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Author SHA1 Message Date
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
12 changed files with 885 additions and 42 deletions

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@@ -1,3 +1,43 @@
## [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)

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@@ -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.

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@@ -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.

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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

@@ -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) {
@@ -111,6 +146,18 @@ 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()

View File

@@ -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)

View File

@@ -248,6 +248,22 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
// 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(() => {

View File

@@ -210,23 +210,19 @@ 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
console.log('[RoomMemoryQuizProvider] Initializing - gameConfig:', gameConfig)
if (!gameConfig) {
console.log('[RoomMemoryQuizProvider] No gameConfig, using initialState')
return initialState
}
// Get settings for this specific game (memory-quiz)
const savedConfig = gameConfig['memory-quiz'] as Record<string, any> | null | undefined
console.log('[RoomMemoryQuizProvider] Loading saved config for memory-quiz:', savedConfig)
if (!savedConfig) {
console.log('[RoomMemoryQuizProvider] No saved config for memory-quiz, using initialState')
return initialState
}
const merged = {
return {
...initialState,
// Restore settings from saved config
selectedCount: savedConfig.selectedCount ?? initialState.selectedCount,
@@ -234,14 +230,6 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
selectedDifficulty: savedConfig.selectedDifficulty ?? initialState.selectedDifficulty,
playMode: savedConfig.playMode ?? initialState.playMode,
}
console.log('[RoomMemoryQuizProvider] Merged state:', {
selectedCount: merged.selectedCount,
displayTime: merged.displayTime,
selectedDifficulty: merged.selectedDifficulty,
playMode: merged.playMode,
})
return merged
}, [roomData?.gameConfig])
// Arcade session integration WITH room sync
@@ -399,26 +387,19 @@ export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
// Settings are scoped by game name to preserve settings when switching games
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
console.log('[RoomMemoryQuizProvider] Current gameConfig:', currentGameConfig)
const currentMemoryQuizConfig =
(currentGameConfig['memory-quiz'] as Record<string, any>) || {}
console.log('[RoomMemoryQuizProvider] Current memory-quiz config:', currentMemoryQuizConfig)
const updatedConfig = {
...currentGameConfig,
'memory-quiz': {
...currentMemoryQuizConfig,
[field]: value,
},
}
console.log('[RoomMemoryQuizProvider] Saving updated gameConfig:', updatedConfig)
updateGameConfig({
roomId: roomData.id,
gameConfig: updatedConfig,
gameConfig: {
...currentGameConfig,
'memory-quiz': {
...currentMemoryQuizConfig,
[field]: value,
},
},
})
} else {
console.warn('[RoomMemoryQuizProvider] No roomData.id, cannot save config')
}
},
[viewerId, sendMove, roomData?.id, roomData?.gameConfig, updateGameConfig]

View File

@@ -634,6 +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`, {
@@ -641,7 +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!
}),
})

View File

@@ -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',

View File

@@ -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

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "3.17.7",
"version": "3.17.12",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [