.600',
color: player.isLocalPlayer ? 'red.600' : 'blue.600',
fontWeight: 'black',
fontSize: isCurrentPlayer ? { base: 'sm', md: 'lg' } : 'inherit',
animation: 'none',
textShadow: '0 0 15px currentColor',
animation: player.isLocalPlayer
? 'none'
: 'gentle-pulse 2s ease-in-out infinite',
textShadow: player.isLocalPlayer ? '0 0 15px currentColor' : 'none',
})}
>
{' • Your turn'}
{player.isLocalPlayer ? ' • Your turn' : ' • Their turn'}
</span>
)}
{player.consecutiveMatches > 1 && (

View File

@@ -1,8 +1,9 @@
'use client'
import { useState } from 'react'
import { css } from '../../../../../styled-system/css'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { useArcadeMemoryPairs } from '../context/ArcadeMemoryPairsContext'
import { useMemoryPairs } from '../context/MemoryPairsContext'
// Add bounce animation for the start button
const bounceAnimation = `
@@ -32,14 +33,87 @@ export function SetupPhase() {
state,
setGameType,
setDifficulty,
setTurnTimer,
startGame,
resumeGame,
canResumeGame,
hasConfigChanged,
activePlayers: _activePlayers,
} = useArcadeMemoryPairs()
} = useMemoryPairs()
const { activePlayerCount, gameMode: _globalGameMode } = useGameMode()
const handleStartGame = () => {
startGame()
// PAUSE/RESUME: Warning dialog state
const [showConfigWarning, setShowConfigWarning] = useState(false)
const [hasSeenWarning, setHasSeenWarning] = useState(false)
const [pendingConfigChange, setPendingConfigChange] = useState<{
type: 'gameType' | 'difficulty' | 'turnTimer'
value: any
} | null>(null)
// Check if we should show warning when changing config
const shouldShowWarning = state.pausedGamePhase && !hasSeenWarning && !hasConfigChanged
// Config change handlers that check for paused game
const handleSetGameType = (value: typeof state.gameType) => {
if (shouldShowWarning) {
setPendingConfigChange({ type: 'gameType', value })
setShowConfigWarning(true)
} else {
setGameType(value)
}
}
const handleSetDifficulty = (value: typeof state.difficulty) => {
if (shouldShowWarning) {
setPendingConfigChange({ type: 'difficulty', value })
setShowConfigWarning(true)
} else {
setDifficulty(value)
}
}
const handleSetTurnTimer = (value: typeof state.turnTimer) => {
if (shouldShowWarning) {
setPendingConfigChange({ type: 'turnTimer', value })
setShowConfigWarning(true)
} else {
setTurnTimer(value)
}
}
// Apply pending config change after warning
const applyPendingChange = () => {
if (pendingConfigChange) {
switch (pendingConfigChange.type) {
case 'gameType':
setGameType(pendingConfigChange.value)
break
case 'difficulty':
setDifficulty(pendingConfigChange.value)
break
case 'turnTimer':
setTurnTimer(pendingConfigChange.value)
break
}
setHasSeenWarning(true)
setPendingConfigChange(null)
setShowConfigWarning(false)
}
}
// Cancel config change
const cancelConfigChange = () => {
setPendingConfigChange(null)
setShowConfigWarning(false)
}
const handleStartOrResumeGame = () => {
if (canResumeGame) {
resumeGame()
} else {
startGame()
}
}
const getButtonStyles = (
@@ -150,6 +224,94 @@ export function SetupPhase() {
minHeight: 0, // Allow shrinking
})}
>
{/* PAUSE/RESUME: Config change warning */}
{showConfigWarning && (
<div
className={css({
p: '4',
background:
'linear-gradient(135deg, rgba(251, 191, 36, 0.15), rgba(245, 158, 11, 0.15))',
border: '2px solid',
borderColor: 'yellow.400',
rounded: 'xl',
textAlign: 'center',
boxShadow: '0 4px 12px rgba(251, 191, 36, 0.2)',
})}
>
<p
className={css({
color: 'yellow.700',
fontSize: { base: '15px', md: '17px' },
fontWeight: 'bold',
marginBottom: '8px',
})}
>
Warning: Changing Settings Will End Current Game
</p>
<p
className={css({
color: 'gray.600',
fontSize: { base: '13px', md: '14px' },
marginBottom: '12px',
})}
>
You have a paused game in progress. Changing any setting will end it and you won't be
able to resume.
</p>
<div
className={css({
display: 'flex',
gap: '8px',
justifyContent: 'center',
flexWrap: 'wrap',
})}
>
<button
className={css({
background: 'linear-gradient(135deg, #10b981, #059669)',
color: 'white',
border: 'none',
borderRadius: '8px',
padding: '8px 16px',
fontSize: '14px',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s',
boxShadow: '0 2px 8px rgba(16, 185, 129, 0.3)',
_hover: {
transform: 'translateY(-2px)',
boxShadow: '0 4px 12px rgba(16, 185, 129, 0.4)',
},
})}
onClick={cancelConfigChange}
>
✓ Keep Game & Cancel Change
</button>
<button
className={css({
background: 'linear-gradient(135deg, #ef4444, #dc2626)',
color: 'white',
border: 'none',
borderRadius: '8px',
padding: '8px 16px',
fontSize: '14px',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s',
boxShadow: '0 2px 8px rgba(239, 68, 68, 0.3)',
_hover: {
transform: 'translateY(-2px)',
boxShadow: '0 4px 12px rgba(239, 68, 68, 0.4)',
},
})}
onClick={applyPendingChange}
>
✗ End Game & Apply Change
</button>
</div>
</div>
)}
{/* Warning if no players */}
{activePlayerCount === 0 && (
<div
@@ -200,7 +362,7 @@ export function SetupPhase() {
>
<button
className={getButtonStyles(state.gameType === 'abacus-numeral', 'secondary')}
onClick={() => setGameType('abacus-numeral')}
onClick={() => handleSetGameType('abacus-numeral')}
>
<div
className={css({
@@ -246,7 +408,7 @@ export function SetupPhase() {
</button>
<button
className={getButtonStyles(state.gameType === 'complement-pairs', 'secondary')}
onClick={() => setGameType('complement-pairs')}
onClick={() => handleSetGameType('complement-pairs')}
>
<div
className={css({
@@ -342,7 +504,7 @@ export function SetupPhase() {
<button
key={difficulty}
className={getButtonStyles(state.difficulty === difficulty, 'difficulty')}
onClick={() => setDifficulty(difficulty)}
onClick={() => handleSetDifficulty(difficulty)}
>
<div
className={css({
@@ -414,7 +576,7 @@ export function SetupPhase() {
<button
key={timer}
className={getButtonStyles(state.turnTimer === timer, 'secondary')}
onClick={() => dispatch({ type: 'SET_TURN_TIMER', timer })}
onClick={() => handleSetTurnTimer(timer)}
>
<div
className={css({
@@ -464,7 +626,9 @@ export function SetupPhase() {
>
<button
className={css({
background: 'linear-gradient(135deg, #ff6b6b 0%, #ee5a24 50%, #ff9ff3 100%)',
background: canResumeGame
? 'linear-gradient(135deg, #10b981 0%, #059669 50%, #34d399 100%)'
: 'linear-gradient(135deg, #ff6b6b 0%, #ee5a24 50%, #ff9ff3 100%)',
color: 'white',
border: 'none',
borderRadius: { base: '16px', sm: '20px', md: '24px' },
@@ -473,7 +637,9 @@ export function SetupPhase() {
fontWeight: 'black',
cursor: 'pointer',
transition: 'all 0.4s cubic-bezier(0.4, 0, 0.2, 1)',
boxShadow: '0 8px 20px rgba(255, 107, 107, 0.4), inset 0 2px 0 rgba(255,255,255,0.3)',
boxShadow: canResumeGame
? '0 8px 20px rgba(16, 185, 129, 0.4), inset 0 2px 0 rgba(255,255,255,0.3)'
: '0 8px 20px rgba(255, 107, 107, 0.4), inset 0 2px 0 rgba(255,255,255,0.3)',
textShadow: '0 2px 4px rgba(0,0,0,0.3)',
position: 'relative',
overflow: 'hidden',
@@ -491,9 +657,12 @@ export function SetupPhase() {
},
_hover: {
transform: { base: 'translateY(-2px)', md: 'translateY(-3px) scale(1.02)' },
boxShadow:
'0 12px 30px rgba(255, 107, 107, 0.6), inset 0 2px 0 rgba(255,255,255,0.3)',
background: 'linear-gradient(135deg, #ff5252 0%, #dd2c00 50%, #e91e63 100%)',
boxShadow: canResumeGame
? '0 12px 30px rgba(16, 185, 129, 0.6), inset 0 2px 0 rgba(255,255,255,0.3)'
: '0 12px 30px rgba(255, 107, 107, 0.6), inset 0 2px 0 rgba(255,255,255,0.3)',
background: canResumeGame
? 'linear-gradient(135deg, #059669 0%, #047857 50%, #10b981 100%)'
: 'linear-gradient(135deg, #ff5252 0%, #dd2c00 50%, #e91e63 100%)',
_before: {
left: '100%',
},
@@ -502,7 +671,7 @@ export function SetupPhase() {
transform: 'translateY(-1px) scale(1.01)',
},
})}
onClick={handleStartGame}
onClick={handleStartOrResumeGame}
>
<div
className={css({
@@ -518,9 +687,9 @@ export function SetupPhase() {
animation: 'bounce 2s infinite',
})}
>
🚀
{canResumeGame ? '▶️' : '🚀'}
</span>
<span>START GAME</span>
<span>{canResumeGame ? 'RESUME GAME' : 'START GAME'}</span>
<span
className={css({
fontSize: { base: '18px', sm: '20px', md: '24px' },
@@ -528,7 +697,7 @@ export function SetupPhase() {
animationDelay: '0.5s',
})}
>
🎮
{canResumeGame ? '🎮' : '🎮'}
</span>
</div>
</button>

View File

@@ -2,6 +2,7 @@
import { createContext, type ReactNode, useCallback, useContext, useEffect, useMemo } from 'react'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import type { GameMove } from '@/lib/arcade/validation'
import { useGameMode } from '../../../../contexts/GameModeContext'
@@ -104,6 +105,7 @@ const ArcadeMemoryPairsContext = createContext<MemoryPairsContextValue | null>(n
// Provider component
export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData()
const { activePlayerCount, activePlayers: activePlayerIds } = useGameMode()
// Get active player IDs directly as strings (UUIDs)
@@ -112,7 +114,7 @@ export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode })
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
// Arcade session integration
// Arcade session integration with room-wide sync
const {
state,
sendMove,
@@ -120,6 +122,7 @@ export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode })
exitSession,
} = useArcadeSession<MemoryPairsState>({
userId: viewerId || '',
roomId: roomData?.id, // Enable multi-user sync for room-based games
initialState,
applyMove: applyMoveOptimistically,
})
@@ -143,22 +146,77 @@ export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode })
// Computed values
const isGameActive = state.gamePhase === 'playing'
const { players } = useGameMode()
const canFlipCard = useCallback(
(cardId: string): boolean => {
if (!isGameActive || state.isProcessingMove) return false
console.log('[canFlipCard] Checking card:', {
cardId,
isGameActive,
isProcessingMove: state.isProcessingMove,
currentPlayer: state.currentPlayer,
hasRoomData: !!roomData,
flippedCardsCount: state.flippedCards.length,
})
if (!isGameActive || state.isProcessingMove) {
console.log('[canFlipCard] Blocked: game not active or processing')
return false
}
const card = state.gameCards.find((c) => c.id === cardId)
if (!card || card.matched) return false
if (!card || card.matched) {
console.log('[canFlipCard] Blocked: card not found or already matched')
return false
}
// Can't flip if already flipped
if (state.flippedCards.some((c) => c.id === cardId)) return false
if (state.flippedCards.some((c) => c.id === cardId)) {
console.log('[canFlipCard] Blocked: card already flipped')
return false
}
// Can't flip more than 2 cards
if (state.flippedCards.length >= 2) return false
if (state.flippedCards.length >= 2) {
console.log('[canFlipCard] Blocked: 2 cards already flipped')
return false
}
// Authorization check: Only allow flipping if it's your player's turn
if (roomData && state.currentPlayer) {
const currentPlayerData = players.get(state.currentPlayer)
console.log('[canFlipCard] Authorization check:', {
currentPlayerId: state.currentPlayer,
currentPlayerFound: !!currentPlayerData,
currentPlayerIsLocal: currentPlayerData?.isLocal,
})
// Block if current player is explicitly marked as remote (isLocal === false)
if (currentPlayerData && currentPlayerData.isLocal === false) {
console.log('[canFlipCard] BLOCKED: Current player is remote (not your turn)')
return false
}
// If player data not found in map, this might be an issue - allow for now but warn
if (!currentPlayerData) {
console.warn(
'[canFlipCard] WARNING: Current player not found in players map, allowing move'
)
}
}
console.log('[canFlipCard] ALLOWED: All checks passed')
return true
},
[isGameActive, state.isProcessingMove, state.gameCards, state.flippedCards]
[
isGameActive,
state.isProcessingMove,
state.gameCards,
state.flippedCards,
state.currentPlayer,
roomData,
players,
]
)
const currentGameStatistics: GameStatistics = useMemo(
@@ -195,7 +253,7 @@ export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode })
activePlayers,
},
})
}, [state.gameType, state.difficulty, activePlayers, sendMove])
}, [state.gameType, state.difficulty, activePlayers, sendMove, roomData])
const flipCard = useCallback(
(cardId: string) => {

View File

@@ -0,0 +1,534 @@
'use client'
import { type ReactNode, useCallback, useEffect, useMemo } from 'react'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useViewerId } from '@/hooks/useViewerId'
import type { GameMove } from '@/lib/arcade/validation'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { generateGameCards } from '../utils/cardGeneration'
import { MemoryPairsContext } from './MemoryPairsContext'
import type { GameMode, GameStatistics, MemoryPairsContextValue, MemoryPairsState } from './types'
// Initial state
const initialState: MemoryPairsState = {
cards: [],
gameCards: [],
flippedCards: [],
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
gamePhase: 'setup',
currentPlayer: '', // Will be set to first player ID on START_GAME
matchedPairs: 0,
totalPairs: 6,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {}, // Player metadata for cross-user visibility
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
timerInterval: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
// PAUSE/RESUME: Initialize paused game fields
originalConfig: undefined,
pausedGamePhase: undefined,
pausedGameState: undefined,
}
/**
* Optimistic move application (client-side prediction)
* The server will validate and send back the authoritative state
*/
function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): MemoryPairsState {
switch (move.type) {
case 'START_GAME':
// Generate cards and initialize game
return {
...state,
gamePhase: 'playing',
gameCards: move.data.cards,
cards: move.data.cards,
flippedCards: [],
matchedPairs: 0,
moves: 0,
scores: move.data.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: move.data.activePlayers.reduce(
(acc: any, p: string) => ({ ...acc, [p]: 0 }),
{}
),
activePlayers: move.data.activePlayers,
playerMetadata: move.data.playerMetadata || {}, // Include player metadata
currentPlayer: move.data.activePlayers[0] || '',
gameStartTime: Date.now(),
gameEndTime: null,
currentMoveStartTime: Date.now(),
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
// PAUSE/RESUME: Save original config and clear paused state
originalConfig: {
gameType: state.gameType,
difficulty: state.difficulty,
turnTimer: state.turnTimer,
},
pausedGamePhase: undefined,
pausedGameState: undefined,
}
case 'FLIP_CARD': {
// Optimistically flip the card
const card = state.gameCards.find((c) => c.id === move.data.cardId)
if (!card) return state
const newFlippedCards = [...state.flippedCards, card]
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime:
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
isProcessingMove: newFlippedCards.length === 2, // Processing if 2 cards flipped
showMismatchFeedback: false,
}
}
case 'CLEAR_MISMATCH': {
// Clear mismatched cards and feedback
return {
...state,
flippedCards: [],
showMismatchFeedback: false,
isProcessingMove: false,
}
}
case 'GO_TO_SETUP': {
// Return to setup phase - pause game if coming from playing/results
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
return {
...state,
gamePhase: 'setup',
// PAUSE: Save game state if pausing from active game
pausedGamePhase: isPausingGame ? state.gamePhase : undefined,
pausedGameState: isPausingGame
? {
gameCards: state.gameCards,
currentPlayer: state.currentPlayer,
matchedPairs: state.matchedPairs,
moves: state.moves,
scores: state.scores,
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
consecutiveMatches: state.consecutiveMatches,
gameStartTime: state.gameStartTime,
}
: undefined,
// Reset visible game state
gameCards: [],
cards: [],
flippedCards: [],
currentPlayer: '',
matchedPairs: 0,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {},
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
}
case 'SET_CONFIG': {
// Update configuration field optimistically
const { field, value } = move.data as { field: string; value: any }
const clearPausedGame = !!state.pausedGamePhase
return {
...state,
[field]: value,
// Update totalPairs if difficulty changes
...(field === 'difficulty' ? { totalPairs: value } : {}),
// Clear paused game if config changed
...(clearPausedGame
? { pausedGamePhase: undefined, pausedGameState: undefined, originalConfig: undefined }
: {}),
}
}
case 'RESUME_GAME': {
// Resume paused game
if (!state.pausedGamePhase || !state.pausedGameState) {
return state // No paused game, no-op
}
return {
...state,
gamePhase: state.pausedGamePhase,
gameCards: state.pausedGameState.gameCards,
cards: state.pausedGameState.gameCards,
currentPlayer: state.pausedGameState.currentPlayer,
matchedPairs: state.pausedGameState.matchedPairs,
moves: state.pausedGameState.moves,
scores: state.pausedGameState.scores,
activePlayers: state.pausedGameState.activePlayers,
playerMetadata: state.pausedGameState.playerMetadata,
consecutiveMatches: state.pausedGameState.consecutiveMatches,
gameStartTime: state.pausedGameState.gameStartTime,
// Clear paused state
pausedGamePhase: undefined,
pausedGameState: undefined,
}
}
default:
return state
}
}
// Provider component for LOCAL play (no network sync)
export function LocalMemoryPairsProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
// NOTE: We deliberately do NOT call useRoomData() for local play
const { activePlayerCount, activePlayers: activePlayerIds, players } = useGameMode()
// Get active player IDs directly as strings (UUIDs)
const activePlayers = Array.from(activePlayerIds)
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
// NO LOCAL STATE - Configuration lives in session state
// Changes are sent as moves and synchronized (even in local mode for consistency)
// Arcade session integration WITHOUT room sync
const {
state,
sendMove,
connected: _connected,
exitSession,
} = useArcadeSession<MemoryPairsState>({
userId: viewerId || '',
roomId: undefined, // CRITICAL: No roomId means no network sync
initialState,
applyMove: applyMoveOptimistically,
})
// Handle mismatch feedback timeout
useEffect(() => {
if (state.showMismatchFeedback && state.flippedCards.length === 2) {
// After 1.5 seconds, send CLEAR_MISMATCH
// Server will validate that cards are still in mismatch state before clearing
const timeout = setTimeout(() => {
sendMove({
type: 'CLEAR_MISMATCH',
playerId: state.currentPlayer,
data: {},
})
}, 1500)
return () => clearTimeout(timeout)
}
}, [state.showMismatchFeedback, state.flippedCards.length, sendMove, state.currentPlayer])
// Computed values
const isGameActive = state.gamePhase === 'playing'
const canFlipCard = useCallback(
(cardId: string): boolean => {
console.log('[LocalProvider][canFlipCard] Checking card:', {
cardId,
isGameActive,
isProcessingMove: state.isProcessingMove,
currentPlayer: state.currentPlayer,
flippedCardsCount: state.flippedCards.length,
})
if (!isGameActive || state.isProcessingMove) {
console.log('[LocalProvider][canFlipCard] Blocked: game not active or processing')
return false
}
const card = state.gameCards.find((c) => c.id === cardId)
if (!card || card.matched) {
console.log('[LocalProvider][canFlipCard] Blocked: card not found or already matched')
return false
}
// Can't flip if already flipped
if (state.flippedCards.some((c) => c.id === cardId)) {
console.log('[LocalProvider][canFlipCard] Blocked: card already flipped')
return false
}
// Can't flip more than 2 cards
if (state.flippedCards.length >= 2) {
console.log('[LocalProvider][canFlipCard] Blocked: 2 cards already flipped')
return false
}
// In local play, we allow the current player to flip
// Authorization is simpler - just check if it's this player's turn
const currentPlayerData = players.get(state.currentPlayer)
console.log('[LocalProvider][canFlipCard] Authorization check:', {
currentPlayerId: state.currentPlayer,
currentPlayerFound: !!currentPlayerData,
currentPlayerIsLocal: currentPlayerData?.isLocal,
})
// Block if current player is explicitly marked as remote (shouldn't happen in local play)
if (currentPlayerData && currentPlayerData.isLocal === false) {
console.log(
'[LocalProvider][canFlipCard] BLOCKED: Current player is remote (unexpected in local play)'
)
return false
}
console.log('[LocalProvider][canFlipCard] ALLOWED: All checks passed')
return true
},
[
isGameActive,
state.isProcessingMove,
state.gameCards,
state.flippedCards,
state.currentPlayer,
players,
]
)
const currentGameStatistics: GameStatistics = useMemo(
() => ({
totalMoves: state.moves,
matchedPairs: state.matchedPairs,
totalPairs: state.totalPairs,
gameTime: state.gameStartTime ? (state.gameEndTime || Date.now()) - state.gameStartTime : 0,
accuracy: state.moves > 0 ? (state.matchedPairs / state.moves) * 100 : 0,
averageTimePerMove:
state.moves > 0 && state.gameStartTime
? ((state.gameEndTime || Date.now()) - state.gameStartTime) / state.moves
: 0,
}),
[state.moves, state.matchedPairs, state.totalPairs, state.gameStartTime, state.gameEndTime]
)
// PAUSE/RESUME: Computed values for pause/resume functionality
const hasConfigChanged = useMemo(() => {
if (!state.originalConfig) return false
return (
state.gameType !== state.originalConfig.gameType ||
state.difficulty !== state.originalConfig.difficulty ||
state.turnTimer !== state.originalConfig.turnTimer
)
}, [state.gameType, state.difficulty, state.turnTimer, state.originalConfig])
const canResumeGame = useMemo(() => {
return !!state.pausedGamePhase && !!state.pausedGameState && !hasConfigChanged
}, [state.pausedGamePhase, state.pausedGameState, hasConfigChanged])
// Action creators - send moves to arcade session
const startGame = useCallback(() => {
// Must have at least one active player
if (activePlayers.length === 0) {
console.error('[LocalMemoryPairs] Cannot start game without active players')
return
}
// Capture player metadata from local players map
// This ensures all room members can display player info even if they don't own the players
const playerMetadata: { [playerId: string]: any } = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId || '',
color: playerData.color,
}
}
}
// Use current session state configuration (no local state!)
const cards = generateGameCards(state.gameType, state.difficulty)
// Use first active player as playerId for START_GAME move
const firstPlayer = activePlayers[0]
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
data: {
cards,
activePlayers,
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, players, viewerId, sendMove])
const flipCard = useCallback(
(cardId: string) => {
console.log('[LocalProvider] flipCard called:', {
cardId,
viewerId,
currentPlayer: state.currentPlayer,
activePlayers: state.activePlayers,
gamePhase: state.gamePhase,
canFlip: canFlipCard(cardId),
})
if (!canFlipCard(cardId)) {
console.log('[LocalProvider] Cannot flip card - canFlipCard returned false')
return
}
const move = {
type: 'FLIP_CARD' as const,
playerId: state.currentPlayer, // Use the current player ID from game state (database player ID)
data: { cardId },
}
console.log('[LocalProvider] Sending FLIP_CARD move via sendMove:', move)
sendMove(move)
},
[canFlipCard, sendMove, viewerId, state.currentPlayer, state.activePlayers, state.gamePhase]
)
const resetGame = useCallback(() => {
// Must have at least one active player
if (activePlayers.length === 0) {
console.error('[LocalMemoryPairs] Cannot reset game without active players')
return
}
// Capture player metadata from local players map
const playerMetadata: { [playerId: string]: any } = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId || '',
color: playerData.color,
}
}
}
// Use current session state configuration (no local state!)
const cards = generateGameCards(state.gameType, state.difficulty)
// Use first active player as playerId for START_GAME move
const firstPlayer = activePlayers[0]
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
data: {
cards,
activePlayers,
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, players, viewerId, sendMove])
const setGameType = useCallback(
(gameType: typeof state.gameType) => {
// Use first active player as playerId, or empty string if none
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
data: { field: 'gameType', value: gameType },
})
},
[activePlayers, sendMove]
)
const setDifficulty = useCallback(
(difficulty: typeof state.difficulty) => {
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
data: { field: 'difficulty', value: difficulty },
})
},
[activePlayers, sendMove]
)
const setTurnTimer = useCallback(
(turnTimer: typeof state.turnTimer) => {
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
data: { field: 'turnTimer', value: turnTimer },
})
},
[activePlayers, sendMove]
)
const resumeGame = useCallback(() => {
// PAUSE/RESUME: Resume paused game if config unchanged
if (!canResumeGame) {
console.warn('[LocalMemoryPairs] Cannot resume - no paused game or config changed')
return
}
const playerId = activePlayers[0] || state.currentPlayer || ''
sendMove({
type: 'RESUME_GAME',
playerId,
data: {},
})
}, [canResumeGame, activePlayers, state.currentPlayer, sendMove])
const goToSetup = useCallback(() => {
// Send GO_TO_SETUP move - synchronized across all room members
const playerId = activePlayers[0] || state.currentPlayer || ''
sendMove({
type: 'GO_TO_SETUP',
playerId,
data: {},
})
}, [activePlayers, state.currentPlayer, sendMove])
// NO MORE effectiveState merging! Just use session state directly with gameMode added
const effectiveState = { ...state, gameMode } as MemoryPairsState & { gameMode: GameMode }
const contextValue: MemoryPairsContextValue = {
state: effectiveState,
dispatch: () => {
// No-op - replaced with sendMove
console.warn('dispatch() is deprecated in arcade mode, use action creators instead')
},
isGameActive,
canFlipCard,
currentGameStatistics,
hasConfigChanged,
canResumeGame,
startGame,
resumeGame,
flipCard,
resetGame,
goToSetup,
setGameType,
setDifficulty,
setTurnTimer,
exitSession,
gameMode,
activePlayers,
}
return <MemoryPairsContext.Provider value={contextValue}>{children}</MemoryPairsContext.Provider>
}

View File

@@ -0,0 +1,575 @@
'use client'
import { type ReactNode, useCallback, useEffect, useMemo } from 'react'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import type { GameMove } from '@/lib/arcade/validation'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { generateGameCards } from '../utils/cardGeneration'
import { MemoryPairsContext } from './MemoryPairsContext'
import type { GameMode, GameStatistics, MemoryPairsContextValue, MemoryPairsState } from './types'
// Initial state
const initialState: MemoryPairsState = {
cards: [],
gameCards: [],
flippedCards: [],
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
gamePhase: 'setup',
currentPlayer: '', // Will be set to first player ID on START_GAME
matchedPairs: 0,
totalPairs: 6,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {}, // Player metadata for cross-user visibility
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
timerInterval: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
// PAUSE/RESUME: Initialize paused game fields
originalConfig: undefined,
pausedGamePhase: undefined,
pausedGameState: undefined,
// HOVER: Initialize hover state
playerHovers: {},
}
/**
* Optimistic move application (client-side prediction)
* The server will validate and send back the authoritative state
*/
function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): MemoryPairsState {
switch (move.type) {
case 'START_GAME':
// Generate cards and initialize game
return {
...state,
gamePhase: 'playing',
gameCards: move.data.cards,
cards: move.data.cards,
flippedCards: [],
matchedPairs: 0,
moves: 0,
scores: move.data.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: move.data.activePlayers.reduce(
(acc: any, p: string) => ({ ...acc, [p]: 0 }),
{}
),
activePlayers: move.data.activePlayers,
playerMetadata: move.data.playerMetadata || {}, // Include player metadata
currentPlayer: move.data.activePlayers[0] || '',
gameStartTime: Date.now(),
gameEndTime: null,
currentMoveStartTime: Date.now(),
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
// PAUSE/RESUME: Save original config and clear paused state
originalConfig: {
gameType: state.gameType,
difficulty: state.difficulty,
turnTimer: state.turnTimer,
},
pausedGamePhase: undefined,
pausedGameState: undefined,
}
case 'FLIP_CARD': {
// Optimistically flip the card
const card = state.gameCards.find((c) => c.id === move.data.cardId)
if (!card) return state
const newFlippedCards = [...state.flippedCards, card]
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime:
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
isProcessingMove: newFlippedCards.length === 2, // Processing if 2 cards flipped
showMismatchFeedback: false,
}
}
case 'CLEAR_MISMATCH': {
// Clear mismatched cards and feedback
return {
...state,
flippedCards: [],
showMismatchFeedback: false,
isProcessingMove: false,
}
}
case 'GO_TO_SETUP': {
// Return to setup phase - pause game if coming from playing/results
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
return {
...state,
gamePhase: 'setup',
// PAUSE: Save game state if pausing from active game
pausedGamePhase: isPausingGame ? state.gamePhase : undefined,
pausedGameState: isPausingGame
? {
gameCards: state.gameCards,
currentPlayer: state.currentPlayer,
matchedPairs: state.matchedPairs,
moves: state.moves,
scores: state.scores,
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
consecutiveMatches: state.consecutiveMatches,
gameStartTime: state.gameStartTime,
}
: undefined,
// Reset visible game state
gameCards: [],
cards: [],
flippedCards: [],
currentPlayer: '',
matchedPairs: 0,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {},
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
}
case 'SET_CONFIG': {
// Update configuration field optimistically
const { field, value } = move.data as { field: string; value: any }
const clearPausedGame = !!state.pausedGamePhase
return {
...state,
[field]: value,
// Update totalPairs if difficulty changes
...(field === 'difficulty' ? { totalPairs: value } : {}),
// Clear paused game if config changed
...(clearPausedGame
? { pausedGamePhase: undefined, pausedGameState: undefined, originalConfig: undefined }
: {}),
}
}
case 'RESUME_GAME': {
// Resume paused game
if (!state.pausedGamePhase || !state.pausedGameState) {
return state // No paused game, no-op
}
return {
...state,
gamePhase: state.pausedGamePhase,
gameCards: state.pausedGameState.gameCards,
cards: state.pausedGameState.gameCards,
currentPlayer: state.pausedGameState.currentPlayer,
matchedPairs: state.pausedGameState.matchedPairs,
moves: state.pausedGameState.moves,
scores: state.pausedGameState.scores,
activePlayers: state.pausedGameState.activePlayers,
playerMetadata: state.pausedGameState.playerMetadata,
consecutiveMatches: state.pausedGameState.consecutiveMatches,
gameStartTime: state.pausedGameState.gameStartTime,
// Clear paused state
pausedGamePhase: undefined,
pausedGameState: undefined,
}
}
case 'HOVER_CARD': {
// Update player hover state for networked presence
return {
...state,
playerHovers: {
...state.playerHovers,
[move.playerId]: move.data.cardId,
},
}
}
default:
return state
}
}
// Provider component for ROOM-BASED play (with network sync)
export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData() // Fetch room data for room-based play
const { activePlayerCount, activePlayers: activePlayerIds, players } = useGameMode()
// Get active player IDs directly as strings (UUIDs)
const activePlayers = Array.from(activePlayerIds)
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
// NO LOCAL STATE - Configuration lives in session state
// Changes are sent as moves and synchronized across all room members
// Arcade session integration WITH room sync
const {
state,
sendMove,
connected: _connected,
exitSession,
} = useArcadeSession<MemoryPairsState>({
userId: viewerId || '',
roomId: roomData?.id, // CRITICAL: Pass roomId for network sync across room members
initialState,
applyMove: applyMoveOptimistically,
})
// Handle mismatch feedback timeout
useEffect(() => {
if (state.showMismatchFeedback && state.flippedCards.length === 2) {
// After 1.5 seconds, send CLEAR_MISMATCH
// Server will validate that cards are still in mismatch state before clearing
const timeout = setTimeout(() => {
sendMove({
type: 'CLEAR_MISMATCH',
playerId: state.currentPlayer,
data: {},
})
}, 1500)
return () => clearTimeout(timeout)
}
}, [state.showMismatchFeedback, state.flippedCards.length, sendMove, state.currentPlayer])
// Computed values
const isGameActive = state.gamePhase === 'playing'
const canFlipCard = useCallback(
(cardId: string): boolean => {
console.log('[RoomProvider][canFlipCard] Checking card:', {
cardId,
isGameActive,
isProcessingMove: state.isProcessingMove,
currentPlayer: state.currentPlayer,
hasRoomData: !!roomData,
flippedCardsCount: state.flippedCards.length,
})
if (!isGameActive || state.isProcessingMove) {
console.log('[RoomProvider][canFlipCard] Blocked: game not active or processing')
return false
}
const card = state.gameCards.find((c) => c.id === cardId)
if (!card || card.matched) {
console.log('[RoomProvider][canFlipCard] Blocked: card not found or already matched')
return false
}
// Can't flip if already flipped
if (state.flippedCards.some((c) => c.id === cardId)) {
console.log('[RoomProvider][canFlipCard] Blocked: card already flipped')
return false
}
// Can't flip more than 2 cards
if (state.flippedCards.length >= 2) {
console.log('[RoomProvider][canFlipCard] Blocked: 2 cards already flipped')
return false
}
// Authorization check: Only allow flipping if it's your player's turn
if (roomData && state.currentPlayer) {
const currentPlayerData = players.get(state.currentPlayer)
console.log('[RoomProvider][canFlipCard] Authorization check:', {
currentPlayerId: state.currentPlayer,
currentPlayerFound: !!currentPlayerData,
currentPlayerIsLocal: currentPlayerData?.isLocal,
})
// Block if current player is explicitly marked as remote (isLocal === false)
if (currentPlayerData && currentPlayerData.isLocal === false) {
console.log(
'[RoomProvider][canFlipCard] BLOCKED: Current player is remote (not your turn)'
)
return false
}
// If player data not found in map, this might be an issue - allow for now but warn
if (!currentPlayerData) {
console.warn(
'[RoomProvider][canFlipCard] WARNING: Current player not found in players map, allowing move'
)
}
}
console.log('[RoomProvider][canFlipCard] ALLOWED: All checks passed')
return true
},
[
isGameActive,
state.isProcessingMove,
state.gameCards,
state.flippedCards,
state.currentPlayer,
roomData,
players,
]
)
const currentGameStatistics: GameStatistics = useMemo(
() => ({
totalMoves: state.moves,
matchedPairs: state.matchedPairs,
totalPairs: state.totalPairs,
gameTime: state.gameStartTime ? (state.gameEndTime || Date.now()) - state.gameStartTime : 0,
accuracy: state.moves > 0 ? (state.matchedPairs / state.moves) * 100 : 0,
averageTimePerMove:
state.moves > 0 && state.gameStartTime
? ((state.gameEndTime || Date.now()) - state.gameStartTime) / state.moves
: 0,
}),
[state.moves, state.matchedPairs, state.totalPairs, state.gameStartTime, state.gameEndTime]
)
// PAUSE/RESUME: Computed values for pause/resume functionality
const hasConfigChanged = useMemo(() => {
if (!state.originalConfig) return false
return (
state.gameType !== state.originalConfig.gameType ||
state.difficulty !== state.originalConfig.difficulty ||
state.turnTimer !== state.originalConfig.turnTimer
)
}, [state.gameType, state.difficulty, state.turnTimer, state.originalConfig])
const canResumeGame = useMemo(() => {
return !!state.pausedGamePhase && !!state.pausedGameState && !hasConfigChanged
}, [state.pausedGamePhase, state.pausedGameState, hasConfigChanged])
// Action creators - send moves to arcade session
const startGame = useCallback(() => {
// Must have at least one active player
if (activePlayers.length === 0) {
console.error('[RoomMemoryPairs] Cannot start game without active players')
return
}
// Capture player metadata from local players map
// This ensures all room members can display player info even if they don't own the players
const playerMetadata: { [playerId: string]: any } = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId || '',
color: playerData.color,
}
}
}
// Use current session state configuration (no local state!)
const cards = generateGameCards(state.gameType, state.difficulty)
// Use first active player as playerId for START_GAME move
const firstPlayer = activePlayers[0]
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
data: {
cards,
activePlayers,
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, players, viewerId, sendMove])
const flipCard = useCallback(
(cardId: string) => {
console.log('[RoomProvider] flipCard called:', {
cardId,
viewerId,
currentPlayer: state.currentPlayer,
activePlayers: state.activePlayers,
gamePhase: state.gamePhase,
canFlip: canFlipCard(cardId),
})
if (!canFlipCard(cardId)) {
console.log('[RoomProvider] Cannot flip card - canFlipCard returned false')
return
}
const move = {
type: 'FLIP_CARD' as const,
playerId: state.currentPlayer, // Use the current player ID from game state (database player ID)
data: { cardId },
}
console.log('[RoomProvider] Sending FLIP_CARD move via sendMove:', move)
sendMove(move)
},
[canFlipCard, sendMove, viewerId, state.currentPlayer, state.activePlayers, state.gamePhase]
)
const resetGame = useCallback(() => {
// Must have at least one active player
if (activePlayers.length === 0) {
console.error('[RoomMemoryPairs] Cannot reset game without active players')
return
}
// Capture player metadata from local players map
const playerMetadata: { [playerId: string]: any } = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId || '',
color: playerData.color,
}
}
}
// Use current session state configuration (no local state!)
const cards = generateGameCards(state.gameType, state.difficulty)
// Use first active player as playerId for START_GAME move
const firstPlayer = activePlayers[0]
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
data: {
cards,
activePlayers,
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, players, viewerId, sendMove])
const setGameType = useCallback(
(gameType: typeof state.gameType) => {
// Use first active player as playerId, or empty string if none
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
data: { field: 'gameType', value: gameType },
})
},
[activePlayers, sendMove]
)
const setDifficulty = useCallback(
(difficulty: typeof state.difficulty) => {
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
data: { field: 'difficulty', value: difficulty },
})
},
[activePlayers, sendMove]
)
const setTurnTimer = useCallback(
(turnTimer: typeof state.turnTimer) => {
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
data: { field: 'turnTimer', value: turnTimer },
})
},
[activePlayers, sendMove]
)
const goToSetup = useCallback(() => {
// Send GO_TO_SETUP move - synchronized across all room members
const playerId = activePlayers[0] || state.currentPlayer || ''
sendMove({
type: 'GO_TO_SETUP',
playerId,
data: {},
})
}, [activePlayers, state.currentPlayer, sendMove])
const resumeGame = useCallback(() => {
// PAUSE/RESUME: Resume paused game if config unchanged
if (!canResumeGame) {
console.warn('[RoomMemoryPairs] Cannot resume - no paused game or config changed')
return
}
const playerId = activePlayers[0] || state.currentPlayer || ''
sendMove({
type: 'RESUME_GAME',
playerId,
data: {},
})
}, [canResumeGame, activePlayers, state.currentPlayer, sendMove])
const hoverCard = useCallback(
(cardId: string | null) => {
// HOVER: Send hover state for networked presence
// Use current player as the one hovering
const playerId = state.currentPlayer || activePlayers[0] || ''
if (!playerId) return // No active player to send hover for
sendMove({
type: 'HOVER_CARD',
playerId,
data: { cardId },
})
},
[state.currentPlayer, activePlayers, sendMove]
)
// NO MORE effectiveState merging! Just use session state directly with gameMode added
const effectiveState = { ...state, gameMode } as MemoryPairsState & { gameMode: GameMode }
const contextValue: MemoryPairsContextValue = {
state: effectiveState,
dispatch: () => {
// No-op - replaced with sendMove
console.warn('dispatch() is deprecated in arcade mode, use action creators instead')
},
isGameActive,
canFlipCard,
currentGameStatistics,
hasConfigChanged,
canResumeGame,
startGame,
resumeGame,
flipCard,
resetGame,
goToSetup,
setGameType,
setDifficulty,
setTurnTimer,
hoverCard,
exitSession,
gameMode,
activePlayers,
}
return <MemoryPairsContext.Provider value={contextValue}>{children}</MemoryPairsContext.Provider>
}

View File

@@ -1,13 +1,13 @@
import { ArcadeGuardedPage } from '@/components/ArcadeGuardedPage'
import { MemoryPairsGame } from './components/MemoryPairsGame'
import { ArcadeMemoryPairsProvider } from './context/ArcadeMemoryPairsContext'
import { RoomMemoryPairsProvider } from './context/RoomMemoryPairsProvider'
export default function MatchingPage() {
return (
<ArcadeGuardedPage>
<ArcadeMemoryPairsProvider>
<RoomMemoryPairsProvider>
<MemoryPairsGame />
</ArcadeMemoryPairsProvider>
</RoomMemoryPairsProvider>
</ArcadeGuardedPage>
)
}

View File

@@ -1,8 +1,5 @@
'use client'
import { useRouter } from 'next/navigation'
import { useEffect } from 'react'
import { ArcadeGuardedPage } from '@/components/ArcadeGuardedPage'
import { useRoomData } from '@/hooks/useRoomData'
import { MemoryPairsGame } from '../matching/components/MemoryPairsGame'
import { ArcadeMemoryPairsProvider } from '../matching/context/ArcadeMemoryPairsContext'
@@ -10,24 +7,14 @@ import { ArcadeMemoryPairsProvider } from '../matching/context/ArcadeMemoryPairs
/**
* /arcade/room - Renders the game for the user's current room
* Since users can only be in one room at a time, this is a simple singular route
*
* Note: We don't redirect to /arcade if no room exists because:
* - It would conflict with arcade session redirects and create loops
* - useArcadeRedirect on /arcade page handles redirecting to active sessions
*/
export default function RoomPage() {
const router = useRouter()
const { roomData, isLoading } = useRoomData()
// Debug logging
useEffect(() => {
console.log('[RoomPage] State:', { isLoading, hasRoomData: !!roomData, roomData })
}, [isLoading, roomData])
// Redirect to arcade if no room
useEffect(() => {
if (!isLoading && !roomData) {
console.log('[RoomPage] No active room, redirecting to /arcade')
router.push('/arcade')
}
}, [isLoading, roomData, router])
// Show loading state
if (isLoading) {
return (
@@ -46,20 +33,44 @@ export default function RoomPage() {
)
}
// Show nothing while redirecting
// Show error if no room (instead of redirecting)
if (!roomData) {
return null
return (
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
height: '100vh',
fontSize: '18px',
color: '#666',
gap: '1rem',
}}
>
<div>No active room found</div>
<a
href="/arcade"
style={{
color: '#3b82f6',
textDecoration: 'underline',
}}
>
Go to Champion Arena
</a>
</div>
)
}
// Render the appropriate game based on room's gameName
// Note: We don't use ArcadeGuardedPage here because room-based games
// have their own navigation logic via useRoomData
switch (roomData.gameName) {
case 'matching':
return (
<ArcadeGuardedPage>
<ArcadeMemoryPairsProvider>
<MemoryPairsGame />
</ArcadeMemoryPairsProvider>
</ArcadeGuardedPage>
<ArcadeMemoryPairsProvider>
<MemoryPairsGame />
</ArcadeMemoryPairsProvider>
)
// TODO: Add other games (complement-race, memory-quiz, etc.)

View File

@@ -1,24 +0,0 @@
'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>
)
}

View File

@@ -1,24 +0,0 @@
'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>
)
}

View File

@@ -1,16 +0,0 @@
'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 />
}

View File

@@ -40,6 +40,20 @@ export interface GameStatistics {
averageTimePerMove: number
}
export interface PlayerMetadata {
id: string // Player ID
name: string
emoji: string
userId: string // Which user owns this player
color?: string
}
export interface GameConfiguration {
gameType: GameType
difficulty: Difficulty
turnTimer: number
}
export interface MemoryPairsState {
// Core game data
cards: GameCard[]
@@ -51,6 +65,22 @@ export interface MemoryPairsState {
difficulty: Difficulty
turnTimer: number // Seconds for two-player mode
// Paused game state - for Resume functionality
originalConfig?: GameConfiguration // Config when game started - used to detect changes
pausedGamePhase?: 'playing' | 'results' // Set when GO_TO_SETUP called from active game
pausedGameState?: {
// Snapshot of game state when paused
gameCards: GameCard[]
currentPlayer: Player
matchedPairs: number
moves: number
scores: PlayerScore
activePlayers: Player[]
playerMetadata: { [playerId: string]: PlayerMetadata }
consecutiveMatches: { [playerId: string]: number }
gameStartTime: number | null
}
// Game progression
gamePhase: GamePhase
currentPlayer: Player
@@ -59,6 +89,7 @@ export interface MemoryPairsState {
moves: number
scores: PlayerScore
activePlayers: Player[] // Track active player IDs
playerMetadata: { [playerId: string]: PlayerMetadata } // Player metadata snapshot for cross-user visibility
consecutiveMatches: { [playerId: string]: number } // Track consecutive matches per player
// Timing
@@ -72,6 +103,9 @@ export interface MemoryPairsState {
isProcessingMove: boolean
showMismatchFeedback: boolean
lastMatchedPair: [string, string] | null
// Hover state for networked presence
playerHovers: { [playerId: string]: string | null } // playerId -> cardId (or null if not hovering)
}
export type MemoryPairsAction =
@@ -101,13 +135,19 @@ export interface MemoryPairsContextValue {
currentGameStatistics: GameStatistics
gameMode: GameMode // Derived from global context
activePlayers: Player[] // Active player IDs from arena
hasConfigChanged: boolean // True if current config differs from originalConfig
canResumeGame: boolean // True if there's a paused game and config hasn't changed
// Actions
startGame: () => void
resumeGame: () => void
flipCard: (cardId: string) => void
resetGame: () => void
setGameType: (type: GameType) => void
setDifficulty: (difficulty: Difficulty) => void
setTurnTimer: (timer: number) => void
hoverCard: (cardId: string | null) => void // Send hover state for networked presence
goToSetup: () => void
exitSession: () => void // Exit arcade session (no-op for non-arcade mode)
}
@@ -133,14 +173,6 @@ export interface GameGridProps {
disabled?: boolean
}
// Configuration interfaces
export interface GameConfiguration {
gameMode: GameMode
gameType: GameType
difficulty: Difficulty
turnTimer: number
}
export interface MatchValidationResult {
isValid: boolean
reason?: string

View File

@@ -58,14 +58,14 @@ export function PageWithNav({
}
// Get active and inactive players as arrays
// Only show LOCAL players in the active/inactive lists (remote players shown separately in networkPlayers)
const activePlayerList = Array.from(activePlayers)
.map((id) => players.get(id))
.filter((p) => p !== undefined)
.map((p) => ({ id: p.id, name: p.name, emoji: p.emoji }))
.filter((p): p is NonNullable<typeof p> => p !== undefined && p.isLocal !== false) // Filter out remote players
const inactivePlayerList = Array.from(players.values())
.filter((p) => !activePlayers.has(p.id))
.map((p) => ({ id: p.id, name: p.name, emoji: p.emoji }))
const inactivePlayerList = Array.from(players.values()).filter(
(p) => !activePlayers.has(p.id) && p.isLocal !== false
) // Filter out remote players
// Compute game mode from active player count
const gameMode =
@@ -98,7 +98,13 @@ export function PageWithNav({
: undefined
// Compute network players (other players in the room, excluding current user)
const networkPlayers: Array<{ id: string; emoji?: string; name?: string }> =
const networkPlayers: Array<{
id: string
emoji?: string
name?: string
color?: string
memberName?: string
}> =
isInRoom && roomData
? roomData.members
.filter((member) => member.userId !== viewerId)
@@ -107,7 +113,9 @@ export function PageWithNav({
return memberPlayerList.map((player) => ({
id: player.id,
emoji: player.emoji,
name: `${player.name} (${member.displayName})`,
name: player.name,
color: player.color,
memberName: member.displayName,
}))
})
: []

View File

@@ -1,9 +1,13 @@
import React from 'react'
import { PlayerTooltip } from './PlayerTooltip'
interface Player {
id: string
name: string
emoji: string
color?: string
createdAt?: Date | number
isLocal?: boolean
}
interface ActivePlayersListProps {
@@ -24,105 +28,111 @@ export function ActivePlayersList({
return (
<>
{activePlayers.map((player) => (
<div
<PlayerTooltip
key={player.id}
style={{
position: 'relative',
fontSize: shouldEmphasize ? '48px' : '20px',
lineHeight: 1,
transition: 'font-size 0.4s cubic-bezier(0.4, 0, 0.2, 1), filter 0.4s ease',
filter: shouldEmphasize ? 'drop-shadow(0 4px 8px rgba(0,0,0,0.25))' : 'none',
cursor: shouldEmphasize ? 'pointer' : 'default',
}}
title={player.name}
onClick={() => shouldEmphasize && onConfigurePlayer(player.id)}
onMouseEnter={() => shouldEmphasize && setHoveredPlayerId(player.id)}
onMouseLeave={() => shouldEmphasize && setHoveredPlayerId(null)}
playerName={player.name}
playerColor={player.color}
isLocal={player.isLocal !== false}
createdAt={player.createdAt}
>
{player.emoji}
{shouldEmphasize && hoveredPlayerId === player.id && (
<>
{/* Configure button - bottom left */}
<button
onClick={(e) => {
e.stopPropagation()
onConfigurePlayer(player.id)
}}
style={{
position: 'absolute',
bottom: '-4px',
left: '-4px',
width: '18px',
height: '18px',
borderRadius: '50%',
border: '2px solid white',
background: '#6b7280',
color: 'white',
fontSize: '10px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
cursor: 'pointer',
boxShadow: '0 2px 8px rgba(0,0,0,0.3)',
transition: 'all 0.2s ease',
padding: 0,
lineHeight: 1,
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = '#3b82f6'
e.currentTarget.style.transform = 'scale(1.15)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = '#6b7280'
e.currentTarget.style.transform = 'scale(1)'
}}
aria-label={`Configure ${player.name}`}
>
</button>
<div
style={{
position: 'relative',
fontSize: shouldEmphasize ? '48px' : '20px',
lineHeight: 1,
transition: 'font-size 0.4s cubic-bezier(0.4, 0, 0.2, 1), filter 0.4s ease',
filter: shouldEmphasize ? 'drop-shadow(0 4px 8px rgba(0,0,0,0.25))' : 'none',
cursor: shouldEmphasize ? 'pointer' : 'default',
}}
onClick={() => shouldEmphasize && onConfigurePlayer(player.id)}
onMouseEnter={() => shouldEmphasize && setHoveredPlayerId(player.id)}
onMouseLeave={() => shouldEmphasize && setHoveredPlayerId(null)}
>
{player.emoji}
{shouldEmphasize && hoveredPlayerId === player.id && (
<>
{/* Configure button - bottom left */}
<button
onClick={(e) => {
e.stopPropagation()
onConfigurePlayer(player.id)
}}
style={{
position: 'absolute',
bottom: '-4px',
left: '-4px',
width: '18px',
height: '18px',
borderRadius: '50%',
border: '2px solid white',
background: '#6b7280',
color: 'white',
fontSize: '10px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
cursor: 'pointer',
boxShadow: '0 2px 8px rgba(0,0,0,0.3)',
transition: 'all 0.2s ease',
padding: 0,
lineHeight: 1,
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = '#3b82f6'
e.currentTarget.style.transform = 'scale(1.15)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = '#6b7280'
e.currentTarget.style.transform = 'scale(1)'
}}
aria-label={`Configure ${player.name}`}
>
</button>
{/* Remove button - top right */}
<button
onClick={(e) => {
e.stopPropagation()
onRemovePlayer(player.id)
}}
style={{
position: 'absolute',
top: '-4px',
right: '-4px',
width: '20px',
height: '20px',
borderRadius: '50%',
border: '2px solid white',
background: '#ef4444',
color: 'white',
fontSize: '12px',
fontWeight: 'bold',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
cursor: 'pointer',
boxShadow: '0 2px 8px rgba(0,0,0,0.3)',
transition: 'all 0.2s ease',
padding: 0,
lineHeight: 1,
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = '#dc2626'
e.currentTarget.style.transform = 'scale(1.1)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = '#ef4444'
e.currentTarget.style.transform = 'scale(1)'
}}
aria-label={`Remove ${player.name}`}
>
×
</button>
</>
)}
</div>
{/* Remove button - top right */}
<button
onClick={(e) => {
e.stopPropagation()
onRemovePlayer(player.id)
}}
style={{
position: 'absolute',
top: '-4px',
right: '-4px',
width: '20px',
height: '20px',
borderRadius: '50%',
border: '2px solid white',
background: '#ef4444',
color: 'white',
fontSize: '12px',
fontWeight: 'bold',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
cursor: 'pointer',
boxShadow: '0 2px 8px rgba(0,0,0,0.3)',
transition: 'all 0.2s ease',
padding: 0,
lineHeight: 1,
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = '#dc2626'
e.currentTarget.style.transform = 'scale(1.1)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = '#ef4444'
e.currentTarget.style.transform = 'scale(1)'
}}
aria-label={`Remove ${player.name}`}
>
×
</button>
</>
)}
</div>
</PlayerTooltip>
))}
</>
)

View File

@@ -1,9 +1,12 @@
import React from 'react'
import { PlayerTooltip } from './PlayerTooltip'
interface NetworkPlayer {
id: string
emoji?: string
name?: string
color?: string
memberName?: string
}
interface NetworkPlayerIndicatorProps {
@@ -17,92 +20,97 @@ interface NetworkPlayerIndicatorProps {
*/
export function NetworkPlayerIndicator({ player, shouldEmphasize }: NetworkPlayerIndicatorProps) {
const [isHovered, setIsHovered] = React.useState(false)
const playerName = player.name || `Network Player ${player.id.slice(0, 8)}`
const extraInfo = player.memberName ? `Controlled by ${player.memberName}` : undefined
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)}
<PlayerTooltip
playerName={playerName}
playerColor={player.color}
isLocal={false}
extraInfo={extraInfo}
>
{/* Network frame border */}
<div
style={{
position: 'absolute',
inset: '-6px',
borderRadius: '8px',
background: `
position: 'relative',
fontSize: shouldEmphasize ? '48px' : '20px',
lineHeight: 1,
transition: 'all 0.4s cubic-bezier(0.4, 0, 0.2, 1)',
cursor: 'default',
}}
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,
}}
/>
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"
/>
{/* 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,
}}
/>
{/* 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>
{/* 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>
{/* 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,
}}
>
📡
</div>
<style
dangerouslySetInnerHTML={{
__html: `
<style
dangerouslySetInnerHTML={{
__html: `
@keyframes networkPulse {
0%, 100% {
opacity: 1;
@@ -114,8 +122,9 @@ export function NetworkPlayerIndicator({ player, shouldEmphasize }: NetworkPlaye
}
}
`,
}}
/>
</div>
}}
/>
</div>
</PlayerTooltip>
)
}

View File

@@ -1,4 +1,4 @@
import { useState } from 'react'
import { useEffect, useRef, useState } from 'react'
import { EmojiPicker } from '../../app/games/matching/components/EmojiPicker'
import { useGameMode } from '../../contexts/GameModeContext'
@@ -11,17 +11,36 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
// All hooks must be called before early return
const { getPlayer, updatePlayer, players } = useGameMode()
const [showEmojiPicker, setShowEmojiPicker] = useState(false)
const [localName, setLocalName] = useState('')
const [isSaving, setIsSaving] = useState(false)
const debounceTimerRef = useRef<NodeJS.Timeout | null>(null)
const player = getPlayer(playerId)
const [tempName, setTempName] = useState(player?.name || '')
// Initialize local name from player
useEffect(() => {
if (player) {
setLocalName(player.name)
}
}, [player])
if (!player) {
return null
}
const handleSave = () => {
updatePlayer(playerId, { name: tempName })
onClose()
const handleNameChange = (newName: string) => {
setLocalName(newName)
// Debounce the update to avoid too many API calls
if (debounceTimerRef.current) {
clearTimeout(debounceTimerRef.current)
}
setIsSaving(true)
debounceTimerRef.current = setTimeout(() => {
updatePlayer(playerId, { name: newName })
setIsSaving(false)
}, 500) // Wait 500ms after user stops typing
}
const handleEmojiSelect = (emoji: string) => {
@@ -30,7 +49,21 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
}
// Get player number for UI theming (first 4 players get special colors)
const allPlayers = Array.from(players.values()).sort((a, b) => a.createdAt - b.createdAt)
const allPlayers = Array.from(players.values()).sort((a, b) => {
const aTime =
typeof a.createdAt === 'number'
? a.createdAt
: a.createdAt instanceof Date
? a.createdAt.getTime()
: 0
const bTime =
typeof b.createdAt === 'number'
? b.createdAt
: b.createdAt instanceof Date
? b.createdAt.getTime()
: 0
return aTime - bTime
})
const playerIndex = allPlayers.findIndex((p) => p.id === playerId)
const displayNumber = playerIndex + 1
@@ -81,22 +114,35 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
style={{
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
alignItems: 'flex-start',
marginBottom: '24px',
}}
>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
background: `linear-gradient(135deg, ${gradientColor}, ${gradientColor}dd)`,
backgroundClip: 'text',
color: 'transparent',
margin: 0,
}}
>
Configure Player
</h2>
<div>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
background: `linear-gradient(135deg, ${gradientColor}, ${gradientColor}dd)`,
backgroundClip: 'text',
color: 'transparent',
margin: 0,
marginBottom: '4px',
}}
>
Player Settings
</h2>
<div
style={{
fontSize: '12px',
color: isSaving ? '#f59e0b' : '#10b981',
fontWeight: '500',
opacity: 0.8,
}}
>
{isSaving ? '💾 Saving...' : '✓ Changes saved automatically'}
</div>
</div>
<button
onClick={onClose}
style={{
@@ -198,7 +244,7 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
</div>
{/* Name Input */}
<div style={{ marginBottom: '24px' }}>
<div>
<label
style={{
display: 'block',
@@ -212,8 +258,8 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
</label>
<input
type="text"
value={tempName}
onChange={(e) => setTempName(e.target.value)}
value={localName}
onChange={(e) => handleNameChange(e.target.value)}
placeholder="Player Name"
maxLength={20}
style={{
@@ -243,69 +289,9 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
textAlign: 'right',
}}
>
{tempName.length}/20 characters
{localName.length}/20 characters
</div>
</div>
{/* Action Buttons */}
<div
style={{
display: 'flex',
gap: '12px',
}}
>
<button
onClick={onClose}
style={{
flex: 1,
padding: '12px',
background: 'white',
border: '2px solid #e5e7eb',
borderRadius: '12px',
fontSize: '14px',
fontWeight: '600',
color: '#6b7280',
cursor: 'pointer',
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = '#f9fafb'
e.currentTarget.style.borderColor = '#d1d5db'
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = 'white'
e.currentTarget.style.borderColor = '#e5e7eb'
}}
>
Cancel
</button>
<button
onClick={handleSave}
style={{
flex: 1,
padding: '12px',
background: `linear-gradient(135deg, ${gradientColor}, ${gradientColor}dd)`,
border: 'none',
borderRadius: '12px',
fontSize: '14px',
fontWeight: '600',
color: 'white',
cursor: 'pointer',
transition: 'all 0.2s ease',
boxShadow: '0 4px 12px rgba(0,0,0,0.15)',
}}
onMouseEnter={(e) => {
e.currentTarget.style.transform = 'translateY(-2px)'
e.currentTarget.style.boxShadow = '0 6px 16px rgba(0,0,0,0.2)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.transform = 'translateY(0)'
e.currentTarget.style.boxShadow = '0 4px 12px rgba(0,0,0,0.15)'
}}
>
Save Changes
</button>
</div>
</div>
</div>
)

View File

@@ -0,0 +1,164 @@
import * as Tooltip from '@radix-ui/react-tooltip'
import type React from 'react'
interface PlayerTooltipProps {
children: React.ReactNode
playerName: string
playerColor?: string
isLocal?: boolean
createdAt?: Date | number
extraInfo?: string
}
/**
* Radix-based tooltip for displaying rich player information
* Shows player name, type (local/network), color, and other details
*/
export function PlayerTooltip({
children,
playerName,
playerColor,
isLocal = true,
createdAt,
extraInfo,
}: PlayerTooltipProps) {
// Format creation time
const getCreatedTimeAgo = () => {
if (!createdAt) return null
const now = Date.now()
const created =
typeof createdAt === 'number'
? createdAt
: createdAt instanceof Date
? createdAt.getTime()
: 0
const diff = now - created
const minutes = Math.floor(diff / 60000)
const hours = Math.floor(diff / 3600000)
const days = Math.floor(diff / 86400000)
if (days > 0) return `${days}d ago`
if (hours > 0) return `${hours}h ago`
if (minutes > 0) return `${minutes}m ago`
return 'just now'
}
return (
<Tooltip.Provider delayDuration={200}>
<Tooltip.Root>
<Tooltip.Trigger asChild>{children}</Tooltip.Trigger>
<Tooltip.Portal>
<Tooltip.Content
side="bottom"
sideOffset={8}
style={{
background: 'linear-gradient(135deg, rgba(17, 24, 39, 0.97), rgba(31, 41, 55, 0.97))',
backdropFilter: 'blur(8px)',
borderRadius: '12px',
padding: '12px 16px',
boxShadow: '0 8px 24px rgba(0, 0, 0, 0.4), 0 0 0 1px rgba(255, 255, 255, 0.1)',
maxWidth: '280px',
zIndex: 9999,
animation: 'tooltipFadeIn 0.2s ease-out',
}}
>
{/* Player name with color accent */}
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '8px',
marginBottom: '8px',
}}
>
{playerColor && (
<div
style={{
width: '12px',
height: '12px',
borderRadius: '50%',
background: playerColor,
boxShadow: `0 0 8px ${playerColor}50`,
flexShrink: 0,
}}
/>
)}
<div
style={{
fontSize: '15px',
fontWeight: '600',
color: 'white',
lineHeight: 1.3,
}}
>
{playerName}
</div>
</div>
{/* Player type badge */}
<div
style={{
display: 'inline-flex',
alignItems: 'center',
gap: '4px',
padding: '4px 8px',
borderRadius: '6px',
background: isLocal
? 'rgba(16, 185, 129, 0.15)'
: 'linear-gradient(135deg, rgba(59, 130, 246, 0.15), rgba(147, 51, 234, 0.15))',
border: `1px solid ${isLocal ? 'rgba(16, 185, 129, 0.3)' : 'rgba(147, 51, 234, 0.3)'}`,
fontSize: '11px',
fontWeight: '600',
color: isLocal ? 'rgba(167, 243, 208, 1)' : 'rgba(196, 181, 253, 1)',
marginBottom: extraInfo || createdAt ? '8px' : 0,
}}
>
<span style={{ fontSize: '10px' }}>{isLocal ? '●' : '📡'}</span>
{isLocal ? 'Your Player' : 'Network Player'}
</div>
{/* Additional info */}
{(extraInfo || createdAt) && (
<div
style={{
fontSize: '12px',
color: 'rgba(209, 213, 219, 0.9)',
lineHeight: 1.4,
marginTop: '4px',
}}
>
{extraInfo && <div>{extraInfo}</div>}
{createdAt && <div style={{ opacity: 0.7 }}>Joined {getCreatedTimeAgo()}</div>}
</div>
)}
<Tooltip.Arrow
style={{
fill: 'rgba(17, 24, 39, 0.97)',
}}
/>
</Tooltip.Content>
</Tooltip.Portal>
</Tooltip.Root>
<style
dangerouslySetInnerHTML={{
__html: `
@keyframes tooltipFadeIn {
from {
opacity: 0;
transform: translateY(-4px);
}
to {
opacity: 1;
transform: translateY(0);
}
}
`,
}}
/>
</Tooltip.Provider>
)
}

View File

@@ -68,7 +68,7 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
const { mutate: createPlayer } = useCreatePlayer()
const { mutate: updatePlayerMutation } = useUpdatePlayer()
const { mutate: deletePlayer } = useDeletePlayer()
const { roomData } = useRoomData()
const { roomData, notifyRoomOfPlayerUpdate } = useRoomData()
const { data: viewerId } = useViewerId()
const [isInitialized, setIsInitialized] = useState(false)
@@ -167,14 +167,27 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
isActive: playerData?.isActive ?? false,
}
createPlayer(newPlayer)
createPlayer(newPlayer, {
onSuccess: () => {
// Notify room members if in a room
notifyRoomOfPlayerUpdate()
},
})
}
const updatePlayer = (id: string, updates: Partial<Player>) => {
const player = players.get(id)
// Only allow updating local players
if (player?.isLocal) {
updatePlayerMutation({ id, updates })
updatePlayerMutation(
{ id, updates },
{
onSuccess: () => {
// Notify room members if in a room
notifyRoomOfPlayerUpdate()
},
}
)
} else {
console.warn('[GameModeContext] Cannot update remote player:', id)
}
@@ -184,7 +197,12 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
const player = players.get(id)
// Only allow removing local players
if (player?.isLocal) {
deletePlayer(id)
deletePlayer(id, {
onSuccess: () => {
// Notify room members if in a room
notifyRoomOfPlayerUpdate()
},
})
} else {
console.warn('[GameModeContext] Cannot remove remote player:', id)
}
@@ -194,7 +212,15 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
const player = players.get(id)
// Only allow changing active status of local players
if (player?.isLocal) {
updatePlayerMutation({ id, updates: { isActive: active } })
updatePlayerMutation(
{ id, updates: { isActive: active } },
{
onSuccess: () => {
// Notify room members if in a room
notifyRoomOfPlayerUpdate()
},
}
)
} else {
console.warn('[GameModeContext] Cannot change active status of remote player:', id)
}
@@ -227,6 +253,11 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
isActive: index === 0,
})
})
// Notify room members after reset (slight delay to ensure mutations complete)
setTimeout(() => {
notifyRoomOfPlayerUpdate()
}, 100)
}
const activePlayerCount = activePlayers.size

View File

@@ -65,9 +65,11 @@ describe('useArcadeGuard', () => {
it('should fetch active session on mount', async () => {
const mockSession = {
gameUrl: '/arcade/matching',
currentGame: 'matching',
gameState: {},
session: {
gameUrl: '/arcade/matching',
currentGame: 'matching',
gameState: {},
},
}
;(global.fetch as any).mockResolvedValue({
@@ -91,9 +93,11 @@ describe('useArcadeGuard', () => {
it('should redirect to active session if on different page', async () => {
const mockSession = {
gameUrl: '/arcade/memory-quiz',
currentGame: 'memory-quiz',
gameState: {},
session: {
gameUrl: '/arcade/memory-quiz',
currentGame: 'memory-quiz',
gameState: {},
},
}
;(global.fetch as any).mockResolvedValue({
@@ -112,9 +116,11 @@ describe('useArcadeGuard', () => {
it('should NOT redirect if already on active session page', async () => {
const mockSession = {
gameUrl: '/arcade/matching',
currentGame: 'matching',
gameState: {},
session: {
gameUrl: '/arcade/matching',
currentGame: 'matching',
gameState: {},
},
}
;(global.fetch as any).mockResolvedValue({
@@ -152,9 +158,11 @@ describe('useArcadeGuard', () => {
it('should call onRedirect callback when redirecting', async () => {
const onRedirect = vi.fn()
const mockSession = {
gameUrl: '/arcade/memory-quiz',
currentGame: 'memory-quiz',
gameState: {},
session: {
gameUrl: '/arcade/memory-quiz',
currentGame: 'memory-quiz',
gameState: {},
},
}
;(global.fetch as any).mockResolvedValue({
@@ -248,9 +256,11 @@ describe('useArcadeGuard', () => {
})
const mockSession = {
gameUrl: '/arcade/matching',
currentGame: 'matching',
gameState: {},
session: {
gameUrl: '/arcade/matching',
currentGame: 'matching',
gameState: {},
},
}
;(global.fetch as any).mockResolvedValue({
@@ -285,4 +295,136 @@ describe('useArcadeGuard', () => {
// Should not crash, just set loading to false
expect(result.current.hasActiveSession).toBe(false)
})
describe('enabled flag behavior', () => {
it('should NOT redirect from HTTP check when enabled=false', async () => {
const mockSession = {
session: {
gameUrl: '/arcade/memory-quiz',
currentGame: 'memory-quiz',
gameState: {},
},
}
;(global.fetch as any).mockResolvedValue({
ok: true,
json: async () => mockSession,
})
vi.spyOn(nextNavigation, 'usePathname').mockReturnValue('/arcade-rooms')
renderHook(() => useArcadeGuard({ enabled: false }))
await waitFor(() => {
expect(global.fetch).not.toHaveBeenCalled()
})
// Should NOT redirect
expect(mockRouter.push).not.toHaveBeenCalled()
})
it('should NOT redirect from WebSocket when enabled=false', async () => {
let onSessionStateCallback: ((data: any) => void) | null = null
vi.spyOn(arcadeSocket, 'useArcadeSocket').mockImplementation((events) => {
onSessionStateCallback = events?.onSessionState || null
return mockUseArcadeSocket
})
;(global.fetch as any).mockResolvedValue({
ok: false,
status: 404,
})
vi.spyOn(nextNavigation, 'usePathname').mockReturnValue('/arcade-rooms')
const { result } = renderHook(() => useArcadeGuard({ enabled: false }))
await waitFor(() => {
expect(result.current.loading).toBe(false)
})
// Simulate session-state event from WebSocket
onSessionStateCallback?.({
gameUrl: '/arcade/room',
currentGame: 'matching',
gameState: {},
activePlayers: [1],
version: 1,
})
await waitFor(() => {
// Should track the session
expect(result.current.hasActiveSession).toBe(true)
expect(result.current.activeSession).toEqual({
gameUrl: '/arcade/room',
currentGame: 'matching',
})
})
// But should NOT redirect since enabled=false
expect(mockRouter.push).not.toHaveBeenCalled()
})
it('should STILL redirect from WebSocket when enabled=true', async () => {
let onSessionStateCallback: ((data: any) => void) | null = null
vi.spyOn(arcadeSocket, 'useArcadeSocket').mockImplementation((events) => {
onSessionStateCallback = events?.onSessionState || null
return mockUseArcadeSocket
})
;(global.fetch as any).mockResolvedValue({
ok: false,
status: 404,
})
vi.spyOn(nextNavigation, 'usePathname').mockReturnValue('/arcade-rooms')
renderHook(() => useArcadeGuard({ enabled: true }))
await waitFor(() => {
expect(mockUseArcadeSocket.joinSession).toHaveBeenCalled()
})
// Simulate session-state event from WebSocket
onSessionStateCallback?.({
gameUrl: '/arcade/room',
currentGame: 'matching',
gameState: {},
activePlayers: [1],
version: 1,
})
// Should redirect when enabled=true
await waitFor(() => {
expect(mockRouter.push).toHaveBeenCalledWith('/arcade/room')
})
})
it('should track session state even when enabled=false', async () => {
const mockSession = {
session: {
gameUrl: '/arcade/room',
currentGame: 'matching',
gameState: {},
},
}
;(global.fetch as any).mockResolvedValue({
ok: true,
json: async () => mockSession,
})
const { result } = renderHook(() => useArcadeGuard({ enabled: false }))
await waitFor(() => {
expect(result.current.loading).toBe(false)
})
// Should still provide session info even without redirects
expect(result.current.hasActiveSession).toBe(false) // No fetch happened
expect(result.current.activeSession).toBe(null)
})
})
})

View File

@@ -73,11 +73,14 @@ export function useArcadeGuard(options: UseArcadeGuardOptions = {}): UseArcadeGu
currentGame: data.currentGame,
})
// Redirect if we're not already on the active game page
if (pathname !== data.gameUrl) {
// Redirect if we're not already on the active game page (only if enabled)
const isAlreadyAtTarget = pathname === data.gameUrl
if (enabled && !isAlreadyAtTarget) {
console.log('[ArcadeGuard] Redirecting to active session:', data.gameUrl)
onRedirect?.(data.gameUrl)
router.push(data.gameUrl)
} else if (isAlreadyAtTarget) {
console.log('[ArcadeGuard] Already at target URL, no redirect needed')
}
},
@@ -126,11 +129,14 @@ export function useArcadeGuard(options: UseArcadeGuardOptions = {}): UseArcadeGu
currentGame: session.currentGame,
})
// Redirect if we're not already on the active game page
if (pathname !== session.gameUrl) {
// Redirect if we're not already on the active game page (only if enabled)
const isAlreadyAtTarget = pathname === session.gameUrl
if (enabled && !isAlreadyAtTarget) {
console.log('[ArcadeGuard] Redirecting to active session:', session.gameUrl)
onRedirect?.(session.gameUrl)
router.push(session.gameUrl)
} else if (isAlreadyAtTarget) {
console.log('[ArcadeGuard] Already at target URL, no redirect needed')
}
} else if (response.status === 404) {
// No active session

View File

@@ -71,10 +71,13 @@ export function useArcadeRedirect(options: UseArcadeRedirectOptions = {}): UseAr
// Determine if we need to redirect
const isArcadeLobby = currentGame === null || currentGame === undefined
const isWrongGame = currentGame && currentGame !== data.currentGame
const isAlreadyAtTarget = _pathname === data.gameUrl
if (isArcadeLobby || isWrongGame) {
if ((isArcadeLobby || isWrongGame) && !isAlreadyAtTarget) {
console.log('[ArcadeRedirect] Redirecting to active game:', data.gameUrl)
router.push(data.gameUrl)
} else if (isAlreadyAtTarget) {
console.log('[ArcadeRedirect] Already at target URL, no redirect needed')
}
},

View File

@@ -12,6 +12,12 @@ export interface UseArcadeSessionOptions<TState> extends UseOptimisticGameStateO
*/
userId: string
/**
* Room ID for multi-user sync (optional)
* If provided, game state will sync across all users in the room
*/
roomId?: string
/**
* Auto-join session on mount
* @default true
@@ -42,8 +48,9 @@ export interface UseArcadeSessionReturn<TState> {
/**
* Send a game move (applies optimistically and sends to server)
* Note: playerId must be provided by caller (not omitted)
*/
sendMove: (move: Omit<GameMove, 'playerId' | 'timestamp'>) => void
sendMove: (move: Omit<GameMove, 'timestamp'>) => void
/**
* Exit the arcade session
@@ -76,7 +83,7 @@ export interface UseArcadeSessionReturn<TState> {
export function useArcadeSession<TState>(
options: UseArcadeSessionOptions<TState>
): UseArcadeSessionReturn<TState> {
const { userId, autoJoin = true, ...optimisticOptions } = options
const { userId, roomId, autoJoin = true, ...optimisticOptions } = options
// Optimistic state management
const optimistic = useOptimisticGameState<TState>(optimisticOptions)
@@ -122,9 +129,9 @@ export function useArcadeSession<TState>(
// Auto-join session when connected
useEffect(() => {
if (connected && autoJoin && userId) {
joinSession(userId)
joinSession(userId, roomId)
}
}, [connected, autoJoin, userId, joinSession])
}, [connected, autoJoin, userId, roomId, joinSession])
// Send move with optimistic update
const sendMove = useCallback(
@@ -143,10 +150,10 @@ export function useArcadeSession<TState>(
// Apply optimistically
optimistic.applyOptimisticMove(fullMove)
// Send to server
socketSendMove(userId, fullMove)
// Send to server with roomId for room-based games
socketSendMove(userId, fullMove, roomId)
},
[userId, optimistic, socketSendMove]
[userId, roomId, optimistic, socketSendMove]
)
const exitSession = useCallback(() => {
@@ -156,9 +163,9 @@ export function useArcadeSession<TState>(
const refresh = useCallback(() => {
if (connected && userId) {
joinSession(userId)
joinSession(userId, roomId)
}
}, [connected, userId, joinSession])
}, [connected, userId, roomId, joinSession])
return {
state: optimistic.state,

View File

@@ -20,8 +20,8 @@ export interface ArcadeSocketEvents {
export interface UseArcadeSocketReturn {
socket: Socket | null
connected: boolean
joinSession: (userId: string) => void
sendMove: (userId: string, move: GameMove) => void
joinSession: (userId: string, roomId?: string) => void
sendMove: (userId: string, move: GameMove, roomId?: string) => void
exitSession: (userId: string) => void
pingSession: (userId: string) => void
}
@@ -103,24 +103,28 @@ export function useArcadeSocket(events: ArcadeSocketEvents = {}): UseArcadeSocke
}, [])
const joinSession = useCallback(
(userId: string) => {
(userId: string, roomId?: string) => {
if (!socket) {
console.warn('[ArcadeSocket] Cannot join session - socket not connected')
return
}
console.log('[ArcadeSocket] Joining session for user:', userId)
socket.emit('join-arcade-session', { userId })
console.log(
'[ArcadeSocket] Joining session for user:',
userId,
roomId ? `in room ${roomId}` : '(solo)'
)
socket.emit('join-arcade-session', { userId, roomId })
},
[socket]
)
const sendMove = useCallback(
(userId: string, move: GameMove) => {
(userId: string, move: GameMove, roomId?: string) => {
if (!socket) {
console.warn('[ArcadeSocket] Cannot send move - socket not connected')
return
}
const payload = { userId, move }
const payload = { userId, move, roomId }
console.log(
'[ArcadeSocket] Sending game-move event with payload:',
JSON.stringify(payload, null, 2)

View File

@@ -40,25 +40,21 @@ export function useRoomData() {
// Fetch the user's current room
useEffect(() => {
if (!userId) {
console.log('[useRoomData] No userId, clearing room data')
setRoomData(null)
setHasAttemptedFetch(false)
return
}
console.log('[useRoomData] Fetching current room for user:', userId)
setIsLoading(true)
setHasAttemptedFetch(false)
// Fetch current room data
fetch('/api/arcade/rooms/current')
.then((res) => {
console.log('[useRoomData] API response status:', res.status)
if (!res.ok) throw new Error('Failed to fetch current room')
return res.json()
})
.then((data) => {
console.log('[useRoomData] API response data:', data)
if (data.room) {
const roomData = {
id: data.room.id,
@@ -68,10 +64,8 @@ export function useRoomData() {
members: data.members || [],
memberPlayers: data.memberPlayers || {},
}
console.log('[useRoomData] Setting room data:', roomData)
setRoomData(roomData)
} else {
console.log('[useRoomData] No room in response, clearing room data')
setRoomData(null)
}
setIsLoading(false)
@@ -98,13 +92,12 @@ export function useRoomData() {
const sock = io({ path: '/api/socket' })
sock.on('connect', () => {
console.log('[useRoomData] Socket connected, joining room:', roomData.id)
// Join the room to receive updates
sock.emit('join-room', { roomId: roomData.id, userId })
})
sock.on('disconnect', () => {
console.log('[useRoomData] Socket disconnected')
// Socket disconnected
})
setSocket(sock)
@@ -127,7 +120,6 @@ export function useRoomData() {
members: RoomMember[]
memberPlayers: Record<string, RoomPlayer[]>
}) => {
console.log('[useRoomData] Received room-joined event:', data)
if (data.roomId === roomData.id) {
setRoomData((prev) => {
if (!prev) return null
@@ -146,7 +138,6 @@ export function useRoomData() {
members: RoomMember[]
memberPlayers: Record<string, RoomPlayer[]>
}) => {
console.log('[useRoomData] Received member-joined event:', data)
if (data.roomId === roomData.id) {
setRoomData((prev) => {
if (!prev) return null
@@ -165,7 +156,6 @@ export function useRoomData() {
members: RoomMember[]
memberPlayers: Record<string, RoomPlayer[]>
}) => {
console.log('[useRoomData] Received member-left event:', data)
if (data.roomId === roomData.id) {
setRoomData((prev) => {
if (!prev) return null
@@ -182,7 +172,6 @@ export function useRoomData() {
roomId: string
memberPlayers: Record<string, RoomPlayer[]>
}) => {
console.log('[useRoomData] Received room-players-updated event:', data)
if (data.roomId === roomData.id) {
setRoomData((prev) => {
if (!prev) return null
@@ -207,10 +196,19 @@ export function useRoomData() {
}
}, [socket, roomData?.id])
// Function to notify room members of player updates
const notifyRoomOfPlayerUpdate = () => {
if (socket && roomData?.id && userId) {
console.log('[useRoomData] Notifying room of player update')
socket.emit('players-updated', { roomId: roomData.id, userId })
}
}
return {
roomData,
// Loading if: userId is pending, currently fetching, or have userId but haven't tried fetching yet
isLoading: isUserIdPending || isLoading || (!!userId && !hasAttemptedFetch),
isInRoom: !!roomData,
notifyRoomOfPlayerUpdate,
}
}

View File

@@ -8,8 +8,29 @@ 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
* Get all players for a user (regardless of isActive status)
* @param viewerId - The guestId from the cookie (same as what getViewerId() returns)
*/
export async function getAllPlayers(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 all players by the actual user.id (no isActive filter)
return await db.query.players.findMany({
where: eq(schema.players.userId, user.id),
orderBy: schema.players.createdAt,
})
}
/**
* Get a user's active players (solo mode)
* These are the players that will participate when the user joins a solo game
* @param viewerId - The guestId from the cookie (same as what getViewerId() returns)
*/
export async function getActivePlayers(viewerId: string): Promise<Player[]> {
@@ -30,7 +51,8 @@ export async function getActivePlayers(viewerId: string): Promise<Player[]> {
}
/**
* Get all active players for all members in a room
* Get active players for all members in a room
* Returns only players marked isActive=true from each room member
* Returns a map of userId -> Player[]
*/
export async function getRoomActivePlayers(roomId: string): Promise<Map<string, Player[]>> {
@@ -39,7 +61,7 @@ export async function getRoomActivePlayers(roomId: string): Promise<Map<string,
where: eq(schema.roomMembers.roomId, roomId),
})
// Fetch active players for each member
// Fetch active players for each member (respects isActive flag)
const playerMap = new Map<string, Player[]>()
for (const member of members) {
const players = await getActivePlayers(member.userId)

View File

@@ -37,8 +37,35 @@ async function getUserIdFromGuestId(guestId: string): Promise<string | undefined
return user?.id
}
/**
* Get arcade session by room ID (for room-based multiplayer games)
* Returns the shared session for all room members
* @param roomId - The room ID
*/
export async function getArcadeSessionByRoom(
roomId: string
): Promise<schema.ArcadeSession | undefined> {
const [session] = await db
.select()
.from(schema.arcadeSessions)
.where(eq(schema.arcadeSessions.roomId, roomId))
.limit(1)
if (!session) return undefined
// Check if session has expired
if (session.expiresAt < new Date()) {
// Clean up expired room session
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.roomId, roomId))
return undefined
}
return session
}
/**
* Create a new arcade session
* For room-based games, checks if a session already exists for the room
*/
export async function createArcadeSession(
options: CreateSessionOptions
@@ -46,6 +73,19 @@ export async function createArcadeSession(
const now = new Date()
const expiresAt = new Date(now.getTime() + TTL_HOURS * 60 * 60 * 1000)
// For room-based games, check if session already exists for this room
if (options.roomId) {
const existingRoomSession = await getArcadeSessionByRoom(options.roomId)
if (existingRoomSession) {
console.log('[Session Manager] Room session already exists, returning existing:', {
roomId: options.roomId,
sessionUserId: existingRoomSession.userId,
version: existingRoomSession.version,
})
return existingRoomSession
}
}
// Find or create user by guest ID
let user = await db.query.users.findFirst({
where: eq(schema.users.guestId, options.userId),
@@ -80,6 +120,12 @@ export async function createArcadeSession(
version: 1,
}
console.log('[Session Manager] Creating new session:', {
userId: user.id,
roomId: options.roomId,
gameName: options.gameName,
})
const [session] = await db.insert(schema.arcadeSessions).values(newSession).returning()
return session
}
@@ -130,9 +176,18 @@ export async function getArcadeSession(guestId: string): Promise<schema.ArcadeSe
/**
* Apply a game move to the session (with validation)
* @param userId - The guest ID from the cookie
* @param move - The game move to apply
* @param roomId - Optional room ID for room-based games (enables shared session)
*/
export async function applyGameMove(userId: string, move: GameMove): Promise<SessionUpdateResult> {
const session = await getArcadeSession(userId)
export async function applyGameMove(
userId: string,
move: GameMove,
roomId?: string
): Promise<SessionUpdateResult> {
// For room-based games, look up the shared room session
// For solo games, look up the user's personal session
const session = roomId ? await getArcadeSessionByRoom(roomId) : await getArcadeSession(userId)
if (!session) {
return {
@@ -159,8 +214,40 @@ export async function applyGameMove(userId: string, move: GameMove): Promise<Ses
gameStatePhase: (session.gameState as any)?.gamePhase,
})
// Validate the move
const validationResult = validator.validateMove(session.gameState, move)
// Fetch player ownership for authorization checks (room-based games)
let playerOwnership: Record<string, string> | undefined
let internalUserId: string | undefined
if (session.roomId) {
try {
// Convert guestId to internal userId for ownership comparison
internalUserId = await getUserIdFromGuestId(userId)
if (!internalUserId) {
console.error('[SessionManager] Failed to convert guestId to userId:', userId)
return {
success: false,
error: 'User not found',
}
}
const players = await db.query.players.findMany({
columns: {
id: true,
userId: true,
},
})
playerOwnership = Object.fromEntries(players.map((p) => [p.id, p.userId]))
console.log('[SessionManager] Player ownership map:', playerOwnership)
console.log('[SessionManager] Internal userId for authorization:', internalUserId)
} catch (error) {
console.error('[SessionManager] Failed to fetch player ownership:', error)
}
}
// Validate the move with authorization context (use internal userId, not guestId)
const validationResult = validator.validateMove(session.gameState, move, {
userId: internalUserId || userId, // Use internal userId for room-based games
playerOwnership,
})
console.log('[SessionManager] Validation result:', {
valid: validationResult.valid,

View File

@@ -15,17 +15,38 @@ import { canFlipCard, validateMatch } from '@/app/games/matching/utils/matchVali
import type { GameValidator, MatchingGameMove, ValidationResult } from './types'
export class MatchingGameValidator implements GameValidator<MemoryPairsState, MatchingGameMove> {
validateMove(state: MemoryPairsState, move: MatchingGameMove): ValidationResult {
validateMove(
state: MemoryPairsState,
move: MatchingGameMove,
context?: { userId?: string; playerOwnership?: Record<string, string> }
): ValidationResult {
switch (move.type) {
case 'FLIP_CARD':
return this.validateFlipCard(state, move.data.cardId, move.playerId)
return this.validateFlipCard(state, move.data.cardId, move.playerId, context)
case 'START_GAME':
return this.validateStartGame(state, move.data.activePlayers, move.data.cards)
return this.validateStartGame(
state,
move.data.activePlayers,
move.data.cards,
move.data.playerMetadata
)
case 'CLEAR_MISMATCH':
return this.validateClearMismatch(state)
case 'GO_TO_SETUP':
return this.validateGoToSetup(state)
case 'SET_CONFIG':
return this.validateSetConfig(state, move.data.field, move.data.value)
case 'RESUME_GAME':
return this.validateResumeGame(state)
case 'HOVER_CARD':
return this.validateHoverCard(state, move.data.cardId, move.playerId)
default:
return {
valid: false,
@@ -37,7 +58,8 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
private validateFlipCard(
state: MemoryPairsState,
cardId: string,
playerId: string
playerId: string,
context?: { userId?: string; playerOwnership?: Record<string, string> }
): ValidationResult {
// Game must be in playing phase
if (state.gamePhase !== 'playing') {
@@ -63,6 +85,22 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
}
}
// Check player ownership authorization (if context provided)
if (context?.userId && context?.playerOwnership) {
const playerOwner = context.playerOwnership[playerId]
if (playerOwner && playerOwner !== context.userId) {
console.log('[Validator] Player ownership check failed:', {
playerId,
playerOwner,
requestingUserId: context.userId,
})
return {
valid: false,
error: 'You can only move your own players',
}
}
}
// Find the card
const card = state.gameCards.find((c) => c.id === cardId)
if (!card) {
@@ -162,7 +200,8 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
private validateStartGame(
state: MemoryPairsState,
activePlayers: Player[],
cards?: GameCard[]
cards?: GameCard[],
playerMetadata?: { [playerId: string]: any }
): ValidationResult {
// Allow starting a new game from any phase (for "New Game" button)
@@ -182,6 +221,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
gameCards,
cards: gameCards,
activePlayers,
playerMetadata: playerMetadata || {}, // Store player metadata for cross-user visibility
gamePhase: 'playing',
gameStartTime: Date.now(),
currentPlayer: activePlayers[0],
@@ -190,6 +230,15 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
moves: 0,
scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
// PAUSE/RESUME: Save original config so we can detect changes
originalConfig: {
gameType: state.gameType,
difficulty: state.difficulty,
turnTimer: state.turnTimer,
},
// Clear any paused game state (starting fresh)
pausedGamePhase: undefined,
pausedGameState: undefined,
}
return {
@@ -199,6 +248,16 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
}
private validateClearMismatch(state: MemoryPairsState): ValidationResult {
// Only clear if there's actually a mismatch showing
// This prevents race conditions where CLEAR_MISMATCH arrives after cards have already been cleared
if (!state.showMismatchFeedback || state.flippedCards.length === 0) {
// Nothing to clear - return current state unchanged
return {
valid: true,
newState: state,
}
}
// Clear mismatched cards and feedback
return {
valid: true,
@@ -211,6 +270,243 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
}
}
/**
* STANDARD ARCADE PATTERN: GO_TO_SETUP
*
* Transitions the game back to setup phase, allowing players to reconfigure
* the game. This is synchronized across all room members.
*
* Can be called from any phase (setup, playing, results).
*
* PAUSE/RESUME: If called from 'playing' or 'results', saves game state
* to allow resuming later (if config unchanged).
*
* Pattern for all arcade games:
* - Validates the move is allowed
* - Sets gamePhase to 'setup'
* - Preserves current configuration (gameType, difficulty, etc.)
* - Saves game state for resume if coming from active game
* - Resets game progression state (scores, cards, etc.)
*/
private validateGoToSetup(state: MemoryPairsState): ValidationResult {
// Determine if we're pausing an active game (for Resume functionality)
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
return {
valid: true,
newState: {
...state,
gamePhase: 'setup',
// Pause/Resume: Save game state if pausing from active game
pausedGamePhase: isPausingGame ? state.gamePhase : undefined,
pausedGameState: isPausingGame
? {
gameCards: state.gameCards,
currentPlayer: state.currentPlayer,
matchedPairs: state.matchedPairs,
moves: state.moves,
scores: state.scores,
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
consecutiveMatches: state.consecutiveMatches,
gameStartTime: state.gameStartTime,
}
: undefined,
// Keep originalConfig if it exists (was set when game started)
// This allows detecting if config changed while paused
// Reset visible game progression
gameCards: [],
cards: [],
flippedCards: [],
currentPlayer: '',
matchedPairs: 0,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {},
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
// Preserve configuration - players can modify in setup
// gameType, difficulty, turnTimer stay as-is
},
}
}
/**
* STANDARD ARCADE PATTERN: SET_CONFIG
*
* Updates a configuration field during setup phase. This is synchronized
* across all room members in real-time, allowing collaborative setup.
*
* Pattern for all arcade games:
* - Only allowed during setup phase
* - Validates field name and value
* - Updates the configuration field
* - Other room members see the change immediately (optimistic + server validation)
*
* @param state Current game state
* @param field Configuration field name
* @param value New value for the field
*/
private validateSetConfig(
state: MemoryPairsState,
field: 'gameType' | 'difficulty' | 'turnTimer',
value: any
): ValidationResult {
// Can only change config during setup phase
if (state.gamePhase !== 'setup') {
return {
valid: false,
error: 'Cannot change configuration outside of setup phase',
}
}
// Validate field-specific values
switch (field) {
case 'gameType':
if (value !== 'abacus-numeral' && value !== 'complement-pairs') {
return { valid: false, error: `Invalid gameType: ${value}` }
}
break
case 'difficulty':
if (![6, 8, 12, 15].includes(value)) {
return { valid: false, error: `Invalid difficulty: ${value}` }
}
break
case 'turnTimer':
if (typeof value !== 'number' || value < 5 || value > 300) {
return { valid: false, error: `Invalid turnTimer: ${value}` }
}
break
default:
return { valid: false, error: `Unknown config field: ${field}` }
}
// PAUSE/RESUME: If there's a paused game and config is changing,
// clear the paused game state (can't resume anymore)
const clearPausedGame = !!state.pausedGamePhase
// Apply the configuration change
return {
valid: true,
newState: {
...state,
[field]: value,
// Update totalPairs if difficulty changes
...(field === 'difficulty' ? { totalPairs: value } : {}),
// Clear paused game if config changed
...(clearPausedGame
? { pausedGamePhase: undefined, pausedGameState: undefined, originalConfig: undefined }
: {}),
},
}
}
/**
* STANDARD ARCADE PATTERN: RESUME_GAME
*
* Resumes a paused game if configuration hasn't changed.
* Restores the saved game state from when GO_TO_SETUP was called.
*
* Pattern for all arcade games:
* - Validates there's a paused game
* - Validates config hasn't changed since pause
* - Restores game state and phase
* - Clears paused game state
*/
private validateResumeGame(state: MemoryPairsState): ValidationResult {
// Must be in setup phase
if (state.gamePhase !== 'setup') {
return {
valid: false,
error: 'Can only resume from setup phase',
}
}
// Must have a paused game
if (!state.pausedGamePhase || !state.pausedGameState) {
return {
valid: false,
error: 'No paused game to resume',
}
}
// Config must match original (no changes while paused)
if (state.originalConfig) {
const configChanged =
state.gameType !== state.originalConfig.gameType ||
state.difficulty !== state.originalConfig.difficulty ||
state.turnTimer !== state.originalConfig.turnTimer
if (configChanged) {
return {
valid: false,
error: 'Cannot resume - configuration has changed',
}
}
}
// Restore the paused game
return {
valid: true,
newState: {
...state,
gamePhase: state.pausedGamePhase,
gameCards: state.pausedGameState.gameCards,
cards: state.pausedGameState.gameCards,
currentPlayer: state.pausedGameState.currentPlayer,
matchedPairs: state.pausedGameState.matchedPairs,
moves: state.pausedGameState.moves,
scores: state.pausedGameState.scores,
activePlayers: state.pausedGameState.activePlayers,
playerMetadata: state.pausedGameState.playerMetadata,
consecutiveMatches: state.pausedGameState.consecutiveMatches,
gameStartTime: state.pausedGameState.gameStartTime,
// Clear paused state
pausedGamePhase: undefined,
pausedGameState: undefined,
// Keep originalConfig for potential future pauses
},
}
}
/**
* Validate hover state update for networked presence
*
* Hover moves are lightweight and always valid - they just update
* which card a player is hovering over for UI feedback to other players.
*/
private validateHoverCard(
state: MemoryPairsState,
cardId: string | null,
playerId: string
): ValidationResult {
// Hover is always valid - it's just UI state for networked presence
// Update the player's hover state
return {
valid: true,
newState: {
...state,
playerHovers: {
...state.playerHovers,
[playerId]: cardId,
},
},
}
}
isGameComplete(state: MemoryPairsState): boolean {
return state.gamePhase === 'results' || state.matchedPairs === state.totalPairs
}
@@ -234,6 +530,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {}, // Initialize empty player metadata
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
@@ -243,6 +540,12 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
// PAUSE/RESUME: Initialize paused game fields
originalConfig: undefined,
pausedGamePhase: undefined,
pausedGameState: undefined,
// HOVER: Initialize hover state
playerHovers: {},
}
}
}

View File

@@ -33,6 +33,7 @@ export interface MatchingStartGameMove extends GameMove {
data: {
activePlayers: string[] // Player IDs (UUIDs)
cards?: any[] // GameCard type from context
playerMetadata?: { [playerId: string]: any } // Player metadata for cross-user visibility
}
}
@@ -41,22 +42,63 @@ export interface MatchingClearMismatchMove extends GameMove {
data: Record<string, never>
}
// Standard setup moves - pattern for all arcade games
export interface MatchingGoToSetupMove extends GameMove {
type: 'GO_TO_SETUP'
data: Record<string, never>
}
export interface MatchingSetConfigMove extends GameMove {
type: 'SET_CONFIG'
data: {
field: 'gameType' | 'difficulty' | 'turnTimer'
value: any
}
}
export interface MatchingResumeGameMove extends GameMove {
type: 'RESUME_GAME'
data: Record<string, never>
}
export interface MatchingHoverCardMove extends GameMove {
type: 'HOVER_CARD'
data: {
cardId: string | null // null when mouse leaves card
}
}
export type MatchingGameMove =
| MatchingFlipCardMove
| MatchingStartGameMove
| MatchingClearMismatchMove
| MatchingGoToSetupMove
| MatchingSetConfigMove
| MatchingResumeGameMove
| MatchingHoverCardMove
// Generic game state union
export type GameState = MemoryPairsState // Add other game states as union later
/**
* Validation context for authorization checks
*/
export interface ValidationContext {
userId?: string
playerOwnership?: Record<string, string> // playerId -> userId mapping
}
/**
* Base validator interface that all games must implement
*/
export interface GameValidator<TState = unknown, TMove extends GameMove = GameMove> {
/**
* Validate a game move and return the new state if valid
* @param state Current game state
* @param move The move to validate
* @param context Optional validation context for authorization checks
*/
validateMove(state: TState, move: TMove): ValidationResult
validateMove(state: TState, move: TMove, context?: ValidationContext): ValidationResult
/**
* Check if the game is in a terminal state (completed)

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "2.7.3",
"version": "2.12.0",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [