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251
CHANGELOG.md
251
CHANGELOG.md
@@ -1,3 +1,254 @@
|
||||
## [2.16.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.16.6...v2.16.7) (2025-10-10)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* compile TypeScript server files to JavaScript for production ([83b9a4d](https://github.com/antialias/soroban-abacus-flashcards/commit/83b9a4d976fa540782826afa13a35c92e706bf1e))
|
||||
* remove standalone output mode incompatible with custom server ([c8da5a8](https://github.com/antialias/soroban-abacus-flashcards/commit/c8da5a8340c8798bba452b43244bc0e04ce8b0c5))
|
||||
* update Dockerfile for non-standalone production builds ([14746c5](https://github.com/antialias/soroban-abacus-flashcards/commit/14746c568e58f4a847e0da2d866dbaeabf5a0e8b))
|
||||
|
||||
## [2.16.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.16.5...v2.16.6) (2025-10-10)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* correct static files and public path in Docker image ([c287b19](https://github.com/antialias/soroban-abacus-flashcards/commit/c287b19a39e1506033db6de39aa4d3761cb65d62))
|
||||
|
||||
## [2.16.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.16.4...v2.16.5) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* correct node_modules path for pnpm symlinks in Docker ([c12351f](https://github.com/antialias/soroban-abacus-flashcards/commit/c12351f2c99daaed710a1136eb13f6ccc54cbcff))
|
||||
|
||||
## [2.16.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.16.3...v2.16.4) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* correct Docker CMD to use root-level server.js ([48b47e9](https://github.com/antialias/soroban-abacus-flashcards/commit/48b47e9bdb0da44746282cd7cf7599a69bf5130d))
|
||||
|
||||
## [2.16.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.16.2...v2.16.3) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* use game state playerMetadata instead of GameModeContext in UI components ([388c254](https://github.com/antialias/soroban-abacus-flashcards/commit/388c25451d11b85236c1f7682fe2f7a62a15d5eb))
|
||||
|
||||
## [2.16.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.16.1...v2.16.2) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* use only local user's players in LocalMemoryPairsProvider ([c26138f](https://github.com/antialias/soroban-abacus-flashcards/commit/c26138ffb55a237a99cb6ff399c8a2ac54a22b51))
|
||||
|
||||
## [2.16.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.16.0...v2.16.1) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* convert LocalMemoryPairsProvider to pure client-side with useReducer ([b128db1](https://github.com/antialias/soroban-abacus-flashcards/commit/b128db1783a8dcffe7879745c3342add2f9ffe29))
|
||||
|
||||
## [2.16.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.15.0...v2.16.0) (2025-10-09)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* fade out hover avatar when player stops hovering ([820eeb4](https://github.com/antialias/soroban-abacus-flashcards/commit/820eeb4fb03ad8be6a86dd0a26e089052224f427))
|
||||
|
||||
## [2.15.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.14.3...v2.15.0) (2025-10-09)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* implement smooth hover avatar animations with react-spring ([442c6b4](https://github.com/antialias/soroban-abacus-flashcards/commit/442c6b4529ba5c820b1fe8a64805a3d85489a8ea))
|
||||
|
||||
## [2.14.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.14.2...v2.14.3) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* enable smooth spring animations between card hovers ([8d53b58](https://github.com/antialias/soroban-abacus-flashcards/commit/8d53b589aa17ebc6d0a9251b3006fd8a90f90a61))
|
||||
|
||||
## [2.14.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.14.1...v2.14.2) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* correct avatar positioning to prevent fly-in animation ([573d0df](https://github.com/antialias/soroban-abacus-flashcards/commit/573d0df20dcdac41021c46feb423dbf3782728f6))
|
||||
|
||||
## [2.14.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.14.0...v2.14.1) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* prevent avatar fly-in and hide local player's own hover ([7f65a67](https://github.com/antialias/soroban-abacus-flashcards/commit/7f65a67cef3d7f0ebce1bd7417972a6138acfc46))
|
||||
|
||||
## [2.14.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.13.0...v2.14.0) (2025-10-09)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* improve hover avatars with smooth animation and 3D elevation ([71b11f4](https://github.com/antialias/soroban-abacus-flashcards/commit/71b11f4ef08a5f9c3f1c1aaabca21ef023d5c0ce))
|
||||
|
||||
## [2.13.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.12.3...v2.13.0) (2025-10-09)
|
||||
|
||||
|
||||
### Features
|
||||
|
||||
* implement networked hover presence for multiplayer gameplay ([62f3730](https://github.com/antialias/soroban-abacus-flashcards/commit/62f3730542334a0580f5dad1c73adc333614ee58))
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
||||
* move canModifyPlayers logic into provider layer ([db9f909](https://github.com/antialias/soroban-abacus-flashcards/commit/db9f9096b446b078e1b4dfe970723bef54a6f4ae))
|
||||
* properly separate LocalMemoryPairsProvider and RoomMemoryPairsProvider ([98822ec](https://github.com/antialias/soroban-abacus-flashcards/commit/98822ecda52bf004d9950e3f4c92c834fd820e49))
|
||||
|
||||
## [2.12.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.12.2...v2.12.3) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* always show game control buttons in room-based sessions ([14ba422](https://github.com/antialias/soroban-abacus-flashcards/commit/14ba422919abd648e2a134ce167a5e6fd9f84e73))
|
||||
|
||||
## [2.12.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.12.1...v2.12.2) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* use RoomMemoryPairsProvider in room page ([c279731](https://github.com/antialias/soroban-abacus-flashcards/commit/c27973191f0144604e17a8a14adf0a88df476e27))
|
||||
|
||||
## [2.12.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.12.0...v2.12.1) (2025-10-09)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* export MemoryPairsContext to fix provider hook error ([80ad33e](https://github.com/antialias/soroban-abacus-flashcards/commit/80ad33eec0b6946702eaa9cf1b1c246852864b00))
|
||||
|
||||
## [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)
|
||||
|
||||
|
||||
|
||||
32
Dockerfile
32
Dockerfile
@@ -34,20 +34,44 @@ RUN turbo build --filter=@soroban/web
|
||||
FROM node:18-alpine AS runner
|
||||
WORKDIR /app
|
||||
|
||||
# Install Python and build tools for better-sqlite3 (needed at runtime)
|
||||
RUN apk add --no-cache python3 py3-setuptools make g++
|
||||
|
||||
# Create non-root user
|
||||
RUN addgroup --system --gid 1001 nodejs
|
||||
RUN adduser --system --uid 1001 nextjs
|
||||
|
||||
# Copy built application
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/.next/standalone ./
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/.next/static ./apps/web/.next/static
|
||||
# Copy built Next.js application
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/.next ./apps/web/.next
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/public ./apps/web/public
|
||||
|
||||
# Copy server files (compiled from TypeScript)
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/server.js ./apps/web/
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/socket-server.js ./apps/web/
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/src ./apps/web/src
|
||||
|
||||
# Copy database migrations
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/drizzle ./apps/web/drizzle
|
||||
|
||||
# Copy node_modules (for dependencies)
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/node_modules ./node_modules
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/node_modules ./apps/web/node_modules
|
||||
|
||||
# Copy package.json files for module resolution
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/package.json ./
|
||||
COPY --from=builder --chown=nextjs:nodejs /app/apps/web/package.json ./apps/web/
|
||||
|
||||
# Set up environment
|
||||
WORKDIR /app/apps/web
|
||||
|
||||
# Create data directory for SQLite database
|
||||
RUN mkdir -p data && chown nextjs:nodejs data
|
||||
|
||||
USER nextjs
|
||||
EXPOSE 3000
|
||||
ENV PORT 3000
|
||||
ENV HOSTNAME "0.0.0.0"
|
||||
ENV NODE_ENV production
|
||||
|
||||
# Start the application
|
||||
CMD ["node", "apps/web/server.js"]
|
||||
CMD ["node", "server.js"]
|
||||
492
apps/web/.claude/ARCADE_ARCHITECTURE.md
Normal file
492
apps/web/.claude/ARCADE_ARCHITECTURE.md
Normal file
@@ -0,0 +1,492 @@
|
||||
# Arcade Game Architecture
|
||||
|
||||
## Overview
|
||||
|
||||
The arcade system supports two distinct game modes that must remain completely isolated from each other:
|
||||
|
||||
1. **Local Play** - Games without network synchronization (can be single-player OR local multiplayer)
|
||||
2. **Room-Based Play** - Networked games with real-time synchronization across room members
|
||||
|
||||
## Core Terminology
|
||||
|
||||
Following `docs/terminology-user-player-room.md`:
|
||||
|
||||
- **USER** - Identity (guest or authenticated account), retrieved via `useViewerId()`, one per browser/account
|
||||
- **PLAYER** - Game avatar/profile (e.g., "Alice 👧", "Bob 👦"), stored in `players` table
|
||||
- **PLAYER ROSTER** - All PLAYERS belonging to a USER (can have many)
|
||||
- **ACTIVE PLAYERS** - PLAYERS where `isActive = true` - these are the ones that actually participate in games
|
||||
- **ROOM MEMBER** - A USER's participation in a multiplayer room (tracked in `room_members` table)
|
||||
|
||||
**Important:** A USER can have many PLAYERS in their roster, but only the ACTIVE PLAYERS (where `isActive = true`) participate in games. This enables "hot-potato" style local multiplayer where multiple people share the same device. This is LOCAL play (not networked), even though multiple PLAYERS participate.
|
||||
|
||||
In arcade sessions:
|
||||
- `arcade_sessions.userId` - The USER who owns the session
|
||||
- `arcade_sessions.activePlayers` - Array of PLAYER IDs (only active players with `isActive = true`)
|
||||
- `arcade_sessions.roomId` - If present, the room ID for networked play (references `arcade_rooms.id`)
|
||||
|
||||
## Critical Architectural Requirements
|
||||
|
||||
### 1. Mode Isolation (MUST ENFORCE)
|
||||
|
||||
**Local Play** (`/arcade/[game-name]`)
|
||||
- MUST NOT sync game state across the network
|
||||
- MUST NOT use room data, even if the USER is currently a member of an active room
|
||||
- MUST create isolated, per-USER game sessions
|
||||
- Game state lives only in the current browser tab/session
|
||||
- CAN have multiple ACTIVE PLAYERS from the same USER (local multiplayer / hot-potato)
|
||||
- State is NOT shared across the network, only within the browser session
|
||||
|
||||
**Room-Based Play** (`/arcade/room`)
|
||||
- MUST sync game state across all room members via network
|
||||
- MUST use the USER's current active room
|
||||
- MUST coordinate moves via server WebSocket
|
||||
- Game state is shared across all ACTIVE PLAYERS from all USERS in the room
|
||||
- When a PLAYER makes a move, all room members see it in real-time
|
||||
- CAN ALSO have multiple ACTIVE PLAYERS per USER (networked + local multiplayer combined)
|
||||
|
||||
### 2. Room ID Usage Rules
|
||||
|
||||
```typescript
|
||||
// ❌ WRONG: Always checking for room data
|
||||
const { roomData } = useRoomData()
|
||||
useArcadeSession({ roomId: roomData?.id }) // This causes the bug!
|
||||
|
||||
// ✅ CORRECT: Explicit mode control via separate providers
|
||||
<LocalMemoryPairsProvider> {/* Never passes roomId */}
|
||||
<RoomMemoryPairsProvider> {/* Always passes roomId */}
|
||||
```
|
||||
|
||||
**Key principle:** The presence of a `roomId` parameter in `useArcadeSession` determines synchronization behavior:
|
||||
- `roomId` present → room-wide network sync enabled (room-based play)
|
||||
- `roomId` undefined → local play only (no network sync)
|
||||
|
||||
### 3. Composition Over Flags (PREFERRED APPROACH)
|
||||
|
||||
**✅ Option 1: Separate Providers (CLEAREST - USE THIS)**
|
||||
|
||||
Create two distinct provider components:
|
||||
|
||||
```typescript
|
||||
// context/LocalMemoryPairsProvider.tsx
|
||||
export function LocalMemoryPairsProvider({ children }) {
|
||||
const { data: viewerId } = useViewerId()
|
||||
const { activePlayers } = useGameMode() // Gets active players (isActive = true)
|
||||
// NEVER fetch room data for local play
|
||||
|
||||
const { state, sendMove } = useArcadeSession<MemoryPairsState>({
|
||||
userId: viewerId || '',
|
||||
roomId: undefined, // Explicitly undefined - no network sync
|
||||
initialState,
|
||||
applyMove: applyMoveOptimistically,
|
||||
})
|
||||
|
||||
// ... rest of provider logic
|
||||
// Note: activePlayers contains only PLAYERS with isActive = true
|
||||
}
|
||||
|
||||
// context/RoomMemoryPairsProvider.tsx
|
||||
export function RoomMemoryPairsProvider({ children }) {
|
||||
const { data: viewerId } = useViewerId()
|
||||
const { roomData } = useRoomData() // OK to fetch for room-based play
|
||||
const { activePlayers } = useGameMode() // Gets active players (isActive = true)
|
||||
|
||||
const { state, sendMove } = useArcadeSession<MemoryPairsState>({
|
||||
userId: viewerId || '',
|
||||
roomId: roomData?.id, // Pass roomId for network sync
|
||||
initialState,
|
||||
applyMove: applyMoveOptimistically,
|
||||
})
|
||||
|
||||
// ... rest of provider logic
|
||||
}
|
||||
```
|
||||
|
||||
Then use them explicitly:
|
||||
```typescript
|
||||
// /arcade/matching/page.tsx (Local Play)
|
||||
export default function MatchingPage() {
|
||||
return (
|
||||
<ArcadeGuardedPage>
|
||||
<LocalMemoryPairsProvider>
|
||||
<MemoryPairsGame />
|
||||
</LocalMemoryPairsProvider>
|
||||
</ArcadeGuardedPage>
|
||||
)
|
||||
}
|
||||
|
||||
// /arcade/room/page.tsx (Room-Based Play)
|
||||
export default function RoomPage() {
|
||||
// ... room validation logic
|
||||
if (roomData.gameName === 'matching') {
|
||||
return (
|
||||
<RoomMemoryPairsProvider>
|
||||
<MemoryPairsGame />
|
||||
</RoomMemoryPairsProvider>
|
||||
)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Benefits of separate providers:**
|
||||
- Compile-time safety - impossible to mix modes
|
||||
- Clear intent - any developer can see which mode at a glance
|
||||
- No runtime conditionals needed
|
||||
- Easier to test - each provider tests separately
|
||||
|
||||
**❌ Avoid:** Runtime flag checking scattered throughout code
|
||||
```typescript
|
||||
// Anti-pattern: Too many conditionals
|
||||
if (isRoomBased) { ... } else { ... }
|
||||
```
|
||||
|
||||
### 4. How Synchronization Works
|
||||
|
||||
#### Local Play Flow
|
||||
```
|
||||
USER Action → useArcadeSession (roomId: undefined)
|
||||
→ WebSocket emit('join-arcade-session', { userId })
|
||||
→ Server creates isolated session for userId
|
||||
→ Session key = userId
|
||||
→ session.activePlayers = USER's active player IDs (isActive = true)
|
||||
→ State changes only affect this USER's browser tabs
|
||||
|
||||
Note: Multiple ACTIVE PLAYERS from same USER can participate (local multiplayer),
|
||||
but state is NEVER synced across network
|
||||
```
|
||||
|
||||
#### Room-Based Play Flow
|
||||
```
|
||||
USER Action (on behalf of PLAYER)
|
||||
→ useArcadeSession (roomId: 'room_xyz')
|
||||
→ WebSocket emit('join-arcade-session', { userId, roomId })
|
||||
→ Server creates/joins shared session for roomId
|
||||
→ session.activePlayers = ALL active players from ALL room members
|
||||
→ Socket joins TWO rooms: `arcade:${userId}` AND `game:${roomId}`
|
||||
→ PLAYER makes move
|
||||
→ Server validates PLAYER ownership (is this PLAYER owned by this USER?)
|
||||
→ State changes broadcast to:
|
||||
- arcade:${userId} - All tabs of this USER (for optimistic reconciliation)
|
||||
- game:${roomId} - All USERS in the room (for network sync)
|
||||
|
||||
Note: Each USER can still have multiple ACTIVE PLAYERS (local + networked multiplayer)
|
||||
```
|
||||
|
||||
The server-side logic uses `roomId` to determine session scope:
|
||||
- No `roomId`: Session key = `userId` (isolated to USER's browser)
|
||||
- With `roomId`: Session key = `roomId` (shared across all room members)
|
||||
|
||||
See `docs/MULTIPLAYER_SYNC_ARCHITECTURE.md` for detailed socket room mechanics.
|
||||
|
||||
### 5. USER vs PLAYER in Game Logic
|
||||
|
||||
**Important distinction:**
|
||||
- **Session ownership**: Tracked by USER ID (`useViewerId()`)
|
||||
- **Player roster**: All PLAYERS for a USER (can be many)
|
||||
- **Active players**: PLAYERS with `isActive = true` (these join the game)
|
||||
- **Game actions**: Performed by PLAYER ID (from `players` table)
|
||||
- **Move validation**: Server checks that PLAYER ID belongs to the requesting USER
|
||||
- **Local multiplayer**: One USER with multiple ACTIVE PLAYERS (hot-potato style, same device)
|
||||
- **Networked multiplayer**: Multiple USERS, each with their own ACTIVE PLAYERS, in a room
|
||||
|
||||
```typescript
|
||||
// ✅ Correct: USER owns session, ACTIVE PLAYERS participate
|
||||
const { data: viewerId } = useViewerId() // USER ID
|
||||
const { activePlayers } = useGameMode() // ACTIVE PLAYER IDs (isActive = true)
|
||||
|
||||
// activePlayers might be [player_001, player_002]
|
||||
// even though USER has 5 total PLAYERS in their roster
|
||||
|
||||
const { state, sendMove } = useArcadeSession({
|
||||
userId: viewerId, // Session owned by USER
|
||||
roomId: undefined, // Local play (or roomData?.id for room-based)
|
||||
// ...
|
||||
})
|
||||
|
||||
// When PLAYER flips card:
|
||||
sendMove({
|
||||
type: 'FLIP_CARD',
|
||||
playerId: currentPlayerId, // PLAYER ID from activePlayers
|
||||
data: { cardId: '...' }
|
||||
})
|
||||
```
|
||||
|
||||
**Example Scenarios:**
|
||||
|
||||
1. **Single-player local game:**
|
||||
- USER: "guest_abc"
|
||||
- Player roster: ["player_001" (active), "player_002" (inactive), "player_003" (inactive)]
|
||||
- Active PLAYERS in game: ["player_001"]
|
||||
- Mode: Local play (no roomId)
|
||||
|
||||
2. **Local multiplayer (hot-potato):**
|
||||
- USER: "guest_abc"
|
||||
- Player roster: ["player_001" (active), "player_002" (active), "player_003" (active), "player_004" (inactive)]
|
||||
- Active PLAYERS in game: ["player_001", "player_002", "player_003"] (3 kids sharing device)
|
||||
- Mode: Local play (no roomId)
|
||||
- Game rotates turns between the 3 active PLAYERS, but NO network sync
|
||||
|
||||
3. **Room-based networked play:**
|
||||
- USER A: "guest_abc"
|
||||
- Player roster: 5 total PLAYERS
|
||||
- Active PLAYERS: ["player_001", "player_002"]
|
||||
- USER B: "guest_def"
|
||||
- Player roster: 3 total PLAYERS
|
||||
- Active PLAYERS: ["player_003"]
|
||||
- Mode: Room-based play (roomId: "room_xyz")
|
||||
- Total PLAYERS in game: 3 (player_001, player_002, player_003)
|
||||
- All 3 synced across network
|
||||
|
||||
4. **Room-based + local multiplayer combined:**
|
||||
- USER A: "guest_abc" with 3 active PLAYERS (3 kids at Device A)
|
||||
- USER B: "guest_def" with 2 active PLAYERS (2 kids at Device B)
|
||||
- Mode: Room-based play (roomId: "room_xyz")
|
||||
- 5 total active PLAYERS across 2 devices, all synced over network
|
||||
|
||||
## Common Mistakes to Avoid
|
||||
|
||||
### Mistake 1: Conditional Room Usage
|
||||
```typescript
|
||||
// ❌ BAD: Room sync leaks into local play
|
||||
const { roomData } = useRoomData()
|
||||
useArcadeSession({
|
||||
roomId: roomData?.id // Local play will sync if USER is in a room!
|
||||
})
|
||||
```
|
||||
|
||||
### Mistake 2: Shared Components Without Mode Context
|
||||
```typescript
|
||||
// ❌ BAD: Same provider used for both modes
|
||||
export default function LocalGamePage() {
|
||||
return <GameProvider><Game /></GameProvider> // Which mode?
|
||||
}
|
||||
```
|
||||
|
||||
### Mistake 3: Confusing "multiplayer" with "networked"
|
||||
```typescript
|
||||
// ❌ BAD: Thinking multiple PLAYERS means room-based
|
||||
if (activePlayers.length > 1) {
|
||||
// Must be room-based! WRONG!
|
||||
// Could be local multiplayer (hot-potato style)
|
||||
}
|
||||
|
||||
// ✅ CORRECT: Check for roomId to determine network sync
|
||||
const isNetworked = !!roomId
|
||||
const isLocalMultiplayer = activePlayers.length > 1 && !roomId
|
||||
```
|
||||
|
||||
### Mistake 4: Using all PLAYERS instead of only active ones
|
||||
```typescript
|
||||
// ❌ BAD: Including inactive players
|
||||
const allPlayers = await db.query.players.findMany({
|
||||
where: eq(players.userId, userId)
|
||||
})
|
||||
|
||||
// ✅ CORRECT: Only active players join the game
|
||||
const activePlayers = await db.query.players.findMany({
|
||||
where: and(
|
||||
eq(players.userId, userId),
|
||||
eq(players.isActive, true)
|
||||
)
|
||||
})
|
||||
```
|
||||
|
||||
### Mistake 5: Mixing USER ID and PLAYER ID
|
||||
```typescript
|
||||
// ❌ BAD: Using USER ID for game actions
|
||||
sendMove({
|
||||
type: 'FLIP_CARD',
|
||||
playerId: viewerId, // WRONG! viewerId is USER ID, not PLAYER ID
|
||||
data: { cardId: '...' }
|
||||
})
|
||||
|
||||
// ✅ CORRECT: Use PLAYER ID from game state
|
||||
sendMove({
|
||||
type: 'FLIP_CARD',
|
||||
playerId: state.currentPlayer, // PLAYER ID from activePlayers
|
||||
data: { cardId: '...' }
|
||||
})
|
||||
```
|
||||
|
||||
### Mistake 6: Server-Side Ambiguity
|
||||
```typescript
|
||||
// ❌ BAD: Server can't distinguish intent
|
||||
socket.on('join-arcade-session', ({ userId, roomId }) => {
|
||||
// If roomId exists, did USER want local or room-based play?
|
||||
// This happens when provider always passes roomData?.id
|
||||
})
|
||||
```
|
||||
|
||||
## Testing Requirements
|
||||
|
||||
Tests MUST verify mode isolation:
|
||||
|
||||
### Local Play Tests
|
||||
```typescript
|
||||
it('should NOT sync state when USER is in a room but playing locally', async () => {
|
||||
// Setup: USER is a member of an active room
|
||||
// Action: USER navigates to /arcade/matching
|
||||
// Assert: Game state is NOT shared with other room members
|
||||
// Assert: Other room members' actions do NOT affect this game
|
||||
})
|
||||
|
||||
it('should create isolated sessions for concurrent local games', () => {
|
||||
// Setup: Two USERS who are members of the same room
|
||||
// Action: Both navigate to /arcade/matching separately
|
||||
// Assert: Each has independent game state
|
||||
// Assert: USER A's moves do NOT appear in USER B's game
|
||||
})
|
||||
|
||||
it('should support local multiplayer without network sync', () => {
|
||||
// Setup: USER with 3 active PLAYERS in roster (hot-potato style)
|
||||
// Action: USER plays at /arcade/matching with the 3 active PLAYERS
|
||||
// Assert: All 3 active PLAYERS participate in the same session
|
||||
// Assert: Inactive PLAYERS do NOT participate
|
||||
// Assert: State is NOT synced across network
|
||||
// Assert: Game rotates turns between active PLAYERS locally
|
||||
})
|
||||
|
||||
it('should only include active players in game', () => {
|
||||
// Setup: USER has 5 PLAYERS in roster, but only 2 are active
|
||||
// Action: USER starts a local game
|
||||
// Assert: Only the 2 active PLAYERS are in activePlayers array
|
||||
// Assert: Inactive PLAYERS are not included
|
||||
})
|
||||
|
||||
it('should sync across USER tabs but not across network', () => {
|
||||
// Setup: USER opens /arcade/matching in 2 browser tabs
|
||||
// Action: PLAYER makes move in Tab 1
|
||||
// Assert: Tab 2 sees the move (multi-tab sync)
|
||||
// Assert: Other USERS do NOT see the move (no network sync)
|
||||
})
|
||||
```
|
||||
|
||||
### Room-Based Play Tests
|
||||
```typescript
|
||||
it('should sync state across all room members', async () => {
|
||||
// Setup: Two USERS are members of the same room
|
||||
// Action: USER A's PLAYER flips card at /arcade/room
|
||||
// Assert: USER B sees the card flip in real-time
|
||||
})
|
||||
|
||||
it('should sync across multiple active PLAYERS from multiple USERS', () => {
|
||||
// Setup: USER A has 2 active PLAYERS, USER B has 1 active PLAYER in same room
|
||||
// Action: USER A's PLAYER 1 makes move
|
||||
// Assert: All 3 PLAYERS see the move (networked)
|
||||
})
|
||||
|
||||
it('should only include active players in room games', () => {
|
||||
// Setup: USER A (5 PLAYERS, 2 active), USER B (3 PLAYERS, 1 active) join room
|
||||
// Action: Game starts
|
||||
// Assert: session.activePlayers = [userA_player1, userA_player2, userB_player1]
|
||||
// Assert: Inactive PLAYERS are NOT included
|
||||
})
|
||||
|
||||
it('should handle combined local + networked multiplayer', () => {
|
||||
// Setup: USER A (3 active PLAYERS), USER B (2 active PLAYERS) in same room
|
||||
// Action: Any PLAYER makes a move
|
||||
// Assert: All 5 active PLAYERS see the move across both devices
|
||||
})
|
||||
|
||||
it('should fail gracefully when no room exists', () => {
|
||||
// Setup: USER is not a member of any room
|
||||
// Action: Navigate to /arcade/room
|
||||
// Assert: Shows "No active room" message
|
||||
// Assert: Does not create a session
|
||||
})
|
||||
|
||||
it('should validate PLAYER ownership', async () => {
|
||||
// Setup: USER A in room with active PLAYER 'alice'
|
||||
// Action: USER A attempts move for PLAYER 'bob' (owned by USER B)
|
||||
// Assert: Server rejects the move
|
||||
// Assert: Error indicates unauthorized PLAYER
|
||||
})
|
||||
```
|
||||
|
||||
## Implementation Checklist
|
||||
|
||||
When adding a new game or modifying existing ones:
|
||||
|
||||
- [ ] Create separate `LocalGameProvider` and `RoomGameProvider` components
|
||||
- [ ] Local provider never calls `useRoomData()`
|
||||
- [ ] Local provider passes `roomId: undefined` to `useArcadeSession`
|
||||
- [ ] Room provider calls `useRoomData()` and passes `roomId: roomData?.id`
|
||||
- [ ] Both providers use `useGameMode()` to get active players
|
||||
- [ ] Local play page uses `LocalGameProvider`
|
||||
- [ ] `/arcade/room` page uses `RoomGameProvider`
|
||||
- [ ] Game components correctly use PLAYER IDs (not USER IDs) for moves
|
||||
- [ ] Game supports multiple active PLAYERS from same USER (local multiplayer)
|
||||
- [ ] Inactive PLAYERS are never included in game sessions
|
||||
- [ ] Tests verify mode isolation (local doesn't network sync, room-based does)
|
||||
- [ ] Tests verify PLAYER ownership validation
|
||||
- [ ] Tests verify only active PLAYERS participate
|
||||
- [ ] Tests verify local multiplayer works (multiple active PLAYERS, one USER)
|
||||
- [ ] Documentation updated if behavior changes
|
||||
|
||||
## File Organization
|
||||
|
||||
```
|
||||
src/app/arcade/
|
||||
├── [game-name]/ # Local play games
|
||||
│ ├── page.tsx # Uses LocalGameProvider
|
||||
│ └── context/
|
||||
│ ├── LocalGameProvider.tsx # roomId: undefined
|
||||
│ └── RoomGameProvider.tsx # roomId: roomData?.id
|
||||
├── room/ # Room-based play
|
||||
│ └── page.tsx # Uses RoomGameProvider
|
||||
└── ...
|
||||
```
|
||||
|
||||
## Architecture Decision Records
|
||||
|
||||
### Why separate providers instead of auto-detect from route?
|
||||
|
||||
While we could detect mode based on the route (`/arcade/room` vs `/arcade/matching`), separate providers are clearer and prevent accidental misuse. Future developers can immediately see the intent, and the type system can enforce correctness.
|
||||
|
||||
### Why being in a room doesn't mean all games sync?
|
||||
|
||||
A USER being a room member does NOT mean all their games should network sync. They should be able to play local games while remaining in a room for future room-based sessions. Mode is determined by the page they're on, not their room membership status.
|
||||
|
||||
### Why not use a single shared provider with mode props?
|
||||
|
||||
We tried that. It led to the current bug where local play accidentally synced with rooms. Separate providers make the distinction compile-time safe rather than runtime conditional, and eliminate the possibility of accidentally passing `roomId` when we shouldn't.
|
||||
|
||||
### Why do we track sessions by USER but moves by PLAYER?
|
||||
|
||||
- **Sessions** are per-USER because each USER can have their own game session
|
||||
- **Moves** are per-PLAYER because PLAYERS are the game avatars that score points
|
||||
- **Only active PLAYERS** (isActive = true) participate in games
|
||||
- This allows:
|
||||
- One USER with multiple active PLAYERS (local multiplayer / hot-potato)
|
||||
- Multiple USERS in one room (networked play)
|
||||
- Combined: Multiple USERS each with multiple active PLAYERS (local + networked)
|
||||
- Proper ownership validation (server checks USER owns PLAYER)
|
||||
- PLAYERS can be toggled active/inactive without deleting them
|
||||
|
||||
### Why use "local" vs "room-based" instead of "solo" vs "multiplayer"?
|
||||
|
||||
- **"Solo"** is misleading - a USER can have multiple active PLAYERS in local play (hot-potato style)
|
||||
- **"Multiplayer"** is ambiguous - it could mean local multiplayer OR networked multiplayer
|
||||
- **"Local play"** clearly means: no network sync (but can have multiple active PLAYERS)
|
||||
- **"Room-based play"** clearly means: network sync across room members
|
||||
|
||||
## Related Files
|
||||
|
||||
- `src/hooks/useArcadeSession.ts` - Session management with optional roomId
|
||||
- `src/hooks/useArcadeSocket.ts` - WebSocket connection with sync logic (socket rooms: `arcade:${userId}` and `game:${roomId}`)
|
||||
- `src/hooks/useRoomData.ts` - Fetches USER's current room membership
|
||||
- `src/hooks/useViewerId.ts` - Retrieves current USER ID
|
||||
- `src/contexts/GameModeContext.tsx` - Provides active PLAYER information
|
||||
- `src/app/arcade/matching/context/ArcadeMemoryPairsContext.tsx` - Game context (needs refactoring to separate providers)
|
||||
- `src/app/arcade/matching/page.tsx` - Local play entry point
|
||||
- `src/app/arcade/room/page.tsx` - Room-based play entry point
|
||||
- `docs/terminology-user-player-room.md` - Terminology guide (USER/PLAYER/MEMBER)
|
||||
- `docs/MULTIPLAYER_SYNC_ARCHITECTURE.md` - Technical details of room-based sync
|
||||
|
||||
## Version History
|
||||
|
||||
- **2025-10-09**: Initial documentation
|
||||
- Issue identified: Local play was syncing with rooms over network
|
||||
- Root cause: Same provider always fetched `roomData` and passed `roomId` to `useArcadeSession`
|
||||
- Solution: Separate providers for local vs room-based play
|
||||
- Terminology clarification: "local" vs "room-based" (not "solo" vs "multiplayer")
|
||||
- Active players: Only PLAYERS with `isActive = true` participate in games
|
||||
416
apps/web/.claude/ARCADE_SETUP_PATTERN.md
Normal file
416
apps/web/.claude/ARCADE_SETUP_PATTERN.md
Normal file
@@ -0,0 +1,416 @@
|
||||
# Arcade Setup Pattern
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the **standard synchronized setup pattern** for arcade games. Following this pattern ensures that:
|
||||
|
||||
1. ✅ **Setup is synchronized** - All room members see the same setup screen and config changes in real-time
|
||||
2. ✅ **No local state hacks** - Configuration lives entirely in session state, no React state merging
|
||||
3. ✅ **Optimistic updates** - Config changes feel instant with client-side prediction
|
||||
4. ✅ **Consistent pattern** - All games follow the same architecture
|
||||
|
||||
**Reference Implementation**: `src/app/arcade/matching/*` (Matching game)
|
||||
|
||||
---
|
||||
|
||||
## Core Concept
|
||||
|
||||
Setup configuration is **game state**, not UI state. Configuration changes are **moves** that are validated, synchronized, and can be made by any room member.
|
||||
|
||||
### Key Principles
|
||||
|
||||
1. **Game state includes configuration** during ALL phases (setup, playing, results)
|
||||
2. **No local React state** for configuration - use session state directly
|
||||
3. **Standard move types** that all games should implement
|
||||
4. **Setup phase is collaborative** - any room member can configure the game
|
||||
|
||||
---
|
||||
|
||||
## Required Move Types
|
||||
|
||||
Every arcade game must support these standard moves:
|
||||
|
||||
### 1. `GO_TO_SETUP`
|
||||
|
||||
Transitions game to setup phase, allowing reconfiguration.
|
||||
|
||||
```typescript
|
||||
{
|
||||
type: 'GO_TO_SETUP',
|
||||
playerId: string,
|
||||
data: {}
|
||||
}
|
||||
```
|
||||
|
||||
**Behavior:**
|
||||
- Can be called from any phase (setup, playing, results)
|
||||
- Sets `gamePhase: 'setup'`
|
||||
- Resets game progression (scores, cards, etc.)
|
||||
- Preserves configuration (players can modify it)
|
||||
- Synchronized across all room members
|
||||
|
||||
### 2. `SET_CONFIG`
|
||||
|
||||
Updates a configuration field during setup phase.
|
||||
|
||||
```typescript
|
||||
{
|
||||
type: 'SET_CONFIG',
|
||||
playerId: string,
|
||||
data: {
|
||||
field: string, // Config field name
|
||||
value: any // New value
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Behavior:**
|
||||
- Only allowed during setup phase
|
||||
- Validates field name and value
|
||||
- Updates immediately with optimistic update
|
||||
- Synchronized across all room members
|
||||
|
||||
### 3. `START_GAME`
|
||||
|
||||
Starts the game with current configuration.
|
||||
|
||||
```typescript
|
||||
{
|
||||
type: 'START_GAME',
|
||||
playerId: string,
|
||||
data: {
|
||||
activePlayers: string[],
|
||||
playerMetadata: { [playerId: string]: PlayerMetadata },
|
||||
// ... game-specific initial data
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Behavior:**
|
||||
- Only allowed during setup phase
|
||||
- Uses current session state configuration
|
||||
- Initializes game-specific state
|
||||
- Sets `gamePhase: 'playing'`
|
||||
|
||||
---
|
||||
|
||||
## Implementation Checklist
|
||||
|
||||
### 1. Update Validation Types
|
||||
|
||||
Add move types to your game's validation types:
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/validation/types.ts
|
||||
|
||||
export interface YourGameGoToSetupMove extends GameMove {
|
||||
type: 'GO_TO_SETUP'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface YourGameSetConfigMove extends GameMove {
|
||||
type: 'SET_CONFIG'
|
||||
data: {
|
||||
field: 'configField1' | 'configField2' | 'configField3'
|
||||
value: any
|
||||
}
|
||||
}
|
||||
|
||||
export type YourGameMove =
|
||||
| YourGameStartGameMove
|
||||
| YourGameGoToSetupMove
|
||||
| YourGameSetConfigMove
|
||||
| ... // other game-specific moves
|
||||
```
|
||||
|
||||
### 2. Implement Validators
|
||||
|
||||
Add validators for setup moves in your game's validator class:
|
||||
|
||||
```typescript
|
||||
// src/lib/arcade/validation/YourGameValidator.ts
|
||||
|
||||
export class YourGameValidator implements GameValidator<YourGameState, YourGameMove> {
|
||||
validateMove(state, move, context) {
|
||||
switch (move.type) {
|
||||
case 'GO_TO_SETUP':
|
||||
return this.validateGoToSetup(state)
|
||||
|
||||
case 'SET_CONFIG':
|
||||
return this.validateSetConfig(state, move.data.field, move.data.value)
|
||||
|
||||
case 'START_GAME':
|
||||
return this.validateStartGame(state, move.data)
|
||||
|
||||
// ... other moves
|
||||
}
|
||||
}
|
||||
|
||||
private validateGoToSetup(state: YourGameState): ValidationResult {
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
gamePhase: 'setup',
|
||||
// Reset game progression, preserve configuration
|
||||
// ... reset scores, game data, etc.
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
private validateSetConfig(
|
||||
state: YourGameState,
|
||||
field: string,
|
||||
value: any
|
||||
): ValidationResult {
|
||||
// Only during setup
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return { valid: false, error: 'Cannot change config outside setup' }
|
||||
}
|
||||
|
||||
// Validate field-specific values
|
||||
switch (field) {
|
||||
case 'configField1':
|
||||
if (!isValidValue(value)) {
|
||||
return { valid: false, error: 'Invalid value' }
|
||||
}
|
||||
break
|
||||
// ... validate other fields
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState: { ...state, [field]: value },
|
||||
}
|
||||
}
|
||||
|
||||
private validateStartGame(state: YourGameState, data: any): ValidationResult {
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return { valid: false, error: 'Can only start from setup' }
|
||||
}
|
||||
|
||||
// Use current state configuration to initialize game
|
||||
const initialGameData = initializeYourGame(state.configField1, state.configField2)
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
gamePhase: 'playing',
|
||||
...initialGameData,
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Add Optimistic Updates
|
||||
|
||||
Update `applyMoveOptimistically` in your providers:
|
||||
|
||||
```typescript
|
||||
// src/app/arcade/your-game/context/YourGameProvider.tsx
|
||||
|
||||
function applyMoveOptimistically(state: YourGameState, move: GameMove): YourGameState {
|
||||
switch (move.type) {
|
||||
case 'GO_TO_SETUP':
|
||||
return {
|
||||
...state,
|
||||
gamePhase: 'setup',
|
||||
// Reset game state, preserve config
|
||||
}
|
||||
|
||||
case 'SET_CONFIG':
|
||||
const { field, value } = move.data
|
||||
return {
|
||||
...state,
|
||||
[field]: value,
|
||||
}
|
||||
|
||||
case 'START_GAME':
|
||||
return {
|
||||
...state,
|
||||
gamePhase: 'playing',
|
||||
// ... initialize game data from move
|
||||
}
|
||||
|
||||
// ... other moves
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Remove Local State from Providers
|
||||
|
||||
**❌ OLD PATTERN (Don't do this):**
|
||||
|
||||
```typescript
|
||||
// DON'T: Local React state for configuration
|
||||
const [localDifficulty, setLocalDifficulty] = useState(6)
|
||||
|
||||
// DON'T: Merge hack
|
||||
const effectiveState = state.gamePhase === 'setup'
|
||||
? { ...state, difficulty: localDifficulty }
|
||||
: state
|
||||
|
||||
// DON'T: Direct setter
|
||||
const setDifficulty = (value) => setLocalDifficulty(value)
|
||||
```
|
||||
|
||||
**✅ NEW PATTERN (Do this):**
|
||||
|
||||
```typescript
|
||||
// DO: Use session state directly
|
||||
const { state, sendMove } = useArcadeSession(...)
|
||||
|
||||
// DO: Send move for config changes
|
||||
const setDifficulty = useCallback((value) => {
|
||||
const playerId = activePlayers[0] || ''
|
||||
sendMove({
|
||||
type: 'SET_CONFIG',
|
||||
playerId,
|
||||
data: { field: 'difficulty', value },
|
||||
})
|
||||
}, [activePlayers, sendMove])
|
||||
|
||||
// DO: Use state directly (no merging!)
|
||||
const contextValue = { state: { ...state, gameMode }, ... }
|
||||
```
|
||||
|
||||
### 5. Update Action Creators
|
||||
|
||||
All configuration actions should send moves:
|
||||
|
||||
```typescript
|
||||
export function YourGameProvider({ children }) {
|
||||
const { state, sendMove } = useArcadeSession(...)
|
||||
|
||||
const setConfigField = useCallback((value) => {
|
||||
const playerId = activePlayers[0] || ''
|
||||
sendMove({
|
||||
type: 'SET_CONFIG',
|
||||
playerId,
|
||||
data: { field: 'configField', value },
|
||||
})
|
||||
}, [activePlayers, sendMove])
|
||||
|
||||
const goToSetup = useCallback(() => {
|
||||
const playerId = activePlayers[0] || state.currentPlayer || ''
|
||||
sendMove({
|
||||
type: 'GO_TO_SETUP',
|
||||
playerId,
|
||||
data: {},
|
||||
})
|
||||
}, [activePlayers, state.currentPlayer, sendMove])
|
||||
|
||||
const startGame = useCallback(() => {
|
||||
// Use current session state config (not local state!)
|
||||
const initialData = initializeGame(state.config1, state.config2)
|
||||
|
||||
const playerId = activePlayers[0]
|
||||
sendMove({
|
||||
type: 'START_GAME',
|
||||
playerId,
|
||||
data: {
|
||||
...initialData,
|
||||
activePlayers,
|
||||
playerMetadata: capturePlayerMetadata(players, activePlayers),
|
||||
},
|
||||
})
|
||||
}, [state.config1, state.config2, activePlayers, sendMove])
|
||||
|
||||
return <YourGameContext.Provider value={...} />
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Benefits of This Pattern
|
||||
|
||||
### 1. **Synchronized Setup**
|
||||
- User A clicks "Setup" → All room members see setup screen
|
||||
- User B changes difficulty → All room members see the change
|
||||
- User A clicks "Start" → All room members start playing
|
||||
|
||||
### 2. **No Special Cases**
|
||||
- Setup works like gameplay (moves + validation)
|
||||
- No conditional logic based on phase
|
||||
- No React state merging hacks
|
||||
|
||||
### 3. **Easy to Extend**
|
||||
- New games copy the same pattern
|
||||
- Well-documented and tested
|
||||
- Consistent developer experience
|
||||
|
||||
### 4. **Optimistic Updates**
|
||||
- Config changes feel instant
|
||||
- Client-side prediction + server validation
|
||||
- Rollback on validation failure
|
||||
|
||||
---
|
||||
|
||||
## Testing Checklist
|
||||
|
||||
When implementing this pattern, test these scenarios:
|
||||
|
||||
### Local Mode
|
||||
- [ ] Click setup button during game → returns to setup
|
||||
- [ ] Change config fields → updates immediately
|
||||
- [ ] Start game → uses current config
|
||||
|
||||
### Room Mode (Multi-User)
|
||||
- [ ] User A clicks setup → User B sees setup screen
|
||||
- [ ] User A changes difficulty → User B sees change in real-time
|
||||
- [ ] User B changes game type → User A sees change in real-time
|
||||
- [ ] User A starts game → Both users see game with same config
|
||||
|
||||
### Edge Cases
|
||||
- [ ] Change config rapidly → no race conditions
|
||||
- [ ] User with 0 players can see/modify setup
|
||||
- [ ] Setup → Play → Setup preserves last config
|
||||
- [ ] Invalid config values are rejected by validator
|
||||
|
||||
---
|
||||
|
||||
## Migration Guide
|
||||
|
||||
If you have an existing game using local state, follow these steps:
|
||||
|
||||
### Step 1: Add Move Types
|
||||
Add `GO_TO_SETUP` and `SET_CONFIG` to your validation types.
|
||||
|
||||
### Step 2: Implement Validators
|
||||
Add validators for the new moves in your game validator class.
|
||||
|
||||
### Step 3: Add Optimistic Updates
|
||||
Update `applyMoveOptimistically` to handle the new moves.
|
||||
|
||||
### Step 4: Remove Local State
|
||||
1. Delete all `useState` calls for configuration
|
||||
2. Delete the `effectiveState` merging logic
|
||||
3. Update action creators to send moves instead
|
||||
|
||||
### Step 5: Test
|
||||
Run through the testing checklist above.
|
||||
|
||||
---
|
||||
|
||||
## Reference Implementation
|
||||
|
||||
See the Matching game for a complete reference implementation:
|
||||
|
||||
- **Types**: `src/lib/arcade/validation/types.ts`
|
||||
- **Validator**: `src/lib/arcade/validation/MatchingGameValidator.ts`
|
||||
- **Provider**: `src/app/arcade/matching/context/RoomMemoryPairsProvider.tsx`
|
||||
- **Optimistic Updates**: `applyMoveOptimistically` function in provider
|
||||
|
||||
Look for comments marked with:
|
||||
- `// STANDARD ARCADE PATTERN: GO_TO_SETUP`
|
||||
- `// STANDARD ARCADE PATTERN: SET_CONFIG`
|
||||
- `// NO LOCAL STATE`
|
||||
- `// NO MORE effectiveState merging!`
|
||||
|
||||
---
|
||||
|
||||
## Questions?
|
||||
|
||||
If something is unclear or you encounter issues implementing this pattern, refer to the Matching game implementation or update this document with clarifications.
|
||||
@@ -1,41 +1,17 @@
|
||||
{
|
||||
"permissions": {
|
||||
"allow": [
|
||||
"Bash(npm run build:*)",
|
||||
"Bash(npx tsc:*)",
|
||||
"Bash(curl:*)",
|
||||
"Bash(git add:*)",
|
||||
"Bash(git commit -m \"$(cat <<''EOF''\nfix: lazy-load database connection to prevent build-time access\n\nRefactor db/index.ts to use lazy initialization via Proxy pattern.\nThis prevents the database from being accessed at module import time,\nwhich was causing Next.js build failures in CI/CD environments where\nno database file exists.\n\nThe database connection is now created only when first accessed at\nruntime, allowing static site generation to complete successfully.\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\nEOF\n)\")",
|
||||
"Bash(git push:*)",
|
||||
"Read(//Users/antialias/projects/soroban-abacus-flashcards/**)",
|
||||
"Bash(npm install:*)",
|
||||
"Bash(cat:*)",
|
||||
"Bash(pnpm add:*)",
|
||||
"Bash(npx biome check:*)",
|
||||
"Bash(npx:*)",
|
||||
"Bash(eslint:*)",
|
||||
"Bash(npm run lint:fix:*)",
|
||||
"Bash(npm run format:*)",
|
||||
"Bash(npm test:*)",
|
||||
"Read(//Users/antialias/projects/**)",
|
||||
"Bash(npm run lint:*)",
|
||||
"Bash(pnpm install:*)",
|
||||
"Bash(pnpm run:*)",
|
||||
"Bash(rm:*)",
|
||||
"Bash(lsof:*)",
|
||||
"Bash(xargs kill:*)",
|
||||
"Bash(tee:*)",
|
||||
"Bash(for file in src/app/arcade/complement-race/components/RaceTrack/CircularTrack.tsx src/app/arcade/complement-race/components/RaceTrack/LinearTrack.tsx src/app/games/complement-race/components/RaceTrack/CircularTrack.tsx src/app/games/complement-race/components/RaceTrack/LinearTrack.tsx)",
|
||||
"Bash(do)",
|
||||
"Bash(done)",
|
||||
"Bash(for file in src/app/arcade/complement-race/components/RaceTrack/SteamTrainJourney.tsx src/app/games/complement-race/components/RaceTrack/SteamTrainJourney.tsx)",
|
||||
"Bash(for file in src/app/arcade/complement-race/hooks/useTrackManagement.ts src/app/games/complement-race/hooks/useTrackManagement.ts)",
|
||||
"Bash(echo \"EXIT CODE: $?\")",
|
||||
"Bash(git commit -m \"$(cat <<''EOF''\nfeat: add Biome + ESLint linting setup\n\nAdd Biome for formatting and general linting, with minimal ESLint\nconfiguration for React Hooks rules only. This provides:\n\n- Fast formatting via Biome (10-100x faster than Prettier)\n- General JS/TS linting via Biome\n- React Hooks validation via ESLint (rules-of-hooks)\n- Import organization via Biome\n\nConfiguration files:\n- biome.jsonc: Biome config with custom rule overrides\n- eslint.config.js: Minimal flat config for React Hooks only\n- .gitignore: Added Biome cache exclusion\n- LINTING.md: Documentation for the setup\n\nScripts added to package.json:\n- npm run lint: Check all files\n- npm run lint:fix: Auto-fix issues\n- npm run format: Format all files\n- npm run check: Full Biome check\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\nEOF\n)\")",
|
||||
"Bash(git add:*)",
|
||||
"Bash(git commit:*)",
|
||||
"Bash(npm run pre-commit:*)",
|
||||
"Bash(npm run:*)",
|
||||
"Bash(git push:*)",
|
||||
"Bash(git pull:*)",
|
||||
"Bash(git stash:*)",
|
||||
"Bash(members of the room\" requirement for room-based gameplay.\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\nEOF\n)\")"
|
||||
"Bash(npm run format:*)",
|
||||
"Bash(npm run pre-commit:*)",
|
||||
"Bash(npm run type-check:*)"
|
||||
],
|
||||
"deny": [],
|
||||
"ask": []
|
||||
|
||||
490
apps/web/docs/MULTIPLAYER_SYNC_ARCHITECTURE.md
Normal file
490
apps/web/docs/MULTIPLAYER_SYNC_ARCHITECTURE.md
Normal file
@@ -0,0 +1,490 @@
|
||||
# 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
|
||||
@@ -1,6 +1,5 @@
|
||||
/** @type {import('next').NextConfig} */
|
||||
const nextConfig = {
|
||||
output: 'standalone',
|
||||
eslint: {
|
||||
ignoreDuringBuilds: true,
|
||||
},
|
||||
|
||||
@@ -3,8 +3,8 @@
|
||||
"version": "0.1.0",
|
||||
"private": true,
|
||||
"scripts": {
|
||||
"dev": "concurrently \"node server.js\" \"npx @pandacss/dev --watch\"",
|
||||
"build": "node scripts/generate-build-info.js && next build",
|
||||
"dev": "tsc -p tsconfig.server.json && tsc-alias -p tsconfig.server.json && concurrently \"node server.js\" \"npx @pandacss/dev --watch\"",
|
||||
"build": "node scripts/generate-build-info.js && tsc -p tsconfig.server.json && tsc-alias -p tsconfig.server.json && next build",
|
||||
"start": "NODE_ENV=production node server.js",
|
||||
"lint": "npx @biomejs/biome lint . && npx eslint .",
|
||||
"lint:fix": "npx @biomejs/biome lint . --write && npx eslint . --fix",
|
||||
@@ -90,6 +90,7 @@
|
||||
"happy-dom": "^18.0.1",
|
||||
"jsdom": "^27.0.0",
|
||||
"storybook": "^9.1.7",
|
||||
"tsc-alias": "^1.8.16",
|
||||
"tsx": "^4.20.5",
|
||||
"typescript": "^5.0.0",
|
||||
"vitest": "^1.0.0"
|
||||
|
||||
445
apps/web/pnpm-lock.yaml
generated
Normal file
445
apps/web/pnpm-lock.yaml
generated
Normal file
@@ -0,0 +1,445 @@
|
||||
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|
||||
|
||||
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|
||||
autoInstallPeers: true
|
||||
excludeLinksFromLockfile: false
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
resolution: {integrity: sha512-5m4nQKp+rZRb09LNH59GM4BxTh9251/ylbKIbpe7TpGxfJ+9kv6BLkLBXIjjspbgbnIBNqlI23tRnTWT0snUIw==}
|
||||
peerDependencies:
|
||||
react: ^18.3.1
|
||||
|
||||
react@18.3.1:
|
||||
resolution: {integrity: sha512-wS+hAgJShR0KhEvPJArfuPVN1+Hz1t0Y6n5jLrGQbkb4urgPE/0Rve+1kMB1v/oWgHgm4WIcV+i7F2pTVj+2iQ==}
|
||||
engines: {node: '>=0.10.0'}
|
||||
|
||||
scheduler@0.23.2:
|
||||
resolution: {integrity: sha512-UOShsPwz7NrMUqhR6t0hWjFduvOzbtv7toDH1/hIrfRNIDBnnBWd0CwJTGvTpngVlmwGCdP9/Zl/tVrDqcuYzQ==}
|
||||
|
||||
snapshots:
|
||||
|
||||
'@floating-ui/core@1.7.3':
|
||||
dependencies:
|
||||
'@floating-ui/utils': 0.2.10
|
||||
|
||||
'@floating-ui/dom@1.7.4':
|
||||
dependencies:
|
||||
'@floating-ui/core': 1.7.3
|
||||
'@floating-ui/utils': 0.2.10
|
||||
|
||||
'@floating-ui/react-dom@2.1.6(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@floating-ui/dom': 1.7.4
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@floating-ui/utils@0.2.10': {}
|
||||
|
||||
'@radix-ui/primitive@1.1.3': {}
|
||||
|
||||
'@radix-ui/react-arrow@1.1.7(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-primitive': 2.1.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@radix-ui/react-compose-refs@1.1.2(react@18.3.1)':
|
||||
dependencies:
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-context@1.1.2(react@18.3.1)':
|
||||
dependencies:
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-dismissable-layer@1.1.11(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/primitive': 1.1.3
|
||||
'@radix-ui/react-compose-refs': 1.1.2(react@18.3.1)
|
||||
'@radix-ui/react-primitive': 2.1.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-use-callback-ref': 1.1.1(react@18.3.1)
|
||||
'@radix-ui/react-use-escape-keydown': 1.1.1(react@18.3.1)
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@radix-ui/react-id@1.1.1(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-use-layout-effect': 1.1.1(react@18.3.1)
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-popper@1.2.8(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@floating-ui/react-dom': 2.1.6(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-arrow': 1.1.7(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-compose-refs': 1.1.2(react@18.3.1)
|
||||
'@radix-ui/react-context': 1.1.2(react@18.3.1)
|
||||
'@radix-ui/react-primitive': 2.1.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-use-callback-ref': 1.1.1(react@18.3.1)
|
||||
'@radix-ui/react-use-layout-effect': 1.1.1(react@18.3.1)
|
||||
'@radix-ui/react-use-rect': 1.1.1(react@18.3.1)
|
||||
'@radix-ui/react-use-size': 1.1.1(react@18.3.1)
|
||||
'@radix-ui/rect': 1.1.1
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@radix-ui/react-portal@1.1.9(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-primitive': 2.1.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-use-layout-effect': 1.1.1(react@18.3.1)
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@radix-ui/react-presence@1.1.5(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-compose-refs': 1.1.2(react@18.3.1)
|
||||
'@radix-ui/react-use-layout-effect': 1.1.1(react@18.3.1)
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@radix-ui/react-primitive@2.1.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-slot': 1.2.3(react@18.3.1)
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@radix-ui/react-slot@1.2.3(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-compose-refs': 1.1.2(react@18.3.1)
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-tooltip@1.2.8(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/primitive': 1.1.3
|
||||
'@radix-ui/react-compose-refs': 1.1.2(react@18.3.1)
|
||||
'@radix-ui/react-context': 1.1.2(react@18.3.1)
|
||||
'@radix-ui/react-dismissable-layer': 1.1.11(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-id': 1.1.1(react@18.3.1)
|
||||
'@radix-ui/react-popper': 1.2.8(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-portal': 1.1.9(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-presence': 1.1.5(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-primitive': 2.1.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
'@radix-ui/react-slot': 1.2.3(react@18.3.1)
|
||||
'@radix-ui/react-use-controllable-state': 1.2.2(react@18.3.1)
|
||||
'@radix-ui/react-visually-hidden': 1.2.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@radix-ui/react-use-callback-ref@1.1.1(react@18.3.1)':
|
||||
dependencies:
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-use-controllable-state@1.2.2(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-use-effect-event': 0.0.2(react@18.3.1)
|
||||
'@radix-ui/react-use-layout-effect': 1.1.1(react@18.3.1)
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-use-effect-event@0.0.2(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-use-layout-effect': 1.1.1(react@18.3.1)
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-use-escape-keydown@1.1.1(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-use-callback-ref': 1.1.1(react@18.3.1)
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-use-layout-effect@1.1.1(react@18.3.1)':
|
||||
dependencies:
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-use-rect@1.1.1(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/rect': 1.1.1
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-use-size@1.1.1(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-use-layout-effect': 1.1.1(react@18.3.1)
|
||||
react: 18.3.1
|
||||
|
||||
'@radix-ui/react-visually-hidden@1.2.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
|
||||
dependencies:
|
||||
'@radix-ui/react-primitive': 2.1.3(react-dom@18.3.1(react@18.3.1))(react@18.3.1)
|
||||
react: 18.3.1
|
||||
react-dom: 18.3.1(react@18.3.1)
|
||||
|
||||
'@radix-ui/rect@1.1.1': {}
|
||||
|
||||
js-tokens@4.0.0: {}
|
||||
|
||||
loose-envify@1.4.0:
|
||||
dependencies:
|
||||
js-tokens: 4.0.0
|
||||
|
||||
react-dom@18.3.1(react@18.3.1):
|
||||
dependencies:
|
||||
loose-envify: 1.4.0
|
||||
react: 18.3.1
|
||||
scheduler: 0.23.2
|
||||
|
||||
react@18.3.1:
|
||||
dependencies:
|
||||
loose-envify: 1.4.0
|
||||
|
||||
scheduler@0.23.2:
|
||||
dependencies:
|
||||
loose-envify: 1.4.0
|
||||
@@ -11,9 +11,8 @@ const handle = app.getRequestHandler()
|
||||
|
||||
// Run migrations before starting server
|
||||
console.log('🔄 Running database migrations...')
|
||||
require('tsx/cjs')
|
||||
const { migrate } = require('drizzle-orm/better-sqlite3/migrator')
|
||||
const { db } = require('./src/db/index.ts')
|
||||
const { db } = require('./src/db/index.js')
|
||||
|
||||
try {
|
||||
migrate(db, { migrationsFolder: './drizzle' })
|
||||
@@ -35,9 +34,8 @@ app.prepare().then(() => {
|
||||
}
|
||||
})
|
||||
|
||||
// Initialize Socket.IO (load TypeScript with tsx)
|
||||
require('tsx/cjs')
|
||||
const { initializeSocketServer } = require('./socket-server.ts')
|
||||
// Initialize Socket.IO
|
||||
const { initializeSocketServer } = require('./socket-server.js')
|
||||
initializeSocketServer(server)
|
||||
|
||||
server
|
||||
|
||||
319
apps/web/socket-server.js
Normal file
319
apps/web/socket-server.js
Normal file
@@ -0,0 +1,319 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.getSocketIO = getSocketIO;
|
||||
exports.initializeSocketServer = initializeSocketServer;
|
||||
const socket_io_1 = require("socket.io");
|
||||
const session_manager_1 = require("./src/lib/arcade/session-manager");
|
||||
const room_manager_1 = require("./src/lib/arcade/room-manager");
|
||||
const room_membership_1 = require("./src/lib/arcade/room-membership");
|
||||
const player_manager_1 = require("./src/lib/arcade/player-manager");
|
||||
const MatchingGameValidator_1 = require("./src/lib/arcade/validation/MatchingGameValidator");
|
||||
/**
|
||||
* Get the socket.io server instance
|
||||
* Returns null if not initialized
|
||||
*/
|
||||
function getSocketIO() {
|
||||
return globalThis.__socketIO || null;
|
||||
}
|
||||
function initializeSocketServer(httpServer) {
|
||||
const io = new socket_io_1.Server(httpServer, {
|
||||
path: '/api/socket',
|
||||
cors: {
|
||||
origin: process.env.NEXT_PUBLIC_URL || 'http://localhost:3000',
|
||||
credentials: true,
|
||||
},
|
||||
});
|
||||
io.on('connection', (socket) => {
|
||||
console.log('🔌 Client connected:', socket.id);
|
||||
let currentUserId = null;
|
||||
// Join arcade session room
|
||||
socket.on('join-arcade-session', async ({ userId, roomId }) => {
|
||||
currentUserId = userId;
|
||||
socket.join(`arcade:${userId}`);
|
||||
console.log(`👤 User ${userId} joined arcade room`);
|
||||
// If this session is part of a room, also join the game room for multi-user sync
|
||||
if (roomId) {
|
||||
socket.join(`game:${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 (0, session_manager_1.getArcadeSessionByRoom)(roomId)
|
||||
: await (0, session_manager_1.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' });
|
||||
}
|
||||
});
|
||||
// Handle game moves
|
||||
socket.on('game-move', async (data) => {
|
||||
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') {
|
||||
// For room-based games, check if room session exists
|
||||
const existingSession = data.roomId
|
||||
? await (0, session_manager_1.getArcadeSessionByRoom)(data.roomId)
|
||||
: await (0, session_manager_1.getArcadeSession)(data.userId);
|
||||
if (!existingSession) {
|
||||
console.log('🎯 Creating new session for START_GAME');
|
||||
// activePlayers must be provided in the START_GAME move data
|
||||
const activePlayers = data.move.data?.activePlayers;
|
||||
if (!activePlayers || activePlayers.length === 0) {
|
||||
console.error('❌ START_GAME move missing activePlayers');
|
||||
socket.emit('move-rejected', {
|
||||
error: 'START_GAME requires at least one active player',
|
||||
move: data.move,
|
||||
});
|
||||
return;
|
||||
}
|
||||
// Get initial state from validator
|
||||
const initialState = MatchingGameValidator_1.matchingGameValidator.getInitialState({
|
||||
difficulty: 6,
|
||||
gameType: 'abacus-numeral',
|
||||
turnTimer: 30,
|
||||
});
|
||||
// Check if user is already in a room for this game
|
||||
const userRoomIds = await (0, room_membership_1.getUserRooms)(data.userId);
|
||||
let room = null;
|
||||
// Look for an existing active room for this game
|
||||
for (const roomId of userRoomIds) {
|
||||
const existingRoom = await (0, room_manager_1.getRoomById)(roomId);
|
||||
if (existingRoom &&
|
||||
existingRoom.gameName === 'matching' &&
|
||||
existingRoom.status !== 'finished') {
|
||||
room = existingRoom;
|
||||
console.log('🏠 Using existing room:', room.code);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If no suitable room exists, create a new one
|
||||
if (!room) {
|
||||
room = await (0, room_manager_1.createRoom)({
|
||||
name: 'Auto-generated Room',
|
||||
createdBy: data.userId,
|
||||
creatorName: 'Player',
|
||||
gameName: 'matching',
|
||||
gameConfig: {
|
||||
difficulty: 6,
|
||||
gameType: 'abacus-numeral',
|
||||
turnTimer: 30,
|
||||
},
|
||||
ttlMinutes: 60,
|
||||
});
|
||||
console.log('🏠 Created new room:', room.code);
|
||||
}
|
||||
// Now create the session linked to the room
|
||||
await (0, session_manager_1.createArcadeSession)({
|
||||
userId: data.userId,
|
||||
gameName: 'matching',
|
||||
gameUrl: '/arcade/room', // Room-based sessions use /arcade/room
|
||||
initialState,
|
||||
activePlayers,
|
||||
roomId: room.id,
|
||||
});
|
||||
console.log('✅ Session created successfully with room association');
|
||||
// Notify all connected clients about the new session
|
||||
const newSession = await (0, session_manager_1.getArcadeSession)(data.userId);
|
||||
if (newSession) {
|
||||
io.to(`arcade:${data.userId}`).emit('session-state', {
|
||||
gameState: newSession.gameState,
|
||||
currentGame: newSession.currentGame,
|
||||
gameUrl: newSession.gameUrl,
|
||||
activePlayers: newSession.activePlayers,
|
||||
version: newSession.version,
|
||||
});
|
||||
console.log('📢 Emitted session-state to notify clients of new session');
|
||||
}
|
||||
}
|
||||
}
|
||||
// Apply game move - use roomId for room-based games to access shared session
|
||||
const result = await (0, session_manager_1.applyGameMove)(data.userId, data.move, data.roomId);
|
||||
if (result.success && result.session) {
|
||||
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 ${result.session.roomId}`);
|
||||
}
|
||||
// Update activity timestamp
|
||||
await (0, session_manager_1.updateSessionActivity)(data.userId);
|
||||
}
|
||||
else {
|
||||
// Send rejection only to the requesting socket
|
||||
socket.emit('move-rejected', {
|
||||
error: result.error,
|
||||
move: data.move,
|
||||
versionConflict: result.versionConflict,
|
||||
});
|
||||
}
|
||||
}
|
||||
catch (error) {
|
||||
console.error('Error processing move:', error);
|
||||
socket.emit('move-rejected', {
|
||||
error: 'Server error processing move',
|
||||
move: data.move,
|
||||
});
|
||||
}
|
||||
});
|
||||
// Handle session exit
|
||||
socket.on('exit-arcade-session', async ({ userId }) => {
|
||||
console.log('🚪 User exiting arcade session:', userId);
|
||||
try {
|
||||
await (0, session_manager_1.deleteArcadeSession)(userId);
|
||||
io.to(`arcade:${userId}`).emit('session-ended');
|
||||
}
|
||||
catch (error) {
|
||||
console.error('Error ending session:', error);
|
||||
socket.emit('session-error', { error: 'Failed to end session' });
|
||||
}
|
||||
});
|
||||
// Keep-alive ping
|
||||
socket.on('ping-session', async ({ userId }) => {
|
||||
try {
|
||||
await (0, session_manager_1.updateSessionActivity)(userId);
|
||||
socket.emit('pong-session');
|
||||
}
|
||||
catch (error) {
|
||||
console.error('Error updating activity:', error);
|
||||
}
|
||||
});
|
||||
// Room: Join
|
||||
socket.on('join-room', async ({ roomId, userId }) => {
|
||||
console.log(`🏠 User ${userId} joining room ${roomId}`);
|
||||
try {
|
||||
// Join the socket room
|
||||
socket.join(`room:${roomId}`);
|
||||
// Mark member as online
|
||||
await (0, room_membership_1.setMemberOnline)(roomId, userId, true);
|
||||
// Get room data
|
||||
const members = await (0, room_membership_1.getRoomMembers)(roomId);
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(roomId);
|
||||
// Convert memberPlayers Map to object for JSON serialization
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Send current room state to the joining user
|
||||
socket.emit('room-joined', {
|
||||
roomId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
// Notify all other members in the room
|
||||
socket.to(`room:${roomId}`).emit('member-joined', {
|
||||
roomId,
|
||||
userId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ User ${userId} joined room ${roomId}`);
|
||||
}
|
||||
catch (error) {
|
||||
console.error('Error joining room:', error);
|
||||
socket.emit('room-error', { error: 'Failed to join room' });
|
||||
}
|
||||
});
|
||||
// Room: Leave
|
||||
socket.on('leave-room', async ({ roomId, userId }) => {
|
||||
console.log(`🚪 User ${userId} leaving room ${roomId}`);
|
||||
try {
|
||||
// Leave the socket room
|
||||
socket.leave(`room:${roomId}`);
|
||||
// Mark member as offline
|
||||
await (0, room_membership_1.setMemberOnline)(roomId, userId, false);
|
||||
// Get updated members
|
||||
const members = await (0, room_membership_1.getRoomMembers)(roomId);
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(roomId);
|
||||
// Convert memberPlayers Map to object
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Notify remaining members
|
||||
io.to(`room:${roomId}`).emit('member-left', {
|
||||
roomId,
|
||||
userId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ User ${userId} left room ${roomId}`);
|
||||
}
|
||||
catch (error) {
|
||||
console.error('Error leaving room:', error);
|
||||
}
|
||||
});
|
||||
// Room: Players updated
|
||||
socket.on('players-updated', async ({ roomId, userId }) => {
|
||||
console.log(`🎯 Players updated for user ${userId} in room ${roomId}`);
|
||||
try {
|
||||
// Get updated player data
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(roomId);
|
||||
// Convert memberPlayers Map to object
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Broadcast to all members in the room (including sender)
|
||||
io.to(`room:${roomId}`).emit('room-players-updated', {
|
||||
roomId,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ Broadcasted player updates for room ${roomId}`);
|
||||
}
|
||||
catch (error) {
|
||||
console.error('Error updating room players:', error);
|
||||
socket.emit('room-error', { error: 'Failed to update players' });
|
||||
}
|
||||
});
|
||||
socket.on('disconnect', () => {
|
||||
console.log('🔌 Client disconnected:', socket.id);
|
||||
if (currentUserId) {
|
||||
// Don't delete session on disconnect - it persists across devices
|
||||
console.log(`👤 User ${currentUserId} disconnected but session persists`);
|
||||
}
|
||||
});
|
||||
});
|
||||
// Store in globalThis to make accessible across module boundaries
|
||||
globalThis.__socketIO = io;
|
||||
console.log('✅ Socket.IO initialized on /api/socket');
|
||||
return io;
|
||||
}
|
||||
@@ -6,6 +6,7 @@ import {
|
||||
createArcadeSession,
|
||||
deleteArcadeSession,
|
||||
getArcadeSession,
|
||||
getArcadeSessionByRoom,
|
||||
updateSessionActivity,
|
||||
} from './src/lib/arcade/session-manager'
|
||||
import { createRoom, getRoomById } from './src/lib/arcade/room-manager'
|
||||
@@ -42,45 +43,72 @@ export function initializeSocketServer(httpServer: HTTPServer) {
|
||||
let currentUserId: string | null = null
|
||||
|
||||
// Join arcade session room
|
||||
socket.on('join-arcade-session', async ({ userId }: { userId: string }) => {
|
||||
currentUserId = userId
|
||||
socket.join(`arcade:${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)
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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',
|
||||
316
apps/web/src/app/arcade-rooms/__tests__/room-navigation.test.tsx
Normal file
316
apps/web/src/app/arcade-rooms/__tests__/room-navigation.test.tsx
Normal 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()
|
||||
})
|
||||
})
|
||||
})
|
||||
@@ -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
|
||||
@@ -3,12 +3,12 @@
|
||||
import { css } from '../../../../../styled-system/css'
|
||||
import { useGameMode } from '../../../../contexts/GameModeContext'
|
||||
import { pluralizeWord } from '../../../../utils/pluralization'
|
||||
import { useArcadeMemoryPairs } from '../context/ArcadeMemoryPairsContext'
|
||||
import { useMemoryPairs } from '../context/MemoryPairsContext'
|
||||
import { MemoryGrid } from './MemoryGrid'
|
||||
import { PlayerStatusBar } from './PlayerStatusBar'
|
||||
|
||||
export function GamePhase() {
|
||||
const { state, resetGame: _resetGame, activePlayers } = useArcadeMemoryPairs()
|
||||
const { state, resetGame: _resetGame, activePlayers } = useMemoryPairs()
|
||||
const { players: playerMap, activePlayers: activePlayerIds } = useGameMode()
|
||||
|
||||
// Convert Map to array and create mapping from numeric index to player
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
'use client'
|
||||
|
||||
import { useEffect, useMemo, useState } from 'react'
|
||||
import { useSpring, animated } from '@react-spring/web'
|
||||
import { useEffect, useMemo, useRef, useState } from 'react'
|
||||
import { css } from '../../../../../styled-system/css'
|
||||
import { useArcadeMemoryPairs } from '../context/ArcadeMemoryPairsContext'
|
||||
import { useViewerId } from '@/hooks/useViewerId'
|
||||
import { useMemoryPairs } from '../context/MemoryPairsContext'
|
||||
import { getGridConfiguration } from '../utils/cardGeneration'
|
||||
import { GameCard } from './GameCard'
|
||||
|
||||
@@ -80,8 +82,111 @@ function useGridDimensions(gridConfig: any, totalCards: number) {
|
||||
return gridDimensions
|
||||
}
|
||||
|
||||
// Animated hover avatar component
|
||||
function HoverAvatar({
|
||||
playerId,
|
||||
playerInfo,
|
||||
cardElement,
|
||||
isPlayersTurn,
|
||||
}: {
|
||||
playerId: string
|
||||
playerInfo: { emoji: string; name: string; color?: string }
|
||||
cardElement: HTMLElement | null
|
||||
isPlayersTurn: boolean
|
||||
}) {
|
||||
const [position, setPosition] = useState<{ x: number; y: number } | null>(null)
|
||||
const isFirstRender = useRef(true)
|
||||
|
||||
// Update position when card element changes
|
||||
useEffect(() => {
|
||||
if (cardElement) {
|
||||
const rect = cardElement.getBoundingClientRect()
|
||||
// Calculate the center of the card for avatar positioning
|
||||
const avatarCenterX = rect.left + rect.width / 2
|
||||
const avatarCenterY = rect.top + rect.height / 2
|
||||
|
||||
setPosition({
|
||||
x: avatarCenterX,
|
||||
y: avatarCenterY,
|
||||
})
|
||||
}
|
||||
}, [cardElement])
|
||||
|
||||
// Smooth spring animation for position changes
|
||||
const springProps = useSpring({
|
||||
x: position?.x ?? 0,
|
||||
y: position?.y ?? 0,
|
||||
opacity: position && isPlayersTurn && cardElement ? 1 : 0,
|
||||
config: {
|
||||
tension: 280,
|
||||
friction: 60,
|
||||
mass: 1,
|
||||
},
|
||||
immediate: isFirstRender.current, // Skip animation on first render only
|
||||
})
|
||||
|
||||
// Clear first render flag after initial render
|
||||
useEffect(() => {
|
||||
if (position && isFirstRender.current) {
|
||||
isFirstRender.current = false
|
||||
}
|
||||
}, [position])
|
||||
|
||||
// Don't render until we have a position
|
||||
if (!position) return null
|
||||
|
||||
return (
|
||||
<animated.div
|
||||
style={{
|
||||
position: 'fixed',
|
||||
// Don't use translate, just position directly at the calculated point
|
||||
left: springProps.x.to((x) => `${x}px`),
|
||||
top: springProps.y.to((y) => `${y}px`),
|
||||
opacity: springProps.opacity,
|
||||
width: '80px',
|
||||
height: '80px',
|
||||
marginLeft: '-40px', // Center horizontally (half of width)
|
||||
marginTop: '-40px', // Center vertically (half of height)
|
||||
borderRadius: '50%',
|
||||
background: playerInfo.color || 'linear-gradient(135deg, #667eea, #764ba2)',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
justifyContent: 'center',
|
||||
fontSize: '48px',
|
||||
// 3D elevation effect
|
||||
boxShadow:
|
||||
'0 12px 30px rgba(0,0,0,0.5), 0 6px 12px rgba(0,0,0,0.4), 0 0 40px rgba(102, 126, 234, 0.8)',
|
||||
border: '4px solid white',
|
||||
zIndex: 1000,
|
||||
pointerEvents: 'none',
|
||||
filter: 'drop-shadow(0 0 12px rgba(102, 126, 234, 0.9))',
|
||||
}}
|
||||
className={css({
|
||||
animation: 'hoverFloat 2s ease-in-out infinite',
|
||||
})}
|
||||
title={`${playerInfo.name} is considering this card`}
|
||||
>
|
||||
{playerInfo.emoji}
|
||||
</animated.div>
|
||||
)
|
||||
}
|
||||
|
||||
export function MemoryGrid() {
|
||||
const { state, flipCard } = useArcadeMemoryPairs()
|
||||
const { state, flipCard, hoverCard, gameMode } = useMemoryPairs()
|
||||
const { data: viewerId } = useViewerId()
|
||||
|
||||
// Track card element refs for positioning hover avatars
|
||||
const cardRefs = useRef<Map<string, HTMLElement>>(new Map())
|
||||
|
||||
// Check if it's the local player's turn
|
||||
const isMyTurn = useMemo(() => {
|
||||
if (gameMode === 'single') return true // Always your turn in single player
|
||||
|
||||
// In local games, all players belong to current user, so always their turn
|
||||
// In room games, check if current player belongs to this user
|
||||
const currentPlayerMetadata = state.playerMetadata?.[state.currentPlayer]
|
||||
return currentPlayerMetadata?.userId === viewerId
|
||||
}, [state.currentPlayer, state.playerMetadata, viewerId, gameMode])
|
||||
|
||||
// Hooks must be called before early return
|
||||
const gridConfig = useMemo(() => getGridConfiguration(state.difficulty), [state.difficulty])
|
||||
@@ -95,6 +200,28 @@ export function MemoryGrid() {
|
||||
flipCard(cardId)
|
||||
}
|
||||
|
||||
// Get player metadata for hover avatars
|
||||
const getPlayerHoverInfo = (playerId: string) => {
|
||||
// Get player info from game state metadata
|
||||
const player = state.playerMetadata?.[playerId]
|
||||
return player
|
||||
? {
|
||||
emoji: player.emoji,
|
||||
name: player.name,
|
||||
color: player.color,
|
||||
}
|
||||
: null
|
||||
}
|
||||
|
||||
// Set card ref callback
|
||||
const setCardRef = (cardId: string) => (element: HTMLDivElement | null) => {
|
||||
if (element) {
|
||||
cardRefs.current.set(cardId, element)
|
||||
} else {
|
||||
cardRefs.current.delete(cardId)
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
className={css({
|
||||
@@ -162,6 +289,7 @@ export function MemoryGrid() {
|
||||
return (
|
||||
<div
|
||||
key={card.id}
|
||||
ref={setCardRef(card.id)}
|
||||
className={css({
|
||||
aspectRatio: '3/4',
|
||||
// Fully responsive card sizing - no fixed pixel sizes
|
||||
@@ -172,7 +300,20 @@ export function MemoryGrid() {
|
||||
opacity: isDimmed ? 0.3 : 1,
|
||||
transition: 'opacity 0.3s ease',
|
||||
filter: isDimmed ? 'grayscale(0.7)' : 'none',
|
||||
position: 'relative',
|
||||
})}
|
||||
onMouseEnter={() => {
|
||||
// Only send hover if it's your turn and card is not matched
|
||||
if (hoverCard && !isMatched && isMyTurn) {
|
||||
hoverCard(card.id)
|
||||
}
|
||||
}}
|
||||
onMouseLeave={() => {
|
||||
// Clear hover state when mouse leaves card
|
||||
if (hoverCard && !isMatched && isMyTurn) {
|
||||
hoverCard(null)
|
||||
}
|
||||
}}
|
||||
>
|
||||
<GameCard
|
||||
card={card}
|
||||
@@ -233,23 +374,64 @@ export function MemoryGrid() {
|
||||
})}
|
||||
/>
|
||||
)}
|
||||
|
||||
{/* Animated Hover Avatars - Rendered as fixed positioned elements that smoothly transition */}
|
||||
{/* Render one avatar per remote player - key by playerId to keep component alive */}
|
||||
{state.playerHovers &&
|
||||
Object.entries(state.playerHovers)
|
||||
.filter(([playerId]) => {
|
||||
// Don't show your own hover avatar (only show remote players)
|
||||
// In local games, all players belong to this user
|
||||
// In room games, check if player belongs to different user
|
||||
const player = state.playerMetadata?.[playerId]
|
||||
return player?.userId !== viewerId
|
||||
})
|
||||
.map(([playerId, cardId]) => {
|
||||
const playerInfo = getPlayerHoverInfo(playerId)
|
||||
// Get card element if player is hovering (cardId might be null)
|
||||
const cardElement = cardId ? cardRefs.current.get(cardId) : null
|
||||
// Check if it's this player's turn
|
||||
const isPlayersTurn = state.currentPlayer === playerId
|
||||
|
||||
if (!playerInfo) return null
|
||||
|
||||
// Render avatar even if no cardElement (it will handle hiding itself)
|
||||
return (
|
||||
<HoverAvatar
|
||||
key={playerId} // Key by playerId keeps component alive across card changes!
|
||||
playerId={playerId}
|
||||
playerInfo={playerInfo}
|
||||
cardElement={cardElement}
|
||||
isPlayersTurn={isPlayersTurn}
|
||||
/>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
// Add shake animation for mismatch feedback
|
||||
const shakeAnimation = `
|
||||
// Add animations for mismatch feedback and hover avatars
|
||||
const gridAnimations = `
|
||||
@keyframes shake {
|
||||
0%, 100% { transform: translate(-50%, -50%) translateX(0); }
|
||||
25% { transform: translate(-50%, -50%) translateX(-5px); }
|
||||
75% { transform: translate(-50%, -50%) translateX(5px); }
|
||||
}
|
||||
|
||||
@keyframes hoverFloat {
|
||||
0%, 100% {
|
||||
transform: translateY(0px);
|
||||
}
|
||||
50% {
|
||||
transform: translateY(-6px);
|
||||
}
|
||||
}
|
||||
`
|
||||
|
||||
// Inject animation styles
|
||||
if (typeof document !== 'undefined' && !document.getElementById('memory-grid-animations')) {
|
||||
const style = document.createElement('style')
|
||||
style.id = 'memory-grid-animations'
|
||||
style.textContent = shakeAnimation
|
||||
style.textContent = gridAnimations
|
||||
document.head.appendChild(style)
|
||||
}
|
||||
|
||||
@@ -3,20 +3,18 @@
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { useEffect, useRef } from 'react'
|
||||
import { PageWithNav } from '@/components/PageWithNav'
|
||||
import { useArcadeRedirect } from '@/hooks/useArcadeRedirect'
|
||||
import { css } from '../../../../../styled-system/css'
|
||||
import { StandardGameLayout } from '../../../../components/StandardGameLayout'
|
||||
import { useFullscreen } from '../../../../contexts/FullscreenContext'
|
||||
import { useArcadeMemoryPairs } from '../context/ArcadeMemoryPairsContext'
|
||||
import { useMemoryPairs } from '../context/MemoryPairsContext'
|
||||
import { GamePhase } from './GamePhase'
|
||||
import { ResultsPhase } from './ResultsPhase'
|
||||
import { SetupPhase } from './SetupPhase'
|
||||
|
||||
export function MemoryPairsGame() {
|
||||
const router = useRouter()
|
||||
const { state, exitSession, resetGame } = useArcadeMemoryPairs()
|
||||
const { state, exitSession, resetGame, goToSetup, canModifyPlayers } = useMemoryPairs()
|
||||
const { setFullscreenElement } = useFullscreen()
|
||||
const { canModifyPlayers } = useArcadeRedirect({ currentGame: 'matching' })
|
||||
const gameRef = useRef<HTMLDivElement>(null)
|
||||
|
||||
useEffect(() => {
|
||||
@@ -37,11 +35,14 @@ export function MemoryPairsGame() {
|
||||
exitSession()
|
||||
router.push('/arcade')
|
||||
}}
|
||||
onSetup={() => {
|
||||
// Exit current session and return to arcade (which will redirect to setup)
|
||||
exitSession()
|
||||
router.push('/arcade/matching')
|
||||
}}
|
||||
onSetup={
|
||||
goToSetup
|
||||
? () => {
|
||||
// Transition to setup phase (will pause game if active)
|
||||
goToSetup()
|
||||
}
|
||||
: undefined
|
||||
}
|
||||
onNewGame={() => {
|
||||
resetGame()
|
||||
}}
|
||||
|
||||
@@ -1,21 +1,20 @@
|
||||
'use client'
|
||||
|
||||
import { css } from '../../../../../styled-system/css'
|
||||
import { useGameMode } from '../../../../contexts/GameModeContext'
|
||||
import { gamePlurals } from '../../../../utils/pluralization'
|
||||
import { useArcadeMemoryPairs } from '../context/ArcadeMemoryPairsContext'
|
||||
import { useMemoryPairs } from '../context/MemoryPairsContext'
|
||||
|
||||
interface PlayerStatusBarProps {
|
||||
className?: string
|
||||
}
|
||||
|
||||
export function PlayerStatusBar({ className }: PlayerStatusBarProps) {
|
||||
const { players: playerMap, activePlayers: activePlayerIds } = useGameMode()
|
||||
const { state } = useArcadeMemoryPairs()
|
||||
const { state } = useMemoryPairs()
|
||||
|
||||
// Get active players array
|
||||
const activePlayersData = Array.from(activePlayerIds)
|
||||
.map((id) => playerMap.get(id))
|
||||
// Get active players from game state (not GameModeContext)
|
||||
// This ensures we only show players actually in this game
|
||||
const activePlayersData = state.activePlayers
|
||||
.map((id) => state.playerMetadata?.[id])
|
||||
.filter((p): p is NonNullable<typeof p> => p !== undefined)
|
||||
|
||||
// Map active players to display data with scores
|
||||
@@ -26,8 +25,14 @@ export function PlayerStatusBar({ className }: PlayerStatusBarProps) {
|
||||
displayEmoji: player.emoji,
|
||||
score: state.scores[player.id] || 0,
|
||||
consecutiveMatches: state.consecutiveMatches?.[player.id] || 0,
|
||||
// In local games all players are local, in room games check metadata
|
||||
isLocalPlayer: state.gameMode === 'single' || state.gameMode === 'multiplayer',
|
||||
}))
|
||||
|
||||
// Check if 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 && (
|
||||
|
||||
@@ -3,12 +3,12 @@
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { css } from '../../../../../styled-system/css'
|
||||
import { useGameMode } from '../../../../contexts/GameModeContext'
|
||||
import { useArcadeMemoryPairs } from '../context/ArcadeMemoryPairsContext'
|
||||
import { useMemoryPairs } from '../context/MemoryPairsContext'
|
||||
import { formatGameTime, getMultiplayerWinner, getPerformanceAnalysis } from '../utils/gameScoring'
|
||||
|
||||
export function ResultsPhase() {
|
||||
const router = useRouter()
|
||||
const { state, resetGame, activePlayers, gameMode } = useArcadeMemoryPairs()
|
||||
const { state, resetGame, activePlayers, gameMode, exitSession } = useMemoryPairs()
|
||||
const { players: playerMap, activePlayers: activePlayerIds } = useGameMode()
|
||||
|
||||
// Get active player data array
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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) => {
|
||||
|
||||
@@ -0,0 +1,560 @@
|
||||
'use client'
|
||||
|
||||
import { type ReactNode, useCallback, useEffect, useMemo, useReducer } from 'react'
|
||||
import { useRouter } from 'next/navigation'
|
||||
import { useArcadeRedirect } from '@/hooks/useArcadeRedirect'
|
||||
import { useViewerId } from '@/hooks/useViewerId'
|
||||
import { useUserPlayers } from '@/hooks/useUserPlayers'
|
||||
import { generateGameCards } from '../utils/cardGeneration'
|
||||
import { validateMatch } from '../utils/matchValidation'
|
||||
import { MemoryPairsContext } from './MemoryPairsContext'
|
||||
import type { GameMode, GameStatistics, MemoryPairsContextValue, MemoryPairsState } from './types'
|
||||
|
||||
// Initial state for local-only games
|
||||
const initialState: MemoryPairsState = {
|
||||
cards: [],
|
||||
gameCards: [],
|
||||
flippedCards: [],
|
||||
gameType: 'abacus-numeral',
|
||||
difficulty: 6,
|
||||
turnTimer: 30,
|
||||
gamePhase: 'setup',
|
||||
currentPlayer: '',
|
||||
matchedPairs: 0,
|
||||
totalPairs: 6,
|
||||
moves: 0,
|
||||
scores: {},
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
consecutiveMatches: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
currentMoveStartTime: null,
|
||||
timerInterval: null,
|
||||
celebrationAnimations: [],
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
lastMatchedPair: null,
|
||||
originalConfig: undefined,
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
playerHovers: {},
|
||||
}
|
||||
|
||||
// Action types for local reducer
|
||||
type LocalAction =
|
||||
| { type: 'START_GAME'; cards: any[]; activePlayers: string[]; playerMetadata: any }
|
||||
| { type: 'FLIP_CARD'; cardId: string }
|
||||
| { type: 'MATCH_FOUND'; cardIds: [string, string]; playerId: string }
|
||||
| { type: 'MATCH_FAILED'; cardIds: [string, string] }
|
||||
| { type: 'CLEAR_MISMATCH' }
|
||||
| { type: 'SWITCH_PLAYER' }
|
||||
| { type: 'GO_TO_SETUP' }
|
||||
| { type: 'SET_CONFIG'; field: string; value: any }
|
||||
| { type: 'RESUME_GAME' }
|
||||
| { type: 'HOVER_CARD'; playerId: string; cardId: string | null }
|
||||
| { type: 'END_GAME' }
|
||||
|
||||
// Pure client-side reducer with complete game logic
|
||||
function localMemoryPairsReducer(state: MemoryPairsState, action: LocalAction): MemoryPairsState {
|
||||
switch (action.type) {
|
||||
case 'START_GAME':
|
||||
return {
|
||||
...state,
|
||||
gamePhase: 'playing',
|
||||
gameCards: action.cards,
|
||||
cards: action.cards,
|
||||
flippedCards: [],
|
||||
matchedPairs: 0,
|
||||
moves: 0,
|
||||
scores: action.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
|
||||
consecutiveMatches: action.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
|
||||
activePlayers: action.activePlayers,
|
||||
playerMetadata: action.playerMetadata,
|
||||
currentPlayer: action.activePlayers[0] || '',
|
||||
gameStartTime: Date.now(),
|
||||
gameEndTime: null,
|
||||
currentMoveStartTime: Date.now(),
|
||||
celebrationAnimations: [],
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
lastMatchedPair: null,
|
||||
originalConfig: {
|
||||
gameType: state.gameType,
|
||||
difficulty: state.difficulty,
|
||||
turnTimer: state.turnTimer,
|
||||
},
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
}
|
||||
|
||||
case 'FLIP_CARD': {
|
||||
const card = state.gameCards.find((c) => c.id === action.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,
|
||||
showMismatchFeedback: false,
|
||||
}
|
||||
}
|
||||
|
||||
case 'MATCH_FOUND': {
|
||||
const [id1, id2] = action.cardIds
|
||||
const updatedCards = state.gameCards.map((card) =>
|
||||
card.id === id1 || card.id === id2
|
||||
? { ...card, matched: true, matchedBy: action.playerId }
|
||||
: card
|
||||
)
|
||||
|
||||
const newMatchedPairs = state.matchedPairs + 1
|
||||
const newScores = {
|
||||
...state.scores,
|
||||
[action.playerId]: (state.scores[action.playerId] || 0) + 1,
|
||||
}
|
||||
const newConsecutiveMatches = {
|
||||
...state.consecutiveMatches,
|
||||
[action.playerId]: (state.consecutiveMatches[action.playerId] || 0) + 1,
|
||||
}
|
||||
|
||||
// Check if game is complete
|
||||
const gameComplete = newMatchedPairs >= state.totalPairs
|
||||
|
||||
return {
|
||||
...state,
|
||||
gameCards: updatedCards,
|
||||
cards: updatedCards,
|
||||
flippedCards: [],
|
||||
matchedPairs: newMatchedPairs,
|
||||
moves: state.moves + 1,
|
||||
scores: newScores,
|
||||
consecutiveMatches: newConsecutiveMatches,
|
||||
lastMatchedPair: action.cardIds,
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
gamePhase: gameComplete ? 'results' : state.gamePhase,
|
||||
gameEndTime: gameComplete ? Date.now() : null,
|
||||
// Player keeps their turn on match
|
||||
}
|
||||
}
|
||||
|
||||
case 'MATCH_FAILED': {
|
||||
// Reset consecutive matches for current player
|
||||
const newConsecutiveMatches = {
|
||||
...state.consecutiveMatches,
|
||||
[state.currentPlayer]: 0,
|
||||
}
|
||||
|
||||
return {
|
||||
...state,
|
||||
moves: state.moves + 1,
|
||||
showMismatchFeedback: true,
|
||||
isProcessingMove: true,
|
||||
consecutiveMatches: newConsecutiveMatches,
|
||||
// Don't clear flipped cards yet - CLEAR_MISMATCH will do that
|
||||
}
|
||||
}
|
||||
|
||||
case 'CLEAR_MISMATCH': {
|
||||
return {
|
||||
...state,
|
||||
flippedCards: [],
|
||||
showMismatchFeedback: false,
|
||||
isProcessingMove: false,
|
||||
}
|
||||
}
|
||||
|
||||
case 'SWITCH_PLAYER': {
|
||||
const currentIndex = state.activePlayers.indexOf(state.currentPlayer)
|
||||
const nextIndex = (currentIndex + 1) % state.activePlayers.length
|
||||
const nextPlayer = state.activePlayers[nextIndex]
|
||||
|
||||
return {
|
||||
...state,
|
||||
currentPlayer: nextPlayer,
|
||||
currentMoveStartTime: Date.now(),
|
||||
}
|
||||
}
|
||||
|
||||
case 'GO_TO_SETUP': {
|
||||
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
|
||||
|
||||
return {
|
||||
...state,
|
||||
gamePhase: 'setup',
|
||||
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,
|
||||
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': {
|
||||
const clearPausedGame = !!state.pausedGamePhase
|
||||
|
||||
return {
|
||||
...state,
|
||||
[action.field]: action.value,
|
||||
...(action.field === 'difficulty' ? { totalPairs: action.value } : {}),
|
||||
...(clearPausedGame
|
||||
? { pausedGamePhase: undefined, pausedGameState: undefined, originalConfig: undefined }
|
||||
: {}),
|
||||
}
|
||||
}
|
||||
|
||||
case 'RESUME_GAME': {
|
||||
if (!state.pausedGamePhase || !state.pausedGameState) {
|
||||
return state
|
||||
}
|
||||
|
||||
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,
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
}
|
||||
}
|
||||
|
||||
case 'HOVER_CARD': {
|
||||
return {
|
||||
...state,
|
||||
playerHovers: {
|
||||
...state.playerHovers,
|
||||
[action.playerId]: action.cardId,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
case 'END_GAME': {
|
||||
return {
|
||||
...state,
|
||||
gamePhase: 'results',
|
||||
gameEndTime: Date.now(),
|
||||
}
|
||||
}
|
||||
|
||||
default:
|
||||
return state
|
||||
}
|
||||
}
|
||||
|
||||
// Provider component for LOCAL-ONLY play (no network, no arcade session)
|
||||
export function LocalMemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
const router = useRouter()
|
||||
const { data: viewerId } = useViewerId()
|
||||
|
||||
// LOCAL-ONLY: Get only the current user's players (no room members)
|
||||
const { data: userPlayers = [] } = useUserPlayers()
|
||||
|
||||
// Use arcade redirect to determine button visibility
|
||||
const { canModifyPlayers } = useArcadeRedirect({ currentGame: 'matching' })
|
||||
|
||||
// Build players map from current user's players only
|
||||
const players = useMemo(() => {
|
||||
const map = new Map()
|
||||
userPlayers.forEach((player) => {
|
||||
map.set(player.id, {
|
||||
id: player.id,
|
||||
name: player.name,
|
||||
emoji: player.emoji,
|
||||
color: player.color,
|
||||
isLocal: true,
|
||||
})
|
||||
})
|
||||
return map
|
||||
}, [userPlayers])
|
||||
|
||||
// Get active player IDs from current user's players only
|
||||
const activePlayers = useMemo(() => {
|
||||
return userPlayers.filter((p) => p.isActive).map((p) => p.id)
|
||||
}, [userPlayers])
|
||||
|
||||
// Derive game mode from active player count
|
||||
const gameMode = activePlayers.length > 1 ? 'multiplayer' : 'single'
|
||||
|
||||
// Pure client-side state with useReducer
|
||||
const [state, dispatch] = useReducer(localMemoryPairsReducer, initialState)
|
||||
|
||||
// Handle mismatch feedback timeout and player switching
|
||||
useEffect(() => {
|
||||
if (state.showMismatchFeedback && state.flippedCards.length === 2) {
|
||||
const timeout = setTimeout(() => {
|
||||
dispatch({ type: 'CLEAR_MISMATCH' })
|
||||
// Switch to next player after mismatch
|
||||
dispatch({ type: 'SWITCH_PLAYER' })
|
||||
}, 1500)
|
||||
|
||||
return () => clearTimeout(timeout)
|
||||
}
|
||||
}, [state.showMismatchFeedback, state.flippedCards.length])
|
||||
|
||||
// Handle automatic match checking when 2 cards flipped
|
||||
useEffect(() => {
|
||||
if (state.flippedCards.length === 2 && !state.showMismatchFeedback) {
|
||||
const [card1, card2] = state.flippedCards
|
||||
const isMatch = validateMatch(card1, card2)
|
||||
|
||||
const timeout = setTimeout(() => {
|
||||
if (isMatch.isValid) {
|
||||
dispatch({
|
||||
type: 'MATCH_FOUND',
|
||||
cardIds: [card1.id, card2.id],
|
||||
playerId: state.currentPlayer,
|
||||
})
|
||||
// Player keeps turn on match - no SWITCH_PLAYER
|
||||
} else {
|
||||
dispatch({
|
||||
type: 'MATCH_FAILED',
|
||||
cardIds: [card1.id, card2.id],
|
||||
})
|
||||
// SWITCH_PLAYER will happen after CLEAR_MISMATCH timeout
|
||||
}
|
||||
}, 600) // Small delay to show both cards
|
||||
|
||||
return () => clearTimeout(timeout)
|
||||
}
|
||||
}, [state.flippedCards, state.showMismatchFeedback, state.currentPlayer])
|
||||
|
||||
// Computed values
|
||||
const isGameActive = state.gamePhase === 'playing'
|
||||
|
||||
const canFlipCard = useCallback(
|
||||
(cardId: string): boolean => {
|
||||
if (!isGameActive || state.isProcessingMove) {
|
||||
return false
|
||||
}
|
||||
|
||||
const card = state.gameCards.find((c) => c.id === cardId)
|
||||
if (!card || card.matched) {
|
||||
return false
|
||||
}
|
||||
|
||||
if (state.flippedCards.some((c) => c.id === cardId)) {
|
||||
return false
|
||||
}
|
||||
|
||||
if (state.flippedCards.length >= 2) {
|
||||
return false
|
||||
}
|
||||
|
||||
// In local play, all local players can flip during their turn
|
||||
const currentPlayerData = players.get(state.currentPlayer)
|
||||
if (currentPlayerData && currentPlayerData.isLocal === false) {
|
||||
return false
|
||||
}
|
||||
|
||||
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]
|
||||
)
|
||||
|
||||
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
|
||||
const startGame = useCallback(() => {
|
||||
if (activePlayers.length === 0) {
|
||||
console.error('[LocalMemoryPairs] Cannot start game without active players')
|
||||
return
|
||||
}
|
||||
|
||||
const playerMetadata: { [playerId: string]: any } = {}
|
||||
for (const playerId of activePlayers) {
|
||||
const playerData = players.get(playerId)
|
||||
if (playerData) {
|
||||
playerMetadata[playerId] = {
|
||||
id: playerId,
|
||||
name: playerData.name,
|
||||
emoji: playerData.emoji,
|
||||
userId: viewerId || '',
|
||||
color: playerData.color,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const cards = generateGameCards(state.gameType, state.difficulty)
|
||||
dispatch({
|
||||
type: 'START_GAME',
|
||||
cards,
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
})
|
||||
}, [state.gameType, state.difficulty, activePlayers, players, viewerId])
|
||||
|
||||
const flipCard = useCallback(
|
||||
(cardId: string) => {
|
||||
if (!canFlipCard(cardId)) {
|
||||
return
|
||||
}
|
||||
dispatch({ type: 'FLIP_CARD', cardId })
|
||||
},
|
||||
[canFlipCard]
|
||||
)
|
||||
|
||||
const resetGame = useCallback(() => {
|
||||
if (activePlayers.length === 0) {
|
||||
console.error('[LocalMemoryPairs] Cannot reset game without active players')
|
||||
return
|
||||
}
|
||||
|
||||
const playerMetadata: { [playerId: string]: any } = {}
|
||||
for (const playerId of activePlayers) {
|
||||
const playerData = players.get(playerId)
|
||||
if (playerData) {
|
||||
playerMetadata[playerId] = {
|
||||
id: playerId,
|
||||
name: playerData.name,
|
||||
emoji: playerData.emoji,
|
||||
userId: viewerId || '',
|
||||
color: playerData.color,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const cards = generateGameCards(state.gameType, state.difficulty)
|
||||
dispatch({
|
||||
type: 'START_GAME',
|
||||
cards,
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
})
|
||||
}, [state.gameType, state.difficulty, activePlayers, players, viewerId])
|
||||
|
||||
const setGameType = useCallback((gameType: typeof state.gameType) => {
|
||||
dispatch({ type: 'SET_CONFIG', field: 'gameType', value: gameType })
|
||||
}, [])
|
||||
|
||||
const setDifficulty = useCallback((difficulty: typeof state.difficulty) => {
|
||||
dispatch({ type: 'SET_CONFIG', field: 'difficulty', value: difficulty })
|
||||
}, [])
|
||||
|
||||
const setTurnTimer = useCallback((turnTimer: typeof state.turnTimer) => {
|
||||
dispatch({ type: 'SET_CONFIG', field: 'turnTimer', value: turnTimer })
|
||||
}, [])
|
||||
|
||||
const resumeGame = useCallback(() => {
|
||||
if (!canResumeGame) {
|
||||
console.warn('[LocalMemoryPairs] Cannot resume - no paused game or config changed')
|
||||
return
|
||||
}
|
||||
dispatch({ type: 'RESUME_GAME' })
|
||||
}, [canResumeGame])
|
||||
|
||||
const goToSetup = useCallback(() => {
|
||||
dispatch({ type: 'GO_TO_SETUP' })
|
||||
}, [])
|
||||
|
||||
const hoverCard = useCallback(
|
||||
(cardId: string | null) => {
|
||||
const playerId = state.currentPlayer || activePlayers[0] || ''
|
||||
if (!playerId) return
|
||||
|
||||
dispatch({
|
||||
type: 'HOVER_CARD',
|
||||
playerId,
|
||||
cardId,
|
||||
})
|
||||
},
|
||||
[state.currentPlayer, activePlayers]
|
||||
)
|
||||
|
||||
const exitSession = useCallback(() => {
|
||||
router.push('/arcade')
|
||||
}, [router])
|
||||
|
||||
const effectiveState = { ...state, gameMode } as MemoryPairsState & { gameMode: GameMode }
|
||||
|
||||
const contextValue: MemoryPairsContextValue = {
|
||||
state: effectiveState,
|
||||
dispatch: () => {
|
||||
// No-op - local provider uses action creators instead
|
||||
console.warn('dispatch() is not available in local mode, use action creators instead')
|
||||
},
|
||||
isGameActive,
|
||||
canFlipCard,
|
||||
currentGameStatistics,
|
||||
hasConfigChanged,
|
||||
canResumeGame,
|
||||
canModifyPlayers,
|
||||
startGame,
|
||||
resumeGame,
|
||||
flipCard,
|
||||
resetGame,
|
||||
goToSetup,
|
||||
setGameType,
|
||||
setDifficulty,
|
||||
setTurnTimer,
|
||||
hoverCard,
|
||||
exitSession,
|
||||
gameMode,
|
||||
activePlayers,
|
||||
}
|
||||
|
||||
return <MemoryPairsContext.Provider value={contextValue}>{children}</MemoryPairsContext.Provider>
|
||||
}
|
||||
@@ -251,7 +251,7 @@ function memoryPairsReducer(state: MemoryPairsState, action: MemoryPairsAction):
|
||||
}
|
||||
|
||||
// Create context
|
||||
const MemoryPairsContext = createContext<MemoryPairsContextValue | null>(null)
|
||||
export const MemoryPairsContext = createContext<MemoryPairsContextValue | null>(null)
|
||||
|
||||
// Provider component
|
||||
export function MemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
|
||||
@@ -0,0 +1,582 @@
|
||||
'use client'
|
||||
|
||||
import { type ReactNode, useCallback, useEffect, useMemo } from 'react'
|
||||
import { useArcadeRedirect } from '@/hooks/useArcadeRedirect'
|
||||
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)
|
||||
// NOTE: This provider should ONLY be used for room-based multiplayer games.
|
||||
// For arcade sessions without rooms, use LocalMemoryPairsProvider instead.
|
||||
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,
|
||||
canModifyPlayers: false, // Room-based games: always show buttons (false = show buttons)
|
||||
startGame,
|
||||
resumeGame,
|
||||
flipCard,
|
||||
resetGame,
|
||||
goToSetup,
|
||||
setGameType,
|
||||
setDifficulty,
|
||||
setTurnTimer,
|
||||
hoverCard,
|
||||
exitSession,
|
||||
gameMode,
|
||||
activePlayers,
|
||||
}
|
||||
|
||||
return <MemoryPairsContext.Provider value={contextValue}>{children}</MemoryPairsContext.Provider>
|
||||
}
|
||||
|
||||
// Export the hook for this provider
|
||||
export { useMemoryPairs } from './MemoryPairsContext'
|
||||
20
apps/web/src/app/arcade/matching/context/index.ts
Normal file
20
apps/web/src/app/arcade/matching/context/index.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* Central export point for arcade matching game context
|
||||
* Re-exports the hook from the appropriate provider
|
||||
*/
|
||||
|
||||
// Export the hook (works with both local and room providers)
|
||||
export { useMemoryPairs } from './MemoryPairsContext'
|
||||
|
||||
// Export the room provider (networked multiplayer)
|
||||
export { RoomMemoryPairsProvider } from './RoomMemoryPairsProvider'
|
||||
|
||||
// Export types
|
||||
export type {
|
||||
GameCard,
|
||||
GameMode,
|
||||
GamePhase,
|
||||
GameType,
|
||||
MemoryPairsState,
|
||||
MemoryPairsContextValue,
|
||||
} from './types'
|
||||
@@ -59,6 +59,7 @@ export interface MemoryPairsState {
|
||||
moves: number
|
||||
scores: PlayerScore
|
||||
activePlayers: Player[] // Track active player IDs
|
||||
playerMetadata?: { [playerId: string]: any } // Player metadata for cross-user visibility
|
||||
consecutiveMatches: { [playerId: string]: number } // Track consecutive matches per player
|
||||
|
||||
// Timing
|
||||
@@ -72,6 +73,24 @@ export interface MemoryPairsState {
|
||||
isProcessingMove: boolean
|
||||
showMismatchFeedback: boolean
|
||||
lastMatchedPair: [string, string] | null
|
||||
|
||||
// PAUSE/RESUME: Paused game state
|
||||
originalConfig?: { gameType: GameType; difficulty: Difficulty; turnTimer: number }
|
||||
pausedGamePhase?: GamePhase
|
||||
pausedGameState?: {
|
||||
gameCards: GameCard[]
|
||||
currentPlayer: Player
|
||||
matchedPairs: number
|
||||
moves: number
|
||||
scores: PlayerScore
|
||||
activePlayers: Player[]
|
||||
playerMetadata: { [playerId: string]: any }
|
||||
consecutiveMatches: { [playerId: string]: number }
|
||||
gameStartTime: number | null
|
||||
}
|
||||
|
||||
// HOVER: Networked hover state
|
||||
playerHovers?: { [playerId: string]: string | null }
|
||||
}
|
||||
|
||||
export type MemoryPairsAction =
|
||||
@@ -101,6 +120,11 @@ export interface MemoryPairsContextValue {
|
||||
currentGameStatistics: GameStatistics
|
||||
gameMode: GameMode // Derived from global context
|
||||
activePlayers: Player[] // Active player IDs from arena
|
||||
canModifyPlayers: boolean // Whether players can be added/removed (controls button visibility)
|
||||
|
||||
// PAUSE/RESUME: Computed pause/resume values
|
||||
hasConfigChanged?: boolean
|
||||
canResumeGame?: boolean
|
||||
|
||||
// Actions
|
||||
startGame: () => void
|
||||
@@ -108,6 +132,10 @@ export interface MemoryPairsContextValue {
|
||||
resetGame: () => void
|
||||
setGameType: (type: GameType) => void
|
||||
setDifficulty: (difficulty: Difficulty) => void
|
||||
setTurnTimer?: (timer: number) => void
|
||||
goToSetup?: () => void
|
||||
resumeGame?: () => void
|
||||
hoverCard?: (cardId: string | null) => void
|
||||
exitSession: () => void
|
||||
}
|
||||
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
import { ArcadeGuardedPage } from '@/components/ArcadeGuardedPage'
|
||||
import { MemoryPairsGame } from './components/MemoryPairsGame'
|
||||
import { ArcadeMemoryPairsProvider } from './context/ArcadeMemoryPairsContext'
|
||||
import { LocalMemoryPairsProvider } from './context/LocalMemoryPairsProvider'
|
||||
|
||||
export default function MatchingPage() {
|
||||
return (
|
||||
<ArcadeGuardedPage>
|
||||
<ArcadeMemoryPairsProvider>
|
||||
<LocalMemoryPairsProvider>
|
||||
<MemoryPairsGame />
|
||||
</ArcadeMemoryPairsProvider>
|
||||
</LocalMemoryPairsProvider>
|
||||
</ArcadeGuardedPage>
|
||||
)
|
||||
}
|
||||
|
||||
@@ -1,33 +1,20 @@
|
||||
'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'
|
||||
import { RoomMemoryPairsProvider } from '../matching/context/RoomMemoryPairsProvider'
|
||||
|
||||
/**
|
||||
* /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>
|
||||
<RoomMemoryPairsProvider>
|
||||
<MemoryPairsGame />
|
||||
</RoomMemoryPairsProvider>
|
||||
)
|
||||
|
||||
// TODO: Add other games (complement-race, memory-quiz, etc.)
|
||||
|
||||
@@ -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>
|
||||
)
|
||||
}
|
||||
@@ -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>
|
||||
)
|
||||
}
|
||||
@@ -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 />
|
||||
}
|
||||
3
apps/web/src/app/games/matching/context/types.js
Normal file
3
apps/web/src/app/games/matching/context/types.js
Normal file
@@ -0,0 +1,3 @@
|
||||
"use strict";
|
||||
// TypeScript interfaces for Memory Pairs Challenge game
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
@@ -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
|
||||
|
||||
164
apps/web/src/app/games/matching/utils/cardGeneration.js
Normal file
164
apps/web/src/app/games/matching/utils/cardGeneration.js
Normal file
@@ -0,0 +1,164 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.generateAbacusNumeralCards = generateAbacusNumeralCards;
|
||||
exports.generateComplementCards = generateComplementCards;
|
||||
exports.generateGameCards = generateGameCards;
|
||||
exports.getGridConfiguration = getGridConfiguration;
|
||||
exports.generateCardId = generateCardId;
|
||||
// Utility function to generate unique random numbers
|
||||
function generateUniqueNumbers(count, options) {
|
||||
const numbers = new Set();
|
||||
const { min, max } = options;
|
||||
while (numbers.size < count) {
|
||||
const randomNum = Math.floor(Math.random() * (max - min + 1)) + min;
|
||||
numbers.add(randomNum);
|
||||
}
|
||||
return Array.from(numbers);
|
||||
}
|
||||
// Utility function to shuffle an array
|
||||
function shuffleArray(array) {
|
||||
const shuffled = [...array];
|
||||
for (let i = shuffled.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
|
||||
}
|
||||
return shuffled;
|
||||
}
|
||||
// Generate cards for abacus-numeral game mode
|
||||
function generateAbacusNumeralCards(pairs) {
|
||||
// Generate unique numbers based on difficulty
|
||||
// For easier games, use smaller numbers; for harder games, use larger ranges
|
||||
const numberRanges = {
|
||||
6: { min: 1, max: 50 }, // 6 pairs: 1-50
|
||||
8: { min: 1, max: 100 }, // 8 pairs: 1-100
|
||||
12: { min: 1, max: 200 }, // 12 pairs: 1-200
|
||||
15: { min: 1, max: 300 }, // 15 pairs: 1-300
|
||||
};
|
||||
const range = numberRanges[pairs];
|
||||
const numbers = generateUniqueNumbers(pairs, range);
|
||||
const cards = [];
|
||||
numbers.forEach((number) => {
|
||||
// Abacus representation card
|
||||
cards.push({
|
||||
id: `abacus_${number}`,
|
||||
type: 'abacus',
|
||||
number,
|
||||
matched: false,
|
||||
});
|
||||
// Numerical representation card
|
||||
cards.push({
|
||||
id: `number_${number}`,
|
||||
type: 'number',
|
||||
number,
|
||||
matched: false,
|
||||
});
|
||||
});
|
||||
return shuffleArray(cards);
|
||||
}
|
||||
// Generate cards for complement pairs game mode
|
||||
function generateComplementCards(pairs) {
|
||||
// Define complement pairs for friends of 5 and friends of 10
|
||||
const complementPairs = [
|
||||
// Friends of 5
|
||||
{ pair: [0, 5], targetSum: 5 },
|
||||
{ pair: [1, 4], targetSum: 5 },
|
||||
{ pair: [2, 3], targetSum: 5 },
|
||||
// Friends of 10
|
||||
{ pair: [0, 10], targetSum: 10 },
|
||||
{ pair: [1, 9], targetSum: 10 },
|
||||
{ pair: [2, 8], targetSum: 10 },
|
||||
{ pair: [3, 7], targetSum: 10 },
|
||||
{ pair: [4, 6], targetSum: 10 },
|
||||
{ pair: [5, 5], targetSum: 10 },
|
||||
// Additional pairs for higher difficulties
|
||||
{ pair: [6, 4], targetSum: 10 },
|
||||
{ pair: [7, 3], targetSum: 10 },
|
||||
{ pair: [8, 2], targetSum: 10 },
|
||||
{ pair: [9, 1], targetSum: 10 },
|
||||
{ pair: [10, 0], targetSum: 10 },
|
||||
// More challenging pairs (can be used for expert mode)
|
||||
{ pair: [11, 9], targetSum: 20 },
|
||||
{ pair: [12, 8], targetSum: 20 },
|
||||
];
|
||||
// Select the required number of complement pairs
|
||||
const selectedPairs = complementPairs.slice(0, pairs);
|
||||
const cards = [];
|
||||
selectedPairs.forEach(({ pair: [num1, num2], targetSum }, index) => {
|
||||
// First number in the pair
|
||||
cards.push({
|
||||
id: `comp1_${index}_${num1}`,
|
||||
type: 'complement',
|
||||
number: num1,
|
||||
complement: num2,
|
||||
targetSum,
|
||||
matched: false,
|
||||
});
|
||||
// Second number in the pair
|
||||
cards.push({
|
||||
id: `comp2_${index}_${num2}`,
|
||||
type: 'complement',
|
||||
number: num2,
|
||||
complement: num1,
|
||||
targetSum,
|
||||
matched: false,
|
||||
});
|
||||
});
|
||||
return shuffleArray(cards);
|
||||
}
|
||||
// Main card generation function
|
||||
function generateGameCards(gameType, difficulty) {
|
||||
switch (gameType) {
|
||||
case 'abacus-numeral':
|
||||
return generateAbacusNumeralCards(difficulty);
|
||||
case 'complement-pairs':
|
||||
return generateComplementCards(difficulty);
|
||||
default:
|
||||
throw new Error(`Unknown game type: ${gameType}`);
|
||||
}
|
||||
}
|
||||
// Utility function to get responsive grid configuration based on difficulty and screen size
|
||||
function getGridConfiguration(difficulty) {
|
||||
const configs = {
|
||||
6: {
|
||||
totalCards: 12,
|
||||
mobileColumns: 3, // 3x4 grid in portrait
|
||||
tabletColumns: 4, // 4x3 grid on tablet
|
||||
desktopColumns: 4, // 4x3 grid on desktop
|
||||
landscapeColumns: 6, // 6x2 grid in landscape
|
||||
cardSize: { width: '140px', height: '180px' },
|
||||
gridTemplate: 'repeat(3, 1fr)',
|
||||
},
|
||||
8: {
|
||||
totalCards: 16,
|
||||
mobileColumns: 3, // 3x6 grid in portrait (some spillover)
|
||||
tabletColumns: 4, // 4x4 grid on tablet
|
||||
desktopColumns: 4, // 4x4 grid on desktop
|
||||
landscapeColumns: 6, // 6x3 grid in landscape (some spillover)
|
||||
cardSize: { width: '120px', height: '160px' },
|
||||
gridTemplate: 'repeat(3, 1fr)',
|
||||
},
|
||||
12: {
|
||||
totalCards: 24,
|
||||
mobileColumns: 3, // 3x8 grid in portrait
|
||||
tabletColumns: 4, // 4x6 grid on tablet
|
||||
desktopColumns: 6, // 6x4 grid on desktop
|
||||
landscapeColumns: 6, // 6x4 grid in landscape (changed from 8x3)
|
||||
cardSize: { width: '100px', height: '140px' },
|
||||
gridTemplate: 'repeat(3, 1fr)',
|
||||
},
|
||||
15: {
|
||||
totalCards: 30,
|
||||
mobileColumns: 3, // 3x10 grid in portrait
|
||||
tabletColumns: 5, // 5x6 grid on tablet
|
||||
desktopColumns: 6, // 6x5 grid on desktop
|
||||
landscapeColumns: 10, // 10x3 grid in landscape
|
||||
cardSize: { width: '90px', height: '120px' },
|
||||
gridTemplate: 'repeat(3, 1fr)',
|
||||
},
|
||||
};
|
||||
return configs[difficulty];
|
||||
}
|
||||
// Generate a unique ID for cards
|
||||
function generateCardId(type, identifier) {
|
||||
return `${type}_${identifier}_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
|
||||
}
|
||||
188
apps/web/src/app/games/matching/utils/matchValidation.js
Normal file
188
apps/web/src/app/games/matching/utils/matchValidation.js
Normal file
@@ -0,0 +1,188 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.validateAbacusNumeralMatch = validateAbacusNumeralMatch;
|
||||
exports.validateComplementMatch = validateComplementMatch;
|
||||
exports.validateMatch = validateMatch;
|
||||
exports.canFlipCard = canFlipCard;
|
||||
exports.getMatchHint = getMatchHint;
|
||||
exports.calculateMatchScore = calculateMatchScore;
|
||||
exports.analyzeGamePerformance = analyzeGamePerformance;
|
||||
// Validate abacus-numeral match (abacus card matches with number card of same value)
|
||||
function validateAbacusNumeralMatch(card1, card2) {
|
||||
// Both cards must have the same number
|
||||
if (card1.number !== card2.number) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Numbers do not match',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// Cards must be different types (one abacus, one number)
|
||||
if (card1.type === card2.type) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Both cards are the same type',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// One must be abacus, one must be number
|
||||
const hasAbacus = card1.type === 'abacus' || card2.type === 'abacus';
|
||||
const hasNumber = card1.type === 'number' || card2.type === 'number';
|
||||
if (!hasAbacus || !hasNumber) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Must match abacus with number representation',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// Neither should be complement type for this game mode
|
||||
if (card1.type === 'complement' || card2.type === 'complement') {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Complement cards not valid in abacus-numeral mode',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
return {
|
||||
isValid: true,
|
||||
type: 'abacus-numeral',
|
||||
};
|
||||
}
|
||||
// Validate complement match (two numbers that add up to target sum)
|
||||
function validateComplementMatch(card1, card2) {
|
||||
// Both cards must be complement type
|
||||
if (card1.type !== 'complement' || card2.type !== 'complement') {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Both cards must be complement type',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// Both cards must have the same target sum
|
||||
if (card1.targetSum !== card2.targetSum) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Cards have different target sums',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// Check if the numbers are actually complements
|
||||
if (!card1.complement || !card2.complement) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Complement information missing',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// Verify the complement relationship
|
||||
if (card1.number !== card2.complement || card2.number !== card1.complement) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Numbers are not complements of each other',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// Verify the sum equals the target
|
||||
const sum = card1.number + card2.number;
|
||||
if (sum !== card1.targetSum) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: `Sum ${sum} does not equal target ${card1.targetSum}`,
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
return {
|
||||
isValid: true,
|
||||
type: 'complement',
|
||||
};
|
||||
}
|
||||
// Main validation function that determines which validation to use
|
||||
function validateMatch(card1, card2) {
|
||||
// Cannot match the same card with itself
|
||||
if (card1.id === card2.id) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Cannot match card with itself',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// Cannot match already matched cards
|
||||
if (card1.matched || card2.matched) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Cannot match already matched cards',
|
||||
type: 'invalid',
|
||||
};
|
||||
}
|
||||
// Determine which type of match to validate based on card types
|
||||
const hasComplement = card1.type === 'complement' || card2.type === 'complement';
|
||||
if (hasComplement) {
|
||||
// If either card is complement type, use complement validation
|
||||
return validateComplementMatch(card1, card2);
|
||||
}
|
||||
else {
|
||||
// Otherwise, use abacus-numeral validation
|
||||
return validateAbacusNumeralMatch(card1, card2);
|
||||
}
|
||||
}
|
||||
// Helper function to check if a card can be flipped
|
||||
function canFlipCard(card, flippedCards, isProcessingMove) {
|
||||
// Cannot flip if processing a move
|
||||
if (isProcessingMove)
|
||||
return false;
|
||||
// Cannot flip already matched cards
|
||||
if (card.matched)
|
||||
return false;
|
||||
// Cannot flip if already flipped
|
||||
if (flippedCards.some((c) => c.id === card.id))
|
||||
return false;
|
||||
// Cannot flip if two cards are already flipped
|
||||
if (flippedCards.length >= 2)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
// Get hint for what kind of match the player should look for
|
||||
function getMatchHint(card) {
|
||||
switch (card.type) {
|
||||
case 'abacus':
|
||||
return `Find the number ${card.number}`;
|
||||
case 'number':
|
||||
return `Find the abacus showing ${card.number}`;
|
||||
case 'complement':
|
||||
if (card.complement !== undefined && card.targetSum !== undefined) {
|
||||
return `Find ${card.complement} to make ${card.targetSum}`;
|
||||
}
|
||||
return 'Find the matching complement';
|
||||
default:
|
||||
return 'Find the matching card';
|
||||
}
|
||||
}
|
||||
// Calculate match score based on difficulty and time
|
||||
function calculateMatchScore(difficulty, timeForMatch, isComplementMatch) {
|
||||
const baseScore = isComplementMatch ? 15 : 10; // Complement matches worth more
|
||||
const difficultyMultiplier = difficulty / 6; // Scale with difficulty
|
||||
const timeBonus = Math.max(0, (10000 - timeForMatch) / 1000); // Bonus for speed
|
||||
return Math.round(baseScore * difficultyMultiplier + timeBonus);
|
||||
}
|
||||
// Analyze game performance
|
||||
function analyzeGamePerformance(totalMoves, matchedPairs, totalPairs, gameTime) {
|
||||
const accuracy = totalMoves > 0 ? (matchedPairs / totalMoves) * 100 : 0;
|
||||
const efficiency = totalPairs > 0 ? (matchedPairs / (totalPairs * 2)) * 100 : 0; // Ideal is 100% (each pair found in 2 moves)
|
||||
const averageTimePerMove = totalMoves > 0 ? gameTime / totalMoves : 0;
|
||||
// Calculate grade based on accuracy and efficiency
|
||||
let grade = 'F';
|
||||
if (accuracy >= 90 && efficiency >= 80)
|
||||
grade = 'A';
|
||||
else if (accuracy >= 80 && efficiency >= 70)
|
||||
grade = 'B';
|
||||
else if (accuracy >= 70 && efficiency >= 60)
|
||||
grade = 'C';
|
||||
else if (accuracy >= 60 && efficiency >= 50)
|
||||
grade = 'D';
|
||||
return {
|
||||
accuracy,
|
||||
efficiency,
|
||||
averageTimePerMove,
|
||||
grade,
|
||||
};
|
||||
}
|
||||
@@ -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,
|
||||
}))
|
||||
})
|
||||
: []
|
||||
|
||||
@@ -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>
|
||||
))}
|
||||
</>
|
||||
)
|
||||
|
||||
@@ -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>
|
||||
)
|
||||
}
|
||||
|
||||
@@ -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>
|
||||
)
|
||||
|
||||
164
apps/web/src/components/nav/PlayerTooltip.tsx
Normal file
164
apps/web/src/components/nav/PlayerTooltip.tsx
Normal 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>
|
||||
)
|
||||
}
|
||||
@@ -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
|
||||
|
||||
80
apps/web/src/db/index.js
Normal file
80
apps/web/src/db/index.js
Normal file
@@ -0,0 +1,80 @@
|
||||
"use strict";
|
||||
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
|
||||
if (k2 === undefined) k2 = k;
|
||||
var desc = Object.getOwnPropertyDescriptor(m, k);
|
||||
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
|
||||
desc = { enumerable: true, get: function() { return m[k]; } };
|
||||
}
|
||||
Object.defineProperty(o, k2, desc);
|
||||
}) : (function(o, m, k, k2) {
|
||||
if (k2 === undefined) k2 = k;
|
||||
o[k2] = m[k];
|
||||
}));
|
||||
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
|
||||
Object.defineProperty(o, "default", { enumerable: true, value: v });
|
||||
}) : function(o, v) {
|
||||
o["default"] = v;
|
||||
});
|
||||
var __importStar = (this && this.__importStar) || (function () {
|
||||
var ownKeys = function(o) {
|
||||
ownKeys = Object.getOwnPropertyNames || function (o) {
|
||||
var ar = [];
|
||||
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
|
||||
return ar;
|
||||
};
|
||||
return ownKeys(o);
|
||||
};
|
||||
return function (mod) {
|
||||
if (mod && mod.__esModule) return mod;
|
||||
var result = {};
|
||||
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
|
||||
__setModuleDefault(result, mod);
|
||||
return result;
|
||||
};
|
||||
})();
|
||||
var __importDefault = (this && this.__importDefault) || function (mod) {
|
||||
return (mod && mod.__esModule) ? mod : { "default": mod };
|
||||
};
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.schema = exports.db = void 0;
|
||||
const better_sqlite3_1 = __importDefault(require("better-sqlite3"));
|
||||
const better_sqlite3_2 = require("drizzle-orm/better-sqlite3");
|
||||
const schema = __importStar(require("./schema"));
|
||||
exports.schema = schema;
|
||||
/**
|
||||
* Database connection and client
|
||||
*
|
||||
* Creates a singleton SQLite connection with Drizzle ORM.
|
||||
* Enables foreign key constraints (required for cascading deletes).
|
||||
*
|
||||
* IMPORTANT: The database connection is lazy-loaded to avoid accessing
|
||||
* the database at module import time, which would cause build failures
|
||||
* when the database doesn't exist (e.g., in CI/CD environments).
|
||||
*/
|
||||
const databaseUrl = process.env.DATABASE_URL || './data/sqlite.db';
|
||||
let _sqlite = null;
|
||||
let _db = null;
|
||||
/**
|
||||
* Get the database connection (lazy-loaded singleton)
|
||||
* Only creates the connection when first accessed at runtime
|
||||
*/
|
||||
function getDb() {
|
||||
if (!_db) {
|
||||
_sqlite = new better_sqlite3_1.default(databaseUrl);
|
||||
// Enable foreign keys (SQLite requires explicit enable)
|
||||
_sqlite.pragma('foreign_keys = ON');
|
||||
// Enable WAL mode for better concurrency
|
||||
_sqlite.pragma('journal_mode = WAL');
|
||||
_db = (0, better_sqlite3_2.drizzle)(_sqlite, { schema });
|
||||
}
|
||||
return _db;
|
||||
}
|
||||
/**
|
||||
* Database client instance
|
||||
* Uses a Proxy to lazy-load the connection on first access
|
||||
*/
|
||||
exports.db = new Proxy({}, {
|
||||
get(_target, prop) {
|
||||
return getDb()[prop];
|
||||
},
|
||||
});
|
||||
22
apps/web/src/db/migrate.js
Normal file
22
apps/web/src/db/migrate.js
Normal file
@@ -0,0 +1,22 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
const migrator_1 = require("drizzle-orm/better-sqlite3/migrator");
|
||||
const index_1 = require("./index");
|
||||
/**
|
||||
* Migration runner
|
||||
*
|
||||
* Runs all pending migrations in the drizzle/ folder.
|
||||
* Safe to run multiple times (migrations are idempotent).
|
||||
*
|
||||
* Usage: pnpm db:migrate
|
||||
*/
|
||||
try {
|
||||
console.log('🔄 Running migrations...');
|
||||
(0, migrator_1.migrate)(index_1.db, { migrationsFolder: './drizzle' });
|
||||
console.log('✅ Migrations complete');
|
||||
process.exit(0);
|
||||
}
|
||||
catch (error) {
|
||||
console.error('❌ Migration failed:', error);
|
||||
process.exit(1);
|
||||
}
|
||||
53
apps/web/src/db/schema/abacus-settings.js
Normal file
53
apps/web/src/db/schema/abacus-settings.js
Normal file
@@ -0,0 +1,53 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.abacusSettings = void 0;
|
||||
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
|
||||
const users_1 = require("./users");
|
||||
/**
|
||||
* Abacus display settings table - UI preferences per user
|
||||
*
|
||||
* One-to-one with users table. Stores abacus display configuration.
|
||||
* Deleted when user is deleted (cascade).
|
||||
*/
|
||||
exports.abacusSettings = (0, sqlite_core_1.sqliteTable)('abacus_settings', {
|
||||
/** Primary key and foreign key to users table */
|
||||
userId: (0, sqlite_core_1.text)('user_id')
|
||||
.primaryKey()
|
||||
.references(() => users_1.users.id, { onDelete: 'cascade' }),
|
||||
/** Color scheme for beads */
|
||||
colorScheme: (0, sqlite_core_1.text)('color_scheme', {
|
||||
enum: ['monochrome', 'place-value', 'heaven-earth', 'alternating'],
|
||||
})
|
||||
.notNull()
|
||||
.default('place-value'),
|
||||
/** Bead shape */
|
||||
beadShape: (0, sqlite_core_1.text)('bead_shape', {
|
||||
enum: ['diamond', 'circle', 'square'],
|
||||
})
|
||||
.notNull()
|
||||
.default('diamond'),
|
||||
/** Color palette */
|
||||
colorPalette: (0, sqlite_core_1.text)('color_palette', {
|
||||
enum: ['default', 'colorblind', 'mnemonic', 'grayscale', 'nature'],
|
||||
})
|
||||
.notNull()
|
||||
.default('default'),
|
||||
/** Hide inactive beads */
|
||||
hideInactiveBeads: (0, sqlite_core_1.integer)('hide_inactive_beads', { mode: 'boolean' }).notNull().default(false),
|
||||
/** Color numerals based on place value */
|
||||
coloredNumerals: (0, sqlite_core_1.integer)('colored_numerals', { mode: 'boolean' }).notNull().default(false),
|
||||
/** Scale factor for abacus size */
|
||||
scaleFactor: (0, sqlite_core_1.real)('scale_factor').notNull().default(1.0),
|
||||
/** Show numbers below abacus */
|
||||
showNumbers: (0, sqlite_core_1.integer)('show_numbers', { mode: 'boolean' }).notNull().default(true),
|
||||
/** Enable animations */
|
||||
animated: (0, sqlite_core_1.integer)('animated', { mode: 'boolean' }).notNull().default(true),
|
||||
/** Enable interaction */
|
||||
interactive: (0, sqlite_core_1.integer)('interactive', { mode: 'boolean' }).notNull().default(false),
|
||||
/** Enable gesture controls */
|
||||
gestures: (0, sqlite_core_1.integer)('gestures', { mode: 'boolean' }).notNull().default(false),
|
||||
/** Enable sound effects */
|
||||
soundEnabled: (0, sqlite_core_1.integer)('sound_enabled', { mode: 'boolean' }).notNull().default(true),
|
||||
/** Sound volume (0.0 - 1.0) */
|
||||
soundVolume: (0, sqlite_core_1.real)('sound_volume').notNull().default(0.8),
|
||||
});
|
||||
39
apps/web/src/db/schema/arcade-rooms.js
Normal file
39
apps/web/src/db/schema/arcade-rooms.js
Normal file
@@ -0,0 +1,39 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.arcadeRooms = void 0;
|
||||
const cuid2_1 = require("@paralleldrive/cuid2");
|
||||
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
|
||||
exports.arcadeRooms = (0, sqlite_core_1.sqliteTable)('arcade_rooms', {
|
||||
id: (0, sqlite_core_1.text)('id')
|
||||
.primaryKey()
|
||||
.$defaultFn(() => (0, cuid2_1.createId)()),
|
||||
// Room identity
|
||||
code: (0, sqlite_core_1.text)('code', { length: 6 }).notNull().unique(), // e.g., "ABC123"
|
||||
name: (0, sqlite_core_1.text)('name', { length: 50 }).notNull(),
|
||||
// Creator info
|
||||
createdBy: (0, sqlite_core_1.text)('created_by').notNull(), // User/guest ID
|
||||
creatorName: (0, sqlite_core_1.text)('creator_name', { length: 50 }).notNull(),
|
||||
createdAt: (0, sqlite_core_1.integer)('created_at', { mode: 'timestamp' })
|
||||
.notNull()
|
||||
.$defaultFn(() => new Date()),
|
||||
// Lifecycle
|
||||
lastActivity: (0, sqlite_core_1.integer)('last_activity', { mode: 'timestamp' })
|
||||
.notNull()
|
||||
.$defaultFn(() => new Date()),
|
||||
ttlMinutes: (0, sqlite_core_1.integer)('ttl_minutes').notNull().default(60), // Time to live
|
||||
isLocked: (0, sqlite_core_1.integer)('is_locked', { mode: 'boolean' }).notNull().default(false),
|
||||
// Game configuration
|
||||
gameName: (0, sqlite_core_1.text)('game_name', {
|
||||
enum: ['matching', 'memory-quiz', 'complement-race'],
|
||||
}).notNull(),
|
||||
gameConfig: (0, sqlite_core_1.text)('game_config', { mode: 'json' }).notNull(), // Game-specific settings
|
||||
// Current state
|
||||
status: (0, sqlite_core_1.text)('status', {
|
||||
enum: ['lobby', 'playing', 'finished'],
|
||||
})
|
||||
.notNull()
|
||||
.default('lobby'),
|
||||
currentSessionId: (0, sqlite_core_1.text)('current_session_id'), // FK to arcade_sessions (nullable)
|
||||
// Metadata
|
||||
totalGamesPlayed: (0, sqlite_core_1.integer)('total_games_played').notNull().default(0),
|
||||
});
|
||||
30
apps/web/src/db/schema/arcade-sessions.js
Normal file
30
apps/web/src/db/schema/arcade-sessions.js
Normal file
@@ -0,0 +1,30 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.arcadeSessions = void 0;
|
||||
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
|
||||
const arcade_rooms_1 = require("./arcade-rooms");
|
||||
const users_1 = require("./users");
|
||||
exports.arcadeSessions = (0, sqlite_core_1.sqliteTable)('arcade_sessions', {
|
||||
userId: (0, sqlite_core_1.text)('user_id')
|
||||
.primaryKey()
|
||||
.references(() => users_1.users.id, { onDelete: 'cascade' }),
|
||||
// Session metadata
|
||||
currentGame: (0, sqlite_core_1.text)('current_game', {
|
||||
enum: ['matching', 'memory-quiz', 'complement-race'],
|
||||
}).notNull(),
|
||||
gameUrl: (0, sqlite_core_1.text)('game_url').notNull(), // e.g., '/arcade/matching'
|
||||
// Game state (JSON blob)
|
||||
gameState: (0, sqlite_core_1.text)('game_state', { mode: 'json' }).notNull(),
|
||||
// Active players snapshot (for quick access)
|
||||
activePlayers: (0, sqlite_core_1.text)('active_players', { mode: 'json' }).notNull(),
|
||||
// Room association (null for solo play)
|
||||
roomId: (0, sqlite_core_1.text)('room_id').references(() => arcade_rooms_1.arcadeRooms.id, { onDelete: 'set null' }),
|
||||
// Timing & TTL
|
||||
startedAt: (0, sqlite_core_1.integer)('started_at', { mode: 'timestamp' }).notNull(),
|
||||
lastActivityAt: (0, sqlite_core_1.integer)('last_activity_at', { mode: 'timestamp' }).notNull(),
|
||||
expiresAt: (0, sqlite_core_1.integer)('expires_at', { mode: 'timestamp' }).notNull(), // TTL-based
|
||||
// Status
|
||||
isActive: (0, sqlite_core_1.integer)('is_active', { mode: 'boolean' }).notNull().default(true),
|
||||
// Version for optimistic locking
|
||||
version: (0, sqlite_core_1.integer)('version').notNull().default(1),
|
||||
});
|
||||
29
apps/web/src/db/schema/index.js
Normal file
29
apps/web/src/db/schema/index.js
Normal file
@@ -0,0 +1,29 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Database schema exports
|
||||
*
|
||||
* This is the single source of truth for the database schema.
|
||||
* All tables, relations, and types are exported from here.
|
||||
*/
|
||||
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
|
||||
if (k2 === undefined) k2 = k;
|
||||
var desc = Object.getOwnPropertyDescriptor(m, k);
|
||||
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
|
||||
desc = { enumerable: true, get: function() { return m[k]; } };
|
||||
}
|
||||
Object.defineProperty(o, k2, desc);
|
||||
}) : (function(o, m, k, k2) {
|
||||
if (k2 === undefined) k2 = k;
|
||||
o[k2] = m[k];
|
||||
}));
|
||||
var __exportStar = (this && this.__exportStar) || function(m, exports) {
|
||||
for (var p in m) if (p !== "default" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);
|
||||
};
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
__exportStar(require("./abacus-settings"), exports);
|
||||
__exportStar(require("./arcade-rooms"), exports);
|
||||
__exportStar(require("./arcade-sessions"), exports);
|
||||
__exportStar(require("./players"), exports);
|
||||
__exportStar(require("./room-members"), exports);
|
||||
__exportStar(require("./user-stats"), exports);
|
||||
__exportStar(require("./users"), exports);
|
||||
36
apps/web/src/db/schema/players.js
Normal file
36
apps/web/src/db/schema/players.js
Normal file
@@ -0,0 +1,36 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.players = void 0;
|
||||
const cuid2_1 = require("@paralleldrive/cuid2");
|
||||
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
|
||||
const users_1 = require("./users");
|
||||
/**
|
||||
* Players table - user-created player profiles for games
|
||||
*
|
||||
* Each user can have multiple players (for multi-player modes).
|
||||
* Players are scoped to a user and deleted when user is deleted.
|
||||
*/
|
||||
exports.players = (0, sqlite_core_1.sqliteTable)('players', {
|
||||
id: (0, sqlite_core_1.text)('id')
|
||||
.primaryKey()
|
||||
.$defaultFn(() => (0, cuid2_1.createId)()),
|
||||
/** Foreign key to users table - cascades on delete */
|
||||
userId: (0, sqlite_core_1.text)('user_id')
|
||||
.notNull()
|
||||
.references(() => users_1.users.id, { onDelete: 'cascade' }),
|
||||
/** Player display name */
|
||||
name: (0, sqlite_core_1.text)('name').notNull(),
|
||||
/** Player emoji avatar */
|
||||
emoji: (0, sqlite_core_1.text)('emoji').notNull(),
|
||||
/** Player color (hex) for UI theming */
|
||||
color: (0, sqlite_core_1.text)('color').notNull(),
|
||||
/** Whether this player is currently active in games */
|
||||
isActive: (0, sqlite_core_1.integer)('is_active', { mode: 'boolean' }).notNull().default(false),
|
||||
/** When this player was created */
|
||||
createdAt: (0, sqlite_core_1.integer)('created_at', { mode: 'timestamp' })
|
||||
.notNull()
|
||||
.$defaultFn(() => new Date()),
|
||||
}, (table) => ({
|
||||
/** Index for fast lookups by userId */
|
||||
userIdIdx: (0, sqlite_core_1.index)('players_user_id_idx').on(table.userId),
|
||||
}));
|
||||
27
apps/web/src/db/schema/room-members.js
Normal file
27
apps/web/src/db/schema/room-members.js
Normal file
@@ -0,0 +1,27 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.roomMembers = void 0;
|
||||
const cuid2_1 = require("@paralleldrive/cuid2");
|
||||
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
|
||||
const arcade_rooms_1 = require("./arcade-rooms");
|
||||
exports.roomMembers = (0, sqlite_core_1.sqliteTable)('room_members', {
|
||||
id: (0, sqlite_core_1.text)('id')
|
||||
.primaryKey()
|
||||
.$defaultFn(() => (0, cuid2_1.createId)()),
|
||||
roomId: (0, sqlite_core_1.text)('room_id')
|
||||
.notNull()
|
||||
.references(() => arcade_rooms_1.arcadeRooms.id, { onDelete: 'cascade' }),
|
||||
userId: (0, sqlite_core_1.text)('user_id').notNull(), // User/guest ID - UNIQUE: one room per user (enforced by index below)
|
||||
displayName: (0, sqlite_core_1.text)('display_name', { length: 50 }).notNull(),
|
||||
isCreator: (0, sqlite_core_1.integer)('is_creator', { mode: 'boolean' }).notNull().default(false),
|
||||
joinedAt: (0, sqlite_core_1.integer)('joined_at', { mode: 'timestamp' })
|
||||
.notNull()
|
||||
.$defaultFn(() => new Date()),
|
||||
lastSeen: (0, sqlite_core_1.integer)('last_seen', { mode: 'timestamp' })
|
||||
.notNull()
|
||||
.$defaultFn(() => new Date()),
|
||||
isOnline: (0, sqlite_core_1.integer)('is_online', { mode: 'boolean' }).notNull().default(true),
|
||||
}, (table) => ({
|
||||
// Explicit unique index for clarity and database-level enforcement
|
||||
userIdIdx: (0, sqlite_core_1.uniqueIndex)('idx_room_members_user_id_unique').on(table.userId),
|
||||
}));
|
||||
29
apps/web/src/db/schema/user-stats.js
Normal file
29
apps/web/src/db/schema/user-stats.js
Normal file
@@ -0,0 +1,29 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.userStats = void 0;
|
||||
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
|
||||
const users_1 = require("./users");
|
||||
/**
|
||||
* User stats table - game statistics per user
|
||||
*
|
||||
* One-to-one with users table. Tracks aggregate game performance.
|
||||
* Deleted when user is deleted (cascade).
|
||||
*/
|
||||
exports.userStats = (0, sqlite_core_1.sqliteTable)('user_stats', {
|
||||
/** Primary key and foreign key to users table */
|
||||
userId: (0, sqlite_core_1.text)('user_id')
|
||||
.primaryKey()
|
||||
.references(() => users_1.users.id, { onDelete: 'cascade' }),
|
||||
/** Total number of games played */
|
||||
gamesPlayed: (0, sqlite_core_1.integer)('games_played').notNull().default(0),
|
||||
/** Total number of games won */
|
||||
totalWins: (0, sqlite_core_1.integer)('total_wins').notNull().default(0),
|
||||
/** User's most-played game type */
|
||||
favoriteGameType: (0, sqlite_core_1.text)('favorite_game_type', {
|
||||
enum: ['abacus-numeral', 'complement-pairs'],
|
||||
}),
|
||||
/** Best completion time in milliseconds */
|
||||
bestTime: (0, sqlite_core_1.integer)('best_time'),
|
||||
/** Highest accuracy percentage (0.0 - 1.0) */
|
||||
highestAccuracy: (0, sqlite_core_1.real)('highest_accuracy').notNull().default(0),
|
||||
});
|
||||
28
apps/web/src/db/schema/users.js
Normal file
28
apps/web/src/db/schema/users.js
Normal file
@@ -0,0 +1,28 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.users = void 0;
|
||||
const cuid2_1 = require("@paralleldrive/cuid2");
|
||||
const sqlite_core_1 = require("drizzle-orm/sqlite-core");
|
||||
/**
|
||||
* Users table - stores both guest and authenticated users
|
||||
*
|
||||
* Guest users are created automatically on first visit via middleware.
|
||||
* They can upgrade to full accounts later while preserving their data.
|
||||
*/
|
||||
exports.users = (0, sqlite_core_1.sqliteTable)('users', {
|
||||
id: (0, sqlite_core_1.text)('id')
|
||||
.primaryKey()
|
||||
.$defaultFn(() => (0, cuid2_1.createId)()),
|
||||
/** Stable guest ID from HttpOnly cookie - unique per browser session */
|
||||
guestId: (0, sqlite_core_1.text)('guest_id').notNull().unique(),
|
||||
/** When this user record was created */
|
||||
createdAt: (0, sqlite_core_1.integer)('created_at', { mode: 'timestamp' })
|
||||
.notNull()
|
||||
.$defaultFn(() => new Date()),
|
||||
/** When guest upgraded to full account (null for guests) */
|
||||
upgradedAt: (0, sqlite_core_1.integer)('upgraded_at', { mode: 'timestamp' }),
|
||||
/** Email (only set after upgrade) */
|
||||
email: (0, sqlite_core_1.text)('email').unique(),
|
||||
/** Display name (only set after upgrade) */
|
||||
name: (0, sqlite_core_1.text)('name'),
|
||||
});
|
||||
@@ -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)
|
||||
})
|
||||
})
|
||||
})
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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')
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
|
||||
120
apps/web/src/lib/arcade/player-manager.js
Normal file
120
apps/web/src/lib/arcade/player-manager.js
Normal file
@@ -0,0 +1,120 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Player manager for arcade rooms
|
||||
* Handles fetching and validating player participation in rooms
|
||||
*/
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.getAllPlayers = getAllPlayers;
|
||||
exports.getActivePlayers = getActivePlayers;
|
||||
exports.getRoomActivePlayers = getRoomActivePlayers;
|
||||
exports.getRoomPlayerIds = getRoomPlayerIds;
|
||||
exports.validatePlayerInRoom = validatePlayerInRoom;
|
||||
exports.getPlayer = getPlayer;
|
||||
exports.getPlayers = getPlayers;
|
||||
const drizzle_orm_1 = require("drizzle-orm");
|
||||
const db_1 = require("../../db");
|
||||
/**
|
||||
* Get all players for a user (regardless of isActive status)
|
||||
* @param viewerId - The guestId from the cookie (same as what getViewerId() returns)
|
||||
*/
|
||||
async function getAllPlayers(viewerId) {
|
||||
// First get the user record by guestId
|
||||
const user = await db_1.db.query.users.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.users.guestId, viewerId),
|
||||
});
|
||||
if (!user) {
|
||||
return [];
|
||||
}
|
||||
// Now query all players by the actual user.id (no isActive filter)
|
||||
return await db_1.db.query.players.findMany({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.players.userId, user.id),
|
||||
orderBy: db_1.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)
|
||||
*/
|
||||
async function getActivePlayers(viewerId) {
|
||||
// First get the user record by guestId
|
||||
const user = await db_1.db.query.users.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.users.guestId, viewerId),
|
||||
});
|
||||
if (!user) {
|
||||
return [];
|
||||
}
|
||||
// Now query players by the actual user.id
|
||||
return await db_1.db.query.players.findMany({
|
||||
where: (0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.players.userId, user.id), (0, drizzle_orm_1.eq)(db_1.schema.players.isActive, true)),
|
||||
orderBy: db_1.schema.players.createdAt,
|
||||
});
|
||||
}
|
||||
/**
|
||||
* 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[]
|
||||
*/
|
||||
async function getRoomActivePlayers(roomId) {
|
||||
// Get all room members
|
||||
const members = await db_1.db.query.roomMembers.findMany({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId),
|
||||
});
|
||||
// Fetch active players for each member (respects isActive flag)
|
||||
const playerMap = new Map();
|
||||
for (const member of members) {
|
||||
const players = await getActivePlayers(member.userId);
|
||||
playerMap.set(member.userId, players);
|
||||
}
|
||||
return playerMap;
|
||||
}
|
||||
/**
|
||||
* Get all player IDs that should participate in a room game
|
||||
* Flattens the player lists from all room members
|
||||
*/
|
||||
async function getRoomPlayerIds(roomId) {
|
||||
const playerMap = await getRoomActivePlayers(roomId);
|
||||
const allPlayers = [];
|
||||
for (const players of playerMap.values()) {
|
||||
allPlayers.push(...players.map((p) => p.id));
|
||||
}
|
||||
return allPlayers;
|
||||
}
|
||||
/**
|
||||
* Validate that a player ID belongs to a user who is a member of a room
|
||||
*/
|
||||
async function validatePlayerInRoom(playerId, roomId) {
|
||||
// Get the player
|
||||
const player = await db_1.db.query.players.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.players.id, playerId),
|
||||
});
|
||||
if (!player)
|
||||
return false;
|
||||
// Check if the player's user is a member of the room
|
||||
const member = await db_1.db.query.roomMembers.findFirst({
|
||||
where: (0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, player.userId)),
|
||||
});
|
||||
return !!member;
|
||||
}
|
||||
/**
|
||||
* Get player details by ID
|
||||
*/
|
||||
async function getPlayer(playerId) {
|
||||
return await db_1.db.query.players.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.players.id, playerId),
|
||||
});
|
||||
}
|
||||
/**
|
||||
* Get multiple players by IDs
|
||||
*/
|
||||
async function getPlayers(playerIds) {
|
||||
if (playerIds.length === 0)
|
||||
return [];
|
||||
const players = [];
|
||||
for (const id of playerIds) {
|
||||
const player = await getPlayer(id);
|
||||
if (player)
|
||||
players.push(player);
|
||||
}
|
||||
return players;
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
37
apps/web/src/lib/arcade/room-code.js
Normal file
37
apps/web/src/lib/arcade/room-code.js
Normal file
@@ -0,0 +1,37 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Room code generation utility
|
||||
* Generates short, memorable codes for joining rooms
|
||||
*/
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.generateRoomCode = generateRoomCode;
|
||||
exports.isValidRoomCode = isValidRoomCode;
|
||||
exports.normalizeRoomCode = normalizeRoomCode;
|
||||
const CHARS = 'ABCDEFGHJKLMNPQRSTUVWXYZ23456789'; // Removed ambiguous chars: 0,O,1,I
|
||||
const CODE_LENGTH = 6;
|
||||
/**
|
||||
* Generate a random 6-character room code
|
||||
* Format: ABC123 (uppercase letters + numbers, no ambiguous chars)
|
||||
*/
|
||||
function generateRoomCode() {
|
||||
let code = '';
|
||||
for (let i = 0; i < CODE_LENGTH; i++) {
|
||||
const randomIndex = Math.floor(Math.random() * CHARS.length);
|
||||
code += CHARS[randomIndex];
|
||||
}
|
||||
return code;
|
||||
}
|
||||
/**
|
||||
* Validate a room code format
|
||||
*/
|
||||
function isValidRoomCode(code) {
|
||||
if (code.length !== CODE_LENGTH)
|
||||
return false;
|
||||
return code.split('').every((char) => CHARS.includes(char));
|
||||
}
|
||||
/**
|
||||
* Normalize a room code (uppercase, remove spaces/dashes)
|
||||
*/
|
||||
function normalizeRoomCode(code) {
|
||||
return code.toUpperCase().replace(/[\s-]/g, '');
|
||||
}
|
||||
154
apps/web/src/lib/arcade/room-manager.js
Normal file
154
apps/web/src/lib/arcade/room-manager.js
Normal file
@@ -0,0 +1,154 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Arcade room manager
|
||||
* Handles database operations for arcade rooms
|
||||
*/
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.createRoom = createRoom;
|
||||
exports.getRoomById = getRoomById;
|
||||
exports.getRoomByCode = getRoomByCode;
|
||||
exports.updateRoom = updateRoom;
|
||||
exports.touchRoom = touchRoom;
|
||||
exports.deleteRoom = deleteRoom;
|
||||
exports.listActiveRooms = listActiveRooms;
|
||||
exports.cleanupExpiredRooms = cleanupExpiredRooms;
|
||||
exports.isRoomCreator = isRoomCreator;
|
||||
const drizzle_orm_1 = require("drizzle-orm");
|
||||
const db_1 = require("../../db");
|
||||
const room_code_1 = require("./room-code");
|
||||
/**
|
||||
* Create a new arcade room
|
||||
* Generates a unique room code and creates the room in the database
|
||||
*/
|
||||
async function createRoom(options) {
|
||||
const now = new Date();
|
||||
// Generate unique room code (retry up to 5 times if collision)
|
||||
let code = (0, room_code_1.generateRoomCode)();
|
||||
let attempts = 0;
|
||||
const MAX_ATTEMPTS = 5;
|
||||
while (attempts < MAX_ATTEMPTS) {
|
||||
const existing = await getRoomByCode(code);
|
||||
if (!existing)
|
||||
break;
|
||||
code = (0, room_code_1.generateRoomCode)();
|
||||
attempts++;
|
||||
}
|
||||
if (attempts === MAX_ATTEMPTS) {
|
||||
throw new Error('Failed to generate unique room code');
|
||||
}
|
||||
const newRoom = {
|
||||
code,
|
||||
name: options.name,
|
||||
createdBy: options.createdBy,
|
||||
creatorName: options.creatorName,
|
||||
createdAt: now,
|
||||
lastActivity: now,
|
||||
ttlMinutes: options.ttlMinutes || 60,
|
||||
isLocked: false,
|
||||
gameName: options.gameName,
|
||||
gameConfig: options.gameConfig,
|
||||
status: 'lobby',
|
||||
currentSessionId: null,
|
||||
totalGamesPlayed: 0,
|
||||
};
|
||||
const [room] = await db_1.db.insert(db_1.schema.arcadeRooms).values(newRoom).returning();
|
||||
console.log('[Room Manager] Created room:', room.id, 'code:', room.code);
|
||||
return room;
|
||||
}
|
||||
/**
|
||||
* Get a room by ID
|
||||
*/
|
||||
async function getRoomById(roomId) {
|
||||
return await db_1.db.query.arcadeRooms.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, roomId),
|
||||
});
|
||||
}
|
||||
/**
|
||||
* Get a room by code
|
||||
*/
|
||||
async function getRoomByCode(code) {
|
||||
return await db_1.db.query.arcadeRooms.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.code, code.toUpperCase()),
|
||||
});
|
||||
}
|
||||
/**
|
||||
* Update a room
|
||||
*/
|
||||
async function updateRoom(roomId, updates) {
|
||||
const now = new Date();
|
||||
// Always update lastActivity on any room update
|
||||
const updateData = {
|
||||
...updates,
|
||||
lastActivity: now,
|
||||
};
|
||||
const [updated] = await db_1.db
|
||||
.update(db_1.schema.arcadeRooms)
|
||||
.set(updateData)
|
||||
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, roomId))
|
||||
.returning();
|
||||
return updated;
|
||||
}
|
||||
/**
|
||||
* Update room activity timestamp
|
||||
* Call this on any room activity to refresh TTL
|
||||
*/
|
||||
async function touchRoom(roomId) {
|
||||
await db_1.db
|
||||
.update(db_1.schema.arcadeRooms)
|
||||
.set({ lastActivity: new Date() })
|
||||
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, roomId));
|
||||
}
|
||||
/**
|
||||
* Delete a room
|
||||
* Cascade deletes all room members
|
||||
*/
|
||||
async function deleteRoom(roomId) {
|
||||
await db_1.db.delete(db_1.schema.arcadeRooms).where((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, roomId));
|
||||
console.log('[Room Manager] Deleted room:', roomId);
|
||||
}
|
||||
/**
|
||||
* List active rooms
|
||||
* Returns rooms ordered by most recently active
|
||||
*/
|
||||
async function listActiveRooms(gameName) {
|
||||
const whereConditions = [];
|
||||
// Filter by game if specified
|
||||
if (gameName) {
|
||||
whereConditions.push((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.gameName, gameName));
|
||||
}
|
||||
// Only return non-locked rooms in lobby or playing status
|
||||
whereConditions.push((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.isLocked, false), (0, drizzle_orm_1.or)((0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.status, 'lobby'), (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.status, 'playing')));
|
||||
return await db_1.db.query.arcadeRooms.findMany({
|
||||
where: whereConditions.length > 0 ? (0, drizzle_orm_1.and)(...whereConditions) : undefined,
|
||||
orderBy: [(0, drizzle_orm_1.desc)(db_1.schema.arcadeRooms.lastActivity)],
|
||||
limit: 50, // Limit to 50 most recent rooms
|
||||
});
|
||||
}
|
||||
/**
|
||||
* Clean up expired rooms
|
||||
* Delete rooms that have exceeded their TTL
|
||||
*/
|
||||
async function cleanupExpiredRooms() {
|
||||
const now = new Date();
|
||||
// Find rooms where lastActivity + ttlMinutes < now
|
||||
const expiredRooms = await db_1.db.query.arcadeRooms.findMany({
|
||||
columns: { id: true, ttlMinutes: true, lastActivity: true },
|
||||
});
|
||||
const toDelete = expiredRooms.filter((room) => {
|
||||
const expiresAt = new Date(room.lastActivity.getTime() + room.ttlMinutes * 60 * 1000);
|
||||
return expiresAt < now;
|
||||
});
|
||||
if (toDelete.length > 0) {
|
||||
const ids = toDelete.map((r) => r.id);
|
||||
await db_1.db.delete(db_1.schema.arcadeRooms).where((0, drizzle_orm_1.or)(...ids.map((id) => (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, id))));
|
||||
console.log(`[Room Manager] Cleaned up ${toDelete.length} expired rooms`);
|
||||
}
|
||||
return toDelete.length;
|
||||
}
|
||||
/**
|
||||
* Check if a user is the creator of a room
|
||||
*/
|
||||
async function isRoomCreator(roomId, userId) {
|
||||
const room = await getRoomById(roomId);
|
||||
return room?.createdBy === userId;
|
||||
}
|
||||
179
apps/web/src/lib/arcade/room-membership.js
Normal file
179
apps/web/src/lib/arcade/room-membership.js
Normal file
@@ -0,0 +1,179 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Room membership manager
|
||||
* Handles database operations for room members
|
||||
*/
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.addRoomMember = addRoomMember;
|
||||
exports.getRoomMember = getRoomMember;
|
||||
exports.getRoomMembers = getRoomMembers;
|
||||
exports.getOnlineRoomMembers = getOnlineRoomMembers;
|
||||
exports.setMemberOnline = setMemberOnline;
|
||||
exports.touchMember = touchMember;
|
||||
exports.removeMember = removeMember;
|
||||
exports.removeAllMembers = removeAllMembers;
|
||||
exports.getOnlineMemberCount = getOnlineMemberCount;
|
||||
exports.isMember = isMember;
|
||||
exports.getUserRooms = getUserRooms;
|
||||
const drizzle_orm_1 = require("drizzle-orm");
|
||||
const db_1 = require("../../db");
|
||||
/**
|
||||
* Add a member to a room
|
||||
* Automatically removes user from any other rooms they're in (modal room enforcement)
|
||||
* Returns the new membership and info about rooms that were auto-left
|
||||
*/
|
||||
async function addRoomMember(options) {
|
||||
const now = new Date();
|
||||
// Check if member already exists in THIS room
|
||||
const existing = await getRoomMember(options.roomId, options.userId);
|
||||
if (existing) {
|
||||
// Already in this room - just update status (no auto-leave needed)
|
||||
const [updated] = await db_1.db
|
||||
.update(db_1.schema.roomMembers)
|
||||
.set({
|
||||
isOnline: true,
|
||||
lastSeen: now,
|
||||
})
|
||||
.where((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.id, existing.id))
|
||||
.returning();
|
||||
return { member: updated };
|
||||
}
|
||||
// AUTO-LEAVE LOGIC: Remove from all other rooms before joining this one
|
||||
const currentRooms = await getUserRooms(options.userId);
|
||||
const autoLeaveResult = {
|
||||
leftRooms: [],
|
||||
previousRoomMembers: [],
|
||||
};
|
||||
for (const roomId of currentRooms) {
|
||||
if (roomId !== options.roomId) {
|
||||
// Get member info before removing (for socket events)
|
||||
const memberToRemove = await getRoomMember(roomId, options.userId);
|
||||
if (memberToRemove) {
|
||||
autoLeaveResult.previousRoomMembers.push({
|
||||
roomId,
|
||||
member: memberToRemove,
|
||||
});
|
||||
}
|
||||
// Remove from room
|
||||
await removeMember(roomId, options.userId);
|
||||
autoLeaveResult.leftRooms.push(roomId);
|
||||
console.log(`[Room Membership] Auto-left room ${roomId} for user ${options.userId}`);
|
||||
}
|
||||
}
|
||||
// Now add to new room
|
||||
const newMember = {
|
||||
roomId: options.roomId,
|
||||
userId: options.userId,
|
||||
displayName: options.displayName,
|
||||
isCreator: options.isCreator || false,
|
||||
joinedAt: now,
|
||||
lastSeen: now,
|
||||
isOnline: true,
|
||||
};
|
||||
try {
|
||||
const [member] = await db_1.db.insert(db_1.schema.roomMembers).values(newMember).returning();
|
||||
console.log('[Room Membership] Added member:', member.userId, 'to room:', member.roomId);
|
||||
return {
|
||||
member,
|
||||
autoLeaveResult: autoLeaveResult.leftRooms.length > 0 ? autoLeaveResult : undefined,
|
||||
};
|
||||
}
|
||||
catch (error) {
|
||||
// Handle unique constraint violation
|
||||
// This should rarely happen due to auto-leave logic above, but catch it for safety
|
||||
if (error.code === 'SQLITE_CONSTRAINT' ||
|
||||
error.message?.includes('UNIQUE') ||
|
||||
error.message?.includes('unique')) {
|
||||
console.error('[Room Membership] Unique constraint violation:', error.message);
|
||||
throw new Error('ROOM_MEMBERSHIP_CONFLICT: User is already in another room. This should have been handled by auto-leave logic.');
|
||||
}
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Get a specific room member
|
||||
*/
|
||||
async function getRoomMember(roomId, userId) {
|
||||
return await db_1.db.query.roomMembers.findFirst({
|
||||
where: (0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId)),
|
||||
});
|
||||
}
|
||||
/**
|
||||
* Get all members in a room
|
||||
*/
|
||||
async function getRoomMembers(roomId) {
|
||||
return await db_1.db.query.roomMembers.findMany({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId),
|
||||
orderBy: db_1.schema.roomMembers.joinedAt,
|
||||
});
|
||||
}
|
||||
/**
|
||||
* Get online members in a room
|
||||
*/
|
||||
async function getOnlineRoomMembers(roomId) {
|
||||
return await db_1.db.query.roomMembers.findMany({
|
||||
where: (0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.isOnline, true)),
|
||||
orderBy: db_1.schema.roomMembers.joinedAt,
|
||||
});
|
||||
}
|
||||
/**
|
||||
* Update member's online status
|
||||
*/
|
||||
async function setMemberOnline(roomId, userId, isOnline) {
|
||||
await db_1.db
|
||||
.update(db_1.schema.roomMembers)
|
||||
.set({
|
||||
isOnline,
|
||||
lastSeen: new Date(),
|
||||
})
|
||||
.where((0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId)));
|
||||
}
|
||||
/**
|
||||
* Update member's last seen timestamp
|
||||
*/
|
||||
async function touchMember(roomId, userId) {
|
||||
await db_1.db
|
||||
.update(db_1.schema.roomMembers)
|
||||
.set({ lastSeen: new Date() })
|
||||
.where((0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId)));
|
||||
}
|
||||
/**
|
||||
* Remove a member from a room
|
||||
*/
|
||||
async function removeMember(roomId, userId) {
|
||||
await db_1.db
|
||||
.delete(db_1.schema.roomMembers)
|
||||
.where((0, drizzle_orm_1.and)((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId), (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId)));
|
||||
console.log('[Room Membership] Removed member:', userId, 'from room:', roomId);
|
||||
}
|
||||
/**
|
||||
* Remove all members from a room
|
||||
*/
|
||||
async function removeAllMembers(roomId) {
|
||||
await db_1.db.delete(db_1.schema.roomMembers).where((0, drizzle_orm_1.eq)(db_1.schema.roomMembers.roomId, roomId));
|
||||
console.log('[Room Membership] Removed all members from room:', roomId);
|
||||
}
|
||||
/**
|
||||
* Get count of online members in a room
|
||||
*/
|
||||
async function getOnlineMemberCount(roomId) {
|
||||
const members = await getOnlineRoomMembers(roomId);
|
||||
return members.length;
|
||||
}
|
||||
/**
|
||||
* Check if a user is a member of a room
|
||||
*/
|
||||
async function isMember(roomId, userId) {
|
||||
const member = await getRoomMember(roomId, userId);
|
||||
return !!member;
|
||||
}
|
||||
/**
|
||||
* Get all rooms a user is a member of
|
||||
*/
|
||||
async function getUserRooms(userId) {
|
||||
const memberships = await db_1.db.query.roomMembers.findMany({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.roomMembers.userId, userId),
|
||||
columns: { roomId: true },
|
||||
});
|
||||
return memberships.map((m) => m.roomId);
|
||||
}
|
||||
55
apps/web/src/lib/arcade/room-ttl-cleanup.js
Normal file
55
apps/web/src/lib/arcade/room-ttl-cleanup.js
Normal file
@@ -0,0 +1,55 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Room TTL Cleanup Scheduler
|
||||
* Periodically cleans up expired rooms
|
||||
*/
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.startRoomTTLCleanup = startRoomTTLCleanup;
|
||||
exports.stopRoomTTLCleanup = stopRoomTTLCleanup;
|
||||
const room_manager_1 = require("./room-manager");
|
||||
// Cleanup interval: run every 5 minutes
|
||||
const CLEANUP_INTERVAL_MS = 5 * 60 * 1000;
|
||||
let cleanupInterval = null;
|
||||
/**
|
||||
* Start the TTL cleanup scheduler
|
||||
* Runs cleanup every 5 minutes
|
||||
*/
|
||||
function startRoomTTLCleanup() {
|
||||
if (cleanupInterval) {
|
||||
console.log('[Room TTL] Cleanup scheduler already running');
|
||||
return;
|
||||
}
|
||||
console.log('[Room TTL] Starting cleanup scheduler (every 5 minutes)');
|
||||
// Run immediately on start
|
||||
(0, room_manager_1.cleanupExpiredRooms)()
|
||||
.then((count) => {
|
||||
if (count > 0) {
|
||||
console.log(`[Room TTL] Initial cleanup removed ${count} expired rooms`);
|
||||
}
|
||||
})
|
||||
.catch((error) => {
|
||||
console.error('[Room TTL] Initial cleanup failed:', error);
|
||||
});
|
||||
// Then run periodically
|
||||
cleanupInterval = setInterval(async () => {
|
||||
try {
|
||||
const count = await (0, room_manager_1.cleanupExpiredRooms)();
|
||||
if (count > 0) {
|
||||
console.log(`[Room TTL] Cleanup removed ${count} expired rooms`);
|
||||
}
|
||||
}
|
||||
catch (error) {
|
||||
console.error('[Room TTL] Cleanup failed:', error);
|
||||
}
|
||||
}, CLEANUP_INTERVAL_MS);
|
||||
}
|
||||
/**
|
||||
* Stop the TTL cleanup scheduler
|
||||
*/
|
||||
function stopRoomTTLCleanup() {
|
||||
if (cleanupInterval) {
|
||||
clearInterval(cleanupInterval);
|
||||
cleanupInterval = null;
|
||||
console.log('[Room TTL] Cleanup scheduler stopped');
|
||||
}
|
||||
}
|
||||
296
apps/web/src/lib/arcade/session-manager.js
Normal file
296
apps/web/src/lib/arcade/session-manager.js
Normal file
@@ -0,0 +1,296 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Arcade session manager
|
||||
* Handles database operations and validation for arcade sessions
|
||||
*/
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.getArcadeSessionByRoom = getArcadeSessionByRoom;
|
||||
exports.createArcadeSession = createArcadeSession;
|
||||
exports.getArcadeSession = getArcadeSession;
|
||||
exports.applyGameMove = applyGameMove;
|
||||
exports.deleteArcadeSession = deleteArcadeSession;
|
||||
exports.updateSessionActivity = updateSessionActivity;
|
||||
exports.cleanupExpiredSessions = cleanupExpiredSessions;
|
||||
const drizzle_orm_1 = require("drizzle-orm");
|
||||
const db_1 = require("../../db");
|
||||
const validation_1 = require("./validation");
|
||||
const TTL_HOURS = 24;
|
||||
/**
|
||||
* Helper: Get database user ID from guest ID
|
||||
* The API uses guestId (from cookies) but database FKs use the internal user.id
|
||||
*/
|
||||
async function getUserIdFromGuestId(guestId) {
|
||||
const user = await db_1.db.query.users.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.users.guestId, guestId),
|
||||
columns: { id: true },
|
||||
});
|
||||
return user?.id;
|
||||
}
|
||||
/**
|
||||
* Get arcade session by room ID (for room-based multiplayer games)
|
||||
* Returns the shared session for all room members
|
||||
* @param roomId - The room ID
|
||||
*/
|
||||
async function getArcadeSessionByRoom(roomId) {
|
||||
const [session] = await db_1.db
|
||||
.select()
|
||||
.from(db_1.schema.arcadeSessions)
|
||||
.where((0, drizzle_orm_1.eq)(db_1.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_1.db.delete(db_1.schema.arcadeSessions).where((0, drizzle_orm_1.eq)(db_1.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
|
||||
*/
|
||||
async function createArcadeSession(options) {
|
||||
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_1.db.query.users.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.users.guestId, options.userId),
|
||||
});
|
||||
if (!user) {
|
||||
console.log('[Session Manager] Creating new user with guestId:', options.userId);
|
||||
const [newUser] = await db_1.db
|
||||
.insert(db_1.schema.users)
|
||||
.values({
|
||||
guestId: options.userId, // Let id auto-generate via $defaultFn
|
||||
createdAt: now,
|
||||
})
|
||||
.returning();
|
||||
user = newUser;
|
||||
console.log('[Session Manager] Created user with id:', user.id);
|
||||
}
|
||||
else {
|
||||
console.log('[Session Manager] Found existing user with id:', user.id);
|
||||
}
|
||||
const newSession = {
|
||||
userId: user.id, // Use the actual database ID, not the guestId
|
||||
currentGame: options.gameName,
|
||||
gameUrl: options.gameUrl,
|
||||
gameState: options.initialState,
|
||||
activePlayers: options.activePlayers,
|
||||
roomId: options.roomId, // Associate session with room
|
||||
startedAt: now,
|
||||
lastActivityAt: now,
|
||||
expiresAt,
|
||||
isActive: true,
|
||||
version: 1,
|
||||
};
|
||||
console.log('[Session Manager] Creating new session:', {
|
||||
userId: user.id,
|
||||
roomId: options.roomId,
|
||||
gameName: options.gameName,
|
||||
});
|
||||
const [session] = await db_1.db.insert(db_1.schema.arcadeSessions).values(newSession).returning();
|
||||
return session;
|
||||
}
|
||||
/**
|
||||
* Get active arcade session for a user
|
||||
* @param guestId - The guest ID from the cookie (not the database user.id)
|
||||
*/
|
||||
async function getArcadeSession(guestId) {
|
||||
const userId = await getUserIdFromGuestId(guestId);
|
||||
if (!userId)
|
||||
return undefined;
|
||||
const [session] = await db_1.db
|
||||
.select()
|
||||
.from(db_1.schema.arcadeSessions)
|
||||
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.userId, userId))
|
||||
.limit(1);
|
||||
if (!session)
|
||||
return undefined;
|
||||
// Check if session has expired
|
||||
if (session.expiresAt < new Date()) {
|
||||
await deleteArcadeSession(guestId);
|
||||
return undefined;
|
||||
}
|
||||
// Check if session has a valid room association
|
||||
// Sessions without rooms are orphaned and should be cleaned up
|
||||
if (!session.roomId) {
|
||||
console.log('[Session Manager] Deleting orphaned session without room:', session.userId);
|
||||
await deleteArcadeSession(guestId);
|
||||
return undefined;
|
||||
}
|
||||
// Verify the room still exists
|
||||
const room = await db_1.db.query.arcadeRooms.findFirst({
|
||||
where: (0, drizzle_orm_1.eq)(db_1.schema.arcadeRooms.id, session.roomId),
|
||||
});
|
||||
if (!room) {
|
||||
console.log('[Session Manager] Deleting session with non-existent room:', session.roomId);
|
||||
await deleteArcadeSession(guestId);
|
||||
return undefined;
|
||||
}
|
||||
return session;
|
||||
}
|
||||
/**
|
||||
* 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)
|
||||
*/
|
||||
async function applyGameMove(userId, move, roomId) {
|
||||
// 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 {
|
||||
success: false,
|
||||
error: 'No active session found',
|
||||
};
|
||||
}
|
||||
if (!session.isActive) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Session is not active',
|
||||
};
|
||||
}
|
||||
// Get the validator for this game
|
||||
const validator = (0, validation_1.getValidator)(session.currentGame);
|
||||
console.log('[SessionManager] About to validate move:', {
|
||||
moveType: move.type,
|
||||
playerId: move.playerId,
|
||||
gameStateCurrentPlayer: session.gameState?.currentPlayer,
|
||||
gameStateActivePlayers: session.gameState?.activePlayers,
|
||||
gameStatePhase: session.gameState?.gamePhase,
|
||||
});
|
||||
// Fetch player ownership for authorization checks (room-based games)
|
||||
let playerOwnership;
|
||||
let internalUserId;
|
||||
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_1.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,
|
||||
error: validationResult.error,
|
||||
});
|
||||
if (!validationResult.valid) {
|
||||
return {
|
||||
success: false,
|
||||
error: validationResult.error || 'Invalid move',
|
||||
};
|
||||
}
|
||||
// Update the session with new state (using optimistic locking)
|
||||
const now = new Date();
|
||||
const expiresAt = new Date(now.getTime() + TTL_HOURS * 60 * 60 * 1000);
|
||||
try {
|
||||
const [updatedSession] = await db_1.db
|
||||
.update(db_1.schema.arcadeSessions)
|
||||
.set({
|
||||
gameState: validationResult.newState,
|
||||
lastActivityAt: now,
|
||||
expiresAt,
|
||||
version: session.version + 1,
|
||||
})
|
||||
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.userId, session.userId) // Use the userId from the session we just fetched
|
||||
)
|
||||
// Version check for optimistic locking would go here
|
||||
// SQLite doesn't support WHERE clauses in UPDATE with RETURNING easily
|
||||
// We'll handle this by checking the version after
|
||||
.returning();
|
||||
if (!updatedSession) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Failed to update session',
|
||||
};
|
||||
}
|
||||
return {
|
||||
success: true,
|
||||
session: updatedSession,
|
||||
};
|
||||
}
|
||||
catch (error) {
|
||||
console.error('Error updating session:', error);
|
||||
return {
|
||||
success: false,
|
||||
error: 'Database error',
|
||||
};
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Delete an arcade session
|
||||
* @param guestId - The guest ID from the cookie (not the database user.id)
|
||||
*/
|
||||
async function deleteArcadeSession(guestId) {
|
||||
const userId = await getUserIdFromGuestId(guestId);
|
||||
if (!userId)
|
||||
return;
|
||||
await db_1.db.delete(db_1.schema.arcadeSessions).where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.userId, userId));
|
||||
}
|
||||
/**
|
||||
* Update session activity timestamp (keep-alive)
|
||||
* @param guestId - The guest ID from the cookie (not the database user.id)
|
||||
*/
|
||||
async function updateSessionActivity(guestId) {
|
||||
const userId = await getUserIdFromGuestId(guestId);
|
||||
if (!userId)
|
||||
return;
|
||||
const now = new Date();
|
||||
const expiresAt = new Date(now.getTime() + TTL_HOURS * 60 * 60 * 1000);
|
||||
await db_1.db
|
||||
.update(db_1.schema.arcadeSessions)
|
||||
.set({
|
||||
lastActivityAt: now,
|
||||
expiresAt,
|
||||
})
|
||||
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.userId, userId));
|
||||
}
|
||||
/**
|
||||
* Clean up expired sessions (should be called periodically)
|
||||
*/
|
||||
async function cleanupExpiredSessions() {
|
||||
const now = new Date();
|
||||
const result = await db_1.db
|
||||
.delete(db_1.schema.arcadeSessions)
|
||||
.where((0, drizzle_orm_1.eq)(db_1.schema.arcadeSessions.expiresAt, now))
|
||||
.returning();
|
||||
return result.length;
|
||||
}
|
||||
@@ -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,
|
||||
|
||||
469
apps/web/src/lib/arcade/validation/MatchingGameValidator.js
Normal file
469
apps/web/src/lib/arcade/validation/MatchingGameValidator.js
Normal file
@@ -0,0 +1,469 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Server-side validator for matching game
|
||||
* Validates all game moves and state transitions
|
||||
*/
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.matchingGameValidator = exports.MatchingGameValidator = void 0;
|
||||
const cardGeneration_1 = require("../../../app/games/matching/utils/cardGeneration");
|
||||
const matchValidation_1 = require("../../../app/games/matching/utils/matchValidation");
|
||||
class MatchingGameValidator {
|
||||
validateMove(state, move, context) {
|
||||
switch (move.type) {
|
||||
case 'FLIP_CARD':
|
||||
return this.validateFlipCard(state, move.data.cardId, move.playerId, context);
|
||||
case 'START_GAME':
|
||||
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,
|
||||
error: `Unknown move type: ${move.type}`,
|
||||
};
|
||||
}
|
||||
}
|
||||
validateFlipCard(state, cardId, playerId, context) {
|
||||
// Game must be in playing phase
|
||||
if (state.gamePhase !== 'playing') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot flip cards outside of playing phase',
|
||||
};
|
||||
}
|
||||
// Check if it's the player's turn (in multiplayer)
|
||||
if (state.activePlayers.length > 1 && state.currentPlayer !== playerId) {
|
||||
console.log('[Validator] Turn check failed:', {
|
||||
activePlayers: state.activePlayers,
|
||||
currentPlayer: state.currentPlayer,
|
||||
currentPlayerType: typeof state.currentPlayer,
|
||||
playerId,
|
||||
playerIdType: typeof playerId,
|
||||
matches: state.currentPlayer === playerId,
|
||||
});
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Not your turn',
|
||||
};
|
||||
}
|
||||
// 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) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Card not found',
|
||||
};
|
||||
}
|
||||
// Validate using existing game logic
|
||||
if (!(0, matchValidation_1.canFlipCard)(card, state.flippedCards, state.isProcessingMove)) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot flip this card',
|
||||
};
|
||||
}
|
||||
// Calculate new state
|
||||
const newFlippedCards = [...state.flippedCards, card];
|
||||
let newState = {
|
||||
...state,
|
||||
flippedCards: newFlippedCards,
|
||||
isProcessingMove: newFlippedCards.length === 2,
|
||||
// Clear mismatch feedback when player flips a new card
|
||||
showMismatchFeedback: false,
|
||||
};
|
||||
// If two cards are flipped, check for match
|
||||
if (newFlippedCards.length === 2) {
|
||||
const [card1, card2] = newFlippedCards;
|
||||
const matchResult = (0, matchValidation_1.validateMatch)(card1, card2);
|
||||
if (matchResult.isValid) {
|
||||
// Match found - update cards
|
||||
newState = {
|
||||
...newState,
|
||||
gameCards: newState.gameCards.map((c) => c.id === card1.id || c.id === card2.id
|
||||
? { ...c, matched: true, matchedBy: state.currentPlayer }
|
||||
: c),
|
||||
matchedPairs: state.matchedPairs + 1,
|
||||
scores: {
|
||||
...state.scores,
|
||||
[state.currentPlayer]: (state.scores[state.currentPlayer] || 0) + 1,
|
||||
},
|
||||
consecutiveMatches: {
|
||||
...state.consecutiveMatches,
|
||||
[state.currentPlayer]: (state.consecutiveMatches[state.currentPlayer] || 0) + 1,
|
||||
},
|
||||
moves: state.moves + 1,
|
||||
flippedCards: [],
|
||||
isProcessingMove: false,
|
||||
};
|
||||
// Check if game is complete
|
||||
if (newState.matchedPairs === newState.totalPairs) {
|
||||
newState = {
|
||||
...newState,
|
||||
gamePhase: 'results',
|
||||
gameEndTime: Date.now(),
|
||||
};
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Match failed - keep cards flipped briefly so player can see them
|
||||
// Client will handle clearing them after a delay
|
||||
const shouldSwitchPlayer = state.activePlayers.length > 1;
|
||||
const nextPlayerIndex = shouldSwitchPlayer
|
||||
? (state.activePlayers.indexOf(state.currentPlayer) + 1) % state.activePlayers.length
|
||||
: 0;
|
||||
const nextPlayer = shouldSwitchPlayer
|
||||
? state.activePlayers[nextPlayerIndex]
|
||||
: state.currentPlayer;
|
||||
newState = {
|
||||
...newState,
|
||||
currentPlayer: nextPlayer,
|
||||
consecutiveMatches: {
|
||||
...state.consecutiveMatches,
|
||||
[state.currentPlayer]: 0,
|
||||
},
|
||||
moves: state.moves + 1,
|
||||
// Keep flippedCards so player can see both cards
|
||||
flippedCards: newFlippedCards,
|
||||
isProcessingMove: true, // Keep processing state so no more cards can be flipped
|
||||
showMismatchFeedback: true,
|
||||
};
|
||||
}
|
||||
}
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
};
|
||||
}
|
||||
validateStartGame(state, activePlayers, cards, playerMetadata) {
|
||||
// Allow starting a new game from any phase (for "New Game" button)
|
||||
// Must have at least one player
|
||||
if (!activePlayers || activePlayers.length === 0) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Must have at least one player',
|
||||
};
|
||||
}
|
||||
// Use provided cards or generate new ones
|
||||
const gameCards = cards || (0, cardGeneration_1.generateGameCards)(state.gameType, state.difficulty);
|
||||
const newState = {
|
||||
...state,
|
||||
gameCards,
|
||||
cards: gameCards,
|
||||
activePlayers,
|
||||
playerMetadata: playerMetadata || {}, // Store player metadata for cross-user visibility
|
||||
gamePhase: 'playing',
|
||||
gameStartTime: Date.now(),
|
||||
currentPlayer: activePlayers[0],
|
||||
flippedCards: [],
|
||||
matchedPairs: 0,
|
||||
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 {
|
||||
valid: true,
|
||||
newState,
|
||||
};
|
||||
}
|
||||
validateClearMismatch(state) {
|
||||
// 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,
|
||||
newState: {
|
||||
...state,
|
||||
flippedCards: [],
|
||||
showMismatchFeedback: false,
|
||||
isProcessingMove: false,
|
||||
},
|
||||
};
|
||||
}
|
||||
/**
|
||||
* 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.)
|
||||
*/
|
||||
validateGoToSetup(state) {
|
||||
// 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
|
||||
*/
|
||||
validateSetConfig(state, field, value) {
|
||||
// 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
|
||||
*/
|
||||
validateResumeGame(state) {
|
||||
// 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.
|
||||
*/
|
||||
validateHoverCard(state, cardId, playerId) {
|
||||
// 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) {
|
||||
return state.gamePhase === 'results' || state.matchedPairs === state.totalPairs;
|
||||
}
|
||||
getInitialState(config) {
|
||||
return {
|
||||
cards: [],
|
||||
gameCards: [],
|
||||
flippedCards: [],
|
||||
gameType: config.gameType,
|
||||
difficulty: config.difficulty,
|
||||
turnTimer: config.turnTimer,
|
||||
gamePhase: 'setup',
|
||||
currentPlayer: '',
|
||||
matchedPairs: 0,
|
||||
totalPairs: config.difficulty,
|
||||
moves: 0,
|
||||
scores: {},
|
||||
activePlayers: [],
|
||||
playerMetadata: {}, // Initialize empty player metadata
|
||||
consecutiveMatches: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
currentMoveStartTime: null,
|
||||
timerInterval: null,
|
||||
celebrationAnimations: [],
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
lastMatchedPair: null,
|
||||
// PAUSE/RESUME: Initialize paused game fields
|
||||
originalConfig: undefined,
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// HOVER: Initialize hover state
|
||||
playerHovers: {},
|
||||
};
|
||||
}
|
||||
}
|
||||
exports.MatchingGameValidator = MatchingGameValidator;
|
||||
// Singleton instance
|
||||
exports.matchingGameValidator = new MatchingGameValidator();
|
||||
@@ -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: {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
37
apps/web/src/lib/arcade/validation/index.js
Normal file
37
apps/web/src/lib/arcade/validation/index.js
Normal file
@@ -0,0 +1,37 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Game validator registry
|
||||
* Maps game names to their validators
|
||||
*/
|
||||
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
|
||||
if (k2 === undefined) k2 = k;
|
||||
var desc = Object.getOwnPropertyDescriptor(m, k);
|
||||
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
|
||||
desc = { enumerable: true, get: function() { return m[k]; } };
|
||||
}
|
||||
Object.defineProperty(o, k2, desc);
|
||||
}) : (function(o, m, k, k2) {
|
||||
if (k2 === undefined) k2 = k;
|
||||
o[k2] = m[k];
|
||||
}));
|
||||
var __exportStar = (this && this.__exportStar) || function(m, exports) {
|
||||
for (var p in m) if (p !== "default" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);
|
||||
};
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
exports.matchingGameValidator = void 0;
|
||||
exports.getValidator = getValidator;
|
||||
const MatchingGameValidator_1 = require("./MatchingGameValidator");
|
||||
const validators = new Map([
|
||||
['matching', MatchingGameValidator_1.matchingGameValidator],
|
||||
// Add other game validators here as they're implemented
|
||||
]);
|
||||
function getValidator(gameName) {
|
||||
const validator = validators.get(gameName);
|
||||
if (!validator) {
|
||||
throw new Error(`No validator found for game: ${gameName}`);
|
||||
}
|
||||
return validator;
|
||||
}
|
||||
var MatchingGameValidator_2 = require("./MatchingGameValidator");
|
||||
Object.defineProperty(exports, "matchingGameValidator", { enumerable: true, get: function () { return MatchingGameValidator_2.matchingGameValidator; } });
|
||||
__exportStar(require("./types"), exports);
|
||||
6
apps/web/src/lib/arcade/validation/types.js
Normal file
6
apps/web/src/lib/arcade/validation/types.js
Normal file
@@ -0,0 +1,6 @@
|
||||
"use strict";
|
||||
/**
|
||||
* Isomorphic game validation types
|
||||
* Used on both client and server for arcade session validation
|
||||
*/
|
||||
Object.defineProperty(exports, "__esModule", { value: true });
|
||||
@@ -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)
|
||||
|
||||
33
apps/web/tsconfig.server.json
Normal file
33
apps/web/tsconfig.server.json
Normal file
@@ -0,0 +1,33 @@
|
||||
{
|
||||
"extends": "./tsconfig.json",
|
||||
"compilerOptions": {
|
||||
"module": "commonjs",
|
||||
"target": "es2020",
|
||||
"outDir": ".",
|
||||
"rootDir": ".",
|
||||
"noEmit": false,
|
||||
"incremental": false,
|
||||
"skipLibCheck": true,
|
||||
"skipDefaultLibCheck": true,
|
||||
"esModuleInterop": true,
|
||||
"resolveJsonModule": true,
|
||||
"moduleResolution": "node",
|
||||
"types": ["node", "react"]
|
||||
},
|
||||
"include": [
|
||||
"src/db/index.ts",
|
||||
"src/db/schema.ts",
|
||||
"src/db/migrate.ts",
|
||||
"src/lib/arcade/**/*.ts",
|
||||
"src/app/games/matching/context/types.ts",
|
||||
"src/app/games/matching/utils/cardGeneration.ts",
|
||||
"src/app/games/matching/utils/matchValidation.ts",
|
||||
"socket-server.ts"
|
||||
],
|
||||
"exclude": [
|
||||
"node_modules",
|
||||
"**/*.test.ts",
|
||||
"**/*.test.tsx",
|
||||
"**/*.spec.ts"
|
||||
]
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "soroban-monorepo",
|
||||
"version": "2.7.3",
|
||||
"version": "2.16.7",
|
||||
"private": true,
|
||||
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
|
||||
"workspaces": [
|
||||
|
||||
44
pnpm-lock.yaml
generated
44
pnpm-lock.yaml
generated
@@ -240,6 +240,9 @@ importers:
|
||||
storybook:
|
||||
specifier: ^9.1.7
|
||||
version: 9.1.10(@testing-library/dom@9.3.4)(prettier@3.6.2)(vite@5.4.20(@types/node@20.19.19)(terser@5.44.0))
|
||||
tsc-alias:
|
||||
specifier: ^1.8.16
|
||||
version: 1.8.16
|
||||
tsx:
|
||||
specifier: ^4.20.5
|
||||
version: 4.20.6
|
||||
@@ -4679,6 +4682,10 @@ packages:
|
||||
resolution: {integrity: sha512-OkTL9umf+He2DZkUq8f8J9of7yL6RJKI24dVITBmNfZBmri9zYZQrKkuXiKhyfPSu8tUhnVBB1iKXevvnlR4Ww==}
|
||||
engines: {node: '>= 12'}
|
||||
|
||||
commander@9.5.0:
|
||||
resolution: {integrity: sha512-KRs7WVDKg86PWiuAqhDrAQnTXZKraVcCc6vFdL14qrZ/DcWwuRo7VoiYXalXO7S5GKpqYiVEwCbgFDfxNHKJBQ==}
|
||||
engines: {node: ^12.20.0 || >=14}
|
||||
|
||||
common-path-prefix@3.0.0:
|
||||
resolution: {integrity: sha512-QE33hToZseCH3jS0qN96O/bSh3kaw/h+Tq7ngyY9eWDUnTlTNUyqfqvCXioLe5Na5jFsL78ra/wuBU4iuEgd4w==}
|
||||
|
||||
@@ -6937,6 +6944,10 @@ packages:
|
||||
ms@2.1.3:
|
||||
resolution: {integrity: sha512-6FlzubTLZG3J2a/NVCAleEhjzq5oxgHyaCU9yYXvcLsvoVaHJq/s5xXI6/XXP6tz7R9xAOtHnSO/tXtF3WRTlA==}
|
||||
|
||||
mylas@2.1.13:
|
||||
resolution: {integrity: sha512-+MrqnJRtxdF+xngFfUUkIMQrUUL0KsxbADUkn23Z/4ibGg192Q+z+CQyiYwvWTsYjJygmMR8+w3ZDa98Zh6ESg==}
|
||||
engines: {node: '>=12.0.0'}
|
||||
|
||||
mz@2.7.0:
|
||||
resolution: {integrity: sha512-z81GNO7nnYMEhrGh9LeymoE4+Yr0Wn5McHIZMK5cfQCl+NDX08sCZgUc9/6MHni9IWuFLm1Z3HTCXu2z9fN62Q==}
|
||||
|
||||
@@ -7508,6 +7519,10 @@ packages:
|
||||
engines: {node: '>=18'}
|
||||
hasBin: true
|
||||
|
||||
plimit-lit@1.6.1:
|
||||
resolution: {integrity: sha512-B7+VDyb8Tl6oMJT9oSO2CW8XC/T4UcJGrwOVoNGwOQsQYhlpfajmrMj5xeejqaASq3V/EqThyOeATEOMuSEXiA==}
|
||||
engines: {node: '>=12'}
|
||||
|
||||
pluralize@8.0.0:
|
||||
resolution: {integrity: sha512-Nc3IT5yHzflTfbjgqWcCPpo7DaKy4FnpB0l/zCAW0Tc7jxAiuqSxHasntB3D7887LSrA93kDJ9IXovxJYxyLCA==}
|
||||
engines: {node: '>=4'}
|
||||
@@ -7744,6 +7759,10 @@ packages:
|
||||
resolution: {integrity: sha512-773xhDQnZBMFobEiztv8LIl70ch5MSF/jUQVlhwFyBILqq96anmoctVIYz+ZRp0qbCKATTn6ev02M3r7Ga5vqA==}
|
||||
engines: {node: '>=0.4.x'}
|
||||
|
||||
queue-lit@1.5.2:
|
||||
resolution: {integrity: sha512-tLc36IOPeMAubu8BkW8YDBV+WyIgKlYU7zUNs0J5Vk9skSZ4JfGlPOqplP0aHdfv7HL0B2Pg6nwiq60Qc6M2Hw==}
|
||||
engines: {node: '>=12'}
|
||||
|
||||
queue-microtask@1.2.3:
|
||||
resolution: {integrity: sha512-NuaNSa6flKT5JaSYQzJok04JzTL1CA6aGhv5rfLW3PgqA+M2ChpZQnAC8h8i4ZFkBS8X5RqkDBHA7r4hej3K9A==}
|
||||
|
||||
@@ -8702,6 +8721,11 @@ packages:
|
||||
ts-pattern@5.0.5:
|
||||
resolution: {integrity: sha512-tL0w8U/pgaacOmkb9fRlYzWEUDCfVjjv9dD4wHTgZ61MjhuMt46VNWTG747NqW6vRzoWIKABVhFSOJ82FvXrfA==}
|
||||
|
||||
tsc-alias@1.8.16:
|
||||
resolution: {integrity: sha512-QjCyu55NFyRSBAl6+MTFwplpFcnm2Pq01rR/uxfqJoLMm6X3O14KEGtaSDZpJYaE1bJBGDjD0eSuiIWPe2T58g==}
|
||||
engines: {node: '>=16.20.2'}
|
||||
hasBin: true
|
||||
|
||||
tsconfck@2.1.2:
|
||||
resolution: {integrity: sha512-ghqN1b0puy3MhhviwO2kGF8SeMDNhEbnKxjK7h6+fvY9JAxqvXi8y5NAHSQv687OVboS2uZIByzGd45/YxrRHg==}
|
||||
engines: {node: ^14.13.1 || ^16 || >=18}
|
||||
@@ -14271,6 +14295,8 @@ snapshots:
|
||||
|
||||
commander@8.3.0: {}
|
||||
|
||||
commander@9.5.0: {}
|
||||
|
||||
common-path-prefix@3.0.0: {}
|
||||
|
||||
commondir@1.0.1: {}
|
||||
@@ -16834,6 +16860,8 @@ snapshots:
|
||||
|
||||
ms@2.1.3: {}
|
||||
|
||||
mylas@2.1.13: {}
|
||||
|
||||
mz@2.7.0:
|
||||
dependencies:
|
||||
any-promise: 1.3.0
|
||||
@@ -17334,6 +17362,10 @@ snapshots:
|
||||
optionalDependencies:
|
||||
fsevents: 2.3.2
|
||||
|
||||
plimit-lit@1.6.1:
|
||||
dependencies:
|
||||
queue-lit: 1.5.2
|
||||
|
||||
pluralize@8.0.0: {}
|
||||
|
||||
polished@4.3.1:
|
||||
@@ -17583,6 +17615,8 @@ snapshots:
|
||||
|
||||
querystring-es3@0.2.1: {}
|
||||
|
||||
queue-lit@1.5.2: {}
|
||||
|
||||
queue-microtask@1.2.3: {}
|
||||
|
||||
ramda@0.29.0: {}
|
||||
@@ -18698,6 +18732,16 @@ snapshots:
|
||||
|
||||
ts-pattern@5.0.5: {}
|
||||
|
||||
tsc-alias@1.8.16:
|
||||
dependencies:
|
||||
chokidar: 3.6.0
|
||||
commander: 9.5.0
|
||||
get-tsconfig: 4.11.0
|
||||
globby: 11.1.0
|
||||
mylas: 2.1.13
|
||||
normalize-path: 3.0.0
|
||||
plimit-lit: 1.6.1
|
||||
|
||||
tsconfck@2.1.2(typescript@5.9.3):
|
||||
optionalDependencies:
|
||||
typescript: 5.9.3
|
||||
|
||||
Reference in New Issue
Block a user