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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
8 changed files with 520 additions and 187 deletions

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@@ -1,3 +1,27 @@
## [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)

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@@ -2,115 +2,279 @@
## Overview
Game settings in room mode persist across game switches using a nested gameConfig structure. This document describes the architecture and common pitfalls.
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.
## Data Structure
## Database Schema
Settings are stored in the `arcadeRooms` table's `gameConfig` column with this structure:
Settings are stored in the `room_game_configs` table:
```typescript
```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
{
"matching": {
"gameType": "complement-pairs",
"difficulty": 15,
"turnTimer": 60
},
"memory-quiz": {
"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)
}
}
```
**Key Points:**
- Settings are **nested by game name** (`matching`, `memory-quiz`, etc.)
- Each game has its own isolated settings object
- This allows switching games without losing settings
### 3. Socket Server (Session Creation)
**Location:** `src/socket-server.ts:70-90`
## Critical Components
**Responsibilities:**
- Create initial arcade session when user joins room
- Read saved settings using `getGameConfig()` helper
- Pass settings to validator's `getInitialState()`
Settings persistence requires coordination between THREE systems:
**Example:**
```typescript
const room = await getRoomById(roomId)
const validator = getValidator(room.gameName as GameName)
### 1. Client-Side Provider
// 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:**
- Load saved settings from `roomData.gameConfig[gameName]`
- Merge saved settings with `initialState` defaults
- Save settings changes to database via `updateGameConfig`
- Read settings from `roomData.gameConfig[gameName]`
- Merge with `initialState` defaults
- Works transparently with new backend structure
**Example:** `RoomMemoryQuizProvider.tsx:211-247`
**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,
selectedCount: savedConfig.selectedCount ?? initialState.selectedCount,
displayTime: savedConfig.displayTime ?? initialState.displayTime,
selectedDifficulty: savedConfig.selectedDifficulty ?? initialState.selectedDifficulty,
playMode: savedConfig.playMode ?? initialState.playMode,
}
}, [roomData?.gameConfig])
```
### 2. Socket Server (Session Creation)
**Location:** `src/socket-server.ts:86-125`
## Common Bugs and Solutions
**Responsibilities:**
- Create initial arcade session when user joins room
- Read saved settings from `room.gameConfig[gameName]`
- Pass settings to validator's `getInitialState()`
### Bug #1: Settings Not Persisting
**Symptom:** Settings reset to defaults after game switch
**Example:** `socket-server.ts:94-110`
```typescript
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',
})
**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)
```
### 3. Game Validator
**Location:** `src/lib/arcade/validation/{Game}Validator.ts`
### Bug #2: TypeScript Errors About Missing Fields
**Symptom:** `Property '{field}' is missing in type ...`
**Responsibilities:**
- Define `getInitialState()` method that creates initial game state
- Accept ALL game settings as parameters
- Use provided values or fall back to defaults
**Root Cause:** Validator's `getInitialState()` signature doesn't match shared config type
**Example:** `MemoryQuizGameValidator.ts:404-442`
**Solution:** Import and use the shared config type:
```typescript
// ❌ WRONG
getInitialState(config: {
selectedCount: number
displayTime: number
selectedDifficulty: DifficultyLevel
playMode?: 'cooperative' | 'competitive' // ← Must include ALL settings!
}): SorobanQuizState {
return {
// ...
selectedCount: config.selectedCount,
displayTime: config.displayTime,
selectedDifficulty: config.selectedDifficulty,
playMode: config.playMode || 'cooperative', // ← Use config value!
}
}
// Missing playMode!
}): SorobanQuizState
// ✅ CORRECT
import type { MemoryQuizGameConfig } from '@/lib/arcade/game-configs'
getInitialState(config: MemoryQuizGameConfig): SorobanQuizState
```
## Common Bugs and Solutions
### Bug #3: Settings Wiped When Returning to Game Selection
**Symptom:** Settings reset when going back to game selection
### Bug #1: Settings Wiped When Returning to Game Selection
**Root Cause:** Sending `gameConfig: null` in PATCH request
**Symptom:** Settings reset to defaults after going back to game selection
**Root Cause:** `clearRoomGameApi` was sending `gameConfig: null`
**Solution:** Only send `gameName: null`, don't send `gameConfig` at all
**Solution:** Only send `gameName: null`, don't touch gameConfig:
```typescript
// ❌ WRONG
body: JSON.stringify({ gameName: null, gameConfig: null })
@@ -119,106 +283,76 @@ body: JSON.stringify({ gameName: null, gameConfig: null })
body: JSON.stringify({ gameName: null })
```
**Fixed in:** `useRoomData.ts:638-654`
### Bug #2: Settings Not Loaded from Database
**Symptom:** Session always uses default settings, ignoring saved values
**Root Cause:** Socket server reading from wrong level of nesting
**Example Problem:**
```typescript
// ❌ WRONG - reads from root level
const gameType = room.gameConfig.gameType // undefined!
// ✅ CORRECT - reads from nested game config
const matchingConfig = room.gameConfig.matching
const gameType = matchingConfig.gameType
```
**Fixed in:** `socket-server.ts:86-125`
### Bug #3: Validator Ignores Setting
**Symptom:** Specific setting always resets to default (e.g., playMode always "cooperative")
**Root Cause:** Validator's `getInitialState()` config parameter missing the setting
**How to Diagnose:**
1. Check validator's `getInitialState()` TypeScript signature
2. Ensure ALL game settings are included as parameters
3. Ensure settings use `config.{setting}` not hardcoded values
**Example Problem:**
```typescript
// ❌ WRONG - playMode not in config type
getInitialState(config: {
selectedCount: number
displayTime: number
selectedDifficulty: DifficultyLevel
}): SorobanQuizState {
return {
playMode: 'cooperative', // ← Hardcoded!
}
}
// ✅ CORRECT - playMode in config type and used
getInitialState(config: {
selectedCount: number
displayTime: number
selectedDifficulty: DifficultyLevel
playMode?: 'cooperative' | 'competitive'
}): SorobanQuizState {
return {
playMode: config.playMode || 'cooperative', // ← Uses config!
}
}
```
**Fixed in:** `MemoryQuizGameValidator.ts:404-442`
## Debugging Checklist
When a setting doesn't persist:
1. **Check database:**
- Add logging in `/api/arcade/rooms/[roomId]/settings/route.ts`
- Verify setting is saved to `gameConfig[gameName]`
- Query `room_game_configs` table
- Verify row exists for room + game
- Verify JSON config has correct structure
2. **Check socket server:**
- Add logging in `socket-server.ts` join-arcade-session handler
- Verify `room.gameConfig[gameName].{setting}` is read correctly
- Verify setting is passed to `validator.getInitialState()`
- Verify `initialState.{setting}` has correct value after getInitialState()
2. **Check API write path:**
- `/api/arcade/rooms/[roomId]/settings` logs
- Verify `setGameConfig()` is called
- Check for errors in console
3. **Check validator:**
- Verify `getInitialState()` config parameter includes the setting
- Verify setting uses `config.{setting}` not a hardcoded value
- Add logging to see what config is received and what state is returned
3. **Check API read path:**
- `/api/arcade/rooms/current` logs
- Verify `getAllGameConfigs()` returns data
- Check `room.gameConfig` in response
4. **Check client provider:**
- Add logging in `Room{Game}Provider.tsx` mergedInitialState useMemo
- Verify `roomData.gameConfig[gameName].{setting}` is read correctly
- Verify merged state includes the saved value
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 game's state type** (`types.ts`)
2. **Update the Provider** (`Room{Game}Provider.tsx`):
- Add to `mergedInitialState` useMemo
- Add to `setConfig` function
- Add to `updateGameConfig` call
3. **Update the Validator** (`{Game}Validator.ts`):
- Add to `getInitialState()` config parameter type
- Add to returned state object, using `config.{setting}`
- Add validation case in `validateSetConfig()`
4. **Update Socket Server** (`socket-server.ts`):
- Add to `{game}Config` extraction
- Add to `getInitialState()` call
5. **Update the UI component** to expose the setting
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
@@ -228,10 +362,60 @@ Manual test procedure:
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
5. **Verify ALL settings retained their values**
**Expected behavior:** All settings should be exactly as you left them.
## Refactoring Recommendations
## Migration Notes
See next section for suggested improvements to prevent these bugs.
**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 +1,120 @@
# 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

@@ -1,6 +1,8 @@
-- Create room_game_configs table for per-game settings storage
-- This replaces the monolithic gameConfig JSON column with a normalized table
CREATE TABLE `room_game_configs` (
-- 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,
@@ -10,30 +12,22 @@ CREATE TABLE `room_game_configs` (
FOREIGN KEY (`room_id`) REFERENCES `arcade_rooms`(`id`) ON UPDATE no action ON DELETE cascade
);
--> statement-breakpoint
CREATE UNIQUE INDEX `room_game_idx` ON `room_game_configs` (`room_id`, `game_name`);
-- Create unique index
CREATE UNIQUE INDEX IF NOT EXISTS `room_game_idx` ON `room_game_configs` (`room_id`,`game_name`);
--> statement-breakpoint
-- Migrate existing 'matching' configs from arcade_rooms.game_config
INSERT INTO `room_game_configs` (`id`, `room_id`, `game_name`, `config`, `created_at`, `updated_at`)
-- 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))),
`id` as room_id,
'matching' as game_name,
json_extract(`game_config`, '$.matching') as config,
`created_at`,
`last_activity` as updated_at
FROM `arcade_rooms`
WHERE json_extract(`game_config`, '$.matching') IS NOT NULL;
--> statement-breakpoint
-- Migrate existing 'memory-quiz' configs from arcade_rooms.game_config
INSERT INTO `room_game_configs` (`id`, `room_id`, `game_name`, `config`, `created_at`, `updated_at`)
SELECT
lower(hex(randomblob(16))),
`id` as room_id,
'memory-quiz' as game_name,
json_extract(`game_config`, '$."memory-quiz"') as config,
`created_at`,
`last_activity` as updated_at
FROM `arcade_rooms`
WHERE json_extract(`game_config`, '$."memory-quiz"') IS NOT NULL;
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

@@ -79,7 +79,7 @@ export async function setGameConfig<T extends GameName>(
if (existing) {
// Update existing config (merge with existing values)
const mergedConfig = { ...existing.config, ...config }
const mergedConfig = { ...(existing.config as object), ...config }
await db
.update(schema.roomGameConfigs)
.set({
@@ -113,7 +113,10 @@ export async function updateGameConfigField<
T extends GameName,
K extends keyof GameConfigByName[T],
>(roomId: string, gameName: T, field: K, value: GameConfigByName[T][K]): Promise<void> {
await setGameConfig(roomId, gameName, { [field]: value } as Partial<GameConfigByName[T]>)
// 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)
}
/**

View File

@@ -10,13 +10,14 @@
*/
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: 'abacus-numeral' | 'complement-pairs'
difficulty: number
gameType: GameType
difficulty: Difficulty
turnTimer: number
}

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "3.17.13",
"version": "3.18.0",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [