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16 Commits

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

### Features

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

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

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

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

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

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

### Features

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

### Bug Fixes

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

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

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

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

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

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

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

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

Server validates all moves and sends authoritative state back.

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

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

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

### Features

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

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

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

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

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

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

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

### Features

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

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

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

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-09 07:47:36 -05:00
23 changed files with 2823 additions and 321 deletions

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## [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)

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View File

@@ -6,6 +6,7 @@ import {
createArcadeSession,
deleteArcadeSession,
getArcadeSession,
getArcadeSessionByRoom,
updateSessionActivity,
} from './src/lib/arcade/session-manager'
import { createRoom, getRoomById } from './src/lib/arcade/room-manager'
@@ -56,9 +57,19 @@ export function initializeSocketServer(httpServer: HTTPServer) {
}
// Send current session state if exists
// For room-based games, look up shared room session
try {
const session = await getArcadeSession(userId)
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,
@@ -67,6 +78,10 @@ export function initializeSocketServer(httpServer: HTTPServer) {
version: session.version,
})
} else {
console.log('[join-arcade-session] No active session found for:', {
userId,
roomId,
})
socket.emit('no-active-session')
}
} catch (error) {
@@ -77,19 +92,23 @@ export function initializeSocketServer(httpServer: HTTPServer) {
)
// 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')
@@ -174,7 +193,8 @@ 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) {
const moveAcceptedData = {

View File

@@ -90,6 +90,7 @@ describe('Room Navigation with Active Sessions', () => {
},
isLoading: false,
isInRoom: true,
notifyRoomOfPlayerUpdate: vi.fn(),
})
// Mock rooms API
@@ -140,6 +141,7 @@ describe('Room Navigation with Active Sessions', () => {
roomData: null,
isLoading: false,
isInRoom: false,
notifyRoomOfPlayerUpdate: vi.fn(),
})
;(global.fetch as any).mockResolvedValue({
@@ -172,6 +174,7 @@ describe('Room Navigation with Active Sessions', () => {
roomData: null,
isLoading: false,
isInRoom: false,
notifyRoomOfPlayerUpdate: vi.fn(),
})
;(global.fetch as any).mockResolvedValue({
@@ -225,6 +228,7 @@ describe('Room Navigation with Active Sessions', () => {
roomData: null,
isLoading: false,
isInRoom: false,
notifyRoomOfPlayerUpdate: vi.fn(),
})
;(global.fetch as any).mockResolvedValue({
@@ -271,6 +275,7 @@ describe('Room Navigation with Active Sessions', () => {
},
isLoading: false,
isInRoom: true,
notifyRoomOfPlayerUpdate: vi.fn(),
})
;(global.fetch as any).mockResolvedValue({

View File

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

View File

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

View File

@@ -146,22 +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(

View File

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

View File

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

View File

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

View File

@@ -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

@@ -61,12 +61,11 @@ export function PageWithNav({
// 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 && p.isLocal !== false) // Filter out remote players
.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) && p.isLocal !== false) // Filter out remote players
.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 =
@@ -99,7 +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)
@@ -108,7 +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

@@ -48,8 +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
@@ -149,10 +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(() => {

View File

@@ -21,7 +21,7 @@ export interface UseArcadeSocketReturn {
socket: Socket | null
connected: boolean
joinSession: (userId: string, roomId?: string) => void
sendMove: (userId: string, move: GameMove) => void
sendMove: (userId: string, move: GameMove, roomId?: string) => void
exitSession: (userId: string) => void
pingSession: (userId: string) => void
}
@@ -119,12 +119,12 @@ export function useArcadeSocket(events: ArcadeSocketEvents = {}): UseArcadeSocke
)
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

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

View File

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

View File

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

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "2.8.7",
"version": "2.12.0",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [