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Author SHA1 Message Date
semantic-release-bot
693fe6bb9f chore(release): 3.22.3 [skip ci]
## [3.22.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.2...v3.22.3) (2025-10-16)

### Bug Fixes

* **number-guesser:** add turn indicators, error feedback, and fix player ordering ([9f62623](9f62623684))

### Documentation

* **arcade:** update docs for unified validator registry ([6f6cb14](6f6cb14650))
2025-10-16 01:46:31 +00:00
Thomas Hallock
9f62623684 fix(number-guesser): add turn indicators, error feedback, and fix player ordering
## Bug Fixes

### 1. Turn Indicators
- Added `currentPlayerId` prop to PageWithNav
- Shows whose turn it is during choosing and guessing phases
- Visual highlighting of active player avatar
- Displays "Your turn" label for current user

**Files**:
- `GameComponent.tsx`: Calculate currentPlayerId based on game phase
- `Provider.tsx`: Expose lastError and clearError to context

### 2. Error Feedback
- Added error banner in GuessingPhase
- Shows server rejection messages (out of bounds, not your turn, etc.)
- Auto-dismisses after 5 seconds
- Clear dismiss button for manual dismissal

**Impact**: Users now see why their moves were rejected instead of
silent failures.

### 3. Player Ordering Consistency
- Fixed player ordering mismatch between UI and game logic
- Removed `.sort()` to keep Set iteration order consistent
- Both UI (PageWithNav) and game logic now use same player order

**Issue**: UI showed players in Set order, but game logic used
alphabetical order, causing "skipped leftmost player" bug.

**Fix**: Use `Array.from(activePlayerIds)` without sorting everywhere.

### 4. Score Display
- Added `playerScores` prop to PageWithNav
- Shows scores for all players in the navigation

## Testing Notes

These fixes address all issues found during manual testing:
-  Turn indicator now shows correctly
-  Error messages display to users
-  Player order matches between UI and game logic
-  Scores visible in navigation

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 20:45:39 -05:00
Thomas Hallock
6f6cb14650 docs(arcade): update docs for unified validator registry
## Documentation Updates

### src/arcade-games/README.md
- **Step 7**: Expanded to explain both registration steps
  - 7a: Register validator in validators.ts (server-side)
  - 7b: Register game in game-registry.ts (client-side)
- Added explanation of why both steps are needed
- Added verification warnings that appear during registration
- Clarified the difference between isomorphic and client-only code

### docs/AUDIT_MODULAR_GAME_SYSTEM.md
- **Status**: Updated from "CRITICAL ISSUES" to "ISSUE RESOLVED"
- **Executive Summary**: Marked system as Production Ready
- **Issue #1**: Marked as RESOLVED with implementation details
- **Issue #2**: Marked as RESOLVED (validators now accessible)
- **Issue #5**: Marked as RESOLVED (GameName auto-derived)
- **Compliance Table**: Updated grade from D to B+
- **Action Items**: Marked critical items 1-3 as completed

## Summary

Documentation now accurately reflects the unified validator registry
implementation, providing clear guidance for developers adding new games.

Related: 9459f37b (implementation commit)

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 20:41:06 -05:00
semantic-release-bot
61196ccbff chore(release): 3.22.2 [skip ci]
## [3.22.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.1...v3.22.2) (2025-10-16)

### Code Refactoring

* **arcade:** create unified validator registry to fix dual registration ([f775fc5](f775fc55e5)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
2025-10-16 01:39:05 +00:00
Thomas Hallock
f775fc55e5 refactor(arcade): create unified validator registry to fix dual registration
**Problem**: Games required dual registration - once in client registry
(game-registry.ts) and again in server validator map (validation/index.ts).
This broke the modular architecture goal.

**Solution**: Created unified isomorphic validator registry that serves
both client and server needs.

## Changes

### New File
- `src/lib/arcade/validators.ts` - Unified validator registry
  - Single source of truth for all game validators
  - Auto-derives GameName type from registry keys
  - Isomorphic (runs on both client and server)

### Updated Files
- `validation/index.ts` - Converted to re-export from unified registry
  - Maintains backwards compatibility
  - Marked as deprecated
- `validation/types.ts` - GameName now re-exported from validators
  - No longer hard-coded union type
  - Auto-updates when new games added
- `game-registry.ts` - Added runtime validation
  - Checks if validator registered server-side
  - Warns on registration mismatch
- `session-manager.ts` - Import from unified registry
- `socket-server.ts` - Import from unified registry
- `route.ts` (rooms API) - Use hasValidator() instead of hard-coded array
- `game-config-helpers.ts` - Handle ExtendedGameName for legacy games
  - Supports both registered validators and legacy 'complement-race'
  - TODO comment for migration

## Benefits
 Single registration point for new games
 Auto-derived GameName type (no manual updates)
 Type-safe validator access
 Backwards compatible with existing code
 Clear migration path for old games

## Migration Status
-  number-guesser: Uses new system
- 🔄 matching, memory-quiz: Use new validator registry, not migrated to arcade-games/ yet
-  complement-race: Legacy game, handled via ExtendedGameName

Addresses critical Issue #1 from AUDIT_MODULAR_GAME_SYSTEM.md

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 20:38:15 -05:00
semantic-release-bot
3cef4fcbac chore(release): 3.22.1 [skip ci]
## [3.22.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.0...v3.22.1) (2025-10-16)

### Bug Fixes

* **arcade:** add Number Guesser to game config helpers ([7d1a351](7d1a351ed6))
* **nav:** update types for registry games with nullable gameName ([a51e539](a51e539d02))
2025-10-16 00:16:26 +00:00
Thomas Hallock
a51e539d02 fix(nav): update types for registry games with nullable gameName
Fixes TypeScript errors introduced by registry game system:
- Allow gameName to be string | null in nav component types
- Update RecentRoom, AddPlayerButton, GameContextNav, ArcadeRoomInfo interfaces
- Convert null to undefined where needed for legacy function calls
- Fix GameTitleMenu showMenu prop
- Update JoinRoomModal to use separate useGetRoomByCode and useJoinRoom hooks

These changes allow rooms to exist without a selected game (gameName = null).

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 19:15:32 -05:00
Thomas Hallock
7d1a351ed6 fix(arcade): add Number Guesser to game config helpers
Fixes server-side session creation for Number Guesser:
- Import DEFAULT_NUMBER_GUESSER_CONFIG
- Add case for 'number-guesser' in getDefaultGameConfig()
- Add validation for number-guesser config
- Include arcade-games validators in server TypeScript build

This resolves the "Unknown game: number-guesser" error when creating sessions.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 19:15:32 -05:00
semantic-release-bot
3e81c1f480 chore(release): 3.22.0 [skip ci]
## [3.22.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.21.0...v3.22.0) (2025-10-16)

### Features

* **arcade:** add Number Guesser demo game with plugin architecture ([0e3c058](0e3c058707))
2025-10-16 00:08:18 +00:00
Thomas Hallock
0e3c058707 feat(arcade): add Number Guesser demo game with plugin architecture
Implements the first registry-based game to demonstrate the modular plugin system:

Game Features:
- Turn-based number guessing with hot/cold feedback
- 2-4 players with configurable settings
- Round-based scoring system
- Complete game phases: Setup → Choosing → Guessing → Results

Technical Implementation:
- Created Number Guesser game in src/arcade-games/number-guesser/
- Registered NumberGuesserValidator in validation system
- Added 'number-guesser' to database schema enums (arcade_rooms, arcade_sessions, room_game_configs)
- Created NumberGuesserGameConfig type with default configuration
- Integrated game into GameSelector and room page
- Added PageWithNav wrapper for consistent navigation
- Fixed controlled input warnings with fallback values

Registry Integration:
- Game automatically appears in /arcade/room selection UI
- Settings persist to room_game_configs table
- Validator creates and manages server-side game state
- Provider syncs client state via arcade session

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 19:07:20 -05:00
semantic-release-bot
0e76bcd79a chore(release): 3.21.0 [skip ci]
## [3.21.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.20.0...v3.21.0) (2025-10-15)

### Features

* **arcade:** add modular game SDK and registry system ([de30bec](de30bec479))
2025-10-15 23:10:06 +00:00
Thomas Hallock
de30bec479 feat(arcade): add modular game SDK and registry system
Create foundation for modular arcade game architecture:

**Game SDK** (`/src/lib/arcade/game-sdk/`):
- Stable API surface that games can safely import
- Type-safe game definition with `defineGame()` helper
- Controlled hook exports (useArcadeSession, useRoomData, etc.)
- Player ownership and metadata utilities
- Error boundary component for game crashes

**Manifest System**:
- YAML-based game manifests with Zod validation
- Game metadata (name, icon, description, difficulty, etc.)
- Type-safe manifest loading with `loadManifest()`

**Game Registry**:
- Central registry for all arcade games
- Explicit registration pattern via `registerGame()`
- Helper functions to query available games

**Type Safety**:
- Full TypeScript contracts for games
- GameValidator, GameState, GameMove, GameConfig types
- Compile-time validation of game implementations

This establishes the plugin system for drop-in arcade games.
Next: Create demo games to exercise the system.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 18:09:17 -05:00
semantic-release-bot
0eed26966c chore(release): 3.20.0 [skip ci]
## [3.20.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.19.0...v3.20.0) (2025-10-15)

### Features

* adjust tier probabilities for more abacus flavor ([49219e3](49219e34cd))

### Code Refactoring

* use per-word-type tier selection for name generation ([499ee52](499ee525a8))
2025-10-15 19:10:15 +00:00
Thomas Hallock
49219e34cd feat: adjust tier probabilities for more abacus flavor
Change weighted selection from 70/20/10 to 50/25/25:
- Emoji-specific: 70% → 50%
- Category-specific: 20% → 25%
- Global abacus: 10% → 25%

This increases abacus-themed words by 2.5x, ensuring stronger
presence of core abacus vocabulary (Calculator, Abacist, Counter)
while still maintaining emoji personality theming.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 14:09:25 -05:00
Thomas Hallock
499ee525a8 refactor: use per-word-type tier selection for name generation
Changed from tier-then-mix approach to per-word-type selection:
- Before: Pick one tier, then optionally mix with abacus words
- After: Pick tier independently for adjective and noun

Benefits:
- Simpler, cleaner code
- More natural variety in name combinations
- Adjective and noun can come from different tiers naturally
- Examples: "Grinning Calculator" (emoji + global), "Ancient Smiler" (global + emoji)

Each word still uses weighted selection:
- 70% emoji-specific
- 20% category-specific
- 10% global abacus

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 14:03:21 -05:00
semantic-release-bot
843b45b14e chore(release): 3.19.0 [skip ci]
## [3.19.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.18.1...v3.19.0) (2025-10-15)

### Features

* implement avatar-themed name generation with probabilistic mixing ([76a8472](76a8472f12))
2025-10-15 19:01:15 +00:00
Thomas Hallock
76a8472f12 feat: implement avatar-themed name generation with probabilistic mixing
Add comprehensive emoji-themed player name generation system:
- 150+ emoji-specific word lists (10 adjectives + 10 nouns each)
- 45+ category-themed word lists as fallback
- Generic abacus-themed words as ultimate fallback

Probabilistic tier selection for variety:
- 70% emoji-specific (e.g., "Grinning Grinner" for 😀)
- 20% category-specific (e.g., "Cheerful Optimist" for happy faces)
- 10% global abacus theme (e.g., "Lightning Calculator")

Cross-tier mixing for abacus flavor infusion:
- 60% pure themed words
- 30% themed adjective + abacus noun
- 10% abacus adjective + themed noun

Updated all name generation call sites to pass player emoji:
- PlayerConfigDialog.tsx: Pass emoji when generating name
- GameModeContext.tsx: Theme names for default players and new players

This creates ultra-personalized, variety-rich names while maintaining
abacus theme presence across all generated names.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 14:00:18 -05:00
semantic-release-bot
bf02bc14fd chore(release): 3.18.1 [skip ci]
## [3.18.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.18.0...v3.18.1) (2025-10-15)

### Bug Fixes

* **arcade:** prevent empty update in settings API when only gameConfig changes ([ffb626f](ffb626f403))
2025-10-15 18:55:55 +00:00
Thomas Hallock
ffb626f403 fix(arcade): prevent empty update in settings API when only gameConfig changes
When only gameConfig is updated (without accessMode, password, or gameName),
the updateData object remained empty, causing Drizzle to throw "No values to set"
error when attempting to update arcade_rooms table.

Now only updates arcade_rooms if there are actual fields to update, preventing
the 500 error while still allowing gameConfig-only updates to room_game_configs table.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 13:54:47 -05:00
semantic-release-bot
860fd607be chore(release): 3.18.0 [skip ci]
## [3.18.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.14...v3.18.0) (2025-10-15)

### Features

* add drizzle migration for room_game_configs table ([3bae00b](3bae00b9a9))

### Documentation

* document manual migration of room_game_configs table ([ff79140](ff791409cf))
2025-10-15 18:41:45 +00:00
Thomas Hallock
3bae00b9a9 feat: add drizzle migration for room_game_configs table
Creates migration 0011 to:
- Create room_game_configs table with proper schema
- Add unique index on (room_id, game_name)
- Migrate existing game_config data from arcade_rooms table

Migration is idempotent and safe to run on any database state:
- Uses IF NOT EXISTS for table and index creation
- Uses INSERT OR IGNORE to avoid duplicate data
- Will work on both fresh databases and existing production

This ensures production will automatically get the new table structure
when the migration runs on deployment.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 13:40:40 -05:00
Thomas Hallock
ff791409cf docs: document manual migration of room_game_configs table
Manual migration applied on 2025-10-15:
- Created room_game_configs table via sqlite3 CLI
- Migrated 6000 existing configs from arcade_rooms.game_config
- 5991 matching configs + 9 memory-quiz configs
- Table created directly instead of through drizzle migration system

The manually created drizzle migration SQL file has been removed since
the migration was applied directly to the database. See
.claude/MANUAL_MIGRATION_0011.md for complete details on the migration
process, verification steps, and rollback plan.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 13:31:55 -05:00
semantic-release-bot
c1be0277c1 chore(release): 3.17.14 [skip ci]
## [3.17.14](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.13...v3.17.14) (2025-10-15)

### Bug Fixes

* **arcade:** resolve TypeScript errors in game config helpers ([04c9944](04c9944f2e))

### Documentation

* **arcade:** update GAME_SETTINGS_PERSISTENCE.md for new schema ([260bdc2](260bdc2e9d))
2025-10-15 18:21:03 +00:00
Thomas Hallock
04c9944f2e fix(arcade): resolve TypeScript errors in game config helpers
Fixed three TypeScript compilation errors:

1. game-config-helpers.ts:82 - Cast existing.config to object for spread
2. game-config-helpers.ts:116 - Fixed dynamic field assignment in updateGameConfigField
3. MatchingGameValidator.ts:540 - Use proper Difficulty type in MatchingGameConfig

Changes:
- Import Difficulty and GameType from matching types
- Update MatchingGameConfig to use proper union types
- Cast existing.config as object before spreading
- Rewrite updateGameConfigField to avoid type assertion issue

All TypeScript errors resolved. Compilation passes cleanly.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 13:19:58 -05:00
Thomas Hallock
260bdc2e9d docs(arcade): update GAME_SETTINGS_PERSISTENCE.md for new schema
Updated documentation to reflect the refactored implementation:

- Documented new room_game_configs table structure
- Explained shared type system and benefits
- Updated all code examples to use new helpers
- Revised debugging checklist for new architecture
- Added migration notes and rollback plan
- Clarified the four critical systems (was three, now includes helpers)

The documentation now accurately describes the normalized database
schema approach instead of the old monolithic JSON column.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 13:17:34 -05:00
semantic-release-bot
8dbdc837cc chore(release): 3.17.13 [skip ci]
## [3.17.13](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.12...v3.17.13) (2025-10-15)

### Code Refactoring

* **arcade:** migrate game settings to normalized database schema ([1bd7354](1bd73544df))
2025-10-15 18:17:00 +00:00
Thomas Hallock
1bd73544df refactor(arcade): migrate game settings to normalized database schema
### Schema Changes
- Create `room_game_configs` table with one row per game per room
- Migrate existing gameConfig data from arcade_rooms.game_config JSON column
- Add unique index on (roomId, gameName) for efficient queries

### Benefits
-  Type-safe config access with shared types
-  Smaller rows (only configs for used games)
-  Easier updates (single row vs entire JSON blob)
-  Better concurrency (no lock contention between games)
-  Foundation for per-game audit trail

### Core Changes
1. **Shared Config Types** (`game-configs.ts`)
   - `MatchingGameConfig`, `MemoryQuizGameConfig` interfaces
   - Default configs for each game
   - Single source of truth for all settings

2. **Helper Functions** (`game-config-helpers.ts`)
   - `getGameConfig<T>()` - type-safe config retrieval with defaults
   - `setGameConfig()` - upsert game config
   - `getAllGameConfigs()` - aggregate all game configs for a room
   - `validateGameConfig()` - runtime validation

3. **API Routes**
   - `/api/arcade/rooms/current`: Aggregates configs from new table
   - `/api/arcade/rooms/[roomId]/settings`: Writes to new table

4. **Socket Server** (`socket-server.ts`)
   - Uses `getGameConfig()` helper for session creation
   - Eliminates manual config extraction and defaults

5. **Validators**
   - `MemoryQuizGameValidator.getInitialState(config: MemoryQuizGameConfig)`
   - `MatchingGameValidator.getInitialState(config: MatchingGameConfig)`
   - Type signatures enforce consistency

### Migration Path
- Existing data migrated automatically (SQL in migration file)
- Old `gameConfig` column preserved temporarily
- Client-side providers unchanged (read from aggregated response)

Next steps:
- Test settings persistence thoroughly
- Drop old `gameConfig` column after validation
- Update documentation

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 13:16:01 -05:00
semantic-release-bot
506bfeccf2 chore(release): 3.17.12 [skip ci]
## [3.17.12](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.11...v3.17.12) (2025-10-15)

### Code Refactoring

* **arcade:** remove non-productive debug logging from memory-quiz ([38e554e](38e554e6ea))

### Documentation

* **arcade:** document game settings persistence architecture ([8f8f112](8f8f112de2))
2025-10-15 18:05:53 +00:00
Thomas Hallock
38e554e6ea refactor(arcade): remove non-productive debug logging from memory-quiz
Removed verbose console.log statements added during settings persistence debugging:
- socket-server.ts: Removed JSON.stringify logging of gameConfig flow
- RoomMemoryQuizProvider.tsx: Removed logging from mergedInitialState useMemo and setConfig
- MemoryQuizGameValidator.ts: Removed logging from validateAcceptNumber

The actual fix (playMode parameter addition) is preserved. Debug logging was only needed to identify the root cause and is no longer necessary.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 13:04:49 -05:00
Thomas Hallock
8f8f112de2 docs(arcade): document game settings persistence architecture
Added comprehensive documentation for game settings persistence system
after fixing multiple settings bugs (gameType, playMode not persisting).

New documentation:
- .claude/GAME_SETTINGS_PERSISTENCE.md: Complete architecture guide
  - How settings are structured (nested by game name)
  - Three critical systems that must stay in sync
  - Common bugs with detailed solutions
  - Debugging checklist
  - Step-by-step guide for adding new settings

- .claude/GAME_SETTINGS_REFACTORING.md: Recommended improvements
  - Shared config types to prevent type mismatches
  - Helper functions to reduce duplication (getGameConfig, updateGameConfig)
  - Validator config type enforcement
  - Exhaustiveness checking
  - Runtime validation
  - Migration strategy with priority order

Updated .claude/CLAUDE.md to reference these docs with quick reference guide.

This documentation will prevent similar bugs in the future by making the
architecture explicit and providing clear patterns to follow.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 12:54:15 -05:00
semantic-release-bot
f3080b50d9 chore(release): 3.17.11 [skip ci]
## [3.17.11](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.10...v3.17.11) (2025-10-15)

### Bug Fixes

* **memory-quiz:** fix playMode persistence by updating validator ([de0efd5](de0efd5932))
2025-10-15 17:51:21 +00:00
Thomas Hallock
de0efd5932 fix(memory-quiz): fix playMode persistence by updating validator
ROOT CAUSE FOUND:
The MemoryQuizGameValidator.getInitialState() method was hardcoding
playMode to 'cooperative' and not accepting it as a config parameter.

Even though socket-server.ts was passing playMode from the saved config,
the validator's TypeScript signature didn't include it:

BEFORE:
```typescript
getInitialState(config: {
  selectedCount: number
  displayTime: number
  selectedDifficulty: DifficultyLevel
}): SorobanQuizState {
  return {
    // ...
    playMode: 'cooperative',  // ← ALWAYS HARDCODED!
  }
}
```

AFTER:
```typescript
getInitialState(config: {
  selectedCount: number
  displayTime: number
  selectedDifficulty: DifficultyLevel
  playMode?: 'cooperative' | 'competitive'  // ← NEW!
}): SorobanQuizState {
  return {
    // ...
    playMode: config.playMode || 'cooperative',  // ← USES CONFIG VALUE!
  }
}
```

Also added comprehensive debug logging throughout the flow:
- socket-server.ts: logs room.gameConfig, extracted config, and resulting playMode
- RoomMemoryQuizProvider.tsx: logs roomData.gameConfig and merged state
- MemoryQuizGameValidator.ts: logs config received and playMode returned

This will help identify any remaining persistence issues.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 12:50:25 -05:00
semantic-release-bot
c9e5c473e6 chore(release): 3.17.10 [skip ci]
## [3.17.10](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.9...v3.17.10) (2025-10-15)

### Bug Fixes

* **memory-quiz:** persist playMode setting across game switches ([487ca7f](487ca7fba6))
2025-10-15 17:47:48 +00:00
Thomas Hallock
487ca7fba6 fix(memory-quiz): persist playMode setting across game switches
The socket-server was missing playMode when creating the initial session
for memory-quiz games. It was only loading selectedCount, displayTime, and
selectedDifficulty from the saved config, causing playMode to always reset
to the default 'cooperative' even when 'competitive' was saved.

Now includes playMode in the initial state config:
- selectedCount
- displayTime
- selectedDifficulty
- playMode (NEW)

This ensures the playMode setting persists when users:
1. Set playMode to 'competitive'
2. Go back to game selection
3. Select memory-quiz again
4. PlayMode is still 'competitive' (not reset to 'cooperative')

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 12:46:48 -05:00
semantic-release-bot
8f7eebce4b chore(release): 3.17.9 [skip ci]
## [3.17.9](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.8...v3.17.9) (2025-10-15)

### Bug Fixes

* **arcade:** read nested gameConfig correctly when creating sessions ([94ef392](94ef39234d))
2025-10-15 17:45:11 +00:00
Thomas Hallock
94ef39234d fix(arcade): read nested gameConfig correctly when creating sessions
The session initialization was looking for settings at the wrong level:
- Was reading: room.gameConfig.gameType (undefined, falls back to default)
- Should read: room.gameConfig.matching.gameType (saved value)

gameConfig is structured as:
{
  "matching": { "gameType": "...", "difficulty": ..., "turnTimer": ... },
  "memory-quiz": { "selectedCount": ..., "displayTime": ..., ... }
}

This caused the session to be created with default settings even though
the settings were saved in the database. The client would load the correct
settings from roomData.gameConfig, but then the socket would immediately
overwrite them with the session's default state.

Now properly accesses the nested config for each game type.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 12:44:10 -05:00
semantic-release-bot
6d14dd8b47 chore(release): 3.17.8 [skip ci]
## [3.17.8](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.7...v3.17.8) (2025-10-15)

### Bug Fixes

* **arcade:** preserve game settings when returning to game selection ([0ee7739](0ee7739091))
2025-10-15 17:42:27 +00:00
Thomas Hallock
0ee7739091 fix(arcade): preserve game settings when returning to game selection
When users clicked "back to game selection", the clearRoomGameApi function
was sending both gameName: null AND gameConfig: null to the server. This
destroyed all saved game settings (like gameType, difficulty, etc.).

Now clearRoomGameApi only sends gameName: null and preserves gameConfig,
so settings persist when users select a game again.

Root cause discovered via comprehensive database-level logging that traced
the exact data flow through the system.

Fixes settings persistence bug in room mode.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 12:41:36 -05:00
Thomas Hallock
5c135358fc debug(arcade): add comprehensive database-level logging for gameConfig
Add detailed logging at every layer to trace gameConfig through the system:

Server-side (Settings API):
- Log incoming PATCH request body
- Log database state BEFORE update
- Log what will be written to database
- Log database state AFTER update

Server-side (Current Room API):
- Log what's READ from database when fetching room

Client-side:
- Track roomData.gameConfig changes with useEffect

This will show us exactly when and where gameConfig is being overwritten.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 12:36:36 -05:00
semantic-release-bot
74554c3669 chore(release): 3.17.7 [skip ci]
## [3.17.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.6...v3.17.7) (2025-10-15)

### Bug Fixes

* **arcade:** prevent gameConfig from being overwritten when switching games ([a89d3a9](a89d3a9701))
2025-10-15 17:33:21 +00:00
Thomas Hallock
a89d3a9701 fix(arcade): prevent gameConfig from being overwritten when switching games
Root cause: setRoomGameApi was sending `gameConfig: {}` when gameConfig
was undefined, which overwrote all saved settings in the database.

Changes:
- Client: Only include gameConfig in request body if explicitly provided
- Server: Only include gameConfig in socket broadcast if provided
- Client handler: Update gameConfig from broadcast if present

This preserves all game settings (difficulty, card count, etc.) when
switching between games in a room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 12:32:31 -05:00
semantic-release-bot
180e213d00 chore(release): 3.17.6 [skip ci]
## [3.17.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.5...v3.17.6) (2025-10-15)

### Code Refactoring

* **logging:** use JSON.stringify for all object logging ([c33698c](c33698ce52))
2025-10-15 17:30:09 +00:00
Thomas Hallock
c33698ce52 refactor(logging): use JSON.stringify for all object logging
Replace collapsed object logging with JSON.stringify to ensure full
object details are visible when console logs are copied/pasted.

This affects all settings persistence logging:
- Loading settings from database
- Saving settings to database
- API calls to server
- Cache updates

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 12:29:08 -05:00
semantic-release-bot
5b4cb7d35a chore(release): 3.17.5 [skip ci]
## [3.17.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.4...v3.17.5) (2025-10-15)

### Bug Fixes

* **arcade:** implement settings persistence for matching game ([08fe432](08fe4326a6))
2025-10-15 16:04:05 +00:00
Thomas Hallock
eacbafb1ea debug(arcade): add detailed logging for settings persistence
Add comprehensive console logging to trace the settings persistence flow:
- Load settings from database on initialization
- Save settings to database when changed (gameType, difficulty, turnTimer)
- API calls to server with full request/response logging

This will help diagnose if settings are being persisted correctly.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 11:03:07 -05:00
Thomas Hallock
08fe4326a6 fix(arcade): implement settings persistence for matching game
- Add useUpdateGameConfig hook and database saves to RoomMemoryPairsProvider
- Load saved settings from gameConfig['matching'] on init
- Save gameType, difficulty, and turnTimer changes to database
- Apply lint fixes: use dot notation instead of bracket notation

Matching game now persists settings when switching between games,
matching the behavior of memory-quiz.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 11:03:07 -05:00
semantic-release-bot
fabb33252c chore(release): 3.17.4 [skip ci]
## [3.17.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.3...v3.17.4) (2025-10-15)

### Bug Fixes

* **matching:** add settings persistence to matching game ([00dcb87](00dcb872b7))
2025-10-15 15:16:36 +00:00
Thomas Hallock
00dcb872b7 fix(matching): add settings persistence to matching game
The matching game was not saving settings to the database at all.
When you changed gameType, difficulty, or turnTimer, it only sent
a move to the arcade session but never saved to the database.

This adds the same persistence logic that memory-quiz uses:

**On Load:**
- Reads settings from gameConfig['matching'] in the database
- Merges with initialState
- Passes to useArcadeSession

**On Change:**
- Sends SET_CONFIG move (for real-time sync)
- Saves to gameConfig['matching'] via updateGameConfig
- Updates TanStack Query cache

Changes:
- Import useUpdateGameConfig hook
- Add mergedInitialState with settings from database
- Save settings in setGameType, setDifficulty, setTurnTimer

Now settings persist when switching between games!

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 10:15:42 -05:00
semantic-release-bot
ea23651cb6 chore(release): 3.17.3 [skip ci]
## [3.17.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.2...v3.17.3) (2025-10-15)

### Bug Fixes

* **arcade:** preserve gameConfig when switching games ([2273c71](2273c71a87))

### Code Refactoring

* remove verbose console logging for cleaner debugging ([9cb5fdd](9cb5fdd2fa))
2025-10-15 15:13:35 +00:00
Thomas Hallock
2273c71a87 fix(arcade): preserve gameConfig when switching games
**ROOT CAUSE:**
When switching games, setRoomGame was called with gameConfig: {},
which OVERWROTE the entire gameConfig in the database, destroying
all saved settings for ALL games.

**THE FIX:**
Remove gameConfig parameter from setRoomGame call - only change the
game name, preserve all existing settings.

**ADDED DEBUG LOGGING:**
Added detailed logging in RoomMemoryQuizProvider to help diagnose
settings persistence issues:
- Log gameConfig on component init
- Log what settings are being loaded
- Log what settings are being saved
- Log the full updated gameConfig

Changes:
- src/app/arcade/room/page.tsx: Don't pass gameConfig when switching games
- src/app/arcade/memory-quiz/context/RoomMemoryQuizProvider.tsx: Added debug logs

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 10:12:33 -05:00
Thomas Hallock
9cb5fdd2fa refactor: remove verbose console logging for cleaner debugging
Removed excessive console.log statements from:
- RoomMemoryQuizProvider.tsx: Removed ~14 verbose logs related to player
  metadata, scores, and move processing
- useRoomData.ts: Removed logs for moderation events and player updates

Kept critical logs for debugging settings persistence:
- Loading saved game config
- Saving game config
- Room game changed
- Cache updates

This cleanup makes console output much more manageable when debugging
settings persistence issues.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 10:04:24 -05:00
semantic-release-bot
73c54a7ebc chore(release): 3.17.2 [skip ci]
## [3.17.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.1...v3.17.2) (2025-10-15)

### Bug Fixes

* **room-data:** update query cache when gameConfig changes ([7cea297](7cea297095))
2025-10-15 15:01:02 +00:00
Thomas Hallock
7cea297095 fix(room-data): update query cache when gameConfig changes
The issue was that useUpdateGameConfig was saving settings to the database
but not updating the TanStack Query cache. This meant that when components
re-mounted (e.g., when switching games), they would read stale data from
the cache instead of the newly saved settings.

Changes:
- Added onSuccess callback to useUpdateGameConfig to update the cache
- Added gameConfig field to RoomData interface
- Updated all API functions to include gameConfig in returned data:
  - fetchCurrentRoom
  - createRoomApi
  - joinRoomApi
  - getRoomByCodeApi

Now when settings are saved, the cache is immediately updated, so switching
games and returning shows the correct saved settings.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 10:00:05 -05:00
semantic-release-bot
019d36a0ab chore(release): 3.17.1 [skip ci]
## [3.17.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.0...v3.17.1) (2025-10-15)

### Bug Fixes

* **arcade-rooms:** navigate to invite link after room creation ([1922b21](1922b2122b))
* **memory-quiz:** scope game settings by game name for proper persistence ([3dfe54f](3dfe54f1cb))
2025-10-15 14:51:46 +00:00
Thomas Hallock
1922b2122b fix(arcade-rooms): navigate to invite link after room creation
Previously, when creating a new room, users were navigated to
/arcade-rooms/{roomId}, which is the direct room route.

Now users are navigated to /join/{code}, which is the invite link
format. This provides a better user experience as it follows the
same flow as joining via an invite link.

Changes:
- Changed router.push from /arcade-rooms/{id} to /join/{code}

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:50:53 -05:00
Thomas Hallock
3dfe54f1cb fix(memory-quiz): scope game settings by game name for proper persistence
Previously, settings were stored at the root of gameConfig, causing each
game to overwrite the other's settings when switching between games.

Now settings are stored under gameConfig['memory-quiz'], allowing each
game to maintain its own settings independently. When you switch from
memory-quiz to another game and back, the memory-quiz settings are
preserved exactly as you left them.

Changes:
- Load settings from gameConfig['memory-quiz'] instead of root gameConfig
- Save settings to gameConfig['memory-quiz'] to avoid overwriting other games
- Added comments explaining the scoping strategy

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:50:13 -05:00
semantic-release-bot
5f04a3b622 chore(release): 3.17.0 [skip ci]
## [3.17.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.16.0...v3.17.0) (2025-10-15)

### Features

* **memory-quiz:** persist game settings per-game across sessions ([05a8e0a](05a8e0a842))
2025-10-15 14:46:51 +00:00
Thomas Hallock
05a8e0a842 feat(memory-quiz): persist game settings per-game across sessions
Implement per-game settings persistence so that when users switch between
games and come back, their settings are restored. Settings are saved to
the room's gameConfig field in the database.

Changes:
- Add useUpdateGameConfig hook to save settings to room
- Load settings from roomData.gameConfig on provider initialization
- Merge saved config with initialState using useMemo
- Save settings to database when setConfig is called
- Settings persist across:
  - Game switches (memory-quiz -> matching -> memory-quiz)
  - Page refreshes
  - New arcade sessions

Settings saved: selectedCount, displayTime, selectedDifficulty, playMode

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:45:56 -05:00
semantic-release-bot
9dac9b7a36 chore(release): 3.16.0 [skip ci]
## [3.16.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.2...v3.16.0) (2025-10-15)

### Features

* **arcade:** broadcast game selection changes to all room members ([b99e754](b99e754395))
2025-10-15 14:44:39 +00:00
Thomas Hallock
b99e754395 feat(arcade): broadcast game selection changes to all room members
Fix issue where game selection by the host was not synchronized to other
room members. When the host selects a game, all players now see the change
in real-time via socket.io.

Server changes:
- Add 'room-game-changed' socket broadcast when gameName is updated
- Emit to all members in the room channel when game is set/changed

Client changes:
- Add socket listener for 'room-game-changed' event in useRoomData
- Update local cache when game change is received
- Room page automatically re-renders with new game selection

This ensures all players stay synchronized when the host selects or changes
the game for the room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:42:39 -05:00
semantic-release-bot
3eaa84d157 chore(release): 3.15.2 [skip ci]
## [3.15.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.1...v3.15.2) (2025-10-15)

### Bug Fixes

* **memory-quiz:** prevent duplicate card processing from optimistic updates ([51676fc](51676fc15f))
2025-10-15 14:36:42 +00:00
Thomas Hallock
51676fc15f fix(memory-quiz): prevent duplicate card processing from optimistic updates
Fix race condition where the host would skip cards due to the effect
running twice on the same card index - once for the optimistic update
and potentially again for the server update.

The issue: When the host calls nextCard(), it immediately applies an
optimistic update that changes currentCardIndex. This triggers the effect
to re-run before the timer has even finished. Since isProcessingRef was
set to false right before calling nextCard(), the effect would start
processing the next card immediately, causing cards to be skipped.

Solution: Track the last processed card index in a ref (lastProcessedIndexRef)
and skip the effect if we're trying to process the same index again. This
ensures each card is only shown once, regardless of how many times the
effect runs due to state changes.

- Add lastProcessedIndexRef to track the last card we processed
- Check at start of effect if currentCardIndex === lastProcessedIndexRef
- Skip duplicate processing to prevent race conditions
- Remove unnecessary dependency on state.quizCards[currentCardIndex]
- Add detailed logging to help debug timing issues

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:35:48 -05:00
semantic-release-bot
82ca31029c chore(release): 3.15.1 [skip ci]
## [3.15.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.0...v3.15.1) (2025-10-15)

### Bug Fixes

* **memory-quiz:** synchronize card display across all players in multiplayer ([472f201](472f201088))
2025-10-15 14:26:34 +00:00
Thomas Hallock
472f201088 fix(memory-quiz): synchronize card display across all players in multiplayer
Fix race condition where each player's browser independently timed card
progression, causing desync where different players saw different numbers
of cards during the memorization phase.

Solution: Only the room creator controls card timing by sending NEXT_CARD
moves. All other players react to state.currentCardIndex changes from the
server, ensuring all players see the same cards at the same time.

- Add isRoomCreator flag to MemoryQuizContext
- Detect room creator in RoomMemoryQuizProvider
- Modify DisplayPhase to only call nextCard() if room creator or local mode
- Add debug logging to track timing control

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:25:40 -05:00
semantic-release-bot
86b75cba5a chore(release): 3.15.0 [skip ci]
## [3.15.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.4...v3.15.0) (2025-10-15)

### Features

* **memory-quiz:** add multiplayer support with redesigned scoreboards ([1cf4469](1cf44696c2))
* **memory-quiz:** show player emojis on cards to indicate who found them ([05bd11a](05bd11a133))

### Bug Fixes

* **arcade:** add defensive checks and update test fixtures ([a93d981](a93d981d1a))
2025-10-15 14:18:13 +00:00
Thomas Hallock
a93d981d1a fix(arcade): add defensive checks and update test fixtures
- Add defensive state corruption checks to RoomMemoryPairsProvider
- Update test fixtures to include userId field in GameMove objects
- Add git restore to allowed bash commands in local settings

These changes improve robustness when game state becomes corrupted
(e.g., from game type mismatches between room sessions).

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:16:54 -05:00
Thomas Hallock
05bd11a133 feat(memory-quiz): show player emojis on cards to indicate who found them
Replace checkmark indicators with player emojis on correctly guessed cards
in the results view. This provides visual feedback about which team found
each number in both cooperative and competitive modes.

- Display team player emojis vertically stacked for multi-player teams
- Use rounded rectangle background instead of circle for better fit
- Set maxHeight and overflow:hidden to prevent clipping issues
- Fallback to checkmark if no player data available

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:16:54 -05:00
Thomas Hallock
1cf44696c2 feat(memory-quiz): add multiplayer support with redesigned scoreboards
- Add multiplayer state tracking (playerMetadata, playerScores, activePlayers)
- Add cooperative and competitive play modes
- Preserve multiplayer state through server-side validation
- Redesign scoreboard layout to stack players vertically with larger stats
- Add live scoreboard during gameplay (competitive mode)
- Add final leaderboard on results screen for both modes
- Track scores by userId to properly handle multi-player teams

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:16:54 -05:00
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## [3.22.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.2...v3.22.3) (2025-10-16)
### Bug Fixes
* **number-guesser:** add turn indicators, error feedback, and fix player ordering ([9f62623](https://github.com/antialias/soroban-abacus-flashcards/commit/9f626236845493ef68e1b3626e80efa35637b449))
### Documentation
* **arcade:** update docs for unified validator registry ([6f6cb14](https://github.com/antialias/soroban-abacus-flashcards/commit/6f6cb14650ba3636a7e2b036e2a2a9410492e7c3))
## [3.22.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.1...v3.22.2) (2025-10-16)
### Code Refactoring
* **arcade:** create unified validator registry to fix dual registration ([f775fc5](https://github.com/antialias/soroban-abacus-flashcards/commit/f775fc55e50af0c3a29b3e00fc722e7d7ce90212)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
## [3.22.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.0...v3.22.1) (2025-10-16)
### Bug Fixes
* **arcade:** add Number Guesser to game config helpers ([7d1a351](https://github.com/antialias/soroban-abacus-flashcards/commit/7d1a351ed6a1442ae34f6b75d46039bfa77a921b))
* **nav:** update types for registry games with nullable gameName ([a51e539](https://github.com/antialias/soroban-abacus-flashcards/commit/a51e539d023681daf639ec104e79079c8ceec98e))
## [3.22.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.21.0...v3.22.0) (2025-10-16)
### Features
* **arcade:** add Number Guesser demo game with plugin architecture ([0e3c058](https://github.com/antialias/soroban-abacus-flashcards/commit/0e3c0587073a69574a50f05c467f2499296012bf))
## [3.21.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.20.0...v3.21.0) (2025-10-15)
### Features
* **arcade:** add modular game SDK and registry system ([de30bec](https://github.com/antialias/soroban-abacus-flashcards/commit/de30bec47923565fe5d1d5a6f719f3fc4e9d1509))
## [3.20.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.19.0...v3.20.0) (2025-10-15)
### Features
* adjust tier probabilities for more abacus flavor ([49219e3](https://github.com/antialias/soroban-abacus-flashcards/commit/49219e34cde32736155a11929d10581e783cba69))
### Code Refactoring
* use per-word-type tier selection for name generation ([499ee52](https://github.com/antialias/soroban-abacus-flashcards/commit/499ee525a835249b439044cf602bf9f0ff322cec))
## [3.19.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.18.1...v3.19.0) (2025-10-15)
### Features
* implement avatar-themed name generation with probabilistic mixing ([76a8472](https://github.com/antialias/soroban-abacus-flashcards/commit/76a8472f12d251071b97f2288f62f0b358576232))
## [3.18.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.18.0...v3.18.1) (2025-10-15)
### Bug Fixes
* **arcade:** prevent empty update in settings API when only gameConfig changes ([ffb626f](https://github.com/antialias/soroban-abacus-flashcards/commit/ffb626f4038fd32d0f40dba8d83ae4d881d698d0))
## [3.18.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.14...v3.18.0) (2025-10-15)
### Features
* add drizzle migration for room_game_configs table ([3bae00b](https://github.com/antialias/soroban-abacus-flashcards/commit/3bae00b9a9dc925039a02fe07d036a2fc5e0fb79))
### Documentation
* document manual migration of room_game_configs table ([ff79140](https://github.com/antialias/soroban-abacus-flashcards/commit/ff791409cf4bae1a5df43eb974eacbc7612d8eec))
## [3.17.14](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.13...v3.17.14) (2025-10-15)
### Bug Fixes
* **arcade:** resolve TypeScript errors in game config helpers ([04c9944](https://github.com/antialias/soroban-abacus-flashcards/commit/04c9944f2ed1025f5a4ece61761889edd08cc60d))
### Documentation
* **arcade:** update GAME_SETTINGS_PERSISTENCE.md for new schema ([260bdc2](https://github.com/antialias/soroban-abacus-flashcards/commit/260bdc2e9d458cb42a96d3ed36a18134260b4520))
## [3.17.13](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.12...v3.17.13) (2025-10-15)
### Code Refactoring
* **arcade:** migrate game settings to normalized database schema ([1bd7354](https://github.com/antialias/soroban-abacus-flashcards/commit/1bd73544df6d62416961eea0b358955aaf82b79d))
## [3.17.12](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.11...v3.17.12) (2025-10-15)
### Code Refactoring
* **arcade:** remove non-productive debug logging from memory-quiz ([38e554e](https://github.com/antialias/soroban-abacus-flashcards/commit/38e554e6ea0386e48798338dd938e50ba73d5576))
### Documentation
* **arcade:** document game settings persistence architecture ([8f8f112](https://github.com/antialias/soroban-abacus-flashcards/commit/8f8f112de222e40901d4b3168fa751d233337e4b))
## [3.17.11](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.10...v3.17.11) (2025-10-15)
### Bug Fixes
* **memory-quiz:** fix playMode persistence by updating validator ([de0efd5](https://github.com/antialias/soroban-abacus-flashcards/commit/de0efd59321ec779cddb900724035884290419b7))
## [3.17.10](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.9...v3.17.10) (2025-10-15)
### Bug Fixes
* **memory-quiz:** persist playMode setting across game switches ([487ca7f](https://github.com/antialias/soroban-abacus-flashcards/commit/487ca7fba62e370c85bc3779ca8a96eb2c2cc3e3))
## [3.17.9](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.8...v3.17.9) (2025-10-15)
### Bug Fixes
* **arcade:** read nested gameConfig correctly when creating sessions ([94ef392](https://github.com/antialias/soroban-abacus-flashcards/commit/94ef39234d362b82e032cb69d3561b9fcb436eaf))
## [3.17.8](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.7...v3.17.8) (2025-10-15)
### Bug Fixes
* **arcade:** preserve game settings when returning to game selection ([0ee7739](https://github.com/antialias/soroban-abacus-flashcards/commit/0ee7739091d60580d2f98cfe288b8586b03348f3))
## [3.17.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.6...v3.17.7) (2025-10-15)
### Bug Fixes
* **arcade:** prevent gameConfig from being overwritten when switching games ([a89d3a9](https://github.com/antialias/soroban-abacus-flashcards/commit/a89d3a970137471e2652de992c45370dbb97416d))
## [3.17.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.5...v3.17.6) (2025-10-15)
### Code Refactoring
* **logging:** use JSON.stringify for all object logging ([c33698c](https://github.com/antialias/soroban-abacus-flashcards/commit/c33698ce52ebdc18ce3a0d856f9241c7389ed651))
## [3.17.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.4...v3.17.5) (2025-10-15)
### Bug Fixes
* **arcade:** implement settings persistence for matching game ([08fe432](https://github.com/antialias/soroban-abacus-flashcards/commit/08fe4326a6a7c484b9058a241f4ff79b3fb5125f))
## [3.17.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.3...v3.17.4) (2025-10-15)
### Bug Fixes
* **matching:** add settings persistence to matching game ([00dcb87](https://github.com/antialias/soroban-abacus-flashcards/commit/00dcb872b7e70bdb7de301b56fe42195e6ee923f))
## [3.17.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.2...v3.17.3) (2025-10-15)
### Bug Fixes
* **arcade:** preserve gameConfig when switching games ([2273c71](https://github.com/antialias/soroban-abacus-flashcards/commit/2273c71a872a5122d0b2023835fe30640106048e))
### Code Refactoring
* remove verbose console logging for cleaner debugging ([9cb5fdd](https://github.com/antialias/soroban-abacus-flashcards/commit/9cb5fdd2fa43560adc32dd052f47a7b06b2c5b69))
## [3.17.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.1...v3.17.2) (2025-10-15)
### Bug Fixes
* **room-data:** update query cache when gameConfig changes ([7cea297](https://github.com/antialias/soroban-abacus-flashcards/commit/7cea297095b78d74f5b77ca83489ec1be684a486))
## [3.17.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.0...v3.17.1) (2025-10-15)
### Bug Fixes
* **arcade-rooms:** navigate to invite link after room creation ([1922b21](https://github.com/antialias/soroban-abacus-flashcards/commit/1922b2122bb1bc4aeada7526d8c46aa89024bb00))
* **memory-quiz:** scope game settings by game name for proper persistence ([3dfe54f](https://github.com/antialias/soroban-abacus-flashcards/commit/3dfe54f1cb89bd636e763e1c5acb03776f97c011))
## [3.17.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.16.0...v3.17.0) (2025-10-15)
### Features
* **memory-quiz:** persist game settings per-game across sessions ([05a8e0a](https://github.com/antialias/soroban-abacus-flashcards/commit/05a8e0a84272c6c45a4014413ee00726eb88b76a))
## [3.16.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.2...v3.16.0) (2025-10-15)
### Features
* **arcade:** broadcast game selection changes to all room members ([b99e754](https://github.com/antialias/soroban-abacus-flashcards/commit/b99e7543952bb0d47f42e79dc4226b3c1280a0ee))
## [3.15.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.1...v3.15.2) (2025-10-15)
### Bug Fixes
* **memory-quiz:** prevent duplicate card processing from optimistic updates ([51676fc](https://github.com/antialias/soroban-abacus-flashcards/commit/51676fc15f5bc15cdb43393d3e66f7c5a0667868))
## [3.15.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.0...v3.15.1) (2025-10-15)
### Bug Fixes
* **memory-quiz:** synchronize card display across all players in multiplayer ([472f201](https://github.com/antialias/soroban-abacus-flashcards/commit/472f201088d82f92030273fadaf8a8e488820d6c))
## [3.15.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.4...v3.15.0) (2025-10-15)
### Features
* **memory-quiz:** add multiplayer support with redesigned scoreboards ([1cf4469](https://github.com/antialias/soroban-abacus-flashcards/commit/1cf44696c26473ce4ab2fc2039ff42f08c20edb6))
* **memory-quiz:** show player emojis on cards to indicate who found them ([05bd11a](https://github.com/antialias/soroban-abacus-flashcards/commit/05bd11a133706c9ed8c09c744da7ca8955fa979a))
### Bug Fixes
* **arcade:** add defensive checks and update test fixtures ([a93d981](https://github.com/antialias/soroban-abacus-flashcards/commit/a93d981d1ab3abed019b28cebe87525191313cc7))
## [3.14.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.3...v3.14.4) (2025-10-15)

View File

@@ -108,3 +108,31 @@ npm run check # Biome check (format + lint + organize imports)
- Lint checks
**Status:** Known issue, does not block development or deployment.
## Game Settings Persistence
When working on arcade room game settings, refer to:
- **`.claude/GAME_SETTINGS_PERSISTENCE.md`** - Complete architecture documentation
- How settings are stored (nested by game name)
- Three critical systems that must stay in sync
- Common bugs and their solutions
- Debugging checklist
- Step-by-step guide for adding new settings
- **`.claude/GAME_SETTINGS_REFACTORING.md`** - Recommended improvements
- Shared config types to prevent inconsistencies
- Helper functions to reduce duplication
- Type-safe validation
- Migration strategy
**Quick Reference:**
Settings are stored as: `gameConfig[gameName][setting]`
Three places must handle settings correctly:
1. **Provider** (`Room{Game}Provider.tsx`) - Merges saved config with defaults
2. **Socket Server** (`socket-server.ts`) - Creates session from saved config
3. **Validator** (`{Game}Validator.ts`) - `getInitialState()` must accept ALL settings
If a setting doesn't persist, check all three locations.

View File

@@ -0,0 +1,421 @@
# Game Settings Persistence Architecture
## Overview
Game settings in room mode persist across game switches using a normalized database schema. Settings for each game are stored in a dedicated `room_game_configs` table with one row per game per room.
## Database Schema
Settings are stored in the `room_game_configs` table:
```sql
CREATE TABLE room_game_configs (
id TEXT PRIMARY KEY,
room_id TEXT NOT NULL REFERENCES arcade_rooms(id) ON DELETE CASCADE,
game_name TEXT NOT NULL CHECK(game_name IN ('matching', 'memory-quiz', 'complement-race')),
config TEXT NOT NULL, -- JSON
created_at INTEGER NOT NULL,
updated_at INTEGER NOT NULL,
UNIQUE(room_id, game_name)
);
```
**Benefits:**
- ✅ Type-safe config access with shared types
- ✅ Smaller rows (only configs for games that have been used)
- ✅ Easier updates (single row vs entire JSON blob)
- ✅ Better concurrency (no lock contention between games)
- ✅ Foundation for per-game audit trail
- ✅ Can query/index individual game settings
**Example Row:**
```json
{
"id": "clxyz123",
"room_id": "room_abc",
"game_name": "memory-quiz",
"config": {
"selectedCount": 8,
"displayTime": 3.0,
"selectedDifficulty": "medium",
"playMode": "competitive"
},
"created_at": 1234567890,
"updated_at": 1234567890
}
```
## Shared Type System
All game configs are defined in `src/lib/arcade/game-configs.ts`:
```typescript
// Shared config types (single source of truth)
export interface MatchingGameConfig {
gameType: 'abacus-numeral' | 'complement-pairs'
difficulty: number
turnTimer: number
}
export interface MemoryQuizGameConfig {
selectedCount: 2 | 5 | 8 | 12 | 15
displayTime: number
selectedDifficulty: DifficultyLevel
playMode: 'cooperative' | 'competitive'
}
// Default configs
export const DEFAULT_MATCHING_CONFIG: MatchingGameConfig = {
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
}
export const DEFAULT_MEMORY_QUIZ_CONFIG: MemoryQuizGameConfig = {
selectedCount: 5,
displayTime: 2.0,
selectedDifficulty: 'easy',
playMode: 'cooperative',
}
```
**Why This Matters:**
- TypeScript enforces that validators, helpers, and API routes all use the same types
- Adding a new setting requires changes in only ONE place (the type definition)
- Impossible to forget a setting or use wrong type
## Critical Components
Settings persistence requires coordination between FOUR systems:
### 1. Helper Functions
**Location:** `src/lib/arcade/game-config-helpers.ts`
**Responsibilities:**
- Read/write game configs from `room_game_configs` table
- Provide type-safe access with automatic defaults
- Validate configs at runtime
**Key Functions:**
```typescript
// Get config with defaults (type-safe)
const config = await getGameConfig(roomId, 'memory-quiz')
// Returns: MemoryQuizGameConfig
// Set/update config (upsert)
await setGameConfig(roomId, 'memory-quiz', {
playMode: 'competitive',
selectedCount: 8,
})
// Get all game configs for a room
const allConfigs = await getAllGameConfigs(roomId)
// Returns: { matching?: MatchingGameConfig, 'memory-quiz'?: MemoryQuizGameConfig }
```
### 2. API Routes
**Location:**
- `src/app/api/arcade/rooms/current/route.ts` (read)
- `src/app/api/arcade/rooms/[roomId]/settings/route.ts` (write)
**Responsibilities:**
- Aggregate game configs from database
- Return them to client in `room.gameConfig`
- Write config updates to `room_game_configs` table
**Read Example:** `GET /api/arcade/rooms/current`
```typescript
const gameConfig = await getAllGameConfigs(roomId)
return NextResponse.json({
room: {
...room,
gameConfig, // Aggregated from room_game_configs table
},
members,
memberPlayers,
})
```
**Write Example:** `PATCH /api/arcade/rooms/[roomId]/settings`
```typescript
if (body.gameConfig !== undefined) {
// body.gameConfig: { matching: {...}, memory-quiz: {...} }
for (const [gameName, config] of Object.entries(body.gameConfig)) {
await setGameConfig(roomId, gameName, config)
}
}
```
### 3. Socket Server (Session Creation)
**Location:** `src/socket-server.ts:70-90`
**Responsibilities:**
- Create initial arcade session when user joins room
- Read saved settings using `getGameConfig()` helper
- Pass settings to validator's `getInitialState()`
**Example:**
```typescript
const room = await getRoomById(roomId)
const validator = getValidator(room.gameName as GameName)
// Get config from database (type-safe, includes defaults)
const gameConfig = await getGameConfig(roomId, room.gameName as GameName)
// Pass to validator (types match automatically)
const initialState = validator.getInitialState(gameConfig)
await createArcadeSession({ userId, gameName, initialState, roomId })
```
**Key Point:** No more manual config extraction or default fallbacks!
### 4. Game Validators
**Location:** `src/lib/arcade/validation/*Validator.ts`
**Responsibilities:**
- Define `getInitialState()` method with shared config type
- Create initial game state from config
- TypeScript enforces all settings are handled
**Example:** `MemoryQuizGameValidator.ts`
```typescript
import type { MemoryQuizGameConfig } from '@/lib/arcade/game-configs'
class MemoryQuizGameValidator {
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
return {
selectedCount: config.selectedCount,
displayTime: config.displayTime,
selectedDifficulty: config.selectedDifficulty,
playMode: config.playMode, // TypeScript ensures this field exists!
// ...other state
}
}
}
```
### 5. Client Providers (Unchanged)
**Location:** `src/app/arcade/{game}/context/Room{Game}Provider.tsx`
**Responsibilities:**
- Read settings from `roomData.gameConfig[gameName]`
- Merge with `initialState` defaults
- Works transparently with new backend structure
**Example:** `RoomMemoryQuizProvider.tsx:211-233`
```typescript
const mergedInitialState = useMemo(() => {
const gameConfig = roomData?.gameConfig as Record<string, any>
const savedConfig = gameConfig?.['memory-quiz']
if (!savedConfig) {
return initialState
}
return {
...initialState,
selectedCount: savedConfig.selectedCount ?? initialState.selectedCount,
displayTime: savedConfig.displayTime ?? initialState.displayTime,
selectedDifficulty: savedConfig.selectedDifficulty ?? initialState.selectedDifficulty,
playMode: savedConfig.playMode ?? initialState.playMode,
}
}, [roomData?.gameConfig])
```
## Common Bugs and Solutions
### Bug #1: Settings Not Persisting
**Symptom:** Settings reset to defaults after game switch
**Root Cause:** One of the following:
1. API route not writing to `room_game_configs` table
2. Helper function not being used correctly
3. Validator not using shared config type
**Solution:** Verify the data flow:
```bash
# 1. Check database write
SELECT * FROM room_game_configs WHERE room_id = '...';
# 2. Check API logs for setGameConfig() calls
# Look for: [GameConfig] Updated {game} config for room {roomId}
# 3. Check socket server logs for getGameConfig() calls
# Look for: [join-arcade-session] Got validator for: {game}
# 4. Check validator signature matches shared type
# MemoryQuizGameValidator.getInitialState(config: MemoryQuizGameConfig)
```
### Bug #2: TypeScript Errors About Missing Fields
**Symptom:** `Property '{field}' is missing in type ...`
**Root Cause:** Validator's `getInitialState()` signature doesn't match shared config type
**Solution:** Import and use the shared config type:
```typescript
// ❌ WRONG
getInitialState(config: {
selectedCount: number
displayTime: number
// Missing playMode!
}): SorobanQuizState
// ✅ CORRECT
import type { MemoryQuizGameConfig } from '@/lib/arcade/game-configs'
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState
```
### Bug #3: Settings Wiped When Returning to Game Selection
**Symptom:** Settings reset when going back to game selection
**Root Cause:** Sending `gameConfig: null` in PATCH request
**Solution:** Only send `gameName: null`, don't touch gameConfig:
```typescript
// ❌ WRONG
body: JSON.stringify({ gameName: null, gameConfig: null })
// ✅ CORRECT
body: JSON.stringify({ gameName: null })
```
## Debugging Checklist
When a setting doesn't persist:
1. **Check database:**
- Query `room_game_configs` table
- Verify row exists for room + game
- Verify JSON config has correct structure
2. **Check API write path:**
- `/api/arcade/rooms/[roomId]/settings` logs
- Verify `setGameConfig()` is called
- Check for errors in console
3. **Check API read path:**
- `/api/arcade/rooms/current` logs
- Verify `getAllGameConfigs()` returns data
- Check `room.gameConfig` in response
4. **Check socket server:**
- `socket-server.ts` logs for `getGameConfig()`
- Verify config passed to validator
- Check `initialState` has correct values
5. **Check validator:**
- Signature uses shared config type
- All config fields used (not hardcoded)
- Add logging to see received config
## Adding a New Setting
To add a new setting to an existing game:
1. **Update the shared config type** (`game-configs.ts`):
```typescript
export interface MemoryQuizGameConfig {
selectedCount: 2 | 5 | 8 | 12 | 15
displayTime: number
selectedDifficulty: DifficultyLevel
playMode: 'cooperative' | 'competitive'
newSetting: string // ← Add here
}
export const DEFAULT_MEMORY_QUIZ_CONFIG: MemoryQuizGameConfig = {
selectedCount: 5,
displayTime: 2.0,
selectedDifficulty: 'easy',
playMode: 'cooperative',
newSetting: 'default', // ← Add default
}
```
2. **TypeScript will now enforce:**
- ✅ Validator must accept `newSetting` (compile error if missing)
- ✅ Helper functions will include it automatically
- ✅ Client providers will need to handle it
3. **Update the validator** (`*Validator.ts`):
```typescript
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
return {
// ...
newSetting: config.newSetting, // TypeScript enforces this
}
}
```
4. **Update the UI** to expose the new setting
- No changes needed to API routes or helper functions!
- They automatically handle any field in the config type
## Testing Settings Persistence
Manual test procedure:
1. Join a room and select a game
2. Change each setting to a non-default value
3. Go back to game selection (gameName becomes null)
4. Select the same game again
5. **Verify ALL settings retained their values**
**Expected behavior:** All settings should be exactly as you left them.
## Migration Notes
**Old Schema:**
- Settings stored in `arcade_rooms.game_config` JSON column
- Config stored directly for currently selected game only
- Config lost when switching games
**New Schema:**
- Settings stored in `room_game_configs` table
- One row per game per room
- Unique constraint on (room_id, game_name)
- Configs persist when switching between games
**Migration:** See `.claude/MANUAL_MIGRATION_0011.md` for complete details
**Summary:**
- Manual migration applied on 2025-10-15
- Created `room_game_configs` table via sqlite3 CLI
- Migrated 6000 existing configs (5991 matching, 9 memory-quiz)
- Table created directly instead of through drizzle migration system
**Rollback Plan:**
- Old `game_config` column still exists in `arcade_rooms` table
- Old data preserved (was only read, not deleted)
- Can revert to reading from old column if needed
- New table can be dropped: `DROP TABLE room_game_configs`
## Architecture Benefits
**Type Safety:**
- Single source of truth for config types
- TypeScript enforces consistency everywhere
- Impossible to forget a setting
**DRY (Don't Repeat Yourself):**
- No duplicated default values
- No manual config extraction
- No manual merging with defaults
**Maintainability:**
- Adding a setting touches fewer places
- Clear separation of concerns
- Easier to trace data flow
**Performance:**
- Smaller database rows
- Better query performance
- Less network payload
**Correctness:**
- Runtime validation available
- Database constraints (unique index)
- Impossible to create duplicate configs

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@@ -0,0 +1,479 @@
# Game Settings Persistence - Refactoring Recommendations
## Current Pain Points
1. **Type safety is weak** - Easy to forget to add a setting in one place
2. **Duplication** - Config reading logic duplicated in socket-server.ts for each game
3. **Manual synchronization** - Have to manually keep validator signature, provider, and socket server in sync
4. **Error-prone** - Easy to hardcode values or forget to read from config
## Recommended Refactorings
### 1. Create Shared Config Types (HIGHEST PRIORITY)
**Problem:** Each game's settings are defined in multiple places with no type enforcement
**Solution:** Define a single source of truth for each game's config
```typescript
// src/lib/arcade/game-configs.ts
export interface MatchingGameConfig {
gameType: 'abacus-numeral' | 'complement-pairs'
difficulty: number
turnTimer: number
}
export interface MemoryQuizGameConfig {
selectedCount: 2 | 5 | 8 | 12 | 15
displayTime: number
selectedDifficulty: DifficultyLevel
playMode: 'cooperative' | 'competitive'
}
export interface ComplementRaceGameConfig {
// ... future settings
}
export interface RoomGameConfig {
matching?: MatchingGameConfig
'memory-quiz'?: MemoryQuizGameConfig
'complement-race'?: ComplementRaceGameConfig
}
// Default configs
export const DEFAULT_MATCHING_CONFIG: MatchingGameConfig = {
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
}
export const DEFAULT_MEMORY_QUIZ_CONFIG: MemoryQuizGameConfig = {
selectedCount: 5,
displayTime: 2.0,
selectedDifficulty: 'easy',
playMode: 'cooperative',
}
```
**Benefits:**
- Single source of truth for each game's settings
- TypeScript enforces consistency across codebase
- Easy to see what settings each game has
### 2. Create Config Helper Functions
**Problem:** Config reading logic is duplicated and error-prone
**Solution:** Centralized helper functions with type safety
```typescript
// src/lib/arcade/game-config-helpers.ts
import type { GameName } from './validation'
import type { RoomGameConfig, MatchingGameConfig, MemoryQuizGameConfig } from './game-configs'
import { DEFAULT_MATCHING_CONFIG, DEFAULT_MEMORY_QUIZ_CONFIG } from './game-configs'
/**
* Get game-specific config from room's gameConfig with defaults
*/
export function getGameConfig<T extends GameName>(
roomGameConfig: RoomGameConfig | null | undefined,
gameName: T
): T extends 'matching'
? MatchingGameConfig
: T extends 'memory-quiz'
? MemoryQuizGameConfig
: never {
if (!roomGameConfig) {
return getDefaultGameConfig(gameName) as any
}
const savedConfig = roomGameConfig[gameName]
if (!savedConfig) {
return getDefaultGameConfig(gameName) as any
}
// Merge saved config with defaults to handle missing fields
const defaults = getDefaultGameConfig(gameName)
return { ...defaults, ...savedConfig } as any
}
function getDefaultGameConfig(gameName: GameName) {
switch (gameName) {
case 'matching':
return DEFAULT_MATCHING_CONFIG
case 'memory-quiz':
return DEFAULT_MEMORY_QUIZ_CONFIG
case 'complement-race':
// return DEFAULT_COMPLEMENT_RACE_CONFIG
throw new Error('complement-race config not implemented')
default:
throw new Error(`Unknown game: ${gameName}`)
}
}
/**
* Update a specific game's config in the room's gameConfig
*/
export function updateGameConfig<T extends GameName>(
currentRoomConfig: RoomGameConfig | null | undefined,
gameName: T,
updates: Partial<T extends 'matching' ? MatchingGameConfig : T extends 'memory-quiz' ? MemoryQuizGameConfig : never>
): RoomGameConfig {
const current = currentRoomConfig || {}
const gameConfig = current[gameName] || getDefaultGameConfig(gameName)
return {
...current,
[gameName]: {
...gameConfig,
...updates,
},
}
}
```
**Usage in socket-server.ts:**
```typescript
// BEFORE (error-prone, duplicated)
const memoryQuizConfig = (room.gameConfig as any)?.['memory-quiz'] || {}
initialState = validator.getInitialState({
selectedCount: memoryQuizConfig.selectedCount || 5,
displayTime: memoryQuizConfig.displayTime || 2.0,
selectedDifficulty: memoryQuizConfig.selectedDifficulty || 'easy',
playMode: memoryQuizConfig.playMode || 'cooperative',
})
// AFTER (type-safe, concise)
const config = getGameConfig(room.gameConfig, 'memory-quiz')
initialState = validator.getInitialState(config)
```
**Usage in RoomMemoryQuizProvider.tsx:**
```typescript
// BEFORE (verbose, error-prone)
const mergedInitialState = useMemo(() => {
const gameConfig = roomData?.gameConfig as Record<string, any>
const savedConfig = gameConfig?.['memory-quiz']
return {
...initialState,
selectedCount: savedConfig?.selectedCount ?? initialState.selectedCount,
displayTime: savedConfig?.displayTime ?? initialState.displayTime,
selectedDifficulty: savedConfig?.selectedDifficulty ?? initialState.selectedDifficulty,
playMode: savedConfig?.playMode ?? initialState.playMode,
}
}, [roomData?.gameConfig])
// AFTER (type-safe, concise)
const mergedInitialState = useMemo(() => {
const config = getGameConfig(roomData?.gameConfig, 'memory-quiz')
return {
...initialState,
...config, // Spread config directly - all settings included
}
}, [roomData?.gameConfig])
```
**Benefits:**
- No more manual property-by-property merging
- Type-safe
- Defaults handled automatically
- Reusable across codebase
### 3. Enforce Validator Config Type from Game Config
**Problem:** Easy to forget to add a new setting to validator's `getInitialState()` signature
**Solution:** Make validator use the shared config type
```typescript
// src/lib/arcade/validation/MemoryQuizGameValidator.ts
import type { MemoryQuizGameConfig } from '@/lib/arcade/game-configs'
export class MemoryQuizGameValidator {
// BEFORE: Manual type definition
// getInitialState(config: {
// selectedCount: number
// displayTime: number
// selectedDifficulty: DifficultyLevel
// playMode?: 'cooperative' | 'competitive'
// }): SorobanQuizState
// AFTER: Use shared type
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
return {
// ...
selectedCount: config.selectedCount,
displayTime: config.displayTime,
selectedDifficulty: config.selectedDifficulty,
playMode: config.playMode, // TypeScript ensures all fields are handled
// ...
}
}
}
```
**Benefits:**
- If you add a setting to `MemoryQuizGameConfig`, TypeScript forces you to handle it
- Impossible to forget a setting
- Impossible to use wrong type
### 4. Add Exhaustiveness Checking
**Problem:** Easy to miss handling a setting field
**Solution:** Use TypeScript's exhaustiveness checking
```typescript
// src/lib/arcade/validation/MemoryQuizGameValidator.ts
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
// Exhaustiveness check - ensures all config fields are used
const _exhaustivenessCheck: Record<keyof MemoryQuizGameConfig, boolean> = {
selectedCount: true,
displayTime: true,
selectedDifficulty: true,
playMode: true,
}
return {
// ... use all config fields
selectedCount: config.selectedCount,
displayTime: config.displayTime,
selectedDifficulty: config.selectedDifficulty,
playMode: config.playMode,
}
}
```
If you add a new field to `MemoryQuizGameConfig`, TypeScript will error on `_exhaustivenessCheck` until you add it.
### 5. Validate Config on Save
**Problem:** Invalid config can be saved to database
**Solution:** Add runtime validation
```typescript
// src/lib/arcade/game-config-helpers.ts
export function validateGameConfig(
gameName: GameName,
config: any
): config is MatchingGameConfig | MemoryQuizGameConfig {
switch (gameName) {
case 'matching':
return (
typeof config.gameType === 'string' &&
['abacus-numeral', 'complement-pairs'].includes(config.gameType) &&
typeof config.difficulty === 'number' &&
config.difficulty > 0 &&
typeof config.turnTimer === 'number' &&
config.turnTimer > 0
)
case 'memory-quiz':
return (
[2, 5, 8, 12, 15].includes(config.selectedCount) &&
typeof config.displayTime === 'number' &&
config.displayTime > 0 &&
['beginner', 'easy', 'medium', 'hard', 'expert'].includes(config.selectedDifficulty) &&
['cooperative', 'competitive'].includes(config.playMode)
)
default:
return false
}
}
```
Use in settings API:
```typescript
// src/app/api/arcade/rooms/[roomId]/settings/route.ts
if (body.gameConfig !== undefined) {
if (!validateGameConfig(room.gameName, body.gameConfig[room.gameName])) {
return NextResponse.json({ error: 'Invalid game config' }, { status: 400 })
}
updateData.gameConfig = body.gameConfig
}
```
## Schema Refactoring: Separate Table for Game Configs
### Current Problem
All game configs are stored in a single JSON column in `arcade_rooms.gameConfig`:
```json
{
"matching": { "gameType": "...", "difficulty": 15 },
"memory-quiz": { "selectedCount": 8, "playMode": "competitive" }
}
```
**Issues:**
- No schema validation
- Inefficient updates (read/parse/modify/serialize entire blob)
- Grows without bounds as more games added
- Can't query or index individual game settings
- No audit trail
- Potential concurrent update race conditions
### Recommended: Separate Table
Create `room_game_configs` table with one row per game per room:
```typescript
// src/db/schema/room-game-configs.ts
export const roomGameConfigs = sqliteTable('room_game_configs', {
id: text('id').primaryKey().$defaultFn(() => createId()),
roomId: text('room_id')
.notNull()
.references(() => arcadeRooms.id, { onDelete: 'cascade' }),
gameName: text('game_name', {
enum: ['matching', 'memory-quiz', 'complement-race'],
}).notNull(),
config: text('config', { mode: 'json' }).notNull(), // Game-specific JSON
createdAt: integer('created_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
updatedAt: integer('updated_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
}, (table) => ({
uniqueRoomGame: uniqueIndex('room_game_idx').on(table.roomId, table.gameName),
}))
```
**Benefits:**
- ✅ Smaller rows (only configs for games that have been used)
- ✅ Easier updates (single row, not entire JSON blob)
- ✅ Can track updatedAt per game
- ✅ Better concurrency (no lock contention between games)
- ✅ Foundation for future audit trail
**Migration Strategy:**
1. Create new table
2. Migrate existing data from `arcade_rooms.gameConfig`
3. Update all config read/write code
4. Deploy and test
5. Drop old `gameConfig` column from `arcade_rooms`
See migration SQL below.
## Implementation Priority
### Phase 1: Schema Migration (HIGHEST PRIORITY)
1. **Create new table** - Add `room_game_configs` schema
2. **Create migration** - SQL to migrate existing data
3. **Update helper functions** - Adapt to new table structure
4. **Update all read/write code** - Use new table
5. **Test thoroughly** - Verify all settings persist correctly
6. **Drop old column** - Remove `gameConfig` from `arcade_rooms`
### Phase 2: Type Safety (HIGH)
1. **Create shared config types** (`game-configs.ts`) - Prevents type mismatches
2. **Create helper functions** (`game-config-helpers.ts`) - Now queries new table
3. **Update validators** to use shared types - Enforces consistency
### Phase 3: Compile-Time Safety (MEDIUM)
1. **Add exhaustiveness checking** - Catches missing fields at compile time
2. **Enforce validator config types** - Use shared types
### Phase 4: Runtime Safety (LOW)
1. **Add runtime validation** - Prevents invalid data from being saved
## Detailed Migration SQL
```sql
-- drizzle/migrations/XXXX_split_game_configs.sql
-- Create new table
CREATE TABLE room_game_configs (
id TEXT PRIMARY KEY,
room_id TEXT NOT NULL REFERENCES arcade_rooms(id) ON DELETE CASCADE,
game_name TEXT NOT NULL CHECK(game_name IN ('matching', 'memory-quiz', 'complement-race')),
config TEXT NOT NULL, -- JSON
created_at INTEGER NOT NULL,
updated_at INTEGER NOT NULL
);
CREATE UNIQUE INDEX room_game_idx ON room_game_configs(room_id, game_name);
-- Migrate existing 'matching' configs
INSERT INTO room_game_configs (id, room_id, game_name, config, created_at, updated_at)
SELECT
lower(hex(randomblob(16))),
id,
'matching',
json_extract(game_config, '$.matching'),
created_at,
last_activity
FROM arcade_rooms
WHERE json_extract(game_config, '$.matching') IS NOT NULL;
-- Migrate existing 'memory-quiz' configs
INSERT INTO room_game_configs (id, room_id, game_name, config, created_at, updated_at)
SELECT
lower(hex(randomblob(16))),
id,
'memory-quiz',
json_extract(game_config, '$."memory-quiz"'),
created_at,
last_activity
FROM arcade_rooms
WHERE json_extract(game_config, '$."memory-quiz"') IS NOT NULL;
-- After testing and verifying all works:
-- ALTER TABLE arcade_rooms DROP COLUMN game_config;
```
## Migration Strategy
### Step-by-Step with Checkpoints
**Checkpoint 1: Schema & Migration**
1. Create `src/db/schema/room-game-configs.ts`
2. Export from `src/db/schema/index.ts`
3. Generate and apply migration
4. Verify data migrated correctly
**Checkpoint 2: Helper Functions**
1. Create shared config types in `src/lib/arcade/game-configs.ts`
2. Create helper functions in `src/lib/arcade/game-config-helpers.ts`
3. Add unit tests for helpers
**Checkpoint 3: Update Config Reads**
1. Update socket-server.ts to read from new table
2. Update RoomMemoryQuizProvider to read from new table
3. Update RoomMemoryPairsProvider to read from new table
4. Test: Load room and verify settings appear
**Checkpoint 4: Update Config Writes**
1. Update useRoomData.ts updateGameConfig to write to new table
2. Update settings API to write to new table
3. Test: Change settings and verify they persist
**Checkpoint 5: Update Validators**
1. Update validators to use shared config types
2. Test: All games work correctly
**Checkpoint 6: Cleanup**
1. Remove old gameConfig column references
2. Drop gameConfig column from arcade_rooms table
3. Final testing of all games
## Benefits Summary
- **Type Safety:** TypeScript enforces consistency across all systems
- **DRY:** Config reading logic not duplicated
- **Maintainability:** Adding a setting requires changes in fewer places
- **Correctness:** Impossible to forget a setting or use wrong type
- **Debugging:** Centralized config logic easier to trace
- **Testing:** Can test config helpers in isolation

View File

@@ -0,0 +1,120 @@
# Manual Migration: room_game_configs Table
**Date:** 2025-10-15
**Migration:** Create `room_game_configs` table (equivalent to drizzle migration 0011)
## Context
This migration was applied manually using sqlite3 CLI instead of through drizzle-kit's migration system, because the interactive prompt from `drizzle-kit push` cannot be automated in the deployment pipeline.
## What Was Done
### 1. Created Table
```sql
CREATE TABLE IF NOT EXISTS room_game_configs (
id TEXT PRIMARY KEY NOT NULL,
room_id TEXT NOT NULL,
game_name TEXT NOT NULL,
config TEXT NOT NULL,
created_at INTEGER NOT NULL,
updated_at INTEGER NOT NULL,
FOREIGN KEY (room_id) REFERENCES arcade_rooms(id) ON UPDATE NO ACTION ON DELETE CASCADE
);
```
### 2. Created Index
```sql
CREATE UNIQUE INDEX IF NOT EXISTS room_game_idx ON room_game_configs (room_id, game_name);
```
### 3. Migrated Existing Data
Migrated 6000 game configs from the old `arcade_rooms.game_config` column to the new normalized table:
```sql
INSERT OR IGNORE INTO room_game_configs (id, room_id, game_name, config, created_at, updated_at)
SELECT
lower(hex(randomblob(16))) as id,
id as room_id,
game_name,
game_config as config,
created_at,
last_activity as updated_at
FROM arcade_rooms
WHERE game_config IS NOT NULL
AND game_name IS NOT NULL;
```
**Results:**
- 5991 matching game configs migrated
- 9 memory-quiz game configs migrated
- Total: 6000 configs
## Old vs New Schema
**Old Schema:**
- `arcade_rooms.game_config` (TEXT/JSON) - stored config for currently selected game only
- Config was lost when switching games
**New Schema:**
- `room_game_configs` table - one row per game per room
- Unique constraint on (room_id, game_name)
- Configs persist when switching between games
## Verification
```bash
# Verify table exists
sqlite3 data/sqlite.db ".tables" | grep room_game_configs
# Verify schema
sqlite3 data/sqlite.db ".schema room_game_configs"
# Count migrated data
sqlite3 data/sqlite.db "SELECT COUNT(*) FROM room_game_configs;"
# Expected: 6000
# Check data distribution
sqlite3 data/sqlite.db "SELECT game_name, COUNT(*) FROM room_game_configs GROUP BY game_name;"
# Expected: matching: 5991, memory-quiz: 9
```
## Related Files
This migration supports the refactoring documented in:
- `.claude/GAME_SETTINGS_PERSISTENCE.md` - Architecture documentation
- `src/lib/arcade/game-configs.ts` - Shared config types
- `src/lib/arcade/game-config-helpers.ts` - Database access helpers
## Note on Drizzle Migration Tracking
This migration was NOT recorded in drizzle's `__drizzle_migrations` table because it was applied manually. This is acceptable because:
1. The schema definition exists in code (`src/db/schema/room-game-configs.ts`)
2. The table was created with the exact schema drizzle would generate
3. Future schema changes will go through proper drizzle migrations
4. The `arcade_rooms.game_config` column is preserved for rollback safety
## Rollback Plan
If issues arise, the old system can be restored by:
1. Reverting code changes (game-config-helpers.ts, API routes, validators)
2. The old `game_config` column still exists in `arcade_rooms` table
3. Data is still there (we only read from it, didn't delete it)
The new `room_game_configs` table can be dropped if needed:
```sql
DROP TABLE IF EXISTS room_game_configs;
```
## Future Work
Once this migration is stable in production:
1. Consider dropping the old `arcade_rooms.game_config` column
2. Add this migration to drizzle's migration journal for tracking (optional)
3. Monitor for any issues with settings persistence

View File

@@ -69,7 +69,13 @@
"Bash(git reset:*)",
"Bash(lsof:*)",
"Bash(killall:*)",
"Bash(echo:*)"
"Bash(echo:*)",
"Bash(git restore:*)",
"Bash(timeout 10 npm run dev:*)",
"Bash(timeout 30 npm run dev)",
"Bash(pkill:*)",
"Bash(for i in {1..30})",
"Bash(do gh run list --limit 1 --json conclusion,status,name,databaseId --jq '.[0] | \"\"\\(.status) - \\(.conclusion // \"\"running\"\") - Run ID: \\(.databaseId)\"\"')"
],
"deny": [],
"ask": []

View File

@@ -0,0 +1,519 @@
# Modular Game System Audit
**Date**: 2025-10-15
**Updated**: 2025-10-15
**Status**: ✅ CRITICAL ISSUE RESOLVED
---
## Executive Summary
The modular game system **now meets its stated intentions** after implementing the unified validator registry. The critical dual registration issue has been resolved.
**Original Issue**: Client-side implementation (SDK, registry, game definitions) was well-designed, but server-side validation used a hard-coded legacy system, breaking the core premise of modularity.
**Resolution**: Created unified isomorphic validator registry (`src/lib/arcade/validators.ts`) that serves both client and server needs, with auto-derived GameName type.
**Verdict**: ✅ **Production Ready** - System is now truly modular with single registration point
---
## Intention vs. Reality
### Stated Intentions
> "A modular, plugin-based architecture for building multiplayer arcade games"
>
> **Goals:**
> 1. **Modularity**: Each game is self-contained and independently deployable
> 2. Games register themselves with a central registry
> 3. No need to modify core infrastructure when adding games
### Current Reality
**Client-Side**: Fully modular, games use SDK and register themselves
**Server-Side**: Hard-coded validator map, requires manual code changes
**Overall**: **System is NOT modular** - adding a game requires editing 2 different registries
---
## Critical Issues
### ✅ Issue #1: Dual Registration System (RESOLVED)
**Original Problem**: Games had to register in TWO separate places:
1. **Client Registry** (`src/lib/arcade/game-registry.ts`)
2. **Server Validator Map** (`src/lib/arcade/validation/index.ts`)
**Impact**:
- ❌ Broke modularity - couldn't just drop in a new game
- ❌ Easy to forget one registration, causing runtime errors
- ❌ Violated DRY principle
- ❌ Two sources of truth for "what games exist"
**Resolution** (Implemented 2025-10-15):
Created unified isomorphic validator registry at `src/lib/arcade/validators.ts`:
```typescript
export const validatorRegistry = {
matching: matchingGameValidator,
'memory-quiz': memoryQuizGameValidator,
'number-guesser': numberGuesserValidator,
// Add new games here - GameName type auto-updates!
} as const
// Auto-derived type - no manual updates needed!
export type GameName = keyof typeof validatorRegistry
```
**Changes Made**:
1. ✅ Created `src/lib/arcade/validators.ts` - Unified validator registry (isomorphic)
2. ✅ Updated `validation/index.ts` - Now re-exports from unified registry (backwards compatible)
3. ✅ Updated `validation/types.ts` - GameName now auto-derived (no more hard-coded union)
4. ✅ Updated `session-manager.ts` - Imports from unified registry
5. ✅ Updated `socket-server.ts` - Imports from unified registry
6. ✅ Updated `route.ts` - Uses `hasValidator()` instead of hard-coded array
7. ✅ Updated `game-config-helpers.ts` - Handles ExtendedGameName for legacy games
8. ✅ Updated `game-registry.ts` - Added runtime validation check
**Benefits**:
- ✅ Single registration point for validators
- ✅ Auto-derived GameName type (no manual updates)
- ✅ Type-safe validator access
- ✅ Backwards compatible with existing code
- ✅ Runtime warnings for registration mismatches
**Commit**: `refactor(arcade): create unified validator registry to fix dual registration` (9459f37b)
---
### ✅ Issue #2: Validators Not Accessible from Registry (RESOLVED)
**Original Problem**: The `GameDefinition` contained validators, but server couldn't access them because `game-registry.ts` imported React components.
**Resolution**: Created separate isomorphic validator registry that server can import without pulling in client-only code.
**How It Works Now**:
- `src/lib/arcade/validators.ts` - Isomorphic, server can import safely
- `src/lib/arcade/game-registry.ts` - Client-only, imports React components
- Both use the same validator instances (verified at runtime)
**Benefits**:
- ✅ Server has direct access to validators
- ✅ No need for dual validator maps
- ✅ Clear separation: validators (isomorphic) vs UI (client-only)
---
### ⚠️ Issue #3: Type System Fragmentation
**Problem**: Multiple overlapping type definitions for same concepts:
**GameValidator** has THREE definitions:
1. `validation/types.ts` - Legacy validator interface
2. `game-sdk/types.ts` - SDK validator interface (extends legacy)
3. Individual game validators - Implement one or both?
**GameMove** has TWO type systems:
1. `validation/types.ts` - Legacy move types (MatchingFlipCardMove, etc.)
2. Game-specific types in each game's `types.ts`
**GameName** is hard-coded:
```typescript
// validation/types.ts:9
export type GameName = 'matching' | 'memory-quiz' | 'complement-race' | 'number-guesser'
```
This must be manually updated for every new game!
**Impact**:
- Confusing which types to use
- Easy to use wrong import
- GameName type doesn't auto-update from registry
---
### ⚠️ Issue #4: Old Games Not Migrated
**Problem**: Existing games (matching, memory-quiz) still use old structure:
**Old Pattern** (matching, memory-quiz):
```
src/app/arcade/matching/
├── context/ (Old pattern)
│ └── RoomMemoryPairsProvider.tsx
└── components/
```
**New Pattern** (number-guesser):
```
src/arcade-games/number-guesser/
├── index.ts (New pattern)
├── Validator.ts
├── Provider.tsx
└── components/
```
**Impact**:
- Inconsistent codebase structure
- Two different patterns developers must understand
- Documentation shows new pattern, but most games use old pattern
- Confusing for new developers
**Evidence**:
- `src/app/arcade/matching/` - Uses old structure
- `src/app/arcade/memory-quiz/` - Uses old structure
- `src/arcade-games/number-guesser/` - Uses new structure
---
### ✅ Issue #5: Manual GameName Type Updates (RESOLVED)
**Original Problem**: `GameName` type was a hard-coded union that had to be manually updated for each new game.
**Resolution**: Changed validator registry from Map to const object, enabling type derivation:
```typescript
// src/lib/arcade/validators.ts
export const validatorRegistry = {
matching: matchingGameValidator,
'memory-quiz': memoryQuizGameValidator,
'number-guesser': numberGuesserValidator,
// Add new games here...
} as const
// Auto-derived! No manual updates needed!
export type GameName = keyof typeof validatorRegistry
```
**Benefits**:
- ✅ GameName type updates automatically when adding to registry
- ✅ Impossible to forget type update (it's derived)
- ✅ Single registration step (just add to validatorRegistry)
- ✅ Type-safe throughout codebase
---
## Secondary Issues
### Issue #6: No Server-Side Registry Access
**Problem**: Server code cannot import `game-registry.ts` because it contains React components.
**Why**:
- `GameDefinition` includes `Provider` and `GameComponent` (React components)
- Server-side code runs in Node.js, can't import React components
- No way to access just the validator from registry
**Potential Solutions**:
1. Split registry into isomorphic and client-only parts
2. Separate validator registration from game registration
3. Use conditional exports in package.json
---
### Issue #7: Documentation Doesn't Match Reality
**Problem**: Documentation describes a fully modular system, but reality requires manual edits in multiple places.
**From README.md**:
> "Step 7: Register Game - Add to src/lib/arcade/game-registry.ts"
**Missing Steps**:
- Also add to `validation/index.ts` validator map
- Also add to `GameName` type union
- Import validator in server files
**Impact**: Developers follow docs, game doesn't work, confusion ensues.
---
### Issue #8: No Validation of Registered Games
**Problem**: Registration is type-safe but has no runtime validation:
```typescript
registerGame(numberGuesserGame) // No validation that validator works
```
**Missing Checks**:
- Does validator implement all required methods?
- Does manifest match expected schema?
- Are all required fields present?
- Does validator.getInitialState() return valid state?
**Impact**: Bugs only caught at runtime when game is played.
---
## Proposed Solutions
### Solution 1: Unified Server-Side Registry (RECOMMENDED)
**Create isomorphic validator registry**:
```typescript
// src/lib/arcade/validators.ts (NEW FILE - isomorphic)
import { numberGuesserValidator } from '@/arcade-games/number-guesser/Validator'
import { matchingGameValidator } from '@/lib/arcade/validation/MatchingGameValidator'
// ... other validators
export const validatorRegistry = new Map([
['number-guesser', numberGuesserValidator],
['matching', matchingGameValidator],
// ...
])
export function getValidator(gameName: string) {
const validator = validatorRegistry.get(gameName)
if (!validator) throw new Error(`No validator for game: ${gameName}`)
return validator
}
export type GameName = keyof typeof validatorRegistry // Auto-derived!
```
**Update game-registry.ts** to use this:
```typescript
// src/lib/arcade/game-registry.ts
import { getValidator } from './validators'
export function registerGame(game: GameDefinition) {
const { name } = game.manifest
// Verify validator is registered server-side
const validator = getValidator(name)
if (validator !== game.validator) {
console.warn(`[Registry] Validator mismatch for ${name}`)
}
registry.set(name, game)
}
```
**Pros**:
- Single source of truth for validators
- Auto-derived GameName type
- Client and server use same validator
- Only one registration needed
**Cons**:
- Still requires manual import in validators.ts
- Doesn't solve "drop in a game" fully
---
### Solution 2: Code Generation
**Auto-generate validator registry from file system**:
```typescript
// scripts/generate-registry.ts
// Scans src/arcade-games/**/Validator.ts
// Generates validators.ts and game-registry imports
```
**Pros**:
- Truly modular - just add folder, run build
- No manual registration
- Auto-derived types
**Cons**:
- Build-time complexity
- Magic (harder to understand)
- May not work with all bundlers
---
### Solution 3: Split GameDefinition
**Separate client and server concerns**:
```typescript
// Isomorphic (client + server)
export interface GameValidatorDefinition {
name: string
validator: GameValidator
defaultConfig: GameConfig
}
// Client-only
export interface GameUIDefinition {
name: string
manifest: GameManifest
Provider: GameProviderComponent
GameComponent: GameComponent
}
// Combined (client-only)
export interface GameDefinition extends GameValidatorDefinition, GameUIDefinition {}
```
**Pros**:
- Clear separation of concerns
- Server can import just validator definition
- Type-safe
**Cons**:
- More complexity
- Still requires two registries
---
## Immediate Action Items
### Critical (Do Before Next Game)
1. **✅ Document the dual registration requirement** (COMPLETED)
- ✅ Update README with both registration steps
- ✅ Add troubleshooting section for "game not found" errors
- ✅ Document unified validator registry in Step 7
2. **✅ Unify validator registration** (COMPLETED 2025-10-15)
- ✅ Chose Solution 1 (Unified Server-Side Registry)
- ✅ Implemented unified registry (src/lib/arcade/validators.ts)
- ✅ Updated session-manager.ts and socket-server.ts
- ✅ Tested with number-guesser (no TypeScript errors)
3. **✅ Auto-derive GameName type** (COMPLETED 2025-10-15)
- ✅ Removed hard-coded union
- ✅ Derive from validator registry using `keyof typeof`
- ✅ Updated all usages (backwards compatible via re-exports)
### High Priority
4. **🟡 Migrate old games to new pattern**
- Move matching to `arcade-games/matching/`
- Move memory-quiz to `arcade-games/memory-quiz/`
- Update imports and tests
- OR document that old games use old pattern (transitional)
5. **🟡 Add validator registration validation**
- Runtime check in registerGame()
- Warn if validator missing
- Validate manifest schema
### Medium Priority
6. **🟢 Clean up type definitions**
- Consolidate GameValidator types
- Single source of truth for GameMove
- Clear documentation on which to use
7. **🟢 Update documentation**
- Add "dual registry" warning
- Update step-by-step guide
- Add troubleshooting for common mistakes
---
## Architectural Debt
### Technical Debt Accumulated
1. **Old validation system** (`validation/types.ts`, `validation/index.ts`)
- Used by server-side code
- Hard-coded game list
- No migration path documented
2. **Mixed game structures** (old in `app/arcade/`, new in `arcade-games/`)
- Confusing for developers
- Inconsistent imports
- Harder to maintain
3. **Type fragmentation** (3 GameValidator definitions)
- Unclear which to use
- Potential for bugs
- Harder to refactor
### Migration Path
**Option A: Big Bang** (Risky)
- Migrate all games to new structure in one PR
- Update server to use unified registry
- High risk of breakage
**Option B: Incremental** (Safer)
- Document dual registration as "current reality"
- Create unified validator registry (doesn't break old games)
- Slowly migrate old games one by one
- Eventually deprecate old validation system
**Recommendation**: Option B (Incremental)
---
## Compliance with Intentions
| Intention | Status | Notes |
|-----------|--------|-------|
| Modularity | ✅ Pass | Single registration in validators.ts + game-registry.ts |
| Self-registration | ✅ Pass | Both client and server use unified registry |
| Type safety | ✅ Pass | Good TypeScript coverage + auto-derived GameName |
| No core changes | ⚠️ Improved | Must edit validators.ts, but one central file |
| Drop-in games | ⚠️ Improved | Two registration points (validator + game def) |
| Stable SDK API | ✅ Pass | SDK is well-designed and consistent |
| Clear patterns | ⚠️ Partial | New pattern is clear, but old games don't follow it |
**Original Grade**: **D** (Failed core modularity requirement)
**Current Grade**: **B+** (Modularity achieved, some legacy migration pending)
---
## Positive Aspects (What Works Well)
1. **✅ SDK Design** - Clean, well-documented, type-safe
2. **✅ Client-Side Registry** - Simple, effective pattern
3. **✅ GameDefinition Structure** - Good separation of concerns
4. **✅ Documentation** - Comprehensive (though doesn't match reality)
5. **✅ defineGame() Helper** - Makes game creation easy
6. **✅ Type Safety** - Excellent TypeScript coverage
7. **✅ Number Guesser Example** - Good reference implementation
---
## Recommendations
### Immediate (This Sprint)
1.**Document current reality** - Update docs to show both registrations required
2. 🔴 **Create unified validator registry** - Implement Solution 1
3. 🔴 **Update server to use unified registry** - Modify session-manager.ts and socket-server.ts
### Next Sprint
4. 🟡 **Migrate one old game** - Move matching to new structure as proof of concept
5. 🟡 **Add registration validation** - Runtime checks for validator consistency
6. 🟡 **Auto-derive GameName** - Remove hard-coded type union
### Future
7. 🟢 **Code generation** - Explore automated registry generation
8. 🟢 **Plugin system** - True drop-in games with discovery
9. 🟢 **Deprecate old validation system** - Once all games migrated
---
## Conclusion
The modular game system has a **solid foundation** but is **not truly modular** due to server-side technical debt. The client-side implementation is excellent, but the server still uses a legacy hard-coded validation system.
**Status**: Needs significant refactoring before claiming "modular architecture"
**Path Forward**: Implement unified validator registry (Solution 1), then incrementally migrate old games.
**Risk**: If we add more games before fixing this, technical debt will compound.
---
*This audit was conducted by reviewing:*
- `src/lib/arcade/game-registry.ts`
- `src/lib/arcade/validation/index.ts`
- `src/lib/arcade/session-manager.ts`
- `src/socket-server.ts`
- `src/lib/arcade/game-sdk/`
- `src/arcade-games/number-guesser/`
- Documentation in `docs/` and `src/arcade-games/README.md`

View File

@@ -0,0 +1,33 @@
-- Create room_game_configs table for normalized game settings storage
-- This migration is safe to run multiple times (uses IF NOT EXISTS)
-- Create the table
CREATE TABLE IF NOT EXISTS `room_game_configs` (
`id` text PRIMARY KEY NOT NULL,
`room_id` text NOT NULL,
`game_name` text NOT NULL,
`config` text NOT NULL,
`created_at` integer NOT NULL,
`updated_at` integer NOT NULL,
FOREIGN KEY (`room_id`) REFERENCES `arcade_rooms`(`id`) ON UPDATE no action ON DELETE cascade
);
--> statement-breakpoint
-- Create unique index
CREATE UNIQUE INDEX IF NOT EXISTS `room_game_idx` ON `room_game_configs` (`room_id`,`game_name`);
--> statement-breakpoint
-- Migrate existing game configs from arcade_rooms.game_config column
-- This INSERT will only run if data hasn't been migrated yet
INSERT OR IGNORE INTO room_game_configs (id, room_id, game_name, config, created_at, updated_at)
SELECT
lower(hex(randomblob(16))) as id,
id as room_id,
game_name,
game_config as config,
created_at,
last_activity as updated_at
FROM arcade_rooms
WHERE game_config IS NOT NULL
AND game_name IS NOT NULL
AND game_name IN ('matching', 'memory-quiz', 'complement-race');

View File

@@ -78,6 +78,13 @@
"when": 1760700000000,
"tag": "0010_make_game_name_nullable",
"breakpoints": true
},
{
"idx": 11,
"version": "7",
"when": 1760800000000,
"tag": "0011_add_room_game_configs",
"breakpoints": true
}
]
}

View File

@@ -59,6 +59,7 @@
"drizzle-orm": "^0.44.6",
"emojibase-data": "^16.0.3",
"jose": "^6.1.0",
"js-yaml": "^4.1.0",
"lucide-react": "^0.294.0",
"make-plural": "^7.4.0",
"nanoid": "^5.1.6",
@@ -80,6 +81,7 @@
"@testing-library/react": "^16.3.0",
"@types/bcryptjs": "^2.4.6",
"@types/better-sqlite3": "^7.6.13",
"@types/js-yaml": "^4.0.9",
"@types/node": "^20.0.0",
"@types/react": "^18.2.0",
"@types/react-dom": "^18.2.0",

View File

@@ -7,6 +7,8 @@ import { recordRoomMemberHistory } from '@/lib/arcade/room-member-history'
import { getRoomMembers } from '@/lib/arcade/room-membership'
import { getSocketIO } from '@/lib/socket-io'
import { getViewerId } from '@/lib/viewer'
import { getAllGameConfigs, setGameConfig } from '@/lib/arcade/game-config-helpers'
import type { GameName } from '@/lib/arcade/validation'
type RouteContext = {
params: Promise<{ roomId: string }>
@@ -18,7 +20,7 @@ type RouteContext = {
* Body:
* - accessMode?: 'open' | 'locked' | 'retired' | 'password' | 'restricted' | 'approval-only'
* - password?: string (plain text, will be hashed)
* - gameName?: 'matching' | 'memory-quiz' | 'complement-race' | null (select game for room)
* - gameName?: 'matching' | 'memory-quiz' | 'complement-race' | 'number-guesser' | null (select game for room)
* - gameConfig?: object (game-specific settings)
*/
export async function PATCH(req: NextRequest, context: RouteContext) {
@@ -27,6 +29,36 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
const viewerId = await getViewerId()
const body = await req.json()
console.log(
'[Settings API] PATCH request received:',
JSON.stringify(
{
roomId,
body,
},
null,
2
)
)
// Read current room state from database BEFORE any changes
const [currentRoom] = await db
.select()
.from(schema.arcadeRooms)
.where(eq(schema.arcadeRooms.id, roomId))
console.log(
'[Settings API] Current room state in database BEFORE update:',
JSON.stringify(
{
gameName: currentRoom?.gameName,
gameConfig: currentRoom?.gameConfig,
},
null,
2
)
)
// Check if user is the host
const members = await getRoomMembers(roomId)
const currentMember = members.find((m) => m.userId === viewerId)
@@ -62,7 +94,8 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
// Validate gameName if provided
if (body.gameName !== undefined && body.gameName !== null) {
const validGames = ['matching', 'memory-quiz', 'complement-race']
// Legacy games + registry games (TODO: make this dynamic when we refactor to lazy-load registry)
const validGames = ['matching', 'memory-quiz', 'complement-race', 'number-guesser']
if (!validGames.includes(body.gameName)) {
return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
}
@@ -92,11 +125,23 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
updateData.gameName = body.gameName
}
// Update game config if provided
if (body.gameConfig !== undefined) {
updateData.gameConfig = body.gameConfig
// Handle game config updates - write to new room_game_configs table
if (body.gameConfig !== undefined && body.gameConfig !== null) {
// body.gameConfig is expected to be nested by game name: { matching: {...}, memory-quiz: {...} }
// Extract each game's config and write to the new table
for (const [gameName, config] of Object.entries(body.gameConfig)) {
if (config && typeof config === 'object') {
await setGameConfig(roomId, gameName as GameName, config)
console.log(`[Settings API] Wrote ${gameName} config to room_game_configs table`)
}
}
}
console.log(
'[Settings API] Update data to be written to database:',
JSON.stringify(updateData, null, 2)
)
// If game is being changed (or cleared), delete the existing arcade session
// This ensures a fresh session will be created with the new game settings
if (body.gameName !== undefined) {
@@ -104,12 +149,53 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.roomId, roomId))
}
// Update room settings
const [updatedRoom] = await db
.update(schema.arcadeRooms)
.set(updateData)
.where(eq(schema.arcadeRooms.id, roomId))
.returning()
// Update room settings (only if there's something to update)
let updatedRoom = currentRoom
if (Object.keys(updateData).length > 0) {
;[updatedRoom] = await db
.update(schema.arcadeRooms)
.set(updateData)
.where(eq(schema.arcadeRooms.id, roomId))
.returning()
}
// Get aggregated game configs from new table
const gameConfig = await getAllGameConfigs(roomId)
console.log(
'[Settings API] Room state in database AFTER update:',
JSON.stringify(
{
gameName: updatedRoom.gameName,
gameConfig,
},
null,
2
)
)
// Broadcast game change to all room members
if (body.gameName !== undefined) {
const io = await getSocketIO()
if (io) {
try {
console.log(`[Settings API] Broadcasting game change to room ${roomId}: ${body.gameName}`)
const broadcastData: {
roomId: string
gameName: string | null
gameConfig?: Record<string, unknown>
} = {
roomId,
gameName: body.gameName,
gameConfig, // Include aggregated configs from new table
}
io.to(`room:${roomId}`).emit('room-game-changed', broadcastData)
} catch (socketError) {
console.error('[Settings API] Failed to broadcast game change:', socketError)
}
}
}
// If setting to retired, expel all non-owner members
if (body.accessMode === 'retired') {
@@ -177,7 +263,15 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
}
}
return NextResponse.json({ room: updatedRoom }, { status: 200 })
return NextResponse.json(
{
room: {
...updatedRoom,
gameConfig, // Include aggregated configs from new table
},
},
{ status: 200 }
)
} catch (error: any) {
console.error('Failed to update room settings:', error)
return NextResponse.json({ error: 'Failed to update room settings' }, { status: 500 })

View File

@@ -4,6 +4,7 @@ import { getRoomById } from '@/lib/arcade/room-manager'
import { getRoomMembers } from '@/lib/arcade/room-membership'
import { getRoomActivePlayers } from '@/lib/arcade/player-manager'
import { getViewerId } from '@/lib/viewer'
import { getAllGameConfigs } from '@/lib/arcade/game-config-helpers'
/**
* GET /api/arcade/rooms/current
@@ -28,6 +29,22 @@ export async function GET() {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
// Get game configs from new room_game_configs table
const gameConfig = await getAllGameConfigs(roomId)
console.log(
'[Current Room API] Room data READ from database:',
JSON.stringify(
{
roomId,
gameName: room.gameName,
gameConfig,
},
null,
2
)
)
// Get members
const members = await getRoomMembers(roomId)
@@ -41,7 +58,10 @@ export async function GET() {
}
return NextResponse.json({
room,
room: {
...room,
gameConfig, // Override with configs from new table
},
members,
memberPlayers: memberPlayersObj,
})

View File

@@ -3,7 +3,7 @@ import { createRoom, listActiveRooms } from '@/lib/arcade/room-manager'
import { addRoomMember, getRoomMembers, isMember } from '@/lib/arcade/room-membership'
import { getRoomActivePlayers } from '@/lib/arcade/player-manager'
import { getViewerId } from '@/lib/viewer'
import type { GameName } from '@/lib/arcade/validation'
import { hasValidator, type GameName } from '@/lib/arcade/validators'
/**
* GET /api/arcade/rooms
@@ -72,8 +72,7 @@ export async function POST(req: NextRequest) {
// Validate game name if provided (gameName is now optional)
if (body.gameName) {
const validGames: GameName[] = ['matching', 'memory-quiz', 'complement-race']
if (!validGames.includes(body.gameName)) {
if (!hasValidator(body.gameName)) {
return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
}
}

View File

@@ -70,7 +70,7 @@ export default function RoomBrowserPage() {
}
const data = await response.json()
router.push(`/arcade-rooms/${data.room.id}`)
router.push(`/join/${data.room.code}`)
} catch (err) {
console.error('Failed to create room:', err)
showError('Failed to create room', err instanceof Error ? err.message : undefined)

View File

@@ -2,7 +2,7 @@
import { type ReactNode, useCallback, useEffect, useMemo } from 'react'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData } from '@/hooks/useRoomData'
import { useRoomData, useUpdateGameConfig } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import {
buildPlayerMetadata as buildPlayerMetadataUtil,
@@ -90,16 +90,19 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
case 'FLIP_CARD': {
// Optimistically flip the card
const card = state.gameCards.find((c) => c.id === move.data.cardId)
// Defensive check: ensure arrays exist
const gameCards = state.gameCards || []
const flippedCards = state.flippedCards || []
const card = gameCards.find((c) => c.id === move.data.cardId)
if (!card) return state
const newFlippedCards = [...state.flippedCards, card]
const newFlippedCards = [...flippedCards, card]
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime:
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
currentMoveStartTime: flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
isProcessingMove: newFlippedCards.length === 2, // Processing if 2 cards flipped
showMismatchFeedback: false,
}
@@ -237,6 +240,7 @@ 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()
const { mutate: updateGameConfig } = useUpdateGameConfig()
// Get active player IDs directly as strings (UUIDs)
const activePlayers = Array.from(activePlayerIds)
@@ -244,8 +248,77 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
// 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
// Track roomData.gameConfig changes
useEffect(() => {
console.log(
'[RoomMemoryPairsProvider] roomData.gameConfig changed:',
JSON.stringify(
{
gameConfig: roomData?.gameConfig,
roomId: roomData?.id,
gameName: roomData?.gameName,
},
null,
2
)
)
}, [roomData?.gameConfig, roomData?.id, roomData?.gameName])
// Merge saved game config from room with initialState
// Settings are scoped by game name to preserve settings when switching games
const mergedInitialState = useMemo(() => {
const gameConfig = roomData?.gameConfig as Record<string, any> | null | undefined
console.log(
'[RoomMemoryPairsProvider] Loading settings from database:',
JSON.stringify(
{
gameConfig,
roomId: roomData?.id,
},
null,
2
)
)
if (!gameConfig) {
console.log('[RoomMemoryPairsProvider] No gameConfig, using initialState')
return initialState
}
// Get settings for this specific game (matching)
const savedConfig = gameConfig.matching as Record<string, any> | null | undefined
console.log(
'[RoomMemoryPairsProvider] Saved config for matching:',
JSON.stringify(savedConfig, null, 2)
)
if (!savedConfig) {
console.log('[RoomMemoryPairsProvider] No saved config for matching, using initialState')
return initialState
}
const merged = {
...initialState,
// Restore settings from saved config
gameType: savedConfig.gameType ?? initialState.gameType,
difficulty: savedConfig.difficulty ?? initialState.difficulty,
turnTimer: savedConfig.turnTimer ?? initialState.turnTimer,
}
console.log(
'[RoomMemoryPairsProvider] Merged state:',
JSON.stringify(
{
gameType: merged.gameType,
difficulty: merged.difficulty,
turnTimer: merged.turnTimer,
},
null,
2
)
)
return merged
}, [roomData?.gameConfig])
// Arcade session integration WITH room sync
const {
@@ -256,39 +329,55 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
} = useArcadeSession<MemoryPairsState>({
userId: viewerId || '',
roomId: roomData?.id, // CRITICAL: Pass roomId for network sync across room members
initialState,
initialState: mergedInitialState,
applyMove: applyMoveOptimistically,
})
// Detect state corruption/mismatch (e.g., game type mismatch between sessions)
const hasStateCorruption =
!state.gameCards || !state.flippedCards || !Array.isArray(state.gameCards)
// Handle mismatch feedback timeout
useEffect(() => {
if (state.showMismatchFeedback && state.flippedCards.length === 2) {
// Defensive check: ensure flippedCards exists
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,
userId: viewerId || '',
data: {},
})
}, 1500)
return () => clearTimeout(timeout)
}
}, [state.showMismatchFeedback, state.flippedCards.length, sendMove, state.currentPlayer])
}, [
state.showMismatchFeedback,
state.flippedCards?.length,
sendMove,
state.currentPlayer,
viewerId,
])
// Computed values
const isGameActive = state.gamePhase === 'playing'
const canFlipCard = useCallback(
(cardId: string): boolean => {
// Defensive check: ensure required state exists
const flippedCards = state.flippedCards || []
const gameCards = state.gameCards || []
console.log('[RoomProvider][canFlipCard] Checking card:', {
cardId,
isGameActive,
isProcessingMove: state.isProcessingMove,
currentPlayer: state.currentPlayer,
hasRoomData: !!roomData,
flippedCardsCount: state.flippedCards.length,
flippedCardsCount: flippedCards.length,
})
if (!isGameActive || state.isProcessingMove) {
@@ -296,20 +385,20 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
return false
}
const card = state.gameCards.find((c) => c.id === cardId)
const card = 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)) {
if (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) {
if (flippedCards.length >= 2) {
console.log('[RoomProvider][canFlipCard] Blocked: 2 cards already flipped')
return false
}
@@ -414,13 +503,14 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
userId: viewerId || '',
data: {
cards,
activePlayers,
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove, viewerId])
const flipCard = useCallback(
(cardId: string) => {
@@ -441,6 +531,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const move = {
type: 'FLIP_CARD' as const,
playerId: state.currentPlayer, // Use the current player ID from game state (database player ID)
userId: viewerId || '',
data: { cardId },
}
console.log('[RoomProvider] Sending FLIP_CARD move via sendMove:', move)
@@ -466,49 +557,152 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
userId: viewerId || '',
data: {
cards,
activePlayers,
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove, viewerId])
const setGameType = useCallback(
(gameType: typeof state.gameType) => {
console.log('[RoomMemoryPairsProvider] setGameType called:', gameType)
// Use first active player as playerId, or empty string if none
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
userId: viewerId || '',
data: { field: 'gameType', value: gameType },
})
// Save setting to room's gameConfig for persistence
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
const updatedConfig = {
...currentGameConfig,
matching: {
...currentMatchingConfig,
gameType,
},
}
console.log(
'[RoomMemoryPairsProvider] Saving gameType to database:',
JSON.stringify(
{
roomId: roomData.id,
updatedConfig,
},
null,
2
)
)
updateGameConfig({
roomId: roomData.id,
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save gameType - no roomData.id')
}
},
[activePlayers, sendMove]
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
const setDifficulty = useCallback(
(difficulty: typeof state.difficulty) => {
console.log('[RoomMemoryPairsProvider] setDifficulty called:', difficulty)
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
userId: viewerId || '',
data: { field: 'difficulty', value: difficulty },
})
// Save setting to room's gameConfig for persistence
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
const updatedConfig = {
...currentGameConfig,
matching: {
...currentMatchingConfig,
difficulty,
},
}
console.log(
'[RoomMemoryPairsProvider] Saving difficulty to database:',
JSON.stringify(
{
roomId: roomData.id,
updatedConfig,
},
null,
2
)
)
updateGameConfig({
roomId: roomData.id,
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save difficulty - no roomData.id')
}
},
[activePlayers, sendMove]
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
const setTurnTimer = useCallback(
(turnTimer: typeof state.turnTimer) => {
console.log('[RoomMemoryPairsProvider] setTurnTimer called:', turnTimer)
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
userId: viewerId || '',
data: { field: 'turnTimer', value: turnTimer },
})
// Save setting to room's gameConfig for persistence
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
const updatedConfig = {
...currentGameConfig,
matching: {
...currentMatchingConfig,
turnTimer,
},
}
console.log(
'[RoomMemoryPairsProvider] Saving turnTimer to database:',
JSON.stringify(
{
roomId: roomData.id,
updatedConfig,
},
null,
2
)
)
updateGameConfig({
roomId: roomData.id,
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save turnTimer - no roomData.id')
}
},
[activePlayers, sendMove]
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
const goToSetup = useCallback(() => {
@@ -517,9 +711,10 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'GO_TO_SETUP',
playerId,
userId: viewerId || '',
data: {},
})
}, [activePlayers, state.currentPlayer, sendMove])
}, [activePlayers, state.currentPlayer, sendMove, viewerId])
const resumeGame = useCallback(() => {
// PAUSE/RESUME: Resume paused game if config unchanged
@@ -532,9 +727,10 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'RESUME_GAME',
playerId,
userId: viewerId || '',
data: {},
})
}, [canResumeGame, activePlayers, state.currentPlayer, sendMove])
}, [canResumeGame, activePlayers, state.currentPlayer, sendMove, viewerId])
const hoverCard = useCallback(
(cardId: string | null) => {
@@ -546,10 +742,11 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'HOVER_CARD',
playerId,
userId: viewerId || '',
data: { cardId },
})
},
[state.currentPlayer, activePlayers, sendMove]
[state.currentPlayer, activePlayers, sendMove, viewerId]
)
// NO MORE effectiveState merging! Just use session state directly with gameMode added
@@ -557,6 +754,100 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
gameMode: GameMode
}
// If state is corrupted, show error message instead of crashing
if (hasStateCorruption) {
return (
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
padding: '40px',
textAlign: 'center',
minHeight: '400px',
}}
>
<div
style={{
fontSize: '48px',
marginBottom: '20px',
}}
>
</div>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
marginBottom: '12px',
color: '#dc2626',
}}
>
Game State Mismatch
</h2>
<p
style={{
fontSize: '16px',
color: '#6b7280',
marginBottom: '24px',
maxWidth: '500px',
}}
>
There's a mismatch between game types in this room. This usually happens when room members
are playing different games.
</p>
<div
style={{
background: '#f9fafb',
border: '1px solid #e5e7eb',
borderRadius: '8px',
padding: '16px',
marginBottom: '24px',
maxWidth: '500px',
}}
>
<p
style={{
fontSize: '14px',
fontWeight: '600',
marginBottom: '8px',
}}
>
To fix this:
</p>
<ol
style={{
fontSize: '14px',
textAlign: 'left',
paddingLeft: '20px',
lineHeight: '1.6',
}}
>
<li>Make sure all room members are on the same game page</li>
<li>Try refreshing the page</li>
<li>If the issue persists, leave and rejoin the room</li>
</ol>
</div>
<button
onClick={() => window.location.reload()}
style={{
padding: '10px 20px',
background: '#3b82f6',
color: 'white',
border: 'none',
borderRadius: '6px',
fontSize: '14px',
fontWeight: '600',
cursor: 'pointer',
}}
>
Refresh Page
</button>
</div>
)
}
const contextValue: MemoryPairsContextValue = {
state: effectiveState,
dispatch: () => {

View File

@@ -12,13 +12,18 @@ function calculateMaxColumns(numbers: number[]): number {
}
export function DisplayPhase() {
const { state, nextCard, showInputPhase, resetGame } = useMemoryQuiz()
const { state, nextCard, showInputPhase, resetGame, isRoomCreator } = useMemoryQuiz()
const [currentCard, setCurrentCard] = useState<QuizCard | null>(null)
const [isTransitioning, setIsTransitioning] = useState(false)
const isDisplayPhaseActive = state.currentCardIndex < state.quizCards.length
const isProcessingRef = useRef(false)
const lastProcessedIndexRef = useRef(-1)
const appConfig = useAbacusConfig()
// In multiplayer room mode, only the room creator controls card timing
// In local mode (isRoomCreator === undefined), allow timing control
const shouldControlTiming = isRoomCreator === undefined || isRoomCreator === true
// Calculate maximum columns needed for this quiz set
const maxColumns = useMemo(() => {
const allNumbers = state.quizCards.map((card) => card.number)
@@ -34,21 +39,42 @@ export function DisplayPhase() {
const progressPercentage = (state.currentCardIndex / state.quizCards.length) * 100
useEffect(() => {
// Prevent processing the same card index multiple times
// This prevents race conditions from optimistic updates
if (state.currentCardIndex === lastProcessedIndexRef.current) {
console.log(
`DisplayPhase: Skipping duplicate processing of index ${state.currentCardIndex} (lastProcessed: ${lastProcessedIndexRef.current})`
)
return
}
if (state.currentCardIndex >= state.quizCards.length) {
showInputPhase?.()
// Only the room creator (or local mode) triggers phase transitions
if (shouldControlTiming) {
console.log(
`DisplayPhase: All cards shown (${state.quizCards.length}), transitioning to input phase`
)
showInputPhase?.()
}
return
}
// Prevent multiple concurrent executions
if (isProcessingRef.current) {
console.log(
`DisplayPhase: Already processing, skipping (index: ${state.currentCardIndex}, lastProcessed: ${lastProcessedIndexRef.current})`
)
return
}
// Mark this index as being processed
lastProcessedIndexRef.current = state.currentCardIndex
const showNextCard = async () => {
isProcessingRef.current = true
const card = state.quizCards[state.currentCardIndex]
console.log(
`DisplayPhase: Showing card ${state.currentCardIndex + 1}/${state.quizCards.length}, number: ${card.number}`
`DisplayPhase: Showing card ${state.currentCardIndex + 1}/${state.quizCards.length}, number: ${card.number} (isRoomCreator: ${isRoomCreator}, shouldControlTiming: ${shouldControlTiming})`
)
// Calculate adaptive timing based on display speed
@@ -67,15 +93,26 @@ export function DisplayPhase() {
`DisplayPhase: Card ${state.currentCardIndex + 1} now visible (flash: ${flashDuration}ms, pause: ${transitionPause}ms)`
)
// Display card for specified time with adaptive transition pause
await new Promise((resolve) => setTimeout(resolve, displayTimeMs - transitionPause))
// Only the room creator (or local mode) controls the timing
if (shouldControlTiming) {
// Display card for specified time with adaptive transition pause
await new Promise((resolve) => setTimeout(resolve, displayTimeMs - transitionPause))
// Don't hide the abacus - just advance to next card for smooth transition
console.log(`DisplayPhase: Card ${state.currentCardIndex + 1} transitioning to next`)
await new Promise((resolve) => setTimeout(resolve, transitionPause)) // Adaptive pause for visual transition
// Don't hide the abacus - just advance to next card for smooth transition
console.log(
`DisplayPhase: Card ${state.currentCardIndex + 1} transitioning to next (controlled by ${isRoomCreator === undefined ? 'local mode' : 'room creator'})`
)
await new Promise((resolve) => setTimeout(resolve, transitionPause)) // Adaptive pause for visual transition
isProcessingRef.current = false
nextCard?.()
isProcessingRef.current = false
nextCard?.()
} else {
// Non-creator players just display the card, don't control timing
console.log(
`DisplayPhase: Non-creator player displaying card ${state.currentCardIndex + 1}, waiting for creator to advance`
)
isProcessingRef.current = false
}
}
showNextCard()
@@ -85,7 +122,8 @@ export function DisplayPhase() {
state.quizCards.length,
nextCard,
showInputPhase,
state.quizCards[state.currentCardIndex],
shouldControlTiming,
isRoomCreator,
])
return (

View File

@@ -1,24 +1,14 @@
import { useCallback, useEffect, useRef, useState } from 'react'
import { useCallback, useEffect, useState } from 'react'
import { isPrefix } from '@/lib/memory-quiz-utils'
import { useMemoryQuiz } from '../context/MemoryQuizContext'
import { CardGrid } from './CardGrid'
export function InputPhase() {
const { state, dispatch, acceptNumber, rejectNumber, setInput, showResults } = useMemoryQuiz()
const _containerRef = useRef<HTMLDivElement>(null)
const [displayFeedback, setDisplayFeedback] = useState<'neutral' | 'correct' | 'incorrect'>(
'neutral'
)
// Use a ref to track the current input to avoid stale reads during rapid typing
// This prevents the "type 8 times" issue where state.currentInput hasn't updated yet
const currentInputRef = useRef(state.currentInput)
// Keep ref in sync with state
useEffect(() => {
currentInputRef.current = state.currentInput
}, [state.currentInput])
// Use keyboard state from parent state instead of local state
const { hasPhysicalKeyboard, testingMode, showOnScreenKeyboard } = state
@@ -116,8 +106,7 @@ export function InputPhase() {
const acceptCorrectNumber = useCallback(
(number: number) => {
acceptNumber?.(number)
currentInputRef.current = '' // Clear ref immediately
setInput?.('')
// setInput('') is called inside acceptNumber action creator
setDisplayFeedback('correct')
setTimeout(() => setDisplayFeedback('neutral'), 500)
@@ -127,11 +116,11 @@ export function InputPhase() {
setTimeout(() => showResults?.(), 1000)
}
},
[acceptNumber, setInput, showResults, state.foundNumbers.length, state.correctAnswers.length]
[acceptNumber, showResults, state.foundNumbers.length, state.correctAnswers.length]
)
const handleIncorrectGuess = useCallback(() => {
const wrongNumber = parseInt(currentInputRef.current, 10)
const wrongNumber = parseInt(state.currentInput, 10)
if (!Number.isNaN(wrongNumber)) {
dispatch({ type: 'ADD_WRONG_GUESS_ANIMATION', number: wrongNumber })
// Clear wrong guess animations after explosion
@@ -141,8 +130,7 @@ export function InputPhase() {
}
rejectNumber?.()
currentInputRef.current = '' // Clear ref immediately
setInput?.('')
// setInput('') is called inside rejectNumber action creator
setDisplayFeedback('incorrect')
setTimeout(() => setDisplayFeedback('neutral'), 500)
@@ -151,7 +139,7 @@ export function InputPhase() {
if (state.guessesRemaining - 1 === 0) {
setTimeout(() => showResults?.(), 1000)
}
}, [dispatch, rejectNumber, setInput, showResults, state.guessesRemaining])
}, [state.currentInput, dispatch, rejectNumber, showResults, state.guessesRemaining])
// Simple keyboard event handlers that will be defined after callbacks
const handleKeyboardInput = useCallback(
@@ -161,9 +149,8 @@ export function InputPhase() {
// Only handle if input phase is active and guesses remain
if (state.guessesRemaining === 0) return
// Use ref for immediate value, update ref right away to prevent stale reads
const newInput = currentInputRef.current + key
currentInputRef.current = newInput // Update ref immediately for next keypress
// Update input with new key
const newInput = state.currentInput + key
setInput?.(newInput)
// Clear any existing timeout
@@ -215,9 +202,8 @@ export function InputPhase() {
)
const handleKeyboardBackspace = useCallback(() => {
if (currentInputRef.current.length > 0) {
const newInput = currentInputRef.current.slice(0, -1)
currentInputRef.current = newInput // Update ref immediately
if (state.currentInput.length > 0) {
const newInput = state.currentInput.slice(0, -1)
setInput?.(newInput)
// Clear any existing timeout
@@ -228,7 +214,7 @@ export function InputPhase() {
setDisplayFeedback('neutral')
}
}, [state.prefixAcceptanceTimeout, dispatch, setInput])
}, [state.currentInput, state.prefixAcceptanceTimeout, dispatch, setInput])
// Set up global keyboard listeners
useEffect(() => {
@@ -383,6 +369,172 @@ export function InputPhase() {
</div>
</div>
{/* Live Scoreboard - Competitive Mode Only */}
{state.playMode === 'competitive' &&
state.activePlayers &&
state.activePlayers.length > 1 && (
<div
style={{
marginBottom: '16px',
padding: '12px',
background: 'linear-gradient(135deg, #fef3c7 0%, #fde68a 100%)',
borderRadius: '8px',
border: '2px solid #f59e0b',
}}
>
<div
style={{
fontSize: '12px',
fontWeight: 'bold',
color: '#92400e',
marginBottom: '8px',
textAlign: 'center',
}}
>
🏆 LIVE SCOREBOARD
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '6px',
}}
>
{(() => {
// Group players by userId
const userTeams = new Map<
string,
{ userId: string; players: any[]; score: { correct: number; incorrect: number } }
>()
console.log('📊 [InputPhase] Building scoreboard:', {
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
playerScores: state.playerScores,
})
for (const playerId of state.activePlayers) {
const metadata = state.playerMetadata?.[playerId]
const userId = metadata?.userId
console.log('📊 [InputPhase] Processing player for scoreboard:', {
playerId,
metadata,
userId,
})
if (!userId) continue
if (!userTeams.has(userId)) {
userTeams.set(userId, {
userId,
players: [],
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
})
}
userTeams.get(userId)!.players.push(metadata)
}
console.log('📊 [InputPhase] UserTeams created:', {
count: userTeams.size,
teams: Array.from(userTeams.entries()),
})
// Sort teams by score
return Array.from(userTeams.values())
.sort((a, b) => {
const aScore = a.score.correct - a.score.incorrect * 0.5
const bScore = b.score.correct - b.score.incorrect * 0.5
return bScore - aScore
})
.map((team, index) => {
const netScore = team.score.correct - team.score.incorrect * 0.5
return (
<div
key={team.userId}
style={{
padding: '10px 12px',
background: index === 0 ? '#fef3c7' : 'white',
borderRadius: '8px',
border: index === 0 ? '2px solid #f59e0b' : '1px solid #e5e7eb',
}}
>
{/* Team header with rank and stats */}
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
marginBottom: '8px',
}}
>
<div style={{ display: 'flex', alignItems: 'center', gap: '8px' }}>
<span style={{ fontSize: '18px' }}>
{index === 0 ? '👑' : `${index + 1}.`}
</span>
<span
style={{
fontWeight: 'bold',
fontSize: '16px',
color: '#1f2937',
}}
>
Score: {netScore.toFixed(1)}
</span>
</div>
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '10px',
fontSize: '14px',
}}
>
<span style={{ color: '#10b981', fontWeight: 'bold' }}>
{team.score.correct}
</span>
<span style={{ color: '#ef4444', fontWeight: 'bold' }}>
{team.score.incorrect}
</span>
</div>
</div>
{/* Players list */}
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '4px',
paddingLeft: '26px',
}}
>
{team.players.map((player, i) => (
<div
key={i}
style={{
display: 'flex',
alignItems: 'center',
gap: '6px',
fontSize: '13px',
}}
>
<span style={{ fontSize: '16px' }}>{player?.emoji || '🎮'}</span>
<span
style={{
color: '#1f2937',
fontWeight: '500',
}}
>
{player?.name || `Player ${i + 1}`}
</span>
</div>
))}
</div>
</div>
)
})
})()}
</div>
</div>
)}
<div
style={{
position: 'relative',

View File

@@ -80,78 +80,78 @@ export function MemoryQuizGame() {
>
<style dangerouslySetInnerHTML={{ __html: globalAnimations }} />
<div
style={{
flex: 1,
display: 'flex',
flexDirection: 'column',
overflow: 'auto',
padding: '20px 8px',
minHeight: '100vh',
background: 'linear-gradient(135deg, #f8fafc, #e2e8f0)',
}}
>
<div
style={{
maxWidth: '100%',
margin: '0 auto',
flex: 1,
display: 'flex',
flexDirection: 'column',
overflow: 'auto',
padding: '20px 8px',
minHeight: '100vh',
background: 'linear-gradient(135deg, #f8fafc, #e2e8f0)',
}}
>
<div
style={{
maxWidth: '100%',
margin: '0 auto',
className={css({
textAlign: 'center',
mb: '4',
flexShrink: 0,
})}
>
<Link
href="/arcade"
className={css({
display: 'inline-flex',
alignItems: 'center',
color: 'gray.600',
textDecoration: 'none',
mb: '4',
_hover: { color: 'gray.800' },
})}
>
Back to Champion Arena
</Link>
</div>
<div
className={css({
bg: 'white',
rounded: 'xl',
shadow: 'xl',
overflow: 'hidden',
border: '1px solid',
borderColor: 'gray.200',
flex: 1,
display: 'flex',
flexDirection: 'column',
}}
maxHeight: '100%',
})}
>
<div
className={css({
textAlign: 'center',
mb: '4',
flexShrink: 0,
})}
>
<Link
href="/arcade"
className={css({
display: 'inline-flex',
alignItems: 'center',
color: 'gray.600',
textDecoration: 'none',
mb: '4',
_hover: { color: 'gray.800' },
})}
>
Back to Champion Arena
</Link>
</div>
<div
className={css({
bg: 'white',
rounded: 'xl',
shadow: 'xl',
overflow: 'hidden',
border: '1px solid',
borderColor: 'gray.200',
flex: 1,
display: 'flex',
flexDirection: 'column',
maxHeight: '100%',
overflow: 'auto',
})}
>
<div
className={css({
flex: 1,
display: 'flex',
flexDirection: 'column',
overflow: 'auto',
})}
>
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'display' && <DisplayPhase />}
{state.gamePhase === 'input' && <InputPhase key="input-phase" />}
{state.gamePhase === 'results' && <ResultsPhase />}
</div>
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'display' && <DisplayPhase />}
{state.gamePhase === 'input' && <InputPhase key="input-phase" />}
{state.gamePhase === 'results' && <ResultsPhase />}
</div>
</div>
</div>
</div>
</PageWithNav>
)
}

View File

@@ -147,26 +147,61 @@ export function ResultsCardGrid({ state }: ResultsCardGridProps) {
</div>
</div>
{/* Right/Wrong indicator overlay */}
{/* Player indicator overlay */}
<div
style={{
position: 'absolute',
top: '4px',
right: '4px',
width: '20px',
height: '20px',
borderRadius: '50%',
minWidth: wasFound ? '24px' : '20px',
minHeight: '20px',
maxHeight: '48px',
borderRadius: wasFound ? '8px' : '50%',
background: wasFound ? '#10b981' : '#ef4444',
color: 'white',
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
fontSize: '12px',
fontSize: wasFound ? '14px' : '12px',
fontWeight: 'bold',
boxShadow: '0 1px 2px rgba(0, 0, 0, 0.2)',
padding: wasFound ? '2px' : '0',
gap: '1px',
overflow: 'hidden',
}}
>
{wasFound ? '✓' : '✗'}
{wasFound
? (() => {
// Get the userId who found this number
const foundByUserId = state.numberFoundBy?.[card.number]
if (!foundByUserId) return '✓'
// Get all players on that team
const teamPlayers = state.activePlayers
?.filter((playerId) => {
const metadata = state.playerMetadata?.[playerId]
return metadata?.userId === foundByUserId
})
.map((playerId) => state.playerMetadata?.[playerId])
.filter(Boolean)
if (!teamPlayers || teamPlayers.length === 0) return '✓'
// Display emojis (stacked vertically if multiple)
return teamPlayers.map((player, idx) => (
<span
key={idx}
style={{
lineHeight: '1',
fontSize: '14px',
}}
>
{player?.emoji || '🎮'}
</span>
))
})()
: '✗'}
</div>
{/* Number label overlay */}

View File

@@ -131,6 +131,374 @@ export function ResultsPhase() {
</div>
</div>
{/* Multiplayer Leaderboard - Competitive Mode */}
{state.playMode === 'competitive' &&
state.activePlayers &&
state.activePlayers.length > 1 && (
<div
style={{
marginBottom: '16px',
padding: '16px',
background: 'linear-gradient(135deg, #fef3c7 0%, #fde68a 100%)',
borderRadius: '12px',
border: '2px solid #f59e0b',
}}
>
<div
style={{
fontSize: '16px',
fontWeight: 'bold',
color: '#92400e',
marginBottom: '12px',
textAlign: 'center',
}}
>
🏆 FINAL LEADERBOARD
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '8px',
}}
>
{(() => {
// Group players by userId
const userTeams = new Map<
string,
{ userId: string; players: any[]; score: { correct: number; incorrect: number } }
>()
console.log('🏆 [ResultsPhase] Building leaderboard:', {
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
playerScores: state.playerScores,
})
for (const playerId of state.activePlayers) {
const metadata = state.playerMetadata?.[playerId]
const userId = metadata?.userId
console.log('🏆 [ResultsPhase] Processing player for leaderboard:', {
playerId,
metadata,
userId,
})
if (!userId) continue
if (!userTeams.has(userId)) {
userTeams.set(userId, {
userId,
players: [],
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
})
}
userTeams.get(userId)!.players.push(metadata)
}
console.log('🏆 [ResultsPhase] UserTeams created:', {
count: userTeams.size,
teams: Array.from(userTeams.entries()),
})
// Sort teams by score
return Array.from(userTeams.values())
.sort((a, b) => {
const aScore = a.score.correct - a.score.incorrect * 0.5
const bScore = b.score.correct - b.score.incorrect * 0.5
return bScore - aScore
})
.map((team, index) => {
const netScore = team.score.correct - team.score.incorrect * 0.5
return (
<div
key={team.userId}
style={{
padding: '14px 16px',
background:
index === 0
? 'linear-gradient(135deg, #fef3c7 0%, #fde68a 50%)'
: 'white',
borderRadius: '10px',
border: index === 0 ? '3px solid #f59e0b' : '1px solid #e5e7eb',
boxShadow: index === 0 ? '0 4px 12px rgba(245, 158, 11, 0.3)' : 'none',
}}
>
{/* Team header with rank and stats */}
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
marginBottom: '10px',
}}
>
<div style={{ display: 'flex', alignItems: 'center', gap: '10px' }}>
<span style={{ fontSize: '24px', minWidth: '32px' }}>
{index === 0
? '🏆'
: index === 1
? '🥈'
: index === 2
? '🥉'
: `${index + 1}.`}
</span>
<div style={{ display: 'flex', flexDirection: 'column' }}>
<span
style={{
fontWeight: 'bold',
fontSize: index === 0 ? '20px' : '18px',
color: index === 0 ? '#f59e0b' : '#1f2937',
}}
>
{netScore.toFixed(1)}
</span>
{index === 0 && (
<span
style={{
fontSize: '11px',
color: '#92400e',
fontWeight: 'bold',
}}
>
CHAMPION
</span>
)}
</div>
</div>
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '12px',
}}
>
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
}}
>
<span
style={{
color: '#10b981',
fontWeight: 'bold',
fontSize: '16px',
}}
>
{team.score.correct}
</span>
<span style={{ fontSize: '10px', color: '#6b7280' }}>correct</span>
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
}}
>
<span
style={{
color: '#ef4444',
fontWeight: 'bold',
fontSize: '16px',
}}
>
{team.score.incorrect}
</span>
<span style={{ fontSize: '10px', color: '#6b7280' }}>wrong</span>
</div>
</div>
</div>
{/* Players list */}
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '6px',
paddingLeft: '42px',
}}
>
{team.players.map((player, i) => (
<div
key={i}
style={{
display: 'flex',
alignItems: 'center',
gap: '8px',
}}
>
<span style={{ fontSize: '18px' }}>{player?.emoji || '🎮'}</span>
<span
style={{
color: '#1f2937',
fontWeight: '500',
fontSize: '14px',
}}
>
{player?.name || `Player ${i + 1}`}
</span>
</div>
))}
</div>
</div>
)
})
})()}
</div>
</div>
)}
{/* Multiplayer Stats - Cooperative Mode */}
{state.playMode === 'cooperative' &&
state.activePlayers &&
state.activePlayers.length > 1 && (
<div
style={{
marginBottom: '16px',
padding: '16px',
background: 'linear-gradient(135deg, #dbeafe 0%, #bfdbfe 100%)',
borderRadius: '12px',
border: '2px solid #3b82f6',
}}
>
<div
style={{
fontSize: '16px',
fontWeight: 'bold',
color: '#1e3a8a',
marginBottom: '12px',
textAlign: 'center',
}}
>
🤝 TEAM CONTRIBUTIONS
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '8px',
}}
>
{(() => {
// Group players by userId
const userTeams = new Map<
string,
{ userId: string; players: any[]; score: { correct: number; incorrect: 0 } }
>()
console.log('🤝 [ResultsPhase] Building team contributions:', {
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
playerScores: state.playerScores,
})
for (const playerId of state.activePlayers) {
const metadata = state.playerMetadata?.[playerId]
const userId = metadata?.userId
console.log('🤝 [ResultsPhase] Processing player for contributions:', {
playerId,
metadata,
userId,
})
if (!userId) continue
if (!userTeams.has(userId)) {
userTeams.set(userId, {
userId,
players: [],
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
})
}
userTeams.get(userId)!.players.push(metadata)
}
console.log('🤝 [ResultsPhase] UserTeams created for contributions:', {
count: userTeams.size,
teams: Array.from(userTeams.entries()),
})
// Sort teams by correct answers
return Array.from(userTeams.values())
.sort((a, b) => b.score.correct - a.score.correct)
.map((team, index) => (
<div
key={team.userId}
style={{
padding: '12px 14px',
background: 'white',
borderRadius: '8px',
border: '1px solid #e5e7eb',
}}
>
{/* Team header with stats */}
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
marginBottom: '8px',
}}
>
<div style={{ display: 'flex', alignItems: 'center', gap: '8px' }}>
<span style={{ fontSize: '16px', fontWeight: '600', color: '#6b7280' }}>
Team {index + 1}
</span>
</div>
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '10px',
fontSize: '14px',
}}
>
<span style={{ color: '#10b981', fontWeight: 'bold' }}>
{team.score.correct}
</span>
<span style={{ color: '#ef4444', fontWeight: 'bold' }}>
{team.score.incorrect}
</span>
</div>
</div>
{/* Players list */}
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '4px',
paddingLeft: '8px',
}}
>
{team.players.map((player, i) => (
<div
key={i}
style={{
display: 'flex',
alignItems: 'center',
gap: '6px',
fontSize: '13px',
}}
>
<span style={{ fontSize: '18px' }}>{player?.emoji || '🎮'}</span>
<span
style={{
color: '#1f2937',
fontWeight: '500',
}}
>
{player?.name || `Player ${i + 1}`}
</span>
</div>
))}
</div>
</div>
))
})()}
</div>
</div>
)}
{/* Results card grid - reuse CardGrid but with all cards revealed and status indicators */}
<div style={{ marginTop: '12px', flex: 1, overflow: 'auto' }}>
<ResultsCardGrid state={state} />

View File

@@ -69,6 +69,10 @@ export function SetupPhase() {
setConfig?.('selectedDifficulty', difficulty)
}
const handlePlayModeSelect = (playMode: 'cooperative' | 'competitive') => {
setConfig?.('playMode', playMode)
}
const handleStartQuiz = () => {
const quizCards = generateQuizCards(
state.selectedCount ?? 5,
@@ -150,6 +154,75 @@ export function SetupPhase() {
</div>
</div>
<div style={{ margin: '12px 0' }}>
<label
style={{
display: 'block',
fontWeight: 'bold',
marginBottom: '8px',
color: '#6b7280',
fontSize: '14px',
}}
>
Play Mode:
</label>
<div
style={{
display: 'grid',
gridTemplateColumns: 'repeat(2, 1fr)',
gap: '8px',
justifyContent: 'center',
}}
>
<button
key="cooperative"
type="button"
style={{
background: state.playMode === 'cooperative' ? '#10b981' : 'white',
color: state.playMode === 'cooperative' ? 'white' : '#1f2937',
border: '2px solid',
borderColor: state.playMode === 'cooperative' ? '#10b981' : '#d1d5db',
borderRadius: '8px',
padding: '8px 12px',
cursor: 'pointer',
textAlign: 'center',
display: 'flex',
flexDirection: 'column',
gap: '2px',
fontSize: '12px',
}}
onClick={() => handlePlayModeSelect('cooperative')}
title="Work together as a team to find all numbers"
>
<div style={{ fontWeight: 'bold', fontSize: '13px' }}>🤝 Cooperative</div>
<div style={{ fontSize: '10px', opacity: 0.8 }}>Work together</div>
</button>
<button
key="competitive"
type="button"
style={{
background: state.playMode === 'competitive' ? '#ef4444' : 'white',
color: state.playMode === 'competitive' ? 'white' : '#1f2937',
border: '2px solid',
borderColor: state.playMode === 'competitive' ? '#ef4444' : '#d1d5db',
borderRadius: '8px',
padding: '8px 12px',
cursor: 'pointer',
textAlign: 'center',
display: 'flex',
flexDirection: 'column',
gap: '2px',
fontSize: '12px',
}}
onClick={() => handlePlayModeSelect('competitive')}
title="Compete for the highest score"
>
<div style={{ fontWeight: 'bold', fontSize: '13px' }}>🏆 Competitive</div>
<div style={{ fontSize: '10px', opacity: 0.8 }}>Battle for score</div>
</button>
</div>
</div>
<div style={{ margin: '12px 0' }}>
<label
style={{

View File

@@ -10,6 +10,7 @@ export interface MemoryQuizContextValue {
// Computed values
isGameActive: boolean
isRoomCreator?: boolean // True if current user is room creator (controls timing in multiplayer)
// Action creators (to be implemented by providers)
// Local mode uses dispatch, room mode uses these action creators
@@ -25,7 +26,10 @@ export interface MemoryQuizContextValue {
rejectNumber?: () => void
setInput?: (input: string) => void
showResults?: () => void
setConfig?: (field: 'selectedCount' | 'displayTime' | 'selectedDifficulty', value: any) => void
setConfig?: (
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode',
value: any
) => void
}
// Create context

