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Author SHA1 Message Date
semantic-release-bot
aa29379a9b chore(release): 2.16.7 [skip ci]
## [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](83b9a4d976))
* remove standalone output mode incompatible with custom server ([c8da5a8](c8da5a8340))
* update Dockerfile for non-standalone production builds ([14746c5](14746c568e))
2025-10-10 12:56:18 +00:00
Thomas Hallock
14746c568e fix: update Dockerfile for non-standalone production builds
- Remove standalone output references, copy .next directly
- Add compiled server files (server.js, socket-server.js, src/)
- Include drizzle migrations folder for database setup
- Create data directory for SQLite database
- Keep Python/g++/make in runtime for better-sqlite3
- Set correct working directory to /app/apps/web
- Add NODE_ENV=production environment variable

This enables proper production deployment with database migrations
running on container startup using pure Node.js.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 07:55:18 -05:00
Thomas Hallock
c8da5a8340 fix: remove standalone output mode incompatible with custom server
The standalone output mode in Next.js is incompatible with the custom
server.js implementation. Removing it resolves startup warnings and
ensures proper production builds with the custom server setup.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 07:55:18 -05:00
Thomas Hallock
83b9a4d976 fix: compile TypeScript server files to JavaScript for production
- Add tsconfig.server.json to compile server-side TypeScript
- Install tsc-alias to resolve path aliases (@/*) in compiled JS
- Update build script to run tsc + tsc-alias before Next.js build
- Update dev script to compile server files before starting
- Remove tsx runtime dependencies from server.js
- Add compiled JS files for socket-server, db, and arcade modules

This enables production builds to run with pure Node.js without
requiring tsx or ts-node at runtime, as required for Docker deployment.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 07:55:18 -05:00
semantic-release-bot
815f90e916 chore(release): 2.16.6 [skip ci]
## [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](c287b19a39))
2025-10-10 00:09:14 +00:00
Thomas Hallock
c287b19a39 fix: correct static files and public path in Docker image
Next.js expects static files at /.next/static and public at /public
when running from /app, not at /apps/web/.next/static.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 19:08:22 -05:00
semantic-release-bot
a2796b4347 chore(release): 2.16.5 [skip ci]
## [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](c12351f2c9))
2025-10-09 23:56:53 +00:00
Thomas Hallock
c12351f2c9 fix: correct node_modules path for pnpm symlinks in Docker
The Next.js standalone build creates symlinks in node_modules that point
to ../../../node_modules/.pnpm. When the working directory is /app, these
resolve to /node_modules/.pnpm. Fixed by copying node_modules to /node_modules
instead of /app/node_modules.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 18:56:06 -05:00
semantic-release-bot
9a9958a659 chore(release): 2.16.4 [skip ci]
## [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](48b47e9bdb))
2025-10-09 23:45:37 +00:00
Thomas Hallock
48b47e9bdb fix: correct Docker CMD to use root-level server.js
The Next.js standalone build outputs server.js to /app/server.js, not
/app/apps/web/server.js. This was causing the container to crash on
startup with MODULE_NOT_FOUND errors, resulting in 404s for abaci.one.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 18:44:34 -05:00
semantic-release-bot
41aa205d04 chore(release): 2.16.3 [skip ci]
## [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](388c25451d))
2025-10-09 23:08:44 +00:00
Thomas Hallock
388c25451d fix: use game state playerMetadata instead of GameModeContext in UI components
Replace useGameMode() calls with state.playerMetadata in PlayerStatusBar and
MemoryGrid to ensure only players in the current game are displayed.

Before: UI components used GameModeContext which includes all room members'
players, causing remote players to appear in local-only games.

After: UI components use state.playerMetadata and state.activePlayers from
MemoryPairsContext, which only contains players actually in the current game.

Changes:
- PlayerStatusBar: Get players from state.playerMetadata, not GameModeContext
- MemoryGrid: Check player.userId === viewerId instead of isLocal flag
- Remove useGameMode imports from display components

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 18:07:49 -05:00
semantic-release-bot
fa827ac792 chore(release): 2.16.2 [skip ci]
## [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](c26138ffb5))
2025-10-09 23:05:31 +00:00
Thomas Hallock
c26138ffb5 fix: use only local user's players in LocalMemoryPairsProvider
Replace useGameMode() with direct useUserPlayers() call to prevent
room members' players from appearing in local-only games at /arcade/matching.

Before: LocalMemoryPairsProvider used GameModeContext which includes ALL
players from room members when user is in a room, showing remote players
in turn indicator for local games.

After: Direct useUserPlayers() call ensures only the current user's players
appear in local games, regardless of room membership.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 18:04:43 -05:00
semantic-release-bot
168b98b888 chore(release): 2.16.1 [skip ci]
## [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](b128db1783))
2025-10-09 22:55:15 +00:00
Thomas Hallock
b128db1783 fix: convert LocalMemoryPairsProvider to pure client-side with useReducer
Replace arcade session-based provider with pure client-side reducer for
local-only games at /arcade/matching. This eliminates "No active session"
errors when starting non-networked games.

Changes:
- Replace useArcadeSession with useReducer for local state management
- Implement complete game logic client-side (match validation, turn switching)
- Remove dependency on socket/server for local games
- Add MATCH_FOUND, MATCH_FAILED, SWITCH_PLAYER actions to reducer
- Auto-detect matches and switch players using useEffect hooks

Local games now run entirely in the browser without requiring an arcade
session or network connection.

Fixes: Starting game at /arcade/matching no longer shows session errors

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 17:54:19 -05:00
semantic-release-bot
df50239079 chore(release): 2.16.0 [skip ci]
## [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](820eeb4fb0))
2025-10-09 22:43:21 +00:00
Thomas Hallock
820eeb4fb0 feat: fade out hover avatar when player stops hovering
Avatar now fades out smoothly when:
- Player moves mouse off all cards
- Player's turn ends
- Player hasn't hovered any card yet

Opacity requires all three conditions: position exists, it's player's turn,
AND player is actively hovering a card (cardElement !== null).

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 17:42:28 -05:00
semantic-release-bot
90be7c053c chore(release): 2.15.0 [skip ci]
## [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](442c6b4529))
2025-10-09 21:48:46 +00:00
Thomas Hallock
442c6b4529 feat: implement smooth hover avatar animations with react-spring
Add networked hover presence feature showing player avatars over cards
they're considering. Avatars smoothly glide between cards using react-spring
physics-based animations.

Key features:
- Fixed positioning with getBoundingClientRect for accurate placement
- Component keyed by playerId to persist across card changes
- Spring animations for smooth position transitions
- Only shows remote players' avatars (filters out local player)
- Only sends hover events when it's the player's turn

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 16:47:50 -05:00
semantic-release-bot
75b193e1d2 chore(release): 2.14.3 [skip ci]
## [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](8d53b589aa))
2025-10-09 21:24:22 +00:00
Thomas Hallock
8d53b589aa fix: enable smooth spring animations between card hovers
Fixed spring animation not working when moving between cards:

ISSUE:
- Avatar would jump instantly to new position instead of smoothly gliding
- The 'from' config was preventing spring from animating position changes

SOLUTION:
- Remove 'from' entirely from spring config
- Use simple spring with immediate flag for first render only
- Track isFirstRender with useRef to skip initial animation
- After first render, all position changes animate smoothly

HOW IT WORKS:
1. First hover: immediate:true - Avatar appears instantly at position
2. isFirstRender flag cleared after position is set
3. Subsequent hovers: immediate:false - Spring animates smoothly
4. Position updates trigger spring to animate x,y to new values
5. Config (tension:280, friction:60) provides smooth glide

RESULT:
- First hover: Avatar appears instantly (no fly-in)
- Moving between cards: Avatar smoothly glides with spring physics
- Feels like watching remote player's mouse cursor move

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 16:23:26 -05:00
semantic-release-bot
af85b3e481 chore(release): 2.14.2 [skip ci]
## [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](573d0df20d))
2025-10-09 21:19:43 +00:00
Thomas Hallock
573d0df20d fix: correct avatar positioning to prevent fly-in animation
Fixed positioning model to work properly with react-spring:

ISSUE:
- Avatar was still flying in from top-right
- Using translate(-50%, -50%) with animated left/top caused positioning issues
- Spring was animating from wrong initial position

SOLUTION:
- Remove transform: translate(-50%, -50%)
- Use negative margins instead: marginLeft: -24px, marginTop: -24px
- Calculate exact center position from getBoundingClientRect
- Set 'from' position in spring to match 'to' on first render
- Use x.to() and y.to() to convert spring values to px strings

POSITIONING MODEL:
1. Get card's bounding rect
2. Calculate avatar center point: (rect.right - 12, rect.top - 12)
3. Apply via left/top with negative margins for centering
4. Spring animates between positions smoothly
5. On first hover: from/to are same (no animation)
6. On subsequent hovers: smooth glide between cards

RESULT:
Avatar appears exactly at the card position with no fly-in animation,
then smoothly glides to new positions as user moves between cards.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 16:18:51 -05:00
semantic-release-bot
d312969747 chore(release): 2.14.1 [skip ci]
## [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](7f65a67cef))
2025-10-09 21:10:10 +00:00
Thomas Hallock
7f65a67cef fix: prevent avatar fly-in and hide local player's own hover
Two critical UX fixes for hover avatars:

1. PREVENT FLY-IN FROM TOP-LEFT:
   - Initialize position state as null instead of {x:0, y:0}
   - Don't render avatar until position is calculated from card element
   - Set immediate:true on first render to prevent animation
   - Add opacity spring (0→1) for smooth fade-in
   - Result: Avatar appears exactly where it should, no fly-in animation

2. HIDE YOUR OWN HOVER AVATAR:
   - Filter out local player (isLocal === true) from hover avatar rendering
   - Only show remote players' hover avatars
   - You see opponents hovering, but not your own cursor
   - Result: Cleaner UX, less visual noise on your own session

BEFORE:
- Avatar would fly in from (0,0) top-left corner when first hovering
- You'd see your own avatar following your mouse (distracting)

AFTER:
- Avatar appears smoothly at the correct card position
- Only remote players' avatars are visible
- Feels like watching someone else's cursor, not your own

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 16:09:19 -05:00
semantic-release-bot
4d7f6f469f chore(release): 2.14.0 [skip ci]
## [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](71b11f4ef0))
2025-10-09 21:07:42 +00:00
Thomas Hallock
71b11f4ef0 feat: improve hover avatars with smooth animation and 3D elevation
Major improvements to networked hover presence feature:

FIXES:
- Only send hover events when it's YOUR TURN (not all sessions)
  * Check isLocal property of current player before sending hover
  * Prevents all players from broadcasting hover simultaneously

VISUAL ENHANCEMENTS:
- 3D elevation effect with layered shadows for floating appearance
  * Large shadow: 0 8px 20px rgba(0,0,0,0.4)
  * Medium shadow: 0 4px 8px rgba(0,0,0,0.3)
  * Glow effect: 0 0 30px with player color
  * Drop-shadow filter for extra depth
  * 48px avatar size (up from 40px)

SMOOTH ANIMATIONS:
- React-spring for butter-smooth position transitions
  * Tension: 280, Friction: 60, Mass: 1
  * Avatars glide smoothly between cards as mouse moves
  * No jank, feels like remote mouse cursor

- Floating animation with vertical bob
  * 6px up/down motion over 2s
  * Creates illusion of hovering above surface
  * Combined with horizontal spring animation

ARCHITECTURE:
- HoverAvatar component uses fixed positioning
- Card refs stored in Map for position tracking
- Avatar positions calculated from card getBoundingClientRect()
- Rendered outside card wrapper to avoid clipping
- Position updates trigger spring animations automatically

RESULT:
Feels like you're literally watching someone's mouse move over the cards
from across the internet. Smooth, elevated, and visually distinct.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 16:06:50 -05:00
semantic-release-bot
e0d08a1aa2 chore(release): 2.13.0 [skip ci]
## [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](62f3730542))

### Code Refactoring

* move canModifyPlayers logic into provider layer ([db9f909](db9f9096b4))
* properly separate LocalMemoryPairsProvider and RoomMemoryPairsProvider ([98822ec](98822ecda5))
2025-10-09 20:50:21 +00:00
Thomas Hallock
62f3730542 feat: implement networked hover presence for multiplayer gameplay
Add real-time hover state visualization to show which players are
considering which cards in room-based multiplayer games.

FEATURES:
- Mouse hover detection on cards sends HOVER_CARD moves over network
- Remote player avatars appear as floating badges over hovered cards
- Smooth pulsing animation with glow effect for hover avatars
- Player emoji + color + name shown on hover
- Only active (non-matched) cards trigger hover events

IMPLEMENTATION:
- Added onMouseEnter/onMouseLeave handlers to card wrapper in MemoryGrid
- Calls hoverCard(cardId) on enter, hoverCard(null) on leave
- Filters playerHovers state to find players hovering each card
- Displays floating avatar badges with player info from playerMetadata
- Added hoverPulse animation for smooth visual feedback

UX BENEFITS:
- Network players can see what opponents are thinking about
- Provides rich multiplayer feedback without voice/video
- Makes remote play feel more in-person and engaging
- Smooth transitions as players move between cards

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 15:49:00 -05:00
Thomas Hallock
98822ecda5 refactor: properly separate LocalMemoryPairsProvider and RoomMemoryPairsProvider
Clean separation of concerns between arcade sessions and room-based play:

ARCHITECTURE:
- LocalMemoryPairsProvider: Arcade sessions (roomId: undefined)
  * Uses useArcadeRedirect for canModifyPlayers
  * No room sync, local-only play
  * Used by /arcade/matching

- RoomMemoryPairsProvider: Room-based multiplayer (roomId: roomData.id)
  * Hard-coded canModifyPlayers: false (always show buttons)
  * Network sync across all room members
  * Used by /arcade/room

CHANGES:
- Added canModifyPlayers to LocalMemoryPairsProvider (uses useArcadeRedirect)
- Added hoverCard action to LocalMemoryPairsProvider
- Added HOVER_CARD case to LocalMemoryPairsProvider optimistic updates
- Added playerHovers to LocalMemoryPairsProvider initial state
- Removed isInRoom conditional from RoomMemoryPairsProvider (cleaner)
- Updated /arcade/matching to use LocalMemoryPairsProvider (was incorrectly using Room)
- Added clear doc comments explaining each provider's purpose

FIXES:
- /arcade/matching no longer behaves like a room
- Each provider has single, clear responsibility
- No more cross-cutting concerns or conditional logic based on room state

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 15:44:41 -05:00
Thomas Hallock
db9f9096b4 refactor: move canModifyPlayers logic into provider layer
Architecture improvement to separate concerns between game components
and session management:

BEFORE:
- MemoryPairsGame component had to know about rooms vs arcade sessions
- Component imported useRoomData and useArcadeRedirect
- Logic for button visibility leaked into presentation layer

AFTER:
- canModifyPlayers added to MemoryPairsContextValue interface
- RoomMemoryPairsProvider handles the logic internally:
  * If in room (roomData?.id exists): canModifyPlayers = false (show buttons)
  * If arcade session (no room): uses useArcadeRedirect.canModifyPlayers
- MemoryPairsGame just reads canModifyPlayers from context
- Clean separation: provider knows session type, component doesn't care

FIXES:
- Room-based games now always show Setup/New Game/Quit buttons
- Arcade sessions correctly hide buttons during setup phase
- /arcade/matching was incorrectly behaving like a room (now fixed)

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 15:42:20 -05:00
semantic-release-bot
1fe507bc12 chore(release): 2.12.3 [skip ci]
## [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](14ba422919))
2025-10-09 20:38:16 +00:00
Thomas Hallock
14ba422919 fix: always show game control buttons in room-based sessions
In room-based multiplayer games, force canModifyPlayers=false to ensure
Setup, New Game, and Quit buttons are always visible to all room members.

The arcade session locking mechanism (hasActiveSession) doesn't apply
to room-based games, so we detect rooms via isInRoom and override the
canModifyPlayers logic.

This fixes the issue where some room members saw buttons while others
didn't, depending on their arcade session state.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 15:37:19 -05:00
semantic-release-bot
3541466630 chore(release): 2.12.2 [skip ci]
## [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](c27973191f))
2025-10-09 19:51:13 +00:00
Thomas Hallock
c27973191f fix: use RoomMemoryPairsProvider in room page
Updates /arcade/room/page.tsx to use RoomMemoryPairsProvider instead
of ArcadeMemoryPairsProvider to match the updated component hooks.

The components now use useMemoryPairs() from MemoryPairsContext, which
is provided by RoomMemoryPairsProvider. This fixes the runtime error:
"useMemoryPairs must be used within a MemoryPairsProvider"

Changes:
- Import RoomMemoryPairsProvider instead of ArcadeMemoryPairsProvider
- Wrap matching game with RoomMemoryPairsProvider

Note: ArcadeMemoryPairsProvider can be deprecated in future cleanup.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 14:50:18 -05:00
semantic-release-bot
d423ff7612 chore(release): 2.12.1 [skip ci]
## [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](80ad33eec0))
2025-10-09 19:40:18 +00:00
Thomas Hallock
80ad33eec0 fix: export MemoryPairsContext to fix provider hook error
Exports MemoryPairsContext from MemoryPairsContext.tsx so that
RoomMemoryPairsProvider can properly provide to it. Also re-exports
useMemoryPairs hook from RoomMemoryPairsProvider for convenience.

This fixes the runtime error:
"useMemoryPairs must be used within a MemoryPairsProvider"

Changes:
- Export MemoryPairsContext in MemoryPairsContext.tsx
- Re-export useMemoryPairs from RoomMemoryPairsProvider.tsx

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 14:39:20 -05:00
semantic-release-bot
f160d2e4af chore(release): 2.12.0 [skip ci]
## [2.12.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v2.11.0...v2.12.0) (2025-10-09)

### Features

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

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

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

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

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

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

### Features

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

### Bug Fixes

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

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

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

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

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

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

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

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

Server validates all moves and sends authoritative state back.

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

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

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

### Features

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

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

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

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

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

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

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

### Features

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

### Bug Fixes

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

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

This prevents the redirect conflict and allows proper navigation.

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

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

### Bug Fixes

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

### Bug Fixes

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

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

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

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

### Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

### Features

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

### Tests

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

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

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

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

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

See docs/MULTIPLAYER_SYNC_ARCHITECTURE.md for full details.

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

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

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

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

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

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

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

### Bug Fixes

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

### Code Refactoring

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-08 11:00:08 -05:00
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## [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)

View File

@@ -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"]

View 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

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# 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.

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

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react: ^16.8 || ^17.0 || ^18.0 || ^19.0 || ^19.0.0-rc
react-dom: ^16.8 || ^17.0 || ^18.0 || ^19.0 || ^19.0.0-rc
peerDependenciesMeta:
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hasBin: true
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peerDependencies:
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engines: {node: '>=0.10.0'}
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snapshots:
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dependencies:
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'@floating-ui/dom@1.7.4':
dependencies:
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'@floating-ui/utils': 0.2.10
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react: 18.3.1
react-dom: 18.3.1(react@18.3.1)
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'@radix-ui/react-arrow@1.1.7(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
dependencies:
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react-dom: 18.3.1(react@18.3.1)
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react-dom: 18.3.1(react@18.3.1)
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react: 18.3.1
'@radix-ui/react-popper@1.2.8(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
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'@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)':
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react-dom: 18.3.1(react@18.3.1)
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react: 18.3.1
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react: 18.3.1
react-dom: 18.3.1(react@18.3.1)
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react: 18.3.1
'@radix-ui/react-tooltip@1.2.8(react-dom@18.3.1(react@18.3.1))(react@18.3.1)':
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'@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)
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dependencies:
react: 18.3.1
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dependencies:
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'@radix-ui/react-use-layout-effect': 1.1.1(react@18.3.1)
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react: 18.3.1
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dependencies:
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react: 18.3.1
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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

View File

@@ -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
View 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;
}

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -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

View File

@@ -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)
}

View File

@@ -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()
}}

View File

@@ -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 && (

View File

@@ -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

View File

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

View File

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

View File

@@ -0,0 +1,560 @@
'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>
}

View File

@@ -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 }) {

View File

@@ -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'

View 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'

View File

@@ -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
}

View File

@@ -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>
)
}

View File

@@ -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.)

View File

@@ -1,24 +0,0 @@
'use client'
import { useParams } from 'next/navigation'
import { PageWithNav } from '@/components/PageWithNav'
import { ComplementRaceGame } from '@/app/arcade/complement-race/components/ComplementRaceGame'
import { ComplementRaceProvider } from '@/app/arcade/complement-race/context/ComplementRaceContext'
export default function RoomComplementRacePage() {
const params = useParams()
const roomId = params.roomId as string
// TODO Phase 4: Integrate room context with game state
// - Connect to room socket events
// - Sync game state across players
// - Handle multiplayer race dynamics
return (
<PageWithNav navTitle="Speed Complement Race" navEmoji="🏁">
<ComplementRaceProvider>
<ComplementRaceGame />
</ComplementRaceProvider>
</PageWithNav>
)
}

View File

@@ -1,24 +0,0 @@
'use client'
import { useParams } from 'next/navigation'
import { ArcadeGuardedPage } from '@/components/ArcadeGuardedPage'
import { MemoryPairsGame } from '@/app/arcade/matching/components/MemoryPairsGame'
import { ArcadeMemoryPairsProvider } from '@/app/arcade/matching/context/ArcadeMemoryPairsContext'
export default function RoomMatchingPage() {
const params = useParams()
const roomId = params.roomId as string
// TODO Phase 4: Integrate room context with game state
// - Connect to room socket events
// - Sync game state across players
// - Handle multiplayer moves
return (
<ArcadeGuardedPage>
<ArcadeMemoryPairsProvider>
<MemoryPairsGame />
</ArcadeMemoryPairsProvider>
</ArcadeGuardedPage>
)
}

View File

@@ -1,16 +0,0 @@
'use client'
import { useParams } from 'next/navigation'
// Temporarily redirect to solo arcade version
// TODO Phase 4: Implement room-aware memory quiz with multiplayer sync
export default function RoomMemoryQuizPage() {
const params = useParams()
const roomId = params.roomId as string
// Import and use the arcade version for now
// This prevents 404s while we work on full multiplayer integration
const MemoryQuizGame = require('@/app/arcade/memory-quiz/page').default
return <MemoryQuizGame />
}

View File

@@ -0,0 +1,3 @@
"use strict";
// TypeScript interfaces for Memory Pairs Challenge game
Object.defineProperty(exports, "__esModule", { value: true });

View File

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

View File

@@ -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)}`;
}

View 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,
};
}

View File

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

View File

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

View File

@@ -1,9 +1,12 @@
import React from 'react'
import { PlayerTooltip } from './PlayerTooltip'
interface NetworkPlayer {
id: string
emoji?: string
name?: string
color?: string
memberName?: string
}
interface NetworkPlayerIndicatorProps {
@@ -17,92 +20,97 @@ interface NetworkPlayerIndicatorProps {
*/
export function NetworkPlayerIndicator({ player, shouldEmphasize }: NetworkPlayerIndicatorProps) {
const [isHovered, setIsHovered] = React.useState(false)
const playerName = player.name || `Network Player ${player.id.slice(0, 8)}`
const extraInfo = player.memberName ? `Controlled by ${player.memberName}` : undefined
return (
<div
style={{
position: 'relative',
fontSize: shouldEmphasize ? '48px' : '20px',
lineHeight: 1,
transition: 'all 0.4s cubic-bezier(0.4, 0, 0.2, 1)',
cursor: 'default',
}}
title={player.name || `Network Player ${player.id.slice(0, 8)}`}
onMouseEnter={() => setIsHovered(true)}
onMouseLeave={() => setIsHovered(false)}
<PlayerTooltip
playerName={playerName}
playerColor={player.color}
isLocal={false}
extraInfo={extraInfo}
>
{/* Network frame border */}
<div
style={{
position: 'absolute',
inset: '-6px',
borderRadius: '8px',
background: `
position: 'relative',
fontSize: shouldEmphasize ? '48px' : '20px',
lineHeight: 1,
transition: 'all 0.4s cubic-bezier(0.4, 0, 0.2, 1)',
cursor: 'default',
}}
onMouseEnter={() => setIsHovered(true)}
onMouseLeave={() => setIsHovered(false)}
>
{/* Network frame border */}
<div
style={{
position: 'absolute',
inset: '-6px',
borderRadius: '8px',
background: `
linear-gradient(135deg,
rgba(59, 130, 246, 0.4),
rgba(147, 51, 234, 0.4),
rgba(236, 72, 153, 0.4))
`,
opacity: isHovered ? 1 : 0.7,
transition: 'opacity 0.2s ease',
zIndex: -1,
}}
/>
opacity: isHovered ? 1 : 0.7,
transition: 'opacity 0.2s ease',
zIndex: -1,
}}
/>
{/* Animated network signal indicator */}
<div
style={{
position: 'absolute',
top: '-8px',
right: '-8px',
width: '12px',
height: '12px',
borderRadius: '50%',
background: 'rgba(34, 197, 94, 0.9)',
boxShadow: '0 0 8px rgba(34, 197, 94, 0.6)',
animation: 'networkPulse 2s ease-in-out infinite',
zIndex: 1,
}}
title="Connected"
/>
{/* Animated network signal indicator */}
<div
style={{
position: 'absolute',
top: '-8px',
right: '-8px',
width: '12px',
height: '12px',
borderRadius: '50%',
background: 'rgba(34, 197, 94, 0.9)',
boxShadow: '0 0 8px rgba(34, 197, 94, 0.6)',
animation: 'networkPulse 2s ease-in-out infinite',
zIndex: 1,
}}
/>
{/* Player emoji or fallback */}
<div
style={{
position: 'relative',
filter: shouldEmphasize ? 'drop-shadow(0 4px 8px rgba(0,0,0,0.25))' : 'none',
}}
>
{player.emoji || '🌐'}
</div>
{/* Player emoji or fallback */}
<div
style={{
position: 'relative',
filter: shouldEmphasize ? 'drop-shadow(0 4px 8px rgba(0,0,0,0.25))' : 'none',
}}
>
{player.emoji || '🌐'}
</div>
{/* Network icon badge */}
<div
style={{
position: 'absolute',
bottom: '-4px',
left: '-4px',
width: '16px',
height: '16px',
borderRadius: '50%',
border: '2px solid white',
background: 'linear-gradient(135deg, #3b82f6, #8b5cf6)',
color: 'white',
fontSize: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
boxShadow: '0 2px 6px rgba(0,0,0,0.3)',
zIndex: 1,
}}
title="Network Player"
>
📡
</div>
{/* Network icon badge */}
<div
style={{
position: 'absolute',
bottom: '-4px',
left: '-4px',
width: '16px',
height: '16px',
borderRadius: '50%',
border: '2px solid white',
background: 'linear-gradient(135deg, #3b82f6, #8b5cf6)',
color: 'white',
fontSize: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
boxShadow: '0 2px 6px rgba(0,0,0,0.3)',
zIndex: 1,
}}
>
📡
</div>
<style
dangerouslySetInnerHTML={{
__html: `
<style
dangerouslySetInnerHTML={{
__html: `
@keyframes networkPulse {
0%, 100% {
opacity: 1;
@@ -114,8 +122,9 @@ export function NetworkPlayerIndicator({ player, shouldEmphasize }: NetworkPlaye
}
}
`,
}}
/>
</div>
}}
/>
</div>
</PlayerTooltip>
)
}

View File

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

View File

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

View File

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

80
apps/web/src/db/index.js Normal file
View 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];
},
});

View 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);
}

View 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),
});

View 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),
});

View 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),
});

View 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);

View 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),
}));

View 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),
}));

View 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),
});

View 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'),
});

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -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;
}

View File

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

View File

@@ -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, '');
}

View 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;
}

View 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);
}

View 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');
}
}

View 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;
}

View File

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

View File

@@ -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();

View File

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

View File

@@ -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);

View 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 });

View File

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

View File

@@ -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"
]
}

View File

@@ -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
View File

@@ -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