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80
CHANGELOG.md
80
CHANGELOG.md
@@ -1,3 +1,83 @@
|
||||
## [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)
|
||||
|
||||
|
||||
|
||||
@@ -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.
|
||||
|
||||
237
apps/web/.claude/GAME_SETTINGS_PERSISTENCE.md
Normal file
237
apps/web/.claude/GAME_SETTINGS_PERSISTENCE.md
Normal file
@@ -0,0 +1,237 @@
|
||||
# Game Settings Persistence Architecture
|
||||
|
||||
## Overview
|
||||
|
||||
Game settings in room mode persist across game switches using a nested gameConfig structure. This document describes the architecture and common pitfalls.
|
||||
|
||||
## Data Structure
|
||||
|
||||
Settings are stored in the `arcadeRooms` table's `gameConfig` column with this structure:
|
||||
|
||||
```typescript
|
||||
{
|
||||
"matching": {
|
||||
"gameType": "complement-pairs",
|
||||
"difficulty": 15,
|
||||
"turnTimer": 60
|
||||
},
|
||||
"memory-quiz": {
|
||||
"selectedCount": 8,
|
||||
"displayTime": 3.0,
|
||||
"selectedDifficulty": "medium",
|
||||
"playMode": "competitive"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**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
|
||||
|
||||
## Critical Components
|
||||
|
||||
Settings persistence requires coordination between THREE systems:
|
||||
|
||||
### 1. Client-Side Provider
|
||||
**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`
|
||||
|
||||
**Example:** `RoomMemoryQuizProvider.tsx:211-247`
|
||||
```typescript
|
||||
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])
|
||||
```
|
||||
|
||||
### 2. Socket Server (Session Creation)
|
||||
**Location:** `src/socket-server.ts:86-125`
|
||||
|
||||
**Responsibilities:**
|
||||
- Create initial arcade session when user joins room
|
||||
- Read saved settings from `room.gameConfig[gameName]`
|
||||
- Pass settings to validator's `getInitialState()`
|
||||
|
||||
**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',
|
||||
})
|
||||
```
|
||||
|
||||
### 3. Game Validator
|
||||
**Location:** `src/lib/arcade/validation/{Game}Validator.ts`
|
||||
|
||||
**Responsibilities:**
|
||||
- Define `getInitialState()` method that creates initial game state
|
||||
- Accept ALL game settings as parameters
|
||||
- Use provided values or fall back to defaults
|
||||
|
||||
**Example:** `MemoryQuizGameValidator.ts:404-442`
|
||||
```typescript
|
||||
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!
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Common Bugs and Solutions
|
||||
|
||||
### Bug #1: Settings Wiped When Returning to Game Selection
|
||||
|
||||
**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
|
||||
```typescript
|
||||
// ❌ WRONG
|
||||
body: JSON.stringify({ gameName: null, gameConfig: null })
|
||||
|
||||
// ✅ CORRECT
|
||||
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]`
|
||||
|
||||
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()
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
## 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
|
||||
|
||||
## 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.
|
||||
|
||||
## Refactoring Recommendations
|
||||
|
||||
See next section for suggested improvements to prevent these bugs.
|
||||
479
apps/web/.claude/GAME_SETTINGS_REFACTORING.md
Normal file
479
apps/web/.claude/GAME_SETTINGS_REFACTORING.md
Normal file
@@ -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
|
||||
@@ -27,6 +27,36 @@ 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)
|
||||
@@ -97,6 +127,11 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
updateData.gameConfig = body.gameConfig
|
||||
}
|
||||
|
||||
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) {
|
||||
@@ -111,17 +146,39 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
|
||||
.where(eq(schema.arcadeRooms.id, roomId))
|
||||
.returning()
|
||||
|
||||
console.log(
|
||||
'[Settings API] Room state in database AFTER update:',
|
||||
JSON.stringify(
|
||||
{
|
||||
gameName: updatedRoom.gameName,
|
||||
gameConfig: updatedRoom.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}: ${body.gameName}`)
|
||||
io.to(`room:${roomId}`).emit('room-game-changed', {
|
||||
const broadcastData: {
|
||||
roomId: string
|
||||
gameName: string | null
|
||||
gameConfig?: Record<string, unknown>
|
||||
} = {
|
||||
roomId,
|
||||
gameName: body.gameName,
|
||||
gameConfig: body.gameConfig || {},
|
||||
})
|
||||
}
|
||||
|
||||
// Only include gameConfig if it was explicitly provided
|
||||
if (body.gameConfig !== undefined) {
|
||||
broadcastData.gameConfig = body.gameConfig
|
||||
}
|
||||
|
||||
io.to(`room:${roomId}`).emit('room-game-changed', broadcastData)
|
||||
} catch (socketError) {
|
||||
console.error('[Settings API] Failed to broadcast game change:', socketError)
|
||||
}
|
||||
|
||||
@@ -28,6 +28,19 @@ export async function GET() {
|
||||
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
|
||||
}
|
||||
|
||||
console.log(
|
||||
'[Current Room API] Room data READ from database:',
|
||||
JSON.stringify(
|
||||
{
|
||||
roomId,
|
||||
gameName: room.gameName,
|
||||
gameConfig: room.gameConfig,
|
||||
},
|
||||
null,
|
||||
2
|
||||
)
|
||||
)
|
||||
|
||||
// Get members
|
||||
const members = await getRoomMembers(roomId)
|
||||
|
||||
|
||||
@@ -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,
|
||||
@@ -240,6 +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)
|
||||
@@ -247,8 +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 {
|
||||
@@ -259,7 +329,7 @@ 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,
|
||||
})
|
||||
|
||||
@@ -498,6 +568,8 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
|
||||
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({
|
||||
@@ -506,12 +578,45 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
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, viewerId]
|
||||
[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',
|
||||
@@ -519,12 +624,45 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
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, viewerId]
|
||||
[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',
|
||||
@@ -532,8 +670,39 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
|
||||
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, viewerId]
|
||||
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
|
||||
)
|
||||
|
||||
const goToSetup = useCallback(() => {
|
||||
|
||||
@@ -55,35 +55,21 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
|
||||
const activePlayers = move.data.activePlayers || []
|
||||
const playerMetadata = move.data.playerMetadata || {}
|
||||
|
||||
console.log('🎯 [START_QUIZ] Initializing player scores:', {
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
})
|
||||
|
||||
// Extract unique userIds from playerMetadata
|
||||
const uniqueUserIds = new Set<string>()
|
||||
for (const playerId of activePlayers) {
|
||||
const metadata = playerMetadata[playerId]
|
||||
console.log('🎯 [START_QUIZ] Processing player:', {
|
||||
playerId,
|
||||
metadata,
|
||||
hasUserId: !!metadata?.userId,
|
||||
})
|
||||
if (metadata?.userId) {
|
||||
uniqueUserIds.add(metadata.userId)
|
||||
}
|
||||
}
|
||||
|
||||
console.log('🎯 [START_QUIZ] Unique userIds found:', Array.from(uniqueUserIds))
|
||||
|
||||
// Initialize scores for each userId
|
||||
const playerScores = Array.from(uniqueUserIds).reduce((acc: any, userId: string) => {
|
||||
acc[userId] = { correct: 0, incorrect: 0 }
|
||||
return acc
|
||||
}, {})
|
||||
|
||||
console.log('🎯 [START_QUIZ] Initialized playerScores:', playerScores)
|
||||
|
||||
return {
|
||||
...state,
|
||||
quizCards,
|
||||
@@ -122,12 +108,6 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
|
||||
const foundNumbers = state.foundNumbers || []
|
||||
const numberFoundBy = state.numberFoundBy || {}
|
||||
|
||||
console.log('✅ [ACCEPT_NUMBER] Before update:', {
|
||||
moveUserId: move.userId,
|
||||
currentPlayerScores: playerScores,
|
||||
number: move.data.number,
|
||||
})
|
||||
|
||||
const newPlayerScores = { ...playerScores }
|
||||
const newNumberFoundBy = { ...numberFoundBy }
|
||||
|
||||
@@ -139,15 +119,6 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
|
||||
}
|
||||
// Track who found this number
|
||||
newNumberFoundBy[move.data.number] = move.userId
|
||||
|
||||
console.log('✅ [ACCEPT_NUMBER] After update:', {
|
||||
userId: move.userId,
|
||||
newScore: newPlayerScores[move.userId],
|
||||
allScores: newPlayerScores,
|
||||
numberFoundBy: move.data.number,
|
||||
})
|
||||
} else {
|
||||
console.warn('⚠️ [ACCEPT_NUMBER] No userId in move!')
|
||||
}
|
||||
return {
|
||||
...state,
|
||||
@@ -162,11 +133,6 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
|
||||
// Defensive check: ensure state properties exist
|
||||
const playerScores = state.playerScores || {}
|
||||
|
||||
console.log('❌ [REJECT_NUMBER] Before update:', {
|
||||
moveUserId: move.userId,
|
||||
currentPlayerScores: playerScores,
|
||||
})
|
||||
|
||||
const newPlayerScores = { ...playerScores }
|
||||
if (move.userId) {
|
||||
const currentScore = newPlayerScores[move.userId] || { correct: 0, incorrect: 0 }
|
||||
@@ -174,13 +140,6 @@ function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): Sorob
|
||||
...currentScore,
|
||||
incorrect: currentScore.incorrect + 1,
|
||||
}
|
||||
console.log('❌ [REJECT_NUMBER] After update:', {
|
||||
userId: move.userId,
|
||||
newScore: newPlayerScores[move.userId],
|
||||
allScores: newPlayerScores,
|
||||
})
|
||||
} else {
|
||||
console.warn('⚠️ [REJECT_NUMBER] No userId in move!')
|
||||
}
|
||||
return {
|
||||
...state,
|
||||
@@ -251,13 +210,17 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
// 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
|
||||
|
||||
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
|
||||
|
||||
console.log('[RoomMemoryQuizProvider] Loading saved game config for memory-quiz:', savedConfig)
|
||||
if (!savedConfig) {
|
||||
return initialState
|
||||
}
|
||||
|
||||
return {
|
||||
...initialState,
|
||||
@@ -310,19 +273,8 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
|
||||
// Build player metadata from room data and player map
|
||||
const buildPlayerMetadata = useCallback(() => {
|
||||
console.log('🔍 [buildPlayerMetadata] Starting:', {
|
||||
roomData: roomData?.id,
|
||||
activePlayers,
|
||||
viewerId,
|
||||
playersMapSize: players.size,
|
||||
})
|
||||
|
||||
const playerOwnership = buildPlayerOwnershipFromRoomData(roomData)
|
||||
console.log('🔍 [buildPlayerMetadata] Player ownership:', playerOwnership)
|
||||
|
||||
const metadata = buildPlayerMetadataUtil(activePlayers, playerOwnership, players, viewerId)
|
||||
console.log('🔍 [buildPlayerMetadata] Built metadata:', metadata)
|
||||
|
||||
return metadata
|
||||
}, [activePlayers, players, roomData, viewerId])
|
||||
|
||||
@@ -336,13 +288,6 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
// Build player metadata for multiplayer
|
||||
const playerMetadata = buildPlayerMetadata()
|
||||
|
||||
console.log('🚀 [startQuiz] Sending START_QUIZ move:', {
|
||||
viewerId,
|
||||
activePlayers,
|
||||
playerMetadata,
|
||||
numbers,
|
||||
})
|
||||
|
||||
sendMove({
|
||||
type: 'START_QUIZ',
|
||||
playerId: TEAM_MOVE, // Team move - all players act together
|
||||
@@ -381,11 +326,6 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
// Clear local input immediately
|
||||
setLocalCurrentInput('')
|
||||
|
||||
console.log('🚀 [acceptNumber] Sending ACCEPT_NUMBER move:', {
|
||||
viewerId,
|
||||
number,
|
||||
})
|
||||
|
||||
sendMove({
|
||||
type: 'ACCEPT_NUMBER',
|
||||
playerId: TEAM_MOVE, // Team move - can't identify specific player
|
||||
@@ -400,10 +340,6 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
// Clear local input immediately
|
||||
setLocalCurrentInput('')
|
||||
|
||||
console.log('🚀 [rejectNumber] Sending REJECT_NUMBER move:', {
|
||||
viewerId,
|
||||
})
|
||||
|
||||
sendMove({
|
||||
type: 'REJECT_NUMBER',
|
||||
playerId: TEAM_MOVE, // Team move - can't identify specific player
|
||||
@@ -438,6 +374,8 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
|
||||
const setConfig = useCallback(
|
||||
(field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode', value: any) => {
|
||||
console.log(`[RoomMemoryQuizProvider] setConfig called: ${field} = ${value}`)
|
||||
|
||||
sendMove({
|
||||
type: 'SET_CONFIG',
|
||||
playerId: TEAM_MOVE,
|
||||
@@ -452,17 +390,15 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
|
||||
const currentMemoryQuizConfig =
|
||||
(currentGameConfig['memory-quiz'] as Record<string, any>) || {}
|
||||
|
||||
const updatedConfig = {
|
||||
...currentGameConfig,
|
||||
'memory-quiz': {
|
||||
...currentMemoryQuizConfig,
|
||||
[field]: value,
|
||||
},
|
||||
}
|
||||
console.log('[RoomMemoryQuizProvider] Saving game config for memory-quiz:', updatedConfig)
|
||||
updateGameConfig({
|
||||
roomId: roomData.id,
|
||||
gameConfig: updatedConfig,
|
||||
gameConfig: {
|
||||
...currentGameConfig,
|
||||
'memory-quiz': {
|
||||
...currentMemoryQuizConfig,
|
||||
[field]: value,
|
||||
},
|
||||
},
|
||||
})
|
||||
}
|
||||
},
|
||||
|
||||
@@ -111,13 +111,13 @@ 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: {},
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
@@ -353,7 +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: {
|
||||
@@ -367,7 +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: {
|
||||
@@ -391,7 +389,6 @@ export function useRoomData() {
|
||||
createdAt: Date
|
||||
}
|
||||
}) => {
|
||||
console.log('[useRoomData] New report submitted:', data)
|
||||
setModerationEvent({
|
||||
type: 'report',
|
||||
data: {
|
||||
@@ -416,7 +413,6 @@ export function useRoomData() {
|
||||
createdAt: Date
|
||||
}
|
||||
}) => {
|
||||
console.log('[useRoomData] Room invitation received:', data)
|
||||
setModerationEvent({
|
||||
type: 'invitation',
|
||||
data: {
|
||||
@@ -439,7 +435,6 @@ export function useRoomData() {
|
||||
createdAt: Date
|
||||
}
|
||||
}) => {
|
||||
console.log('[useRoomData] New join request submitted:', data)
|
||||
setModerationEvent({
|
||||
type: 'join-request',
|
||||
data: {
|
||||
@@ -454,7 +449,7 @@ export function useRoomData() {
|
||||
const handleRoomGameChanged = (data: {
|
||||
roomId: string
|
||||
gameName: string | null
|
||||
gameConfig: Record<string, unknown>
|
||||
gameConfig?: Record<string, unknown>
|
||||
}) => {
|
||||
console.log('[useRoomData] Room game changed:', data)
|
||||
if (data.roomId === roomData?.id) {
|
||||
@@ -463,6 +458,8 @@ export function useRoomData() {
|
||||
return {
|
||||
...prev,
|
||||
gameName: data.gameName,
|
||||
// Only update gameConfig if it was provided in the broadcast
|
||||
...(data.gameConfig !== undefined ? { gameConfig: data.gameConfig } : {}),
|
||||
}
|
||||
})
|
||||
}
|
||||
@@ -496,7 +493,6 @@ export function useRoomData() {
|
||||
// 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])
|
||||
@@ -591,13 +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) {
|
||||
@@ -631,6 +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/${roomId}/settings`, {
|
||||
@@ -638,7 +643,7 @@ async function clearRoomGameApi(roomId: string): Promise<void> {
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({
|
||||
gameName: null,
|
||||
gameConfig: null,
|
||||
// DO NOT send gameConfig: null - we want to preserve settings!
|
||||
}),
|
||||
})
|
||||
|
||||
@@ -678,6 +683,18 @@ async function updateGameConfigApi(params: {
|
||||
roomId: string
|
||||
gameConfig: Record<string, unknown>
|
||||
}): Promise<void> {
|
||||
console.log(
|
||||
'[updateGameConfigApi] Sending PATCH to server:',
|
||||
JSON.stringify(
|
||||
{
|
||||
url: `/api/arcade/rooms/${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' },
|
||||
@@ -688,8 +705,11 @@ async function updateGameConfigApi(params: {
|
||||
|
||||
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')
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -710,7 +730,10 @@ export function useUpdateGameConfig() {
|
||||
gameConfig: variables.gameConfig,
|
||||
}
|
||||
})
|
||||
console.log('[useUpdateGameConfig] Updated cache with new gameConfig:', variables.gameConfig)
|
||||
console.log(
|
||||
'[useUpdateGameConfig] Updated cache with new gameConfig:',
|
||||
JSON.stringify(variables.gameConfig, null, 2)
|
||||
)
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
@@ -180,12 +180,6 @@ 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,
|
||||
@@ -405,6 +399,7 @@ export class MemoryQuizGameValidator
|
||||
selectedCount: number
|
||||
displayTime: number
|
||||
selectedDifficulty: DifficultyLevel
|
||||
playMode?: 'cooperative' | 'competitive'
|
||||
}): SorobanQuizState {
|
||||
return {
|
||||
cards: [],
|
||||
@@ -422,7 +417,7 @@ export class MemoryQuizGameValidator
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
playerScores: {},
|
||||
playMode: 'cooperative',
|
||||
playMode: config.playMode || 'cooperative',
|
||||
numberFoundBy: {},
|
||||
// UI state
|
||||
gamePhase: 'setup',
|
||||
|
||||
@@ -84,16 +84,21 @@ export function initializeSocketServer(httpServer: HTTPServer) {
|
||||
// Different games have different initial configs
|
||||
let initialState: any
|
||||
if (room.gameName === 'matching') {
|
||||
// Access nested gameConfig: { matching: { gameType, difficulty, turnTimer } }
|
||||
const matchingConfig = (room.gameConfig as any)?.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,
|
||||
difficulty: matchingConfig.difficulty || 6,
|
||||
gameType: matchingConfig.gameType || 'abacus-numeral',
|
||||
turnTimer: matchingConfig.turnTimer || 30,
|
||||
})
|
||||
} else if (room.gameName === 'memory-quiz') {
|
||||
// Access nested gameConfig: { 'memory-quiz': { selectedCount, displayTime, selectedDifficulty, playMode } }
|
||||
const memoryQuizConfig = (room.gameConfig as any)?.['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',
|
||||
selectedCount: memoryQuizConfig.selectedCount || 5,
|
||||
displayTime: memoryQuizConfig.displayTime || 2.0,
|
||||
selectedDifficulty: memoryQuizConfig.selectedDifficulty || 'easy',
|
||||
playMode: memoryQuizConfig.playMode || 'cooperative',
|
||||
})
|
||||
} else {
|
||||
// Fallback for other games
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "soroban-monorepo",
|
||||
"version": "3.17.2",
|
||||
"version": "3.17.12",
|
||||
"private": true,
|
||||
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
|
||||
"workspaces": [
|
||||
|
||||
Reference in New Issue
Block a user