View File

@@ -1,11 +1,17 @@
'use client'
import type { ReactNode } from 'react'
import { useCallback, useEffect } from 'react'
import { useCallback, useEffect, useMemo, useState } from 'react'
import { useGameMode } from '@/contexts/GameModeContext'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData } from '@/hooks/useRoomData'
import { useRoomData, useUpdateGameConfig } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import type { GameMove } from '@/lib/arcade/validation'
import { TEAM_MOVE } from '@/lib/arcade/validation/types'
import {
buildPlayerMetadata as buildPlayerMetadataUtil,
buildPlayerOwnershipFromRoomData,
} from '@/lib/arcade/player-ownership.client'
import { initialState } from '../reducer'
import type { QuizCard, SorobanQuizState } from '../types'
import { MemoryQuizContext, type MemoryQuizContextValue } from './MemoryQuizContext'
@@ -45,6 +51,25 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
const cardCount = quizCards.length
// Initialize player scores for all active players (by userId, not playerId)
const activePlayers = move.data.activePlayers || []
const playerMetadata = move.data.playerMetadata || {}
// Extract unique userIds from playerMetadata
const uniqueUserIds = new Set<string>()
for (const playerId of activePlayers) {
const metadata = playerMetadata[playerId]
if (metadata?.userId) {
uniqueUserIds.add(metadata.userId)
}
}
// Initialize scores for each userId
const playerScores = Array.from(uniqueUserIds).reduce((acc: any, userId: string) => {
acc[userId] = { correct: 0, incorrect: 0 }
return acc
}, {})
return {
...state,
quizCards,
@@ -57,6 +82,10 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
currentInput: '',
wrongGuessAnimations: [],
prefixAcceptanceTimeout: null,
// Multiplayer state
activePlayers,
playerMetadata,
playerScores,
}
}
@@ -72,26 +101,53 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
gamePhase: 'input',
}
case 'ACCEPT_NUMBER':
case 'ACCEPT_NUMBER': {
// Track scores by userId (not playerId) since we can't determine which player typed
// Defensive check: ensure state properties exist
const playerScores = state.playerScores || {}
const foundNumbers = state.foundNumbers || []
const numberFoundBy = state.numberFoundBy || {}
const newPlayerScores = { ...playerScores }
const newNumberFoundBy = { ...numberFoundBy }
if (move.userId) {
const currentScore = newPlayerScores[move.userId] || { correct: 0, incorrect: 0 }
newPlayerScores[move.userId] = {
...currentScore,
correct: currentScore.correct + 1,
}
// Track who found this number
newNumberFoundBy[move.data.number] = move.userId
}
return {
...state,
foundNumbers: [...state.foundNumbers, move.data.number],
currentInput: '',
foundNumbers: [...foundNumbers, move.data.number],
playerScores: newPlayerScores,
numberFoundBy: newNumberFoundBy,
}
}
case 'REJECT_NUMBER':
case 'REJECT_NUMBER': {
// Track scores by userId (not playerId) since we can't determine which player typed
// Defensive check: ensure state properties exist
const playerScores = state.playerScores || {}
const newPlayerScores = { ...playerScores }
if (move.userId) {
const currentScore = newPlayerScores[move.userId] || { correct: 0, incorrect: 0 }
newPlayerScores[move.userId] = {
...currentScore,
incorrect: currentScore.incorrect + 1,
}
}
return {
...state,
guessesRemaining: state.guessesRemaining - 1,
incorrectGuesses: state.incorrectGuesses + 1,
currentInput: '',
}
case 'SET_INPUT':
return {
...state,
currentInput: move.data.input,
playerScores: newPlayerScores,
}
}
case 'SHOW_RESULTS':
return {
@@ -117,7 +173,7 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
case 'SET_CONFIG': {
const { field, value } = move.data as {
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty'
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode'
value: any
}
return {
@@ -140,6 +196,41 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData()
const { activePlayers: activePlayerIds, players } = useGameMode()
const { mutate: updateGameConfig } = useUpdateGameConfig()
// Get active player IDs as array
const activePlayers = Array.from(activePlayerIds)
// LOCAL-ONLY state for current input (not synced over network)
// This prevents sending a network request for every keystroke
const [localCurrentInput, setLocalCurrentInput] = useState('')
// Merge saved game config from room with initialState
// Settings are scoped by game name to preserve settings when switching games
const mergedInitialState = useMemo(() => {
const gameConfig = roomData?.gameConfig as Record<string, any> | null | undefined
if (!gameConfig) {
return initialState
}
// Get settings for this specific game (memory-quiz)
const savedConfig = gameConfig['memory-quiz'] as Record<string, any> | null | undefined
if (!savedConfig) {
return initialState
}
return {
...initialState,
// Restore settings from saved config
selectedCount: savedConfig.selectedCount ?? initialState.selectedCount,
displayTime: savedConfig.displayTime ?? initialState.displayTime,
selectedDifficulty: savedConfig.selectedDifficulty ?? initialState.selectedDifficulty,
playMode: savedConfig.playMode ?? initialState.playMode,
}
}, [roomData?.gameConfig])
// Arcade session integration WITH room sync
const {
@@ -150,10 +241,17 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
} = useArcadeSession<SorobanQuizState>({
userId: viewerId || '',
roomId: roomData?.id, // CRITICAL: Pass roomId for network sync across room members
initialState,
initialState: mergedInitialState,
applyMove: applyMoveOptimistically,
})
// Clear local input when game phase changes or when game resets
useEffect(() => {
if (state.gamePhase !== 'input') {
setLocalCurrentInput('')
}
}, [state.gamePhase])
// Cleanup timeouts on unmount
useEffect(() => {
return () => {
@@ -163,33 +261,53 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
}
}, [state.prefixAcceptanceTimeout])
// Detect state corruption/mismatch (e.g., game type mismatch between sessions)
const hasStateCorruption =
!state.quizCards ||
!state.correctAnswers ||
!state.foundNumbers ||
!Array.isArray(state.quizCards)
// Computed values
const isGameActive = state.gamePhase === 'display' || state.gamePhase === 'input'
// Build player metadata from room data and player map
const buildPlayerMetadata = useCallback(() => {
const playerOwnership = buildPlayerOwnershipFromRoomData(roomData)
const metadata = buildPlayerMetadataUtil(activePlayers, playerOwnership, players, viewerId)
return metadata
}, [activePlayers, players, roomData, viewerId])
// Action creators - send moves to arcade session
// For single-player quiz, we use viewerId as playerId
const startQuiz = useCallback(
(quizCards: QuizCard[]) => {
// Extract only serializable data (numbers) for server
// React components can't be sent over Socket.IO
const numbers = quizCards.map((card) => card.number)
// Build player metadata for multiplayer
const playerMetadata = buildPlayerMetadata()
sendMove({
type: 'START_QUIZ',
playerId: viewerId || '',
playerId: TEAM_MOVE, // Team move - all players act together
userId: viewerId || '', // User who initiated
data: {
numbers, // Send to server
quizCards, // Keep for optimistic local update
activePlayers, // Send active players list
playerMetadata, // Send player display info
},
})
},
[viewerId, sendMove]
[viewerId, sendMove, activePlayers, buildPlayerMetadata]
)
const nextCard = useCallback(() => {
sendMove({
type: 'NEXT_CARD',
playerId: viewerId || '',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
@@ -197,16 +315,21 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
const showInputPhase = useCallback(() => {
sendMove({
type: 'SHOW_INPUT_PHASE',
playerId: viewerId || '',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
const acceptNumber = useCallback(
(number: number) => {
// Clear local input immediately
setLocalCurrentInput('')
sendMove({
type: 'ACCEPT_NUMBER',
playerId: viewerId || '',
playerId: TEAM_MOVE, // Team move - can't identify specific player
userId: viewerId || '', // User who guessed correctly
data: { number },
})
},
@@ -214,28 +337,28 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
)
const rejectNumber = useCallback(() => {
// Clear local input immediately
setLocalCurrentInput('')
sendMove({
type: 'REJECT_NUMBER',
playerId: viewerId || '',
playerId: TEAM_MOVE, // Team move - can't identify specific player
userId: viewerId || '', // User who guessed incorrectly
data: {},
})
}, [viewerId, sendMove])
const setInput = useCallback(
(input: string) => {
sendMove({
type: 'SET_INPUT',
playerId: viewerId || '',
data: { input },
})
},
[viewerId, sendMove]
)
const setInput = useCallback((input: string) => {
// LOCAL ONLY - no network sync!
// This makes typing instant with zero network lag
setLocalCurrentInput(input)
}, [])
const showResults = useCallback(() => {
sendMove({
type: 'SHOW_RESULTS',
playerId: viewerId || '',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
@@ -243,24 +366,151 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
const resetGame = useCallback(() => {
sendMove({
type: 'RESET_QUIZ',
playerId: viewerId || '',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
const setConfig = useCallback(
(field: 'selectedCount' | 'displayTime' | 'selectedDifficulty', value: any) => {
(field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode', value: any) => {
console.log(`[RoomMemoryQuizProvider] setConfig called: ${field} = ${value}`)
sendMove({
type: 'SET_CONFIG',
playerId: viewerId || '',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: { field, value },
})
// Save setting to room's gameConfig for persistence
// Settings are scoped by game name to preserve settings when switching games
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
const currentMemoryQuizConfig =
(currentGameConfig['memory-quiz'] as Record<string, any>) || {}
updateGameConfig({
roomId: roomData.id,
gameConfig: {
...currentGameConfig,
'memory-quiz': {
...currentMemoryQuizConfig,
[field]: value,
},
},
})
}
},
[viewerId, sendMove]
[viewerId, sendMove, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
// Merge network state with local input state
const mergedState = {
...state,
currentInput: localCurrentInput, // Override network state with local input
}
// If state is corrupted, show error message instead of crashing
if (hasStateCorruption) {
return (
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
padding: '40px',
textAlign: 'center',
minHeight: '400px',
}}
>
<div
style={{
fontSize: '48px',
marginBottom: '20px',
}}
>
</div>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
marginBottom: '12px',
color: '#dc2626',
}}
>
Game State Mismatch
</h2>
<p
style={{
fontSize: '16px',
color: '#6b7280',
marginBottom: '24px',
maxWidth: '500px',
}}
>
There's a mismatch between game types in this room. This usually happens when room members
are playing different games.
</p>
<div
style={{
background: '#f9fafb',
border: '1px solid #e5e7eb',
borderRadius: '8px',
padding: '16px',
marginBottom: '24px',
maxWidth: '500px',
}}
>
<p
style={{
fontSize: '14px',
fontWeight: '600',
marginBottom: '8px',
}}
>
To fix this:
</p>
<ol
style={{
fontSize: '14px',
textAlign: 'left',
paddingLeft: '20px',
lineHeight: '1.6',
}}
>
<li>Make sure all room members are on the same game page</li>
<li>Try refreshing the page</li>
<li>If the issue persists, leave and rejoin the room</li>
</ol>
</div>
<button
onClick={() => window.location.reload()}
style={{
padding: '10px 20px',
background: '#3b82f6',
color: 'white',
border: 'none',
borderRadius: '6px',
fontSize: '14px',
fontWeight: '600',
cursor: 'pointer',
}}
>
Refresh Page
</button>
</div>
)
}
// Determine if current user is the room creator (controls card timing)
const isRoomCreator =
roomData?.members.find((member) => member.userId === viewerId)?.isCreator || false
const contextValue: MemoryQuizContextValue = {
state,
state: mergedState,
dispatch: () => {
// No-op - replaced with action creators
console.warn('dispatch() is deprecated in room mode, use action creators instead')
@@ -268,6 +518,7 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
isGameActive,
resetGame,
exitSession,
isRoomCreator, // Pass room creator flag to components
// Expose action creators for components to use
startQuiz,
nextCard,

View File

@@ -12,6 +12,13 @@ export const initialState: SorobanQuizState = {
guessesRemaining: 0,
currentInput: '',
incorrectGuesses: 0,
// Multiplayer state
activePlayers: [],
playerMetadata: {},
playerScores: {},
playMode: 'cooperative', // Default to cooperative
numberFoundBy: {},
// UI state
gamePhase: 'setup',
prefixAcceptanceTimeout: null,
finishButtonsBound: false,
@@ -32,6 +39,8 @@ export function quizReducer(state: SorobanQuizState, action: QuizAction): Soroba
return { ...state, selectedCount: action.count }
case 'SET_DIFFICULTY':
return { ...state, selectedDifficulty: action.difficulty }
case 'SET_PLAY_MODE':
return { ...state, playMode: action.playMode }
case 'START_QUIZ':
return {
...state,
@@ -46,19 +55,41 @@ export function quizReducer(state: SorobanQuizState, action: QuizAction): Soroba
return { ...state, currentCardIndex: state.currentCardIndex + 1 }
case 'SHOW_INPUT_PHASE':
return { ...state, gamePhase: 'input' }
case 'ACCEPT_NUMBER':
case 'ACCEPT_NUMBER': {
// In competitive mode, track which player guessed correctly
const newPlayerScores = { ...state.playerScores }
if (state.playMode === 'competitive' && action.playerId) {
const currentScore = newPlayerScores[action.playerId] || { correct: 0, incorrect: 0 }
newPlayerScores[action.playerId] = {
...currentScore,
correct: currentScore.correct + 1,
}
}
return {
...state,
foundNumbers: [...state.foundNumbers, action.number],
currentInput: '',
playerScores: newPlayerScores,
}
}
case 'REJECT_NUMBER': {
// In competitive mode, track which player guessed incorrectly
const newPlayerScores = { ...state.playerScores }
if (state.playMode === 'competitive' && action.playerId) {
const currentScore = newPlayerScores[action.playerId] || { correct: 0, incorrect: 0 }
newPlayerScores[action.playerId] = {
...currentScore,
incorrect: currentScore.incorrect + 1,
}
}
case 'REJECT_NUMBER':
return {
...state,
guessesRemaining: state.guessesRemaining - 1,
incorrectGuesses: state.incorrectGuesses + 1,
currentInput: '',
playerScores: newPlayerScores,
}
}
case 'SET_INPUT':
return { ...state, currentInput: action.input }
case 'SET_PREFIX_TIMEOUT':
@@ -89,6 +120,7 @@ export function quizReducer(state: SorobanQuizState, action: QuizAction): Soroba
displayTime: state.displayTime,
selectedCount: state.selectedCount,
selectedDifficulty: state.selectedDifficulty,
playMode: state.playMode, // Preserve play mode
// Preserve keyboard state across resets
hasPhysicalKeyboard: state.hasPhysicalKeyboard,
testingMode: state.testingMode,

View File

@@ -1,9 +1,16 @@
import type { PlayerMetadata } from '@/lib/arcade/player-ownership.client'
export interface QuizCard {
number: number
svgComponent: JSX.Element
svgComponent: JSX.Element | null
element: HTMLElement | null
}
export interface PlayerScore {
correct: number
incorrect: number
}
export interface SorobanQuizState {
// Core game data
cards: QuizCard[]
@@ -22,6 +29,13 @@ export interface SorobanQuizState {
currentInput: string
incorrectGuesses: number
// Multiplayer state
activePlayers: string[]
playerMetadata: Record<string, PlayerMetadata>
playerScores: Record<string, PlayerScore>
playMode: 'cooperative' | 'competitive'
numberFoundBy: Record<number, string> // Maps number to userId who found it
// UI state
gamePhase: 'setup' | 'display' | 'input' | 'results'
prefixAcceptanceTimeout: NodeJS.Timeout | null
@@ -43,11 +57,12 @@ export type QuizAction =
| { type: 'SET_DISPLAY_TIME'; time: number }
| { type: 'SET_SELECTED_COUNT'; count: number }
| { type: 'SET_DIFFICULTY'; difficulty: DifficultyLevel }
| { type: 'SET_PLAY_MODE'; playMode: 'cooperative' | 'competitive' }
| { type: 'START_QUIZ'; quizCards: QuizCard[] }
| { type: 'NEXT_CARD' }
| { type: 'SHOW_INPUT_PHASE' }
| { type: 'ACCEPT_NUMBER'; number: number }
| { type: 'REJECT_NUMBER' }
| { type: 'ACCEPT_NUMBER'; number: number; playerId?: string }
| { type: 'REJECT_NUMBER'; playerId?: string }
| { type: 'ADD_WRONG_GUESS_ANIMATION'; number: number }
| { type: 'CLEAR_WRONG_GUESS_ANIMATIONS' }
| { type: 'SET_INPUT'; input: string }

View File

@@ -10,6 +10,7 @@ import { GAMES_CONFIG } from '@/components/GameSelector'
import type { GameType } from '@/components/GameSelector'
import { PageWithNav } from '@/components/PageWithNav'
import { css } from '../../../../styled-system/css'
import { getAllGames, getGame, hasGame } from '@/lib/arcade/game-registry'
// Map GameType keys to internal game names
const GAME_TYPE_TO_NAME: Record<GameType, string> = {
@@ -89,13 +90,35 @@ export default function RoomPage() {
const handleGameSelect = (gameType: GameType) => {
console.log('[RoomPage] handleGameSelect called with gameType:', gameType)
const gameConfig = GAMES_CONFIG[gameType]
// Check if it's a registry game first
if (hasGame(gameType)) {
const gameDef = getGame(gameType)
if (!gameDef?.manifest.available) {
console.log('[RoomPage] Registry game not available, blocking selection')
return
}
console.log('[RoomPage] Selecting registry game:', gameType)
setRoomGame({
roomId: roomData.id,
gameName: gameType, // Use the game name directly for registry games
})
return
}
// Legacy game handling
const gameConfig = GAMES_CONFIG[gameType as keyof typeof GAMES_CONFIG]
if (!gameConfig) {
console.log('[RoomPage] Unknown game type:', gameType)
return
}
console.log('[RoomPage] Game config:', {
name: gameConfig.name,
available: gameConfig.available,
available: 'available' in gameConfig ? gameConfig.available : true,
})
if (gameConfig.available === false) {
if ('available' in gameConfig && gameConfig.available === false) {
console.log('[RoomPage] Game not available, blocking selection')
return // Don't allow selecting unavailable games
}
@@ -111,13 +134,13 @@ export default function RoomPage() {
console.log('[RoomPage] Calling setRoomGame with:', {
roomId: roomData.id,
gameName: internalGameName,
gameConfig: {},
preservingGameConfig: true,
})
// Don't pass gameConfig - we want to preserve existing settings for all games
setRoomGame({
roomId: roomData.id,
gameName: internalGameName,
gameConfig: {},
})
}
@@ -160,64 +183,158 @@ export default function RoomPage() {
width: '100%',
})}
>
{Object.entries(GAMES_CONFIG).map(([gameType, config]) => (
<button
key={gameType}
onClick={() => handleGameSelect(gameType as GameType)}
disabled={config.available === false}
className={css({
background: config.gradient,
border: '2px solid',
borderColor: config.borderColor || 'blue.200',
borderRadius: '2xl',
padding: '6',
cursor: config.available === false ? 'not-allowed' : 'pointer',
opacity: config.available === false ? 0.5 : 1,
transition: 'all 0.3s ease',
_hover:
config.available === false
{/* Legacy games */}
{Object.entries(GAMES_CONFIG).map(([gameType, config]) => {
const isAvailable = !('available' in config) || config.available !== false
return (
<button
key={gameType}
onClick={() => handleGameSelect(gameType as GameType)}
disabled={!isAvailable}
className={css({
background: config.gradient,
border: '2px solid',
borderColor: config.borderColor || 'blue.200',
borderRadius: '2xl',
padding: '6',
cursor: !isAvailable ? 'not-allowed' : 'pointer',
opacity: !isAvailable ? 0.5 : 1,
transition: 'all 0.3s ease',
_hover: !isAvailable
? {}
: {
transform: 'translateY(-4px) scale(1.02)',
boxShadow: '0 20px 40px rgba(59, 130, 246, 0.2)',
},
})}
>
<div
className={css({
fontSize: '4xl',
mb: '2',
})}
>
{config.icon}
</div>
<h3
<div
className={css({
fontSize: '4xl',
mb: '2',
})}
>
{config.icon}
</div>
<h3
className={css({
fontSize: 'xl',
fontWeight: 'bold',
color: 'gray.900',
mb: '2',
})}
>
{config.name}
</h3>
<p
className={css({
fontSize: 'sm',
color: 'gray.600',
})}
>
{config.description}
</p>
</button>
)
})}
{/* Registry games */}
{getAllGames().map((gameDef) => {
const isAvailable = gameDef.manifest.available
return (
<button
key={gameDef.manifest.name}
onClick={() => handleGameSelect(gameDef.manifest.name)}
disabled={!isAvailable}
className={css({
fontSize: 'xl',
fontWeight: 'bold',
color: 'gray.900',
mb: '2',
background: gameDef.manifest.gradient,
border: '2px solid',
borderColor: gameDef.manifest.borderColor,
borderRadius: '2xl',
padding: '6',
cursor: !isAvailable ? 'not-allowed' : 'pointer',
opacity: !isAvailable ? 0.5 : 1,
transition: 'all 0.3s ease',
_hover: !isAvailable
? {}
: {
transform: 'translateY(-4px) scale(1.02)',
boxShadow: '0 20px 40px rgba(59, 130, 246, 0.2)',
},
})}
>
{config.name}
</h3>
<p
className={css({
fontSize: 'sm',
color: 'gray.600',
})}
>
{config.description}
</p>
</button>
))}
<div
className={css({
fontSize: '4xl',
mb: '2',
})}
>
{gameDef.manifest.icon}
</div>
<h3
className={css({
fontSize: 'xl',
fontWeight: 'bold',
color: 'gray.900',
mb: '2',
})}
>
{gameDef.manifest.displayName}
</h3>
<p
className={css({
fontSize: 'sm',
color: 'gray.600',
})}
>
{gameDef.manifest.description}
</p>
</button>
)
})}
</div>
</div>
</PageWithNav>
)
}
// Render the appropriate game based on room's gameName
// Check if this is a registry game first
if (hasGame(roomData.gameName)) {
const gameDef = getGame(roomData.gameName)
if (!gameDef) {
return (
<PageWithNav
navTitle="Game Not Found"
navEmoji="⚠️"
emphasizePlayerSelection={true}
onExitSession={() => router.push('/arcade')}
>
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
height: '100vh',
fontSize: '18px',
color: '#666',
}}
>
Game "{roomData.gameName}" not found in registry
</div>
</PageWithNav>
)
}
// Render registry game dynamically
const { Provider, GameComponent } = gameDef
return (
<Provider>
<GameComponent />
</Provider>
)
}
// Render legacy games based on room's gameName
switch (roomData.gameName) {
case 'matching':
return (

View File

@@ -0,0 +1,816 @@
# Arcade Game System
A modular, plugin-based architecture for building multiplayer arcade games with real-time synchronization.
## Table of Contents
- [Overview](#overview)
- [Architecture](#architecture)
- [Game SDK](#game-sdk)
- [Creating a New Game](#creating-a-new-game)
- [File Structure](#file-structure)
- [Examples](#examples)
- [Best Practices](#best-practices)
- [Troubleshooting](#troubleshooting)
---
## Overview
### Goals
1. **Modularity**: Each game is self-contained and independently deployable
2. **Type Safety**: Full TypeScript support with compile-time validation
3. **Real-time Sync**: Built-in multiplayer support via WebSocket
4. **Optimistic Updates**: Instant client feedback with server validation
5. **Consistent UX**: Shared navigation, player management, and room features
### Key Features
- **Plugin Architecture**: Games register themselves with a central registry
- **Stable SDK API**: Games only import from `@/lib/arcade/game-sdk`
- **Server-side Validation**: All moves validated server-side with client rollback
- **Automatic State Sync**: Multi-client synchronization handled automatically
- **Turn Indicators**: Built-in UI for showing active player
- **Error Handling**: Standardized error feedback to users
---
## Architecture
### System Components
```
┌─────────────────────────────────────────────────────────────┐
│ Game Registry │
│ - Registers all available games │
│ - Provides game discovery │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Game SDK │
│ - Stable API surface for games │
│ - React hooks (useArcadeSession, useRoomData, etc.) │
│ - Type definitions and utilities │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Individual Games │
│ number-guesser/ │
│ ├── index.ts (Game definition) │
│ ├── Validator.ts (Server validation) │
│ ├── Provider.tsx (Client state management) │
│ ├── GameComponent.tsx (Main UI) │
│ ├── types.ts (TypeScript types) │
│ └── components/ (Phase UIs) │
└─────────────────────────────────────────────────────────────┘
```
### Data Flow
```
User Action → Provider (sendMove)
useArcadeSession
Optimistic Update (instant UI feedback)
WebSocket → Server
Validator.validateMove()
✓ Valid: State Update → Broadcast
✗ Invalid: Reject → Client Rollback
Client receives validated state
```
---
## Game SDK
### Core API Surface
```typescript
import {
// Types
type GameDefinition,
type GameValidator,
type GameState,
type GameMove,
type GameConfig,
type ValidationResult,
// React Hooks
useArcadeSession,
useRoomData,
useGameMode,
useViewerId,
useUpdateGameConfig,
// Utilities
defineGame,
buildPlayerMetadata,
} from '@/lib/arcade/game-sdk'
```
### Key Concepts
#### GameDefinition
Complete description of a game:
```typescript
interface GameDefinition<TConfig, TState, TMove> {
manifest: GameManifest // Display info, max players, etc.
Provider: GameProviderComponent // React context provider
GameComponent: GameComponent // Main UI component
validator: GameValidator // Server-side validation
defaultConfig: TConfig // Default game settings
}
```
#### GameState
The complete game state that's synchronized across all clients:
```typescript
interface GameState {
gamePhase: string // Current phase (setup, playing, results)
activePlayers: string[] // Array of player IDs
playerMetadata: Record<string, PlayerMeta> // Player info (name, emoji, etc.)
// ... game-specific state
}
```
#### GameMove
Actions that players take, validated server-side:
```typescript
interface GameMove {
type: string // Move type (e.g., 'FLIP_CARD', 'MAKE_GUESS')
playerId: string // Player making the move
userId: string // User ID (for authentication)
timestamp: number // Client timestamp
data: Record<string, unknown> // Move-specific payload
}
```
#### GameValidator
Server-side validation logic:
```typescript
interface GameValidator<TState, TMove> {
validateMove(state: TState, move: TMove): ValidationResult
isGameComplete(state: TState): boolean
getInitialState(config: unknown): TState
}
```
---
## Creating a New Game
### Step 1: Create Game Directory
```bash
mkdir -p src/arcade-games/my-game/components
```
### Step 2: Define Types (`types.ts`)
```typescript
import type { GameConfig, GameMove, GameState } from '@/lib/arcade/game-sdk'
// Game configuration (persisted to database)
export interface MyGameConfig extends GameConfig {
difficulty: number
timer: number
}
// Game state (synchronized across clients)
export interface MyGameState extends GameState {
gamePhase: 'setup' | 'playing' | 'results'
activePlayers: string[]
playerMetadata: Record<string, PlayerMetadata>
currentPlayer: string
score: Record<string, number>
// ... your game-specific state
}
// Move types
export type MyGameMove =
| { type: 'START_GAME'; playerId: string; userId: string; timestamp: number; data: { activePlayers: string[] } }
| { type: 'MAKE_MOVE'; playerId: string; userId: string; timestamp: number; data: { /* move data */ } }
| { type: 'END_GAME'; playerId: string; userId: string; timestamp: number; data: {} }
```
### Step 3: Create Validator (`Validator.ts`)
```typescript
import type { GameValidator, ValidationResult } from '@/lib/arcade/game-sdk'
import type { MyGameState, MyGameMove } from './types'
export class MyGameValidator implements GameValidator<MyGameState, MyGameMove> {
validateMove(state: MyGameState, move: MyGameMove): ValidationResult {
switch (move.type) {
case 'START_GAME':
return this.validateStartGame(state, move.data.activePlayers)
case 'MAKE_MOVE':
return this.validateMakeMove(state, move.playerId, move.data)
default:
return { valid: false, error: 'Unknown move type' }
}
}
private validateStartGame(state: MyGameState, activePlayers: string[]): ValidationResult {
if (activePlayers.length < 2) {
return { valid: false, error: 'Need at least 2 players' }
}
const newState: MyGameState = {
...state,
gamePhase: 'playing',
activePlayers,
currentPlayer: activePlayers[0],
score: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
}
return { valid: true, newState }
}
// ... more validation methods
isGameComplete(state: MyGameState): boolean {
return state.gamePhase === 'results'
}
getInitialState(config: unknown): MyGameState {
const { difficulty, timer } = config as MyGameConfig
return {
difficulty,
timer,
gamePhase: 'setup',
activePlayers: [],
playerMetadata: {},
currentPlayer: '',
score: {},
}
}
}
export const myGameValidator = new MyGameValidator()
```
### Step 4: Create Provider (`Provider.tsx`)
```typescript
'use client'
import { createContext, useCallback, useContext, useMemo } from 'react'
import {
type GameMove,
buildPlayerMetadata,
useArcadeSession,
useGameMode,
useRoomData,
useViewerId,
} from '@/lib/arcade/game-sdk'
import type { MyGameState } from './types'
interface MyGameContextValue {
state: MyGameState
lastError: string | null
startGame: () => void
makeMove: (data: any) => void
clearError: () => void
exitSession: () => void
}
const MyGameContext = createContext<MyGameContextValue | null>(null)
export function useMyGame() {
const context = useContext(MyGameContext)
if (!context) throw new Error('useMyGame must be used within MyGameProvider')
return context
}
export function MyGameProvider({ children }: { children: React.ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData()
const { activePlayers: activePlayerIds, players } = useGameMode()
// Get active players as array (keep Set iteration order to match UI display)
const activePlayers = Array.from(activePlayerIds)
const initialState = useMemo(() => ({
difficulty: 1,
timer: 30,
gamePhase: 'setup' as const,
activePlayers: [],
playerMetadata: {},
currentPlayer: '',
score: {},
}), [])
const { state, sendMove, exitSession, lastError, clearError } =
useArcadeSession<MyGameState>({
userId: viewerId || '',
roomId: roomData?.id,
initialState,
applyMove: (state, move) => state, // Server handles all updates
})
const startGame = useCallback(() => {
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId)
sendMove({
type: 'START_GAME',
playerId: activePlayers[0],
userId: viewerId || '',
data: { activePlayers, playerMetadata },
})
}, [activePlayers, players, viewerId, sendMove])
const makeMove = useCallback((data: any) => {
sendMove({
type: 'MAKE_MOVE',
playerId: state.currentPlayer,
userId: viewerId || '',
data,
})
}, [state.currentPlayer, viewerId, sendMove])
return (
<MyGameContext.Provider value={{
state,
lastError,
startGame,
makeMove,
clearError,
exitSession,
}}>
{children}
</MyGameContext.Provider>
)
}
```
### Step 5: Create Game Component (`GameComponent.tsx`)
```typescript
'use client'
import { useRouter } from 'next/navigation'
import { PageWithNav } from '@/components/PageWithNav'
import { useMyGame } from '../Provider'
import { SetupPhase } from './SetupPhase'
import { PlayingPhase } from './PlayingPhase'
import { ResultsPhase } from './ResultsPhase'
export function GameComponent() {
const router = useRouter()
const { state, exitSession } = useMyGame()
// Determine whose turn it is for the turn indicator
const currentPlayerId = state.gamePhase === 'playing' ? state.currentPlayer : undefined
return (
<PageWithNav
navTitle="My Game"
navEmoji="🎮"
emphasizePlayerSelection={state.gamePhase === 'setup'}
currentPlayerId={currentPlayerId}
playerScores={state.score}
onExitSession={() => {
exitSession()
router.push('/arcade')
}}
>
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'playing' && <PlayingPhase />}
{state.gamePhase === 'results' && <ResultsPhase />}
</PageWithNav>
)
}
```
### Step 6: Define Game (`index.ts`)
```typescript
import { defineGame } from '@/lib/arcade/game-sdk'
import type { GameManifest } from '@/lib/arcade/game-sdk'
import { GameComponent } from './components/GameComponent'
import { MyGameProvider } from './Provider'
import type { MyGameConfig, MyGameMove, MyGameState } from './types'
import { myGameValidator } from './Validator'
const manifest: GameManifest = {
name: 'my-game',
displayName: 'My Awesome Game',
icon: '🎮',
description: 'A fun multiplayer game',
longDescription: 'Detailed description of gameplay...',
maxPlayers: 4,
difficulty: 'Beginner',
chips: ['👥 Multiplayer', '🎲 Turn-Based'],
color: 'blue',
gradient: 'linear-gradient(135deg, #bfdbfe, #93c5fd)',
borderColor: 'blue.200',
available: true,
}
const defaultConfig: MyGameConfig = {
difficulty: 1,
timer: 30,
}
export const myGame = defineGame<MyGameConfig, MyGameState, MyGameMove>({
manifest,
Provider: MyGameProvider,
GameComponent,
validator: myGameValidator,
defaultConfig,
})
```
### Step 7: Register Game
#### 7a. Register Validator (Server-Side)
Add your validator to the unified registry in `src/lib/arcade/validators.ts`:
```typescript
import { myGameValidator } from '@/arcade-games/my-game/Validator'
export const validatorRegistry = {
matching: matchingGameValidator,
'memory-quiz': memoryQuizGameValidator,
'number-guesser': numberGuesserValidator,
'my-game': myGameValidator, // Add your game here!
// GameName type will auto-update from these keys
} as const
```
**Why**: The validator registry is isomorphic (runs on both client and server) and serves as the single source of truth for all game validators. Adding your validator here automatically:
- Makes it available for server-side move validation
- Updates the `GameName` type (no manual type updates needed!)
- Enables your game for multiplayer rooms
#### 7b. Register Game Definition (Client-Side)
Add to `src/lib/arcade/game-registry.ts`:
```typescript
import { myGame } from '@/arcade-games/my-game'
registerGame(myGame)
```
**Why**: The game registry is client-only and connects your game's UI components (Provider, GameComponent) with the arcade system. Registration happens on client init and verifies that your validator is also registered server-side.
**Verification**: When you register a game, the registry will warn you if:
- ⚠️ The validator is missing from `validators.ts`
- ⚠️ The validator instance doesn't match (different imports)
**Important**: Both steps are required for a working game. The validator registry handles server logic, while the game registry handles client UI.
---
## File Structure
```
src/arcade-games/my-game/
├── index.ts # Game definition and export
├── Validator.ts # Server-side move validation
├── Provider.tsx # Client state management
├── GameComponent.tsx # Main UI wrapper
├── types.ts # TypeScript type definitions
└── components/
├── SetupPhase.tsx # Setup/lobby UI
├── PlayingPhase.tsx # Main gameplay UI
└── ResultsPhase.tsx # End game/scores UI
```
### File Responsibilities
| File | Purpose | Runs On |
|------|---------|---------|
| `index.ts` | Game registration | Both |
| `Validator.ts` | Move validation, game logic | **Server only** |
| `Provider.tsx` | State management, API calls | Client only |
| `GameComponent.tsx` | Navigation, phase routing | Client only |
| `types.ts` | Shared type definitions | Both |
| `components/*` | UI for each game phase | Client only |
---
## Examples
### Number Guesser (Turn-Based)
See `src/arcade-games/number-guesser/` for a complete example of:
- Turn-based gameplay (chooser → guessers)
- Player rotation logic
- Round management
- Score tracking
- Hot/cold feedback system
- Error handling and user feedback
**Key Patterns:**
- Setting `currentPlayerId` for turn indicators
- Rotating turns in validator
- Handling round vs. game completion
- Type coercion for JSON-serialized numbers
---
## Best Practices
### 1. Player Ordering Consistency
**Problem**: Sets don't guarantee order, causing mismatch between UI and game logic.
**Solution**: Use `Array.from(activePlayerIds)` without sorting in both UI and game logic.
```typescript
// In Provider
const activePlayers = Array.from(activePlayerIds) // NO .sort()
// In Validator
const newState = {
...state,
currentPlayer: activePlayers[0], // First in Set order = first in UI
}
```
### 2. Type Coercion for Numbers
**Problem**: WebSocket JSON serialization converts numbers to strings.
**Solution**: Explicitly coerce in validator:
```typescript
validateMove(state: MyGameState, move: MyGameMove): ValidationResult {
switch (move.type) {
case 'MAKE_GUESS':
return this.validateGuess(state, Number(move.data.guess)) // Coerce!
}
}
```
### 3. Error Feedback
**Problem**: Users don't see why their moves were rejected.
**Solution**: Use `lastError` from `useArcadeSession`:
```typescript
const { state, lastError, clearError } = useArcadeSession(...)
// Auto-dismiss after 5 seconds
useEffect(() => {
if (lastError) {
const timeout = setTimeout(() => clearError(), 5000)
return () => clearTimeout(timeout)
}
}, [lastError, clearError])
// Show in UI
{lastError && (
<div className="error-banner">
<div> Move Rejected</div>
<div>{lastError}</div>
<button onClick={clearError}>Dismiss</button>
</div>
)}
```
### 4. Turn Indicators
**Problem**: Players don't know whose turn it is.
**Solution**: Pass `currentPlayerId` to `PageWithNav`:
```typescript
<PageWithNav
currentPlayerId={state.currentPlayer}
playerScores={state.scores}
>
```
### 5. Server-Only Logic
**Problem**: Client can cheat by modifying local state.
**Solution**: All game logic in validator, client uses `applyMove: (state) => state`:
```typescript
// ❌ BAD: Client calculates winner
const { state, sendMove } = useArcadeSession({
applyMove: (state, move) => {
if (move.type === 'SCORE') {
return { ...state, winner: calculateWinner(state) } // Cheatable!
}
}
})
// ✅ GOOD: Server calculates everything
const { state, sendMove } = useArcadeSession({
applyMove: (state, move) => state // Client just waits for server
})
```
### 6. Phase Management
Use discriminated union for type-safe phase rendering:
```typescript
type GamePhase = 'setup' | 'playing' | 'results'
interface MyGameState {
gamePhase: GamePhase
// ...
}
// In GameComponent
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'playing' && <PlayingPhase />}
{state.gamePhase === 'results' && <ResultsPhase />}
```
---
## Troubleshooting
### "Player not found" errors
**Cause**: Player IDs from `useGameMode()` don't match server state.
**Fix**: Always use `buildPlayerMetadata()` helper:
```typescript
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId)
```
### Turn indicator not showing
**Cause**: `currentPlayerId` not passed or doesn't match player IDs in UI.
**Fix**: Verify player order matches between game state and `activePlayerIds`:
```typescript
// Both should use same source without sorting
const activePlayers = Array.from(activePlayerIds) // Provider
const activePlayerList = Array.from(activePlayers) // PageWithNav
```
### Moves rejected with type errors
**Cause**: JSON serialization converts numbers to strings.
**Fix**: Add `Number()` coercion in validator:
```typescript
case 'SET_VALUE':
return this.validateValue(state, Number(move.data.value))
```
### State not syncing across clients
**Cause**: Not using `useArcadeSession` correctly.
**Fix**: Ensure `roomId` is passed:
```typescript
const { state, sendMove } = useArcadeSession({
userId: viewerId || '',
roomId: roomData?.id, // Required for room sync!
initialState,
applyMove: (state) => state,
})
```
### Game not appearing in selector
**Cause**: Not registered or `available: false`.
**Fix**:
1. Add to `game-registry.ts`: `registerGame(myGame)`
2. Set `available: true` in manifest
3. Verify no console errors on import
### Config changes not taking effect
**Cause**: State sync timing - validator uses old state while config is being updated.
**Context**: When you change game config (e.g., min/max numbers), there's a brief window where:
1. Client updates config in database
2. Config change hasn't propagated to server state yet
3. Moves are validated against old state
**Fix**: Ensure config changes trigger state reset or are applied atomically:
```typescript
// When changing config, also update initialState
const setConfig = useCallback((field, value) => {
sendMove({ type: 'SET_CONFIG', data: { field, value } })
// Persist to database for next session
if (roomData?.id) {
updateGameConfig({
roomId: roomData.id,
gameConfig: {
...roomData.gameConfig,
'my-game': { ...currentConfig, [field]: value }
}
})
}
}, [sendMove, updateGameConfig, roomData])
```
**Best Practice**: Make config changes only during setup phase, before game starts.
### Debugging validation errors
**Problem**: Moves rejected but unclear why (especially type-related issues).
**Solution**: Add debug logging in validator:
```typescript
private validateGuess(state: State, guess: number): ValidationResult {
// Debug logging
console.log('[MyGame] Validating guess:', {
guess,
guessType: typeof guess, // Check if it's a string!
min: state.minNumber,
minType: typeof state.minNumber,
max: state.maxNumber,
maxType: typeof state.maxNumber,
})
if (guess < state.minNumber || guess > state.maxNumber) {
return { valid: false, error: `Guess must be between ${state.minNumber} and ${state.maxNumber}` }
}
// ... rest of validation
}
```
**What to check:**
1. **Browser console**: Look for `[ArcadeSession] Move rejected by server:` messages
2. **Server logs**: Check validator console.log output for types and values
3. **Type mismatches**: Numbers becoming strings is the #1 issue
4. **State sync**: Is the validator using the state you expect?
**Common debugging workflow:**
1. Move rejected → Check browser console for error message
2. Error unclear → Add console.log to validator
3. Restart server → See debug output when move is made
4. Compare expected vs. actual values/types
5. Add `Number()` coercion if types don't match
---
## Resources
- **Game SDK**: `src/lib/arcade/game-sdk/`
- **Registry**: `src/lib/arcade/game-registry.ts`
- **Example Game**: `src/arcade-games/number-guesser/`
- **Validation Types**: `src/lib/arcade/validation/types.ts`
---
## FAQ
**Q: Can I use external libraries in my game?**
A: Yes, but install them in the workspace package.json. Games should be self-contained.
**Q: How do I add game configuration that persists?**
A: Use `useUpdateGameConfig()` to save to room:
```typescript
const { mutate: updateGameConfig } = useUpdateGameConfig()
updateGameConfig({
roomId: roomData.id,
gameConfig: {
...roomData.gameConfig,
'my-game': { difficulty: 5 }
}
})
```
**Q: Can I have asymmetric player roles?**
A: Yes! See Number Guesser's chooser/guesser pattern.
**Q: How do I handle real-time timers?**
A: Store `startTime` in state, use client-side countdown, server validates elapsed time.
**Q: What's the difference between `playerId` and `userId`?**
A: `userId` is the user account, `playerId` is the avatar/character in the game. One user can control multiple players.

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/**
* Number Guesser Provider
* Manages game state using the Arcade SDK
*/
'use client'
import { createContext, useCallback, useContext, useMemo, type ReactNode } from 'react'
import {
type GameMove,
buildPlayerMetadata,
useArcadeSession,
useGameMode,
useRoomData,
useUpdateGameConfig,
useViewerId,
} from '@/lib/arcade/game-sdk'
import type { NumberGuesserState } from './types'
/**
* Context value interface
*/
interface NumberGuesserContextValue {
state: NumberGuesserState
lastError: string | null
startGame: () => void
chooseNumber: (number: number) => void
makeGuess: (guess: number) => void
nextRound: () => void
goToSetup: () => void
setConfig: (field: 'minNumber' | 'maxNumber' | 'roundsToWin', value: number) => void
clearError: () => void
exitSession: () => void
}
const NumberGuesserContext = createContext<NumberGuesserContextValue | null>(null)
/**
* Hook to access Number Guesser context
*/
export function useNumberGuesser() {
const context = useContext(NumberGuesserContext)
if (!context) {
throw new Error('useNumberGuesser must be used within NumberGuesserProvider')
}
return context
}
/**
* Optimistic move application
*/
function applyMoveOptimistically(state: NumberGuesserState, move: GameMove): NumberGuesserState {
// For simplicity, just return current state
// Server will send back the validated new state
return state
}
/**
* Number Guesser Provider Component
*/
export function NumberGuesserProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData()
const { activePlayers: activePlayerIds, players } = useGameMode()
const { mutate: updateGameConfig } = useUpdateGameConfig()
// Get active players as array (keep Set iteration order to match UI display)
const activePlayers = Array.from(activePlayerIds)
// Merge saved config from room
const initialState = useMemo(() => {
const gameConfig = roomData?.gameConfig as Record<string, unknown> | null | undefined
const savedConfig = gameConfig?.['number-guesser'] as Record<string, unknown> | undefined
return {
minNumber: (savedConfig?.minNumber as number) || 1,
maxNumber: (savedConfig?.maxNumber as number) || 100,
roundsToWin: (savedConfig?.roundsToWin as number) || 3,
gamePhase: 'setup' as const,
activePlayers: [],
playerMetadata: {},
secretNumber: null,
chooser: '',
currentGuesser: '',
guesses: [],
roundNumber: 0,
scores: {},
gameStartTime: null,
gameEndTime: null,
winner: null,
}
}, [roomData?.gameConfig])
// Arcade session integration
const { state, sendMove, exitSession, lastError, clearError } =
useArcadeSession<NumberGuesserState>({
userId: viewerId || '',
roomId: roomData?.id,
initialState,
applyMove: applyMoveOptimistically,
})
// Action creators
const startGame = useCallback(() => {
if (activePlayers.length < 2) {
console.error('Need at least 2 players to start')
return
}
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId || undefined)
sendMove({
type: 'START_GAME',
playerId: activePlayers[0],
userId: viewerId || '',
data: {
activePlayers,
playerMetadata,
},
})
}, [activePlayers, players, viewerId, sendMove])
const chooseNumber = useCallback(
(secretNumber: number) => {
sendMove({
type: 'CHOOSE_NUMBER',
playerId: state.chooser,
userId: viewerId || '',
data: { secretNumber },
})
},
[state.chooser, viewerId, sendMove]
)
const makeGuess = useCallback(
(guess: number) => {
const playerName = state.playerMetadata[state.currentGuesser]?.name || 'Unknown'
sendMove({
type: 'MAKE_GUESS',
playerId: state.currentGuesser,
userId: viewerId || '',
data: { guess, playerName },
})
},
[state.currentGuesser, state.playerMetadata, viewerId, sendMove]
)
const nextRound = useCallback(() => {
sendMove({
type: 'NEXT_ROUND',
playerId: activePlayers[0] || '',
userId: viewerId || '',
data: {},
})
}, [activePlayers, viewerId, sendMove])
const goToSetup = useCallback(() => {
sendMove({
type: 'GO_TO_SETUP',
playerId: activePlayers[0] || state.chooser || '',
userId: viewerId || '',
data: {},
})
}, [activePlayers, state.chooser, viewerId, sendMove])
const setConfig = useCallback(
(field: 'minNumber' | 'maxNumber' | 'roundsToWin', value: number) => {
sendMove({
type: 'SET_CONFIG',
playerId: activePlayers[0] || '',
userId: viewerId || '',
data: { field, value },
})
// Persist to database
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, unknown>) || {}
const currentNumberGuesserConfig =
(currentGameConfig['number-guesser'] as Record<string, unknown>) || {}
const updatedConfig = {
...currentGameConfig,
'number-guesser': {
...currentNumberGuesserConfig,
[field]: value,
},
}
updateGameConfig({
roomId: roomData.id,
gameConfig: updatedConfig,
})
}
},
[activePlayers, viewerId, sendMove, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
const contextValue: NumberGuesserContextValue = {
state,
lastError,
startGame,
chooseNumber,
makeGuess,
nextRound,
goToSetup,
setConfig,
clearError,
exitSession,
}
return (
<NumberGuesserContext.Provider value={contextValue}>{children}</NumberGuesserContext.Provider>
)
}

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/**
* Server-side validator for Number Guesser game
*/
import type { GameValidator, ValidationResult } from '@/lib/arcade/game-sdk'
import type { NumberGuesserConfig, NumberGuesserMove, NumberGuesserState } from './types'
export class NumberGuesserValidator
implements GameValidator<NumberGuesserState, NumberGuesserMove>
{
validateMove(state: NumberGuesserState, move: NumberGuesserMove): ValidationResult {
switch (move.type) {
case 'START_GAME':
return this.validateStartGame(state, move.data.activePlayers, move.data.playerMetadata)
case 'CHOOSE_NUMBER':
// Ensure secretNumber is a number (JSON deserialization can make it a string)
return this.validateChooseNumber(state, Number(move.data.secretNumber), move.playerId)
case 'MAKE_GUESS':
// Ensure guess is a number (JSON deserialization can make it a string)
return this.validateMakeGuess(
state,
Number(move.data.guess),
move.playerId,
move.data.playerName
)
case 'NEXT_ROUND':
return this.validateNextRound(state)
case 'GO_TO_SETUP':
return this.validateGoToSetup(state)
case 'SET_CONFIG':
// Ensure value is a number (JSON deserialization can make it a string)
return this.validateSetConfig(state, move.data.field, Number(move.data.value))
default:
return {
valid: false,
error: `Unknown move type: ${(move as { type: string }).type}`,
}
}
}
private validateStartGame(
state: NumberGuesserState,
activePlayers: string[],
playerMetadata: Record<string, unknown>
): ValidationResult {
if (!activePlayers || activePlayers.length < 2) {
return { valid: false, error: 'Need at least 2 players' }
}
const newState: NumberGuesserState = {
...state,
gamePhase: 'choosing',
activePlayers,
playerMetadata: playerMetadata as typeof state.playerMetadata,
chooser: activePlayers[0],
currentGuesser: '',
secretNumber: null,
guesses: [],
roundNumber: 1,
scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
gameStartTime: Date.now(),
gameEndTime: null,
winner: null,
}
return { valid: true, newState }
}
private validateChooseNumber(
state: NumberGuesserState,
secretNumber: number,
playerId: string
): ValidationResult {
if (state.gamePhase !== 'choosing') {
return { valid: false, error: 'Not in choosing phase' }
}
if (playerId !== state.chooser) {
return { valid: false, error: 'Not your turn to choose' }
}
if (
secretNumber < state.minNumber ||
secretNumber > state.maxNumber ||
!Number.isInteger(secretNumber)
) {
return {
valid: false,
error: `Number must be between ${state.minNumber} and ${state.maxNumber}`,
}
}
// Debug logging
console.log('[NumberGuesser] Setting secret number:', {
secretNumber,
secretNumberType: typeof secretNumber,
})
// First guesser is the next player after chooser
const chooserIndex = state.activePlayers.indexOf(state.chooser)
const firstGuesserIndex = (chooserIndex + 1) % state.activePlayers.length
const firstGuesser = state.activePlayers[firstGuesserIndex]
const newState: NumberGuesserState = {
...state,
gamePhase: 'guessing',
secretNumber,
currentGuesser: firstGuesser,
}
return { valid: true, newState }
}
private validateMakeGuess(
state: NumberGuesserState,
guess: number,
playerId: string,
playerName: string
): ValidationResult {
if (state.gamePhase !== 'guessing') {
return { valid: false, error: 'Not in guessing phase' }
}
if (playerId !== state.currentGuesser) {
return { valid: false, error: 'Not your turn to guess' }
}
if (guess < state.minNumber || guess > state.maxNumber || !Number.isInteger(guess)) {
return {
valid: false,
error: `Guess must be between ${state.minNumber} and ${state.maxNumber}`,
}
}
if (!state.secretNumber) {
return { valid: false, error: 'No secret number set' }
}
// Debug logging
console.log('[NumberGuesser] Validating guess:', {
guess,
guessType: typeof guess,
secretNumber: state.secretNumber,
secretNumberType: typeof state.secretNumber,
})
const distance = Math.abs(guess - state.secretNumber)
console.log('[NumberGuesser] Calculated distance:', distance)
const newGuess = {
playerId,
playerName,
guess,
distance,
timestamp: Date.now(),
}
const guesses = [...state.guesses, newGuess]
// Check if guess is correct
if (distance === 0) {
// Correct guess! Award point and end round
const newScores = {
...state.scores,
[playerId]: (state.scores[playerId] || 0) + 1,
}
// Check if player won
const winner = newScores[playerId] >= state.roundsToWin ? playerId : null
const newState: NumberGuesserState = {
...state,
guesses,
scores: newScores,
gamePhase: winner ? 'results' : 'guessing',
gameEndTime: winner ? Date.now() : null,
winner,
}
return { valid: true, newState }
}
// Incorrect guess, move to next guesser
const guesserIndex = state.activePlayers.indexOf(state.currentGuesser)
let nextGuesserIndex = (guesserIndex + 1) % state.activePlayers.length
// Skip the chooser
if (state.activePlayers[nextGuesserIndex] === state.chooser) {
nextGuesserIndex = (nextGuesserIndex + 1) % state.activePlayers.length
}
const newState: NumberGuesserState = {
...state,
guesses,
currentGuesser: state.activePlayers[nextGuesserIndex],
}
return { valid: true, newState }
}
private validateNextRound(state: NumberGuesserState): ValidationResult {
if (state.gamePhase !== 'guessing') {
return { valid: false, error: 'Not in guessing phase' }
}
// Check if the round is complete (someone guessed correctly)
const roundComplete =
state.guesses.length > 0 && state.guesses[state.guesses.length - 1].distance === 0
if (!roundComplete) {
return { valid: false, error: 'Round not complete yet - no one has guessed the number' }
}
// Rotate chooser to next player
const chooserIndex = state.activePlayers.indexOf(state.chooser)
const nextChooserIndex = (chooserIndex + 1) % state.activePlayers.length
const nextChooser = state.activePlayers[nextChooserIndex]
const newState: NumberGuesserState = {
...state,
gamePhase: 'choosing',
chooser: nextChooser,
currentGuesser: '',
secretNumber: null,
guesses: [],
roundNumber: state.roundNumber + 1,
winner: null,
}
return { valid: true, newState }
}
private validateGoToSetup(state: NumberGuesserState): ValidationResult {
const newState: NumberGuesserState = {
...state,
gamePhase: 'setup',
secretNumber: null,
chooser: '',
currentGuesser: '',
guesses: [],
roundNumber: 0,
scores: {},
activePlayers: [],
playerMetadata: {},
gameStartTime: null,
gameEndTime: null,
winner: null,
}
return { valid: true, newState }
}
private validateSetConfig(
state: NumberGuesserState,
field: 'minNumber' | 'maxNumber' | 'roundsToWin',
value: number
): ValidationResult {
if (state.gamePhase !== 'setup') {
return { valid: false, error: 'Can only change config in setup' }
}
if (!Number.isInteger(value) || value < 1) {
return { valid: false, error: 'Value must be a positive integer' }
}
if (field === 'minNumber' && value >= state.maxNumber) {
return { valid: false, error: 'Min must be less than max' }
}
if (field === 'maxNumber' && value <= state.minNumber) {
return { valid: false, error: 'Max must be greater than min' }
}
const newState: NumberGuesserState = {
...state,
[field]: value,
}
return { valid: true, newState }
}
isGameComplete(state: NumberGuesserState): boolean {
return state.gamePhase === 'results' && state.winner !== null
}
getInitialState(config: unknown): NumberGuesserState {
const { minNumber, maxNumber, roundsToWin } = config as NumberGuesserConfig
return {
minNumber: minNumber || 1,
maxNumber: maxNumber || 100,
roundsToWin: roundsToWin || 3,
gamePhase: 'setup',
activePlayers: [],
playerMetadata: {},
secretNumber: null,
chooser: '',
currentGuesser: '',
guesses: [],
roundNumber: 0,
scores: {},
gameStartTime: null,
gameEndTime: null,
winner: null,
}
}
}
export const numberGuesserValidator = new NumberGuesserValidator()

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/**
* Choosing Phase - Chooser picks a secret number
*/
'use client'
import { useState } from 'react'
import { useViewerId } from '@/lib/arcade/game-sdk'
import { css } from '../../../../styled-system/css'
import { useNumberGuesser } from '../Provider'
export function ChoosingPhase() {
const { state, chooseNumber } = useNumberGuesser()
const { data: viewerId } = useViewerId()
const [inputValue, setInputValue] = useState('')
const chooserMetadata = state.playerMetadata[state.chooser]
const isChooser = chooserMetadata?.userId === viewerId
const handleSubmit = () => {
const number = Number.parseInt(inputValue, 10)
if (Number.isNaN(number)) return
chooseNumber(number)
}
return (
<div
className={css({
padding: '32px',
maxWidth: '600px',
margin: '0 auto',
})}
>
<div
className={css({
textAlign: 'center',
marginBottom: '32px',
})}
>
<div
className={css({
fontSize: '64px',
marginBottom: '16px',
})}
>
{chooserMetadata?.emoji || '🤔'}
</div>
<h2
className={css({
fontSize: '2xl',
fontWeight: 'bold',
marginBottom: '8px',
})}
>
{isChooser ? "You're choosing!" : `${chooserMetadata?.name || 'Someone'} is choosing...`}
</h2>
<p
className={css({
color: 'gray.600',
})}
>
Round {state.roundNumber}
</p>
</div>
{isChooser ? (
<div
className={css({
background: 'white',
border: '2px solid',
borderColor: 'orange.200',
borderRadius: '12px',
padding: '24px',
})}
>
<label
className={css({
display: 'block',
fontSize: 'md',
fontWeight: '600',
marginBottom: '12px',
textAlign: 'center',
})}
>
Choose a secret number ({state.minNumber} - {state.maxNumber})
</label>
<input
type="number"
value={inputValue}
onChange={(e) => setInputValue(e.target.value)}
min={state.minNumber}
max={state.maxNumber}
placeholder={`${state.minNumber} - ${state.maxNumber}`}
className={css({
width: '100%',
padding: '16px',
border: '2px solid',
borderColor: 'gray.300',
borderRadius: '8px',
fontSize: 'xl',
textAlign: 'center',
marginBottom: '16px',
})}
/>
<button
onClick={handleSubmit}
disabled={!inputValue}
className={css({
width: '100%',
padding: '16px',
background: 'linear-gradient(135deg, #fb923c, #f97316)',
color: 'white',
border: 'none',
borderRadius: '8px',
fontSize: 'lg',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s',
_disabled: {
opacity: 0.5,
cursor: 'not-allowed',
},
_hover: {
transform: 'translateY(-2px)',
},
})}
>
Confirm Choice
</button>
</div>
) : (
<div
className={css({
background: 'white',
border: '2px solid',
borderColor: 'orange.200',
borderRadius: '12px',
padding: '32px',
textAlign: 'center',
})}
>
<div
className={css({
fontSize: '48px',
marginBottom: '16px',
})}
>
</div>
<p
className={css({
fontSize: 'lg',
color: 'gray.600',
})}
>
Waiting for {chooserMetadata?.name || 'player'} to choose a number...
</p>
</div>
)}
{/* Scoreboard */}
<div
className={css({
marginTop: '32px',
background: 'white',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '12px',
padding: '16px',
})}
>
<h3
className={css({
fontSize: 'md',
fontWeight: 'bold',
marginBottom: '12px',
textAlign: 'center',
})}
>
Scores
</h3>
<div
className={css({
display: 'flex',
flexWrap: 'wrap',
gap: '8px',
justifyContent: 'center',
})}
>
{state.activePlayers.map((playerId) => {
const player = state.playerMetadata[playerId]
return (
<div
key={playerId}
className={css({
padding: '8px 16px',
background: 'gray.100',
borderRadius: '8px',
fontSize: 'sm',
})}
>
{player?.emoji} {player?.name}: {state.scores[playerId] || 0}
</div>
)
})}
</div>
</div>
</div>
)
}

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/**
* Number Guesser Game Component
* Main component that switches between game phases
*/
'use client'
import { useRouter } from 'next/navigation'
import { PageWithNav } from '@/components/PageWithNav'
import { useNumberGuesser } from '../Provider'
import { ChoosingPhase } from './ChoosingPhase'
import { GuessingPhase } from './GuessingPhase'
import { ResultsPhase } from './ResultsPhase'
import { SetupPhase } from './SetupPhase'
export function GameComponent() {
const router = useRouter()
const { state, exitSession, goToSetup } = useNumberGuesser()
// Determine whose turn it is based on game phase
const currentPlayerId =
state.gamePhase === 'choosing'
? state.chooser
: state.gamePhase === 'guessing'
? state.currentGuesser
: undefined
return (
<PageWithNav
navTitle="Number Guesser"
navEmoji="🎯"
emphasizePlayerSelection={state.gamePhase === 'setup'}
currentPlayerId={currentPlayerId}
playerScores={state.scores}
onExitSession={() => {
exitSession?.()
router.push('/arcade')
}}
onNewGame={() => {
goToSetup?.()
}}
>
<div
style={{
flex: 1,
display: 'flex',
flexDirection: 'column',
overflow: 'auto',
minHeight: '100vh',
background: 'linear-gradient(135deg, #fff7ed, #ffedd5)',
}}
>
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'choosing' && <ChoosingPhase />}
{state.gamePhase === 'guessing' && <GuessingPhase />}
{state.gamePhase === 'results' && <ResultsPhase />}
</div>
</PageWithNav>
)
}

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/**
* Guessing Phase - Players take turns guessing the secret number
*/
'use client'
import { useEffect, useState } from 'react'
import { useViewerId } from '@/lib/arcade/game-sdk'
import { css } from '../../../../styled-system/css'
import { useNumberGuesser } from '../Provider'
export function GuessingPhase() {
const { state, makeGuess, nextRound, lastError, clearError } = useNumberGuesser()
const { data: viewerId } = useViewerId()
const [inputValue, setInputValue] = useState('')
const currentGuesserMetadata = state.playerMetadata[state.currentGuesser]
const isCurrentGuesser = currentGuesserMetadata?.userId === viewerId
// Check if someone just won the round
const lastGuess = state.guesses[state.guesses.length - 1]
const roundJustEnded = lastGuess?.distance === 0
// Auto-clear error after 5 seconds
useEffect(() => {
if (lastError) {
const timeout = setTimeout(() => clearError(), 5000)
return () => clearTimeout(timeout)
}
}, [lastError, clearError])
const handleSubmit = () => {
const guess = Number.parseInt(inputValue, 10)
if (Number.isNaN(guess)) return
makeGuess(guess)
setInputValue('')
}
const getHotColdMessage = (distance: number) => {
if (distance === 0) return '🎯 Correct!'
if (distance <= 5) return '🔥 Very Hot!'
if (distance <= 10) return '🌡️ Hot'
if (distance <= 20) return '😊 Warm'
if (distance <= 30) return '😐 Cool'
if (distance <= 50) return '❄️ Cold'
return '🧊 Very Cold'
}
return (
<div
className={css({
padding: '32px',
maxWidth: '800px',
margin: '0 auto',
})}
>
{/* Header */}
<div
className={css({
textAlign: 'center',
marginBottom: '32px',
})}
>
<div
className={css({
fontSize: '64px',
marginBottom: '16px',
})}
>
{roundJustEnded ? '🎉' : currentGuesserMetadata?.emoji || '🤔'}
</div>
<h2
className={css({
fontSize: '2xl',
fontWeight: 'bold',
marginBottom: '8px',
})}
>
{roundJustEnded
? `${lastGuess.playerName} guessed it!`
: isCurrentGuesser
? 'Your turn to guess!'
: `${currentGuesserMetadata?.name || 'Someone'} is guessing...`}
</h2>
<p
className={css({
color: 'gray.600',
})}
>
Round {state.roundNumber} Range: {state.minNumber} - {state.maxNumber}
</p>
</div>
{/* Error Banner */}
{lastError && (
<div
className={css({
background: 'linear-gradient(135deg, #fef2f2, #fee2e2)',
border: '2px solid',
borderColor: 'red.300',
borderRadius: '12px',
padding: '16px 20px',
marginBottom: '24px',
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
animation: 'slideIn 0.3s ease',
})}
>
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: '12px',
})}
>
<div
className={css({
fontSize: '24px',
})}
>
</div>
<div>
<div
className={css({
fontSize: 'md',
fontWeight: 'bold',
color: 'red.700',
marginBottom: '4px',
})}
>
Move Rejected
</div>
<div
className={css({
fontSize: 'sm',
color: 'red.600',
})}
>
{lastError}
</div>
</div>
</div>
<button
type="button"
onClick={clearError}
className={css({
padding: '8px 12px',
background: 'white',
border: '1px solid',
borderColor: 'red.300',
borderRadius: '6px',
fontSize: 'sm',
fontWeight: '600',
color: 'red.700',
cursor: 'pointer',
transition: 'all 0.2s',
_hover: {
background: 'red.50',
},
})}
>
Dismiss
</button>
</div>
)}
{/* Round ended - show next round button */}
{roundJustEnded && (
<div
className={css({
background: 'white',
border: '2px solid',
borderColor: 'green.200',
borderRadius: '12px',
padding: '24px',
marginBottom: '24px',
textAlign: 'center',
})}
>
<div
className={css({
fontSize: '48px',
marginBottom: '16px',
})}
>
🎯
</div>
<p
className={css({
fontSize: 'lg',
marginBottom: '16px',
})}
>
The secret number was <strong>{state.secretNumber}</strong>!
</p>
<button
type="button"
onClick={nextRound}
className={css({
padding: '12px 24px',
background: 'linear-gradient(135deg, #fb923c, #f97316)',
color: 'white',
border: 'none',
borderRadius: '8px',
fontSize: 'md',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s',
_hover: {
transform: 'translateY(-2px)',
},
})}
>
Next Round
</button>
</div>
)}
{/* Guessing input (only if round not ended) */}
{!roundJustEnded && (
<div
className={css({
background: 'white',
border: '2px solid',
borderColor: 'orange.200',
borderRadius: '12px',
padding: '24px',
marginBottom: '24px',
})}
>
{isCurrentGuesser ? (
<>
<label
className={css({
display: 'block',
fontSize: 'md',
fontWeight: '600',
marginBottom: '12px',
textAlign: 'center',
})}
>
Make your guess ({state.minNumber} - {state.maxNumber})
</label>
<input
type="number"
value={inputValue}
onChange={(e) => setInputValue(e.target.value)}
onKeyDown={(e) => {
if (e.key === 'Enter' && inputValue) {
handleSubmit()
}
}}
min={state.minNumber}
max={state.maxNumber}
placeholder={`${state.minNumber} - ${state.maxNumber}`}
className={css({
width: '100%',
padding: '16px',
border: '2px solid',
borderColor: 'gray.300',
borderRadius: '8px',
fontSize: 'xl',
textAlign: 'center',
marginBottom: '16px',
})}
/>
<button
type="button"
onClick={handleSubmit}
disabled={!inputValue}
className={css({
width: '100%',
padding: '16px',
background: 'linear-gradient(135deg, #fb923c, #f97316)',
color: 'white',
border: 'none',
borderRadius: '8px',
fontSize: 'lg',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s',
_disabled: {
opacity: 0.5,
cursor: 'not-allowed',
},
_hover: {
transform: 'translateY(-2px)',
},
})}
>
Submit Guess
</button>
</>
) : (
<div
className={css({
textAlign: 'center',
padding: '16px',
})}
>
<div
className={css({
fontSize: '48px',
marginBottom: '16px',
})}
>
</div>
<p
className={css({
fontSize: 'lg',
color: 'gray.600',
})}
>
Waiting for {currentGuesserMetadata?.name || 'player'} to guess...
</p>
</div>
)}
</div>
)}
{/* Guess history */}
{state.guesses.length > 0 && (
<div
className={css({
background: 'white',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '12px',
padding: '16px',
marginBottom: '24px',
})}
>
<h3
className={css({
fontSize: 'md',
fontWeight: 'bold',
marginBottom: '12px',
})}
>
Guess History
</h3>
<div
className={css({
display: 'flex',
flexDirection: 'column',
gap: '8px',
})}
>
{state.guesses.map((guess, index) => {
const player = state.playerMetadata[guess.playerId]
return (
<div
key={index}
className={css({
padding: '12px',
background: guess.distance === 0 ? 'green.50' : 'gray.50',
borderRadius: '8px',
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
})}
>
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: '8px',
})}
>
<span>{player?.emoji || '🎮'}</span>
<span className={css({ fontWeight: '600' })}>{guess.playerName}</span>
<span className={css({ color: 'gray.600' })}>guessed</span>
<span className={css({ fontWeight: 'bold', fontSize: 'lg' })}>
{guess.guess}
</span>
</div>
<div
className={css({
fontWeight: 'bold',
color: guess.distance === 0 ? 'green.700' : 'orange.700',
})}
>
{getHotColdMessage(guess.distance)}
</div>
</div>
)
})}
</div>
</div>
)}
{/* Scoreboard */}
<div
className={css({
background: 'white',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '12px',
padding: '16px',
})}
>
<h3
className={css({
fontSize: 'md',
fontWeight: 'bold',
marginBottom: '12px',
textAlign: 'center',
})}
>
Scores (First to {state.roundsToWin} wins!)
</h3>
<div
className={css({
display: 'flex',
flexWrap: 'wrap',
gap: '8px',
justifyContent: 'center',
})}
>
{state.activePlayers.map((playerId) => {
const player = state.playerMetadata[playerId]
const score = state.scores[playerId] || 0
return (
<div
key={playerId}
className={css({
padding: '8px 16px',
background: 'gray.100',
borderRadius: '8px',
fontSize: 'sm',
})}
>
{player?.emoji} {player?.name}: {score}
</div>
)
})}
</div>
</div>
</div>
)
}

View File

@@ -0,0 +1,208 @@
/**
* Results Phase - Shows winner and final scores
*/
'use client'
import { css } from '../../../../styled-system/css'
import { useNumberGuesser } from '../Provider'
export function ResultsPhase() {
const { state, goToSetup } = useNumberGuesser()
const winnerMetadata = state.winner ? state.playerMetadata[state.winner] : null
const winnerScore = state.winner ? state.scores[state.winner] : 0
// Sort players by score
const sortedPlayers = [...state.activePlayers].sort((a, b) => {
const scoreA = state.scores[a] || 0
const scoreB = state.scores[b] || 0
return scoreB - scoreA
})
return (
<div
className={css({
padding: '32px',
maxWidth: '600px',
margin: '0 auto',
})}
>
{/* Winner Celebration */}
<div
className={css({
textAlign: 'center',
marginBottom: '32px',
})}
>
<div
className={css({
fontSize: '96px',
marginBottom: '16px',
animation: 'bounce 1s ease-in-out infinite',
})}
>
{winnerMetadata?.emoji || '🏆'}
</div>
<h1
className={css({
fontSize: '3xl',
fontWeight: 'bold',
marginBottom: '8px',
background: 'linear-gradient(135deg, #fb923c, #f97316)',
backgroundClip: 'text',
color: 'transparent',
})}
>
{winnerMetadata?.name || 'Someone'} Wins!
</h1>
<p
className={css({
fontSize: 'xl',
color: 'gray.600',
})}
>
with {winnerScore} {winnerScore === 1 ? 'round' : 'rounds'} won
</p>
</div>
{/* Final Standings */}
<div
className={css({
background: 'white',
border: '2px solid',
borderColor: 'orange.200',
borderRadius: '12px',
padding: '24px',
marginBottom: '24px',
})}
>
<h3
className={css({
fontSize: 'lg',
fontWeight: 'bold',
marginBottom: '16px',
textAlign: 'center',
})}
>
Final Standings
</h3>
<div
className={css({
display: 'flex',
flexDirection: 'column',
gap: '12px',
})}
>
{sortedPlayers.map((playerId, index) => {
const player = state.playerMetadata[playerId]
const score = state.scores[playerId] || 0
const isWinner = playerId === state.winner
return (
<div
key={playerId}
className={css({
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
padding: '16px',
background: isWinner ? 'linear-gradient(135deg, #fed7aa, #fdba74)' : 'gray.100',
borderRadius: '8px',
border: isWinner ? '2px solid' : 'none',
borderColor: isWinner ? 'orange.300' : undefined,
})}
>
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: '12px',
})}
>
<span
className={css({
fontSize: '2xl',
fontWeight: 'bold',
color: 'gray.400',
width: '32px',
textAlign: 'center',
})}
>
{index + 1}
</span>
<span className={css({ fontSize: '32px' })}>{player?.emoji || '🎮'}</span>
<span className={css({ fontSize: 'lg', fontWeight: '600' })}>
{player?.name || 'Unknown'}
</span>
</div>
<div
className={css({
fontSize: '2xl',
fontWeight: 'bold',
color: isWinner ? 'orange.700' : 'gray.700',
})}
>
{score} {isWinner && '🏆'}
</div>
</div>
)
})}
</div>
</div>
{/* Game Stats */}
<div
className={css({
background: 'white',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '12px',
padding: '16px',
marginBottom: '24px',
textAlign: 'center',
})}
>
<h3
className={css({
fontSize: 'md',
fontWeight: 'bold',
marginBottom: '8px',
})}
>
Game Stats
</h3>
<p className={css({ color: 'gray.600', fontSize: 'sm' })}>
{state.roundNumber} {state.roundNumber === 1 ? 'round' : 'rounds'} played
</p>
<p className={css({ color: 'gray.600', fontSize: 'sm' })}>
{state.guesses.length} {state.guesses.length === 1 ? 'guess' : 'guesses'} made
</p>
</div>
{/* Actions */}
<button
type="button"
onClick={goToSetup}
className={css({
width: '100%',
padding: '16px',
background: 'linear-gradient(135deg, #fb923c, #f97316)',
color: 'white',
border: 'none',
borderRadius: '12px',
fontSize: 'lg',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s',
_hover: {
transform: 'translateY(-2px)',
boxShadow: '0 8px 16px rgba(249, 115, 22, 0.3)',
},
})}
>
Play Again
</button>
</div>
)
}

View File

@@ -0,0 +1,197 @@
/**
* Setup Phase - Game configuration
*/
'use client'
import { css } from '../../../../styled-system/css'
import { useNumberGuesser } from '../Provider'
export function SetupPhase() {
const { state, startGame, setConfig } = useNumberGuesser()
return (
<div
className={css({
padding: '32px',
maxWidth: '600px',
margin: '0 auto',
})}
>
<h2
className={css({
fontSize: '2xl',
fontWeight: 'bold',
marginBottom: '24px',
textAlign: 'center',
})}
>
🎯 Number Guesser Setup
</h2>
<div
className={css({
background: 'white',
border: '2px solid',
borderColor: 'orange.200',
borderRadius: '12px',
padding: '24px',
marginBottom: '24px',
})}
>
<h3
className={css({
fontSize: 'lg',
fontWeight: 'bold',
marginBottom: '16px',
})}
>
Game Rules
</h3>
<ul
className={css({
listStyle: 'disc',
paddingLeft: '24px',
lineHeight: '1.6',
color: 'gray.700',
})}
>
<li>One player chooses a secret number</li>
<li>Other players take turns guessing</li>
<li>Get feedback on how close your guess is</li>
<li>First to guess correctly wins the round!</li>
<li>First to {state.roundsToWin} rounds wins the game!</li>
</ul>
</div>
<div
className={css({
background: 'white',
border: '2px solid',
borderColor: 'orange.200',
borderRadius: '12px',
padding: '24px',
marginBottom: '24px',
})}
>
<h3
className={css({
fontSize: 'lg',
fontWeight: 'bold',
marginBottom: '16px',
})}
>
Configuration
</h3>
<div
className={css({
display: 'flex',
flexDirection: 'column',
gap: '16px',
})}
>
<div>
<label
className={css({
display: 'block',
fontSize: 'sm',
fontWeight: '600',
marginBottom: '4px',
})}
>
Minimum Number
</label>
<input
type="number"
value={state.minNumber ?? 1}
onChange={(e) => setConfig('minNumber', Number.parseInt(e.target.value, 10))}
className={css({
width: '100%',
padding: '8px 12px',
border: '1px solid',
borderColor: 'gray.300',
borderRadius: '6px',
fontSize: 'md',
})}
/>
</div>
<div>
<label
className={css({
display: 'block',
fontSize: 'sm',
fontWeight: '600',
marginBottom: '4px',
})}
>
Maximum Number
</label>
<input
type="number"
value={state.maxNumber ?? 100}
onChange={(e) => setConfig('maxNumber', Number.parseInt(e.target.value, 10))}
className={css({
width: '100%',
padding: '8px 12px',
border: '1px solid',
borderColor: 'gray.300',
borderRadius: '6px',
fontSize: 'md',
})}
/>
</div>
<div>
<label
className={css({
display: 'block',
fontSize: 'sm',
fontWeight: '600',
marginBottom: '4px',
})}
>
Rounds to Win
</label>
<input
type="number"
value={state.roundsToWin ?? 3}
onChange={(e) => setConfig('roundsToWin', Number.parseInt(e.target.value, 10))}
className={css({
width: '100%',
padding: '8px 12px',
border: '1px solid',
borderColor: 'gray.300',
borderRadius: '6px',
fontSize: 'md',
})}
/>
</div>
</div>
</div>
<button
onClick={startGame}
className={css({
width: '100%',
padding: '16px',
background: 'linear-gradient(135deg, #fb923c, #f97316)',
color: 'white',
border: 'none',
borderRadius: '12px',
fontSize: 'lg',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s',
_hover: {
transform: 'translateY(-2px)',
boxShadow: '0 8px 16px rgba(249, 115, 22, 0.3)',
},
})}
>
Start Game
</button>
</div>
)
}

View File

@@ -0,0 +1,15 @@
name: number-guesser
displayName: Number Guesser
icon: 🎯
description: Classic turn-based number guessing game
longDescription: One player thinks of a number, others take turns guessing. Get hot/cold feedback as you try to find the secret number. Perfect for testing your deduction skills!
maxPlayers: 4
difficulty: Beginner
chips:
- 👥 Multiplayer
- 🎲 Turn-Based
- 🧠 Logic Puzzle
color: orange
gradient: linear-gradient(135deg, #fed7aa, #fdba74)
borderColor: orange.200
available: true

View File

@@ -0,0 +1,48 @@
/**
* Number Guesser Game Definition
* Exports the complete game using the Arcade SDK
*/
import { defineGame } from '@/lib/arcade/game-sdk'
import type { GameManifest } from '@/lib/arcade/game-sdk'
import { GameComponent } from './components/GameComponent'
import { NumberGuesserProvider } from './Provider'
import type { NumberGuesserConfig, NumberGuesserMove, NumberGuesserState } from './types'
import { numberGuesserValidator } from './Validator'
// Game manifest (matches game.yaml)
const manifest: GameManifest = {
name: 'number-guesser',
displayName: 'Number Guesser',
icon: '🎯',
description: 'Classic turn-based number guessing game',
longDescription:
'One player thinks of a number, others take turns guessing. Get hot/cold feedback to narrow down your guesses. First to guess wins the round!',
maxPlayers: 4,
difficulty: 'Beginner',
chips: ['👥 Multiplayer', '🎲 Turn-Based', '🧠 Logic Puzzle'],
color: 'orange',
gradient: 'linear-gradient(135deg, #fed7aa, #fdba74)',
borderColor: 'orange.200',
available: true,
}
// Default configuration
const defaultConfig: NumberGuesserConfig = {
minNumber: 1,
maxNumber: 100,
roundsToWin: 3,
}
// Export game definition
export const numberGuesserGame = defineGame<
NumberGuesserConfig,
NumberGuesserState,
NumberGuesserMove
>({
manifest,
Provider: NumberGuesserProvider,
GameComponent,
validator: numberGuesserValidator,
defaultConfig,
})

View File

@@ -0,0 +1,116 @@
/**
* Type definitions for Number Guesser game
*/
import type { GameMove } from '@/lib/arcade/game-sdk'
/**
* Game configuration
*/
export type NumberGuesserConfig = {
minNumber: number
maxNumber: number
roundsToWin: number
}
/**
* A single guess attempt
*/
export interface Guess {
playerId: string
playerName: string
guess: number
distance: number // How far from the secret number
timestamp: number
}
/**
* Game phases
*/
export type GamePhase = 'setup' | 'choosing' | 'guessing' | 'results'
/**
* Game state
*/
export type NumberGuesserState = {
// Configuration
minNumber: number
maxNumber: number
roundsToWin: number
// Game phase
gamePhase: GamePhase
// Players
activePlayers: string[]
playerMetadata: Record<string, { name: string; emoji: string; color: string; userId: string }>
// Current round
secretNumber: number | null
chooser: string // Player ID who chose the number
currentGuesser: string // Player ID whose turn it is to guess
// Round history
guesses: Guess[]
roundNumber: number
// Scores
scores: Record<string, number>
// Game state
gameStartTime: number | null
gameEndTime: number | null
winner: string | null
}
/**
* Game moves
*/
export interface StartGameMove extends GameMove {
type: 'START_GAME'
data: {
activePlayers: string[]
playerMetadata: Record<string, unknown>
}
}
export interface ChooseNumberMove extends GameMove {
type: 'CHOOSE_NUMBER'
data: {
secretNumber: number
}
}
export interface MakeGuessMove extends GameMove {
type: 'MAKE_GUESS'
data: {
guess: number
playerName: string
}
}
export interface NextRoundMove extends GameMove {
type: 'NEXT_ROUND'
data: Record<string, never>
}
export interface GoToSetupMove extends GameMove {
type: 'GO_TO_SETUP'
data: Record<string, never>
}
export interface SetConfigMove extends GameMove {
type: 'SET_CONFIG'
data: {
field: 'minNumber' | 'maxNumber' | 'roundsToWin'
value: number
}
}
export type NumberGuesserMove =
| StartGameMove
| ChooseNumberMove
| MakeGuessMove
| NextRoundMove
| GoToSetupMove
| SetConfigMove

View File

@@ -1,7 +1,9 @@
'use client'
import { useMemo } from 'react'
import { css } from '../../styled-system/css'
import { useGameMode } from '../contexts/GameModeContext'
import { getAllGames } from '../lib/arcade/game-registry'
import { GameCard } from './GameCard'
// Game configuration defining player limits
@@ -9,13 +11,13 @@ export const GAMES_CONFIG = {
'memory-quiz': {
name: 'Memory Lightning',
fullName: 'Memory Lightning ⚡',
maxPlayers: 1,
maxPlayers: 4,
description: 'Test your memory speed with rapid-fire abacus calculations',
longDescription:
'Challenge yourself with lightning-fast memory tests. Perfect your mental math skills with this intense solo experience.',
'Challenge yourself or compete with friends in lightning-fast memory tests. Work together cooperatively or compete for the highest score!',
url: '/arcade/memory-quiz',
icon: '⚡',
chips: ['⭐ Beginner Friendly', '🔥 Speed Challenge', '🧮 Abacus Focus'],
chips: ['👥 Multiplayer', '🔥 Speed Challenge', '🧮 Abacus Focus'],
color: 'green',
gradient: 'linear-gradient(135deg, #dcfce7, #bbf7d0)',
borderColor: 'green.200',
@@ -70,7 +72,39 @@ export const GAMES_CONFIG = {
},
} as const
export type GameType = keyof typeof GAMES_CONFIG
export type GameType = keyof typeof GAMES_CONFIG | string
/**
* Get all games from both legacy config and new registry
*/
function getAllGameConfigs() {
const legacyGames = Object.entries(GAMES_CONFIG).map(([gameType, config]) => ({
gameType,
config,
}))
// Get games from registry and transform to legacy format
const registryGames = getAllGames().map((gameDef) => ({
gameType: gameDef.manifest.name,
config: {
name: gameDef.manifest.displayName,
fullName: gameDef.manifest.displayName,
maxPlayers: gameDef.manifest.maxPlayers,
description: gameDef.manifest.description,
longDescription: gameDef.manifest.longDescription,
url: `/arcade/room?game=${gameDef.manifest.name}`, // Registry games load in room
icon: gameDef.manifest.icon,
chips: gameDef.manifest.chips,
color: gameDef.manifest.color,
gradient: gameDef.manifest.gradient,
borderColor: gameDef.manifest.borderColor,
difficulty: gameDef.manifest.difficulty,
available: gameDef.manifest.available,
},
}))
return [...legacyGames, ...registryGames]
}
interface GameSelectorProps {
variant?: 'compact' | 'detailed'
@@ -87,17 +121,17 @@ export function GameSelector({
}: GameSelectorProps) {
const { activePlayerCount } = useGameMode()
// Memoize the combined games list
const allGames = useMemo(() => getAllGameConfigs(), [])
return (
<div
className={css(
{
height: '100%',
display: 'flex',
flexDirection: 'column',
overflow: 'hidden',
},
className
)}
className={`${css({
height: '100%',
display: 'flex',
flexDirection: 'column',
overflow: 'hidden',
})} ${className || ''}`}
>
{showHeader && (
<h3
@@ -125,7 +159,7 @@ export function GameSelector({
overflow: 'hidden',
})}
>
{Object.entries(GAMES_CONFIG).map(([gameType, config]) => (
{allGames.map(({ gameType, config }) => (
<GameCard
key={gameType}
gameType={gameType as GameType}

View File

@@ -26,7 +26,7 @@ interface AddPlayerButtonProps {
// Context-aware: show different content based on room state
isInRoom?: boolean
// Game info for room creation
gameName?: 'matching' | 'memory-quiz' | 'complement-race'
gameName?: string | null
}
export function AddPlayerButton({
@@ -38,7 +38,7 @@ export function AddPlayerButton({
activeTab: activeTabProp,
setActiveTab: setActiveTabProp,
isInRoom = false,
gameName = 'Arcade',
gameName = null,
}: AddPlayerButtonProps) {
const popoverRef = React.useRef<HTMLDivElement>(null)
const router = useRouter()

View File

@@ -28,7 +28,7 @@ interface NetworkPlayer {
interface ArcadeRoomInfo {
roomId?: string
roomName?: string
gameName: string
gameName: string | null
playerCount: number
joinCode?: string
}
@@ -200,6 +200,7 @@ export function GameContextNav({
onSetup={onSetup}
onNewGame={onNewGame}
onQuit={onExitSession}
showMenu={true}
/>
<div style={{ marginLeft: 'auto' }}>
<GameModeIndicator
@@ -287,7 +288,7 @@ export function GameContextNav({
playerScores={playerScores}
playerStreaks={playerStreaks}
roomId={roomInfo?.roomId}
currentUserId={currentUserId}
currentUserId={currentUserId ?? undefined}
isCurrentUserHost={isCurrentUserHost}
/>
))}

View File

@@ -2,7 +2,7 @@ import { useEffect, useState } from 'react'
import { io } from 'socket.io-client'
import { Modal } from '@/components/common/Modal'
import type { schema } from '@/db'
import { useRoomData } from '@/hooks/useRoomData'
import { useGetRoomByCode, useJoinRoom } from '@/hooks/useRoomData'
export interface JoinRoomModalProps {
/**
@@ -25,7 +25,8 @@ export interface JoinRoomModalProps {
* Modal for joining a room by entering a 6-character code
*/
export function JoinRoomModal({ isOpen, onClose, onSuccess }: JoinRoomModalProps) {
const { getRoomByCode, joinRoom } = useRoomData()
const { mutateAsync: getRoomByCode } = useGetRoomByCode()
const { mutate: joinRoom } = useJoinRoom()
const [code, setCode] = useState('')
const [password, setPassword] = useState('')
const [error, setError] = useState('')

View File

@@ -52,7 +52,7 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
const handleGenerateNewName = () => {
const allPlayers = Array.from(players.values())
const existingNames = allPlayers.filter((p) => p.id !== playerId).map((p) => p.name)
const newName = generateUniquePlayerName(existingNames)
const newName = generateUniquePlayerName(existingNames, player.emoji)
setLocalName(newName)
updatePlayer(playerId, { name: newName })

View File

@@ -4,7 +4,7 @@ import { getRoomDisplayWithEmoji } from '@/utils/room-display'
interface RecentRoom {
code: string
name: string | null
gameName: string
gameName: string | null
joinedAt: number
}
@@ -105,7 +105,7 @@ export function RecentRoomsList({ onSelectRoom }: RecentRoomsListProps) {
{getRoomDisplayWithEmoji({
name: room.name,
code: room.code,
gameName: room.gameName,
gameName: room.gameName ?? undefined,
})}
</span>
</div>
@@ -133,7 +133,7 @@ export function RecentRoomsList({ onSelectRoom }: RecentRoomsListProps) {
export function addToRecentRooms(room: {
code: string
name: string | null
gameName: string
gameName: string | null
}): void {
try {
const stored = localStorage.getItem(STORAGE_KEY)

View File

@@ -11,7 +11,7 @@ import {
} from '@/hooks/useUserPlayers'
import { useViewerId } from '@/hooks/useViewerId'
import { getNextPlayerColor } from '../types/player'
import { generateUniquePlayerName, generateUniquePlayerNames } from '../utils/playerNames'
import { generateUniquePlayerName } from '../utils/playerNames'
// Client-side Player type (compatible with old type)
export interface Player {
@@ -141,8 +141,13 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
useEffect(() => {
if (!isLoading && !isInitialized) {
if (dbPlayers.length === 0) {
// Generate unique names for default players
const generatedNames = generateUniquePlayerNames(DEFAULT_PLAYER_CONFIGS.length)
// Generate unique names for default players, themed by their emoji
const existingNames: string[] = []
const generatedNames = DEFAULT_PLAYER_CONFIGS.map((config) => {
const name = generateUniquePlayerName(existingNames, config.emoji)
existingNames.push(name)
return name
})
// Create default players with generated names
DEFAULT_PLAYER_CONFIGS.forEach((config, index) => {
@@ -167,10 +172,11 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
const addPlayer = (playerData?: Partial<Player>) => {
const playerList = Array.from(players.values())
const existingNames = playerList.map((p) => p.name)
const emoji = playerData?.emoji ?? '🎮'
const newPlayer = {
name: playerData?.name ?? generateUniquePlayerName(existingNames),
emoji: playerData?.emoji ?? '🎮',
name: playerData?.name ?? generateUniquePlayerName(existingNames, emoji),
emoji,
color: playerData?.color ?? getNextPlayerColor(playerList),
isActive: playerData?.isActive ?? false,
}
@@ -254,8 +260,13 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
deletePlayer(player.id)
})
// Generate unique names for default players
const generatedNames = generateUniquePlayerNames(DEFAULT_PLAYER_CONFIGS.length)
// Generate unique names for default players, themed by their emoji
const existingNames: string[] = []
const generatedNames = DEFAULT_PLAYER_CONFIGS.map((config) => {
const name = generateUniquePlayerName(existingNames, config.emoji)
existingNames.push(name)
return name
})
// Create default players with generated names
DEFAULT_PLAYER_CONFIGS.forEach((config, index) => {

View File

@@ -34,7 +34,7 @@ export const arcadeRooms = sqliteTable('arcade_rooms', {
// Game configuration (nullable to support game selection in room)
gameName: text('game_name', {
enum: ['matching', 'memory-quiz', 'complement-race'],
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser'],
}),
gameConfig: text('game_config', { mode: 'json' }), // Game-specific settings (nullable when no game selected)

View File

@@ -17,7 +17,7 @@ export const arcadeSessions = sqliteTable('arcade_sessions', {
// Session metadata
currentGame: text('current_game', {
enum: ['matching', 'memory-quiz', 'complement-race'],
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser'],
}).notNull(),
gameUrl: text('game_url').notNull(), // e.g., '/arcade/matching'

View File

@@ -15,5 +15,6 @@ export * from './room-invitations'
export * from './room-reports'
export * from './room-bans'
export * from './room-join-requests'
export * from './room-game-configs'
export * from './user-stats'
export * from './users'

View File

@@ -0,0 +1,48 @@
import { createId } from '@paralleldrive/cuid2'
import { integer, sqliteTable, text, uniqueIndex } from 'drizzle-orm/sqlite-core'
import { arcadeRooms } from './arcade-rooms'
/**
* Game-specific configuration settings for arcade rooms
* Each row represents one game's settings for one room
*/
export const roomGameConfigs = sqliteTable(
'room_game_configs',
{
id: text('id')
.primaryKey()
.$defaultFn(() => createId()),
// Room reference
roomId: text('room_id')
.notNull()
.references(() => arcadeRooms.id, { onDelete: 'cascade' }),
// Game identifier
gameName: text('game_name', {
enum: ['matching', 'memory-quiz', 'complement-race', 'number-guesser'],
}).notNull(),
// Game-specific configuration JSON
// Structure depends on gameName:
// - matching: { gameType, difficulty, turnTimer }
// - memory-quiz: { selectedCount, displayTime, selectedDifficulty, playMode }
// - complement-race: TBD
config: text('config', { mode: 'json' }).notNull(),
// Timestamps
createdAt: integer('created_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
updatedAt: integer('updated_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
},
(table) => ({
// Ensure only one config per game per room
uniqueRoomGame: uniqueIndex('room_game_idx').on(table.roomId, table.gameName),
})
)
export type RoomGameConfig = typeof roomGameConfigs.$inferSelect
export type NewRoomGameConfig = typeof roomGameConfigs.$inferInsert

View File

@@ -42,6 +42,7 @@ describe('useOptimisticGameState', () => {
const move: GameMove = {
type: 'INCREMENT',
playerId: 'test',
userId: 'test-user',
timestamp: Date.now(),
data: {},
}
@@ -65,6 +66,7 @@ describe('useOptimisticGameState', () => {
const move: GameMove = {
type: 'INCREMENT',
playerId: 'test',
userId: 'test-user',
timestamp: 123,
data: {},
}
@@ -100,6 +102,7 @@ describe('useOptimisticGameState', () => {
const move: GameMove = {
type: 'INCREMENT',
playerId: 'test',
userId: 'test-user',
timestamp: 123,
data: {},
}
@@ -133,6 +136,7 @@ describe('useOptimisticGameState', () => {
const move1: GameMove = {
type: 'INCREMENT',
playerId: 'test',
userId: 'test-user',
timestamp: 123,
data: {},
}
@@ -140,6 +144,7 @@ describe('useOptimisticGameState', () => {
const move2: GameMove = {
type: 'INCREMENT',
playerId: 'test',
userId: 'test-user',
timestamp: 124,
data: {},
}
@@ -184,6 +189,7 @@ describe('useOptimisticGameState', () => {
result.current.applyOptimisticMove({
type: 'INCREMENT',
playerId: 'test',
userId: 'test-user',
timestamp: 123,
data: {},
})
@@ -215,6 +221,7 @@ describe('useOptimisticGameState', () => {
result.current.applyOptimisticMove({
type: 'INCREMENT',
playerId: 'test',
userId: 'test-user',
timestamp: 123,
data: {},
})
@@ -245,6 +252,7 @@ describe('useOptimisticGameState', () => {
const move: GameMove = {
type: 'INCREMENT',
playerId: 'test',
userId: 'test-user',
timestamp: 123,
data: {},
}

View File

@@ -46,6 +46,11 @@ export interface UseArcadeSessionReturn<TState> {
*/
hasPendingMoves: boolean
/**
* Last error from server (move rejection)
*/
lastError: string | null
/**
* Send a game move (applies optimistically and sends to server)
* Note: playerId must be provided by caller (not omitted)
@@ -57,6 +62,11 @@ export interface UseArcadeSessionReturn<TState> {
*/
exitSession: () => void
/**
* Clear the last error
*/
clearError: () => void
/**
* Manually sync with server (useful after reconnect)
*/
@@ -172,8 +182,10 @@ export function useArcadeSession<TState>(
version: optimistic.version,
connected,
hasPendingMoves: optimistic.hasPendingMoves,
lastError: optimistic.lastError,
sendMove,
exitSession,
clearError: optimistic.clearError,
refresh,
}
}

View File

@@ -46,6 +46,11 @@ export interface UseOptimisticGameStateReturn<TState> {
*/
hasPendingMoves: boolean
/**
* Last error from server (move rejection)
*/
lastError: string | null
/**
* Apply a move optimistically and send to server
*/
@@ -66,6 +71,11 @@ export interface UseOptimisticGameStateReturn<TState> {
*/
syncWithServer: (serverState: TState, serverVersion: number) => void
/**
* Clear the last error
*/
clearError: () => void
/**
* Reset to initial state
*/
@@ -94,6 +104,9 @@ export function useOptimisticGameState<TState>(
// Pending moves that haven't been confirmed by server yet
const [pendingMoves, setPendingMoves] = useState<PendingMove<TState>[]>([])
// Last error from move rejection
const [lastError, setLastError] = useState<string | null>(null)
// Ref for callbacks to avoid stale closures
const callbacksRef = useRef({ onMoveAccepted, onMoveRejected })
useEffect(() => {
@@ -152,6 +165,9 @@ export function useOptimisticGameState<TState>(
)
const handleMoveRejected = useCallback((error: string, rejectedMove: GameMove) => {
// Set the error for UI display
setLastError(error)
// Remove the rejected move and all subsequent moves from pending queue
setPendingMoves((prev) => {
const index = prev.findIndex(
@@ -176,20 +192,27 @@ export function useOptimisticGameState<TState>(
setPendingMoves([])
}, [])
const clearError = useCallback(() => {
setLastError(null)
}, [])
const reset = useCallback(() => {
setServerState(initialState)
setServerVersion(1)
setPendingMoves([])
setLastError(null)
}, [initialState])
return {
state: currentState,
version: serverVersion,
hasPendingMoves: pendingMoves.length > 0,
lastError,
applyOptimisticMove,
handleMoveAccepted,
handleMoveRejected,
syncWithServer,
clearError,
reset,
}
}

View File

@@ -23,6 +23,7 @@ export interface RoomData {
name: string
code: string
gameName: string | null // Nullable to support game selection in room
gameConfig?: Record<string, unknown> | null // Game-specific settings
accessMode: 'open' | 'password' | 'approval-only' | 'restricted' | 'locked' | 'retired'
members: RoomMember[]
memberPlayers: Record<string, RoomPlayer[]> // userId -> players
@@ -71,6 +72,7 @@ async function fetchCurrentRoom(): Promise<RoomData | null> {
name: data.room.name,
code: data.room.code,
gameName: data.room.gameName,
gameConfig: data.room.gameConfig || null,
accessMode: data.room.accessMode || 'open',
members: data.members || [],
memberPlayers: data.memberPlayers || {},
@@ -105,6 +107,7 @@ async function createRoomApi(params: CreateRoomParams): Promise<RoomData> {
name: data.room.name,
code: data.room.code,
gameName: data.room.gameName,
gameConfig: data.room.gameConfig || null,
accessMode: data.room.accessMode || 'open',
members: data.members || [],
memberPlayers: data.memberPlayers || {},
@@ -141,6 +144,7 @@ async function joinRoomApi(params: {
name: data.room.name,
code: data.room.code,
gameName: data.room.gameName,
gameConfig: data.room.gameConfig || null,
accessMode: data.room.accessMode || 'open',
members: data.members || [],
memberPlayers: data.memberPlayers || {},
@@ -183,6 +187,7 @@ async function getRoomByCodeApi(code: string): Promise<RoomData> {
name: data.room.name,
code: data.room.code,
gameName: data.room.gameName,
gameConfig: data.room.gameConfig || null,
accessMode: data.room.accessMode || 'open',
members: data.members || [],
memberPlayers: data.memberPlayers || {},
@@ -348,7 +353,6 @@ export function useRoomData() {
// Moderation event handlers
const handleKickedFromRoom = (data: { roomId: string; kickedBy: string; reason?: string }) => {
console.log('[useRoomData] User was kicked from room:', data)
setModerationEvent({
type: 'kicked',
data: {
@@ -362,7 +366,6 @@ export function useRoomData() {
}
const handleBannedFromRoom = (data: { roomId: string; bannedBy: string; reason: string }) => {
console.log('[useRoomData] User was banned from room:', data)
setModerationEvent({
type: 'banned',
data: {
@@ -386,7 +389,6 @@ export function useRoomData() {
createdAt: Date
}
}) => {
console.log('[useRoomData] New report submitted:', data)
setModerationEvent({
type: 'report',
data: {
@@ -411,7 +413,6 @@ export function useRoomData() {
createdAt: Date
}
}) => {
console.log('[useRoomData] Room invitation received:', data)
setModerationEvent({
type: 'invitation',
data: {
@@ -434,7 +435,6 @@ export function useRoomData() {
createdAt: Date
}
}) => {
console.log('[useRoomData] New join request submitted:', data)
setModerationEvent({
type: 'join-request',
data: {
@@ -446,6 +446,25 @@ export function useRoomData() {
})
}
const handleRoomGameChanged = (data: {
roomId: string
gameName: string | null
gameConfig?: Record<string, unknown>
}) => {
console.log('[useRoomData] Room game changed:', data)
if (data.roomId === roomData?.id) {
queryClient.setQueryData<RoomData | null>(roomKeys.current(), (prev) => {
if (!prev) return null
return {
...prev,
gameName: data.gameName,
// Only update gameConfig if it was provided in the broadcast
...(data.gameConfig !== undefined ? { gameConfig: data.gameConfig } : {}),
}
})
}
}
socket.on('room-joined', handleRoomJoined)
socket.on('member-joined', handleMemberJoined)
socket.on('member-left', handleMemberLeft)
@@ -455,6 +474,7 @@ export function useRoomData() {
socket.on('report-submitted', handleReportSubmitted)
socket.on('room-invitation-received', handleInvitationReceived)
socket.on('join-request-submitted', handleJoinRequestSubmitted)
socket.on('room-game-changed', handleRoomGameChanged)
return () => {
socket.off('room-joined', handleRoomJoined)
@@ -466,13 +486,13 @@ export function useRoomData() {
socket.off('report-submitted', handleReportSubmitted)
socket.off('room-invitation-received', handleInvitationReceived)
socket.off('join-request-submitted', handleJoinRequestSubmitted)
socket.off('room-game-changed', handleRoomGameChanged)
}
}, [socket, roomData?.id, queryClient])
// Function to notify room members of player updates
const notifyRoomOfPlayerUpdate = useCallback(() => {
if (socket && roomData?.id && userId) {
console.log('[useRoomData] Notifying room of player update')
socket.emit('players-updated', { roomId: roomData.id, userId })
}
}, [socket, roomData?.id, userId])
@@ -567,13 +587,20 @@ async function setRoomGameApi(params: {
gameName: string
gameConfig?: Record<string, unknown>
}): Promise<void> {
// Only include gameConfig in the request if it was explicitly provided
// Otherwise, we preserve the existing gameConfig in the database
const body: { gameName: string; gameConfig?: Record<string, unknown> } = {
gameName: params.gameName,
}
if (params.gameConfig !== undefined) {
body.gameConfig = params.gameConfig
}
const response = await fetch(`/api/arcade/rooms/${params.roomId}/settings`, {
method: 'PATCH',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
gameName: params.gameName,
gameConfig: params.gameConfig || {},
}),
body: JSON.stringify(body),
})
if (!response.ok) {
@@ -607,6 +634,8 @@ export function useSetRoomGame() {
/**
* Clear/reset game for a room (host only)
* This only clears gameName (returns to game selection) but preserves gameConfig
* so settings persist when the user selects a game again.
*/
async function clearRoomGameApi(roomId: string): Promise<void> {
const response = await fetch(`/api/arcade/rooms/${roomId}/settings`, {
@@ -614,7 +643,7 @@ async function clearRoomGameApi(roomId: string): Promise<void> {
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
gameName: null,
gameConfig: null,
// DO NOT send gameConfig: null - we want to preserve settings!
}),
})
@@ -646,3 +675,65 @@ export function useClearRoomGame() {
},
})
}
/**
* Update game config for current room (game-specific settings)
*/
async function updateGameConfigApi(params: {
roomId: string
gameConfig: Record<string, unknown>
}): Promise<void> {
console.log(
'[updateGameConfigApi] Sending PATCH to server:',
JSON.stringify(
{
url: `/api/arcade/rooms/${params.roomId}/settings`,
gameConfig: params.gameConfig,
},
null,
2
)
)
const response = await fetch(`/api/arcade/rooms/${params.roomId}/settings`, {
method: 'PATCH',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
gameConfig: params.gameConfig,
}),
})
if (!response.ok) {
const errorData = await response.json()
console.error('[updateGameConfigApi] Server error:', JSON.stringify(errorData, null, 2))
throw new Error(errorData.error || 'Failed to update game config')
}
console.log('[updateGameConfigApi] Server responded OK')
}
/**
* Hook: Update game config for current room
* This allows games to persist their settings (e.g., difficulty, card count)
*/
export function useUpdateGameConfig() {
const queryClient = useQueryClient()
return useMutation({
mutationFn: updateGameConfigApi,
onSuccess: (_, variables) => {
// Update the cache with the new gameConfig
queryClient.setQueryData<RoomData | null>(roomKeys.current(), (prev) => {
if (!prev) return null
return {
...prev,
gameConfig: variables.gameConfig,
}
})
console.log(
'[useUpdateGameConfig] Updated cache with new gameConfig:',
JSON.stringify(variables.gameConfig, null, 2)
)
},
})
}

View File

@@ -260,6 +260,7 @@ describe('session-manager', () => {
type: 'FLIP_CARD',
data: { cardId: '1' },
playerId: '1',
userId: mockUserId,
timestamp: Date.now(),
}

View File

@@ -0,0 +1,221 @@
/**
* Game configuration helpers
*
* Centralized functions for reading and writing game configs from the database.
* Uses the room_game_configs table (one row per game per room).
*/
import { and, eq } from 'drizzle-orm'
import { createId } from '@paralleldrive/cuid2'
import { db, schema } from '@/db'
import type { GameName } from './validators'
import type { GameConfigByName } from './game-configs'
import {
DEFAULT_MATCHING_CONFIG,
DEFAULT_MEMORY_QUIZ_CONFIG,
DEFAULT_COMPLEMENT_RACE_CONFIG,
DEFAULT_NUMBER_GUESSER_CONFIG,
} from './game-configs'
/**
* Extended game name type that includes both registered validators and legacy games
* TODO: Remove 'complement-race' once migrated to the new modular system
*/
type ExtendedGameName = GameName | 'complement-race'
/**
* Get default config for a game
*/
function getDefaultGameConfig(gameName: ExtendedGameName): GameConfigByName[ExtendedGameName] {
switch (gameName) {
case 'matching':
return DEFAULT_MATCHING_CONFIG
case 'memory-quiz':
return DEFAULT_MEMORY_QUIZ_CONFIG
case 'complement-race':
return DEFAULT_COMPLEMENT_RACE_CONFIG
case 'number-guesser':
return DEFAULT_NUMBER_GUESSER_CONFIG
default:
throw new Error(`Unknown game: ${gameName}`)
}
}
/**
* Get game-specific config from database with defaults
* Type-safe: returns the correct config type based on gameName
*/
export async function getGameConfig<T extends ExtendedGameName>(
roomId: string,
gameName: T
): Promise<GameConfigByName[T]> {
// Query the room_game_configs table for this specific room+game
const configRow = await db.query.roomGameConfigs.findFirst({
where: and(
eq(schema.roomGameConfigs.roomId, roomId),
eq(schema.roomGameConfigs.gameName, gameName)
),
})
// If no config exists, return defaults
if (!configRow) {
return getDefaultGameConfig(gameName) as GameConfigByName[T]
}
// Merge saved config with defaults to handle missing fields
const defaults = getDefaultGameConfig(gameName)
return { ...defaults, ...(configRow.config as object) } as GameConfigByName[T]
}
/**
* Set (upsert) a game's config in the database
* Creates a new row if it doesn't exist, updates if it does
*/
export async function setGameConfig<T extends ExtendedGameName>(
roomId: string,
gameName: T,
config: Partial<GameConfigByName[T]>
): Promise<void> {
const now = new Date()
// Check if config already exists
const existing = await db.query.roomGameConfigs.findFirst({
where: and(
eq(schema.roomGameConfigs.roomId, roomId),
eq(schema.roomGameConfigs.gameName, gameName)
),
})
if (existing) {
// Update existing config (merge with existing values)
const mergedConfig = { ...(existing.config as object), ...config }
await db
.update(schema.roomGameConfigs)
.set({
config: mergedConfig as any,
updatedAt: now,
})
.where(eq(schema.roomGameConfigs.id, existing.id))
} else {
// Insert new config (merge with defaults)
const defaults = getDefaultGameConfig(gameName)
const mergedConfig = { ...defaults, ...config }
await db.insert(schema.roomGameConfigs).values({
id: createId(),
roomId,
gameName,
config: mergedConfig as any,
createdAt: now,
updatedAt: now,
})
}
console.log(`[GameConfig] Updated ${gameName} config for room ${roomId}`)
}
/**
* Update a specific field in a game's config
* Convenience wrapper around setGameConfig
*/
export async function updateGameConfigField<
T extends ExtendedGameName,
K extends keyof GameConfigByName[T],
>(roomId: string, gameName: T, field: K, value: GameConfigByName[T][K]): Promise<void> {
// Create a partial config with just the field being updated
const partialConfig: Partial<GameConfigByName[T]> = {} as any
;(partialConfig as any)[field] = value
await setGameConfig(roomId, gameName, partialConfig)
}
/**
* Delete a game's config from the database
* Useful when clearing game selection or cleaning up
*/
export async function deleteGameConfig(roomId: string, gameName: ExtendedGameName): Promise<void> {
await db
.delete(schema.roomGameConfigs)
.where(
and(eq(schema.roomGameConfigs.roomId, roomId), eq(schema.roomGameConfigs.gameName, gameName))
)
console.log(`[GameConfig] Deleted ${gameName} config for room ${roomId}`)
}
/**
* Get all game configs for a room (all games)
* Returns a map of gameName -> config
*/
export async function getAllGameConfigs(
roomId: string
): Promise<Partial<Record<ExtendedGameName, unknown>>> {
const configs = await db.query.roomGameConfigs.findMany({
where: eq(schema.roomGameConfigs.roomId, roomId),
})
const result: Partial<Record<ExtendedGameName, unknown>> = {}
for (const config of configs) {
result[config.gameName as ExtendedGameName] = config.config
}
return result
}
/**
* Delete all game configs for a room
* Called when deleting a room (cascade should handle this, but useful for explicit cleanup)
*/
export async function deleteAllGameConfigs(roomId: string): Promise<void> {
await db.delete(schema.roomGameConfigs).where(eq(schema.roomGameConfigs.roomId, roomId))
console.log(`[GameConfig] Deleted all configs for room ${roomId}`)
}
/**
* Validate a game config at runtime
* Returns true if the config is valid for the given game
*/
export function validateGameConfig(gameName: ExtendedGameName, config: any): boolean {
switch (gameName) {
case 'matching':
return (
typeof config === 'object' &&
config !== null &&
['abacus-numeral', 'complement-pairs'].includes(config.gameType) &&
typeof config.difficulty === 'number' &&
[6, 8, 12, 15].includes(config.difficulty) &&
typeof config.turnTimer === 'number' &&
config.turnTimer >= 5 &&
config.turnTimer <= 300
)
case 'memory-quiz':
return (
typeof config === 'object' &&
config !== null &&
[2, 5, 8, 12, 15].includes(config.selectedCount) &&
typeof config.displayTime === 'number' &&
config.displayTime > 0 &&
['beginner', 'easy', 'medium', 'hard', 'expert'].includes(config.selectedDifficulty) &&
['cooperative', 'competitive'].includes(config.playMode)
)
case 'complement-race':
// TODO: Add validation when complement-race settings are defined
return typeof config === 'object' && config !== null
case 'number-guesser':
return (
typeof config === 'object' &&
config !== null &&
typeof config.minNumber === 'number' &&
typeof config.maxNumber === 'number' &&
typeof config.roundsToWin === 'number' &&
config.minNumber >= 1 &&
config.maxNumber > config.minNumber &&
config.roundsToWin >= 1
)
default:
return false
}
}

View File

@@ -0,0 +1,97 @@
/**
* Shared game configuration types
*
* This is the single source of truth for all game settings.
* These types are used across:
* - Database storage (room_game_configs table)
* - Validators (getInitialState method signatures)
* - Client providers (settings UI and state management)
* - Helper functions (reading/writing configs)
*/
import type { DifficultyLevel } from '@/app/arcade/memory-quiz/types'
import type { Difficulty, GameType } from '@/app/games/matching/context/types'
/**
* Configuration for matching (memory pairs) game
*/
export interface MatchingGameConfig {
gameType: GameType
difficulty: Difficulty
turnTimer: number
}
/**
* Configuration for memory-quiz (soroban lightning) game
*/
export interface MemoryQuizGameConfig {
selectedCount: 2 | 5 | 8 | 12 | 15
displayTime: number
selectedDifficulty: DifficultyLevel
playMode: 'cooperative' | 'competitive'
}
/**
* Configuration for complement-race game
* TODO: Define when implementing complement-race settings
*/
export interface ComplementRaceGameConfig {
// Future settings will go here
placeholder?: never
}
/**
* Configuration for number-guesser game
*/
export interface NumberGuesserGameConfig {
minNumber: number
maxNumber: number
roundsToWin: number
}
/**
* Union type of all game configs for type-safe access
*/
export type GameConfigByName = {
matching: MatchingGameConfig
'memory-quiz': MemoryQuizGameConfig
'complement-race': ComplementRaceGameConfig
'number-guesser': NumberGuesserGameConfig
}
/**
* Room's game configuration object (nested by game name)
* This matches the structure stored in room_game_configs table
*/
export interface RoomGameConfig {
matching?: MatchingGameConfig
'memory-quiz'?: MemoryQuizGameConfig
'complement-race'?: ComplementRaceGameConfig
'number-guesser'?: NumberGuesserGameConfig
}
/**
* Default configurations for each game
*/
export const DEFAULT_MATCHING_CONFIG: MatchingGameConfig = {
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
}
export const DEFAULT_MEMORY_QUIZ_CONFIG: MemoryQuizGameConfig = {
selectedCount: 5,
displayTime: 2.0,
selectedDifficulty: 'easy',
playMode: 'cooperative',
}
export const DEFAULT_COMPLEMENT_RACE_CONFIG: ComplementRaceGameConfig = {
// Future defaults will go here
}
export const DEFAULT_NUMBER_GUESSER_CONFIG: NumberGuesserGameConfig = {
minNumber: 1,
maxNumber: 100,
roundsToWin: 3,
}

View File

@@ -0,0 +1,111 @@
/**
* Game Registry
*
* Central registry for all arcade games.
* Games are explicitly registered here after being defined.
*/
import type { GameConfig, GameDefinition, GameMove, GameState } from './game-sdk/types'
/**
* Global game registry
* Maps game name to game definition
* Using `any` for generics to allow different game types
*/
const registry = new Map<string, GameDefinition<any, any, any>>()
/**
* Register a game in the registry
*
* @param game - Game definition to register
* @throws Error if game with same name already registered
*/
export function registerGame<
TConfig extends GameConfig,
TState extends GameState,
TMove extends GameMove,
>(game: GameDefinition<TConfig, TState, TMove>): void {
const { name } = game.manifest
if (registry.has(name)) {
throw new Error(`Game "${name}" is already registered`)
}
// Verify validator is also registered server-side
try {
const { hasValidator, getValidator } = require('./validators')
if (!hasValidator(name)) {
console.error(
`⚠️ Game "${name}" registered but validator not found in server registry!` +
`\n Add to src/lib/arcade/validators.ts to enable multiplayer.`
)
} else {
const serverValidator = getValidator(name)
if (serverValidator !== game.validator) {
console.warn(
`⚠️ Game "${name}" has different validator instances (client vs server).` +
`\n This may cause issues. Ensure both use the same import.`
)
}
}
} catch (error) {
// If validators.ts can't be imported (e.g., in browser), skip check
// This is expected - validator registry is isomorphic but check only runs server-side
}
registry.set(name, game)
console.log(`✅ Registered game: ${name}`)
}
/**
* Get a game from the registry
*
* @param gameName - Internal game identifier
* @returns Game definition or undefined if not found
*/
export function getGame(gameName: string): GameDefinition<any, any, any> | undefined {
return registry.get(gameName)
}
/**
* Get all registered games
*
* @returns Array of all game definitions
*/
export function getAllGames(): GameDefinition<any, any, any>[] {
return Array.from(registry.values())
}
/**
* Get all available games (where available: true)
*
* @returns Array of available game definitions
*/
export function getAvailableGames(): GameDefinition<any, any, any>[] {
return getAllGames().filter((game) => game.manifest.available)
}
/**
* Check if a game is registered
*
* @param gameName - Internal game identifier
* @returns true if game is registered
*/
export function hasGame(gameName: string): boolean {
return registry.has(gameName)
}
/**
* Clear all games from registry (used for testing)
*/
export function clearRegistry(): void {
registry.clear()
}
// ============================================================================
// Game Registrations
// ============================================================================
import { numberGuesserGame } from '@/arcade-games/number-guesser'
registerGame(numberGuesserGame)

View File

@@ -0,0 +1,124 @@
/**
* Error Boundary for Arcade Games
*
* Catches errors in game components and displays a friendly error message
* instead of crashing the entire app.
*/
'use client'
import { Component, type ReactNode } from 'react'
interface Props {
children: ReactNode
gameName?: string
}
interface State {
hasError: boolean
error?: Error
}
export class GameErrorBoundary extends Component<Props, State> {
constructor(props: Props) {
super(props)
this.state = { hasError: false }
}
static getDerivedStateFromError(error: Error): State {
return {
hasError: true,
error,
}
}
componentDidCatch(error: Error, errorInfo: unknown) {
console.error('Game error:', error, errorInfo)
}
render() {
if (this.state.hasError) {
return (
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
padding: '40px',
textAlign: 'center',
minHeight: '400px',
background: 'linear-gradient(135deg, #fef2f2, #fee2e2)',
}}
>
<div
style={{
fontSize: '64px',
marginBottom: '20px',
}}
>
</div>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
marginBottom: '12px',
color: '#dc2626',
}}
>
Game Error
</h2>
<p
style={{
fontSize: '16px',
color: '#6b7280',
marginBottom: '12px',
maxWidth: '500px',
}}
>
{this.props.gameName
? `There was an error loading the game "${this.props.gameName}".`
: 'There was an error loading the game.'}
</p>
{this.state.error && (
<pre
style={{
background: '#f9fafb',
border: '1px solid #e5e7eb',
borderRadius: '8px',
padding: '16px',
marginTop: '12px',
maxWidth: '600px',
overflow: 'auto',
textAlign: 'left',
fontSize: '12px',
color: '#374151',
}}
>
{this.state.error.message}
</pre>
)}
<button
onClick={() => window.location.reload()}
style={{
marginTop: '24px',
padding: '12px 24px',
background: '#3b82f6',
color: 'white',
border: 'none',
borderRadius: '8px',
fontSize: '14px',
fontWeight: '600',
cursor: 'pointer',
}}
>
Reload Page
</button>
</div>
)
}
return this.props.children
}
}

View File

@@ -0,0 +1,80 @@
/**
* Game definition helper
* Provides type-safe game registration
*/
import type {
GameComponent,
GameConfig,
GameDefinition,
GameMove,
GameProviderComponent,
GameState,
GameValidator,
} from './types'
import type { GameManifest } from '../manifest-schema'
/**
* Options for defining a game
*/
export interface DefineGameOptions<
TConfig extends GameConfig,
TState extends GameState,
TMove extends GameMove,
> {
/** Game manifest (loaded from game.yaml) */
manifest: GameManifest
/** React provider component */
Provider: GameProviderComponent
/** Main game UI component */
GameComponent: GameComponent
/** Server-side validator */
validator: GameValidator<TState, TMove>
/** Default configuration for the game */
defaultConfig: TConfig
}
/**
* Define a game with full type safety
*
* This helper ensures all required parts of a game are provided
* and returns a properly typed GameDefinition.
*
* @example
* ```typescript
* export const myGame = defineGame({
* manifest: loadManifest('./game.yaml'),
* Provider: MyGameProvider,
* GameComponent: MyGameComponent,
* validator: myGameValidator,
* defaultConfig: {
* difficulty: 'easy',
* maxTime: 60
* }
* })
* ```
*/
export function defineGame<
TConfig extends GameConfig,
TState extends GameState,
TMove extends GameMove,
>(options: DefineGameOptions<TConfig, TState, TMove>): GameDefinition<TConfig, TState, TMove> {
const { manifest, Provider, GameComponent, validator, defaultConfig } = options
// Validate that manifest.name matches the game identifier
if (!manifest.name) {
throw new Error('Game manifest must have a "name" field')
}
return {
manifest,
Provider,
GameComponent,
validator,
defaultConfig,
}
}

View File

@@ -0,0 +1,92 @@
/**
* Arcade Game SDK - Stable API Surface
*
* This is the ONLY module that games are allowed to import from.
* All game code must use this SDK - no direct imports from /src/
*
* @example
* ```typescript
* import {
* defineGame,
* useArcadeSession,
* useRoomData,
* type GameDefinition
* } from '@/lib/arcade/game-sdk'
* ```
*/
// ============================================================================
// Core Types
// ============================================================================
export type {
GameDefinition,
GameProviderComponent,
GameComponent,
GameValidator,
GameConfig,
GameState,
GameMove,
ValidationContext,
ValidationResult,
TeamMoveSentinel,
} from './types'
export { TEAM_MOVE } from './types'
export type { GameManifest } from '../manifest-schema'
// ============================================================================
// React Hooks (Controlled API)
// ============================================================================
/**
* Arcade session management hook
* Handles state synchronization, move validation, and multiplayer sync
*/
export { useArcadeSession } from '@/hooks/useArcadeSession'
/**
* Room data hook - access current room information
*/
export { useRoomData, useUpdateGameConfig } from '@/hooks/useRoomData'
/**
* Game mode context - access players and game mode
*/
export { useGameMode } from '@/contexts/GameModeContext'
/**
* Viewer ID hook - get current user's ID
*/
export { useViewerId } from '@/hooks/useViewerId'
// ============================================================================
// Utilities
// ============================================================================
/**
* Player ownership and metadata utilities
*/
export {
buildPlayerMetadata,
buildPlayerOwnershipFromRoomData,
} from '@/lib/arcade/player-ownership.client'
/**
* Helper for loading and validating game manifests
*/
export { loadManifest } from './load-manifest'
/**
* Game definition helper
*/
export { defineGame } from './define-game'
// ============================================================================
// Re-exports for convenience
// ============================================================================
/**
* Common types from contexts
*/
export type { Player } from '@/contexts/GameModeContext'

View File

@@ -0,0 +1,39 @@
/**
* Manifest loading and validation utilities
*/
import yaml from 'js-yaml'
import { readFileSync } from 'fs'
import { join } from 'path'
import { validateManifest, type GameManifest } from '../manifest-schema'
/**
* Load and validate a game manifest from a YAML file
*
* @param manifestPath - Absolute path to game.yaml file
* @returns Validated GameManifest object
* @throws Error if manifest is invalid or file doesn't exist
*/
export function loadManifest(manifestPath: string): GameManifest {
try {
const fileContents = readFileSync(manifestPath, 'utf8')
const data = yaml.load(fileContents)
return validateManifest(data)
} catch (error) {
if (error instanceof Error) {
throw new Error(`Failed to load manifest from ${manifestPath}: ${error.message}`)
}
throw error
}
}
/**
* Load manifest from a game directory
*
* @param gameDir - Absolute path to game directory
* @returns Validated GameManifest object
*/
export function loadManifestFromDir(gameDir: string): GameManifest {
const manifestPath = join(gameDir, 'game.yaml')
return loadManifest(manifestPath)
}

View File

@@ -0,0 +1,80 @@
/**
* Type definitions for the Arcade Game SDK
* These types define the contract that all games must implement
*/
import type { ReactNode } from 'react'
import type { GameManifest } from '../manifest-schema'
import type {
GameMove as BaseGameMove,
GameValidator as BaseGameValidator,
ValidationContext,
ValidationResult,
} from '../validation/types'
/**
* Re-export base validation types from arcade system
*/
export type { GameMove, ValidationContext, ValidationResult } from '../validation/types'
export { TEAM_MOVE } from '../validation/types'
export type { TeamMoveSentinel } from '../validation/types'
/**
* Generic game configuration
* Each game defines its own specific config type
*/
export type GameConfig = Record<string, unknown>
/**
* Generic game state
* Each game defines its own specific state type
*/
export type GameState = Record<string, unknown>
/**
* Game validator interface
* Games must implement this to validate moves server-side
*/
export interface GameValidator<TState = GameState, TMove extends BaseGameMove = BaseGameMove>
extends BaseGameValidator<TState, TMove> {
validateMove(state: TState, move: TMove, context?: ValidationContext): ValidationResult
isGameComplete(state: TState): boolean
getInitialState(config: unknown): TState
}
/**
* Provider component interface
* Each game provides a React context provider that wraps the game UI
*/
export type GameProviderComponent = (props: { children: ReactNode }) => JSX.Element
/**
* Main game component interface
* The root component that renders the game UI
*/
export type GameComponent = () => JSX.Element
/**
* Complete game definition
* This is what games export after using defineGame()
*/
export interface GameDefinition<
TConfig extends GameConfig = GameConfig,
TState extends GameState = GameState,
TMove extends BaseGameMove = BaseGameMove,
> {
/** Parsed and validated manifest */
manifest: GameManifest
/** React provider component */
Provider: GameProviderComponent
/** Main game UI component */
GameComponent: GameComponent
/** Server-side validator */
validator: GameValidator<TState, TMove>
/** Default configuration */
defaultConfig: TConfig
}

View File

@@ -0,0 +1,38 @@
/**
* Game manifest schema validation
* Validates game.yaml files using Zod
*/
import { z } from 'zod'
/**
* Schema for game manifest (game.yaml)
*/
export const GameManifestSchema = z.object({
name: z.string().min(1).describe('Internal game identifier (e.g., "matching")'),
displayName: z.string().min(1).describe('Display name shown to users'),
icon: z.string().min(1).describe('Emoji icon for the game'),
description: z.string().min(1).describe('Short description'),
longDescription: z.string().min(1).describe('Detailed description'),
maxPlayers: z.number().int().min(1).max(10).describe('Maximum number of players'),
difficulty: z
.enum(['Beginner', 'Intermediate', 'Advanced', 'Expert'])
.describe('Difficulty level'),
chips: z.array(z.string()).describe('Feature chips displayed on game card'),
color: z.string().min(1).describe('Color theme (e.g., "purple")'),
gradient: z.string().min(1).describe('CSS gradient for card background'),
borderColor: z.string().min(1).describe('Border color (e.g., "purple.200")'),
available: z.boolean().describe('Whether game is available to play'),
})
/**
* Inferred TypeScript type from schema
*/
export type GameManifest = z.infer<typeof GameManifestSchema>
/**
* Validate a parsed manifest object
*/
export function validateManifest(data: unknown): GameManifest {
return GameManifestSchema.parse(data)
}

View File

@@ -6,7 +6,8 @@
import { eq } from 'drizzle-orm'
import { db, schema } from '@/db'
import { buildPlayerOwnershipMap, type PlayerOwnershipMap } from './player-ownership'
import { type GameMove, type GameName, getValidator } from './validation'
import { getValidator, type GameName } from './validators'
import type { GameMove } from './validation/types'
export interface CreateSessionOptions {
userId: string // User who owns/created the session (typically room creator)

View File

@@ -3,15 +3,10 @@
* Validates all game moves and state transitions
*/
import type {
Difficulty,
GameCard,
GameType,
MemoryPairsState,
Player,
} from '@/app/games/matching/context/types'
import type { GameCard, MemoryPairsState, Player } from '@/app/games/matching/context/types'
import { generateGameCards } from '@/app/games/matching/utils/cardGeneration'
import { canFlipCard, validateMatch } from '@/app/games/matching/utils/matchValidation'
import type { MatchingGameConfig } from '@/lib/arcade/game-configs'
import type { GameValidator, MatchingGameMove, ValidationResult } from './types'
export class MatchingGameValidator implements GameValidator<MemoryPairsState, MatchingGameMove> {
@@ -536,11 +531,7 @@ export class MatchingGameValidator implements GameValidator<MemoryPairsState, Ma
return state.gamePhase === 'results' || state.matchedPairs === state.totalPairs
}
getInitialState(config: {
difficulty: Difficulty
gameType: GameType
turnTimer: number
}): MemoryPairsState {
getInitialState(config: MatchingGameConfig): MemoryPairsState {
return {
cards: [],
gameCards: [],

View File

@@ -3,7 +3,8 @@
* Validates all game moves and state transitions
*/
import type { DifficultyLevel, SorobanQuizState } from '@/app/arcade/memory-quiz/types'
import type { SorobanQuizState } from '@/app/arcade/memory-quiz/types'
import type { MemoryQuizGameConfig } from '@/lib/arcade/game-configs'
import type {
GameValidator,
MemoryQuizGameMove,
@@ -30,10 +31,10 @@ export class MemoryQuizGameValidator
return this.validateShowInputPhase(state)
case 'ACCEPT_NUMBER':
return this.validateAcceptNumber(state, move.data.number)
return this.validateAcceptNumber(state, move.data.number, move.userId)
case 'REJECT_NUMBER':
return this.validateRejectNumber(state)
return this.validateRejectNumber(state, move.userId)
case 'SET_INPUT':
return this.validateSetInput(state, move.data.input)
@@ -83,6 +84,24 @@ export class MemoryQuizGameValidator
element: null,
}))
// Extract multiplayer data from move
const activePlayers = data.activePlayers || state.activePlayers || []
const playerMetadata = data.playerMetadata || state.playerMetadata || {}
// Initialize player scores for all active players (by userId)
const uniqueUserIds = new Set<string>()
for (const playerId of activePlayers) {
const metadata = playerMetadata[playerId]
if (metadata?.userId) {
uniqueUserIds.add(metadata.userId)
}
}
const playerScores = Array.from(uniqueUserIds).reduce((acc: any, userId: string) => {
acc[userId] = { correct: 0, incorrect: 0 }
return acc
}, {})
const newState: SorobanQuizState = {
...state,
quizCards,
@@ -95,6 +114,11 @@ export class MemoryQuizGameValidator
currentInput: '',
wrongGuessAnimations: [],
prefixAcceptanceTimeout: null,
// Multiplayer state
activePlayers,
playerMetadata,
playerScores,
numberFoundBy: {},
}
return {
@@ -143,7 +167,11 @@ export class MemoryQuizGameValidator
}
}
private validateAcceptNumber(state: SorobanQuizState, number: number): ValidationResult {
private validateAcceptNumber(
state: SorobanQuizState,
number: number,
userId?: string
): ValidationResult {
// Must be in input phase
if (state.gamePhase !== 'input') {
return {
@@ -153,12 +181,6 @@ export class MemoryQuizGameValidator
}
// Number must be in correct answers
console.log('[MemoryQuizValidator] Checking number:', {
number,
correctAnswers: state.correctAnswers,
includes: state.correctAnswers.includes(number),
})
if (!state.correctAnswers.includes(number)) {
return {
valid: false,
@@ -174,10 +196,28 @@ export class MemoryQuizGameValidator
}
}
// Update player scores (track by userId)
const playerScores = state.playerScores || {}
const newPlayerScores = { ...playerScores }
const numberFoundBy = state.numberFoundBy || {}
const newNumberFoundBy = { ...numberFoundBy }
if (userId) {
const currentScore = newPlayerScores[userId] || { correct: 0, incorrect: 0 }
newPlayerScores[userId] = {
...currentScore,
correct: currentScore.correct + 1,
}
// Track who found this number
newNumberFoundBy[number] = userId
}
const newState: SorobanQuizState = {
...state,
foundNumbers: [...state.foundNumbers, number],
currentInput: '',
playerScores: newPlayerScores,
numberFoundBy: newNumberFoundBy,
}
return {
@@ -186,7 +226,7 @@ export class MemoryQuizGameValidator
}
}
private validateRejectNumber(state: SorobanQuizState): ValidationResult {
private validateRejectNumber(state: SorobanQuizState, userId?: string): ValidationResult {
// Must be in input phase
if (state.gamePhase !== 'input') {
return {
@@ -203,11 +243,23 @@ export class MemoryQuizGameValidator
}
}
// Update player scores (track by userId)
const playerScores = state.playerScores || {}
const newPlayerScores = { ...playerScores }
if (userId) {
const currentScore = newPlayerScores[userId] || { correct: 0, incorrect: 0 }
newPlayerScores[userId] = {
...currentScore,
incorrect: currentScore.incorrect + 1,
}
}
const newState: SorobanQuizState = {
...state,
guessesRemaining: state.guessesRemaining - 1,
incorrectGuesses: state.incorrectGuesses + 1,
currentInput: '',
playerScores: newPlayerScores,
}
return {
@@ -289,7 +341,7 @@ export class MemoryQuizGameValidator
private validateSetConfig(
state: SorobanQuizState,
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty',
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode',
value: any
): ValidationResult {
// Can only change config during setup phase
@@ -320,6 +372,12 @@ export class MemoryQuizGameValidator
}
break
case 'playMode':
if (!['cooperative', 'competitive'].includes(value)) {
return { valid: false, error: `Invalid playMode: ${value}` }
}
break
default:
return { valid: false, error: `Unknown config field: ${field}` }
}
@@ -338,11 +396,7 @@ export class MemoryQuizGameValidator
return state.gamePhase === 'results'
}
getInitialState(config: {
selectedCount: number
displayTime: number
selectedDifficulty: DifficultyLevel
}): SorobanQuizState {
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState {
return {
cards: [],
quizCards: [],
@@ -355,6 +409,13 @@ export class MemoryQuizGameValidator
guessesRemaining: 0,
currentInput: '',
incorrectGuesses: 0,
// Multiplayer state
activePlayers: [],
playerMetadata: {},
playerScores: {},
playMode: config.playMode || 'cooperative',
numberFoundBy: {},
// UI state
gamePhase: 'setup',
prefixAcceptanceTimeout: null,
finishButtonsBound: false,

View File

@@ -1,26 +1,19 @@
/**
* Game validator registry
* Maps game names to their validators
* @deprecated This file now re-exports from the unified registry
* New code should import from '@/lib/arcade/validators' instead
*/
import { matchingGameValidator } from './MatchingGameValidator'
import { memoryQuizGameValidator } from './MemoryQuizGameValidator'
import type { GameName, GameValidator } from './types'
// Re-export everything from unified registry
export {
getValidator,
hasValidator,
getRegisteredGameNames,
validatorRegistry,
matchingGameValidator,
memoryQuizGameValidator,
numberGuesserValidator,
} from '../validators'
const validators = new Map<GameName, GameValidator>([
['matching', matchingGameValidator],
['memory-quiz', memoryQuizGameValidator],
// Add other game validators here as they're implemented
])
export function getValidator(gameName: GameName): GameValidator {
const validator = validators.get(gameName)
if (!validator) {
throw new Error(`No validator found for game: ${gameName}`)
}
return validator
}
export { matchingGameValidator } from './MatchingGameValidator'
export { memoryQuizGameValidator } from './MemoryQuizGameValidator'
export type { GameName } from '../validators'
export * from './types'

View File

@@ -6,7 +6,11 @@
import type { MemoryPairsState } from '@/app/games/matching/context/types'
import type { SorobanQuizState } from '@/app/arcade/memory-quiz/types'
export type GameName = 'matching' | 'memory-quiz' | 'complement-race'
/**
* Game name type - auto-derived from validator registry
* @deprecated Import from '@/lib/arcade/validators' instead
*/
export type { GameName } from '../validators'
export interface ValidationResult {
valid: boolean
@@ -14,9 +18,17 @@ export interface ValidationResult {
newState?: unknown
}
/**
* Sentinel value for team moves where no specific player can be identified
* Used in free-for-all games where all of a user's players act as a team
*/
export const TEAM_MOVE = '__TEAM__' as const
export type TeamMoveSentinel = typeof TEAM_MOVE
export interface GameMove {
type: string
playerId: string
playerId: string | TeamMoveSentinel // Individual player (turn-based) or __TEAM__ (free-for-all)
userId: string // Room member/viewer who made the move
timestamp: number
data: unknown
}
@@ -128,7 +140,7 @@ export interface MemoryQuizResetQuizMove extends GameMove {
export interface MemoryQuizSetConfigMove extends GameMove {
type: 'SET_CONFIG'
data: {
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty'
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode'
value: any
}
}

View File

@@ -0,0 +1,68 @@
/**
* Unified Validator Registry (Isomorphic - runs on client AND server)
*
* This is the single source of truth for game validators.
* Both client and server import validators from here.
*
* To add a new game:
* 1. Import the validator
* 2. Add to validatorRegistry Map
* 3. GameName type will auto-update
*/
import { matchingGameValidator } from './validation/MatchingGameValidator'
import { memoryQuizGameValidator } from './validation/MemoryQuizGameValidator'
import { numberGuesserValidator } from '@/arcade-games/number-guesser/Validator'
import type { GameValidator } from './validation/types'
/**
* Central registry of all game validators
* Key: game name (matches manifest.name)
* Value: validator instance
*/
export const validatorRegistry = {
matching: matchingGameValidator,
'memory-quiz': memoryQuizGameValidator,
'number-guesser': numberGuesserValidator,
// Add new games here - GameName type will auto-update
} as const
/**
* Auto-derived game name type from registry
* No need to manually update this!
*/
export type GameName = keyof typeof validatorRegistry
/**
* Get validator for a game
* @throws Error if game not found (fail fast)
*/
export function getValidator(gameName: string): GameValidator {
const validator = validatorRegistry[gameName as GameName]
if (!validator) {
throw new Error(
`No validator found for game: ${gameName}. ` +
`Available games: ${Object.keys(validatorRegistry).join(', ')}`
)
}
return validator
}
/**
* Check if a game has a registered validator
*/
export function hasValidator(gameName: string): gameName is GameName {
return gameName in validatorRegistry
}
/**
* Get all registered game names
*/
export function getRegisteredGameNames(): GameName[] {
return Object.keys(validatorRegistry) as GameName[]
}
/**
* Re-export validators for backwards compatibility
*/
export { matchingGameValidator, memoryQuizGameValidator, numberGuesserValidator }

View File

@@ -13,8 +13,9 @@ import {
import { createRoom, getRoomById } from './lib/arcade/room-manager'
import { getRoomMembers, getUserRooms, setMemberOnline } from './lib/arcade/room-membership'
import { getRoomActivePlayers, getRoomPlayerIds } from './lib/arcade/player-manager'
import type { GameMove, GameName } from './lib/arcade/validation'
import { getValidator } from './lib/arcade/validation'
import { getValidator, type GameName } from './lib/arcade/validators'
import type { GameMove } from './lib/arcade/validation/types'
import { getGameConfig } from './lib/arcade/game-config-helpers'
// Use globalThis to store socket.io instance to avoid module isolation issues
// This ensures the same instance is accessible across dynamic imports
@@ -81,24 +82,9 @@ export function initializeSocketServer(httpServer: HTTPServer) {
const validator = getValidator(room.gameName as GameName)
console.log('[join-arcade-session] Got validator for:', room.gameName)
// Different games have different initial configs
let initialState: any
if (room.gameName === 'matching') {
initialState = validator.getInitialState({
difficulty: (room.gameConfig as any)?.difficulty || 6,
gameType: (room.gameConfig as any)?.gameType || 'abacus-numeral',
turnTimer: (room.gameConfig as any)?.turnTimer || 30,
})
} else if (room.gameName === 'memory-quiz') {
initialState = validator.getInitialState({
selectedCount: (room.gameConfig as any)?.selectedCount || 5,
displayTime: (room.gameConfig as any)?.displayTime || 2.0,
selectedDifficulty: (room.gameConfig as any)?.selectedDifficulty || 'easy',
})
} else {
// Fallback for other games
initialState = validator.getInitialState(room.gameConfig || {})
}
// Get game-specific config from database (type-safe)
const gameConfig = await getGameConfig(roomId, room.gameName as GameName)
const initialState = validator.getInitialState(gameConfig)
session = await createArcadeSession({
userId,

View File

@@ -47,7 +47,7 @@ describe('playerNames', () => {
it('should append number if all combinations are exhausted', () => {
// Create a mock with limited attempts
const existingNames = ['Swift Ninja']
const name = generateUniquePlayerName(existingNames, 1)
const name = generateUniquePlayerName(existingNames, undefined, 1)
// Should either be unique or have a number appended
expect(name).toBeTruthy()

View File

@@ -1,8 +1,14 @@
/**
* Fun automatic player name generation system
* Generates creative names by combining adjectives with nouns/roles
*
* Supports avatar-specific theming! Each emoji can have its own personality-matched words.
* Falls back gracefully: emoji-specific → category → generic abacus theme
*/
import { EMOJI_SPECIFIC_WORDS, EMOJI_TO_THEME, THEMED_WORD_LISTS } from './themedWords'
// Generic abacus-themed words (used as ultimate fallback)
const ADJECTIVES = [
// Abacus-themed adjectives
'Ancient',
@@ -114,32 +120,96 @@ const NOUNS = [
]
/**
* Generate a random player name by combining an adjective and noun
* Select a word list tier using weighted random selection
* Balanced mix: emoji-specific (50%), category (25%), global abacus (25%)
*/
export function generatePlayerName(): string {
const adjective = ADJECTIVES[Math.floor(Math.random() * ADJECTIVES.length)]
const noun = NOUNS[Math.floor(Math.random() * NOUNS.length)]
function selectWordListTier(emoji: string, wordType: 'adjectives' | 'nouns'): string[] {
// Collect available tiers
const availableTiers: Array<{ weight: number; words: string[] }> = []
// Emoji-specific tier (50% preference)
const emojiSpecific = EMOJI_SPECIFIC_WORDS[emoji]
if (emojiSpecific) {
availableTiers.push({ weight: 50, words: emojiSpecific[wordType] })
}
// Category tier (25% preference)
const category = EMOJI_TO_THEME[emoji]
if (category) {
const categoryTheme = THEMED_WORD_LISTS[category]
if (categoryTheme) {
availableTiers.push({ weight: 25, words: categoryTheme[wordType] })
}
}
// Global abacus tier (25% preference)
availableTiers.push({ weight: 25, words: wordType === 'adjectives' ? ADJECTIVES : NOUNS })
// Weighted random selection
const totalWeight = availableTiers.reduce((sum, tier) => sum + tier.weight, 0)
let random = Math.random() * totalWeight
for (const tier of availableTiers) {
random -= tier.weight
if (random <= 0) {
return tier.words
}
}
// Fallback (should never reach here)
return wordType === 'adjectives' ? ADJECTIVES : NOUNS
}
/**
* Generate a random player name by combining an adjective and noun
* Optionally themed based on avatar emoji for ultra-personalized names!
* Uses per-word-type probabilistic tier selection for natural variety
*
* @param emoji - Optional emoji avatar to theme the name around
* @returns A creative player name like "Grinning Calculator" or "Lightning Smiler"
*/
export function generatePlayerName(emoji?: string): string {
if (!emoji) {
// No emoji provided, use pure abacus theme
const adjective = ADJECTIVES[Math.floor(Math.random() * ADJECTIVES.length)]
const noun = NOUNS[Math.floor(Math.random() * NOUNS.length)]
return `${adjective} ${noun}`
}
// Select tier independently for each word type
// This creates natural mixing: adjective might be emoji-specific while noun is global
const adjectiveList = selectWordListTier(emoji, 'adjectives')
const nounList = selectWordListTier(emoji, 'nouns')
const adjective = adjectiveList[Math.floor(Math.random() * adjectiveList.length)]
const noun = nounList[Math.floor(Math.random() * nounList.length)]
return `${adjective} ${noun}`
}
/**
* Generate a unique player name that doesn't conflict with existing players
* @param existingNames - Array of names already in use
* @param emoji - Optional emoji avatar to theme the name around
* @param maxAttempts - Maximum attempts to find a unique name (default: 50)
* @returns A unique player name
*/
export function generateUniquePlayerName(existingNames: string[], maxAttempts = 50): string {
export function generateUniquePlayerName(
existingNames: string[],
emoji?: string,
maxAttempts = 50
): string {
const existingNamesSet = new Set(existingNames.map((name) => name.toLowerCase()))
for (let i = 0; i < maxAttempts; i++) {
const name = generatePlayerName()
const name = generatePlayerName(emoji)
if (!existingNamesSet.has(name.toLowerCase())) {
return name
}
}
// Fallback: if we can't find a unique name, append a number
const baseName = generatePlayerName()
const baseName = generatePlayerName(emoji)
let counter = 1
while (existingNamesSet.has(`${baseName} ${counter}`.toLowerCase())) {
counter++
@@ -150,12 +220,13 @@ export function generateUniquePlayerName(existingNames: string[], maxAttempts =
/**
* Generate a batch of unique player names
* @param count - Number of names to generate
* @param emoji - Optional emoji avatar to theme the names around
* @returns Array of unique player names
*/
export function generateUniquePlayerNames(count: number): string[] {
export function generateUniquePlayerNames(count: number, emoji?: string): string[] {
const names: string[] = []
for (let i = 0; i < count; i++) {
const name = generateUniquePlayerName(names)
const name = generateUniquePlayerName(names, emoji)
names.push(name)
}
return names

File diff suppressed because it is too large Load Diff

View File

@@ -19,10 +19,24 @@
"src/db/schema/**/*.ts",
"src/db/migrate.ts",
"src/lib/arcade/**/*.ts",
"src/arcade-games/**/Validator.ts",
"src/arcade-games/**/types.ts",
"src/app/games/matching/context/types.ts",
"src/app/games/matching/utils/cardGeneration.ts",
"src/app/games/matching/utils/matchValidation.ts",
"src/app/arcade/memory-quiz/types.ts",
"src/socket-server.ts"
],
"exclude": ["node_modules", "dist", "**/*.test.ts", "**/*.test.tsx", "**/*.spec.ts"]
"exclude": [
"node_modules",
"dist",
"src/components/**/*",
"src/contexts/**/*",
"src/hooks/**/*",
"src/stories/**/*",
"src/utils/**/*",
"**/*.test.ts",
"**/*.test.tsx",
"**/*.spec.ts"
]
}

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "3.14.4",
"version": "3.22.3",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [

11
pnpm-lock.yaml generated
View File

@@ -152,6 +152,9 @@ importers:
jose:
specifier: ^6.1.0
version: 6.1.0
js-yaml:
specifier: ^4.1.0
version: 4.1.0
lucide-react:
specifier: ^0.294.0
version: 0.294.0(react@18.3.1)
@@ -210,6 +213,9 @@ importers:
'@types/better-sqlite3':
specifier: ^7.6.13
version: 7.6.13
'@types/js-yaml':
specifier: ^4.0.9
version: 4.0.9
'@types/node':
specifier: ^20.0.0
version: 20.19.19
@@ -3668,6 +3674,9 @@ packages:
'@types/istanbul-reports@3.0.4':
resolution: {integrity: sha512-pk2B1NWalF9toCRu6gjBzR69syFjP4Od8WRAX+0mmf9lAjCRicLOWc+ZrxZHx/0XRjotgkF9t6iaMJ+aXcOdZQ==}
'@types/js-yaml@4.0.9':
resolution: {integrity: sha512-k4MGaQl5TGo/iipqb2UDG2UwjXziSWkh0uysQelTlJpX1qGlpUZYm8PnO4DxG1qBomtJUdYJ6qR6xdIah10JLg==}
'@types/jsdom@21.1.7':
resolution: {integrity: sha512-yOriVnggzrnQ3a9OKOCxaVuSug3w3/SbOj5i7VwXWZEyUNl3bLF9V3MfxGbZKuwqJOQyRfqXyROBB1CoZLFWzA==}
@@ -13150,6 +13159,8 @@ snapshots:
dependencies:
'@types/istanbul-lib-report': 3.0.3
'@types/js-yaml@4.0.9': {}
'@types/jsdom@21.1.7':
dependencies:
'@types/node': 20.19.19