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Author SHA1 Message Date
semantic-release-bot
eef636f644 chore(release): 4.0.0 [skip ci]
## [4.0.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.24.0...v4.0.0) (2025-10-16)

### ⚠ BREAKING CHANGES

* **db:** Database schemas now accept any string for game names

### Code Refactoring

* **db:** remove database schema coupling for game names ([e135d92](e135d92abb)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
2025-10-16 02:17:57 +00:00
Thomas Hallock
e135d92abb refactor(db): remove database schema coupling for game names
BREAKING CHANGE: Database schemas now accept any string for game names

This implements Critical Fix #1 from AUDIT_2_ARCHITECTURE_QUALITY.md

Changes:
- Remove hardcoded enums from all database schemas
- arcade-rooms.ts: gameName now accepts any string
- arcade-sessions.ts: currentGame now accepts any string
- room-game-configs.ts: gameName now accepts any string

Runtime Validation:
- Add isValidGameName() helper to validate against registry
- Add assertValidGameName() helper for fail-fast validation
- Update settings API to use runtime validation instead of hardcoded array

Benefits:
 No schema migration needed when adding new games
 No TypeScript compilation errors for new games
 Single source of truth: validator registry
 "Just register and go" - no database changes required

Migration Impact:
- Existing data is compatible (strings remain strings)
- No data migration needed
- TypeScript will now allow any string, but runtime validation enforces correctness

This eliminates the most critical architectural issue identified in the audit.
Future games can be added by:
1. Register validator in validators.ts
2. Register game in game-registry.ts
That's it! No database schema changes needed.
2025-10-15 21:17:00 -05:00
semantic-release-bot
b3cbec85bd chore(release): 3.24.0 [skip ci]
## [3.24.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.23.0...v3.24.0) (2025-10-16)

### Features

* **math-sprint:** add game manifest ([1eefcc8](1eefcc89a5))
2025-10-16 02:14:22 +00:00
Thomas Hallock
1eefcc89a5 feat(math-sprint): add game manifest
Add game.yaml with metadata for Math Sprint:
- Display name, icon, description
- Max 6 players
- Difficulty: Beginner
- Tags: Multiplayer, Free-for-All, Math Skills, Speed
- Purple color theme to match UI
- Set available: true

This manifest enables Math Sprint to appear in GameSelector
automatically via the registry system.
2025-10-15 21:13:24 -05:00
semantic-release-bot
1ec8cc7640 chore(release): 3.23.0 [skip ci]
## [3.23.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.3...v3.23.0) (2025-10-16)

### Features

* **arcade:** add Math Sprint game implementation ([e5be09e](e5be09ef5f))
* **arcade:** register Math Sprint in game system ([0c05a7c](0c05a7c6bb)), closes [#2](https://github.com/antialias/soroban-abacus-flashcards/issues/2) [#3](https://github.com/antialias/soroban-abacus-flashcards/issues/3)

### Bug Fixes

* **api:** add 'math-sprint' to settings endpoint validation ([d790e5e](d790e5e278)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
* **db:** add 'math-sprint' to database schema enums ([7b112a9](7b112a98ba)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)

### Documentation

* add architecture quality audit [#2](https://github.com/antialias/soroban-abacus-flashcards/issues/2) ([5b91b71](5b91b71078))
2025-10-16 02:13:09 +00:00
Thomas Hallock
5b91b71078 docs: add architecture quality audit #2
Comprehensive audit of modular game system after implementing Math Sprint.

Key Findings:
- Grade: B- (down from B+ after implementation testing)
- SDK design is solid (useArcadeSession, Provider pattern)
- Unified validator registry works well
- BUT: Significant boilerplate and coupling issues

Critical Issues Identified:
1. 🚨 Database Schema Coupling - Must update schema for each game
2. ⚠️ game-config-helpers.ts - Switch statements for defaults/validation
3. ⚠️ game-configs.ts - 5 places to update per game
4. 📊 High Boilerplate Ratio - 12 files touched per game, ~44 lines boilerplate

Files That Required Updates for Math Sprint:
- 3 database schemas (arcade-rooms, arcade-sessions, room-game-configs)
- 1 API endpoint (settings/route.ts)
- 2 config files (game-configs.ts, game-config-helpers.ts)
- 2 registry files (validators.ts, game-registry.ts)
- 8 game implementation files (types, validator, provider, components, etc.)

Recommendations:
- Critical: Fix database schema to accept any string, validate at runtime
- Infer config types from game definitions (single source of truth)
- Move config validation to game definitions (eliminate switch statements)

Developer Experience:
- Time to add a game: 3-5 hours (including boilerplate)
- Pain point: Database schema updates require migration
- Pain point: Easy to forget one of the 12 files

See audit for detailed analysis and architectural recommendations.
2025-10-15 21:12:18 -05:00
Thomas Hallock
d790e5e278 fix(api): add 'math-sprint' to settings endpoint validation
Add 'math-sprint' to validGames array in PATCH /api/arcade/rooms/:roomId/settings

Without this change, selecting math-sprint from room page returns:
  400 Bad Request - "Invalid game name"

This is another instance of the coupling issue - hardcoded validation
array must be manually updated for each new game.

The TODO comment on line 97 acknowledges this:
  "TODO: make this dynamic when we refactor to lazy-load registry"

Addresses Issue #1 from AUDIT_2_ARCHITECTURE_QUALITY.md
2025-10-15 21:12:18 -05:00
Thomas Hallock
7b112a98ba fix(db): add 'math-sprint' to database schema enums
Update all database schemas to include 'math-sprint':
- arcade-rooms.ts: Add to gameName enum
- arcade-sessions.ts: Add to currentGame enum
- room-game-configs.ts: Add to gameName enum and documentation

CRITICAL ISSUE DEMONSTRATED:
This is the schema coupling problem (Issue #1 from AUDIT_2).
Must manually update database schemas for every new game.
Breaks modularity - cannot "just register and go".

Without this change, TypeScript compilation fails with:
  Type '"math-sprint"' is not assignable to type '...'

Recommendation from audit: Change schemas to accept any string,
validate against registry at runtime instead of compile-time enums.
2025-10-15 21:12:18 -05:00
Thomas Hallock
0c05a7c6bb feat(arcade): register Math Sprint in game system
Register math-sprint in all required places:
- validators.ts: Add mathSprintValidator to registry
- game-registry.ts: Register mathSprintGame
- game-configs.ts: Add MathSprintGameConfig type and defaults
- game-config-helpers.ts: Add config getters and validation

This demonstrates the boilerplate issue documented in AUDIT_2:
Had to update 4 files with switch/case statements and type definitions.

Addresses issue #2 and #3 from architecture audit.
2025-10-15 21:12:18 -05:00
Thomas Hallock
e5be09ef5f feat(arcade): add Math Sprint game implementation
- Implement free-for-all math racing game
- Demonstrates TEAM_MOVE pattern (no specific turn owner)
- Server-generated math questions (addition, subtraction, multiplication)
- Real-time competitive gameplay with scoring
- Three difficulty levels: easy, medium, hard
- Configurable questions per round and time limits

Components:
- SetupPhase: Configure difficulty, questions, time
- PlayingPhase: Answer questions competitively
- ResultsPhase: Display final scores and winner
- Validator: Server-side question generation and validation

Game follows SDK patterns established by Number Guesser.
2025-10-15 21:12:18 -05:00
semantic-release-bot
693fe6bb9f chore(release): 3.22.3 [skip ci]
## [3.22.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.2...v3.22.3) (2025-10-16)

### Bug Fixes

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

### Documentation

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

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

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

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

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

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

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

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

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

## Testing Notes

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

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

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

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

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

## Summary

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

Related: 9459f37b (implementation commit)

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

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

### Code Refactoring

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

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

## Changes

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

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

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

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

Addresses critical Issue #1 from AUDIT_MODULAR_GAME_SYSTEM.md

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

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

### Bug Fixes

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

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

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

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

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

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

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

### Features

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

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

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

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

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

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

### Features

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

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

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

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

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

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

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

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

### Features

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

### Code Refactoring

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

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

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

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

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

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

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

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

### Features

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

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

### Features

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

### Documentation

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

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

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

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

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

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

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

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

### Bug Fixes

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

### Documentation

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

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

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

All TypeScript errors resolved. Compilation passes cleanly.

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

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

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

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

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

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

### Code Refactoring

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

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

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

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

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

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

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

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

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

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

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

### Code Refactoring

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

### Documentation

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

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

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

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

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

This will help identify any remaining persistence issues.

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

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

### Bug Fixes

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

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

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

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

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

### Bug Fixes

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

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

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

Now properly accesses the nested config for each game type.

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

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

### Bug Fixes

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

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

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

Fixes settings persistence bug in room mode.

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

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

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

### Code Refactoring

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

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

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

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

### Bug Fixes

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

This will help diagnose if settings are being persisted correctly.

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

Now settings persist when switching between games!

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

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

### Bug Fixes

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

### Code Refactoring

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

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

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

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

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

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

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

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

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

### Features

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

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

Settings saved: selectedCount, displayTime, selectedDifficulty, playMode

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

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

### Features

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

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

### Bug Fixes

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

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

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

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

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

### Features

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

### Bug Fixes

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

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

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

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

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

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

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

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 09:16:54 -05:00
semantic-release-bot
297927401c chore(release): 3.14.4 [skip ci]
## [3.14.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.3...v3.14.4) (2025-10-15)

### Bug Fixes

* **memory-quiz:** prevent input lag during rapid typing in room mode ([b45139b](b45139b588))
2025-10-15 00:31:10 +00:00
Thomas Hallock
b45139b588 fix(memory-quiz): prevent input lag during rapid typing in room mode
When typing rapidly in room mode, users had to type each digit
8+ times before it registered. This was caused by reading stale
state.currentInput values during rapid keypresses before React
could re-render with the optimistically updated state.

Solution: Use a ref to track the current input value and update
it immediately when keys are pressed, before waiting for the
network round-trip and React re-render.

Changes:
- Add currentInputRef to track input value immediately
- Update ref in useEffect to stay in sync with state
- Use ref instead of state.currentInput in keyboard handlers
- Clear ref immediately when accepting/rejecting numbers

This fixes the async network validation issue where local state
updates were too slow for rapid user input.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 19:30:12 -05:00
semantic-release-bot
a57ebdf142 chore(release): 3.14.3 [skip ci]
## [3.14.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.2...v3.14.3) (2025-10-15)

### Bug Fixes

* **arcade:** delete old session when room game changes ([98a3a25](98a3a2573d))
2025-10-15 00:17:53 +00:00
Thomas Hallock
98a3a2573d fix(arcade): delete old session when room game changes
When changing a room's game via the settings API, the old arcade
session was persisting with the previous game's state. This caused
users to still see the old game after selecting a new one.

Changes:
- Delete existing arcade session when gameName is updated in room settings
- Add debug logging to room page game selection handler
- Ensure fresh session is created with new game settings

This fixes the issue where clicking Memory Lightning would not
properly switch the game from Battle Arena.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 19:17:02 -05:00
semantic-release-bot
0fd680396c chore(release): 3.14.2 [skip ci]
## [3.14.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.1...v3.14.2) (2025-10-15)

### Bug Fixes

* **room:** update GAME_TYPE_TO_NAME mapping for memory-quiz ([4afa171](4afa171af2))
2025-10-15 00:06:54 +00:00
Thomas Hallock
4afa171af2 fix(room): update GAME_TYPE_TO_NAME mapping for memory-quiz
The GAMES_CONFIG was changed from 'memory-lightning' to 'memory-quiz'
but the GAME_TYPE_TO_NAME mapping in room/page.tsx still used the old key.

This caused the handleGameSelect function to fail silently when users
clicked on Memory Lightning in the "Change Game" screen, as it couldn't
find the mapping for 'memory-quiz'.

Also added debug logging to GameCard component to help diagnose issues.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 19:06:00 -05:00
semantic-release-bot
f37733bff6 chore(release): 3.14.1 [skip ci]
## [3.14.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.0...v3.14.1) (2025-10-14)

### Bug Fixes

* resolve Memory Quiz room-based multiplayer validation issues ([2ffeade](2ffeade437))
2025-10-14 23:29:00 +00:00
Thomas Hallock
2ffeade437 fix: resolve Memory Quiz room-based multiplayer validation issues
Root Cause:
- GAMES_CONFIG used 'memory-lightning' as key but validator was registered as 'memory-quiz'
- When rooms were created with gameName 'memory-lightning', getValidator() couldn't find the validator
- This caused all move validations to fail, breaking configuration changes and guess validation

Key Changes:
1. Fixed game identifier mismatch:
   - Changed GAMES_CONFIG key from 'memory-lightning' to 'memory-quiz'
   - Updated games/page.tsx to use 'memory-quiz' for routing

2. Completed Memory Quiz room-based multiplayer implementation:
   - Added MemoryQuizGameValidator with all 9 move types (START_QUIZ, NEXT_CARD, SHOW_INPUT_PHASE, ACCEPT_NUMBER, REJECT_NUMBER, SET_INPUT, SHOW_RESULTS, RESET_QUIZ, SET_CONFIG)
   - Created RoomMemoryQuizProvider for network-synchronized gameplay
   - Implemented optimistic client-side updates with server validation
   - Added proper serialization handling (send numbers instead of React components)
   - Split memory-quiz/page.tsx into modular components (SetupPhase, DisplayPhase, InputPhase, ResultsPhase)

3. Updated socket-server:
   - Fixed to use getValidator() instead of hardcoded matchingGameValidator
   - Added game-specific initial state handling for both 'matching' and 'memory-quiz'

4. Fixed test failures from arcade_sessions schema changes:
   - Updated arcade-session-validation.e2e.test.ts to create rooms before sessions (roomId is now primary key)
   - Added missing playerMetadata and playerHovers fields to arcade-session-integration.test.ts
   - Skipped obsolete test in orphaned-session-cleanup.test.ts (roomId can't be null as it's the primary key)

5. Code quality fixes:
   - Removed unused type imports from room-moderation.ts
   - Changed to optional chain in MemoryQuizGameValidator.ts
   - Removed unnecessary fragment in MemoryQuizGame.tsx

Testing:
- All modified tests updated to match new schema requirements
- TypeScript errors resolved (excluding pre-existing @soroban/abacus-react issues)
- Lint passes with 0 errors and 0 warnings

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 18:28:01 -05:00
semantic-release-bot
d8b5201af9 chore(release): 3.14.0 [skip ci]
## [3.14.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.7...v3.14.0) (2025-10-14)

### Features

* **arcade:** add Change Game functionality for room hosts ([ee39241](ee39241e3c))
* **arcade:** add game selection screen with navigation to room page ([4124f1c](4124f1cc08))

### Bug Fixes

* **player-config:** correct label positioning in player settings dialog ([554cc40](554cc4063b))

### Code Refactoring

* implement in-room game selection UI ([f07b96d](f07b96d26e))
* make game_name nullable to support in-room game selection ([a9a6cef](a9a6cefafc))
* **nav:** rename emphasizeGameContext to emphasizePlayerSelection ([6bb7016](6bb7016eea))
2025-10-14 17:31:58 +00:00
Thomas Hallock
554cc4063b fix(player-config): correct label positioning in player settings dialog
Reorganizes layout so labels appear under their corresponding elements:
- Character count under name input
- "Random name" under dice button

Previously labels were misaligned and confusing.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 12:30:45 -05:00
Thomas Hallock
6bb7016eea refactor(nav): rename emphasizeGameContext to emphasizePlayerSelection
Improves clarity by renaming the prop to better describe its purpose:
highlighting the player selection/roster UI in the navigation bar.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 12:30:38 -05:00
Thomas Hallock
4124f1cc08 feat(arcade): add game selection screen with navigation to room page
- Wraps game selection in PageWithNav for consistent navigation
- Adds game type mapping (GameType keys to internal game names)
- Enables player selection mode on game selection screen
- Adds navigation to "unsupported game" screen
- Fixes 400 error when selecting games like "Matching Pairs Battle"

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 12:30:30 -05:00
Thomas Hallock
ee39241e3c feat(arcade): add Change Game functionality for room hosts
Allows room hosts to return to game selection screen by clearing the
room's game selection. Adds useClearRoomGame hook and "Change Game"
menu item in room dropdown (only visible when a game is selected).

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 12:30:22 -05:00
Thomas Hallock
f07b96d26e refactor: implement in-room game selection UI
Phase 2: UI and workflow updates

- Update room settings API to support setting game via PATCH
- Add useSetRoomGame hook for client-side game selection
- Update /arcade/room page to show game selection when no game set
- Create beautiful game selection UI with gradient cards
- Update AddPlayerButton to create rooms without games
- Navigate to /arcade/room after creating or joining rooms
- Remove dependency on local-only play - all games now room-based

Workflow:
1. User clicks "Create Room" from (+) menu
2. Room is created without a game (gameName = null)
3. User is navigated to /arcade/room
4. Game selection screen is shown
5. User clicks a game
6. Room game is set via API
7. Game loads - URL never changes, it's always /arcade/room

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 11:33:39 -05:00
Thomas Hallock
a9a6cefafc refactor: make game_name nullable to support in-room game selection
Phase 1: Database and API updates

- Create migration 0010 to make game_name and game_config nullable
- Update arcade_rooms schema to support rooms without games
- Update RoomData interface to make gameName optional
- Update CreateRoomParams to make gameName optional
- Update room creation API to allow null gameName
- Update all room data parsing to handle null gameName

This allows rooms to be created without a game selected, enabling
users to choose a game inside the room itself. The URL remains
/arcade/room regardless of selection, setup, or gameplay state.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 11:30:27 -05:00
Thomas Hallock
710e93c997 revert(nav): restore original room creation/join behavior
Reverts navigation changes that broke lifted state popover behavior.

Original behavior (now restored):
- Create room: Keep popover open, switch to invite tab to share code
- Join room: Close popover, stay on current page

The navigation changes caused the popover to close immediately,
breaking the lifted state pattern that was intentionally designed
to keep the popover open for sharing room codes after creation.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 11:11:03 -05:00
semantic-release-bot
b419e5e3ad chore(release): 3.13.7 [skip ci]
## [3.13.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.6...v3.13.7) (2025-10-14)

### Bug Fixes

* **toast:** scope animations to prevent affecting other UI elements ([245ed8a](245ed8a625))
2025-10-14 16:02:24 +00:00
Thomas Hallock
245ed8a625 fix(toast): scope animations to prevent affecting other UI elements
The toast CSS animations were using overly broad selectors like
[data-state='open'] which affected ANY element with data-state
attributes, causing nav items and other components to trigger the
toast slide-in/slide-out animations on hover.

Fixed by:
- Renaming animations: slideIn → toastSlideIn, etc.
- Scoping selectors: [data-radix-toast-viewport] [data-state='open']
- Now only toast elements within the viewport are animated

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 11:01:28 -05:00
semantic-release-bot
2b68ddc732 chore(release): 3.13.6 [skip ci]
## [3.13.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.5...v3.13.6) (2025-10-14)

### Bug Fixes

* **nav:** navigate to /arcade/room (not /arcade/rooms/{id}) ([1c55f36](1c55f3630c))
2025-10-14 15:40:44 +00:00
Thomas Hallock
1c55f3630c fix(nav): navigate to /arcade/room (not /arcade/rooms/{id})
Rooms are modal and use a single route /arcade/room that fetches
the user's current room. Fixed navigation for both:
- Creating a new room
- Joining an existing room

Both now navigate to /arcade/room instead of /arcade/rooms/{id}

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 10:39:50 -05:00
semantic-release-bot
1e34d57ad6 chore(release): 3.13.5 [skip ci]
## [3.13.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.4...v3.13.5) (2025-10-14)

### Bug Fixes

* **nav:** navigate to room after creation from (+) menu ([21e6e33](21e6e33173))

### Documentation

* add production deployment guide ([6d16436](6d16436133))
2025-10-14 15:29:11 +00:00
Thomas Hallock
21e6e33173 fix(nav): navigate to room after creation from (+) menu
When creating a room from the /arcade page using the (+) button:
- Add room to recent rooms list
- Close the popover
- Navigate to the room page immediately

This fixes the UX issue where users would create a room but
remain on the /arcade page without any clear indication of
how to access their new room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 10:28:14 -05:00
Thomas Hallock
6d16436133 docs: add production deployment guide
Add comprehensive deployment documentation including:
- Production server infrastructure details
- Docker configuration and paths
- Database management and migration procedures
- CI/CD pipeline explanation
- Manual deployment procedures
- Troubleshooting guide

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 10:26:30 -05:00
semantic-release-bot
6b489238c8 chore(release): 3.13.4 [skip ci]
## [3.13.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.3...v3.13.4) (2025-10-14)

### Bug Fixes

* **api:** include members and memberPlayers in room creation response ([8320d9e](8320d9e730))
2025-10-14 15:14:53 +00:00
Thomas Hallock
8320d9e730 fix(api): include members and memberPlayers in room creation response
The client expects the POST /api/arcade/rooms response to include
members and memberPlayers fields, but the API was only returning
room and joinUrl. This caused room creation to fail on the client.

Fixes the "failed to create room" error on production.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 10:13:57 -05:00
semantic-release-bot
a4251e660d chore(release): 3.13.3 [skip ci]
## [3.13.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.2...v3.13.3) (2025-10-14)

### Bug Fixes

* **migrations:** add migration 0009 for display_password column ([040d749](040d7495a0))

### Code Refactoring

* replace browser alert() calls with toast notifications ([87ef356](87ef35682e))
2025-10-14 14:57:31 +00:00
Thomas Hallock
040d7495a0 fix(migrations): add migration 0009 for display_password column
- Create 0009_add_display_password.sql migration
- Add entry to drizzle journal
- This adds the display_password column that was missing in production

The plan is to nuke the production database and let all migrations
run from scratch on container restart.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 09:56:26 -05:00
Thomas Hallock
87ef35682e refactor: replace browser alert() calls with toast notifications
- Create ToastContext with useToast hook for app-wide toast management
- Add ToastProvider to ClientProviders for global toast access
- Replace all 13 alert() calls across arcade room pages and components
- Use consistent toast patterns: showError, showSuccess, showInfo
- Improve UX with dismissible, auto-timing toast notifications

Files updated:
- src/components/common/ToastContext.tsx (new)
- src/components/ClientProviders.tsx
- src/app/arcade-rooms/page.tsx
- src/app/arcade-rooms/[roomId]/page.tsx
- src/components/nav/ModerationNotifications.tsx
- src/components/nav/AddPlayerButton.tsx
- src/components/nav/PendingInvitations.tsx

Also removed invalid manually-created migration 0009 (will be regenerated properly)

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 09:08:41 -05:00
semantic-release-bot
2fb6ead4f2 chore(release): 3.13.2 [skip ci]
## [3.13.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.1...v3.13.2) (2025-10-14)

### Bug Fixes

* **arcade:** only notify room creator of join requests ([bc571e3](bc571e3d0d))
2025-10-14 13:55:57 +00:00
Thomas Hallock
bc571e3d0d fix(arcade): only notify room creator of join requests
Fixes issue where ALL room members were seeing join request approval
toasts, but only the creator can approve them, leading to confusing
error messages when non-creators clicked approve/deny.

Changes:
- Join request notifications now sent only to room creator's user channel
- Changed from broadcasting to entire room to targeted user notification
- Uses `user:${room.createdBy}` channel instead of `room:${roomId}`

Non-host users will no longer see approval toasts they cannot act on.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:55:10 -05:00
semantic-release-bot
eed7c9b938 chore(release): 3.13.1 [skip ci]
## [3.13.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.0...v3.13.1) (2025-10-14)

### Bug Fixes

* **arcade:** allow room creator to rejoin restricted/approval rooms ([654ba19](654ba19ccc))
2025-10-14 13:54:31 +00:00
Thomas Hallock
654ba19ccc fix(arcade): allow room creator to rejoin restricted/approval rooms
Fixes catch-22 where room creator who leaves their own approval-only
or restricted room cannot rejoin because:
- Approval-only: They need approval but can't approve themselves
- Restricted: They need an invitation but can't invite themselves

Changes:
- Room creator now bypasses invitation check for restricted rooms
- Room creator now bypasses approval check for approval-only rooms
- Other users still require proper authorization

This ensures hosts can always access their own rooms regardless of
access mode restrictions.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:53:39 -05:00
semantic-release-bot
f5469cda0c chore(release): 3.13.0 [skip ci]
## [3.13.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.12.0...v3.13.0) (2025-10-14)

### Features

* **moderation:** add inline feedback and persistent password display ([86e3d41](86e3d41996))
2025-10-14 13:53:19 +00:00
Thomas Hallock
86e3d41996 feat(moderation): add inline feedback and persistent password display
- Add success/error message UI component to ModerationPanel
- Replace all browser alert() calls with inline React-based feedback
- Add displayPassword field to arcade_rooms schema for plain text storage
- Create migration to add display_password column
- Update settings PATCH route to store both hashed and display passwords
- Update room GET route to return displayPassword only to room creator
- Update ModerationPanel to populate password field when loading settings
- Fix room-manager test to include displayPassword field

Password field now persists and displays correctly when reloading the page
for room owners in password-protected rooms.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:52:19 -05:00
semantic-release-bot
cb11bec975 chore(release): 3.12.0 [skip ci]
## [3.12.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.11.1...v3.12.0) (2025-10-14)

### Features

* **moderation:** improve password input with copy button ([2580e47](2580e474d0))
2025-10-14 13:40:37 +00:00
Thomas Hallock
2580e474d0 feat(moderation): improve password input with copy button
Enhances the password-protected room settings UX:

Changes:
1. Password input now stays visible and editable
   - Plain text input (not hidden) for easy viewing
   - Focus state with orange border
   - Clear placeholder text

2. Copy button next to password input
   - 📋 Copy icon with text
   - Visual feedback: changes to "✓ Copied!" for 2 seconds
   - Disabled state when no password entered
   - Green success color after copying

3. Better labeling and hints
   - "Room Password" label above input
   - Helper text: "Share this password with guests to allow them to join"
   - More descriptive placeholder

Note: Passwords are hashed in the database for security, so existing
passwords cannot be retrieved. This UI is for setting/changing passwords
and easily copying them to share with guests.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:39:42 -05:00
semantic-release-bot
55e0be8e42 chore(release): 3.11.1 [skip ci]
## [3.11.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.11.0...v3.11.1) (2025-10-14)

### Bug Fixes

* **moderation:** improve access mode settings UX ([dd9e657](dd9e657db8))
2025-10-14 13:36:29 +00:00
Thomas Hallock
dd9e657db8 fix(moderation): improve access mode settings UX
Enhances the room moderation settings UX to prevent accidental closure
with unsaved changes:

Changes:
1. "Update Access Mode" button now only appears when there are changes
   - Tracks original access mode on load
   - Compares current selection to detect changes
   - Button hidden when no changes made

2. "Close" button disabled when there are unsaved access mode changes
   - Prevents accidentally losing changes
   - Visual feedback: dimmed appearance, orange border
   - Hover state brightens orange border to draw attention

3. Tooltip on disabled "Close" button
   - Shows "Please update access mode settings before closing"
   - Helps users understand why close is disabled

This prevents the frustrating UX issue where users want to close but
are forced to update settings they didn't intend to change.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:35:36 -05:00
semantic-release-bot
51d9a37f9b chore(release): 3.11.0 [skip ci]
## [3.11.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.10.0...v3.11.0) (2025-10-14)

### Features

* add name generator button and abacus emoji ([07212e4](07212e4df0))

### Code Refactoring

* make player names abacus and arithmetic themed ([97daad9](97daad9abb))
2025-10-14 13:31:03 +00:00
Thomas Hallock
07212e4df0 feat: add name generator button and abacus emoji
Adds two enhancements to player customization:

1. Name generator button in PlayerConfigDialog
   - Dice emoji (🎲) button next to name input
   - Generates new themed names on click
   - Excludes current player from collision check
   - Maintains auto-save behavior

2. Abacus emoji option
   - Added 🧮 (abacus) as first emoji choice
   - Perfect thematic fit for the application

Now players can easily try different generated names without leaving
the settings dialog.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:30:14 -05:00
Thomas Hallock
97daad9abb refactor: make player names abacus and arithmetic themed
Replaces generic fantasy/gaming words with abacus and math-themed vocabulary.

Examples of new names:
- "Ancient Abacist", "Sliding Counter", "Soroban Master"
- "Calculating Mathematician", "Rapid Solver", "Precise Adder"
- "Bamboo Scholar", "Golden Merchant", "Mental Genius"

Changes:
- 25 abacus-specific adjectives (Ancient, Wooden, Soroban, etc.)
- 25 arithmetic adjectives (Adding, Calculating, Prime, etc.)
- 25 abacus-specific nouns (Counter, Abacist, Bead, Rod, etc.)
- 25 arithmetic nouns (Mathematician, Solver, Adder, etc.)
- Still maintains 2,500 unique combinations
- All tests pass with new vocabulary

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:29:13 -05:00
semantic-release-bot
225104c3a7 chore(release): 3.10.0 [skip ci]
## [3.10.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.9.2...v3.10.0) (2025-10-14)

### Features

* add fun automatic player naming system ([249257c](249257c6c7))
2025-10-14 13:26:03 +00:00
Thomas Hallock
249257c6c7 feat: add fun automatic player naming system
Implements automatic generation of creative player names combining
adjectives with nouns/roles (e.g., "Swift Ninja", "Cosmic Wizard").

Changes:
- Created playerNames utility with 50 adjectives and 50 nouns
- Generates unique names with collision detection
- Applied to default player creation and addPlayer function
- Replaces generic "Player 1", "Player 2" with fun names
- Manual override still available via PlayerConfigDialog
- Added comprehensive unit tests (10 passing tests)

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:25:05 -05:00
semantic-release-bot
b37e29e53e chore(release): 3.9.2 [skip ci]
## [3.9.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.9.1...v3.9.2) (2025-10-14)

### Bug Fixes

* remove duplicate ModerationNotifications causing double toasts ([c6886a0](c6886a0e59))
2025-10-14 13:19:07 +00:00
Thomas Hallock
c6886a0e59 fix: remove duplicate ModerationNotifications causing double toasts
**Root Cause:**
- ModerationNotifications was rendered in BOTH /arcade/room/page.tsx AND PageWithNav
- Both had separate useRoomData hooks, creating two socket listeners
- When join-request-submitted event fired, BOTH instances showed a toast
- Clicking "Approve" only closed one toast, leaving the other visible

**Fix:**
- Removed ModerationNotifications from room page entirely
- PageWithNav (inside MemoryPairsGame) already handles all moderation events
- Now only ONE instance listens and renders, so approvals properly dismiss

**Files Changed:**
- Removed ModerationNotifications import from room page
- Removed all 4 instances of <ModerationNotifications /> from room page
- Removed moderationEvent and clearModerationEvent from useRoomData destructuring
- Added comment explaining PageWithNav handles notifications

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:18:12 -05:00
semantic-release-bot
cb2fec1da5 chore(release): 3.9.1 [skip ci]
## [3.9.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.9.0...v3.9.1) (2025-10-14)

### Bug Fixes

* reset join request toast state when moderation event cleared ([6beb58a](6beb58a7b8))
2025-10-14 13:14:31 +00:00
Thomas Hallock
6beb58a7b8 fix: reset join request toast state when moderation event cleared
**Issue:**
Toast notification was persisting after successful approval because
showJoinRequestToast state was never reset to false.

**Fix:**
- Add else clause to useEffect that resets toast state when event cleared
- Reset both showJoinRequestToast and requestError when event changes type
- Ensures toast properly dismisses after approval/denial

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:13:40 -05:00
semantic-release-bot
544b06e290 chore(release): 3.9.0 [skip ci]
## [3.9.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.8.1...v3.9.0) (2025-10-14)

### Features

* prevent invitations to retired rooms ([a7c3c1f](a7c3c1f4cd))
2025-10-14 13:13:04 +00:00
Thomas Hallock
a7c3c1f4cd feat: prevent invitations to retired rooms
- Add room access mode check in invite POST endpoint
- Block invitation creation if room is retired (403 status)
- Clear error message: "Cannot send invitations to retired rooms"
- Check happens before host validation to catch retired rooms early

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:12:10 -05:00
semantic-release-bot
090d4dac2b chore(release): 3.8.1 [skip ci]
## [3.8.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.8.0...v3.8.1) (2025-10-14)

### Bug Fixes

* improve kicked modal message for retired room ejections ([f865ce1](f865ce16ec))
2025-10-14 13:10:33 +00:00
Thomas Hallock
f865ce16ec fix: improve kicked modal message for retired room ejections
**Socket handler update:**
- Capture reason field from kicked-from-room socket event

**Modal UI improvements:**
- Detect when reason contains "retired"
- Show 🏁 emoji instead of ⚠️ for retired rooms
- Title changes from "Kicked from Room" to "Room Retired"
- Message explains room owner retired the room and access is closed
- Clarify only room owner can access retired rooms

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:09:41 -05:00
semantic-release-bot
50f45ab08e chore(release): 3.8.0 [skip ci]
## [3.8.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.7.1...v3.8.0) (2025-10-14)

### Features

* implement proper retired room behavior with member expulsion ([a2d5368](a2d53680f2))
2025-10-14 13:08:48 +00:00
Thomas Hallock
a2d53680f2 feat: implement proper retired room behavior with member expulsion
**Join endpoint changes:**
- Only room creator can access retired rooms
- All other users blocked with 410 status and clear message

**Settings endpoint changes:**
- When room set to 'retired', all non-owner members immediately expelled
- Expelled members removed from database
- Each expulsion recorded in member history
- Socket notifications sent to all expelled members (kicked-from-room event)
- Owner notified of member expulsions via member-left event

**Member expulsion flow:**
- Similar pattern to ban ejection
- Expelled members see "kicked from room" modal with reason "Room has been retired"
- All expelled members logged in history with 'left' action

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:07:49 -05:00
semantic-release-bot
b9e7267f15 chore(release): 3.7.1 [skip ci]
## [3.7.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.7.0...v3.7.1) (2025-10-14)

### Bug Fixes

* improve join request approval error handling with actionable messages ([57bf846](57bf8460c8))
2025-10-14 13:03:49 +00:00
Thomas Hallock
57bf8460c8 fix: improve join request approval error handling with actionable messages
- Add requestError state to track approval/deny errors
- Toast dismisses only on successful approval/deny
- On error, toast remains visible and displays error message inline
- Parse API error response to show meaningful error messages
- User can retry approval/deny action after error
- Replace generic alert() with styled error message within toast

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 08:02:56 -05:00
semantic-release-bot
059a9fe750 chore(release): 3.7.0 [skip ci]
## [3.7.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.6.3...v3.7.0) (2025-10-14)

### Features

* add prominent join request approval notifications for room moderators ([036da6d](036da6de66))
2025-10-14 13:00:09 +00:00
Thomas Hallock
036da6de66 feat: add prominent join request approval notifications for room moderators
- Add 'join-request' type to ModerationEvent interface
- Add socket listener for 'join-request-submitted' event in useRoomData
- Update join request POST endpoint to broadcast socket event to room members
- Add prominent toast notification with inline approve/deny buttons in ModerationNotifications
- Toast appears immediately when host receives join request (not buried in settings)
- Approve/deny actions handled directly from toast with API calls

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:59:10 -05:00
semantic-release-bot
556e5e4ca0 chore(release): 3.6.3 [skip ci]
## [3.6.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.6.2...v3.6.3) (2025-10-14)

### Bug Fixes

* update locked room terminology and allow existing members ([1ddf985](1ddf985938))
2025-10-14 12:50:45 +00:00
Thomas Hallock
1ddf985938 fix: update locked room terminology and allow existing members
Update locked room terminology and implementation:
- Change description from "No members" to "No new members"
- Allow existing members to continue using locked rooms
- Only block new members from joining locked rooms
- Update join API to check membership before rejecting

This clarifies that "locked" means no NEW members, but existing members
can continue to participate in the room.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:49:52 -05:00
semantic-release-bot
8c851462de chore(release): 3.6.2 [skip ci]
## [3.6.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.6.1...v3.6.2) (2025-10-14)

### Bug Fixes

* allow join with pending invitation for restricted rooms ([85b2cf9](85b2cf9816))
2025-10-14 12:48:24 +00:00
Thomas Hallock
85b2cf9816 fix: allow join with pending invitation for restricted rooms
Remove premature check that blocked access to restricted rooms. Now:
- Frontend no longer blocks restricted room access upfront
- Backend API checks for pending invitation
- Users with valid invitations can join successfully
- Users without invitations get appropriate error message

This fixes the issue where users with pending invitations couldn't join
restricted rooms via the join link.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:47:28 -05:00
semantic-release-bot
4c6eb01f1e chore(release): 3.6.1 [skip ci]
## [3.6.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.6.0...v3.6.1) (2025-10-14)

### Bug Fixes

* join user socket channel to receive approval notifications ([7d08fdd](7d08fdd906))

### Code Refactoring

* remove redundant polling from approval notifications ([0d4f400](0d4f400dca))
2025-10-14 12:44:53 +00:00
Thomas Hallock
7d08fdd906 fix: join user socket channel to receive approval notifications
The socket wasn't receiving join-request-approved events because it hadn't
joined the user-specific channel. Now:

- Fetch viewer ID from /api/viewer endpoint
- Emit 'join-user-channel' with userId on socket connect
- Socket joins `user:${userId}` room to receive moderation events
- Approval notifications now trigger automatic room join

This completes the real-time approval notification flow.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:43:49 -05:00
Thomas Hallock
0d4f400dca refactor: remove redundant polling from approval notifications
Remove polling interval that checked every 5 seconds for approval status.
The socket.io listener provides real-time notifications, making polling
unnecessary and wasteful.

Now relies solely on socket.io for instant approval notifications, which:
- Reduces network traffic
- Simplifies code
- Provides faster response time

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:40:02 -05:00
semantic-release-bot
396b6c07c7 chore(release): 3.6.0 [skip ci]
## [3.6.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.5.0...v3.6.0) (2025-10-14)

### Features

* add socket listener and polling for approval notifications ([35b4a72](35b4a72c8b))
2025-10-14 12:38:33 +00:00
Thomas Hallock
35b4a72c8b feat: add socket listener and polling for approval notifications
When users request to join an approval-only room, they now receive real-time
notifications when their request is approved:

- Add socket.io-client listener for 'join-request-approved' events
- Implement polling fallback (every 5 seconds) to check approval status
- Automatically join room when approval is detected via socket or polling
- Apply to both share link page and JoinRoomModal

This completes the approval flow - users no longer need to reload the page
to see if their join request was approved.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:37:28 -05:00
semantic-release-bot
ba916e0f65 chore(release): 3.5.0 [skip ci]
## [3.5.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.4.0...v3.5.0) (2025-10-14)

### Features

* replace access mode dropdown with visual button grid ([e5d0672](e5d0672059))
2025-10-14 12:31:26 +00:00
Thomas Hallock
e5d0672059 feat: replace access mode dropdown with visual button grid
Updated the ModerationPanel Settings tab to use a visual button grid
for access mode selection, matching the CreateRoomModal UX.

Changes:
- Replaced <select> dropdown with 3x2 grid of buttons
- Each button shows emoji + label + description
- Visual feedback for selected state and hover
- Includes all 6 access modes: open, password, approval-only,
  restricted, locked, retired
- Maintains same functionality with improved UX

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:30:26 -05:00
semantic-release-bot
5b4c69693d chore(release): 3.4.0 [skip ci]
## [3.4.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.3.1...v3.4.0) (2025-10-14)

### Features

* add waiting state for approval requests in JoinRoomModal ([f9b0429](f9b0429a2e))
2025-10-14 12:29:42 +00:00
Thomas Hallock
f9b0429a2e feat: add waiting state for approval requests in JoinRoomModal
When users enter an approval-only room code in the JoinRoomModal, they now:
- See a prompt to send a join request
- After sending, see a "Waiting for Approval" screen
- Can close the modal and check back later

This matches the UX flow from the share link approval flow.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:28:41 -05:00
semantic-release-bot
34998d6b27 chore(release): 3.3.1 [skip ci]
## [3.3.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.3.0...v3.3.1) (2025-10-14)

### Bug Fixes

* add POST handler for join requests API endpoint ([d3e5cdf](d3e5cdfc54))
2025-10-14 12:27:05 +00:00
Thomas Hallock
d3e5cdfc54 fix: add POST handler for join requests API endpoint
Previously the endpoint only had a GET handler, causing a 405 error
when users tried to request approval for approval-only rooms.

Now users can POST to create join requests with optional displayName.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:26:08 -05:00
semantic-release-bot
f949003870 chore(release): 3.3.0 [skip ci]
## [3.3.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.2.1...v3.3.0) (2025-10-14)

### Features

* implement approval request flow for share links ([4a6b3ca](4a6b3cabe5))
2025-10-14 12:20:01 +00:00
Thomas Hallock
4a6b3cabe5 feat: implement approval request flow for share links
When users click share links for approval-only rooms, they now:
- See a prompt to request approval from the room moderator
- Can send a join request with one click
- Get a waiting screen showing their request is pending

Room moderators now see:
- A prominent blue badge showing pending join request count
- Combined count of join requests + reports in the badge
- Badge turns blue when join requests exist (vs red for reports only)
- Detailed tooltip showing breakdown of pending items
- Real-time polling (30s intervals) for new join requests

Also includes improvements to room display names using emoji prefixes.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-14 07:19:05 -05:00
138 changed files with 24168 additions and 2509 deletions

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## [4.0.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.24.0...v4.0.0) (2025-10-16)
### ⚠ BREAKING CHANGES
* **db:** Database schemas now accept any string for game names
### Code Refactoring
* **db:** remove database schema coupling for game names ([e135d92](https://github.com/antialias/soroban-abacus-flashcards/commit/e135d92abb4d27f646c1fbeff6524a729d107426)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
## [3.24.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.23.0...v3.24.0) (2025-10-16)
### Features
* **math-sprint:** add game manifest ([1eefcc8](https://github.com/antialias/soroban-abacus-flashcards/commit/1eefcc89a58b79f928932a7425d6b88fb45a5526))
## [3.23.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.3...v3.23.0) (2025-10-16)
### Features
* **arcade:** add Math Sprint game implementation ([e5be09e](https://github.com/antialias/soroban-abacus-flashcards/commit/e5be09ef5f170c7544557f75b9eca17bb2069246))
* **arcade:** register Math Sprint in game system ([0c05a7c](https://github.com/antialias/soroban-abacus-flashcards/commit/0c05a7c6bbc8d6f6e1f92e15e691d7e1aba0d8f7)), closes [#2](https://github.com/antialias/soroban-abacus-flashcards/issues/2) [#3](https://github.com/antialias/soroban-abacus-flashcards/issues/3)
### Bug Fixes
* **api:** add 'math-sprint' to settings endpoint validation ([d790e5e](https://github.com/antialias/soroban-abacus-flashcards/commit/d790e5e278f81686077dbe3ef4adca49574ae434)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
* **db:** add 'math-sprint' to database schema enums ([7b112a9](https://github.com/antialias/soroban-abacus-flashcards/commit/7b112a98babe782d4c254ef18a0295e7cbf8fefa)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
### Documentation
* add architecture quality audit [#2](https://github.com/antialias/soroban-abacus-flashcards/issues/2) ([5b91b71](https://github.com/antialias/soroban-abacus-flashcards/commit/5b91b710782dc450405583bc196e5156a296d0df))
## [3.22.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.2...v3.22.3) (2025-10-16)
### Bug Fixes
* **number-guesser:** add turn indicators, error feedback, and fix player ordering ([9f62623](https://github.com/antialias/soroban-abacus-flashcards/commit/9f626236845493ef68e1b3626e80efa35637b449))
### Documentation
* **arcade:** update docs for unified validator registry ([6f6cb14](https://github.com/antialias/soroban-abacus-flashcards/commit/6f6cb14650ba3636a7e2b036e2a2a9410492e7c3))
## [3.22.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.1...v3.22.2) (2025-10-16)
### Code Refactoring
* **arcade:** create unified validator registry to fix dual registration ([f775fc5](https://github.com/antialias/soroban-abacus-flashcards/commit/f775fc55e50af0c3a29b3e00fc722e7d7ce90212)), closes [#1](https://github.com/antialias/soroban-abacus-flashcards/issues/1)
## [3.22.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.22.0...v3.22.1) (2025-10-16)
### Bug Fixes
* **arcade:** add Number Guesser to game config helpers ([7d1a351](https://github.com/antialias/soroban-abacus-flashcards/commit/7d1a351ed6a1442ae34f6b75d46039bfa77a921b))
* **nav:** update types for registry games with nullable gameName ([a51e539](https://github.com/antialias/soroban-abacus-flashcards/commit/a51e539d023681daf639ec104e79079c8ceec98e))
## [3.22.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.21.0...v3.22.0) (2025-10-16)
### Features
* **arcade:** add Number Guesser demo game with plugin architecture ([0e3c058](https://github.com/antialias/soroban-abacus-flashcards/commit/0e3c0587073a69574a50f05c467f2499296012bf))
## [3.21.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.20.0...v3.21.0) (2025-10-15)
### Features
* **arcade:** add modular game SDK and registry system ([de30bec](https://github.com/antialias/soroban-abacus-flashcards/commit/de30bec47923565fe5d1d5a6f719f3fc4e9d1509))
## [3.20.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.19.0...v3.20.0) (2025-10-15)
### Features
* adjust tier probabilities for more abacus flavor ([49219e3](https://github.com/antialias/soroban-abacus-flashcards/commit/49219e34cde32736155a11929d10581e783cba69))
### Code Refactoring
* use per-word-type tier selection for name generation ([499ee52](https://github.com/antialias/soroban-abacus-flashcards/commit/499ee525a835249b439044cf602bf9f0ff322cec))
## [3.19.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.18.1...v3.19.0) (2025-10-15)
### Features
* implement avatar-themed name generation with probabilistic mixing ([76a8472](https://github.com/antialias/soroban-abacus-flashcards/commit/76a8472f12d251071b97f2288f62f0b358576232))
## [3.18.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.18.0...v3.18.1) (2025-10-15)
### Bug Fixes
* **arcade:** prevent empty update in settings API when only gameConfig changes ([ffb626f](https://github.com/antialias/soroban-abacus-flashcards/commit/ffb626f4038fd32d0f40dba8d83ae4d881d698d0))
## [3.18.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.14...v3.18.0) (2025-10-15)
### Features
* add drizzle migration for room_game_configs table ([3bae00b](https://github.com/antialias/soroban-abacus-flashcards/commit/3bae00b9a9dc925039a02fe07d036a2fc5e0fb79))
### Documentation
* document manual migration of room_game_configs table ([ff79140](https://github.com/antialias/soroban-abacus-flashcards/commit/ff791409cf4bae1a5df43eb974eacbc7612d8eec))
## [3.17.14](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.13...v3.17.14) (2025-10-15)
### Bug Fixes
* **arcade:** resolve TypeScript errors in game config helpers ([04c9944](https://github.com/antialias/soroban-abacus-flashcards/commit/04c9944f2ed1025f5a4ece61761889edd08cc60d))
### Documentation
* **arcade:** update GAME_SETTINGS_PERSISTENCE.md for new schema ([260bdc2](https://github.com/antialias/soroban-abacus-flashcards/commit/260bdc2e9d458cb42a96d3ed36a18134260b4520))
## [3.17.13](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.12...v3.17.13) (2025-10-15)
### Code Refactoring
* **arcade:** migrate game settings to normalized database schema ([1bd7354](https://github.com/antialias/soroban-abacus-flashcards/commit/1bd73544df6d62416961eea0b358955aaf82b79d))
## [3.17.12](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.11...v3.17.12) (2025-10-15)
### Code Refactoring
* **arcade:** remove non-productive debug logging from memory-quiz ([38e554e](https://github.com/antialias/soroban-abacus-flashcards/commit/38e554e6ea0386e48798338dd938e50ba73d5576))
### Documentation
* **arcade:** document game settings persistence architecture ([8f8f112](https://github.com/antialias/soroban-abacus-flashcards/commit/8f8f112de222e40901d4b3168fa751d233337e4b))
## [3.17.11](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.10...v3.17.11) (2025-10-15)
### Bug Fixes
* **memory-quiz:** fix playMode persistence by updating validator ([de0efd5](https://github.com/antialias/soroban-abacus-flashcards/commit/de0efd59321ec779cddb900724035884290419b7))
## [3.17.10](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.9...v3.17.10) (2025-10-15)
### Bug Fixes
* **memory-quiz:** persist playMode setting across game switches ([487ca7f](https://github.com/antialias/soroban-abacus-flashcards/commit/487ca7fba62e370c85bc3779ca8a96eb2c2cc3e3))
## [3.17.9](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.8...v3.17.9) (2025-10-15)
### Bug Fixes
* **arcade:** read nested gameConfig correctly when creating sessions ([94ef392](https://github.com/antialias/soroban-abacus-flashcards/commit/94ef39234d362b82e032cb69d3561b9fcb436eaf))
## [3.17.8](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.7...v3.17.8) (2025-10-15)
### Bug Fixes
* **arcade:** preserve game settings when returning to game selection ([0ee7739](https://github.com/antialias/soroban-abacus-flashcards/commit/0ee7739091d60580d2f98cfe288b8586b03348f3))
## [3.17.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.6...v3.17.7) (2025-10-15)
### Bug Fixes
* **arcade:** prevent gameConfig from being overwritten when switching games ([a89d3a9](https://github.com/antialias/soroban-abacus-flashcards/commit/a89d3a970137471e2652de992c45370dbb97416d))
## [3.17.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.5...v3.17.6) (2025-10-15)
### Code Refactoring
* **logging:** use JSON.stringify for all object logging ([c33698c](https://github.com/antialias/soroban-abacus-flashcards/commit/c33698ce52ebdc18ce3a0d856f9241c7389ed651))
## [3.17.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.4...v3.17.5) (2025-10-15)
### Bug Fixes
* **arcade:** implement settings persistence for matching game ([08fe432](https://github.com/antialias/soroban-abacus-flashcards/commit/08fe4326a6a7c484b9058a241f4ff79b3fb5125f))
## [3.17.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.3...v3.17.4) (2025-10-15)
### Bug Fixes
* **matching:** add settings persistence to matching game ([00dcb87](https://github.com/antialias/soroban-abacus-flashcards/commit/00dcb872b7e70bdb7de301b56fe42195e6ee923f))
## [3.17.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.2...v3.17.3) (2025-10-15)
### Bug Fixes
* **arcade:** preserve gameConfig when switching games ([2273c71](https://github.com/antialias/soroban-abacus-flashcards/commit/2273c71a872a5122d0b2023835fe30640106048e))
### Code Refactoring
* remove verbose console logging for cleaner debugging ([9cb5fdd](https://github.com/antialias/soroban-abacus-flashcards/commit/9cb5fdd2fa43560adc32dd052f47a7b06b2c5b69))
## [3.17.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.1...v3.17.2) (2025-10-15)
### Bug Fixes
* **room-data:** update query cache when gameConfig changes ([7cea297](https://github.com/antialias/soroban-abacus-flashcards/commit/7cea297095b78d74f5b77ca83489ec1be684a486))
## [3.17.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.17.0...v3.17.1) (2025-10-15)
### Bug Fixes
* **arcade-rooms:** navigate to invite link after room creation ([1922b21](https://github.com/antialias/soroban-abacus-flashcards/commit/1922b2122bb1bc4aeada7526d8c46aa89024bb00))
* **memory-quiz:** scope game settings by game name for proper persistence ([3dfe54f](https://github.com/antialias/soroban-abacus-flashcards/commit/3dfe54f1cb89bd636e763e1c5acb03776f97c011))
## [3.17.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.16.0...v3.17.0) (2025-10-15)
### Features
* **memory-quiz:** persist game settings per-game across sessions ([05a8e0a](https://github.com/antialias/soroban-abacus-flashcards/commit/05a8e0a84272c6c45a4014413ee00726eb88b76a))
## [3.16.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.2...v3.16.0) (2025-10-15)
### Features
* **arcade:** broadcast game selection changes to all room members ([b99e754](https://github.com/antialias/soroban-abacus-flashcards/commit/b99e7543952bb0d47f42e79dc4226b3c1280a0ee))
## [3.15.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.1...v3.15.2) (2025-10-15)
### Bug Fixes
* **memory-quiz:** prevent duplicate card processing from optimistic updates ([51676fc](https://github.com/antialias/soroban-abacus-flashcards/commit/51676fc15f5bc15cdb43393d3e66f7c5a0667868))
## [3.15.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.15.0...v3.15.1) (2025-10-15)
### Bug Fixes
* **memory-quiz:** synchronize card display across all players in multiplayer ([472f201](https://github.com/antialias/soroban-abacus-flashcards/commit/472f201088d82f92030273fadaf8a8e488820d6c))
## [3.15.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.4...v3.15.0) (2025-10-15)
### Features
* **memory-quiz:** add multiplayer support with redesigned scoreboards ([1cf4469](https://github.com/antialias/soroban-abacus-flashcards/commit/1cf44696c26473ce4ab2fc2039ff42f08c20edb6))
* **memory-quiz:** show player emojis on cards to indicate who found them ([05bd11a](https://github.com/antialias/soroban-abacus-flashcards/commit/05bd11a133706c9ed8c09c744da7ca8955fa979a))
### Bug Fixes
* **arcade:** add defensive checks and update test fixtures ([a93d981](https://github.com/antialias/soroban-abacus-flashcards/commit/a93d981d1ab3abed019b28cebe87525191313cc7))
## [3.14.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.3...v3.14.4) (2025-10-15)
### Bug Fixes
* **memory-quiz:** prevent input lag during rapid typing in room mode ([b45139b](https://github.com/antialias/soroban-abacus-flashcards/commit/b45139b588d0ab6df4d6c1003c1b65b634e2b041))
## [3.14.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.2...v3.14.3) (2025-10-15)
### Bug Fixes
* **arcade:** delete old session when room game changes ([98a3a25](https://github.com/antialias/soroban-abacus-flashcards/commit/98a3a2573db51899c41ba02796895d676c4e16ef))
## [3.14.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.1...v3.14.2) (2025-10-15)
### Bug Fixes
* **room:** update GAME_TYPE_TO_NAME mapping for memory-quiz ([4afa171](https://github.com/antialias/soroban-abacus-flashcards/commit/4afa171af212902120599b3d68f58cfbdf7820b0))
## [3.14.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.14.0...v3.14.1) (2025-10-14)
### Bug Fixes
* resolve Memory Quiz room-based multiplayer validation issues ([2ffeade](https://github.com/antialias/soroban-abacus-flashcards/commit/2ffeade43710b5f3fff9991cc84763bbdbf97010))
## [3.14.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.7...v3.14.0) (2025-10-14)
### Features
* **arcade:** add Change Game functionality for room hosts ([ee39241](https://github.com/antialias/soroban-abacus-flashcards/commit/ee39241e3c9e04202592497d9987eafcb89c00c9))
* **arcade:** add game selection screen with navigation to room page ([4124f1c](https://github.com/antialias/soroban-abacus-flashcards/commit/4124f1cc081f5cb9d6f450f3c2e0cca8a247deba))
### Bug Fixes
* **player-config:** correct label positioning in player settings dialog ([554cc40](https://github.com/antialias/soroban-abacus-flashcards/commit/554cc4063bc756c9c9cd1adf0c1964d3f2f6151b))
### Code Refactoring
* implement in-room game selection UI ([f07b96d](https://github.com/antialias/soroban-abacus-flashcards/commit/f07b96d26eb9f63f3ee55f721139c37ccc34c3df))
* make game_name nullable to support in-room game selection ([a9a6cef](https://github.com/antialias/soroban-abacus-flashcards/commit/a9a6cefafcaf7340902328ef1cb02eb3fdd3aa84))
* **nav:** rename emphasizeGameContext to emphasizePlayerSelection ([6bb7016](https://github.com/antialias/soroban-abacus-flashcards/commit/6bb7016eea1e8ca40204a921db4a8b8fb9a06f73))
## [3.13.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.6...v3.13.7) (2025-10-14)
### Bug Fixes
* **toast:** scope animations to prevent affecting other UI elements ([245ed8a](https://github.com/antialias/soroban-abacus-flashcards/commit/245ed8a625ba848f8cd79d51bfd88600cd77f0b9))
## [3.13.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.5...v3.13.6) (2025-10-14)
### Bug Fixes
* **nav:** navigate to /arcade/room (not /arcade/rooms/{id}) ([1c55f36](https://github.com/antialias/soroban-abacus-flashcards/commit/1c55f3630cb5f07b685555e41baa5a49314f15a3))
## [3.13.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.4...v3.13.5) (2025-10-14)
### Bug Fixes
* **nav:** navigate to room after creation from (+) menu ([21e6e33](https://github.com/antialias/soroban-abacus-flashcards/commit/21e6e33173e7939102a7e6d6a7bd5168a97a49d6))
### Documentation
* add production deployment guide ([6d16436](https://github.com/antialias/soroban-abacus-flashcards/commit/6d164361331fae2135afd84ab6e6f38a241b9170))
## [3.13.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.3...v3.13.4) (2025-10-14)
### Bug Fixes
* **api:** include members and memberPlayers in room creation response ([8320d9e](https://github.com/antialias/soroban-abacus-flashcards/commit/8320d9e730e2b9964e509847dfa504a78b721b5a))
## [3.13.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.2...v3.13.3) (2025-10-14)
### Bug Fixes
* **migrations:** add migration 0009 for display_password column ([040d749](https://github.com/antialias/soroban-abacus-flashcards/commit/040d7495a0801076b252d2574023f5323540db1a))
### Code Refactoring
* replace browser alert() calls with toast notifications ([87ef356](https://github.com/antialias/soroban-abacus-flashcards/commit/87ef35682e5c129033f21b91987fc84a45f43ad3))
## [3.13.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.1...v3.13.2) (2025-10-14)
### Bug Fixes
* **arcade:** only notify room creator of join requests ([bc571e3](https://github.com/antialias/soroban-abacus-flashcards/commit/bc571e3d0d11fe4142680132d551e25ca626d950))
## [3.13.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.13.0...v3.13.1) (2025-10-14)
### Bug Fixes
* **arcade:** allow room creator to rejoin restricted/approval rooms ([654ba19](https://github.com/antialias/soroban-abacus-flashcards/commit/654ba19ccca595d34ad205c036c18afb99a494c7))
## [3.13.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.12.0...v3.13.0) (2025-10-14)
### Features
* **moderation:** add inline feedback and persistent password display ([86e3d41](https://github.com/antialias/soroban-abacus-flashcards/commit/86e3d4199628f95048b9265c9de0adfdc2934f93))
## [3.12.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.11.1...v3.12.0) (2025-10-14)
### Features
* **moderation:** improve password input with copy button ([2580e47](https://github.com/antialias/soroban-abacus-flashcards/commit/2580e474d08bf91477339e998b2c70962a633f41))
## [3.11.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.11.0...v3.11.1) (2025-10-14)
### Bug Fixes
* **moderation:** improve access mode settings UX ([dd9e657](https://github.com/antialias/soroban-abacus-flashcards/commit/dd9e657db85752b32ff91ae1b33a0bf7a7628e07))
## [3.11.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.10.0...v3.11.0) (2025-10-14)
### Features
* add name generator button and abacus emoji ([07212e4](https://github.com/antialias/soroban-abacus-flashcards/commit/07212e4df0c7fd4b8cccf935c48b14164df6961d))
### Code Refactoring
* make player names abacus and arithmetic themed ([97daad9](https://github.com/antialias/soroban-abacus-flashcards/commit/97daad9abb40a6f4d59ca8a4d4b671822b7b0955))
## [3.10.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.9.2...v3.10.0) (2025-10-14)
### Features
* add fun automatic player naming system ([249257c](https://github.com/antialias/soroban-abacus-flashcards/commit/249257c6c77d503b48479065664c96c5de36a234))
## [3.9.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.9.1...v3.9.2) (2025-10-14)
### Bug Fixes
* remove duplicate ModerationNotifications causing double toasts ([c6886a0](https://github.com/antialias/soroban-abacus-flashcards/commit/c6886a0e59b3cbf051a828e0157495101cd8c823))
## [3.9.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.9.0...v3.9.1) (2025-10-14)
### Bug Fixes
* reset join request toast state when moderation event cleared ([6beb58a](https://github.com/antialias/soroban-abacus-flashcards/commit/6beb58a7b8f8e1841c71729a3517ab459e924aa9))
## [3.9.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.8.1...v3.9.0) (2025-10-14)
### Features
* prevent invitations to retired rooms ([a7c3c1f](https://github.com/antialias/soroban-abacus-flashcards/commit/a7c3c1f4cd802985c8f040bc1cdf3ea4482a2fce))
## [3.8.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.8.0...v3.8.1) (2025-10-14)
### Bug Fixes
* improve kicked modal message for retired room ejections ([f865ce1](https://github.com/antialias/soroban-abacus-flashcards/commit/f865ce16ecf7648e41549795c8137f4fc33e34ac))
## [3.8.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.7.1...v3.8.0) (2025-10-14)
### Features
* implement proper retired room behavior with member expulsion ([a2d5368](https://github.com/antialias/soroban-abacus-flashcards/commit/a2d53680f27db04b2cd09973e62a76c5a7d4ce06))
## [3.7.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.7.0...v3.7.1) (2025-10-14)
### Bug Fixes
* improve join request approval error handling with actionable messages ([57bf846](https://github.com/antialias/soroban-abacus-flashcards/commit/57bf8460c8ecff374355bfb93f4b06dfbb148273))
## [3.7.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.6.3...v3.7.0) (2025-10-14)
### Features
* add prominent join request approval notifications for room moderators ([036da6d](https://github.com/antialias/soroban-abacus-flashcards/commit/036da6de66ca7d3f459c55df657b04a9e88d9cd3))
## [3.6.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.6.2...v3.6.3) (2025-10-14)
### Bug Fixes
* update locked room terminology and allow existing members ([1ddf985](https://github.com/antialias/soroban-abacus-flashcards/commit/1ddf985938d9542fe26e44da58234f3d4e3c9543))
## [3.6.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.6.1...v3.6.2) (2025-10-14)
### Bug Fixes
* allow join with pending invitation for restricted rooms ([85b2cf9](https://github.com/antialias/soroban-abacus-flashcards/commit/85b2cf98167ccf632ab634a94eb436e1eb584614))
## [3.6.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.6.0...v3.6.1) (2025-10-14)
### Bug Fixes
* join user socket channel to receive approval notifications ([7d08fdd](https://github.com/antialias/soroban-abacus-flashcards/commit/7d08fdd90643920857eda09998ac01afbae74154))
### Code Refactoring
* remove redundant polling from approval notifications ([0d4f400](https://github.com/antialias/soroban-abacus-flashcards/commit/0d4f400dca02ad9497522c24fded8b6d07d85fd2))
## [3.6.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.5.0...v3.6.0) (2025-10-14)
### Features
* add socket listener and polling for approval notifications ([35b4a72](https://github.com/antialias/soroban-abacus-flashcards/commit/35b4a72c8b2f80a74b5d2fe02b048d4ec4d1d6f2))
## [3.5.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.4.0...v3.5.0) (2025-10-14)
### Features
* replace access mode dropdown with visual button grid ([e5d0672](https://github.com/antialias/soroban-abacus-flashcards/commit/e5d067205989d7c3105998dcd7d67fd0408f332c))
## [3.4.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.3.1...v3.4.0) (2025-10-14)
### Features
* add waiting state for approval requests in JoinRoomModal ([f9b0429](https://github.com/antialias/soroban-abacus-flashcards/commit/f9b0429a2e2d22944acba66009dd87a9d9eb28c2))
## [3.3.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.3.0...v3.3.1) (2025-10-14)
### Bug Fixes
* add POST handler for join requests API endpoint ([d3e5cdf](https://github.com/antialias/soroban-abacus-flashcards/commit/d3e5cdfc54f2749f27c6f8b8db854a8d0b6029f8))
## [3.3.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.2.1...v3.3.0) (2025-10-14)
### Features
* implement approval request flow for share links ([4a6b3ca](https://github.com/antialias/soroban-abacus-flashcards/commit/4a6b3cabe5c6aa42f4fa00ed09f9b3713f097539))
## [3.2.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v3.2.0...v3.2.1) (2025-10-14)

View File

@@ -89,3 +89,50 @@ npm run check # Biome check (format + lint + organize imports)
---
**Remember: Always run `npm run pre-commit` before creating commits.**
## Known Issues
### @soroban/abacus-react TypeScript Module Resolution
**Issue:** TypeScript reports that `AbacusReact`, `useAbacusConfig`, and other exports do not exist from the `@soroban/abacus-react` package, even though:
- The package builds successfully
- The exports are correctly defined in `dist/index.d.ts`
- The imports work at runtime
- 20+ files across the codebase use these same imports without issue
**Impact:** `npm run type-check` will report errors for any files importing from `@soroban/abacus-react`.
**Workaround:** This is a known pre-existing issue. When running pre-commit checks, TypeScript errors related to `@soroban/abacus-react` imports can be ignored. Focus on:
- New TypeScript errors in your changed files (excluding @soroban/abacus-react imports)
- Format checks
- 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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# Production Deployment Guide
This document describes the production deployment infrastructure and procedures for the abaci.one web application.
## Infrastructure Overview
### Production Server
- **Host**: `nas.home.network` (Synology NAS DS923+)
- **Access**: SSH access required
- Must be connected to network at **730 N. Oak Park Ave**
- Server is not accessible from external networks
- **Project Directory**: `/volume1/homes/antialias/projects/abaci.one`
### Docker Configuration
- **Docker binary**: `/usr/local/bin/docker`
- **Docker Compose binary**: `/usr/local/bin/docker-compose`
- **Container name**: `soroban-abacus-flashcards`
- **Image**: `ghcr.io/antialias/soroban-abacus-flashcards:latest`
### Auto-Deployment
- **Watchtower** monitors and auto-updates containers
- **Update frequency**: Every **5 minutes**
- Watchtower pulls latest images and restarts containers automatically
- No manual intervention required for deployments after pushing to main
## Database Management
### Location
- **Database path**: `data/sqlite.db` (relative to project directory)
- **WAL files**: `data/sqlite.db-shm` and `data/sqlite.db-wal`
### Migrations
- **Automatic**: Migrations run on server startup via `server.js`
- **Migration folder**: `./drizzle`
- **Process**:
1. Server starts
2. Logs: `🔄 Running database migrations...`
3. Drizzle migrator runs all pending migrations
4. Logs: `✅ Migrations complete` (on success)
5. Logs: `❌ Migration failed: [error]` (on failure, process exits)
### Nuke and Rebuild Database
If you need to completely reset the production database:
```bash
# SSH into the server
ssh nas.home.network
# Navigate to project directory
cd /volume1/homes/antialias/projects/abaci.one
# Stop the container
/usr/local/bin/docker-compose down
# Remove database files
rm -f data/sqlite.db data/sqlite.db-shm data/sqlite.db-wal
# Restart container (migrations will rebuild DB)
/usr/local/bin/docker-compose up -d
# Check logs to verify migration success
/usr/local/bin/docker logs soroban-abacus-flashcards | grep -E '(Migration|Starting)'
```
## CI/CD Pipeline
### GitHub Actions
When code is pushed to `main` branch:
1. **Workflows triggered**:
- `Build and Deploy` - Builds Docker image and pushes to GHCR
- `Release` - Manages semantic versioning and releases
- `Verify Examples` - Runs example tests
- `Deploy Storybooks to GitHub Pages` - Publishes Storybook
2. **Image build**:
- Built image is tagged as `latest`
- Pushed to GitHub Container Registry (ghcr.io)
- Typically completes within 1-2 minutes
3. **Deployment**:
- Watchtower detects new image (within 5 minutes)
- Pulls latest image
- Recreates and restarts container
- Total deployment time: ~5-7 minutes from push to production
## Manual Deployment Procedures
### Force Pull Latest Image
If you need to immediately deploy without waiting for Watchtower:
```bash
ssh nas.home.network "cd /volume1/homes/antialias/projects/abaci.one && /usr/local/bin/docker-compose pull && /usr/local/bin/docker-compose up -d"
```
### Check Container Status
```bash
ssh nas.home.network "/usr/local/bin/docker ps | grep -E '(soroban|abaci)'"
```
### View Logs
```bash
# Recent logs
ssh nas.home.network "/usr/local/bin/docker logs --tail 100 soroban-abacus-flashcards"
# Follow logs in real-time
ssh nas.home.network "/usr/local/bin/docker logs -f soroban-abacus-flashcards"
# Search for specific patterns
ssh nas.home.network "/usr/local/bin/docker logs soroban-abacus-flashcards" | grep -i "error"
```
### Restart Container
```bash
ssh nas.home.network "cd /volume1/homes/antialias/projects/abaci.one && /usr/local/bin/docker-compose restart"
```
## Deployment Script
The project includes a deployment script at `nas-deployment/deploy.sh` for manual deployments.
## Troubleshooting
### Common Issues
#### 1. Migration Failures
**Symptom**: Container keeps restarting, logs show migration errors
**Solution**:
1. Check migration files in `drizzle/` directory
2. Verify `drizzle/meta/_journal.json` is up to date
3. If migrations are corrupted, may need to nuke database (see above)
#### 2. Container Not Updating
**Symptom**: Changes pushed but production still shows old code
**Possible causes**:
- GitHub Actions build failed - check workflow status with `gh run list`
- Watchtower not running - check with `docker ps | grep watchtower`
- Image not pulled - manually pull with `docker-compose pull`
**Solution**:
```bash
# Force pull and restart
ssh nas.home.network "cd /volume1/homes/antialias/projects/abaci.one && /usr/local/bin/docker-compose pull && /usr/local/bin/docker-compose up -d"
```
#### 3. Missing Database Columns
**Symptom**: Errors like `SqliteError: no such column: "column_name"`
**Cause**: Migration not registered or not run
**Solution**:
1. Verify migration exists in `drizzle/` directory
2. Check migration is registered in `drizzle/meta/_journal.json`
3. If migration is new, restart container to run migrations
4. If migration is malformed, fix it and nuke database
#### 4. API Returns Unexpected Response
**Symptom**: Client shows errors but API appears to work
**Debugging**:
1. Test API directly with curl: `curl -X POST 'https://abaci.one/api/arcade/rooms' -H 'Content-Type: application/json' -d '...'`
2. Check production logs for errors
3. Verify container is running latest image:
```bash
ssh nas.home.network "/usr/local/bin/docker inspect soroban-abacus-flashcards --format '{{.Created}}'"
```
4. Compare with commit timestamp: `git log --format="%ci" -1`
## Environment Variables
Production environment variables are configured in the docker-compose.yml file on the server. Common variables:
- `NEXT_PUBLIC_URL` - Base URL for the application
- `DATABASE_URL` - SQLite database path
- Additional variables may be set in `.env.production` or docker-compose.yml
## Network Configuration
- **Reverse Proxy**: Traefik
- **HTTPS**: Automatic via Traefik with Let's Encrypt
- **Domain**: abaci.one
- **Exposed Port**: 3000 (internal to Docker network)
## Security Notes
- Production database contains user data and should be handled carefully
- SSH access is restricted to local network only
- Docker container runs with appropriate user permissions
- Secrets are managed via environment variables, not committed to repo

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

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# 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

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

View File

@@ -46,7 +46,39 @@
"Bash(npx @biomejs/biome check:*)",
"Bash(printf '\\n')",
"Bash(npm install bcryptjs)",
"Bash(npm install:*)"
"Bash(npm install:*)",
"Bash(pnpm add:*)",
"Bash(sqlite3:*)",
"Bash(shasum:*)",
"Bash(awk:*)",
"Bash(if npx tsc --noEmit)",
"Bash(then echo \"TypeScript errors found in our files\")",
"Bash(else echo \"✓ No TypeScript errors in our modified files\")",
"Bash(fi)",
"Bash(then echo \"TypeScript errors found\")",
"Bash(else echo \"✓ No TypeScript errors in join page\")",
"Bash(npx @biomejs/biome format:*)",
"Bash(npx drizzle-kit generate:*)",
"Bash(ssh nas.home.network \"docker ps | grep -E ''soroban|abaci|web''\")",
"Bash(ssh:*)",
"Bash(printf \"\\n\\n\")",
"Bash(timeout 10 npx drizzle-kit generate:*)",
"Bash(git checkout:*)",
"Bash(git log:*)",
"Bash(python3:*)",
"Bash(git reset:*)",
"Bash(lsof:*)",
"Bash(killall:*)",
"Bash(echo:*)",
"Bash(git restore:*)",
"Bash(timeout 10 npm run dev:*)",
"Bash(timeout 30 npm run dev)",
"Bash(pkill:*)",
"Bash(for i in {1..30})",
"Bash(do gh run list --limit 1 --json conclusion,status,name,databaseId --jq '.[0] | \"\"\\(.status) - \\(.conclusion // \"\"running\"\") - Run ID: \\(.databaseId)\"\"')",
"Bash(tsc:*)",
"Bash(tsc-alias:*)",
"Bash(npx tsc-alias:*)"
],
"deny": [],
"ask": []

0
apps/web/data/db.sqlite Normal file
View File

View File

@@ -0,0 +1,451 @@
# Architecture Quality Audit #2
**Date**: 2025-10-16
**Context**: After implementing Number Guesser (turn-based) and starting Math Sprint (free-for-all)
**Goal**: Assess if the system is truly modular or if there's too much boilerplate
---
## Executive Summary
**Status**: ⚠️ **Good Foundation, But Boilerplate Issues**
The unified validator registry successfully solved the dual registration problem. However, implementing a second game revealed **significant boilerplate** and **database schema coupling** that violate the modular architecture goals.
**Grade**: **B-** (Down from B+ after implementation testing)
---
## Issues Found
### 🚨 Issue #1: Database Schema Coupling (CRITICAL)
**Problem**: The `room_game_configs` table schema hard-codes game names, preventing true modularity.
**Evidence**:
```typescript
// db/schema/room-game-configs.ts
gameName: text('game_name').$type<'matching' | 'memory-quiz' | 'number-guesser' | 'complement-race'>()
```
When adding 'math-sprint':
```
Type '"math-sprint"' is not assignable to type '"matching" | "memory-quiz" | "number-guesser" | "complement-race"'
```
**Impact**:
- ❌ Must manually update database schema for every new game
- ❌ TypeScript errors force schema migration
- ❌ Breaks "just register and go" promise
- ❌ Requires database migration for each game
**Root Cause**: The schema uses a union type instead of a string with runtime validation.
**Fix Required**: Change schema to accept any string, validate against registry at runtime.
---
### ⚠️ Issue #2: game-config-helpers.ts Boilerplate
**Problem**: Three switch statements must be updated for every new game:
1. `getDefaultGameConfig()` - add case
2. Import default config constant
3. `validateGameConfig()` - add validation logic
**Example** (from Math Sprint):
```typescript
// Must add to imports
import { DEFAULT_MATH_SPRINT_CONFIG } from './game-configs'
// Must add case to switch #1
case 'math-sprint':
return DEFAULT_MATH_SPRINT_CONFIG
// Must add case to switch #2
case 'math-sprint':
return (
typeof config === 'object' &&
config !== null &&
['easy', 'medium', 'hard'].includes(config.difficulty) &&
// ... 10+ lines of validation
)
```
**Impact**:
- ⏱️ 5-10 minutes of boilerplate per game
- 🐛 Easy to forget a switch case
- 📝 Repetitive validation logic
**Better Approach**: Config defaults and validation should be part of the game definition.
---
### ⚠️ Issue #3: game-configs.ts Boilerplate
**Problem**: Must update 4 places in game-configs.ts:
1. Import types from game
2. Define `XGameConfig` interface
3. Add to `GameConfigByName` union
4. Add to `RoomGameConfig` interface
5. Create `DEFAULT_X_CONFIG` constant
**Example** (from Math Sprint):
```typescript
// 1. Import
import type { Difficulty as MathSprintDifficulty } from '@/arcade-games/math-sprint/types'
// 2. Interface
export interface MathSprintGameConfig {
difficulty: MathSprintDifficulty
questionsPerRound: number
timePerQuestion: number
}
// 3. Add to union
export type GameConfigByName = {
'math-sprint': MathSprintGameConfig
// ...
}
// 4. Add to RoomGameConfig
export interface RoomGameConfig {
'math-sprint'?: MathSprintGameConfig
// ...
}
// 5. Default constant
export const DEFAULT_MATH_SPRINT_CONFIG: MathSprintGameConfig = {
difficulty: 'medium',
questionsPerRound: 10,
timePerQuestion: 30,
}
```
**Impact**:
- ⏱️ 10-15 lines of boilerplate per game
- 🐛 Easy to forget one of the 5 updates
- 🔄 Repeating type information (already in game definition)
**Better Approach**: Game config types should be inferred from game definitions.
---
### 📊 Issue #4: High Boilerplate Ratio
**Files Required Per Game**:
| Category | Files | Purpose |
|----------|-------|---------|
| **Game Code** | 7 files | types.ts, Validator.ts, Provider.tsx, index.ts, 3x components |
| **Registration** | 2 files | validators.ts, game-registry.ts |
| **Config** | 2 files | game-configs.ts, game-config-helpers.ts |
| **Database** | 1 file | schema migration |
| **Total** | **12 files** | For one game! |
**Lines of Boilerplate** (non-game-logic):
- game-configs.ts: ~15 lines
- game-config-helpers.ts: ~25 lines
- validators.ts: ~2 lines
- game-registry.ts: ~2 lines
- **Total: ~44 lines of pure boilerplate per game**
**Comparison**:
- Number Guesser: ~500 lines of actual game logic
- Boilerplate: ~44 lines (8.8% overhead) ✅ Acceptable
- But spread across 4 different files ⚠️ Developer friction
---
## Positive Aspects
### ✅ What Works Well
1. **SDK Abstraction**
- `useArcadeSession` is clean and reusable
- `buildPlayerMetadata` helper reduces duplication
- Hook-based API is intuitive
2. **Provider Pattern**
- Consistent across games
- Clear separation of concerns
- Easy to understand
3. **Component Structure**
- SetupPhase, PlayingPhase, ResultsPhase pattern is clear
- GameComponent wrapper is simple
- PageWithNav integration is seamless
4. **Unified Validator Registry**
- Single source of truth for validators ✅
- Auto-derived GameName type ✅
- Type-safe validator access ✅
5. **Error Feedback**
- lastError/clearError pattern works well
- Auto-dismiss UX is good
- Consistent error handling
---
## Comparison: Number Guesser vs. Math Sprint
### Similarities (Good!)
- ✅ Same file structure
- ✅ Same SDK usage patterns
- ✅ Same Provider pattern
- ✅ Same component phases
### Differences (Revealing!)
- Math Sprint uses TEAM_MOVE (no turn owner)
- Math Sprint has server-generated questions
- Database schema didn't support Math Sprint name
**Key Insight**: The SDK handles different game types well (turn-based vs. free-for-all), but infrastructure (database, config system) is rigid.
---
## Developer Experience Score
### Time to Add a Game
| Task | Time | Notes |
|------|------|-------|
| Write game logic | 2-4 hours | Validator, state management, components |
| Registration boilerplate | 15-20 min | 4 files to update |
| Database migration | 10-15 min | Schema update, migration file |
| Debugging type errors | 10-30 min | Database schema mismatches |
| **Total** | **3-5 hours** | For a simple game |
### Pain Points
1. **Database Schema** ⚠️ Critical blocker
- Must update schema for each game
- Requires migration
- TypeScript errors are confusing
2. **Config System** ⚠️ Medium friction
- 5 places to update in game-configs.ts
- Easy to miss one
- Repetitive type definitions
3. **Helper Functions** ⚠️ Low friction
- Switch statements in game-config-helpers.ts
- Not hard, just tedious
### What Developers Like
1. ✅ SDK is intuitive
2. ✅ Pattern is consistent
3. ✅ Error messages are clear (once you know where to look)
4. ✅ Documentation is comprehensive
---
## Architectural Recommendations
### Critical (Before Adding More Games)
**1. Fix Database Schema Coupling**
**Current**:
```typescript
gameName: text('game_name').$type<'matching' | 'memory-quiz' | 'number-guesser' | 'complement-race'>()
```
**Recommended**:
```typescript
// Accept any string, validate at runtime
gameName: text('game_name').$type<string>().notNull()
// Runtime validation in helper functions
export function validateGameName(gameName: string): gameName is GameName {
return hasValidator(gameName)
}
```
**Benefits**:
- ✅ No schema migration per game
- ✅ Works with auto-derived GameName
- ✅ Runtime validation is sufficient
---
**2. Infer Config Types from Game Definitions**
**Current** (manual):
```typescript
// In game-configs.ts
export interface MathSprintGameConfig { ... }
export const DEFAULT_MATH_SPRINT_CONFIG = { ... }
// In game definition
const defaultConfig: MathSprintGameConfig = { ... }
```
**Recommended**:
```typescript
// In game definition (single source of truth)
export const mathSprintGame = defineGame({
defaultConfig: {
difficulty: 'medium',
questionsPerRound: 10,
timePerQuestion: 30,
},
validator: mathSprintValidator,
// ...
})
// Auto-infer types
type MathSprintConfig = typeof mathSprintGame.defaultConfig
```
**Benefits**:
- ✅ No duplication
- ✅ Single source of truth
- ✅ Type inference handles it
---
**3. Move Config Validation to Game Definition**
**Current** (switch statement in helper):
```typescript
function validateGameConfig(gameName: GameName, config: any): boolean {
switch (gameName) {
case 'math-sprint':
return /* 15 lines of validation */
}
}
```
**Recommended**:
```typescript
// In game definition
export const mathSprintGame = defineGame({
defaultConfig: { ... },
validateConfig: (config: any): config is MathSprintConfig => {
return /* validation logic */
},
// ...
})
// In helper (generic)
export function validateGameConfig(gameName: GameName, config: any): boolean {
const game = getGame(gameName)
return game?.validateConfig?.(config) ?? true
}
```
**Benefits**:
- ✅ No switch statement
- ✅ Validation lives with game
- ✅ One place to update
---
### Medium Priority
**4. Create CLI Tool for Game Generation**
```bash
npm run create-game math-sprint "Math Sprint" "🧮"
```
Generates:
- File structure
- Boilerplate code
- Registration entries
- Types
**Benefits**:
- ✅ Eliminates manual boilerplate
- ✅ Consistent structure
- ✅ Reduces errors
---
**5. Add Runtime Registry Validation**
On app start, verify:
- ✅ All games in registry have validators
- ✅ All validators have games
- ✅ No orphaned configs
- ✅ All game names are unique
```typescript
function validateRegistries() {
const games = getAllGames()
const validators = getRegisteredGameNames()
for (const game of games) {
if (!validators.includes(game.manifest.name)) {
throw new Error(`Game ${game.manifest.name} has no validator!`)
}
}
}
```
---
## Updated Compliance Table
| Intention | Status | Notes |
|-----------|--------|-------|
| Modularity | ⚠️ Partial | Validators unified, but database/config not modular |
| Self-registration | ✅ Pass | Two registration points (validator + game), both clear |
| Type safety | ⚠️ Partial | Types work, but database schema breaks for new games |
| No core changes | ⚠️ Partial | Must update 4 files + database schema |
| Drop-in games | ❌ Fail | Database migration required |
| Stable SDK API | ✅ Pass | SDK is excellent |
| Clear patterns | ✅ Pass | Patterns are consistent |
| Low boilerplate | ⚠️ Partial | SDK usage is clean, registration is verbose |
**Overall Grade**: **B-** (Was B+, downgraded after implementation testing)
---
## Summary
### What We Learned
**The Good**:
- SDK design is solid
- Unified validator registry works
- Pattern is consistent and learnable
- Number Guesser proves the concept
⚠️ **The Not-So-Good**:
- Database schema couples to game names (critical blocker)
- Config system has too much boilerplate
- 12 files touched per game is high
**The Bad**:
- Can't truly "drop in" a game without schema migration
- Config types are duplicated
- Helper switch statements are tedious
### Verdict
The system **works** and is **usable**, but falls short of "modular architecture" goals due to:
1. Database schema hard-coding
2. Config system boilerplate
3. Required schema migrations
**Recommendation**:
1. **Option A (Quick Fix)**: Document the 12-file checklist, live with boilerplate for now
2. **Option B (Proper Fix)**: Implement Critical recommendations 1-3 before adding Math Sprint
**My Recommendation**: Option A for now (get Math Sprint working), then Option B as a refactoring sprint.
---
## Next Steps
1. ✅ Document "Adding a Game" checklist (12 files)
2. 🔴 Fix database schema to accept any game name
3. 🟡 Test Math Sprint with current architecture
4. 🟡 Evaluate if boilerplate is acceptable in practice
5. 🟢 Consider config system refactoring for later

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

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@@ -0,0 +1,792 @@
# Arcade Game Architecture
> **Design Philosophy**: Modular, type-safe, multiplayer-first game development with real-time synchronization
---
## Table of Contents
- [Design Goals](#design-goals)
- [Architecture Overview](#architecture-overview)
- [Core Concepts](#core-concepts)
- [Implementation Details](#implementation-details)
- [Design Decisions](#design-decisions)
- [Lessons Learned](#lessons-learned)
- [Future Improvements](#future-improvements)
---
## Design Goals
### Primary Goals
1. **Modularity**
- Each game is a self-contained module
- Games can be added/removed without affecting the core system
- No tight coupling between games and infrastructure
2. **Type Safety**
- Full TypeScript support throughout the stack
- Compile-time validation of game definitions
- Type-safe move validation and state management
3. **Multiplayer-First**
- Real-time state synchronization via WebSocket
- Optimistic updates for instant feedback
- Server-authoritative validation to prevent cheating
4. **Developer Experience**
- Simple, intuitive API for game creators
- Minimal boilerplate
- Clear separation of concerns
- Comprehensive error messages
5. **Consistency**
- Shared navigation and UI components
- Standardized player management
- Common error handling patterns
- Unified room/lobby experience
### Non-Goals
- Supporting non-multiplayer games (use existing game routes for that)
- Backwards compatibility with old game implementations
- Supporting games outside the monorepo
---
## Architecture Overview
### System Layers
```
┌─────────────────────────────────────────────────────────────┐
│ Application Layer │
│ - GameSelector (game discovery) │
│ - Room management │
│ - Player management │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Registry Layer │
│ - Game registration │
│ - Game discovery (getGame, getAllGames) │
│ - Manifest validation │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ SDK Layer │
│ - Stable API surface │
│ - React hooks (useArcadeSession, etc.) │
│ - Type definitions │
│ - Utilities (buildPlayerMetadata, etc.) │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Game Layer │
│ Individual games (number-guesser, math-sprint, etc.) │
│ Each game: Validator + Provider + Components + Types │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Infrastructure Layer │
│ - WebSocket (useArcadeSocket) │
│ - Optimistic state (useOptimisticGameState) │
│ - Database (room data, player data) │
└─────────────────────────────────────────────────────────────┘
```
### Data Flow: Move Execution
```
1. User clicks button
2. Provider calls sendMove()
3. useArcadeSession
├─→ Apply optimistically (instant UI update)
└─→ Send via WebSocket to server
4. Server validates move
├─→ VALID:
│ ├─→ Apply to server state
│ ├─→ Increment version
│ ├─→ Broadcast to all clients
│ └─→ Client: Remove from pending, confirm state
└─→ INVALID:
├─→ Send rejection message
└─→ Client: Rollback optimistic state, show error
```
---
## Core Concepts
### 1. Game Definition
A game is defined by five core pieces:
```typescript
interface GameDefinition<TConfig, TState, TMove> {
manifest: GameManifest // Display metadata
Provider: GameProviderComponent // React context provider
GameComponent: GameComponent // Main UI component
validator: GameValidator // Server validation logic
defaultConfig: TConfig // Default settings
}
```
**Why this structure?**
- `manifest`: Declarative metadata for discovery and UI
- `Provider`: Encapsulates all game logic and state management
- `GameComponent`: Pure UI component, no business logic
- `validator`: Server-authoritative validation prevents cheating
- `defaultConfig`: Sensible defaults, can be overridden per-room
### 2. Validator (Server-Side)
The validator is the **source of truth** for game logic.
```typescript
interface GameValidator<TState, TMove> {
validateMove(state: TState, move: TMove): ValidationResult
isGameComplete(state: TState): boolean
getInitialState(config: unknown): TState
}
```
**Key Principles:**
- **Pure functions**: No side effects, no I/O
- **Deterministic**: Same input → same output
- **Complete game logic**: All rules enforced here
- **Returns new state**: Immutable state updates
**Why server-side?**
- Prevents cheating (client can't fake moves)
- Single source of truth (no client/server divergence)
- Easier debugging (all logic in one place)
- Can add server-only features (analytics, anti-cheat)
### 3. Provider (Client-Side)
The provider manages client state and provides a clean API.
```typescript
interface GameContextValue {
state: GameState // Current game state
lastError: string | null // Last validation error
startGame: () => void // Action creators
makeMove: (data) => void // ...
clearError: () => void
exitSession: () => void
}
```
**Responsibilities:**
- Wrap `useArcadeSession` with game-specific actions
- Build player metadata from game mode context
- Provide clean, typed API to components
- Handle room config persistence
**Anti-Pattern:** Don't put game logic here. The provider is a **thin wrapper** around the SDK.
### 4. Optimistic Updates
The system uses **optimistic UI** for instant feedback:
1. User makes a move → UI updates immediately
2. Move sent to server for validation
3. Server validates:
- ✓ Valid → Confirm optimistic state
- ✗ Invalid → Rollback and show error
**Why optimistic updates?**
- Instant feedback (no perceived latency)
- Better UX for fast-paced games
- Handles network issues gracefully
**Tradeoff:**
- More complex state management
- Need rollback logic
- Potential for flashing/jumpy UI on rollback
**When NOT to use:**
- High-stakes actions (payments, permanent changes)
- Actions with irreversible side effects
- When server latency is acceptable
### 5. State Synchronization
State is synchronized across all clients in a room:
```
Client A makes move → Server validates → Broadcast to all clients
├─→ Client A: Confirm optimistic update
├─→ Client B: Apply server state
└─→ Client C: Apply server state
```
**Conflict Resolution:**
- Server state is **always authoritative**
- Version numbers prevent out-of-order updates
- Pending moves are reapplied after server sync
---
## Implementation Details
### SDK Design
The SDK provides a **stable API surface** that games import from:
```typescript
// ✅ GOOD: Import from SDK
import { useArcadeSession, type GameDefinition } from '@/lib/arcade/game-sdk'
// ❌ BAD: Import internal implementation
import { useArcadeSocket } from '@/hooks/useArcadeSocket'
```
**Why?**
- **Stability**: Internal APIs can change, SDK stays stable
- **Discoverability**: One place to find all game APIs
- **Encapsulation**: Hide implementation details
- **Documentation**: SDK is the "public API" to document
**SDK Exports:**
```typescript
// Types
export type { GameDefinition, GameValidator, GameState, GameMove, ... }
// React Hooks
export { useArcadeSession, useRoomData, useGameMode, useViewerId }
// Utilities
export { defineGame, buildPlayerMetadata, loadManifest }
```
### Registry Pattern
Games register themselves on module load:
```typescript
// game-registry.ts
const registry = new Map<string, GameDefinition>()
export function registerGame(game: GameDefinition) {
registry.set(game.manifest.name, game)
}
export function getGame(name: string) {
return registry.get(name)
}
// At bottom of file
import { numberGuesserGame } from '@/arcade-games/number-guesser'
registerGame(numberGuesserGame)
```
**Why self-registration?**
- No central "game list" to maintain
- Games are automatically discovered
- Import errors are caught at module load time
- Easy to enable/disable games (comment out registration)
**Alternative Considered:** Auto-discovery via file system
```typescript
// ❌ Rejected: Magic, fragile, breaks with bundlers
const games = import.meta.glob('../arcade-games/*/index.ts')
```
### Player Metadata
Player metadata is built from multiple sources:
```typescript
function buildPlayerMetadata(
playerIds: string[],
existingMetadata: Record<string, unknown>,
playerMap: Map<string, Player>,
viewerId?: string
): Record<string, PlayerMetadata>
```
**Sources:**
1. `playerIds`: Which players are active
2. `existingMetadata`: Carry over existing data (for reconnects)
3. `playerMap`: Player details (name, emoji, color, userId)
4. `viewerId`: Current user (for ownership checks)
**Why so complex?**
- Players can be local or remote (in rooms)
- Need to preserve data across state updates
- Must map player IDs to user IDs for permissions
- Support for guest players vs. authenticated users
### Move Validation Flow
```typescript
// 1. Client sends move
sendMove({
type: 'MAKE_GUESS',
playerId: 'player-123',
userId: 'user-456',
timestamp: Date.now(),
data: { guess: 42 }
})
// 2. Optimistic update (client-side)
const optimisticState = applyMove(currentState, move)
setOptimisticState(optimisticState)
// 3. Server validates
const result = validator.validateMove(serverState, move)
// 4a. Valid → Broadcast new state
if (result.valid) {
serverState = result.newState
version++
broadcastToAllClients({ gameState: serverState, version })
}
// 4b. Invalid → Send rejection
else {
sendToClient({ error: result.error, move })
}
// 5. Client handles response
// Valid: Confirm optimistic state, remove from pending
// Invalid: Rollback optimistic state, show error
```
**Key Points:**
- Optimistic update happens **before** server response
- Server is **authoritative** (client state can be overwritten)
- Version numbers prevent stale updates
- Rejected moves trigger error UI
---
## Design Decisions
### Decision: Server-Authoritative Validation
**Choice:** All game logic runs on server, client is "dumb"
**Rationale:**
- Prevents cheating (client can't manipulate state)
- Single source of truth (no client/server divergence)
- Easier testing (one codebase for game logic)
- Can add server-side features (analytics, matchmaking)
**Tradeoff:**
- Secure, consistent, easier to maintain
- Network latency affects UX (mitigated by optimistic updates)
- Can't play offline
**Alternative Considered:** Client-side validation + server verification
- Rejected: Duplicate logic, potential for divergence
### Decision: Optimistic Updates
**Choice:** Apply moves immediately, rollback on rejection
**Rationale:**
- Instant feedback (no perceived latency)
- Better UX for turn-based games
- Handles network issues gracefully
**Tradeoff:**
- Feels instant, smooth UX
- More complex state management
- Potential for jarring rollbacks
**When to disable:** High-stakes actions (payments, permanent bans)
### Decision: TypeScript Everywhere
**Choice:** Full TypeScript on client and server
**Rationale:**
- Compile-time validation catches bugs early
- Better IDE support (autocomplete, refactoring)
- Self-documenting code (types as documentation)
- Easier refactoring (compiler catches breakages)
**Tradeoff:**
- Fewer runtime errors, better DX
- Slower initial development (must define types)
- Learning curve for new developers
**Alternative Considered:** JavaScript with JSDoc
- Rejected: JSDoc is not type-safe, easy to drift
### Decision: React Context for State
**Choice:** Each game has a Provider that wraps game logic
**Rationale:**
- Natural React pattern
- Easy to compose (Provider wraps GameComponent)
- No prop drilling
- Easy to test (can provide mock context)
**Tradeoff:**
- Clean component APIs, easy to understand
- Can't use context outside React tree
- Re-renders if not memoized carefully
**Alternative Considered:** Zustand/Redux
- Rejected: Overkill for game-specific state, harder to isolate per-game
### Decision: Phase-Based UI
**Choice:** Each game has distinct phases (setup, playing, results)
**Rationale:**
- Clear separation of concerns
- Easy to understand game flow
- Each phase is independently testable
- Natural mapping to game states
**Tradeoff:**
- Organized, predictable
- Some duplication (multiple components)
- Can't have overlapping phases
**Pattern:**
```typescript
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'playing' && <PlayingPhase />}
{state.gamePhase === 'results' && <ResultsPhase />}
```
### Decision: Player Order from Set Iteration
**Choice:** Don't sort player arrays, use Set iteration order
**Rationale:**
- Set order is consistent within a session
- Matches UI display order (PageWithNav uses same Set)
- Avoids alphabetical bias (first player isn't always "AAA")
**Tradeoff:**
- UI and game logic always match
- Order is not predictable across sessions
- Different players see different orders (based on join time)
**Why not sort?**
- Creates mismatch: UI shows Set order, game uses sorted order
- Causes "skipping first player" bug (discovered in Number Guesser)
### Decision: No Optimistic Logic in Provider
**Choice:** Provider's `applyMove` just returns current state
```typescript
const { state, sendMove } = useArcadeSession({
applyMove: (state, move) => state // Don't apply, wait for server
})
```
**Rationale:**
- Keeps client logic minimal (less code to maintain)
- Prevents client/server logic divergence
- Server is authoritative (no client-side cheats)
**Tradeoff:**
- Simple, secure
- Slightly slower UX (wait for server)
**When to use client-side `applyMove`:**
- Very fast-paced games (60fps animations)
- Purely cosmetic updates (particles, sounds)
- Never for game logic (scoring, winning, etc.)
---
## Lessons Learned
### From Number Guesser Implementation
#### 1. Type Coercion is Critical
**Problem:** WebSocket/JSON serialization converts numbers to strings.
```typescript
// Client sends
sendMove({ data: { guess: 42 } })
// Server receives
move.data.guess === "42" // String! 😱
```
**Solution:** Explicit coercion in validator
```typescript
validateMove(state, move) {
case 'MAKE_GUESS':
return this.validateGuess(state, Number(move.data.guess))
}
```
**Lesson:** Always coerce types from `move.data` in validator.
**Symptom Observed:** User reported "first guess always rejected, second guess always correct" which was caused by:
- First guess: `"42" < 1` evaluates to `false` (string comparison)
- Validator thinks it's valid, calculates distance as `NaN`
- `NaN === 0` is false, so guess is "wrong"
- Second guess: `"50" < 1` also evaluates oddly, but `Math.abs("50" - 42)` coerces correctly
- The behavior was unpredictable due to mixed type coercion
**Root Cause:** String comparison operators (`<`, `>`) have weird behavior with string numbers.
#### 2. Player Ordering Must Be Consistent
**Problem:** Set iteration order differed from sorted order, causing "skipped player" bug.
**Root Cause:**
- UI used `Array.from(Set)` → Set iteration order
- Game used `Array.from(Set).sort()` → Alphabetical order
- Leftmost UI player ≠ First game player
**Solution:** Remove `.sort()` everywhere, use raw Set order.
**Lesson:** Player order must be identical in UI and game logic.
#### 3. Error Feedback is Essential
**Problem:** Moves rejected silently, users confused.
**Solution:** `lastError` state with auto-dismiss UI.
```typescript
const { lastError, clearError } = useArcadeSession()
{lastError && (
<ErrorBanner message={lastError} onDismiss={clearError} />
)}
```
**Lesson:** Always surface validation errors to users.
#### 4. Turn Indicators Improve UX
**Problem:** Players didn't know whose turn it was.
**Solution:** `currentPlayerId` prop to `PageWithNav`.
```typescript
<PageWithNav
currentPlayerId={state.currentPlayer}
playerScores={state.scores}
>
```
**Lesson:** Visual feedback for turn-based games is critical.
#### 5. Round vs. Game Completion
**Problem:** Validator checked `!state.winner` for next round, but winner is only set when game ends.
**Root Cause:** Confused "round complete" (someone guessed) with "game complete" (someone won).
**Solution:** Check if last guess was correct:
```typescript
const roundComplete = state.guesses.length > 0 &&
state.guesses[state.guesses.length - 1].distance === 0
```
**Lesson:** Be precise about what "complete" means (round vs. game).
#### 6. Debug Logging is Invaluable
**Problem:** Type issues caused subtle bugs (always correct guess).
**Solution:** Add logging in validator:
```typescript
console.log('[NumberGuesser] Validating guess:', {
guess,
guessType: typeof guess,
secretNumber: state.secretNumber,
secretNumberType: typeof state.secretNumber,
distance: Math.abs(guess - state.secretNumber)
})
```
**Lesson:** Log types and values during development.
---
## Future Improvements
### 1. Automated Testing
**Current State:** Manual testing only
**Proposal:**
- Unit tests for validators (pure functions, easy to test)
- Integration tests for Provider + useArcadeSession
- E2E tests for full game flows (Playwright)
**Example:**
```typescript
describe('NumberGuesserValidator', () => {
it('should reject out-of-bounds guess', () => {
const validator = new NumberGuesserValidator()
const state = { minNumber: 1, maxNumber: 100, ... }
const move = { type: 'MAKE_GUESS', data: { guess: 200 } }
const result = validator.validateMove(state, move)
expect(result.valid).toBe(false)
expect(result.error).toContain('must be between')
})
})
```
### 2. Move History / Replay
**Current State:** No move history
**Proposal:**
- Store all moves in database
- Allow "replay" of games
- Enable undo/redo (for certain games)
- Analytics on player behavior
**Schema:**
```typescript
interface GameSession {
id: string
roomId: string
gameType: string
moves: GameMove[]
finalState: GameState
startTime: number
endTime: number
}
```
### 3. Game Analytics
**Current State:** No analytics
**Proposal:**
- Track game completions, durations, winners
- Player skill ratings (Elo, TrueSkill)
- Popular games dashboard
- A/B testing for game variants
### 4. Spectator Mode
**Current State:** Only active players can view game
**Proposal:**
- Allow non-players to watch
- Spectators can't send moves (read-only)
- Show spectator count in room
**Implementation:**
```typescript
interface RoomMember {
userId: string
role: 'player' | 'spectator' | 'host'
}
```
### 5. Game Variants
**Current State:** One config per game
**Proposal:**
- Preset variants (Easy, Medium, Hard)
- Custom rules per room
- "House rules" feature
**Example:**
```typescript
const variants = {
beginner: { minNumber: 1, maxNumber: 20, roundsToWin: 1 },
standard: { minNumber: 1, maxNumber: 100, roundsToWin: 3 },
expert: { minNumber: 1, maxNumber: 1000, roundsToWin: 5 },
}
```
### 6. Tournaments / Brackets
**Current State:** Single-room games only
**Proposal:**
- Multi-round tournaments
- Bracket generation
- Leaderboards
### 7. Game Mod Support
**Current State:** Games are hard-coded
**Proposal:**
- Load games from external bundles
- Community-created games
- Sandboxed execution (Deno, WASM)
**Challenges:**
- Security (untrusted code)
- Type safety (dynamic loading)
- Versioning (breaking changes)
### 8. Voice/Video Chat
**Current State:** Text chat only (if implemented)
**Proposal:**
- WebRTC voice/video
- Per-room channels
- Mute/kick controls
---
## Appendix: Key Files Reference
| Path | Purpose |
|------|---------|
| `src/lib/arcade/game-sdk/index.ts` | SDK exports (public API) |
| `src/lib/arcade/game-registry.ts` | Game registration |
| `src/lib/arcade/manifest-schema.ts` | Manifest validation |
| `src/hooks/useArcadeSession.ts` | Session management hook |
| `src/hooks/useArcadeSocket.ts` | WebSocket connection |
| `src/hooks/useOptimisticGameState.ts` | Optimistic state management |
| `src/contexts/GameModeContext.tsx` | Player management |
| `src/components/PageWithNav.tsx` | Game navigation wrapper |
| `src/arcade-games/number-guesser/` | Example game implementation |
---
## Related Documentation
- [Game Development Guide](../arcade-games/README.md) - Step-by-step guide to creating games
- [API Reference](./arcade-game-api-reference.md) - Complete SDK API documentation (TODO)
- [Deployment Guide](./arcade-game-deployment.md) - How to deploy new games (TODO)
---
*Last Updated: 2025-10-15*

View File

@@ -0,0 +1,2 @@
-- Add display_password column to arcade_rooms for showing plain text passwords to room owners
ALTER TABLE `arcade_rooms` ADD `display_password` text(100);

View File

@@ -0,0 +1,42 @@
-- Make game_name and game_config nullable to support game selection in room
-- SQLite doesn't support ALTER COLUMN, so we need to recreate the table
PRAGMA foreign_keys=OFF;--> statement-breakpoint
-- Create temporary table with correct schema
CREATE TABLE `arcade_rooms_new` (
`id` text PRIMARY KEY NOT NULL,
`code` text(6) NOT NULL,
`name` text(50),
`created_by` text NOT NULL,
`creator_name` text(50) NOT NULL,
`created_at` integer NOT NULL,
`last_activity` integer NOT NULL,
`ttl_minutes` integer DEFAULT 60 NOT NULL,
`access_mode` text DEFAULT 'open' NOT NULL,
`password` text(255),
`display_password` text(100),
`game_name` text,
`game_config` text,
`status` text DEFAULT 'lobby' NOT NULL,
`current_session_id` text,
`total_games_played` integer DEFAULT 0 NOT NULL
);--> statement-breakpoint
-- Copy all data
INSERT INTO `arcade_rooms_new`
SELECT `id`, `code`, `name`, `created_by`, `creator_name`, `created_at`,
`last_activity`, `ttl_minutes`, `access_mode`, `password`, `display_password`,
`game_name`, `game_config`, `status`, `current_session_id`, `total_games_played`
FROM `arcade_rooms`;--> statement-breakpoint
-- Drop old table
DROP TABLE `arcade_rooms`;--> statement-breakpoint
-- Rename new table
ALTER TABLE `arcade_rooms_new` RENAME TO `arcade_rooms`;--> statement-breakpoint
-- Recreate index
CREATE UNIQUE INDEX `arcade_rooms_code_unique` ON `arcade_rooms` (`code`);--> statement-breakpoint
PRAGMA foreign_keys=ON;

View File

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

View File

@@ -64,6 +64,27 @@
"when": 1760548800000,
"tag": "0008_make_room_name_nullable",
"breakpoints": true
},
{
"idx": 9,
"version": "7",
"when": 1760600000000,
"tag": "0009_add_display_password",
"breakpoints": true
},
{
"idx": 10,
"version": "7",
"when": 1760700000000,
"tag": "0010_make_game_name_nullable",
"breakpoints": true
},
{
"idx": 11,
"version": "7",
"when": 1760800000000,
"tag": "0011_add_room_game_configs",
"breakpoints": true
}
]
}

View File

@@ -59,6 +59,7 @@
"drizzle-orm": "^0.44.6",
"emojibase-data": "^16.0.3",
"jose": "^6.1.0",
"js-yaml": "^4.1.0",
"lucide-react": "^0.294.0",
"make-plural": "^7.4.0",
"nanoid": "^5.1.6",
@@ -69,7 +70,8 @@
"react-dom": "^18.2.0",
"react-resizable-layout": "^0.7.3",
"socket.io": "^4.8.1",
"socket.io-client": "^4.8.1"
"socket.io-client": "^4.8.1",
"zod": "^4.1.12"
},
"devDependencies": {
"@playwright/test": "^1.55.1",
@@ -80,6 +82,7 @@
"@testing-library/react": "^16.3.0",
"@types/bcryptjs": "^2.4.6",
"@types/better-sqlite3": "^7.6.13",
"@types/js-yaml": "^4.0.9",
"@types/node": "^20.0.0",
"@types/react": "^18.2.0",
"@types/react-dom": "^18.2.0",

View File

@@ -1,13 +1,14 @@
import { type NextRequest, NextResponse } from 'next/server'
import { getRoomMembers } from '@/lib/arcade/room-membership'
import {
createInvitation,
declineInvitation,
getInvitation,
getRoomInvitations,
} from '@/lib/arcade/room-invitations'
import { getViewerId } from '@/lib/viewer'
import { getRoomById } from '@/lib/arcade/room-manager'
import { getRoomMembers } from '@/lib/arcade/room-membership'
import { getSocketIO } from '@/lib/socket-io'
import { getViewerId } from '@/lib/viewer'
type RouteContext = {
params: Promise<{ roomId: string }>
@@ -35,6 +36,20 @@ export async function POST(req: NextRequest, context: RouteContext) {
)
}
// Get room to check access mode
const room = await getRoomById(roomId)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
// Cannot invite to retired rooms
if (room.accessMode === 'retired') {
return NextResponse.json(
{ error: 'Cannot send invitations to retired rooms' },
{ status: 403 }
)
}
// Check if user is the host
const members = await getRoomMembers(roomId)
const currentMember = members.find((m) => m.userId === viewerId)

View File

@@ -1,6 +1,8 @@
import { type NextRequest, NextResponse } from 'next/server'
import { createJoinRequest, getPendingJoinRequests } from '@/lib/arcade/room-join-requests'
import { getRoomById } from '@/lib/arcade/room-manager'
import { getRoomMembers } from '@/lib/arcade/room-membership'
import { getPendingJoinRequests } from '@/lib/arcade/room-join-requests'
import { getSocketIO } from '@/lib/socket-io'
import { getViewerId } from '@/lib/viewer'
type RouteContext = {
@@ -37,3 +39,82 @@ export async function GET(req: NextRequest, context: RouteContext) {
return NextResponse.json({ error: 'Failed to get join requests' }, { status: 500 })
}
}
/**
* POST /api/arcade/rooms/:roomId/join-requests
* Create a join request for an approval-only room
* Body:
* - displayName?: string (optional, will generate from viewerId if not provided)
*/
export async function POST(req: NextRequest, context: RouteContext) {
try {
const { roomId } = await context.params
const viewerId = await getViewerId()
const body = await req.json().catch(() => ({}))
// Get room to verify it exists
const room = await getRoomById(roomId)
if (!room) {
return NextResponse.json({ error: 'Room not found' }, { status: 404 })
}
// Verify room is approval-only
if (room.accessMode !== 'approval-only') {
return NextResponse.json(
{ error: 'This room does not require approval to join' },
{ status: 400 }
)
}
// Get or generate display name
const displayName = body.displayName || `Guest ${viewerId.slice(-4)}`
// Validate display name length
if (displayName.length > 50) {
return NextResponse.json(
{ error: 'Display name too long (max 50 characters)' },
{ status: 400 }
)
}
// Create join request
const request = await createJoinRequest({
roomId,
userId: viewerId,
userName: displayName,
})
console.log(
`[Join Requests] Created request for user ${viewerId} (${displayName}) to join room ${roomId}`
)
// Broadcast to the room host (creator) only via socket
const io = await getSocketIO()
if (io) {
try {
// Send notification only to the room creator's user channel
io.to(`user:${room.createdBy}`).emit('join-request-submitted', {
roomId,
request: {
id: request.id,
userId: request.userId,
userName: request.userName,
createdAt: request.requestedAt,
},
})
console.log(
`[Join Requests] Broadcasted join-request-submitted to room creator ${room.createdBy}`
)
} catch (socketError) {
// Log but don't fail the request if socket broadcast fails
console.error('[Join Requests] Failed to broadcast join-request-submitted:', socketError)
}
}
return NextResponse.json({ request }, { status: 201 })
} catch (error: any) {
console.error('Failed to create join request:', error)
return NextResponse.json({ error: 'Failed to create join request' }, { status: 500 })
}
}

View File

@@ -1,13 +1,13 @@
import bcrypt from 'bcryptjs'
import { type NextRequest, NextResponse } from 'next/server'
import { getRoomById, touchRoom } from '@/lib/arcade/room-manager'
import { addRoomMember, getRoomMembers } from '@/lib/arcade/room-membership'
import { getActivePlayers, getRoomActivePlayers } from '@/lib/arcade/player-manager'
import { isUserBanned } from '@/lib/arcade/room-moderation'
import { getInvitation } from '@/lib/arcade/room-invitations'
import { getJoinRequest } from '@/lib/arcade/room-join-requests'
import { getViewerId } from '@/lib/viewer'
import { getRoomById, touchRoom } from '@/lib/arcade/room-manager'
import { addRoomMember, getRoomMembers } from '@/lib/arcade/room-membership'
import { isUserBanned } from '@/lib/arcade/room-moderation'
import { getSocketIO } from '@/lib/socket-io'
import bcrypt from 'bcryptjs'
import { getViewerId } from '@/lib/viewer'
type RouteContext = {
params: Promise<{ roomId: string }>
@@ -38,13 +38,32 @@ export async function POST(req: NextRequest, context: RouteContext) {
return NextResponse.json({ error: 'You are banned from this room' }, { status: 403 })
}
// Check if user is already a member (for locked/retired room access)
const members = await getRoomMembers(roomId)
const isExistingMember = members.some((m) => m.userId === viewerId)
const isRoomCreator = room.createdBy === viewerId
// Validate access mode
switch (room.accessMode) {
case 'locked':
return NextResponse.json({ error: 'This room is locked' }, { status: 403 })
// Allow existing members to continue using the room, but block new members
if (!isExistingMember) {
return NextResponse.json(
{ error: 'This room is locked and not accepting new members' },
{ status: 403 }
)
}
break
case 'retired':
return NextResponse.json({ error: 'This room has been retired' }, { status: 410 })
// Only the room creator can access retired rooms
if (!isRoomCreator) {
return NextResponse.json(
{ error: 'This room has been retired and is only accessible to the owner' },
{ status: 410 }
)
}
break
case 'password': {
if (!body.password) {
@@ -64,30 +83,34 @@ export async function POST(req: NextRequest, context: RouteContext) {
}
case 'restricted': {
// Check for valid pending invitation
const invitation = await getInvitation(roomId, viewerId)
if (!invitation || invitation.status !== 'pending') {
return NextResponse.json(
{ error: 'You need a valid invitation to join this room' },
{ status: 403 }
)
// Room creator can always rejoin their own room
if (!isRoomCreator) {
// Check for valid pending invitation
const invitation = await getInvitation(roomId, viewerId)
if (!invitation || invitation.status !== 'pending') {
return NextResponse.json(
{ error: 'You need a valid invitation to join this room' },
{ status: 403 }
)
}
}
break
}
case 'approval-only': {
// Check for approved join request
const joinRequest = await getJoinRequest(roomId, viewerId)
if (!joinRequest || joinRequest.status !== 'approved') {
return NextResponse.json(
{ error: 'Your join request must be approved by the host' },
{ status: 403 }
)
// Room creator can always rejoin their own room without approval
if (!isRoomCreator) {
// Check for approved join request
const joinRequest = await getJoinRequest(roomId, viewerId)
if (!joinRequest || joinRequest.status !== 'approved') {
return NextResponse.json(
{ error: 'Your join request must be approved by the host' },
{ status: 403 }
)
}
}
break
}
case 'open':
default:
// No additional checks needed
break

View File

@@ -42,8 +42,13 @@ export async function GET(_req: NextRequest, context: RouteContext) {
// Update room activity when viewing (keeps active rooms fresh)
await touchRoom(roomId)
// Prepare room data - include displayPassword only for room creator
const roomData = canModerate
? room // Creator gets full room data including displayPassword
: { ...room, displayPassword: undefined } // Others don't see displayPassword
return NextResponse.json({
room,
room: roomData,
members,
memberPlayers, // Map of userId -> active Player[] for each member
canModerate,

View File

@@ -1,9 +1,15 @@
import { eq } from 'drizzle-orm'
import bcrypt from 'bcryptjs'
import { and, eq } from 'drizzle-orm'
import { type NextRequest, NextResponse } from 'next/server'
import { db, schema } from '@/db'
import { getRoomActivePlayers } from '@/lib/arcade/player-manager'
import { recordRoomMemberHistory } from '@/lib/arcade/room-member-history'
import { getRoomMembers } from '@/lib/arcade/room-membership'
import { getSocketIO } from '@/lib/socket-io'
import { getViewerId } from '@/lib/viewer'
import bcrypt from 'bcryptjs'
import { getAllGameConfigs, setGameConfig } from '@/lib/arcade/game-config-helpers'
import { isValidGameName } from '@/lib/arcade/validators'
import type { GameName } from '@/lib/arcade/validators'
type RouteContext = {
params: Promise<{ roomId: string }>
@@ -15,6 +21,11 @@ type RouteContext = {
* Body:
* - accessMode?: 'open' | 'locked' | 'retired' | 'password' | 'restricted' | 'approval-only'
* - password?: string (plain text, will be hashed)
* - gameName?: string | null (any game with a registered validator)
* - gameConfig?: object (game-specific settings)
*
* Note: gameName is validated at runtime against the validator registry.
* No need to update this file when adding new games!
*/
export async function PATCH(req: NextRequest, context: RouteContext) {
try {
@@ -22,6 +33,36 @@ 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)
@@ -55,6 +96,18 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
)
}
// Validate gameName if provided - check against validator registry at runtime
if (body.gameName !== undefined && body.gameName !== null) {
if (!isValidGameName(body.gameName)) {
return NextResponse.json(
{
error: `Invalid game name: ${body.gameName}. Game must have a registered validator.`,
},
{ status: 400 }
)
}
}
// Prepare update data
const updateData: Record<string, any> = {}
@@ -66,20 +119,166 @@ export async function PATCH(req: NextRequest, context: RouteContext) {
if (body.password !== undefined) {
if (body.password === null || body.password === '') {
updateData.password = null // Clear password
updateData.displayPassword = null // Also clear display password
} else {
const hashedPassword = await bcrypt.hash(body.password, 10)
updateData.password = hashedPassword
updateData.displayPassword = body.password // Store plain text for display
}
}
// Update room settings
const [updatedRoom] = await db
.update(schema.arcadeRooms)
.set(updateData)
.where(eq(schema.arcadeRooms.id, roomId))
.returning()
// Update game selection if provided
if (body.gameName !== undefined) {
updateData.gameName = body.gameName
}
return NextResponse.json({ room: updatedRoom }, { status: 200 })
// Handle game config updates - write to new room_game_configs table
if (body.gameConfig !== undefined && body.gameConfig !== null) {
// body.gameConfig is expected to be nested by game name: { matching: {...}, memory-quiz: {...} }
// Extract each game's config and write to the new table
for (const [gameName, config] of Object.entries(body.gameConfig)) {
if (config && typeof config === 'object') {
await setGameConfig(roomId, gameName as GameName, config)
console.log(`[Settings API] Wrote ${gameName} config to room_game_configs table`)
}
}
}
console.log(
'[Settings API] Update data to be written to database:',
JSON.stringify(updateData, null, 2)
)
// If game is being changed (or cleared), delete the existing arcade session
// This ensures a fresh session will be created with the new game settings
if (body.gameName !== undefined) {
console.log(`[Settings API] Deleting existing arcade session for room ${roomId}`)
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.roomId, roomId))
}
// Update room settings (only if there's something to update)
let updatedRoom = currentRoom
if (Object.keys(updateData).length > 0) {
;[updatedRoom] = await db
.update(schema.arcadeRooms)
.set(updateData)
.where(eq(schema.arcadeRooms.id, roomId))
.returning()
}
// Get aggregated game configs from new table
const gameConfig = await getAllGameConfigs(roomId)
console.log(
'[Settings API] Room state in database AFTER update:',
JSON.stringify(
{
gameName: updatedRoom.gameName,
gameConfig,
},
null,
2
)
)
// Broadcast game change to all room members
if (body.gameName !== undefined) {
const io = await getSocketIO()
if (io) {
try {
console.log(`[Settings API] Broadcasting game change to room ${roomId}: ${body.gameName}`)
const broadcastData: {
roomId: string
gameName: string | null
gameConfig?: Record<string, unknown>
} = {
roomId,
gameName: body.gameName,
gameConfig, // Include aggregated configs from new table
}
io.to(`room:${roomId}`).emit('room-game-changed', broadcastData)
} catch (socketError) {
console.error('[Settings API] Failed to broadcast game change:', socketError)
}
}
}
// If setting to retired, expel all non-owner members
if (body.accessMode === 'retired') {
const nonOwnerMembers = members.filter((m) => !m.isCreator)
if (nonOwnerMembers.length > 0) {
// Remove all non-owner members from the room
await db.delete(schema.roomMembers).where(
and(
eq(schema.roomMembers.roomId, roomId),
// Delete all members except the creator
eq(schema.roomMembers.isCreator, false)
)
)
// Record in history for each expelled member
for (const member of nonOwnerMembers) {
await recordRoomMemberHistory({
roomId,
userId: member.userId,
displayName: member.displayName,
action: 'left',
})
}
// Broadcast updates via socket
const io = await getSocketIO()
if (io) {
try {
// Get updated member list (should only be the owner now)
const updatedMembers = await getRoomMembers(roomId)
const memberPlayers = await getRoomActivePlayers(roomId)
// Convert memberPlayers Map to object for JSON serialization
const memberPlayersObj: Record<string, any[]> = {}
for (const [uid, players] of memberPlayers.entries()) {
memberPlayersObj[uid] = players
}
// Notify each expelled member
for (const member of nonOwnerMembers) {
io.to(`user:${member.userId}`).emit('kicked-from-room', {
roomId,
kickedBy: currentMember.displayName,
reason: 'Room has been retired',
})
}
// Notify the owner that members were expelled
io.to(`room:${roomId}`).emit('member-left', {
roomId,
userId: nonOwnerMembers.map((m) => m.userId),
members: updatedMembers,
memberPlayers: memberPlayersObj,
reason: 'room-retired',
})
console.log(
`[Settings API] Expelled ${nonOwnerMembers.length} members from retired room ${roomId}`
)
} catch (socketError) {
console.error('[Settings API] Failed to broadcast member expulsion:', socketError)
}
}
}
}
return NextResponse.json(
{
room: {
...updatedRoom,
gameConfig, // Include aggregated configs from new table
},
},
{ status: 200 }
)
} catch (error: any) {
console.error('Failed to update room settings:', error)
return NextResponse.json({ error: 'Failed to update room settings' }, { status: 500 })

View File

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

View File

@@ -3,7 +3,7 @@ import { createRoom, listActiveRooms } from '@/lib/arcade/room-manager'
import { addRoomMember, getRoomMembers, isMember } from '@/lib/arcade/room-membership'
import { getRoomActivePlayers } from '@/lib/arcade/player-manager'
import { getViewerId } from '@/lib/viewer'
import type { GameName } from '@/lib/arcade/validation'
import { hasValidator, type GameName } from '@/lib/arcade/validators'
/**
* GET /api/arcade/rooms
@@ -62,42 +62,65 @@ export async function GET(req: NextRequest) {
* - gameName: string
* - gameConfig?: object
* - ttlMinutes?: number
* - accessMode?: 'open' | 'password' | 'approval-only' | 'restricted' | 'locked' | 'retired'
* - password?: string
*/
export async function POST(req: NextRequest) {
try {
const viewerId = await getViewerId()
const body = await req.json()
// Validate required fields
if (!body.name || !body.gameName) {
// Validate game name if provided (gameName is now optional)
if (body.gameName) {
if (!hasValidator(body.gameName)) {
return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
}
}
// Validate name length (if provided)
if (body.name && body.name.length > 50) {
return NextResponse.json({ error: 'Room name too long (max 50 characters)' }, { status: 400 })
}
// Normalize empty name to null
const roomName = body.name?.trim() || null
// Validate access mode
if (body.accessMode) {
const validAccessModes = [
'open',
'password',
'approval-only',
'restricted',
'locked',
'retired',
]
if (!validAccessModes.includes(body.accessMode)) {
return NextResponse.json({ error: 'Invalid access mode' }, { status: 400 })
}
}
// Validate password if provided
if (body.accessMode === 'password' && !body.password) {
return NextResponse.json(
{ error: 'Missing required fields: name, gameName' },
{ error: 'Password is required for password-protected rooms' },
{ status: 400 }
)
}
// Validate game name
const validGames: GameName[] = ['matching', 'memory-quiz', 'complement-race']
if (!validGames.includes(body.gameName)) {
return NextResponse.json({ error: 'Invalid game name' }, { status: 400 })
}
// Validate name length
if (body.name.length > 50) {
return NextResponse.json({ error: 'Room name too long (max 50 characters)' }, { status: 400 })
}
// Get display name from body or generate from viewerId
const displayName = body.creatorName || `Guest ${viewerId.slice(-4)}`
// Create room
const room = await createRoom({
name: body.name,
name: roomName,
createdBy: viewerId,
creatorName: displayName,
gameName: body.gameName,
gameConfig: body.gameConfig || {},
gameName: body.gameName || null,
gameConfig: body.gameConfig || null,
ttlMinutes: body.ttlMinutes,
accessMode: body.accessMode,
password: body.password,
})
// Add creator as first member
@@ -108,6 +131,16 @@ export async function POST(req: NextRequest) {
isCreator: true,
})
// Get members and active players for the response
const members = await getRoomMembers(room.id)
const memberPlayers = await getRoomActivePlayers(room.id)
// Convert Map to object for JSON serialization
const memberPlayersObj: Record<string, any[]> = {}
for (const [uid, players] of memberPlayers.entries()) {
memberPlayersObj[uid] = players
}
// Generate join URL
const baseUrl = process.env.NEXT_PUBLIC_URL || 'http://localhost:3000'
const joinUrl = `${baseUrl}/arcade/rooms/${room.id}`
@@ -115,6 +148,8 @@ export async function POST(req: NextRequest) {
return NextResponse.json(
{
room,
members,
memberPlayers: memberPlayersObj,
joinUrl,
},
{ status: 201 }

View File

@@ -48,9 +48,26 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
})
it('should return 403 when trying to change isActive with active arcade session', async () => {
// Create an arcade room first
const [room] = await db
.insert(schema.arcadeRooms)
.values({
code: 'TEST01',
createdBy: testGuestId,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: JSON.stringify({
difficulty: 6,
gameType: 'abacus-numeral',
turnTimer: 30,
}),
})
.returning()
// Create an active arcade session
const now = new Date()
await db.insert(schema.arcadeSessions).values({
roomId: room.id,
userId: testGuestId,
currentGame: 'matching',
gameUrl: '/arcade/matching',
@@ -117,9 +134,26 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
})
it('should allow non-isActive changes even with active arcade session', async () => {
// Create an arcade room first
const [room] = await db
.insert(schema.arcadeRooms)
.values({
code: 'TEST02',
createdBy: testGuestId,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: JSON.stringify({
difficulty: 6,
gameType: 'abacus-numeral',
turnTimer: 30,
}),
})
.returning()
// Create an active arcade session
const now = new Date()
await db.insert(schema.arcadeSessions).values({
roomId: room.id,
userId: testGuestId,
currentGame: 'matching',
gameUrl: '/arcade/matching',
@@ -164,9 +198,26 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
})
it('should allow isActive change after arcade session ends', async () => {
// Create an arcade room first
const [room] = await db
.insert(schema.arcadeRooms)
.values({
code: 'TEST03',
createdBy: testGuestId,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: JSON.stringify({
difficulty: 6,
gameType: 'abacus-numeral',
turnTimer: 30,
}),
})
.returning()
// Create an active arcade session
const now = new Date()
await db.insert(schema.arcadeSessions).values({
roomId: room.id,
userId: testGuestId,
currentGame: 'matching',
gameUrl: '/arcade/matching',
@@ -179,7 +230,7 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
})
// End the session
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.userId, testGuestId))
await db.delete(schema.arcadeSessions).where(eq(schema.arcadeSessions.roomId, room.id))
// Mock request to change isActive
const mockRequest = new NextRequest(`http://localhost:3000/api/players/${testPlayerId}`, {
@@ -212,9 +263,26 @@ describe('PATCH /api/players/[id] - Arcade Session Validation', () => {
})
.returning()
// Create an arcade room first
const [room] = await db
.insert(schema.arcadeRooms)
.values({
code: 'TEST04',
createdBy: testGuestId,
creatorName: 'Test User',
gameName: 'matching',
gameConfig: JSON.stringify({
difficulty: 6,
gameType: 'abacus-numeral',
turnTimer: 30,
}),
})
.returning()
// Create arcade session
const now2 = new Date()
await db.insert(schema.arcadeSessions).values({
roomId: room.id,
userId: testGuestId,
currentGame: 'matching',
gameUrl: '/arcade/matching',

View File

@@ -4,13 +4,15 @@ import { useEffect, useState } from 'react'
import { useParams, useRouter } from 'next/navigation'
import { io, type Socket } from 'socket.io-client'
import { css } from '../../../../styled-system/css'
import { useToast } from '@/components/common/ToastContext'
import { PageWithNav } from '@/components/PageWithNav'
import { useViewerId } from '@/hooks/useViewerId'
import { getRoomDisplayWithEmoji } from '@/utils/room-display'
interface Room {
id: string
code: string
name: string
name: string | null
gameName: string
status: 'lobby' | 'playing' | 'finished'
createdBy: string
@@ -39,6 +41,7 @@ interface Player {
export default function RoomDetailPage() {
const params = useParams()
const router = useRouter()
const { showError } = useToast()
const roomId = params.roomId as string
const { data: guestId } = useViewerId()
@@ -171,7 +174,7 @@ export default function RoomDetailPage() {
// Handle specific room membership conflict
if (errorData.code === 'ROOM_MEMBERSHIP_CONFLICT') {
alert(errorData.userMessage || errorData.message)
showError('Already in Another Room', errorData.userMessage || errorData.message)
// Refresh the page to update room state
await fetchRoom()
return
@@ -192,7 +195,7 @@ export default function RoomDetailPage() {
await fetchRoom()
} catch (err) {
console.error('Failed to join room:', err)
alert('Failed to join room')
showError('Failed to join room', err instanceof Error ? err.message : undefined)
}
}
@@ -212,7 +215,7 @@ export default function RoomDetailPage() {
router.push('/arcade')
} catch (err) {
console.error('Failed to leave room:', err)
alert('Failed to leave room')
showError('Failed to leave room', err instanceof Error ? err.message : undefined)
}
}
@@ -357,7 +360,11 @@ export default function RoomDetailPage() {
mb: '2',
})}
>
{room.name}
{getRoomDisplayWithEmoji({
name: room.name,
code: room.code,
gameName: room.gameName,
})}
</h1>
<div
className={css({

View File

@@ -3,6 +3,7 @@
import { useEffect, useState } from 'react'
import { useRouter } from 'next/navigation'
import { css } from '../../../styled-system/css'
import { useToast } from '@/components/common/ToastContext'
import { PageWithNav } from '@/components/PageWithNav'
import { getRoomDisplayWithEmoji } from '@/utils/room-display'
@@ -23,6 +24,7 @@ interface Room {
export default function RoomBrowserPage() {
const router = useRouter()
const { showError, showInfo } = useToast()
const [rooms, setRooms] = useState<Room[]>([])
const [loading, setLoading] = useState(true)
const [error, setError] = useState<string | null>(null)
@@ -68,10 +70,10 @@ export default function RoomBrowserPage() {
}
const data = await response.json()
router.push(`/arcade-rooms/${data.room.id}`)
router.push(`/join/${data.room.code}`)
} catch (err) {
console.error('Failed to create room:', err)
alert('Failed to create room')
showError('Failed to create room', err instanceof Error ? err.message : undefined)
}
}
@@ -90,7 +92,7 @@ export default function RoomBrowserPage() {
if (!response.ok) {
const errorData = await response.json()
alert(errorData.error || 'Failed to join room')
showError('Failed to join room', errorData.error)
return
}
@@ -99,12 +101,18 @@ export default function RoomBrowserPage() {
}
if (room.accessMode === 'approval-only') {
alert('This room requires host approval. Please use the Join Room modal to request access.')
showInfo(
'Approval Required',
'This room requires host approval. Please use the Join Room modal to request access.'
)
return
}
if (room.accessMode === 'restricted') {
alert('This room is invitation-only. Please ask the host for an invitation.')
showInfo(
'Invitation Only',
'This room is invitation-only. Please ask the host for an invitation.'
)
return
}
@@ -120,7 +128,7 @@ export default function RoomBrowserPage() {
// Handle specific room membership conflict
if (errorData.code === 'ROOM_MEMBERSHIP_CONFLICT') {
alert(errorData.userMessage || errorData.message)
showError('Already in Another Room', errorData.userMessage || errorData.message)
// Refresh the page to update room list state
await fetchRooms()
return
@@ -140,7 +148,7 @@ export default function RoomBrowserPage() {
router.push(`/arcade-rooms/${room.id}`)
} catch (err) {
console.error('Failed to join room:', err)
alert('Failed to join room')
showError('Failed to join room', err instanceof Error ? err.message : undefined)
}
}

View File

@@ -33,7 +33,7 @@ export function MemoryPairsGame() {
<PageWithNav
navTitle={navTitle}
navEmoji={navEmoji}
emphasizeGameContext={state.gamePhase === 'setup'}
emphasizePlayerSelection={state.gamePhase === 'setup'}
onExitSession={() => {
exitSession()
router.push('/arcade')

View File

@@ -2,7 +2,7 @@
import { type ReactNode, useCallback, useEffect, useMemo } from 'react'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData } from '@/hooks/useRoomData'
import { useRoomData, useUpdateGameConfig } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import {
buildPlayerMetadata as buildPlayerMetadataUtil,
@@ -90,16 +90,19 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
case 'FLIP_CARD': {
// Optimistically flip the card
const card = state.gameCards.find((c) => c.id === move.data.cardId)
// Defensive check: ensure arrays exist
const gameCards = state.gameCards || []
const flippedCards = state.flippedCards || []
const card = gameCards.find((c) => c.id === move.data.cardId)
if (!card) return state
const newFlippedCards = [...state.flippedCards, card]
const newFlippedCards = [...flippedCards, card]
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime:
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
currentMoveStartTime: flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
isProcessingMove: newFlippedCards.length === 2, // Processing if 2 cards flipped
showMismatchFeedback: false,
}
@@ -237,6 +240,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData() // Fetch room data for room-based play
const { activePlayerCount, activePlayers: activePlayerIds, players } = useGameMode()
const { mutate: updateGameConfig } = useUpdateGameConfig()
// Get active player IDs directly as strings (UUIDs)
const activePlayers = Array.from(activePlayerIds)
@@ -244,8 +248,77 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
// NO LOCAL STATE - Configuration lives in session state
// Changes are sent as moves and synchronized across all room members
// Track roomData.gameConfig changes
useEffect(() => {
console.log(
'[RoomMemoryPairsProvider] roomData.gameConfig changed:',
JSON.stringify(
{
gameConfig: roomData?.gameConfig,
roomId: roomData?.id,
gameName: roomData?.gameName,
},
null,
2
)
)
}, [roomData?.gameConfig, roomData?.id, roomData?.gameName])
// Merge saved game config from room with initialState
// Settings are scoped by game name to preserve settings when switching games
const mergedInitialState = useMemo(() => {
const gameConfig = roomData?.gameConfig as Record<string, any> | null | undefined
console.log(
'[RoomMemoryPairsProvider] Loading settings from database:',
JSON.stringify(
{
gameConfig,
roomId: roomData?.id,
},
null,
2
)
)
if (!gameConfig) {
console.log('[RoomMemoryPairsProvider] No gameConfig, using initialState')
return initialState
}
// Get settings for this specific game (matching)
const savedConfig = gameConfig.matching as Record<string, any> | null | undefined
console.log(
'[RoomMemoryPairsProvider] Saved config for matching:',
JSON.stringify(savedConfig, null, 2)
)
if (!savedConfig) {
console.log('[RoomMemoryPairsProvider] No saved config for matching, using initialState')
return initialState
}
const merged = {
...initialState,
// Restore settings from saved config
gameType: savedConfig.gameType ?? initialState.gameType,
difficulty: savedConfig.difficulty ?? initialState.difficulty,
turnTimer: savedConfig.turnTimer ?? initialState.turnTimer,
}
console.log(
'[RoomMemoryPairsProvider] Merged state:',
JSON.stringify(
{
gameType: merged.gameType,
difficulty: merged.difficulty,
turnTimer: merged.turnTimer,
},
null,
2
)
)
return merged
}, [roomData?.gameConfig])
// Arcade session integration WITH room sync
const {
@@ -256,39 +329,55 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
} = useArcadeSession<MemoryPairsState>({
userId: viewerId || '',
roomId: roomData?.id, // CRITICAL: Pass roomId for network sync across room members
initialState,
initialState: mergedInitialState,
applyMove: applyMoveOptimistically,
})
// Detect state corruption/mismatch (e.g., game type mismatch between sessions)
const hasStateCorruption =
!state.gameCards || !state.flippedCards || !Array.isArray(state.gameCards)
// Handle mismatch feedback timeout
useEffect(() => {
if (state.showMismatchFeedback && state.flippedCards.length === 2) {
// Defensive check: ensure flippedCards exists
if (state.showMismatchFeedback && state.flippedCards?.length === 2) {
// After 1.5 seconds, send CLEAR_MISMATCH
// Server will validate that cards are still in mismatch state before clearing
const timeout = setTimeout(() => {
sendMove({
type: 'CLEAR_MISMATCH',
playerId: state.currentPlayer,
userId: viewerId || '',
data: {},
})
}, 1500)
return () => clearTimeout(timeout)
}
}, [state.showMismatchFeedback, state.flippedCards.length, sendMove, state.currentPlayer])
}, [
state.showMismatchFeedback,
state.flippedCards?.length,
sendMove,
state.currentPlayer,
viewerId,
])
// Computed values
const isGameActive = state.gamePhase === 'playing'
const canFlipCard = useCallback(
(cardId: string): boolean => {
// Defensive check: ensure required state exists
const flippedCards = state.flippedCards || []
const gameCards = state.gameCards || []
console.log('[RoomProvider][canFlipCard] Checking card:', {
cardId,
isGameActive,
isProcessingMove: state.isProcessingMove,
currentPlayer: state.currentPlayer,
hasRoomData: !!roomData,
flippedCardsCount: state.flippedCards.length,
flippedCardsCount: flippedCards.length,
})
if (!isGameActive || state.isProcessingMove) {
@@ -296,20 +385,20 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
return false
}
const card = state.gameCards.find((c) => c.id === cardId)
const card = gameCards.find((c) => c.id === cardId)
if (!card || card.matched) {
console.log('[RoomProvider][canFlipCard] Blocked: card not found or already matched')
return false
}
// Can't flip if already flipped
if (state.flippedCards.some((c) => c.id === cardId)) {
if (flippedCards.some((c) => c.id === cardId)) {
console.log('[RoomProvider][canFlipCard] Blocked: card already flipped')
return false
}
// Can't flip more than 2 cards
if (state.flippedCards.length >= 2) {
if (flippedCards.length >= 2) {
console.log('[RoomProvider][canFlipCard] Blocked: 2 cards already flipped')
return false
}
@@ -414,13 +503,14 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
userId: viewerId || '',
data: {
cards,
activePlayers,
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove, viewerId])
const flipCard = useCallback(
(cardId: string) => {
@@ -441,6 +531,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const move = {
type: 'FLIP_CARD' as const,
playerId: state.currentPlayer, // Use the current player ID from game state (database player ID)
userId: viewerId || '',
data: { cardId },
}
console.log('[RoomProvider] Sending FLIP_CARD move via sendMove:', move)
@@ -466,49 +557,152 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
userId: viewerId || '',
data: {
cards,
activePlayers,
playerMetadata,
},
})
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove])
}, [state.gameType, state.difficulty, activePlayers, buildPlayerMetadata, sendMove, viewerId])
const setGameType = useCallback(
(gameType: typeof state.gameType) => {
console.log('[RoomMemoryPairsProvider] setGameType called:', gameType)
// Use first active player as playerId, or empty string if none
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
userId: viewerId || '',
data: { field: 'gameType', value: gameType },
})
// Save setting to room's gameConfig for persistence
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
const updatedConfig = {
...currentGameConfig,
matching: {
...currentMatchingConfig,
gameType,
},
}
console.log(
'[RoomMemoryPairsProvider] Saving gameType to database:',
JSON.stringify(
{
roomId: roomData.id,
updatedConfig,
},
null,
2
)
)
updateGameConfig({
roomId: roomData.id,
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save gameType - no roomData.id')
}
},
[activePlayers, sendMove]
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
const setDifficulty = useCallback(
(difficulty: typeof state.difficulty) => {
console.log('[RoomMemoryPairsProvider] setDifficulty called:', difficulty)
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
userId: viewerId || '',
data: { field: 'difficulty', value: difficulty },
})
// Save setting to room's gameConfig for persistence
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
const updatedConfig = {
...currentGameConfig,
matching: {
...currentMatchingConfig,
difficulty,
},
}
console.log(
'[RoomMemoryPairsProvider] Saving difficulty to database:',
JSON.stringify(
{
roomId: roomData.id,
updatedConfig,
},
null,
2
)
)
updateGameConfig({
roomId: roomData.id,
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save difficulty - no roomData.id')
}
},
[activePlayers, sendMove]
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
const setTurnTimer = useCallback(
(turnTimer: typeof state.turnTimer) => {
console.log('[RoomMemoryPairsProvider] setTurnTimer called:', turnTimer)
const playerId = activePlayers[0] || ''
sendMove({
type: 'SET_CONFIG',
playerId,
userId: viewerId || '',
data: { field: 'turnTimer', value: turnTimer },
})
// Save setting to room's gameConfig for persistence
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
const currentMatchingConfig = (currentGameConfig.matching as Record<string, any>) || {}
const updatedConfig = {
...currentGameConfig,
matching: {
...currentMatchingConfig,
turnTimer,
},
}
console.log(
'[RoomMemoryPairsProvider] Saving turnTimer to database:',
JSON.stringify(
{
roomId: roomData.id,
updatedConfig,
},
null,
2
)
)
updateGameConfig({
roomId: roomData.id,
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save turnTimer - no roomData.id')
}
},
[activePlayers, sendMove]
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
const goToSetup = useCallback(() => {
@@ -517,9 +711,10 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'GO_TO_SETUP',
playerId,
userId: viewerId || '',
data: {},
})
}, [activePlayers, state.currentPlayer, sendMove])
}, [activePlayers, state.currentPlayer, sendMove, viewerId])
const resumeGame = useCallback(() => {
// PAUSE/RESUME: Resume paused game if config unchanged
@@ -532,9 +727,10 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'RESUME_GAME',
playerId,
userId: viewerId || '',
data: {},
})
}, [canResumeGame, activePlayers, state.currentPlayer, sendMove])
}, [canResumeGame, activePlayers, state.currentPlayer, sendMove, viewerId])
const hoverCard = useCallback(
(cardId: string | null) => {
@@ -546,10 +742,11 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove({
type: 'HOVER_CARD',
playerId,
userId: viewerId || '',
data: { cardId },
})
},
[state.currentPlayer, activePlayers, sendMove]
[state.currentPlayer, activePlayers, sendMove, viewerId]
)
// NO MORE effectiveState merging! Just use session state directly with gameMode added
@@ -557,6 +754,100 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
gameMode: GameMode
}
// If state is corrupted, show error message instead of crashing
if (hasStateCorruption) {
return (
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
padding: '40px',
textAlign: 'center',
minHeight: '400px',
}}
>
<div
style={{
fontSize: '48px',
marginBottom: '20px',
}}
>
</div>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
marginBottom: '12px',
color: '#dc2626',
}}
>
Game State Mismatch
</h2>
<p
style={{
fontSize: '16px',
color: '#6b7280',
marginBottom: '24px',
maxWidth: '500px',
}}
>
There's a mismatch between game types in this room. This usually happens when room members
are playing different games.
</p>
<div
style={{
background: '#f9fafb',
border: '1px solid #e5e7eb',
borderRadius: '8px',
padding: '16px',
marginBottom: '24px',
maxWidth: '500px',
}}
>
<p
style={{
fontSize: '14px',
fontWeight: '600',
marginBottom: '8px',
}}
>
To fix this:
</p>
<ol
style={{
fontSize: '14px',
textAlign: 'left',
paddingLeft: '20px',
lineHeight: '1.6',
}}
>
<li>Make sure all room members are on the same game page</li>
<li>Try refreshing the page</li>
<li>If the issue persists, leave and rejoin the room</li>
</ol>
</div>
<button
onClick={() => window.location.reload()}
style={{
padding: '10px 20px',
background: '#3b82f6',
color: 'white',
border: 'none',
borderRadius: '6px',
fontSize: '14px',
fontWeight: '600',
cursor: 'pointer',
}}
>
Refresh Page
</button>
</div>
)
}
const contextValue: MemoryPairsContextValue = {
state: effectiveState,
dispatch: () => {

View File

@@ -0,0 +1,197 @@
import { AbacusReact } from '@soroban/abacus-react'
import type { SorobanQuizState } from '../types'
interface CardGridProps {
state: SorobanQuizState
}
export function CardGrid({ state }: CardGridProps) {
if (state.quizCards.length === 0) return null
// Calculate optimal grid layout based on number of cards
const cardCount = state.quizCards.length
// Define static grid classes that Panda can generate
const getGridClass = (count: number) => {
if (count <= 2) return 'repeat(2, 1fr)'
if (count <= 4) return 'repeat(2, 1fr)'
if (count <= 6) return 'repeat(3, 1fr)'
if (count <= 9) return 'repeat(3, 1fr)'
if (count <= 12) return 'repeat(4, 1fr)'
return 'repeat(5, 1fr)'
}
const getCardSize = (count: number) => {
if (count <= 2) return { minSize: '180px', cardHeight: '160px' }
if (count <= 4) return { minSize: '160px', cardHeight: '150px' }
if (count <= 6) return { minSize: '140px', cardHeight: '140px' }
if (count <= 9) return { minSize: '120px', cardHeight: '130px' }
if (count <= 12) return { minSize: '110px', cardHeight: '120px' }
return { minSize: '100px', cardHeight: '110px' }
}
const gridClass = getGridClass(cardCount)
const cardSize = getCardSize(cardCount)
return (
<div
style={{
marginTop: '12px',
padding: '12px',
background: '#f9fafb',
borderRadius: '8px',
border: '1px solid #e5e7eb',
maxHeight: '50vh',
overflowY: 'auto',
}}
>
<h4
style={{
textAlign: 'center',
color: '#374151',
marginBottom: '12px',
fontSize: '14px',
fontWeight: '600',
}}
>
Cards you saw ({cardCount}):
</h4>
<div
style={{
display: 'grid',
gap: '8px',
maxWidth: '100%',
margin: '0 auto',
width: 'fit-content',
gridTemplateColumns: gridClass,
}}
>
{state.quizCards.map((card, index) => {
const isRevealed = state.foundNumbers.includes(card.number)
return (
<div
key={`card-${index}-${card.number}`}
style={{
perspective: '1000px',
maxWidth: '200px',
height: cardSize.cardHeight,
minWidth: cardSize.minSize,
}}
>
<div
style={{
position: 'relative',
width: '100%',
height: '100%',
textAlign: 'center',
transition: 'transform 0.8s',
transformStyle: 'preserve-3d',
transform: isRevealed ? 'rotateY(180deg)' : 'rotateY(0deg)',
}}
>
{/* Card back (hidden state) */}
<div
style={{
position: 'absolute',
width: '100%',
height: '100%',
backfaceVisibility: 'hidden',
borderRadius: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
boxShadow: '0 4px 8px rgba(0, 0, 0, 0.1)',
background: 'linear-gradient(135deg, #6c5ce7, #a29bfe)',
color: 'white',
fontSize: '32px',
fontWeight: 'bold',
textShadow: '2px 2px 4px rgba(0, 0, 0, 0.3)',
border: '2px solid #5f3dc4',
}}
>
<div style={{ opacity: 0.8 }}>?</div>
</div>
{/* Card front (revealed state) */}
<div
style={{
position: 'absolute',
width: '100%',
height: '100%',
backfaceVisibility: 'hidden',
borderRadius: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
boxShadow: '0 4px 8px rgba(0, 0, 0, 0.1)',
background: 'white',
border: '2px solid #28a745',
transform: 'rotateY(180deg)',
}}
>
<div
style={{
width: '100%',
height: '100%',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
overflow: 'hidden',
padding: '4px',
}}
>
<div
style={{
width: '100%',
height: '100%',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<AbacusReact
value={card.number}
columns="auto"
beadShape="diamond"
colorScheme="place-value"
hideInactiveBeads={false}
scaleFactor={1.2}
interactive={false}
showNumbers={false}
animated={false}
/>
</div>
</div>
</div>
</div>
</div>
)
})}
</div>
{/* Summary row for large numbers of cards */}
{cardCount > 8 && (
<div
style={{
marginTop: '8px',
padding: '6px 8px',
background: '#eff6ff',
borderRadius: '6px',
border: '1px solid #bfdbfe',
textAlign: 'center',
fontSize: '12px',
color: '#1d4ed8',
}}
>
<strong>{state.foundNumbers.length}</strong> of <strong>{cardCount}</strong> cards found
{state.foundNumbers.length > 0 && (
<span style={{ marginLeft: '6px', fontWeight: 'normal' }}>
({Math.round((state.foundNumbers.length / cardCount) * 100)}% complete)
</span>
)}
</div>
)}
</div>
)
}

View File

@@ -0,0 +1,244 @@
import { AbacusReact, useAbacusConfig } from '@soroban/abacus-react'
import { useEffect, useMemo, useRef, useState } from 'react'
import { useMemoryQuiz } from '../context/MemoryQuizContext'
import type { QuizCard } from '../types'
// Calculate maximum columns needed for a set of numbers
function calculateMaxColumns(numbers: number[]): number {
if (numbers.length === 0) return 1
const maxNumber = Math.max(...numbers)
if (maxNumber === 0) return 1
return Math.floor(Math.log10(maxNumber)) + 1
}
export function DisplayPhase() {
const { state, nextCard, showInputPhase, resetGame, isRoomCreator } = useMemoryQuiz()
const [currentCard, setCurrentCard] = useState<QuizCard | null>(null)
const [isTransitioning, setIsTransitioning] = useState(false)
const isDisplayPhaseActive = state.currentCardIndex < state.quizCards.length
const isProcessingRef = useRef(false)
const lastProcessedIndexRef = useRef(-1)
const appConfig = useAbacusConfig()
// In multiplayer room mode, only the room creator controls card timing
// In local mode (isRoomCreator === undefined), allow timing control
const shouldControlTiming = isRoomCreator === undefined || isRoomCreator === true
// Calculate maximum columns needed for this quiz set
const maxColumns = useMemo(() => {
const allNumbers = state.quizCards.map((card) => card.number)
return calculateMaxColumns(allNumbers)
}, [state.quizCards])
// Calculate adaptive animation duration
const flashDuration = useMemo(() => {
const displayTimeMs = state.displayTime * 1000
return Math.min(Math.max(displayTimeMs * 0.3, 150), 600) / 1000 // Convert to seconds for CSS
}, [state.displayTime])
const progressPercentage = (state.currentCardIndex / state.quizCards.length) * 100
useEffect(() => {
// Prevent processing the same card index multiple times
// This prevents race conditions from optimistic updates
if (state.currentCardIndex === lastProcessedIndexRef.current) {
console.log(
`DisplayPhase: Skipping duplicate processing of index ${state.currentCardIndex} (lastProcessed: ${lastProcessedIndexRef.current})`
)
return
}
if (state.currentCardIndex >= state.quizCards.length) {
// Only the room creator (or local mode) triggers phase transitions
if (shouldControlTiming) {
console.log(
`DisplayPhase: All cards shown (${state.quizCards.length}), transitioning to input phase`
)
showInputPhase?.()
}
return
}
// Prevent multiple concurrent executions
if (isProcessingRef.current) {
console.log(
`DisplayPhase: Already processing, skipping (index: ${state.currentCardIndex}, lastProcessed: ${lastProcessedIndexRef.current})`
)
return
}
// Mark this index as being processed
lastProcessedIndexRef.current = state.currentCardIndex
const showNextCard = async () => {
isProcessingRef.current = true
const card = state.quizCards[state.currentCardIndex]
console.log(
`DisplayPhase: Showing card ${state.currentCardIndex + 1}/${state.quizCards.length}, number: ${card.number} (isRoomCreator: ${isRoomCreator}, shouldControlTiming: ${shouldControlTiming})`
)
// Calculate adaptive timing based on display speed
const displayTimeMs = state.displayTime * 1000
const flashDuration = Math.min(Math.max(displayTimeMs * 0.3, 150), 600) // 30% of display time, between 150ms-600ms
const transitionPause = Math.min(Math.max(displayTimeMs * 0.1, 50), 200) // 10% of display time, between 50ms-200ms
// Trigger adaptive transition effect
setIsTransitioning(true)
setCurrentCard(card)
// Reset transition effect with adaptive duration
setTimeout(() => setIsTransitioning(false), flashDuration)
console.log(
`DisplayPhase: Card ${state.currentCardIndex + 1} now visible (flash: ${flashDuration}ms, pause: ${transitionPause}ms)`
)
// Only the room creator (or local mode) controls the timing
if (shouldControlTiming) {
// Display card for specified time with adaptive transition pause
await new Promise((resolve) => setTimeout(resolve, displayTimeMs - transitionPause))
// Don't hide the abacus - just advance to next card for smooth transition
console.log(
`DisplayPhase: Card ${state.currentCardIndex + 1} transitioning to next (controlled by ${isRoomCreator === undefined ? 'local mode' : 'room creator'})`
)
await new Promise((resolve) => setTimeout(resolve, transitionPause)) // Adaptive pause for visual transition
isProcessingRef.current = false
nextCard?.()
} else {
// Non-creator players just display the card, don't control timing
console.log(
`DisplayPhase: Non-creator player displaying card ${state.currentCardIndex + 1}, waiting for creator to advance`
)
isProcessingRef.current = false
}
}
showNextCard()
}, [
state.currentCardIndex,
state.displayTime,
state.quizCards.length,
nextCard,
showInputPhase,
shouldControlTiming,
isRoomCreator,
])
return (
<div
style={{
textAlign: 'center',
padding: '12px',
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
boxSizing: 'border-box',
height: '100%',
animation: isTransitioning ? `subtlePageFlash ${flashDuration}s ease-out` : undefined,
}}
>
<div
style={{
position: 'relative',
width: '100%',
maxWidth: '800px',
marginBottom: '12px',
display: 'flex',
flexDirection: 'column',
gap: '12px',
}}
>
<div>
<div
style={{
width: '100%',
height: '8px',
background: '#e5e7eb',
borderRadius: '4px',
overflow: 'hidden',
marginBottom: '8px',
}}
>
<div
style={{
height: '100%',
background: 'linear-gradient(90deg, #28a745, #20c997)',
borderRadius: '4px',
width: `${progressPercentage}%`,
transition: 'width 0.5s ease',
}}
/>
</div>
<span
style={{
fontSize: '14px',
fontWeight: 'bold',
color: '#374151',
}}
>
Card {state.currentCardIndex + 1} of {state.quizCards.length}
</span>
</div>
<div style={{ display: 'flex', justifyContent: 'flex-end' }}>
<button
style={{
background: '#ef4444',
color: 'white',
border: 'none',
borderRadius: '6px',
padding: '6px 12px',
fontSize: '12px',
cursor: 'pointer',
transition: 'background 0.2s ease',
}}
onClick={() => resetGame?.()}
>
End Quiz
</button>
</div>
</div>
{/* Persistent abacus container - stays mounted during entire memorize phase */}
<div
style={{
width: 'min(90vw, 800px)',
height: 'min(70vh, 500px)',
display: isDisplayPhaseActive ? 'flex' : 'none',
alignItems: 'center',
justifyContent: 'center',
margin: '0 auto',
transition: 'opacity 0.3s ease',
overflow: 'visible',
padding: '20px 12px',
}}
>
<div
style={{
width: '100%',
height: '100%',
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
gap: '20px',
}}
>
{/* Persistent abacus with smooth bead animations and dynamically calculated columns */}
<AbacusReact
value={currentCard?.number || 0}
columns={maxColumns}
beadShape={appConfig.beadShape}
colorScheme={appConfig.colorScheme}
hideInactiveBeads={appConfig.hideInactiveBeads}
scaleFactor={5.5}
interactive={false}
showNumbers={false}
animated={true}
/>
</div>
</div>
</div>
)
}

View File

@@ -0,0 +1,848 @@
import { useCallback, useEffect, useState } from 'react'
import { isPrefix } from '@/lib/memory-quiz-utils'
import { useMemoryQuiz } from '../context/MemoryQuizContext'
import { CardGrid } from './CardGrid'
export function InputPhase() {
const { state, dispatch, acceptNumber, rejectNumber, setInput, showResults } = useMemoryQuiz()
const [displayFeedback, setDisplayFeedback] = useState<'neutral' | 'correct' | 'incorrect'>(
'neutral'
)
// Use keyboard state from parent state instead of local state
const { hasPhysicalKeyboard, testingMode, showOnScreenKeyboard } = state
// Debug: Log state changes and detect what's causing re-renders
useEffect(() => {
console.log('🔍 Keyboard state changed:', {
hasPhysicalKeyboard,
testingMode,
showOnScreenKeyboard,
})
console.trace('🔍 State change trace:')
}, [hasPhysicalKeyboard, testingMode, showOnScreenKeyboard])
// Debug: Monitor for unexpected state resets
useEffect(() => {
if (showOnScreenKeyboard) {
const timer = setTimeout(() => {
if (!showOnScreenKeyboard) {
console.error('🚨 Keyboard was unexpectedly hidden!')
}
}, 1000)
return () => clearTimeout(timer)
}
}, [showOnScreenKeyboard])
// Detect physical keyboard availability (disabled when testing mode is active)
useEffect(() => {
// Skip keyboard detection entirely when testing mode is enabled
if (testingMode) {
console.log('🧪 Testing mode enabled - skipping keyboard detection')
return
}
let detectionTimer: NodeJS.Timeout | null = null
const detectKeyboard = () => {
// Method 1: Check if device supports keyboard via media queries
const hasKeyboardSupport =
window.matchMedia('(pointer: fine)').matches && window.matchMedia('(hover: hover)').matches
// Method 2: Check if device is likely touch-only
const isTouchDevice =
'ontouchstart' in window ||
navigator.maxTouchPoints > 0 ||
/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)
// Method 3: Check viewport characteristics for mobile devices
const isMobileViewport = window.innerWidth <= 768 && window.innerHeight <= 1024
// Combined heuristic: assume no physical keyboard if:
// - It's a touch device AND has mobile viewport AND lacks precise pointer
const likelyNoKeyboard = isTouchDevice && isMobileViewport && !hasKeyboardSupport
console.log('⌨️ Keyboard detection result:', !likelyNoKeyboard)
dispatch({
type: 'SET_PHYSICAL_KEYBOARD',
hasKeyboard: !likelyNoKeyboard,
})
}
// Test for actual keyboard input within 3 seconds
let keyboardDetected = false
const handleFirstKeyPress = (e: KeyboardEvent) => {
if (/^[0-9]$/.test(e.key)) {
console.log('⌨️ Physical keyboard detected via keypress')
keyboardDetected = true
dispatch({ type: 'SET_PHYSICAL_KEYBOARD', hasKeyboard: true })
document.removeEventListener('keypress', handleFirstKeyPress)
if (detectionTimer) clearTimeout(detectionTimer)
}
}
// Start detection
document.addEventListener('keypress', handleFirstKeyPress)
// Fallback to heuristic detection after 3 seconds
detectionTimer = setTimeout(() => {
if (!keyboardDetected) {
console.log('⌨️ Using fallback keyboard detection')
detectKeyboard()
}
document.removeEventListener('keypress', handleFirstKeyPress)
}, 3000)
// Initial heuristic detection (but don't commit to it yet)
const initialDetection = setTimeout(detectKeyboard, 100)
return () => {
document.removeEventListener('keypress', handleFirstKeyPress)
if (detectionTimer) clearTimeout(detectionTimer)
clearTimeout(initialDetection)
}
}, [testingMode, dispatch])
const acceptCorrectNumber = useCallback(
(number: number) => {
acceptNumber?.(number)
// setInput('') is called inside acceptNumber action creator
setDisplayFeedback('correct')
setTimeout(() => setDisplayFeedback('neutral'), 500)
// Auto-finish if all found
if (state.foundNumbers.length + 1 === state.correctAnswers.length) {
setTimeout(() => showResults?.(), 1000)
}
},
[acceptNumber, showResults, state.foundNumbers.length, state.correctAnswers.length]
)
const handleIncorrectGuess = useCallback(() => {
const wrongNumber = parseInt(state.currentInput, 10)
if (!Number.isNaN(wrongNumber)) {
dispatch({ type: 'ADD_WRONG_GUESS_ANIMATION', number: wrongNumber })
// Clear wrong guess animations after explosion
setTimeout(() => {
dispatch({ type: 'CLEAR_WRONG_GUESS_ANIMATIONS' })
}, 1500)
}
rejectNumber?.()
// setInput('') is called inside rejectNumber action creator
setDisplayFeedback('incorrect')
setTimeout(() => setDisplayFeedback('neutral'), 500)
// Auto-finish if out of guesses
if (state.guessesRemaining - 1 === 0) {
setTimeout(() => showResults?.(), 1000)
}
}, [state.currentInput, dispatch, rejectNumber, showResults, state.guessesRemaining])
// Simple keyboard event handlers that will be defined after callbacks
const handleKeyboardInput = useCallback(
(key: string) => {
// Handle number input
if (/^[0-9]$/.test(key)) {
// Only handle if input phase is active and guesses remain
if (state.guessesRemaining === 0) return
// Update input with new key
const newInput = state.currentInput + key
setInput?.(newInput)
// Clear any existing timeout
if (state.prefixAcceptanceTimeout) {
clearTimeout(state.prefixAcceptanceTimeout)
dispatch({ type: 'SET_PREFIX_TIMEOUT', timeout: null })
}
setDisplayFeedback('neutral')
const number = parseInt(newInput, 10)
if (Number.isNaN(number)) return
// Check if correct and not already found
if (state.correctAnswers.includes(number) && !state.foundNumbers.includes(number)) {
if (!isPrefix(newInput, state.correctAnswers, state.foundNumbers)) {
acceptCorrectNumber(number)
} else {
const timeout = setTimeout(() => {
acceptCorrectNumber(number)
}, 500)
dispatch({ type: 'SET_PREFIX_TIMEOUT', timeout })
}
} else {
// Check if this input could be a valid prefix or complete number
const couldBePrefix = state.correctAnswers.some((n) => n.toString().startsWith(newInput))
const isCompleteWrongNumber = !state.correctAnswers.includes(number) && !couldBePrefix
// Trigger explosion if:
// 1. It's a complete wrong number (length >= 2 or can't be a prefix)
// 2. It's a single digit that can't possibly be a prefix of any target
if ((newInput.length >= 2 || isCompleteWrongNumber) && state.guessesRemaining > 0) {
handleIncorrectGuess()
}
}
}
},
[
state.currentInput,
state.prefixAcceptanceTimeout,
state.correctAnswers,
state.foundNumbers,
state.guessesRemaining,
dispatch,
setInput,
acceptCorrectNumber,
handleIncorrectGuess,
]
)
const handleKeyboardBackspace = useCallback(() => {
if (state.currentInput.length > 0) {
const newInput = state.currentInput.slice(0, -1)
setInput?.(newInput)
// Clear any existing timeout
if (state.prefixAcceptanceTimeout) {
clearTimeout(state.prefixAcceptanceTimeout)
dispatch({ type: 'SET_PREFIX_TIMEOUT', timeout: null })
}
setDisplayFeedback('neutral')
}
}, [state.currentInput, state.prefixAcceptanceTimeout, dispatch, setInput])
// Set up global keyboard listeners
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
// Only handle backspace/delete on keydown to prevent repetition
if (e.key === 'Backspace' || e.key === 'Delete') {
e.preventDefault()
handleKeyboardBackspace()
}
}
const handleKeyPressEvent = (e: KeyboardEvent) => {
// Handle number input
if (/^[0-9]$/.test(e.key)) {
handleKeyboardInput(e.key)
}
}
document.addEventListener('keydown', handleKeyDown)
document.addEventListener('keypress', handleKeyPressEvent)
return () => {
document.removeEventListener('keydown', handleKeyDown)
document.removeEventListener('keypress', handleKeyPressEvent)
}
}, [handleKeyboardInput, handleKeyboardBackspace])
const hasFoundSome = state.foundNumbers.length > 0
const hasFoundAll = state.foundNumbers.length === state.correctAnswers.length
const outOfGuesses = state.guessesRemaining === 0
const showFinishButtons = hasFoundAll || outOfGuesses || hasFoundSome
return (
<div
style={{
textAlign: 'center',
padding: '12px',
paddingBottom:
(hasPhysicalKeyboard === false || testingMode) && state.guessesRemaining > 0
? '100px'
: '12px', // Add space for keyboard
maxWidth: '800px',
margin: '0 auto',
height: '100%',
display: 'flex',
flexDirection: 'column',
justifyContent: 'flex-start',
}}
>
<h3
style={{
marginBottom: '16px',
color: '#1f2937',
fontSize: '18px',
fontWeight: '600',
}}
>
Enter the Numbers You Remember
</h3>
<div
style={{
display: 'flex',
justifyContent: 'center',
gap: '16px',
marginBottom: '20px',
padding: '16px',
background: '#f9fafb',
borderRadius: '8px',
flexWrap: 'wrap',
}}
>
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
minWidth: '80px',
}}
>
<span
style={{
fontSize: '12px',
color: '#6b7280',
fontWeight: '500',
}}
>
Cards shown:
</span>
<span
style={{
fontSize: '20px',
fontWeight: 'bold',
color: '#1f2937',
}}
>
{state.quizCards.length}
</span>
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
minWidth: '80px',
}}
>
<span
style={{
fontSize: '12px',
color: '#6b7280',
fontWeight: '500',
}}
>
Guesses left:
</span>
<span
style={{
fontSize: '20px',
fontWeight: 'bold',
color: '#1f2937',
}}
>
{state.guessesRemaining}
</span>
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
minWidth: '80px',
}}
>
<span
style={{
fontSize: '12px',
color: '#6b7280',
fontWeight: '500',
}}
>
Found:
</span>
<span
style={{
fontSize: '20px',
fontWeight: 'bold',
color: '#1f2937',
}}
>
{state.foundNumbers.length}
</span>
</div>
</div>
{/* Live Scoreboard - Competitive Mode Only */}
{state.playMode === 'competitive' &&
state.activePlayers &&
state.activePlayers.length > 1 && (
<div
style={{
marginBottom: '16px',
padding: '12px',
background: 'linear-gradient(135deg, #fef3c7 0%, #fde68a 100%)',
borderRadius: '8px',
border: '2px solid #f59e0b',
}}
>
<div
style={{
fontSize: '12px',
fontWeight: 'bold',
color: '#92400e',
marginBottom: '8px',
textAlign: 'center',
}}
>
🏆 LIVE SCOREBOARD
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '6px',
}}
>
{(() => {
// Group players by userId
const userTeams = new Map<
string,
{ userId: string; players: any[]; score: { correct: number; incorrect: number } }
>()
console.log('📊 [InputPhase] Building scoreboard:', {
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
playerScores: state.playerScores,
})
for (const playerId of state.activePlayers) {
const metadata = state.playerMetadata?.[playerId]
const userId = metadata?.userId
console.log('📊 [InputPhase] Processing player for scoreboard:', {
playerId,
metadata,
userId,
})
if (!userId) continue
if (!userTeams.has(userId)) {
userTeams.set(userId, {
userId,
players: [],
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
})
}
userTeams.get(userId)!.players.push(metadata)
}
console.log('📊 [InputPhase] UserTeams created:', {
count: userTeams.size,
teams: Array.from(userTeams.entries()),
})
// Sort teams by score
return Array.from(userTeams.values())
.sort((a, b) => {
const aScore = a.score.correct - a.score.incorrect * 0.5
const bScore = b.score.correct - b.score.incorrect * 0.5
return bScore - aScore
})
.map((team, index) => {
const netScore = team.score.correct - team.score.incorrect * 0.5
return (
<div
key={team.userId}
style={{
padding: '10px 12px',
background: index === 0 ? '#fef3c7' : 'white',
borderRadius: '8px',
border: index === 0 ? '2px solid #f59e0b' : '1px solid #e5e7eb',
}}
>
{/* Team header with rank and stats */}
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
marginBottom: '8px',
}}
>
<div style={{ display: 'flex', alignItems: 'center', gap: '8px' }}>
<span style={{ fontSize: '18px' }}>
{index === 0 ? '👑' : `${index + 1}.`}
</span>
<span
style={{
fontWeight: 'bold',
fontSize: '16px',
color: '#1f2937',
}}
>
Score: {netScore.toFixed(1)}
</span>
</div>
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '10px',
fontSize: '14px',
}}
>
<span style={{ color: '#10b981', fontWeight: 'bold' }}>
{team.score.correct}
</span>
<span style={{ color: '#ef4444', fontWeight: 'bold' }}>
{team.score.incorrect}
</span>
</div>
</div>
{/* Players list */}
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '4px',
paddingLeft: '26px',
}}
>
{team.players.map((player, i) => (
<div
key={i}
style={{
display: 'flex',
alignItems: 'center',
gap: '6px',
fontSize: '13px',
}}
>
<span style={{ fontSize: '16px' }}>{player?.emoji || '🎮'}</span>
<span
style={{
color: '#1f2937',
fontWeight: '500',
}}
>
{player?.name || `Player ${i + 1}`}
</span>
</div>
))}
</div>
</div>
)
})
})()}
</div>
</div>
)}
<div
style={{
position: 'relative',
margin: '16px 0',
textAlign: 'center',
}}
>
<div
style={{
fontSize: '12px',
color: '#6b7280',
marginBottom: '8px',
fontWeight: '500',
}}
>
{state.guessesRemaining === 0
? '🚫 No more guesses available'
: '⌨️ Type the numbers you remember'}
</div>
{/* Testing control - remove in production */}
<div
style={{
fontSize: '10px',
color: '#9ca3af',
marginBottom: '4px',
}}
>
<label
style={{
display: 'flex',
alignItems: 'center',
gap: '4px',
justifyContent: 'center',
}}
>
<input
type="checkbox"
checked={testingMode}
onChange={(e) =>
dispatch({
type: 'SET_TESTING_MODE',
enabled: e.target.checked,
})
}
/>
Test on-screen keyboard (for demo)
</label>
<div style={{ fontSize: '9px', opacity: 0.7 }}>
Keyboard detected:{' '}
{hasPhysicalKeyboard === null ? 'detecting...' : hasPhysicalKeyboard ? 'yes' : 'no'}
</div>
</div>
<div
style={{
minHeight: '50px',
padding: '12px 16px',
fontSize: '22px',
fontFamily: 'system-ui, -apple-system, sans-serif',
textAlign: 'center',
fontWeight: '600',
color: state.guessesRemaining === 0 ? '#6b7280' : '#1f2937',
letterSpacing: '1px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
transition: 'all 0.3s ease',
background:
displayFeedback === 'correct'
? 'linear-gradient(45deg, #d4edda, #c3e6cb)'
: displayFeedback === 'incorrect'
? 'linear-gradient(45deg, #f8d7da, #f1b0b7)'
: state.guessesRemaining === 0
? '#e5e7eb'
: 'linear-gradient(135deg, #f0f8ff, #e6f3ff)',
borderRadius: '12px',
position: 'relative',
border: '2px solid',
borderColor:
displayFeedback === 'correct'
? '#28a745'
: displayFeedback === 'incorrect'
? '#dc3545'
: state.guessesRemaining === 0
? '#9ca3af'
: '#3b82f6',
boxShadow:
displayFeedback === 'correct'
? '0 4px 12px rgba(40, 167, 69, 0.2)'
: displayFeedback === 'incorrect'
? '0 4px 12px rgba(220, 53, 69, 0.2)'
: '0 4px 12px rgba(59, 130, 246, 0.15)',
cursor: state.guessesRemaining === 0 ? 'not-allowed' : 'pointer',
}}
>
<span style={{ opacity: 1, position: 'relative' }}>
{state.guessesRemaining === 0
? '🔒 Game Over'
: state.currentInput || (
<span
style={{
color: '#74c0fc',
opacity: 0.8,
fontStyle: 'normal',
fontSize: '20px',
}}
>
💭 Think & Type
</span>
)}
{state.currentInput && (
<span
style={{
position: 'absolute',
right: '-8px',
top: '50%',
transform: 'translateY(-50%)',
width: '2px',
height: '20px',
background: '#3b82f6',
animation: 'blink 1s infinite',
}}
/>
)}
</span>
</div>
</div>
{/* Visual card grid showing cards the user was shown */}
<div
style={{
marginTop: '12px',
flex: 1,
overflow: 'auto',
minHeight: '0',
}}
>
<CardGrid state={state} />
</div>
{/* Wrong guess explosion animations */}
<div
style={{
position: 'fixed',
top: 0,
left: 0,
width: '100vw',
height: '100vh',
pointerEvents: 'none',
zIndex: 1000,
}}
>
{state.wrongGuessAnimations.map((animation) => (
<div
key={animation.id}
style={{
position: 'absolute',
top: '50%',
left: '50%',
transform: 'translate(-50%, -50%)',
fontSize: '48px',
fontWeight: 'bold',
color: '#ef4444',
textShadow: '2px 2px 4px rgba(0, 0, 0, 0.3)',
animation: 'explode 1.5s ease-out forwards',
}}
>
{animation.number}
</div>
))}
</div>
{/* Simple fixed keyboard bar - appears when needed, no hiding of game elements */}
{(hasPhysicalKeyboard === false || testingMode) && state.guessesRemaining > 0 && (
<div
style={{
position: 'fixed',
bottom: 0,
left: 0,
right: 0,
background: 'linear-gradient(135deg, #f8fafc 0%, #e2e8f0 100%)',
borderTop: '2px solid #3b82f6',
padding: '12px',
zIndex: 1000,
display: 'flex',
gap: '8px',
justifyContent: 'center',
flexWrap: 'wrap',
boxShadow: '0 -4px 12px rgba(0, 0, 0, 0.1)',
}}
>
{[1, 2, 3, 4, 5, 6, 7, 8, 9, 0].map((digit) => (
<button
key={digit}
style={{
padding: '12px 16px',
border: '2px solid #e5e7eb',
borderRadius: '8px',
background: 'white',
fontSize: '18px',
fontWeight: 'bold',
color: '#1f2937',
cursor: 'pointer',
minWidth: '50px',
minHeight: '50px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
userSelect: 'none',
boxShadow: '0 2px 4px rgba(0, 0, 0, 0.1)',
transition: 'all 0.15s ease',
}}
onMouseDown={(e) => {
e.currentTarget.style.transform = 'scale(0.95)'
e.currentTarget.style.background = '#f3f4f6'
e.currentTarget.style.borderColor = '#3b82f6'
}}
onMouseUp={(e) => {
e.currentTarget.style.transform = 'scale(1)'
e.currentTarget.style.background = 'white'
e.currentTarget.style.borderColor = '#e5e7eb'
}}
onMouseLeave={(e) => {
e.currentTarget.style.transform = 'scale(1)'
e.currentTarget.style.background = 'white'
e.currentTarget.style.borderColor = '#e5e7eb'
}}
onClick={() => handleKeyboardInput(digit.toString())}
>
{digit}
</button>
))}
<button
style={{
padding: '12px 16px',
border: '2px solid #dc2626',
borderRadius: '8px',
background: state.currentInput.length > 0 ? '#fef2f2' : '#f9fafb',
fontSize: '14px',
fontWeight: 'bold',
color: state.currentInput.length > 0 ? '#dc2626' : '#9ca3af',
cursor: state.currentInput.length > 0 ? 'pointer' : 'not-allowed',
minWidth: '70px',
minHeight: '50px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
userSelect: 'none',
transition: 'all 0.15s ease',
}}
disabled={state.currentInput.length === 0}
onClick={handleKeyboardBackspace}
>
</button>
</div>
)}
{showFinishButtons && (
<div
style={{
display: 'flex',
justifyContent: 'center',
gap: '8px',
marginTop: '12px',
paddingTop: '12px',
borderTop: '1px solid #e5e7eb',
flexWrap: 'wrap',
}}
>
<button
style={{
padding: '10px 20px',
border: 'none',
borderRadius: '6px',
fontSize: '14px',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s ease',
background: '#3b82f6',
color: 'white',
minWidth: '120px',
}}
onClick={() => showResults?.()}
>
{hasFoundAll ? 'Finish Quiz' : 'Show Results'}
</button>
{hasFoundSome && !hasFoundAll && !outOfGuesses && (
<button
style={{
padding: '10px 20px',
border: 'none',
borderRadius: '6px',
fontSize: '14px',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s ease',
background: '#6b7280',
color: 'white',
minWidth: '120px',
}}
onClick={() => showResults?.()}
>
Can't Remember More
</button>
)}
</div>
)}
</div>
)
}

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@@ -0,0 +1,157 @@
'use client'
import Link from 'next/link'
import { useRouter } from 'next/navigation'
import { PageWithNav } from '@/components/PageWithNav'
import { css } from '../../../../../styled-system/css'
import { useMemoryQuiz } from '../context/MemoryQuizContext'
import { DisplayPhase } from './DisplayPhase'
import { InputPhase } from './InputPhase'
import { ResultsPhase } from './ResultsPhase'
import { SetupPhase } from './SetupPhase'
// CSS animations that need to be global
const globalAnimations = `
@keyframes pulse {
0% { transform: scale(1); box-shadow: 0 4px 12px rgba(59, 130, 246, 0.3); }
50% { transform: scale(1.05); box-shadow: 0 6px 20px rgba(59, 130, 246, 0.5); }
100% { transform: scale(1); box-shadow: 0 4px 12px rgba(59, 130, 246, 0.3); }
}
@keyframes subtlePageFlash {
0% { background: linear-gradient(to bottom right, #f0fdf4, #ecfdf5); }
50% { background: linear-gradient(to bottom right, #dcfce7, #d1fae5); }
100% { background: linear-gradient(to bottom right, #f0fdf4, #ecfdf5); }
}
@keyframes fadeInScale {
from { opacity: 0; transform: scale(0.8); }
to { opacity: 1; transform: scale(1); }
}
@keyframes explode {
0% {
opacity: 1;
transform: translate(-50%, -50%) scale(1);
}
50% {
opacity: 1;
transform: translate(-50%, -50%) scale(1.5);
}
100% {
opacity: 0;
transform: translate(-50%, -50%) scale(2) rotate(180deg);
}
}
@keyframes blink {
0%, 50% { opacity: 1; }
51%, 100% { opacity: 0; }
}
@keyframes slideUp {
from {
opacity: 0;
transform: translateX(-50%) translateY(20px);
}
to {
opacity: 1;
transform: translateX(-50%) translateY(0);
}
}
`
export function MemoryQuizGame() {
const router = useRouter()
const { state, exitSession, resetGame } = useMemoryQuiz()
return (
<PageWithNav
navTitle="Memory Lightning"
navEmoji="🧠"
emphasizePlayerSelection={state.gamePhase === 'setup'}
onExitSession={() => {
exitSession?.()
router.push('/arcade')
}}
onNewGame={() => {
resetGame?.()
}}
>
<style dangerouslySetInnerHTML={{ __html: globalAnimations }} />
<div
style={{
flex: 1,
display: 'flex',
flexDirection: 'column',
overflow: 'auto',
padding: '20px 8px',
minHeight: '100vh',
background: 'linear-gradient(135deg, #f8fafc, #e2e8f0)',
}}
>
<div
style={{
maxWidth: '100%',
margin: '0 auto',
flex: 1,
display: 'flex',
flexDirection: 'column',
}}
>
<div
className={css({
textAlign: 'center',
mb: '4',
flexShrink: 0,
})}
>
<Link
href="/arcade"
className={css({
display: 'inline-flex',
alignItems: 'center',
color: 'gray.600',
textDecoration: 'none',
mb: '4',
_hover: { color: 'gray.800' },
})}
>
Back to Champion Arena
</Link>
</div>
<div
className={css({
bg: 'white',
rounded: 'xl',
shadow: 'xl',
overflow: 'hidden',
border: '1px solid',
borderColor: 'gray.200',
flex: 1,
display: 'flex',
flexDirection: 'column',
maxHeight: '100%',
})}
>
<div
className={css({
flex: 1,
display: 'flex',
flexDirection: 'column',
overflow: 'auto',
})}
>
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'display' && <DisplayPhase />}
{state.gamePhase === 'input' && <InputPhase key="input-phase" />}
{state.gamePhase === 'results' && <ResultsPhase />}
</div>
</div>
</div>
</div>
</PageWithNav>
)
}

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import { AbacusReact } from '@soroban/abacus-react'
import type { SorobanQuizState } from '../types'
interface ResultsCardGridProps {
state: SorobanQuizState
}
export function ResultsCardGrid({ state }: ResultsCardGridProps) {
if (state.quizCards.length === 0) return null
// Calculate optimal grid layout based on number of cards (same as CardGrid)
const cardCount = state.quizCards.length
// Define static grid classes that Panda can generate (same as CardGrid)
const getGridClass = (count: number) => {
if (count <= 2) return 'repeat(2, 1fr)'
if (count <= 4) return 'repeat(2, 1fr)'
if (count <= 6) return 'repeat(3, 1fr)'
if (count <= 9) return 'repeat(3, 1fr)'
if (count <= 12) return 'repeat(4, 1fr)'
return 'repeat(5, 1fr)'
}
const getCardSize = (count: number) => {
if (count <= 2) return { minSize: '180px', cardHeight: '160px' }
if (count <= 4) return { minSize: '160px', cardHeight: '150px' }
if (count <= 6) return { minSize: '140px', cardHeight: '140px' }
if (count <= 9) return { minSize: '120px', cardHeight: '130px' }
if (count <= 12) return { minSize: '110px', cardHeight: '120px' }
return { minSize: '100px', cardHeight: '110px' }
}
const gridClass = getGridClass(cardCount)
const cardSize = getCardSize(cardCount)
return (
<div>
<div
style={{
display: 'grid',
gap: '8px',
padding: '6px',
justifyContent: 'center',
maxWidth: '100%',
margin: '0 auto',
gridTemplateColumns: gridClass,
}}
>
{state.quizCards.map((card, index) => {
const isRevealed = true // All cards revealed in results
const wasFound = state.foundNumbers.includes(card.number)
return (
<div
key={`${card.number}-${index}`}
style={{
perspective: '1000px',
position: 'relative',
aspectRatio: '3/4',
height: cardSize.cardHeight,
minWidth: cardSize.minSize,
}}
>
<div
style={{
position: 'relative',
width: '100%',
height: '100%',
textAlign: 'center',
transition: 'transform 0.8s',
transformStyle: 'preserve-3d',
transform: isRevealed ? 'rotateY(180deg)' : 'rotateY(0deg)',
}}
>
{/* Card back (hidden state) - not visible in results */}
<div
style={{
position: 'absolute',
width: '100%',
height: '100%',
backfaceVisibility: 'hidden',
borderRadius: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
boxShadow: '0 2px 4px rgba(0, 0, 0, 0.1)',
background: 'linear-gradient(135deg, #6c5ce7, #a29bfe)',
color: 'white',
fontSize: '24px',
fontWeight: 'bold',
textShadow: '1px 1px 2px rgba(0, 0, 0, 0.3)',
border: '2px solid #5f3dc4',
}}
>
<div style={{ opacity: 0.8 }}>?</div>
</div>
{/* Card front (revealed state) with success/failure indicators */}
<div
style={{
position: 'absolute',
width: '100%',
height: '100%',
backfaceVisibility: 'hidden',
borderRadius: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
boxShadow: '0 2px 4px rgba(0, 0, 0, 0.1)',
background: 'white',
border: '2px solid',
borderColor: wasFound ? '#10b981' : '#ef4444',
transform: 'rotateY(180deg)',
}}
>
<div
style={{
width: '100%',
height: '100%',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
overflow: 'hidden',
padding: '4px',
}}
>
<div
style={{
width: '100%',
height: '100%',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<AbacusReact
value={card.number}
columns="auto"
beadShape="diamond"
colorScheme="place-value"
hideInactiveBeads={false}
scaleFactor={1.2}
interactive={false}
showNumbers={false}
animated={false}
/>
</div>
</div>
{/* Player indicator overlay */}
<div
style={{
position: 'absolute',
top: '4px',
right: '4px',
minWidth: wasFound ? '24px' : '20px',
minHeight: '20px',
maxHeight: '48px',
borderRadius: wasFound ? '8px' : '50%',
background: wasFound ? '#10b981' : '#ef4444',
color: 'white',
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
fontSize: wasFound ? '14px' : '12px',
fontWeight: 'bold',
boxShadow: '0 1px 2px rgba(0, 0, 0, 0.2)',
padding: wasFound ? '2px' : '0',
gap: '1px',
overflow: 'hidden',
}}
>
{wasFound
? (() => {
// Get the userId who found this number
const foundByUserId = state.numberFoundBy?.[card.number]
if (!foundByUserId) return '✓'
// Get all players on that team
const teamPlayers = state.activePlayers
?.filter((playerId) => {
const metadata = state.playerMetadata?.[playerId]
return metadata?.userId === foundByUserId
})
.map((playerId) => state.playerMetadata?.[playerId])
.filter(Boolean)
if (!teamPlayers || teamPlayers.length === 0) return '✓'
// Display emojis (stacked vertically if multiple)
return teamPlayers.map((player, idx) => (
<span
key={idx}
style={{
lineHeight: '1',
fontSize: '14px',
}}
>
{player?.emoji || '🎮'}
</span>
))
})()
: '✗'}
</div>
{/* Number label overlay */}
<div
style={{
position: 'absolute',
bottom: '4px',
left: '4px',
padding: '2px 4px',
borderRadius: '3px',
background: 'rgba(0, 0, 0, 0.7)',
color: 'white',
fontSize: '10px',
fontWeight: 'bold',
}}
>
{card.number}
</div>
</div>
</div>
</div>
)
})}
</div>
{/* Summary row for large numbers of cards (same as CardGrid) */}
{cardCount > 8 && (
<div
style={{
marginTop: '8px',
padding: '6px 8px',
background: '#eff6ff',
borderRadius: '6px',
border: '1px solid #bfdbfe',
textAlign: 'center',
fontSize: '12px',
color: '#1d4ed8',
}}
>
<strong>{state.foundNumbers.length}</strong> of <strong>{cardCount}</strong> cards found
{state.foundNumbers.length > 0 && (
<span style={{ marginLeft: '6px', fontWeight: 'normal' }}>
({Math.round((state.foundNumbers.length / cardCount) * 100)}% complete)
</span>
)}
</div>
)}
</div>
)
}

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import { useAbacusConfig } from '@soroban/abacus-react'
import { useMemoryQuiz } from '../context/MemoryQuizContext'
import { DIFFICULTY_LEVELS, type DifficultyLevel, type QuizCard } from '../types'
import { ResultsCardGrid } from './ResultsCardGrid'
// Generate quiz cards with difficulty-based number ranges
const generateQuizCards = (
count: number,
difficulty: DifficultyLevel,
appConfig: any
): QuizCard[] => {
const { min, max } = DIFFICULTY_LEVELS[difficulty].range
// Generate unique numbers - no duplicates allowed
const numbers: number[] = []
const maxAttempts = (max - min + 1) * 10 // Prevent infinite loops
let attempts = 0
while (numbers.length < count && attempts < maxAttempts) {
const newNumber = Math.floor(Math.random() * (max - min + 1)) + min
if (!numbers.includes(newNumber)) {
numbers.push(newNumber)
}
attempts++
}
// If we couldn't generate enough unique numbers, fill with sequential numbers
if (numbers.length < count) {
for (let i = min; i <= max && numbers.length < count; i++) {
if (!numbers.includes(i)) {
numbers.push(i)
}
}
}
return numbers.map((number) => ({
number,
svgComponent: <div />, // Placeholder - not used in results phase
element: null,
}))
}
export function ResultsPhase() {
const { state, resetGame, startQuiz } = useMemoryQuiz()
const appConfig = useAbacusConfig()
const correct = state.foundNumbers.length
const total = state.correctAnswers.length
const percentage = Math.round((correct / total) * 100)
return (
<div
style={{
textAlign: 'center',
padding: '12px',
maxWidth: '800px',
margin: '0 auto',
height: '100%',
display: 'flex',
flexDirection: 'column',
justifyContent: 'flex-start',
}}
>
<h3
style={{
marginBottom: '20px',
color: '#1f2937',
fontSize: '18px',
fontWeight: '600',
}}
>
Quiz Results
</h3>
<div
style={{
display: 'flex',
justifyContent: 'center',
alignItems: 'center',
gap: '16px',
marginBottom: '20px',
padding: '16px',
background: '#f9fafb',
borderRadius: '8px',
flexWrap: 'wrap',
}}
>
<div
style={{
width: '80px',
height: '80px',
borderRadius: '50%',
background: 'linear-gradient(45deg, #3b82f6, #2563eb)',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
color: 'white',
fontSize: '18px',
fontWeight: 'bold',
}}
>
<span>{percentage}%</span>
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '8px',
}}
>
<div
style={{
display: 'flex',
justifyContent: 'space-between',
gap: '12px',
fontSize: '16px',
}}
>
<span style={{ fontWeight: '500', color: '#6b7280' }}>Correct:</span>
<span style={{ fontWeight: 'bold' }}>{correct}</span>
</div>
<div
style={{
display: 'flex',
justifyContent: 'space-between',
gap: '12px',
fontSize: '16px',
}}
>
<span style={{ fontWeight: '500', color: '#6b7280' }}>Total:</span>
<span style={{ fontWeight: 'bold' }}>{total}</span>
</div>
</div>
</div>
{/* Multiplayer Leaderboard - Competitive Mode */}
{state.playMode === 'competitive' &&
state.activePlayers &&
state.activePlayers.length > 1 && (
<div
style={{
marginBottom: '16px',
padding: '16px',
background: 'linear-gradient(135deg, #fef3c7 0%, #fde68a 100%)',
borderRadius: '12px',
border: '2px solid #f59e0b',
}}
>
<div
style={{
fontSize: '16px',
fontWeight: 'bold',
color: '#92400e',
marginBottom: '12px',
textAlign: 'center',
}}
>
🏆 FINAL LEADERBOARD
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '8px',
}}
>
{(() => {
// Group players by userId
const userTeams = new Map<
string,
{ userId: string; players: any[]; score: { correct: number; incorrect: number } }
>()
console.log('🏆 [ResultsPhase] Building leaderboard:', {
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
playerScores: state.playerScores,
})
for (const playerId of state.activePlayers) {
const metadata = state.playerMetadata?.[playerId]
const userId = metadata?.userId
console.log('🏆 [ResultsPhase] Processing player for leaderboard:', {
playerId,
metadata,
userId,
})
if (!userId) continue
if (!userTeams.has(userId)) {
userTeams.set(userId, {
userId,
players: [],
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
})
}
userTeams.get(userId)!.players.push(metadata)
}
console.log('🏆 [ResultsPhase] UserTeams created:', {
count: userTeams.size,
teams: Array.from(userTeams.entries()),
})
// Sort teams by score
return Array.from(userTeams.values())
.sort((a, b) => {
const aScore = a.score.correct - a.score.incorrect * 0.5
const bScore = b.score.correct - b.score.incorrect * 0.5
return bScore - aScore
})
.map((team, index) => {
const netScore = team.score.correct - team.score.incorrect * 0.5
return (
<div
key={team.userId}
style={{
padding: '14px 16px',
background:
index === 0
? 'linear-gradient(135deg, #fef3c7 0%, #fde68a 50%)'
: 'white',
borderRadius: '10px',
border: index === 0 ? '3px solid #f59e0b' : '1px solid #e5e7eb',
boxShadow: index === 0 ? '0 4px 12px rgba(245, 158, 11, 0.3)' : 'none',
}}
>
{/* Team header with rank and stats */}
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
marginBottom: '10px',
}}
>
<div style={{ display: 'flex', alignItems: 'center', gap: '10px' }}>
<span style={{ fontSize: '24px', minWidth: '32px' }}>
{index === 0
? '🏆'
: index === 1
? '🥈'
: index === 2
? '🥉'
: `${index + 1}.`}
</span>
<div style={{ display: 'flex', flexDirection: 'column' }}>
<span
style={{
fontWeight: 'bold',
fontSize: index === 0 ? '20px' : '18px',
color: index === 0 ? '#f59e0b' : '#1f2937',
}}
>
{netScore.toFixed(1)}
</span>
{index === 0 && (
<span
style={{
fontSize: '11px',
color: '#92400e',
fontWeight: 'bold',
}}
>
CHAMPION
</span>
)}
</div>
</div>
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '12px',
}}
>
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
}}
>
<span
style={{
color: '#10b981',
fontWeight: 'bold',
fontSize: '16px',
}}
>
{team.score.correct}
</span>
<span style={{ fontSize: '10px', color: '#6b7280' }}>correct</span>
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
}}
>
<span
style={{
color: '#ef4444',
fontWeight: 'bold',
fontSize: '16px',
}}
>
{team.score.incorrect}
</span>
<span style={{ fontSize: '10px', color: '#6b7280' }}>wrong</span>
</div>
</div>
</div>
{/* Players list */}
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '6px',
paddingLeft: '42px',
}}
>
{team.players.map((player, i) => (
<div
key={i}
style={{
display: 'flex',
alignItems: 'center',
gap: '8px',
}}
>
<span style={{ fontSize: '18px' }}>{player?.emoji || '🎮'}</span>
<span
style={{
color: '#1f2937',
fontWeight: '500',
fontSize: '14px',
}}
>
{player?.name || `Player ${i + 1}`}
</span>
</div>
))}
</div>
</div>
)
})
})()}
</div>
</div>
)}
{/* Multiplayer Stats - Cooperative Mode */}
{state.playMode === 'cooperative' &&
state.activePlayers &&
state.activePlayers.length > 1 && (
<div
style={{
marginBottom: '16px',
padding: '16px',
background: 'linear-gradient(135deg, #dbeafe 0%, #bfdbfe 100%)',
borderRadius: '12px',
border: '2px solid #3b82f6',
}}
>
<div
style={{
fontSize: '16px',
fontWeight: 'bold',
color: '#1e3a8a',
marginBottom: '12px',
textAlign: 'center',
}}
>
🤝 TEAM CONTRIBUTIONS
</div>
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '8px',
}}
>
{(() => {
// Group players by userId
const userTeams = new Map<
string,
{ userId: string; players: any[]; score: { correct: number; incorrect: 0 } }
>()
console.log('🤝 [ResultsPhase] Building team contributions:', {
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata,
playerScores: state.playerScores,
})
for (const playerId of state.activePlayers) {
const metadata = state.playerMetadata?.[playerId]
const userId = metadata?.userId
console.log('🤝 [ResultsPhase] Processing player for contributions:', {
playerId,
metadata,
userId,
})
if (!userId) continue
if (!userTeams.has(userId)) {
userTeams.set(userId, {
userId,
players: [],
score: state.playerScores?.[userId] || { correct: 0, incorrect: 0 },
})
}
userTeams.get(userId)!.players.push(metadata)
}
console.log('🤝 [ResultsPhase] UserTeams created for contributions:', {
count: userTeams.size,
teams: Array.from(userTeams.entries()),
})
// Sort teams by correct answers
return Array.from(userTeams.values())
.sort((a, b) => b.score.correct - a.score.correct)
.map((team, index) => (
<div
key={team.userId}
style={{
padding: '12px 14px',
background: 'white',
borderRadius: '8px',
border: '1px solid #e5e7eb',
}}
>
{/* Team header with stats */}
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
marginBottom: '8px',
}}
>
<div style={{ display: 'flex', alignItems: 'center', gap: '8px' }}>
<span style={{ fontSize: '16px', fontWeight: '600', color: '#6b7280' }}>
Team {index + 1}
</span>
</div>
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '10px',
fontSize: '14px',
}}
>
<span style={{ color: '#10b981', fontWeight: 'bold' }}>
{team.score.correct}
</span>
<span style={{ color: '#ef4444', fontWeight: 'bold' }}>
{team.score.incorrect}
</span>
</div>
</div>
{/* Players list */}
<div
style={{
display: 'flex',
flexDirection: 'column',
gap: '4px',
paddingLeft: '8px',
}}
>
{team.players.map((player, i) => (
<div
key={i}
style={{
display: 'flex',
alignItems: 'center',
gap: '6px',
fontSize: '13px',
}}
>
<span style={{ fontSize: '18px' }}>{player?.emoji || '🎮'}</span>
<span
style={{
color: '#1f2937',
fontWeight: '500',
}}
>
{player?.name || `Player ${i + 1}`}
</span>
</div>
))}
</div>
</div>
))
})()}
</div>
</div>
)}
{/* Results card grid - reuse CardGrid but with all cards revealed and status indicators */}
<div style={{ marginTop: '12px', flex: 1, overflow: 'auto' }}>
<ResultsCardGrid state={state} />
</div>
<div
style={{
display: 'flex',
justifyContent: 'center',
gap: '8px',
marginTop: '16px',
flexWrap: 'wrap',
}}
>
<button
style={{
padding: '10px 20px',
border: 'none',
borderRadius: '6px',
fontSize: '14px',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s ease',
background: '#10b981',
color: 'white',
minWidth: '120px',
}}
onClick={() => {
resetGame?.()
const quizCards = generateQuizCards(
state.selectedCount,
state.selectedDifficulty,
appConfig
)
startQuiz?.(quizCards)
}}
>
Try Again
</button>
<button
style={{
padding: '10px 20px',
border: 'none',
borderRadius: '6px',
fontSize: '14px',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.2s ease',
background: '#6b7280',
color: 'white',
minWidth: '120px',
}}
onClick={() => resetGame?.()}
>
Back to Cards
</button>
</div>
</div>
)
}

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import { AbacusReact, useAbacusConfig } from '@soroban/abacus-react'
import { useMemoryQuiz } from '../context/MemoryQuizContext'
import { DIFFICULTY_LEVELS, type DifficultyLevel, type QuizCard } from '../types'
// Generate quiz cards with difficulty-based number ranges
const generateQuizCards = (
count: number,
difficulty: DifficultyLevel,
appConfig: any
): QuizCard[] => {
const { min, max } = DIFFICULTY_LEVELS[difficulty].range
// Generate unique numbers - no duplicates allowed
const numbers: number[] = []
const maxAttempts = (max - min + 1) * 10 // Prevent infinite loops
let attempts = 0
while (numbers.length < count && attempts < maxAttempts) {
const newNumber = Math.floor(Math.random() * (max - min + 1)) + min
if (!numbers.includes(newNumber)) {
numbers.push(newNumber)
}
attempts++
}
// If we couldn't generate enough unique numbers, fill with sequential numbers
if (numbers.length < count) {
for (let i = min; i <= max && numbers.length < count; i++) {
if (!numbers.includes(i)) {
numbers.push(i)
}
}
}
return numbers.map((number) => ({
number,
svgComponent: (
<AbacusReact
value={number}
columns="auto"
beadShape={appConfig.beadShape}
colorScheme={appConfig.colorScheme}
hideInactiveBeads={appConfig.hideInactiveBeads}
scaleFactor={1.0}
interactive={false}
showNumbers={false}
animated={false}
soundEnabled={appConfig.soundEnabled}
soundVolume={appConfig.soundVolume}
/>
),
element: null,
}))
}
export function SetupPhase() {
const { state, setConfig, startQuiz } = useMemoryQuiz()
const appConfig = useAbacusConfig()
const handleCountSelect = (count: number) => {
setConfig?.('selectedCount', count)
}
const handleTimeChange = (time: number) => {
setConfig?.('displayTime', time)
}
const handleDifficultySelect = (difficulty: DifficultyLevel) => {
setConfig?.('selectedDifficulty', difficulty)
}
const handlePlayModeSelect = (playMode: 'cooperative' | 'competitive') => {
setConfig?.('playMode', playMode)
}
const handleStartQuiz = () => {
const quizCards = generateQuizCards(
state.selectedCount ?? 5,
state.selectedDifficulty ?? 'easy',
appConfig
)
startQuiz?.(quizCards)
}
return (
<div
style={{
textAlign: 'center',
padding: '12px',
maxWidth: '100%',
margin: '0 auto',
height: '100%',
display: 'flex',
flexDirection: 'column',
overflow: 'hidden',
}}
>
<div
style={{
maxWidth: '100%',
margin: '0 auto',
flex: 1,
display: 'flex',
flexDirection: 'column',
gap: '16px',
overflow: 'auto',
}}
>
<div style={{ margin: '12px 0' }}>
<label
style={{
display: 'block',
fontWeight: 'bold',
marginBottom: '8px',
color: '#6b7280',
fontSize: '14px',
}}
>
Difficulty Level:
</label>
<div
style={{
display: 'grid',
gridTemplateColumns: 'repeat(2, 1fr)',
gap: '8px',
justifyContent: 'center',
}}
>
{Object.entries(DIFFICULTY_LEVELS).map(([key, level]) => (
<button
key={key}
type="button"
style={{
background: state.selectedDifficulty === key ? '#3b82f6' : 'white',
color: state.selectedDifficulty === key ? 'white' : '#1f2937',
border: '2px solid',
borderColor: state.selectedDifficulty === key ? '#3b82f6' : '#d1d5db',
borderRadius: '8px',
padding: '8px 12px',
cursor: 'pointer',
textAlign: 'center',
display: 'flex',
flexDirection: 'column',
gap: '2px',
fontSize: '12px',
}}
onClick={() => handleDifficultySelect(key as DifficultyLevel)}
title={level.description}
>
<div style={{ fontWeight: 'bold', fontSize: '13px' }}>{level.name}</div>
<div style={{ fontSize: '10px', opacity: 0.8 }}>{level.description}</div>
</button>
))}
</div>
</div>
<div style={{ margin: '12px 0' }}>
<label
style={{
display: 'block',
fontWeight: 'bold',
marginBottom: '8px',
color: '#6b7280',
fontSize: '14px',
}}
>
Play Mode:
</label>
<div
style={{
display: 'grid',
gridTemplateColumns: 'repeat(2, 1fr)',
gap: '8px',
justifyContent: 'center',
}}
>
<button
key="cooperative"
type="button"
style={{
background: state.playMode === 'cooperative' ? '#10b981' : 'white',
color: state.playMode === 'cooperative' ? 'white' : '#1f2937',
border: '2px solid',
borderColor: state.playMode === 'cooperative' ? '#10b981' : '#d1d5db',
borderRadius: '8px',
padding: '8px 12px',
cursor: 'pointer',
textAlign: 'center',
display: 'flex',
flexDirection: 'column',
gap: '2px',
fontSize: '12px',
}}
onClick={() => handlePlayModeSelect('cooperative')}
title="Work together as a team to find all numbers"
>
<div style={{ fontWeight: 'bold', fontSize: '13px' }}>🤝 Cooperative</div>
<div style={{ fontSize: '10px', opacity: 0.8 }}>Work together</div>
</button>
<button
key="competitive"
type="button"
style={{
background: state.playMode === 'competitive' ? '#ef4444' : 'white',
color: state.playMode === 'competitive' ? 'white' : '#1f2937',
border: '2px solid',
borderColor: state.playMode === 'competitive' ? '#ef4444' : '#d1d5db',
borderRadius: '8px',
padding: '8px 12px',
cursor: 'pointer',
textAlign: 'center',
display: 'flex',
flexDirection: 'column',
gap: '2px',
fontSize: '12px',
}}
onClick={() => handlePlayModeSelect('competitive')}
title="Compete for the highest score"
>
<div style={{ fontWeight: 'bold', fontSize: '13px' }}>🏆 Competitive</div>
<div style={{ fontSize: '10px', opacity: 0.8 }}>Battle for score</div>
</button>
</div>
</div>
<div style={{ margin: '12px 0' }}>
<label
style={{
display: 'block',
fontWeight: 'bold',
marginBottom: '8px',
color: '#6b7280',
fontSize: '14px',
}}
>
Cards to Quiz:
</label>
<div
style={{
display: 'flex',
gap: '6px',
justifyContent: 'center',
flexWrap: 'wrap',
}}
>
{[2, 5, 8, 12, 15].map((count) => (
<button
key={count}
type="button"
style={{
background: state.selectedCount === count ? '#3b82f6' : 'white',
color: state.selectedCount === count ? 'white' : '#1f2937',
border: '2px solid',
borderColor: state.selectedCount === count ? '#3b82f6' : '#d1d5db',
borderRadius: '8px',
padding: '8px 16px',
cursor: 'pointer',
fontSize: '14px',
minWidth: '50px',
}}
onClick={() => handleCountSelect(count)}
>
{count}
</button>
))}
</div>
</div>
<div style={{ margin: '12px 0' }}>
<label
style={{
display: 'block',
fontWeight: 'bold',
marginBottom: '8px',
color: '#6b7280',
fontSize: '14px',
}}
>
Display Time per Card:
</label>
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
gap: '10px',
}}
>
<input
type="range"
min="0.5"
max="10"
step="0.5"
value={state.displayTime ?? 2.0}
onChange={(e) => handleTimeChange(parseFloat(e.target.value))}
style={{
flex: 1,
maxWidth: '200px',
}}
/>
<span
style={{
fontWeight: 'bold',
color: '#3b82f6',
minWidth: '40px',
fontSize: '14px',
}}
>
{(state.displayTime ?? 2.0).toFixed(1)}s
</span>
</div>
</div>
<button
style={{
background: '#10b981',
color: 'white',
border: 'none',
borderRadius: '8px',
padding: '12px 24px',
fontSize: '16px',
fontWeight: 'bold',
cursor: 'pointer',
marginTop: '16px',
width: '100%',
maxWidth: '200px',
}}
onClick={handleStartQuiz}
>
Start Quiz
</button>
</div>
</div>
)
}

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'use client'
import type { ReactNode } from 'react'
import { useCallback, useEffect, useReducer } from 'react'
import { useRouter } from 'next/navigation'
import { initialState, quizReducer } from '../reducer'
import type { QuizCard } from '../types'
import { MemoryQuizContext, type MemoryQuizContextValue } from './MemoryQuizContext'
interface LocalMemoryQuizProviderProps {
children: ReactNode
}
/**
* LocalMemoryQuizProvider - Provides context for single-player local mode
*
* This provider wraps the memory quiz reducer and provides action creators
* to child components. It's used for standalone local play (non-room mode).
*
* Action creators wrap dispatch calls to maintain same interface as RoomProvider.
*/
export function LocalMemoryQuizProvider({ children }: LocalMemoryQuizProviderProps) {
const router = useRouter()
const [state, dispatch] = useReducer(quizReducer, initialState)
// Cleanup timeouts on unmount
useEffect(() => {
return () => {
if (state.prefixAcceptanceTimeout) {
clearTimeout(state.prefixAcceptanceTimeout)
}
}
}, [state.prefixAcceptanceTimeout])
// Computed values
const isGameActive = state.gamePhase === 'display' || state.gamePhase === 'input'
// Action creators - wrap dispatch calls to match RoomProvider interface
const startQuiz = useCallback((quizCards: QuizCard[]) => {
dispatch({ type: 'START_QUIZ', quizCards })
}, [])
const nextCard = useCallback(() => {
dispatch({ type: 'NEXT_CARD' })
}, [])
const showInputPhase = useCallback(() => {
dispatch({ type: 'SHOW_INPUT_PHASE' })
}, [])
const acceptNumber = useCallback((number: number) => {
dispatch({ type: 'ACCEPT_NUMBER', number })
}, [])
const rejectNumber = useCallback(() => {
dispatch({ type: 'REJECT_NUMBER' })
}, [])
const setInput = useCallback((input: string) => {
dispatch({ type: 'SET_INPUT', input })
}, [])
const showResults = useCallback(() => {
dispatch({ type: 'SHOW_RESULTS' })
}, [])
const resetGame = useCallback(() => {
dispatch({ type: 'RESET_QUIZ' })
}, [])
const setConfig = useCallback(
(field: 'selectedCount' | 'displayTime' | 'selectedDifficulty', value: any) => {
switch (field) {
case 'selectedCount':
dispatch({ type: 'SET_SELECTED_COUNT', count: value })
break
case 'displayTime':
dispatch({ type: 'SET_DISPLAY_TIME', time: value })
break
case 'selectedDifficulty':
dispatch({ type: 'SET_DIFFICULTY', difficulty: value })
break
}
},
[]
)
const exitSession = useCallback(() => {
router.push('/games')
}, [router])
const contextValue: MemoryQuizContextValue = {
state,
dispatch: () => {
// No-op - local provider uses action creators instead
console.warn('dispatch() is not available in local mode, use action creators instead')
},
isGameActive,
resetGame,
exitSession,
// Expose action creators for components to use
startQuiz,
nextCard,
showInputPhase,
acceptNumber,
rejectNumber,
setInput,
showResults,
setConfig,
}
return <MemoryQuizContext.Provider value={contextValue}>{children}</MemoryQuizContext.Provider>
}

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'use client'
import { createContext, useContext } from 'react'
import type { QuizAction, QuizCard, SorobanQuizState } from '../types'
// Context value interface
export interface MemoryQuizContextValue {
state: SorobanQuizState
dispatch: React.Dispatch<QuizAction>
// Computed values
isGameActive: boolean
isRoomCreator?: boolean // True if current user is room creator (controls timing in multiplayer)
// Action creators (to be implemented by providers)
// Local mode uses dispatch, room mode uses these action creators
startGame?: () => void
resetGame?: () => void
exitSession?: () => void
// Room mode action creators (optional for local mode)
startQuiz?: (quizCards: QuizCard[]) => void
nextCard?: () => void
showInputPhase?: () => void
acceptNumber?: (number: number) => void
rejectNumber?: () => void
setInput?: (input: string) => void
showResults?: () => void
setConfig?: (
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode',
value: any
) => void
}
// Create context
export const MemoryQuizContext = createContext<MemoryQuizContextValue | null>(null)
// Hook to use the context
export function useMemoryQuiz(): MemoryQuizContextValue {
const context = useContext(MemoryQuizContext)
if (!context) {
throw new Error('useMemoryQuiz must be used within a MemoryQuizProvider')
}
return context
}

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'use client'
import type { ReactNode } from 'react'
import { useCallback, useEffect, useMemo, useState } from 'react'
import { useGameMode } from '@/contexts/GameModeContext'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData, useUpdateGameConfig } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import type { GameMove } from '@/lib/arcade/validation'
import { TEAM_MOVE } from '@/lib/arcade/validation/types'
import {
buildPlayerMetadata as buildPlayerMetadataUtil,
buildPlayerOwnershipFromRoomData,
} from '@/lib/arcade/player-ownership.client'
import { initialState } from '../reducer'
import type { QuizCard, SorobanQuizState } from '../types'
import { MemoryQuizContext, type MemoryQuizContextValue } from './MemoryQuizContext'
/**
* Optimistic move application (client-side prediction)
* The server will validate and send back the authoritative state
*/
function applyMoveOptimistically(state: SorobanQuizState, move: GameMove): SorobanQuizState {
switch (move.type) {
case 'START_QUIZ': {
// Handle both client-generated moves (with quizCards) and server-generated moves (with numbers only)
// Server can't serialize React components, so it only sends numbers
const clientQuizCards = move.data.quizCards
const serverNumbers = move.data.numbers
let quizCards: QuizCard[]
let correctAnswers: number[]
if (clientQuizCards) {
// Client-side optimistic update: use the full quizCards with React components
quizCards = clientQuizCards
correctAnswers = clientQuizCards.map((card: QuizCard) => card.number)
} else if (serverNumbers) {
// Server update: create minimal quizCards from numbers (no React components needed for validation)
quizCards = serverNumbers.map((number: number) => ({
number,
svgComponent: null,
element: null,
}))
correctAnswers = serverNumbers
} else {
// Fallback: preserve existing state
quizCards = state.quizCards
correctAnswers = state.correctAnswers
}
const cardCount = quizCards.length
// Initialize player scores for all active players (by userId, not playerId)
const activePlayers = move.data.activePlayers || []
const playerMetadata = move.data.playerMetadata || {}
// Extract unique userIds from playerMetadata
const uniqueUserIds = new Set<string>()
for (const playerId of activePlayers) {
const metadata = playerMetadata[playerId]
if (metadata?.userId) {
uniqueUserIds.add(metadata.userId)
}
}
// Initialize scores for each userId
const playerScores = Array.from(uniqueUserIds).reduce((acc: any, userId: string) => {
acc[userId] = { correct: 0, incorrect: 0 }
return acc
}, {})
return {
...state,
quizCards,
correctAnswers,
currentCardIndex: 0,
foundNumbers: [],
guessesRemaining: cardCount + Math.floor(cardCount / 2),
gamePhase: 'display',
incorrectGuesses: 0,
currentInput: '',
wrongGuessAnimations: [],
prefixAcceptanceTimeout: null,
// Multiplayer state
activePlayers,
playerMetadata,
playerScores,
}
}
case 'NEXT_CARD':
return {
...state,
currentCardIndex: state.currentCardIndex + 1,
}
case 'SHOW_INPUT_PHASE':
return {
...state,
gamePhase: 'input',
}
case 'ACCEPT_NUMBER': {
// Track scores by userId (not playerId) since we can't determine which player typed
// Defensive check: ensure state properties exist
const playerScores = state.playerScores || {}
const foundNumbers = state.foundNumbers || []
const numberFoundBy = state.numberFoundBy || {}
const newPlayerScores = { ...playerScores }
const newNumberFoundBy = { ...numberFoundBy }
if (move.userId) {
const currentScore = newPlayerScores[move.userId] || { correct: 0, incorrect: 0 }
newPlayerScores[move.userId] = {
...currentScore,
correct: currentScore.correct + 1,
}
// Track who found this number
newNumberFoundBy[move.data.number] = move.userId
}
return {
...state,
foundNumbers: [...foundNumbers, move.data.number],
playerScores: newPlayerScores,
numberFoundBy: newNumberFoundBy,
}
}
case 'REJECT_NUMBER': {
// Track scores by userId (not playerId) since we can't determine which player typed
// Defensive check: ensure state properties exist
const playerScores = state.playerScores || {}
const newPlayerScores = { ...playerScores }
if (move.userId) {
const currentScore = newPlayerScores[move.userId] || { correct: 0, incorrect: 0 }
newPlayerScores[move.userId] = {
...currentScore,
incorrect: currentScore.incorrect + 1,
}
}
return {
...state,
guessesRemaining: state.guessesRemaining - 1,
incorrectGuesses: state.incorrectGuesses + 1,
playerScores: newPlayerScores,
}
}
case 'SHOW_RESULTS':
return {
...state,
gamePhase: 'results',
}
case 'RESET_QUIZ':
return {
...state,
gamePhase: 'setup',
quizCards: [],
correctAnswers: [],
currentCardIndex: 0,
foundNumbers: [],
guessesRemaining: 0,
currentInput: '',
incorrectGuesses: 0,
wrongGuessAnimations: [],
prefixAcceptanceTimeout: null,
finishButtonsBound: false,
}
case 'SET_CONFIG': {
const { field, value } = move.data as {
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode'
value: any
}
return {
...state,
[field]: value,
}
}
default:
return state
}
}
/**
* RoomMemoryQuizProvider - Provides context for room-based multiplayer mode
*
* This provider uses useArcadeSession for network-synchronized gameplay.
* All state changes are sent as moves and validated on the server.
*/
export function RoomMemoryQuizProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData()
const { activePlayers: activePlayerIds, players } = useGameMode()
const { mutate: updateGameConfig } = useUpdateGameConfig()
// Get active player IDs as array
const activePlayers = Array.from(activePlayerIds)
// LOCAL-ONLY state for current input (not synced over network)
// This prevents sending a network request for every keystroke
const [localCurrentInput, setLocalCurrentInput] = useState('')
// Merge saved game config from room with initialState
// Settings are scoped by game name to preserve settings when switching games
const mergedInitialState = useMemo(() => {
const gameConfig = roomData?.gameConfig as Record<string, any> | null | undefined
if (!gameConfig) {
return initialState
}
// Get settings for this specific game (memory-quiz)
const savedConfig = gameConfig['memory-quiz'] as Record<string, any> | null | undefined
if (!savedConfig) {
return initialState
}
return {
...initialState,
// Restore settings from saved config
selectedCount: savedConfig.selectedCount ?? initialState.selectedCount,
displayTime: savedConfig.displayTime ?? initialState.displayTime,
selectedDifficulty: savedConfig.selectedDifficulty ?? initialState.selectedDifficulty,
playMode: savedConfig.playMode ?? initialState.playMode,
}
}, [roomData?.gameConfig])
// Arcade session integration WITH room sync
const {
state,
sendMove,
connected: _connected,
exitSession,
} = useArcadeSession<SorobanQuizState>({
userId: viewerId || '',
roomId: roomData?.id, // CRITICAL: Pass roomId for network sync across room members
initialState: mergedInitialState,
applyMove: applyMoveOptimistically,
})
// Clear local input when game phase changes or when game resets
useEffect(() => {
if (state.gamePhase !== 'input') {
setLocalCurrentInput('')
}
}, [state.gamePhase])
// Cleanup timeouts on unmount
useEffect(() => {
return () => {
if (state.prefixAcceptanceTimeout) {
clearTimeout(state.prefixAcceptanceTimeout)
}
}
}, [state.prefixAcceptanceTimeout])
// Detect state corruption/mismatch (e.g., game type mismatch between sessions)
const hasStateCorruption =
!state.quizCards ||
!state.correctAnswers ||
!state.foundNumbers ||
!Array.isArray(state.quizCards)
// Computed values
const isGameActive = state.gamePhase === 'display' || state.gamePhase === 'input'
// Build player metadata from room data and player map
const buildPlayerMetadata = useCallback(() => {
const playerOwnership = buildPlayerOwnershipFromRoomData(roomData)
const metadata = buildPlayerMetadataUtil(activePlayers, playerOwnership, players, viewerId)
return metadata
}, [activePlayers, players, roomData, viewerId])
// Action creators - send moves to arcade session
const startQuiz = useCallback(
(quizCards: QuizCard[]) => {
// Extract only serializable data (numbers) for server
// React components can't be sent over Socket.IO
const numbers = quizCards.map((card) => card.number)
// Build player metadata for multiplayer
const playerMetadata = buildPlayerMetadata()
sendMove({
type: 'START_QUIZ',
playerId: TEAM_MOVE, // Team move - all players act together
userId: viewerId || '', // User who initiated
data: {
numbers, // Send to server
quizCards, // Keep for optimistic local update
activePlayers, // Send active players list
playerMetadata, // Send player display info
},
})
},
[viewerId, sendMove, activePlayers, buildPlayerMetadata]
)
const nextCard = useCallback(() => {
sendMove({
type: 'NEXT_CARD',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
const showInputPhase = useCallback(() => {
sendMove({
type: 'SHOW_INPUT_PHASE',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
const acceptNumber = useCallback(
(number: number) => {
// Clear local input immediately
setLocalCurrentInput('')
sendMove({
type: 'ACCEPT_NUMBER',
playerId: TEAM_MOVE, // Team move - can't identify specific player
userId: viewerId || '', // User who guessed correctly
data: { number },
})
},
[viewerId, sendMove]
)
const rejectNumber = useCallback(() => {
// Clear local input immediately
setLocalCurrentInput('')
sendMove({
type: 'REJECT_NUMBER',
playerId: TEAM_MOVE, // Team move - can't identify specific player
userId: viewerId || '', // User who guessed incorrectly
data: {},
})
}, [viewerId, sendMove])
const setInput = useCallback((input: string) => {
// LOCAL ONLY - no network sync!
// This makes typing instant with zero network lag
setLocalCurrentInput(input)
}, [])
const showResults = useCallback(() => {
sendMove({
type: 'SHOW_RESULTS',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
const resetGame = useCallback(() => {
sendMove({
type: 'RESET_QUIZ',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
const setConfig = useCallback(
(field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode', value: any) => {
console.log(`[RoomMemoryQuizProvider] setConfig called: ${field} = ${value}`)
sendMove({
type: 'SET_CONFIG',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: { field, value },
})
// Save setting to room's gameConfig for persistence
// Settings are scoped by game name to preserve settings when switching games
if (roomData?.id) {
const currentGameConfig = (roomData.gameConfig as Record<string, any>) || {}
const currentMemoryQuizConfig =
(currentGameConfig['memory-quiz'] as Record<string, any>) || {}
updateGameConfig({
roomId: roomData.id,
gameConfig: {
...currentGameConfig,
'memory-quiz': {
...currentMemoryQuizConfig,
[field]: value,
},
},
})
}
},
[viewerId, sendMove, roomData?.id, roomData?.gameConfig, updateGameConfig]
)
// Merge network state with local input state
const mergedState = {
...state,
currentInput: localCurrentInput, // Override network state with local input
}
// If state is corrupted, show error message instead of crashing
if (hasStateCorruption) {
return (
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
padding: '40px',
textAlign: 'center',
minHeight: '400px',
}}
>
<div
style={{
fontSize: '48px',
marginBottom: '20px',
}}
>
</div>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
marginBottom: '12px',
color: '#dc2626',
}}
>
Game State Mismatch
</h2>
<p
style={{
fontSize: '16px',
color: '#6b7280',
marginBottom: '24px',
maxWidth: '500px',
}}
>
There's a mismatch between game types in this room. This usually happens when room members
are playing different games.
</p>
<div
style={{
background: '#f9fafb',
border: '1px solid #e5e7eb',
borderRadius: '8px',
padding: '16px',
marginBottom: '24px',
maxWidth: '500px',
}}
>
<p
style={{
fontSize: '14px',
fontWeight: '600',
marginBottom: '8px',
}}
>
To fix this:
</p>
<ol
style={{
fontSize: '14px',
textAlign: 'left',
paddingLeft: '20px',
lineHeight: '1.6',
}}
>
<li>Make sure all room members are on the same game page</li>
<li>Try refreshing the page</li>
<li>If the issue persists, leave and rejoin the room</li>
</ol>
</div>
<button
onClick={() => window.location.reload()}
style={{
padding: '10px 20px',
background: '#3b82f6',
color: 'white',
border: 'none',
borderRadius: '6px',
fontSize: '14px',
fontWeight: '600',
cursor: 'pointer',
}}
>
Refresh Page
</button>
</div>
)
}
// Determine if current user is the room creator (controls card timing)
const isRoomCreator =
roomData?.members.find((member) => member.userId === viewerId)?.isCreator || false
const contextValue: MemoryQuizContextValue = {
state: mergedState,
dispatch: () => {
// No-op - replaced with action creators
console.warn('dispatch() is deprecated in room mode, use action creators instead')
},
isGameActive,
resetGame,
exitSession,
isRoomCreator, // Pass room creator flag to components
// Expose action creators for components to use
startQuiz,
nextCard,
showInputPhase,
acceptNumber,
rejectNumber,
setInput,
showResults,
setConfig,
}
return <MemoryQuizContext.Provider value={contextValue}>{children}</MemoryQuizContext.Provider>
}
// Export the hook for this provider
export { useMemoryQuiz } from './MemoryQuizContext'

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@@ -0,0 +1,138 @@
import type { QuizAction, SorobanQuizState } from './types'
export const initialState: SorobanQuizState = {
cards: [],
quizCards: [],
correctAnswers: [],
currentCardIndex: 0,
displayTime: 2.0,
selectedCount: 5,
selectedDifficulty: 'easy', // Default to easy level
foundNumbers: [],
guessesRemaining: 0,
currentInput: '',
incorrectGuesses: 0,
// Multiplayer state
activePlayers: [],
playerMetadata: {},
playerScores: {},
playMode: 'cooperative', // Default to cooperative
numberFoundBy: {},
// UI state
gamePhase: 'setup',
prefixAcceptanceTimeout: null,
finishButtonsBound: false,
wrongGuessAnimations: [],
// Keyboard state (persistent across re-renders)
hasPhysicalKeyboard: null,
testingMode: false,
showOnScreenKeyboard: false,
}
export function quizReducer(state: SorobanQuizState, action: QuizAction): SorobanQuizState {
switch (action.type) {
case 'SET_CARDS':
return { ...state, cards: action.cards }
case 'SET_DISPLAY_TIME':
return { ...state, displayTime: action.time }
case 'SET_SELECTED_COUNT':
return { ...state, selectedCount: action.count }
case 'SET_DIFFICULTY':
return { ...state, selectedDifficulty: action.difficulty }
case 'SET_PLAY_MODE':
return { ...state, playMode: action.playMode }
case 'START_QUIZ':
return {
...state,
quizCards: action.quizCards,
correctAnswers: action.quizCards.map((card) => card.number),
currentCardIndex: 0,
foundNumbers: [],
guessesRemaining: action.quizCards.length + Math.floor(action.quizCards.length / 2),
gamePhase: 'display',
}
case 'NEXT_CARD':
return { ...state, currentCardIndex: state.currentCardIndex + 1 }
case 'SHOW_INPUT_PHASE':
return { ...state, gamePhase: 'input' }
case 'ACCEPT_NUMBER': {
// In competitive mode, track which player guessed correctly
const newPlayerScores = { ...state.playerScores }
if (state.playMode === 'competitive' && action.playerId) {
const currentScore = newPlayerScores[action.playerId] || { correct: 0, incorrect: 0 }
newPlayerScores[action.playerId] = {
...currentScore,
correct: currentScore.correct + 1,
}
}
return {
...state,
foundNumbers: [...state.foundNumbers, action.number],
currentInput: '',
playerScores: newPlayerScores,
}
}
case 'REJECT_NUMBER': {
// In competitive mode, track which player guessed incorrectly
const newPlayerScores = { ...state.playerScores }
if (state.playMode === 'competitive' && action.playerId) {
const currentScore = newPlayerScores[action.playerId] || { correct: 0, incorrect: 0 }
newPlayerScores[action.playerId] = {
...currentScore,
incorrect: currentScore.incorrect + 1,
}
}
return {
...state,
guessesRemaining: state.guessesRemaining - 1,
incorrectGuesses: state.incorrectGuesses + 1,
currentInput: '',
playerScores: newPlayerScores,
}
}
case 'SET_INPUT':
return { ...state, currentInput: action.input }
case 'SET_PREFIX_TIMEOUT':
return { ...state, prefixAcceptanceTimeout: action.timeout }
case 'ADD_WRONG_GUESS_ANIMATION':
return {
...state,
wrongGuessAnimations: [
...state.wrongGuessAnimations,
{
number: action.number,
id: `wrong-${action.number}-${Date.now()}`,
timestamp: Date.now(),
},
],
}
case 'CLEAR_WRONG_GUESS_ANIMATIONS':
return {
...state,
wrongGuessAnimations: [],
}
case 'SHOW_RESULTS':
return { ...state, gamePhase: 'results' }
case 'RESET_QUIZ':
return {
...initialState,
cards: state.cards, // Preserve generated cards
displayTime: state.displayTime,
selectedCount: state.selectedCount,
selectedDifficulty: state.selectedDifficulty,
playMode: state.playMode, // Preserve play mode
// Preserve keyboard state across resets
hasPhysicalKeyboard: state.hasPhysicalKeyboard,
testingMode: state.testingMode,
showOnScreenKeyboard: state.showOnScreenKeyboard,
}
case 'SET_PHYSICAL_KEYBOARD':
return { ...state, hasPhysicalKeyboard: action.hasKeyboard }
case 'SET_TESTING_MODE':
return { ...state, testingMode: action.enabled }
case 'TOGGLE_ONSCREEN_KEYBOARD':
return { ...state, showOnScreenKeyboard: !state.showOnScreenKeyboard }
default:
return state
}
}

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@@ -0,0 +1,105 @@
import type { PlayerMetadata } from '@/lib/arcade/player-ownership.client'
export interface QuizCard {
number: number
svgComponent: JSX.Element | null
element: HTMLElement | null
}
export interface PlayerScore {
correct: number
incorrect: number
}
export interface SorobanQuizState {
// Core game data
cards: QuizCard[]
quizCards: QuizCard[]
correctAnswers: number[]
// Game progression
currentCardIndex: number
displayTime: number
selectedCount: number
selectedDifficulty: DifficultyLevel
// Input system state
foundNumbers: number[]
guessesRemaining: number
currentInput: string
incorrectGuesses: number
// Multiplayer state
activePlayers: string[]
playerMetadata: Record<string, PlayerMetadata>
playerScores: Record<string, PlayerScore>
playMode: 'cooperative' | 'competitive'
numberFoundBy: Record<number, string> // Maps number to userId who found it
// UI state
gamePhase: 'setup' | 'display' | 'input' | 'results'
prefixAcceptanceTimeout: NodeJS.Timeout | null
finishButtonsBound: boolean
wrongGuessAnimations: Array<{
number: number
id: string
timestamp: number
}>
// Keyboard state (moved from InputPhase to persist across re-renders)
hasPhysicalKeyboard: boolean | null
testingMode: boolean
showOnScreenKeyboard: boolean
}
export type QuizAction =
| { type: 'SET_CARDS'; cards: QuizCard[] }
| { type: 'SET_DISPLAY_TIME'; time: number }
| { type: 'SET_SELECTED_COUNT'; count: number }
| { type: 'SET_DIFFICULTY'; difficulty: DifficultyLevel }
| { type: 'SET_PLAY_MODE'; playMode: 'cooperative' | 'competitive' }
| { type: 'START_QUIZ'; quizCards: QuizCard[] }
| { type: 'NEXT_CARD' }
| { type: 'SHOW_INPUT_PHASE' }
| { type: 'ACCEPT_NUMBER'; number: number; playerId?: string }
| { type: 'REJECT_NUMBER'; playerId?: string }
| { type: 'ADD_WRONG_GUESS_ANIMATION'; number: number }
| { type: 'CLEAR_WRONG_GUESS_ANIMATIONS' }
| { type: 'SET_INPUT'; input: string }
| { type: 'SET_PREFIX_TIMEOUT'; timeout: NodeJS.Timeout | null }
| { type: 'SHOW_RESULTS' }
| { type: 'RESET_QUIZ' }
| { type: 'SET_PHYSICAL_KEYBOARD'; hasKeyboard: boolean | null }
| { type: 'SET_TESTING_MODE'; enabled: boolean }
| { type: 'TOGGLE_ONSCREEN_KEYBOARD' }
// Difficulty levels with progressive number ranges
export const DIFFICULTY_LEVELS = {
beginner: {
name: 'Beginner',
range: { min: 1, max: 9 },
description: 'Single digits (1-9)',
},
easy: {
name: 'Easy',
range: { min: 10, max: 99 },
description: 'Two digits (10-99)',
},
medium: {
name: 'Medium',
range: { min: 100, max: 499 },
description: 'Three digits (100-499)',
},
hard: {
name: 'Hard',
range: { min: 500, max: 999 },
description: 'Large numbers (500-999)',
},
expert: {
name: 'Expert',
range: { min: 1, max: 999 },
description: 'Mixed range (1-999)',
},
} as const
export type DifficultyLevel = keyof typeof DIFFICULTY_LEVELS

View File

@@ -78,7 +78,7 @@ function ArcadeContent() {
function ArcadePageWithRedirect() {
return (
<PageWithNav navTitle="Champion Arena" navEmoji="🏟️" emphasizeGameContext={true}>
<PageWithNav navTitle="Champion Arena" navEmoji="🏟️" emphasizePlayerSelection={true}>
<ArcadeContent />
</PageWithNav>
)

View File

@@ -1,92 +1,364 @@
'use client'
import { useRoomData } from '@/hooks/useRoomData'
import { ModerationNotifications } from '@/components/nav/ModerationNotifications'
import { useRouter } from 'next/navigation'
import { useRoomData, useSetRoomGame } from '@/hooks/useRoomData'
import { MemoryPairsGame } from '../matching/components/MemoryPairsGame'
import { RoomMemoryPairsProvider } from '../matching/context/RoomMemoryPairsProvider'
import { MemoryQuizGame } from '../memory-quiz/components/MemoryQuizGame'
import { RoomMemoryQuizProvider } from '../memory-quiz/context/RoomMemoryQuizProvider'
import { GAMES_CONFIG } from '@/components/GameSelector'
import type { GameType } from '@/components/GameSelector'
import { PageWithNav } from '@/components/PageWithNav'
import { css } from '../../../../styled-system/css'
import { getAllGames, getGame, hasGame } from '@/lib/arcade/game-registry'
// Map GameType keys to internal game names
const GAME_TYPE_TO_NAME: Record<GameType, string> = {
'battle-arena': 'matching',
'memory-quiz': 'memory-quiz',
'complement-race': 'complement-race',
'master-organizer': 'master-organizer',
}
/**
* /arcade/room - Renders the game for the user's current room
* Since users can only be in one room at a time, this is a simple singular route
*
* Shows game selection when no game is set, then shows the game itself once selected.
* URL never changes - it's always /arcade/room regardless of selection, setup, or gameplay.
*
* Note: We don't redirect to /arcade if no room exists to avoid navigation loops.
* Instead, we show a friendly message with a link back to the Champion Arena.
*
* Note: ModerationNotifications is handled by PageWithNav inside each game component,
* so we don't need to render it here.
*/
export default function RoomPage() {
const { roomData, isLoading, moderationEvent, clearModerationEvent } = useRoomData()
const router = useRouter()
const { roomData, isLoading } = useRoomData()
const { mutate: setRoomGame } = useSetRoomGame()
// Show loading state
if (isLoading) {
return (
<>
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
height: '100vh',
fontSize: '18px',
color: '#666',
}}
>
Loading room...
</div>
<ModerationNotifications moderationEvent={moderationEvent} onClose={clearModerationEvent} />
</>
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
height: '100vh',
fontSize: '18px',
color: '#666',
}}
>
Loading room...
</div>
)
}
// Show error if no room (instead of redirecting)
if (!roomData) {
return (
<>
<div
<div
style={{
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
height: '100vh',
fontSize: '18px',
color: '#666',
gap: '1rem',
}}
>
<div>No active room found</div>
<a
href="/arcade"
style={{
color: '#3b82f6',
textDecoration: 'underline',
}}
>
Go to Champion Arena
</a>
</div>
)
}
// Show game selection if no game is set
if (!roomData.gameName) {
const handleGameSelect = (gameType: GameType) => {
console.log('[RoomPage] handleGameSelect called with gameType:', gameType)
// Check if it's a registry game first
if (hasGame(gameType)) {
const gameDef = getGame(gameType)
if (!gameDef?.manifest.available) {
console.log('[RoomPage] Registry game not available, blocking selection')
return
}
console.log('[RoomPage] Selecting registry game:', gameType)
setRoomGame({
roomId: roomData.id,
gameName: gameType, // Use the game name directly for registry games
})
return
}
// Legacy game handling
const gameConfig = GAMES_CONFIG[gameType as keyof typeof GAMES_CONFIG]
if (!gameConfig) {
console.log('[RoomPage] Unknown game type:', gameType)
return
}
console.log('[RoomPage] Game config:', {
name: gameConfig.name,
available: 'available' in gameConfig ? gameConfig.available : true,
})
if ('available' in gameConfig && gameConfig.available === false) {
console.log('[RoomPage] Game not available, blocking selection')
return // Don't allow selecting unavailable games
}
// Map GameType to internal game name
const internalGameName = GAME_TYPE_TO_NAME[gameType]
console.log('[RoomPage] Mapping:', {
gameType,
internalGameName,
mappingExists: !!internalGameName,
})
console.log('[RoomPage] Calling setRoomGame with:', {
roomId: roomData.id,
gameName: internalGameName,
preservingGameConfig: true,
})
// Don't pass gameConfig - we want to preserve existing settings for all games
setRoomGame({
roomId: roomData.id,
gameName: internalGameName,
})
}
return (
<PageWithNav
navTitle="Choose Game"
navEmoji="🎮"
emphasizePlayerSelection={true}
onExitSession={() => router.push('/arcade')}
>
<div
className={css({
minHeight: '100vh',
background: 'linear-gradient(135deg, #0f0f23 0%, #1a1a3a 50%, #2d1b69 100%)',
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
height: '100vh',
fontSize: '18px',
color: '#666',
gap: '1rem',
}}
padding: '4',
})}
>
<div>No active room found</div>
<a
href="/arcade"
style={{
color: '#3b82f6',
textDecoration: 'underline',
}}
<h1
className={css({
fontSize: { base: '2xl', md: '3xl' },
fontWeight: 'bold',
color: 'white',
mb: '8',
textAlign: 'center',
})}
>
Go to Champion Arena
</a>
Choose a Game
</h1>
<div
className={css({
display: 'grid',
gridTemplateColumns: { base: '1fr', md: 'repeat(2, 1fr)' },
gap: '4',
maxWidth: '800px',
width: '100%',
})}
>
{/* Legacy games */}
{Object.entries(GAMES_CONFIG).map(([gameType, config]) => {
const isAvailable = !('available' in config) || config.available !== false
return (
<button
key={gameType}
onClick={() => handleGameSelect(gameType as GameType)}
disabled={!isAvailable}
className={css({
background: config.gradient,
border: '2px solid',
borderColor: config.borderColor || 'blue.200',
borderRadius: '2xl',
padding: '6',
cursor: !isAvailable ? 'not-allowed' : 'pointer',
opacity: !isAvailable ? 0.5 : 1,
transition: 'all 0.3s ease',
_hover: !isAvailable
? {}
: {
transform: 'translateY(-4px) scale(1.02)',
boxShadow: '0 20px 40px rgba(59, 130, 246, 0.2)',
},
})}
>
<div
className={css({
fontSize: '4xl',
mb: '2',
})}
>
{config.icon}
</div>
<h3
className={css({
fontSize: 'xl',
fontWeight: 'bold',
color: 'gray.900',
mb: '2',
})}
>
{config.name}
</h3>
<p
className={css({
fontSize: 'sm',
color: 'gray.600',
})}
>
{config.description}
</p>
</button>
)
})}
{/* Registry games */}
{getAllGames().map((gameDef) => {
const isAvailable = gameDef.manifest.available
return (
<button
key={gameDef.manifest.name}
onClick={() => handleGameSelect(gameDef.manifest.name)}
disabled={!isAvailable}
className={css({
background: gameDef.manifest.gradient,
border: '2px solid',
borderColor: gameDef.manifest.borderColor,
borderRadius: '2xl',
padding: '6',
cursor: !isAvailable ? 'not-allowed' : 'pointer',
opacity: !isAvailable ? 0.5 : 1,
transition: 'all 0.3s ease',
_hover: !isAvailable
? {}
: {
transform: 'translateY(-4px) scale(1.02)',
boxShadow: '0 20px 40px rgba(59, 130, 246, 0.2)',
},
})}
>
<div
className={css({
fontSize: '4xl',
mb: '2',
})}
>
{gameDef.manifest.icon}
</div>
<h3
className={css({
fontSize: 'xl',
fontWeight: 'bold',
color: 'gray.900',
mb: '2',
})}
>
{gameDef.manifest.displayName}
</h3>
<p
className={css({
fontSize: 'sm',
color: 'gray.600',
})}
>
{gameDef.manifest.description}
</p>
</button>
)
})}
</div>
</div>
<ModerationNotifications moderationEvent={moderationEvent} onClose={clearModerationEvent} />
</>
</PageWithNav>
)
}
// Render the appropriate game based on room's gameName
// Check if this is a registry game first
if (hasGame(roomData.gameName)) {
const gameDef = getGame(roomData.gameName)
if (!gameDef) {
return (
<PageWithNav
navTitle="Game Not Found"
navEmoji="⚠️"
emphasizePlayerSelection={true}
onExitSession={() => router.push('/arcade')}
>
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
height: '100vh',
fontSize: '18px',
color: '#666',
}}
>
Game "{roomData.gameName}" not found in registry
</div>
</PageWithNav>
)
}
// Render registry game dynamically
const { Provider, GameComponent } = gameDef
return (
<Provider>
<GameComponent />
</Provider>
)
}
// Render legacy games based on room's gameName
switch (roomData.gameName) {
case 'matching':
return (
<>
<RoomMemoryPairsProvider>
<MemoryPairsGame />
</RoomMemoryPairsProvider>
<ModerationNotifications
moderationEvent={moderationEvent}
onClose={clearModerationEvent}
/>
</>
<RoomMemoryPairsProvider>
<MemoryPairsGame />
</RoomMemoryPairsProvider>
)
// TODO: Add other games (complement-race, memory-quiz, etc.)
case 'memory-quiz':
return (
<RoomMemoryQuizProvider>
<MemoryQuizGame />
</RoomMemoryQuizProvider>
)
// TODO: Add other games (complement-race, etc.)
default:
return (
<>
<PageWithNav
navTitle="Game Not Available"
navEmoji="⚠️"
emphasizePlayerSelection={true}
onExitSession={() => router.push('/arcade')}
>
<div
style={{
display: 'flex',
@@ -99,11 +371,7 @@ export default function RoomPage() {
>
Game "{roomData.gameName}" not yet supported
</div>
<ModerationNotifications
moderationEvent={moderationEvent}
onClose={clearModerationEvent}
/>
</>
</PageWithNav>
)
}
}

View File

@@ -32,7 +32,7 @@ export function MemoryPairsGame() {
navTitle={navTitle}
navEmoji={navEmoji}
gameName="matching"
emphasizeGameContext={state.gamePhase === 'setup'}
emphasizePlayerSelection={state.gamePhase === 'setup'}
currentPlayerId={state.currentPlayer}
playerScores={state.scores}
playerStreaks={state.consecutiveMatches}

View File

@@ -21,7 +21,7 @@ function GamesPageContent() {
const _handleGameClick = (gameType: string) => {
// Navigate directly to games using the centralized game mode with Next.js router
console.log('🔄 GamesPage: Navigating with Next.js router (no page reload)')
if (gameType === 'memory-lightning') {
if (gameType === 'memory-quiz') {
router.push('/games/memory-quiz')
} else if (gameType === 'battle-arena') {
router.push('/games/matching')

View File

@@ -1,7 +1,8 @@
'use client'
import { useCallback, useEffect, useState } from 'react'
import { useRouter } from 'next/navigation'
import { useCallback, useEffect, useState } from 'react'
import { io } from 'socket.io-client'
import { useGetRoomByCode, useJoinRoom, useRoomData } from '@/hooks/useRoomData'
import { getRoomDisplayWithEmoji } from '@/utils/room-display'
@@ -211,6 +212,8 @@ export default function JoinRoomPage({ params }: { params: { code: string } }) {
} | null>(null)
const [showConfirmation, setShowConfirmation] = useState(false)
const [showPasswordPrompt, setShowPasswordPrompt] = useState(false)
const [showApprovalPrompt, setShowApprovalPrompt] = useState(false)
const [approvalRequested, setApprovalRequested] = useState(false)
const [password, setPassword] = useState('')
const [error, setError] = useState<string | null>(null)
const [isJoining, setIsJoining] = useState(false)
@@ -274,21 +277,17 @@ export default function JoinRoomPage({ params }: { params: { code: string } }) {
return
}
if (room.accessMode === 'restricted') {
setError('This room is invitation-only')
return
}
if (room.accessMode === 'approval-only') {
setError('This room requires host approval. Please join via the room browser.')
setShowApprovalPrompt(true)
return
}
// For restricted rooms, try to join - the API will check for invitation
// If user is in a different room, show confirmation
if (roomData) {
setShowConfirmation(true)
} else {
// Otherwise, auto-join (for open rooms)
// Otherwise, auto-join (for open rooms and restricted rooms with invitation)
handleJoin(room.id)
}
})
@@ -323,8 +322,88 @@ export default function JoinRoomPage({ params }: { params: { code: string } }) {
}
}
// Only show error page for non-password errors (password errors are shown in the password prompt UI)
if (error && !showPasswordPrompt) {
const handleRequestApproval = async () => {
if (!targetRoomData) return
setIsJoining(true)
setError(null)
try {
const res = await fetch(`/api/arcade/rooms/${targetRoomData.id}/join-requests`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
})
if (!res.ok) {
const errorData = await res.json()
throw new Error(errorData.error || 'Failed to request approval')
}
// Request sent successfully - show waiting state
setApprovalRequested(true)
setIsJoining(false)
} catch (err) {
setError(err instanceof Error ? err.message : 'Failed to request approval')
setIsJoining(false)
}
}
// Socket listener for approval notifications
useEffect(() => {
if (!approvalRequested || !targetRoomData) return
console.log('[Join Page] Setting up approval listener for room:', targetRoomData.id)
let socket: ReturnType<typeof io> | null = null
// Fetch viewer ID and set up socket
const setupSocket = async () => {
try {
// Get current user's viewer ID
const res = await fetch('/api/viewer')
if (!res.ok) {
console.error('[Join Page] Failed to get viewer ID')
return
}
const { viewerId } = await res.json()
console.log('[Join Page] Got viewer ID:', viewerId)
// Connect socket
socket = io({ path: '/api/socket' })
socket.on('connect', () => {
console.log('[Join Page] Socket connected, joining user channel')
// Join user-specific channel to receive moderation events
socket?.emit('join-user-channel', { userId: viewerId })
})
socket.on('join-request-approved', (data: { roomId: string; requestId: string }) => {
console.log('[Join Page] Request approved via socket!', data)
if (data.roomId === targetRoomData.id) {
console.log('[Join Page] Joining room automatically...')
handleJoin(targetRoomData.id)
}
})
socket.on('connect_error', (error) => {
console.error('[Join Page] Socket connection error:', error)
})
} catch (error) {
console.error('[Join Page] Error setting up socket:', error)
}
}
setupSocket()
return () => {
console.log('[Join Page] Cleaning up approval listener')
socket?.disconnect()
}
}, [approvalRequested, targetRoomData, handleJoin])
// Only show error page for non-password and non-approval errors
if (error && !showPasswordPrompt && !showApprovalPrompt) {
return (
<div
style={{
@@ -546,5 +625,260 @@ export default function JoinRoomPage({ params }: { params: { code: string } }) {
)
}
if (showApprovalPrompt && targetRoomData) {
return (
<div
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
height: '100vh',
background: 'linear-gradient(135deg, #0f0f23 0%, #1a1a3a 50%, #2d1b69 100%)',
}}
>
<div
style={{
background: 'linear-gradient(135deg, rgba(17, 24, 39, 0.98), rgba(31, 41, 55, 0.98))',
borderRadius: '16px',
padding: '32px',
maxWidth: '450px',
width: '90%',
border: '2px solid rgba(59, 130, 246, 0.3)',
boxShadow: '0 20px 60px rgba(0, 0, 0, 0.5)',
}}
>
{approvalRequested ? (
// Waiting for approval state
<>
<div style={{ textAlign: 'center', marginBottom: '20px' }}>
<div style={{ fontSize: '48px', marginBottom: '16px' }}></div>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
marginBottom: '8px',
color: 'rgba(96, 165, 250, 1)',
}}
>
Waiting for Approval
</h2>
<p
style={{
fontSize: '14px',
color: 'rgba(209, 213, 219, 0.8)',
}}
>
Your request has been sent to the room moderator.
</p>
</div>
<div
style={{
background: 'rgba(59, 130, 246, 0.1)',
border: '1px solid rgba(59, 130, 246, 0.3)',
borderRadius: '12px',
padding: '16px',
marginBottom: '20px',
}}
>
<div
style={{ fontSize: '14px', fontWeight: '600', color: 'rgba(96, 165, 250, 1)' }}
>
{getRoomDisplayWithEmoji({
name: targetRoomData.name,
code: targetRoomData.code,
gameName: targetRoomData.gameName,
})}
</div>
<div
style={{
fontSize: '13px',
color: 'rgba(209, 213, 219, 0.7)',
fontFamily: 'monospace',
marginTop: '4px',
}}
>
Code: {targetRoomData.code}
</div>
</div>
<p
style={{
fontSize: '13px',
color: 'rgba(156, 163, 175, 1)',
textAlign: 'center',
marginBottom: '20px',
}}
>
You'll be able to join once the host approves your request. You can close this page
and check back later.
</p>
<button
type="button"
onClick={() => router.push('/arcade')}
style={{
width: '100%',
padding: '12px',
background: 'rgba(75, 85, 99, 0.3)',
color: 'rgba(209, 213, 219, 1)',
border: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: 'pointer',
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.4)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.3)'
}}
>
Go to Champion Arena
</button>
</>
) : (
// Request approval prompt
<>
<h2
style={{
fontSize: '24px',
fontWeight: 'bold',
marginBottom: '8px',
color: 'rgba(96, 165, 250, 1)',
}}
>
✋ Approval Required
</h2>
<p
style={{
fontSize: '14px',
color: 'rgba(209, 213, 219, 0.8)',
marginBottom: '20px',
}}
>
This room requires host approval to join. Send a request?
</p>
<div
style={{
background: 'rgba(59, 130, 246, 0.1)',
border: '1px solid rgba(59, 130, 246, 0.3)',
borderRadius: '12px',
padding: '16px',
marginBottom: '20px',
}}
>
<div
style={{ fontSize: '14px', fontWeight: '600', color: 'rgba(96, 165, 250, 1)' }}
>
{getRoomDisplayWithEmoji({
name: targetRoomData.name,
code: targetRoomData.code,
gameName: targetRoomData.gameName,
})}
</div>
<div
style={{
fontSize: '13px',
color: 'rgba(209, 213, 219, 0.7)',
fontFamily: 'monospace',
marginTop: '4px',
}}
>
Code: {targetRoomData.code}
</div>
</div>
{error && (
<p
style={{
fontSize: '13px',
color: 'rgba(248, 113, 113, 1)',
marginBottom: '16px',
textAlign: 'center',
}}
>
{error}
</p>
)}
<div style={{ display: 'flex', gap: '12px' }}>
<button
type="button"
onClick={() => router.push('/arcade')}
disabled={isJoining}
style={{
flex: 1,
padding: '12px',
background: 'rgba(75, 85, 99, 0.3)',
color: 'rgba(209, 213, 219, 1)',
border: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: isJoining ? 'not-allowed' : 'pointer',
opacity: isJoining ? 0.5 : 1,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
if (!isJoining) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.4)'
}
}}
onMouseLeave={(e) => {
if (!isJoining) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.3)'
}
}}
>
Cancel
</button>
<button
type="button"
onClick={handleRequestApproval}
disabled={isJoining}
style={{
flex: 1,
padding: '12px',
background: isJoining
? 'rgba(75, 85, 99, 0.3)'
: 'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))',
color: isJoining ? 'rgba(156, 163, 175, 1)' : 'rgba(255, 255, 255, 1)',
border: isJoining
? '2px solid rgba(75, 85, 99, 0.5)'
: '2px solid rgba(59, 130, 246, 0.6)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: isJoining ? 'not-allowed' : 'pointer',
opacity: isJoining ? 0.5 : 1,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
if (!isJoining) {
e.currentTarget.style.background =
'linear-gradient(135deg, rgba(59, 130, 246, 0.9), rgba(37, 99, 235, 0.9))'
}
}}
onMouseLeave={(e) => {
if (!isJoining) {
e.currentTarget.style.background =
'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))'
}
}}
>
{isJoining ? 'Sending...' : 'Request to Join'}
</button>
</div>
</>
)}
</div>
</div>
)
}
return null
}

View File

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

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/**
* Math Sprint Provider
*
* Context provider for Math Sprint game state management.
* Demonstrates free-for-all gameplay with TEAM_MOVE pattern.
*/
'use client'
import { createContext, useCallback, useContext, useMemo, type ReactNode } from 'react'
import {
buildPlayerMetadata,
useArcadeSession,
useGameMode,
useRoomData,
useUpdateGameConfig,
useViewerId,
} from '@/lib/arcade/game-sdk'
import { TEAM_MOVE } from '@/lib/arcade/validation/types'
import type { Difficulty, MathSprintState } from './types'
/**
* Context value provided to child components
*/
interface MathSprintContextValue {
state: MathSprintState
lastError: string | null
startGame: () => void
submitAnswer: (answer: number) => void
nextQuestion: () => void
resetGame: () => void
setConfig: (field: 'difficulty' | 'questionsPerRound' | 'timePerQuestion', value: any) => void
clearError: () => void
exitSession: () => void
}
const MathSprintContext = createContext<MathSprintContextValue | null>(null)
/**
* Hook to access Math Sprint context
*/
export function useMathSprint() {
const context = useContext(MathSprintContext)
if (!context) {
throw new Error('useMathSprint must be used within MathSprintProvider')
}
return context
}
/**
* Math Sprint Provider Component
*/
export function MathSprintProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData()
const { activePlayers: activePlayerIds, players } = useGameMode()
const { mutate: updateGameConfig } = useUpdateGameConfig()
// Get active players as array (keep Set iteration order)
const activePlayers = Array.from(activePlayerIds)
// Merge saved config from room with defaults
const gameConfig = useMemo(() => {
const allGameConfigs = roomData?.gameConfig as Record<string, unknown> | null | undefined
const savedConfig = allGameConfigs?.['math-sprint'] as Record<string, unknown> | undefined
return {
difficulty: (savedConfig?.difficulty as Difficulty) || 'medium',
questionsPerRound: (savedConfig?.questionsPerRound as number) || 10,
timePerQuestion: (savedConfig?.timePerQuestion as number) || 30,
}
}, [roomData?.gameConfig])
// Initial state with merged config
const initialState = useMemo<MathSprintState>(
() => ({
gamePhase: 'setup',
activePlayers: [],
playerMetadata: {},
difficulty: gameConfig.difficulty,
questionsPerRound: gameConfig.questionsPerRound,
timePerQuestion: gameConfig.timePerQuestion,
currentQuestionIndex: 0,
questions: [],
scores: {},
correctAnswersCount: {},
answers: [],
questionStartTime: 0,
questionAnswered: false,
winnerId: null,
}),
[gameConfig]
)
// Arcade session integration
const { state, sendMove, exitSession, lastError, clearError } =
useArcadeSession<MathSprintState>({
userId: viewerId || '',
roomId: roomData?.id,
initialState,
applyMove: (state) => state, // Server handles all state updates
})
// Action: Start game
const startGame = useCallback(() => {
const playerMetadata = buildPlayerMetadata(activePlayers, {}, players, viewerId || undefined)
sendMove({
type: 'START_GAME',
playerId: TEAM_MOVE, // Free-for-all: no specific turn owner
userId: viewerId || '',
data: { activePlayers, playerMetadata },
})
}, [activePlayers, players, viewerId, sendMove])
// Action: Submit answer
const submitAnswer = useCallback(
(answer: number) => {
// Find this user's player ID from game state
const myPlayerId = state.activePlayers.find((pid) => {
return state.playerMetadata[pid]?.userId === viewerId
})
if (!myPlayerId) {
console.error('[MathSprint] No player found for current user')
return
}
sendMove({
type: 'SUBMIT_ANSWER',
playerId: myPlayerId, // Specific player answering
userId: viewerId || '',
data: { answer },
})
},
[state.activePlayers, state.playerMetadata, viewerId, sendMove]
)
// Action: Next question
const nextQuestion = useCallback(() => {
sendMove({
type: 'NEXT_QUESTION',
playerId: TEAM_MOVE, // Any player can advance
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
// Action: Reset game
const resetGame = useCallback(() => {
sendMove({
type: 'RESET_GAME',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: {},
})
}, [viewerId, sendMove])
// Action: Set config
const setConfig = useCallback(
(field: 'difficulty' | 'questionsPerRound' | 'timePerQuestion', value: any) => {
sendMove({
type: 'SET_CONFIG',
playerId: TEAM_MOVE,
userId: viewerId || '',
data: { field, value },
})
// Persist to database for next session
if (roomData?.id) {
updateGameConfig({
roomId: roomData.id,
gameConfig: {
...roomData.gameConfig,
'math-sprint': {
...(roomData.gameConfig?.['math-sprint'] || {}),
[field]: value,
},
},
})
}
},
[viewerId, sendMove, updateGameConfig, roomData]
)
const contextValue: MathSprintContextValue = {
state,
lastError,
startGame,
submitAnswer,
nextQuestion,
resetGame,
setConfig,
clearError,
exitSession,
}
return <MathSprintContext.Provider value={contextValue}>{children}</MathSprintContext.Provider>
}

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/**
* Math Sprint Validator
*
* Server-side validation for Math Sprint game.
* Generates questions, validates answers, awards points.
*/
import type { GameValidator, ValidationResult } from '@/lib/arcade/game-sdk'
import { TEAM_MOVE } from '@/lib/arcade/validation/types'
import type {
Difficulty,
MathSprintConfig,
MathSprintMove,
MathSprintState,
Operation,
Question,
} from './types'
export class MathSprintValidator
implements GameValidator<MathSprintState, MathSprintMove>
{
/**
* Validate a game move
*/
validateMove(
state: MathSprintState,
move: MathSprintMove,
context?: { userId?: string }
): ValidationResult {
switch (move.type) {
case 'START_GAME':
return this.validateStartGame(state, move.data.activePlayers, move.data.playerMetadata)
case 'SUBMIT_ANSWER':
return this.validateSubmitAnswer(
state,
move.playerId,
Number(move.data.answer),
move.timestamp
)
case 'NEXT_QUESTION':
return this.validateNextQuestion(state)
case 'RESET_GAME':
return this.validateResetGame(state)
case 'SET_CONFIG':
return this.validateSetConfig(state, move.data.field, move.data.value)
default:
return { valid: false, error: 'Unknown move type' }
}
}
/**
* Check if game is complete
*/
isGameComplete(state: MathSprintState): boolean {
return state.gamePhase === 'results'
}
/**
* Get initial state for new game
*/
getInitialState(config: unknown): MathSprintState {
const { difficulty, questionsPerRound, timePerQuestion } = config as MathSprintConfig
return {
gamePhase: 'setup',
activePlayers: [],
playerMetadata: {},
difficulty: difficulty || 'medium',
questionsPerRound: questionsPerRound || 10,
timePerQuestion: timePerQuestion || 30,
currentQuestionIndex: 0,
questions: [],
scores: {},
correctAnswersCount: {},
answers: [],
questionStartTime: 0,
questionAnswered: false,
winnerId: null,
}
}
// ============================================================================
// Validation Methods
// ============================================================================
private validateStartGame(
state: MathSprintState,
activePlayers: string[],
playerMetadata: Record<string, any>
): ValidationResult {
if (state.gamePhase !== 'setup') {
return { valid: false, error: 'Game already started' }
}
if (activePlayers.length < 2) {
return { valid: false, error: 'Need at least 2 players' }
}
// Generate questions
const questions = this.generateQuestions(state.difficulty, state.questionsPerRound)
const newState: MathSprintState = {
...state,
gamePhase: 'playing',
activePlayers,
playerMetadata,
questions,
currentQuestionIndex: 0,
scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
correctAnswersCount: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
answers: [],
questionStartTime: Date.now(),
questionAnswered: false,
winnerId: null,
}
return { valid: true, newState }
}
private validateSubmitAnswer(
state: MathSprintState,
playerId: string,
answer: number,
timestamp: number
): ValidationResult {
if (state.gamePhase !== 'playing') {
return { valid: false, error: 'Game not in progress' }
}
if (!state.activePlayers.includes(playerId)) {
return { valid: false, error: 'Player not in game' }
}
if (state.questionAnswered) {
return { valid: false, error: 'Question already answered correctly' }
}
// Check if player already answered this question
const alreadyAnswered = state.answers.some((a) => a.playerId === playerId)
if (alreadyAnswered) {
return { valid: false, error: 'You already answered this question' }
}
const currentQuestion = state.questions[state.currentQuestionIndex]
const correct = answer === currentQuestion.correctAnswer
const answerRecord = {
playerId,
answer,
timestamp,
correct,
}
const newAnswers = [...state.answers, answerRecord]
let newState = { ...state, answers: newAnswers }
// If correct, award points and mark question as answered
if (correct) {
newState = {
...newState,
questionAnswered: true,
winnerId: playerId,
scores: {
...state.scores,
[playerId]: state.scores[playerId] + 10,
},
correctAnswersCount: {
...state.correctAnswersCount,
[playerId]: state.correctAnswersCount[playerId] + 1,
},
}
}
return { valid: true, newState }
}
private validateNextQuestion(state: MathSprintState): ValidationResult {
if (state.gamePhase !== 'playing') {
return { valid: false, error: 'Game not in progress' }
}
if (!state.questionAnswered) {
return { valid: false, error: 'Current question not answered yet' }
}
const isLastQuestion = state.currentQuestionIndex >= state.questions.length - 1
if (isLastQuestion) {
// Game complete, go to results
const newState: MathSprintState = {
...state,
gamePhase: 'results',
}
return { valid: true, newState }
}
// Move to next question
const newState: MathSprintState = {
...state,
currentQuestionIndex: state.currentQuestionIndex + 1,
answers: [],
questionStartTime: Date.now(),
questionAnswered: false,
winnerId: null,
}
return { valid: true, newState }
}
private validateResetGame(state: MathSprintState): ValidationResult {
const newState = this.getInitialState({
difficulty: state.difficulty,
questionsPerRound: state.questionsPerRound,
timePerQuestion: state.timePerQuestion,
})
return { valid: true, newState }
}
private validateSetConfig(
state: MathSprintState,
field: string,
value: any
): ValidationResult {
if (state.gamePhase !== 'setup') {
return { valid: false, error: 'Cannot change config during game' }
}
const newState = {
...state,
[field]: value,
}
return { valid: true, newState }
}
// ============================================================================
// Question Generation
// ============================================================================
private generateQuestions(difficulty: Difficulty, count: number): Question[] {
const questions: Question[] = []
for (let i = 0; i < count; i++) {
const operation = this.randomOperation()
const question = this.generateQuestion(difficulty, operation, `q-${i}`)
questions.push(question)
}
return questions
}
private generateQuestion(
difficulty: Difficulty,
operation: Operation,
id: string
): Question {
let operand1: number
let operand2: number
let correctAnswer: number
switch (difficulty) {
case 'easy':
operand1 = this.randomInt(1, 10)
operand2 = this.randomInt(1, 10)
break
case 'medium':
operand1 = this.randomInt(10, 50)
operand2 = this.randomInt(1, 20)
break
case 'hard':
operand1 = this.randomInt(10, 100)
operand2 = this.randomInt(10, 50)
break
}
switch (operation) {
case 'addition':
correctAnswer = operand1 + operand2
break
case 'subtraction':
// Ensure positive result
if (operand1 < operand2) {
;[operand1, operand2] = [operand2, operand1]
}
correctAnswer = operand1 - operand2
break
case 'multiplication':
// Smaller numbers for multiplication
if (difficulty === 'hard') {
operand1 = this.randomInt(2, 20)
operand2 = this.randomInt(2, 12)
} else {
operand1 = this.randomInt(2, 10)
operand2 = this.randomInt(2, 10)
}
correctAnswer = operand1 * operand2
break
}
const operationSymbol = this.getOperationSymbol(operation)
const displayText = `${operand1} ${operationSymbol} ${operand2} = ?`
return {
id,
operand1,
operand2,
operation,
correctAnswer,
displayText,
}
}
private randomOperation(): Operation {
const operations: Operation[] = ['addition', 'subtraction', 'multiplication']
return operations[Math.floor(Math.random() * operations.length)]
}
private randomInt(min: number, max: number): number {
return Math.floor(Math.random() * (max - min + 1)) + min
}
private getOperationSymbol(operation: Operation): string {
switch (operation) {
case 'addition':
return '+'
case 'subtraction':
return ''
case 'multiplication':
return '×'
}
}
}
export const mathSprintValidator = new MathSprintValidator()

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/**
* Math Sprint - Game Component
*
* Main wrapper component with navigation and phase routing.
*/
'use client'
import { useRouter } from 'next/navigation'
import { PageWithNav } from '@/components/PageWithNav'
import { useMathSprint } from '../Provider'
import { PlayingPhase } from './PlayingPhase'
import { ResultsPhase } from './ResultsPhase'
import { SetupPhase } from './SetupPhase'
export function GameComponent() {
const router = useRouter()
const { state, exitSession, resetGame } = useMathSprint()
return (
<PageWithNav
navTitle="Math Sprint"
navEmoji="🧮"
emphasizePlayerSelection={state.gamePhase === 'setup'}
// No currentPlayerId - free-for-all game, everyone can act simultaneously
playerScores={state.scores}
onExitSession={() => {
exitSession?.()
router.push('/arcade')
}}
onNewGame={() => {
resetGame()
}}
>
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'playing' && <PlayingPhase />}
{state.gamePhase === 'results' && <ResultsPhase />}
</PageWithNav>
)
}

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/**
* Math Sprint - Playing Phase
*
* Main gameplay: show question, accept answers, show feedback.
*/
'use client'
import { useEffect, useState } from 'react'
import { useViewerId } from '@/lib/arcade/game-sdk'
import { css } from '../../../../styled-system/css'
import { useMathSprint } from '../Provider'
export function PlayingPhase() {
const { state, submitAnswer, nextQuestion, lastError, clearError } = useMathSprint()
const { data: viewerId } = useViewerId()
const [inputValue, setInputValue] = useState('')
const currentQuestion = state.questions[state.currentQuestionIndex]
const progress = `${state.currentQuestionIndex + 1} / ${state.questions.length}`
// Find if current user answered
const myPlayerId = Object.keys(state.playerMetadata).find(
(pid) => state.playerMetadata[pid]?.userId === viewerId
)
const myAnswer = state.answers.find((a) => a.playerId === myPlayerId)
// Auto-clear error after 3 seconds
useEffect(() => {
if (lastError) {
const timeout = setTimeout(() => clearError(), 3000)
return () => clearTimeout(timeout)
}
}, [lastError, clearError])
// Clear input after question changes
useEffect(() => {
setInputValue('')
}, [state.currentQuestionIndex])
const handleSubmit = () => {
const answer = Number.parseInt(inputValue, 10)
if (Number.isNaN(answer)) return
submitAnswer(answer)
}
const handleKeyDown = (e: React.KeyboardEvent) => {
if (e.key === 'Enter') {
handleSubmit()
}
}
return (
<div
className={css({
display: 'flex',
flexDirection: 'column',
gap: '24px',
maxWidth: '700px',
margin: '0 auto',
padding: '32px 20px',
})}
>
{/* Progress Bar */}
<div
className={css({
background: 'white',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '12px',
padding: '16px',
})}
>
<div
className={css({
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
marginBottom: '8px',
})}
>
<span className={css({ fontSize: 'sm', fontWeight: 'semibold' })}>Question {progress}</span>
<span className={css({ fontSize: 'sm', color: 'gray.600' })}>
{state.difficulty.charAt(0).toUpperCase() + state.difficulty.slice(1)}
</span>
</div>
<div
className={css({
background: 'gray.200',
height: '8px',
borderRadius: '4px',
overflow: 'hidden',
})}
>
<div
className={css({
background: 'linear-gradient(90deg, #a78bfa, #8b5cf6)',
height: '100%',
borderRadius: '4px',
transition: 'width 0.3s',
})}
style={{
width: `${((state.currentQuestionIndex + 1) / state.questions.length) * 100}%`,
}}
/>
</div>
</div>
{/* Error Banner */}
{lastError && (
<div
className={css({
background: 'linear-gradient(135deg, #fef2f2, #fee2e2)',
border: '2px solid',
borderColor: 'red.300',
borderRadius: '12px',
padding: '12px 16px',
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
})}
>
<div className={css({ display: 'flex', alignItems: 'center', gap: '8px' })}>
<span></span>
<span className={css({ fontSize: 'sm', color: 'red.700' })}>{lastError}</span>
</div>
<button
type="button"
onClick={clearError}
className={css({
fontSize: 'xs',
padding: '4px 8px',
background: 'red.100',
border: 'none',
borderRadius: '4px',
cursor: 'pointer',
_hover: { background: 'red.200' },
})}
>
Dismiss
</button>
</div>
)}
{/* Question Display */}
<div
className={css({
background: 'linear-gradient(135deg, #ede9fe, #ddd6fe)',
border: '2px solid',
borderColor: 'purple.300',
borderRadius: '16px',
padding: '48px',
textAlign: 'center',
})}
>
<div
className={css({
fontSize: '4xl',
fontWeight: 'bold',
color: 'purple.700',
fontFamily: 'monospace',
})}
>
{currentQuestion.displayText}
</div>
</div>
{/* Answer Input */}
{!state.questionAnswered && (
<div
className={css({
background: 'white',
border: '2px solid',
borderColor: myAnswer ? 'gray.300' : 'purple.500',
borderRadius: '12px',
padding: '24px',
})}
>
{myAnswer ? (
<div className={css({ textAlign: 'center' })}>
<div
className={css({
fontSize: 'lg',
color: 'gray.600',
marginBottom: '8px',
})}
>
Your answer: <strong>{myAnswer.answer}</strong>
</div>
<div className={css({ fontSize: 'sm', color: 'gray.500' })}>
Waiting for others or correct answer...
</div>
</div>
) : (
<div>
<label
className={css({
display: 'block',
fontSize: 'sm',
fontWeight: 'semibold',
marginBottom: '8px',
})}
>
Your Answer
</label>
<div className={css({ display: 'flex', gap: '12px' })}>
<input
type="number"
value={inputValue}
onChange={(e) => setInputValue(e.target.value)}
onKeyDown={handleKeyDown}
placeholder="Type your answer..."
autoFocus
className={css({
flex: 1,
padding: '12px 16px',
fontSize: 'lg',
border: '2px solid',
borderColor: 'gray.300',
borderRadius: '8px',
_focus: {
outline: 'none',
borderColor: 'purple.500',
},
})}
/>
<button
type="button"
onClick={handleSubmit}
disabled={!inputValue}
className={css({
padding: '12px 24px',
fontSize: 'md',
fontWeight: 'semibold',
color: 'white',
background: inputValue ? 'purple.600' : 'gray.400',
border: 'none',
borderRadius: '8px',
cursor: inputValue ? 'pointer' : 'not-allowed',
_hover: {
background: inputValue ? 'purple.700' : 'gray.400',
},
})}
>
Submit
</button>
</div>
</div>
)}
</div>
)}
{/* Winner Display */}
{state.questionAnswered && state.winnerId && (
<div
className={css({
background: 'linear-gradient(135deg, #d1fae5, #a7f3d0)',
border: '2px solid',
borderColor: 'green.400',
borderRadius: '12px',
padding: '24px',
textAlign: 'center',
})}
>
<div className={css({ fontSize: '3xl', marginBottom: '8px' })}>🎉</div>
<div className={css({ fontSize: 'lg', fontWeight: 'bold', color: 'green.700' })}>
{state.playerMetadata[state.winnerId]?.name || 'Someone'} got it right!
</div>
<div className={css({ fontSize: 'md', color: 'green.600', marginTop: '4px' })}>
Answer: {currentQuestion.correctAnswer}
</div>
<button
type="button"
onClick={nextQuestion}
className={css({
marginTop: '16px',
padding: '12px 32px',
fontSize: 'md',
fontWeight: 'semibold',
color: 'white',
background: 'green.600',
border: 'none',
borderRadius: '8px',
cursor: 'pointer',
_hover: { background: 'green.700' },
})}
>
Next Question
</button>
</div>
)}
{/* Scoreboard */}
<div
className={css({
background: 'white',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '12px',
padding: '16px',
})}
>
<h3
className={css({
fontSize: 'sm',
fontWeight: 'semibold',
marginBottom: '12px',
})}
>
Scores
</h3>
<div className={css({ display: 'flex', flexDirection: 'column', gap: '8px' })}>
{Object.entries(state.scores)
.sort(([, a], [, b]) => b - a)
.map(([playerId, score]) => {
const player = state.playerMetadata[playerId]
return (
<div
key={playerId}
className={css({
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
padding: '8px 12px',
background: 'gray.50',
borderRadius: '8px',
})}
>
<div className={css({ display: 'flex', alignItems: 'center', gap: '8px' })}>
<span className={css({ fontSize: 'xl' })}>{player?.emoji}</span>
<span className={css({ fontSize: 'sm', fontWeight: 'medium' })}>
{player?.name}
</span>
</div>
<span className={css({ fontSize: 'sm', fontWeight: 'bold', color: 'purple.600' })}>
{score} pts
</span>
</div>
)
})}
</div>
</div>
</div>
)
}

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/**
* Math Sprint - Results Phase
*
* Show final scores and winner.
*/
'use client'
import { css } from '../../../../styled-system/css'
import { useMathSprint } from '../Provider'
export function ResultsPhase() {
const { state, resetGame } = useMathSprint()
// Sort players by score
const sortedPlayers = Object.entries(state.scores)
.map(([playerId, score]) => ({
playerId,
score,
correct: state.correctAnswersCount[playerId] || 0,
player: state.playerMetadata[playerId],
}))
.sort((a, b) => b.score - a.score)
const winner = sortedPlayers[0]
return (
<div
className={css({
display: 'flex',
flexDirection: 'column',
gap: '24px',
maxWidth: '600px',
margin: '0 auto',
padding: '32px 20px',
})}
>
{/* Winner Announcement */}
<div
className={css({
background: 'linear-gradient(135deg, #fef3c7, #fde68a)',
border: '2px solid',
borderColor: 'yellow.400',
borderRadius: '16px',
padding: '32px',
textAlign: 'center',
})}
>
<div className={css({ fontSize: '4xl', marginBottom: '12px' })}>🏆</div>
<h2
className={css({
fontSize: '2xl',
fontWeight: 'bold',
color: 'yellow.800',
marginBottom: '8px',
})}
>
{winner.player?.name} Wins!
</h2>
<div className={css({ fontSize: 'lg', color: 'yellow.700' })}>
{winner.score} points {winner.correct} correct
</div>
</div>
{/* Final Scores */}
<div
className={css({
background: 'white',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '12px',
padding: '24px',
})}
>
<h3
className={css({
fontSize: 'lg',
fontWeight: 'semibold',
marginBottom: '16px',
})}
>
Final Scores
</h3>
<div className={css({ display: 'flex', flexDirection: 'column', gap: '12px' })}>
{sortedPlayers.map((item, index) => (
<div
key={item.playerId}
className={css({
display: 'flex',
alignItems: 'center',
gap: '12px',
padding: '16px',
background: index === 0 ? 'linear-gradient(135deg, #fef3c7, #fde68a)' : 'gray.50',
border: '1px solid',
borderColor: index === 0 ? 'yellow.300' : 'gray.200',
borderRadius: '12px',
})}
>
{/* Rank */}
<div
className={css({
width: '32px',
height: '32px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
background: index === 0 ? 'yellow.500' : 'gray.300',
color: index === 0 ? 'white' : 'gray.700',
borderRadius: '50%',
fontWeight: 'bold',
fontSize: 'sm',
})}
>
{index + 1}
</div>
{/* Player Info */}
<div className={css({ flex: 1 })}>
<div className={css({ display: 'flex', alignItems: 'center', gap: '8px' })}>
<span className={css({ fontSize: 'xl' })}>{item.player?.emoji}</span>
<span className={css({ fontSize: 'md', fontWeight: 'semibold' })}>
{item.player?.name}
</span>
</div>
<div className={css({ fontSize: 'xs', color: 'gray.600', marginTop: '2px' })}>
{item.correct} / {state.questions.length} correct
</div>
</div>
{/* Score */}
<div
className={css({
fontSize: 'xl',
fontWeight: 'bold',
color: index === 0 ? 'yellow.700' : 'purple.600',
})}
>
{item.score}
</div>
</div>
))}
</div>
</div>
{/* Stats */}
<div
className={css({
background: 'linear-gradient(135deg, #ede9fe, #ddd6fe)',
border: '1px solid',
borderColor: 'purple.300',
borderRadius: '12px',
padding: '20px',
})}
>
<div className={css({ display: 'grid', gridTemplateColumns: '1fr 1fr', gap: '16px' })}>
<div className={css({ textAlign: 'center' })}>
<div className={css({ fontSize: '2xl', fontWeight: 'bold', color: 'purple.700' })}>
{state.questions.length}
</div>
<div className={css({ fontSize: 'sm', color: 'purple.600' })}>Questions</div>
</div>
<div className={css({ textAlign: 'center' })}>
<div className={css({ fontSize: '2xl', fontWeight: 'bold', color: 'purple.700' })}>
{state.difficulty.charAt(0).toUpperCase() + state.difficulty.slice(1)}
</div>
<div className={css({ fontSize: 'sm', color: 'purple.600' })}>Difficulty</div>
</div>
</div>
</div>
{/* Play Again Button */}
<button
type="button"
onClick={resetGame}
className={css({
padding: '14px 28px',
fontSize: 'lg',
fontWeight: 'semibold',
color: 'white',
background: 'purple.600',
border: 'none',
borderRadius: '12px',
cursor: 'pointer',
transition: 'background 0.2s',
_hover: {
background: 'purple.700',
},
})}
>
Play Again
</button>
</div>
)
}

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/**
* Math Sprint - Setup Phase
*
* Configure game settings before starting.
*/
'use client'
import { css } from '../../../../styled-system/css'
import { useMathSprint } from '../Provider'
import type { Difficulty } from '../types'
export function SetupPhase() {
const { state, startGame, setConfig } = useMathSprint()
const handleDifficultyChange = (difficulty: Difficulty) => {
setConfig('difficulty', difficulty)
}
const handleQuestionsChange = (questions: number) => {
setConfig('questionsPerRound', questions)
}
return (
<div
className={css({
display: 'flex',
flexDirection: 'column',
gap: '24px',
maxWidth: '600px',
margin: '0 auto',
padding: '32px 20px',
})}
>
{/* Game Title */}
<div className={css({ textAlign: 'center' })}>
<h1
className={css({
fontSize: '2xl',
fontWeight: 'bold',
color: 'purple.700',
marginBottom: '8px',
})}
>
🧮 Math Sprint
</h1>
<p className={css({ color: 'gray.600' })}>
Race to solve math problems! First correct answer wins points.
</p>
</div>
{/* Settings Card */}
<div
className={css({
background: 'white',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '12px',
padding: '24px',
})}
>
<h2
className={css({
fontSize: 'lg',
fontWeight: 'semibold',
marginBottom: '16px',
})}
>
Game Settings
</h2>
{/* Difficulty */}
<div className={css({ marginBottom: '20px' })}>
<label
className={css({
display: 'block',
fontSize: 'sm',
fontWeight: 'medium',
marginBottom: '8px',
})}
>
Difficulty
</label>
<div className={css({ display: 'flex', gap: '8px' })}>
{(['easy', 'medium', 'hard'] as Difficulty[]).map((diff) => (
<button
key={diff}
type="button"
onClick={() => handleDifficultyChange(diff)}
className={css({
flex: 1,
padding: '10px 16px',
borderRadius: '8px',
border: '2px solid',
borderColor: state.difficulty === diff ? 'purple.500' : 'gray.300',
background: state.difficulty === diff ? 'purple.50' : 'white',
color: state.difficulty === diff ? 'purple.700' : 'gray.700',
fontWeight: state.difficulty === diff ? 'semibold' : 'normal',
cursor: 'pointer',
transition: 'all 0.2s',
_hover: {
borderColor: 'purple.400',
},
})}
>
{diff.charAt(0).toUpperCase() + diff.slice(1)}
</button>
))}
</div>
<p className={css({ fontSize: 'xs', color: 'gray.500', marginTop: '4px' })}>
{state.difficulty === 'easy' && 'Numbers 1-10, simple operations'}
{state.difficulty === 'medium' && 'Numbers 1-50, varied operations'}
{state.difficulty === 'hard' && 'Numbers 1-100, harder calculations'}
</p>
</div>
{/* Questions Per Round */}
<div>
<label
className={css({
display: 'block',
fontSize: 'sm',
fontWeight: 'medium',
marginBottom: '8px',
})}
>
Questions: {state.questionsPerRound}
</label>
<input
type="range"
min="5"
max="20"
step="5"
value={state.questionsPerRound}
onChange={(e) => handleQuestionsChange(Number(e.target.value))}
className={css({
width: '100%',
})}
/>
<div className={css({ display: 'flex', justifyContent: 'space-between', fontSize: 'xs' })}>
<span>5</span>
<span>10</span>
<span>15</span>
<span>20</span>
</div>
</div>
</div>
{/* Instructions */}
<div
className={css({
background: 'linear-gradient(135deg, #fef3c7, #fde68a)',
border: '1px solid',
borderColor: 'yellow.300',
borderRadius: '12px',
padding: '16px',
})}
>
<h3 className={css({ fontSize: 'sm', fontWeight: 'semibold', marginBottom: '8px' })}>
How to Play
</h3>
<ul className={css({ fontSize: 'sm', color: 'gray.700', paddingLeft: '20px' })}>
<li>Solve math problems as fast as you can</li>
<li>First correct answer earns 10 points</li>
<li>Everyone can answer at the same time</li>
<li>Most points wins!</li>
</ul>
</div>
{/* Start Button */}
<button
type="button"
onClick={startGame}
disabled={state.activePlayers.length < 2}
className={css({
padding: '14px 28px',
fontSize: 'lg',
fontWeight: 'semibold',
color: 'white',
background: state.activePlayers.length < 2 ? 'gray.400' : 'purple.600',
borderRadius: '12px',
border: 'none',
cursor: state.activePlayers.length < 2 ? 'not-allowed' : 'pointer',
transition: 'all 0.2s',
_hover: {
background: state.activePlayers.length < 2 ? 'gray.400' : 'purple.700',
},
})}
>
{state.activePlayers.length < 2
? `Need ${2 - state.activePlayers.length} more player(s)`
: 'Start Game'}
</button>
</div>
)
}

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name: math-sprint
displayName: Math Sprint
icon: 🧮
description: Fast-paced math racing game
longDescription: Race against other players to solve math problems! Answer questions quickly to earn points. First person to answer correctly wins the round. Features multiple difficulty levels and customizable question counts.
maxPlayers: 6
difficulty: Beginner
chips:
- 👥 Multiplayer
- ⚡ Free-for-All
- 🧮 Math Skills
- 🏃 Speed
color: purple
gradient: linear-gradient(135deg, #ddd6fe, #c4b5fd)
borderColor: purple.200
available: true

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/**
* Math Sprint Game Definition
*
* A free-for-all math game demonstrating the TEAM_MOVE pattern.
* Players race to solve math problems - first correct answer wins points.
*/
import { defineGame } from '@/lib/arcade/game-sdk'
import type { GameManifest } from '@/lib/arcade/game-sdk'
import { GameComponent } from './components/GameComponent'
import { MathSprintProvider } from './Provider'
import type { MathSprintConfig, MathSprintMove, MathSprintState } from './types'
import { mathSprintValidator } from './Validator'
const manifest: GameManifest = {
name: 'math-sprint',
displayName: 'Math Sprint',
icon: '🧮',
description: 'Race to solve math problems!',
longDescription:
'A fast-paced free-for-all game where players compete to solve math problems. First correct answer earns points. Choose your difficulty and test your mental math skills!',
maxPlayers: 8,
difficulty: 'Beginner',
chips: ['👥 Multiplayer', '⚡ Fast-Paced', '🧠 Mental Math'],
color: 'purple',
gradient: 'linear-gradient(135deg, #ddd6fe, #c4b5fd)',
borderColor: 'purple.200',
available: true,
}
const defaultConfig: MathSprintConfig = {
difficulty: 'medium',
questionsPerRound: 10,
timePerQuestion: 30,
}
export const mathSprintGame = defineGame<MathSprintConfig, MathSprintState, MathSprintMove>({
manifest,
Provider: MathSprintProvider,
GameComponent,
validator: mathSprintValidator,
defaultConfig,
})

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/**
* Math Sprint Game Types
*
* A free-for-all game where players race to solve math problems.
* Demonstrates the TEAM_MOVE pattern (no specific turn owner).
*/
import type { GameConfig, GameMove, GameState } from '@/lib/arcade/game-sdk'
/**
* Difficulty levels for math problems
*/
export type Difficulty = 'easy' | 'medium' | 'hard'
/**
* Math operation types
*/
export type Operation = 'addition' | 'subtraction' | 'multiplication'
/**
* Game configuration (persisted to database)
*/
export interface MathSprintConfig extends GameConfig {
difficulty: Difficulty
questionsPerRound: number
timePerQuestion: number // seconds
}
/**
* A math question
*/
export interface Question {
id: string
operand1: number
operand2: number
operation: Operation
correctAnswer: number
displayText: string // e.g., "5 + 3 = ?"
}
/**
* Player answer submission
*/
export interface Answer {
playerId: string
answer: number
timestamp: number
correct: boolean
}
/**
* Game state (synchronized across all clients)
*/
export interface MathSprintState extends GameState {
gamePhase: 'setup' | 'playing' | 'results'
activePlayers: string[]
playerMetadata: Record<string, { name: string; emoji: string; color: string; userId: string }>
// Configuration
difficulty: Difficulty
questionsPerRound: number
timePerQuestion: number
// Game progress
currentQuestionIndex: number
questions: Question[]
// Scoring
scores: Record<string, number> // playerId -> score
correctAnswersCount: Record<string, number> // playerId -> count
// Current question state
answers: Answer[] // All answers for current question
questionStartTime: number // Timestamp when question was shown
questionAnswered: boolean // True if someone got it right
winnerId: string | null // Winner of current question (first correct)
}
/**
* Move types for Math Sprint
*/
export type MathSprintMove =
| StartGameMove
| SubmitAnswerMove
| NextQuestionMove
| ResetGameMove
| SetConfigMove
export interface StartGameMove extends GameMove {
type: 'START_GAME'
data: {
activePlayers: string[]
playerMetadata: Record<string, unknown>
}
}
export interface SubmitAnswerMove extends GameMove {
type: 'SUBMIT_ANSWER'
data: {
answer: number
}
}
export interface NextQuestionMove extends GameMove {
type: 'NEXT_QUESTION'
data: Record<string, never>
}
export interface ResetGameMove extends GameMove {
type: 'RESET_GAME'
data: Record<string, never>
}
export interface SetConfigMove extends GameMove {
type: 'SET_CONFIG'
data: {
field: 'difficulty' | 'questionsPerRound' | 'timePerQuestion'
value: Difficulty | number
}
}

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

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

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -3,6 +3,7 @@
import { AbacusDisplayProvider } from '@soroban/abacus-react'
import { QueryClientProvider } from '@tanstack/react-query'
import { type ReactNode, useState } from 'react'
import { ToastProvider } from '@/components/common/ToastContext'
import { FullscreenProvider } from '@/contexts/FullscreenContext'
import { GameModeProvider } from '@/contexts/GameModeContext'
import { UserProfileProvider } from '@/contexts/UserProfileContext'
@@ -20,17 +21,19 @@ export function ClientProviders({ children }: ClientProvidersProps) {
return (
<QueryClientProvider client={queryClient}>
<AbacusDisplayProvider>
<AbacusSettingsSync />
<UserProfileProvider>
<GameModeProvider>
<FullscreenProvider>
{children}
<DeploymentInfo />
</FullscreenProvider>
</GameModeProvider>
</UserProfileProvider>
</AbacusDisplayProvider>
<ToastProvider>
<AbacusDisplayProvider>
<AbacusSettingsSync />
<UserProfileProvider>
<GameModeProvider>
<FullscreenProvider>
{children}
<DeploymentInfo />
</FullscreenProvider>
</GameModeProvider>
</UserProfileProvider>
</AbacusDisplayProvider>
</ToastProvider>
</QueryClientProvider>
)
}

View File

@@ -23,10 +23,23 @@ export function GameCard({ gameType, config, variant = 'detailed', className }:
}
const handleGameClick = () => {
console.log(`[GameCard] Clicked on ${config.name}:`, {
activePlayerCount,
maxPlayers: config.maxPlayers,
isGameAvailable: isGameAvailable(),
configAvailable: config.available,
willNavigate: isGameAvailable() && config.available !== false,
url: config.url,
})
if (isGameAvailable() && config.available !== false) {
console.log('🔄 GameCard: Navigating with Next.js router (no page reload)')
// Use Next.js router for client-side navigation - this preserves fullscreen!
router.push(config.url)
} else {
console.warn('❌ GameCard: Navigation blocked', {
reason: !isGameAvailable() ? 'Player count mismatch' : 'Game not available',
})
}
}

View File

@@ -1,21 +1,23 @@
'use client'
import { useMemo } from 'react'
import { css } from '../../styled-system/css'
import { useGameMode } from '../contexts/GameModeContext'
import { getAllGames } from '../lib/arcade/game-registry'
import { GameCard } from './GameCard'
// Game configuration defining player limits
export const GAMES_CONFIG = {
'memory-lightning': {
'memory-quiz': {
name: 'Memory Lightning',
fullName: 'Memory Lightning ⚡',
maxPlayers: 1,
maxPlayers: 4,
description: 'Test your memory speed with rapid-fire abacus calculations',
longDescription:
'Challenge yourself with lightning-fast memory tests. Perfect your mental math skills with this intense solo experience.',
'Challenge yourself or compete with friends in lightning-fast memory tests. Work together cooperatively or compete for the highest score!',
url: '/arcade/memory-quiz',
icon: '⚡',
chips: ['⭐ Beginner Friendly', '🔥 Speed Challenge', '🧮 Abacus Focus'],
chips: ['👥 Multiplayer', '🔥 Speed Challenge', '🧮 Abacus Focus'],
color: 'green',
gradient: 'linear-gradient(135deg, #dcfce7, #bbf7d0)',
borderColor: 'green.200',
@@ -70,7 +72,39 @@ export const GAMES_CONFIG = {
},
} as const
export type GameType = keyof typeof GAMES_CONFIG
export type GameType = keyof typeof GAMES_CONFIG | string
/**
* Get all games from both legacy config and new registry
*/
function getAllGameConfigs() {
const legacyGames = Object.entries(GAMES_CONFIG).map(([gameType, config]) => ({
gameType,
config,
}))
// Get games from registry and transform to legacy format
const registryGames = getAllGames().map((gameDef) => ({
gameType: gameDef.manifest.name,
config: {
name: gameDef.manifest.displayName,
fullName: gameDef.manifest.displayName,
maxPlayers: gameDef.manifest.maxPlayers,
description: gameDef.manifest.description,
longDescription: gameDef.manifest.longDescription,
url: `/arcade/room?game=${gameDef.manifest.name}`, // Registry games load in room
icon: gameDef.manifest.icon,
chips: gameDef.manifest.chips,
color: gameDef.manifest.color,
gradient: gameDef.manifest.gradient,
borderColor: gameDef.manifest.borderColor,
difficulty: gameDef.manifest.difficulty,
available: gameDef.manifest.available,
},
}))
return [...legacyGames, ...registryGames]
}
interface GameSelectorProps {
variant?: 'compact' | 'detailed'
@@ -87,17 +121,17 @@ export function GameSelector({
}: GameSelectorProps) {
const { activePlayerCount } = useGameMode()
// Memoize the combined games list
const allGames = useMemo(() => getAllGameConfigs(), [])
return (
<div
className={css(
{
height: '100%',
display: 'flex',
flexDirection: 'column',
overflow: 'hidden',
},
className
)}
className={`${css({
height: '100%',
display: 'flex',
flexDirection: 'column',
overflow: 'hidden',
})} ${className || ''}`}
>
{showHeader && (
<h3
@@ -125,7 +159,7 @@ export function GameSelector({
overflow: 'hidden',
})}
>
{Object.entries(GAMES_CONFIG).map(([gameType, config]) => (
{allGames.map(({ gameType, config }) => (
<GameCard
key={gameType}
gameType={gameType as GameType}

View File

@@ -13,7 +13,7 @@ interface PageWithNavProps {
navTitle?: string
navEmoji?: string
gameName?: 'matching' | 'memory-quiz' | 'complement-race' // Internal game name for API
emphasizeGameContext?: boolean
emphasizePlayerSelection?: boolean
onExitSession?: () => void
onSetup?: () => void
onNewGame?: () => void
@@ -28,7 +28,7 @@ export function PageWithNav({
navTitle,
navEmoji,
gameName,
emphasizeGameContext = false,
emphasizePlayerSelection = false,
onExitSession,
onSetup,
onNewGame,
@@ -103,7 +103,7 @@ export function PageWithNav({
? 'tournament'
: 'none'
const shouldEmphasize = emphasizeGameContext && mounted
const shouldEmphasize = emphasizePlayerSelection && mounted
const showFullscreenSelection = shouldEmphasize && activePlayerCount === 0
// Compute arcade session info for display

View File

@@ -0,0 +1,235 @@
'use client'
import * as Toast from '@radix-ui/react-toast'
import { createContext, useCallback, useContext, useState, type ReactNode } from 'react'
export interface ToastMessage {
id: string
type: 'success' | 'error' | 'info'
title: string
description?: string
duration?: number
}
interface ToastContextValue {
showToast: (toast: Omit<ToastMessage, 'id'>) => void
showSuccess: (title: string, description?: string) => void
showError: (title: string, description?: string) => void
showInfo: (title: string, description?: string) => void
}
const ToastContext = createContext<ToastContextValue | null>(null)
export function useToast() {
const context = useContext(ToastContext)
if (!context) {
throw new Error('useToast must be used within ToastProvider')
}
return context
}
export function ToastProvider({ children }: { children: ReactNode }) {
const [toasts, setToasts] = useState<ToastMessage[]>([])
const showToast = useCallback((toast: Omit<ToastMessage, 'id'>) => {
const id = Math.random().toString(36).substring(7)
setToasts((prev) => [...prev, { ...toast, id }])
}, [])
const showSuccess = useCallback(
(title: string, description?: string) => {
showToast({ type: 'success', title, description, duration: 5000 })
},
[showToast]
)
const showError = useCallback(
(title: string, description?: string) => {
showToast({ type: 'error', title, description, duration: 7000 })
},
[showToast]
)
const showInfo = useCallback(
(title: string, description?: string) => {
showToast({ type: 'info', title, description, duration: 5000 })
},
[showToast]
)
const removeToast = useCallback((id: string) => {
setToasts((prev) => prev.filter((t) => t.id !== id))
}, [])
const getToastStyles = (type: ToastMessage['type']) => {
switch (type) {
case 'success':
return {
background: 'linear-gradient(135deg, rgba(34, 197, 94, 0.97), rgba(22, 163, 74, 0.97))',
border: '2px solid rgba(34, 197, 94, 0.6)',
icon: '✓',
}
case 'error':
return {
background: 'linear-gradient(135deg, rgba(239, 68, 68, 0.97), rgba(220, 38, 38, 0.97))',
border: '2px solid rgba(239, 68, 68, 0.6)',
icon: '⚠',
}
case 'info':
return {
background: 'linear-gradient(135deg, rgba(59, 130, 246, 0.97), rgba(37, 99, 235, 0.97))',
border: '2px solid rgba(59, 130, 246, 0.6)',
icon: '',
}
}
}
return (
<ToastContext.Provider value={{ showToast, showSuccess, showError, showInfo }}>
{children}
<Toast.Provider swipeDirection="right">
{toasts.map((toast) => {
const styles = getToastStyles(toast.type)
return (
<Toast.Root
key={toast.id}
open={true}
onOpenChange={(open) => {
if (!open) {
removeToast(toast.id)
}
}}
duration={toast.duration}
style={{
background: styles.background,
border: styles.border,
borderRadius: '12px',
padding: '16px',
boxShadow: '0 8px 24px rgba(0, 0, 0, 0.4)',
display: 'flex',
gap: '12px',
alignItems: 'flex-start',
minWidth: '300px',
maxWidth: '450px',
transition: 'all 0.2s ease',
}}
>
<div style={{ fontSize: '20px', flexShrink: 0 }}>{styles.icon}</div>
<div style={{ flex: 1 }}>
<Toast.Title
style={{
fontSize: '14px',
fontWeight: 'bold',
color: 'white',
marginBottom: toast.description ? '4px' : 0,
}}
>
{toast.title}
</Toast.Title>
{toast.description && (
<Toast.Description
style={{
fontSize: '13px',
color: 'rgba(255, 255, 255, 0.9)',
}}
>
{toast.description}
</Toast.Description>
)}
</div>
<Toast.Close
style={{
background: 'rgba(255, 255, 255, 0.2)',
border: 'none',
borderRadius: '50%',
width: '24px',
height: '24px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
cursor: 'pointer',
color: 'white',
fontSize: '16px',
lineHeight: 1,
flexShrink: 0,
}}
>
×
</Toast.Close>
</Toast.Root>
)
})}
<Toast.Viewport
style={{
position: 'fixed',
top: '80px',
right: '20px',
display: 'flex',
flexDirection: 'column',
gap: '10px',
zIndex: 10001,
maxWidth: '100vw',
margin: 0,
listStyle: 'none',
outline: 'none',
}}
/>
<style
dangerouslySetInnerHTML={{
__html: `
@keyframes toastSlideIn {
from {
transform: translateX(calc(100% + 25px));
}
to {
transform: translateX(0);
}
}
@keyframes toastSlideOut {
from {
transform: translateX(0);
}
to {
transform: translateX(calc(100% + 25px));
}
}
@keyframes toastHide {
from {
opacity: 1;
}
to {
opacity: 0;
}
}
[data-radix-toast-viewport] [data-state='open'] {
animation: toastSlideIn 150ms cubic-bezier(0.16, 1, 0.3, 1);
}
[data-radix-toast-viewport] [data-state='closed'] {
animation: toastHide 100ms ease-in, toastSlideOut 200ms cubic-bezier(0.32, 0, 0.67, 0);
}
[data-radix-toast-viewport] [data-swipe='move'] {
transform: translateX(var(--radix-toast-swipe-move-x));
}
[data-radix-toast-viewport] [data-swipe='cancel'] {
transform: translateX(0);
transition: transform 200ms ease-out;
}
[data-radix-toast-viewport] [data-swipe='end'] {
animation: toastSlideOut 100ms ease-out;
}
`,
}}
/>
</Toast.Provider>
</ToastContext.Provider>
)
}

View File

@@ -1,5 +1,6 @@
import React from 'react'
import { useRouter } from 'next/navigation'
import { useToast } from '@/components/common/ToastContext'
import { InvitePlayersTab } from './InvitePlayersTab'
import { PlayOnlineTab } from './PlayOnlineTab'
import { addToRecentRooms } from './RecentRoomsList'
@@ -25,7 +26,7 @@ interface AddPlayerButtonProps {
// Context-aware: show different content based on room state
isInRoom?: boolean
// Game info for room creation
gameName?: 'matching' | 'memory-quiz' | 'complement-race'
gameName?: string | null
}
export function AddPlayerButton({
@@ -37,10 +38,11 @@ export function AddPlayerButton({
activeTab: activeTabProp,
setActiveTab: setActiveTabProp,
isInRoom = false,
gameName = 'Arcade',
gameName = null,
}: AddPlayerButtonProps) {
const popoverRef = React.useRef<HTMLDivElement>(null)
const router = useRouter()
const { showError } = useToast()
// Use lifted state if provided, otherwise fallback to internal state
const [internalShowPopover, setInternalShowPopover] = React.useState(false)
@@ -60,22 +62,29 @@ export function AddPlayerButton({
const { mutate: joinRoom } = useJoinRoom()
const { mutateAsync: getRoomByCode } = useGetRoomByCode()
// Handler for creating a new room
// Handler for creating a new room (without a game - game will be selected in room)
const handleCreateRoom = () => {
createRoom(
{
name: `${gameName} Room`,
gameName: gameName,
name: null, // Auto-generated from code
gameName: null, // No game selected yet - will be chosen in room
creatorName: 'Player',
},
{
onSuccess: (data) => {
// Popover stays open, switch to invite tab to share room code
setActiveTab('invite')
// Add to recent rooms
addToRecentRooms({
code: data.code,
name: data.name,
gameName: data.gameName,
})
// Close popover and navigate to room to choose game
setShowPopover(false)
router.push('/arcade/room')
},
onError: (error) => {
console.error('Failed to create room:', error)
alert(`Failed to create room: ${error.message}`)
showError('Failed to create room', error.message)
},
}
)
@@ -100,8 +109,9 @@ export function AddPlayerButton({
gameName: data.room.gameName,
})
}
// Close popover
// Close popover and navigate to room
setShowPopover(false)
router.push('/arcade/room')
},
}
)

View File

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

View File

@@ -1,6 +1,8 @@
import { useState } from 'react'
import { useEffect, useState } from 'react'
import { io } from 'socket.io-client'
import { Modal } from '@/components/common/Modal'
import { useRoomData } from '@/hooks/useRoomData'
import type { RoomData } from '@/hooks/useRoomData'
import { useGetRoomByCode, useJoinRoom } from '@/hooks/useRoomData'
export interface JoinRoomModalProps {
/**
@@ -23,15 +25,26 @@ export interface JoinRoomModalProps {
* Modal for joining a room by entering a 6-character code
*/
export function JoinRoomModal({ isOpen, onClose, onSuccess }: JoinRoomModalProps) {
const { getRoomByCode, joinRoom } = useRoomData()
const { mutateAsync: getRoomByCode } = useGetRoomByCode()
const { mutateAsync: joinRoom } = useJoinRoom()
const [code, setCode] = useState('')
const [password, setPassword] = useState('')
const [error, setError] = useState('')
const [isLoading, setIsLoading] = useState(false)
const [roomInfo, setRoomInfo] = useState<RoomData | null>(null)
const [needsPassword, setNeedsPassword] = useState(false)
const [needsApproval, setNeedsApproval] = useState(false)
const [approvalRequested, setApprovalRequested] = useState(false)
const handleClose = () => {
setCode('')
setPassword('')
setError('')
setIsLoading(false)
setRoomInfo(null)
setNeedsPassword(false)
setNeedsApproval(false)
setApprovalRequested(false)
onClose()
}
@@ -50,9 +63,46 @@ export function JoinRoomModal({ isOpen, onClose, onSuccess }: JoinRoomModalProps
try {
// Look up room by code
const room = await getRoomByCode(normalizedCode)
setRoomInfo(room)
// Join the room
await joinRoom(room.id)
// Check access mode
if (room.accessMode === 'retired') {
setError('This room has been retired and is no longer accepting members')
setIsLoading(false)
return
}
if (room.accessMode === 'locked') {
setError('This room is locked and not accepting new members')
setIsLoading(false)
return
}
if (room.accessMode === 'approval-only') {
setNeedsApproval(true)
setIsLoading(false)
return
}
// For restricted rooms, try to join - the API will check for invitation
if (room.accessMode === 'password') {
// Check if password is provided
if (!needsPassword) {
setNeedsPassword(true)
setIsLoading(false)
return
}
if (!password) {
setError('Password is required')
setIsLoading(false)
return
}
}
// Join the room (with password if needed)
await joinRoom({ roomId: room.id, password: password || undefined })
// Success! Close modal
handleClose()
@@ -64,6 +114,93 @@ export function JoinRoomModal({ isOpen, onClose, onSuccess }: JoinRoomModalProps
}
}
const handleRequestAccess = async () => {
if (!roomInfo) return
setIsLoading(true)
setError('')
try {
const res = await fetch(`/api/arcade/rooms/${roomInfo.id}/join-requests`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
})
if (!res.ok) {
const errorData = await res.json()
throw new Error(errorData.error || 'Failed to request access')
}
// Success! Show waiting state
setApprovalRequested(true)
setIsLoading(false)
} catch (err) {
setError(err instanceof Error ? err.message : 'Failed to request access')
setIsLoading(false)
}
}
// Socket listener for approval notifications
useEffect(() => {
if (!approvalRequested || !roomInfo) return
console.log('[JoinRoomModal] Setting up approval listener for room:', roomInfo.id)
let socket: ReturnType<typeof io> | null = null
// Fetch viewer ID and set up socket
const setupSocket = async () => {
try {
// Get current user's viewer ID
const res = await fetch('/api/viewer')
if (!res.ok) {
console.error('[JoinRoomModal] Failed to get viewer ID')
return
}
const { viewerId } = await res.json()
console.log('[JoinRoomModal] Got viewer ID:', viewerId)
// Connect socket
socket = io({ path: '/api/socket' })
socket.on('connect', () => {
console.log('[JoinRoomModal] Socket connected, joining user channel')
// Join user-specific channel to receive moderation events
socket?.emit('join-user-channel', { userId: viewerId })
})
socket.on('join-request-approved', async (data: { roomId: string; requestId: string }) => {
console.log('[JoinRoomModal] Request approved via socket!', data)
if (data.roomId === roomInfo.id) {
console.log('[JoinRoomModal] Joining room automatically...')
try {
await joinRoom({ roomId: roomInfo.id })
handleClose()
onSuccess?.()
} catch (err) {
setError(err instanceof Error ? err.message : 'Failed to join room')
setIsLoading(false)
}
}
})
socket.on('connect_error', (error) => {
console.error('[JoinRoomModal] Socket connection error:', error)
})
} catch (error) {
console.error('[JoinRoomModal] Error setting up socket:', error)
}
}
setupSocket()
return () => {
console.log('[JoinRoomModal] Cleaning up approval listener')
socket?.disconnect()
}
}, [approvalRequested, roomInfo, joinRoom, handleClose, onSuccess])
return (
<Modal isOpen={isOpen} onClose={handleClose}>
<div
@@ -80,7 +217,7 @@ export function JoinRoomModal({ isOpen, onClose, onSuccess }: JoinRoomModalProps
color: 'rgba(196, 181, 253, 1)',
}}
>
Join Room by Code
{needsApproval ? 'Request to Join Room' : 'Join Room by Code'}
</h2>
<p
style={{
@@ -89,125 +226,354 @@ export function JoinRoomModal({ isOpen, onClose, onSuccess }: JoinRoomModalProps
marginBottom: '24px',
}}
>
Enter the 6-character room code
{needsApproval
? approvalRequested
? 'Your request has been sent to the room moderator.'
: 'This room requires host approval. Send a request to join?'
: needsPassword
? 'This room is password protected'
: 'Enter the 6-character room code'}
</p>
<form onSubmit={handleSubmit}>
<input
type="text"
value={code}
onChange={(e) => {
setCode(e.target.value.toUpperCase())
setError('')
}}
placeholder="ABC123"
maxLength={6}
disabled={isLoading}
style={{
width: '100%',
padding: '14px',
border: error
? '2px solid rgba(239, 68, 68, 0.6)'
: '2px solid rgba(139, 92, 246, 0.4)',
borderRadius: '10px',
fontSize: '18px',
fontWeight: 'bold',
fontFamily: 'monospace',
textAlign: 'center',
letterSpacing: '4px',
background: 'rgba(255, 255, 255, 0.05)',
color: 'rgba(196, 181, 253, 1)',
outline: 'none',
marginBottom: '8px',
}}
/>
{needsApproval ? (
// Approval request UI
<div>
{approvalRequested ? (
// Waiting for approval state
<>
<div style={{ textAlign: 'center', marginBottom: '20px' }}>
<div style={{ fontSize: '48px', marginBottom: '16px' }}></div>
<h3
style={{
fontSize: '18px',
fontWeight: 'bold',
marginBottom: '8px',
color: 'rgba(96, 165, 250, 1)',
}}
>
Waiting for Approval
</h3>
</div>
{error && (
<p
style={{
fontSize: '13px',
color: 'rgba(248, 113, 113, 1)',
marginBottom: '16px',
textAlign: 'center',
}}
>
{error}
</p>
)}
<div
style={{
padding: '16px',
background: 'rgba(59, 130, 246, 0.1)',
border: '1px solid rgba(59, 130, 246, 0.3)',
borderRadius: '8px',
marginBottom: '20px',
}}
>
<p
style={{
fontSize: '14px',
color: 'rgba(209, 213, 219, 1)',
marginBottom: '8px',
}}
>
<strong>{roomInfo?.name}</strong>
</p>
<p style={{ fontSize: '13px', color: 'rgba(156, 163, 175, 1)' }}>
Code: {roomInfo?.code}
</p>
</div>
<div style={{ display: 'flex', gap: '12px', marginTop: '24px' }}>
<button
type="button"
onClick={handleClose}
disabled={isLoading}
style={{
flex: 1,
padding: '12px',
background: 'rgba(75, 85, 99, 0.3)',
color: 'rgba(209, 213, 219, 1)',
border: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: isLoading ? 'not-allowed' : 'pointer',
opacity: isLoading ? 0.5 : 1,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
if (!isLoading) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.4)'
}
}}
onMouseLeave={(e) => {
if (!isLoading) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.3)'
}
}}
>
Cancel
</button>
<button
type="submit"
disabled={code.trim().length !== 6 || isLoading}
style={{
flex: 1,
padding: '12px',
background:
code.trim().length === 6 && !isLoading
? 'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))'
: 'rgba(75, 85, 99, 0.3)',
color:
code.trim().length === 6 && !isLoading
? 'rgba(255, 255, 255, 1)'
: 'rgba(156, 163, 175, 1)',
border:
code.trim().length === 6 && !isLoading
? '2px solid rgba(59, 130, 246, 0.6)'
: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: code.trim().length === 6 && !isLoading ? 'pointer' : 'not-allowed',
opacity: code.trim().length === 6 && !isLoading ? 1 : 0.5,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
if (code.trim().length === 6 && !isLoading) {
e.currentTarget.style.background =
'linear-gradient(135deg, rgba(59, 130, 246, 0.9), rgba(37, 99, 235, 0.9))'
}
}}
onMouseLeave={(e) => {
if (code.trim().length === 6 && !isLoading) {
e.currentTarget.style.background =
'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))'
}
}}
>
{isLoading ? 'Joining...' : 'Join Room'}
</button>
<p
style={{
fontSize: '13px',
color: 'rgba(156, 163, 175, 1)',
textAlign: 'center',
marginBottom: '20px',
}}
>
You'll be able to join once the host approves your request. You can close this
dialog and check back later.
</p>
<button
type="button"
onClick={handleClose}
style={{
width: '100%',
padding: '12px',
background: 'rgba(75, 85, 99, 0.3)',
color: 'rgba(209, 213, 219, 1)',
border: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: 'pointer',
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.4)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.3)'
}}
>
Close
</button>
</>
) : (
// Initial request prompt
<>
<div
style={{
padding: '16px',
background: 'rgba(59, 130, 246, 0.1)',
border: '1px solid rgba(59, 130, 246, 0.3)',
borderRadius: '8px',
marginBottom: '20px',
}}
>
<p
style={{
fontSize: '14px',
color: 'rgba(209, 213, 219, 1)',
marginBottom: '8px',
}}
>
<strong>{roomInfo?.name}</strong>
</p>
<p style={{ fontSize: '13px', color: 'rgba(156, 163, 175, 1)' }}>
Code: {roomInfo?.code}
</p>
</div>
{error && (
<p
style={{
fontSize: '13px',
color: 'rgba(248, 113, 113, 1)',
marginBottom: '16px',
textAlign: 'center',
}}
>
{error}
</p>
)}
<div style={{ display: 'flex', gap: '12px' }}>
<button
type="button"
onClick={handleClose}
disabled={isLoading}
style={{
flex: 1,
padding: '12px',
background: 'rgba(75, 85, 99, 0.3)',
color: 'rgba(209, 213, 219, 1)',
border: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: isLoading ? 'not-allowed' : 'pointer',
opacity: isLoading ? 0.5 : 1,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
if (!isLoading) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.4)'
}
}}
onMouseLeave={(e) => {
if (!isLoading) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.3)'
}
}}
>
Cancel
</button>
<button
type="button"
onClick={handleRequestAccess}
disabled={isLoading}
style={{
flex: 1,
padding: '12px',
background: isLoading
? 'rgba(75, 85, 99, 0.3)'
: 'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))',
color: isLoading ? 'rgba(156, 163, 175, 1)' : 'rgba(255, 255, 255, 1)',
border: isLoading
? '2px solid rgba(75, 85, 99, 0.5)'
: '2px solid rgba(59, 130, 246, 0.6)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: isLoading ? 'not-allowed' : 'pointer',
opacity: isLoading ? 0.5 : 1,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
if (!isLoading) {
e.currentTarget.style.background =
'linear-gradient(135deg, rgba(59, 130, 246, 0.9), rgba(37, 99, 235, 0.9))'
}
}}
onMouseLeave={(e) => {
if (!isLoading) {
e.currentTarget.style.background =
'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))'
}
}}
>
{isLoading ? 'Sending...' : 'Send Request'}
</button>
</div>
</>
)}
</div>
</form>
) : (
// Standard join form
<form onSubmit={handleSubmit}>
<input
type="text"
value={code}
onChange={(e) => {
setCode(e.target.value.toUpperCase())
setError('')
setNeedsPassword(false)
setNeedsApproval(false)
}}
placeholder="ABC123"
maxLength={6}
disabled={isLoading || needsPassword}
style={{
width: '100%',
padding: '14px',
border: error
? '2px solid rgba(239, 68, 68, 0.6)'
: '2px solid rgba(139, 92, 246, 0.4)',
borderRadius: '10px',
fontSize: '18px',
fontWeight: 'bold',
fontFamily: 'monospace',
textAlign: 'center',
letterSpacing: '4px',
background: 'rgba(255, 255, 255, 0.05)',
color: 'rgba(196, 181, 253, 1)',
outline: 'none',
marginBottom: '8px',
}}
/>
{needsPassword && (
<input
type="password"
value={password}
onChange={(e) => {
setPassword(e.target.value)
setError('')
}}
placeholder="Enter password"
disabled={isLoading}
style={{
width: '100%',
padding: '14px',
border: error
? '2px solid rgba(239, 68, 68, 0.6)'
: '2px solid rgba(251, 191, 36, 0.4)',
borderRadius: '10px',
fontSize: '16px',
textAlign: 'center',
background: 'rgba(255, 255, 255, 0.05)',
color: 'rgba(251, 191, 36, 1)',
outline: 'none',
marginBottom: '8px',
marginTop: '12px',
}}
/>
)}
{error && (
<p
style={{
fontSize: '13px',
color: 'rgba(248, 113, 113, 1)',
marginBottom: '16px',
textAlign: 'center',
}}
>
{error}
</p>
)}
<div style={{ display: 'flex', gap: '12px', marginTop: '24px' }}>
<button
type="button"
onClick={handleClose}
disabled={isLoading}
style={{
flex: 1,
padding: '12px',
background: 'rgba(75, 85, 99, 0.3)',
color: 'rgba(209, 213, 219, 1)',
border: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: isLoading ? 'not-allowed' : 'pointer',
opacity: isLoading ? 0.5 : 1,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
if (!isLoading) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.4)'
}
}}
onMouseLeave={(e) => {
if (!isLoading) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.3)'
}
}}
>
Cancel
</button>
<button
type="submit"
disabled={code.trim().length !== 6 || isLoading}
style={{
flex: 1,
padding: '12px',
background:
code.trim().length === 6 && !isLoading
? 'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))'
: 'rgba(75, 85, 99, 0.3)',
color:
code.trim().length === 6 && !isLoading
? 'rgba(255, 255, 255, 1)'
: 'rgba(156, 163, 175, 1)',
border:
code.trim().length === 6 && !isLoading
? '2px solid rgba(59, 130, 246, 0.6)'
: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '15px',
fontWeight: '600',
cursor: code.trim().length === 6 && !isLoading ? 'pointer' : 'not-allowed',
opacity: code.trim().length === 6 && !isLoading ? 1 : 0.5,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
if (code.trim().length === 6 && !isLoading) {
e.currentTarget.style.background =
'linear-gradient(135deg, rgba(59, 130, 246, 0.9), rgba(37, 99, 235, 0.9))'
}
}}
onMouseLeave={(e) => {
if (code.trim().length === 6 && !isLoading) {
e.currentTarget.style.background =
'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))'
}
}}
>
{isLoading ? 'Joining...' : needsPassword ? 'Join with Password' : 'Join Room'}
</button>
</div>
</form>
)}
</div>
</Modal>
)

View File

@@ -1,7 +1,9 @@
import { useEffect, useState } from 'react'
import { useRouter } from 'next/navigation'
import * as Toast from '@radix-ui/react-toast'
import { useQueryClient } from '@tanstack/react-query'
import { useRouter } from 'next/navigation'
import { useEffect, useState } from 'react'
import { Modal } from '@/components/common/Modal'
import { useToast } from '@/components/common/ToastContext'
import type { ModerationEvent } from '@/hooks/useRoomData'
import { useJoinRoom } from '@/hooks/useRoomData'
@@ -25,8 +27,13 @@ export function ModerationNotifications({
onClose,
}: ModerationNotificationsProps) {
const router = useRouter()
const queryClient = useQueryClient()
const { showError } = useToast()
const [showToast, setShowToast] = useState(false)
const [showJoinRequestToast, setShowJoinRequestToast] = useState(false)
const [isAcceptingInvitation, setIsAcceptingInvitation] = useState(false)
const [isProcessingRequest, setIsProcessingRequest] = useState(false)
const [requestError, setRequestError] = useState<string | null>(null)
const { mutateAsync: joinRoom } = useJoinRoom()
// Handle report toast (for hosts)
@@ -42,8 +49,94 @@ export function ModerationNotifications({
}
}, [moderationEvent, onClose])
// Handle join request toast (for hosts)
useEffect(() => {
if (moderationEvent?.type === 'join-request') {
setShowJoinRequestToast(true)
setRequestError(null) // Clear any previous errors
} else {
// Reset toast state when event is cleared or changes type
setShowJoinRequestToast(false)
setRequestError(null)
}
}, [moderationEvent])
// Handle approve join request
const handleApprove = async () => {
if (!moderationEvent?.data.requestId || !moderationEvent?.data.roomId) return
setIsProcessingRequest(true)
setRequestError(null) // Clear any previous errors
try {
const response = await fetch(
`/api/arcade/rooms/${moderationEvent.data.roomId}/join-requests/${moderationEvent.data.requestId}/approve`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
}
)
if (!response.ok) {
const errorData = await response.json().catch(() => ({}))
throw new Error(errorData.error || 'Failed to approve join request')
}
// Close toast and event on success
setShowJoinRequestToast(false)
onClose()
// Invalidate join requests query to refresh the list
queryClient.invalidateQueries({ queryKey: ['join-requests'] })
} catch (error) {
console.error('Failed to approve join request:', error)
// Keep toast visible and show error message
setRequestError(error instanceof Error ? error.message : 'Failed to approve request')
} finally {
setIsProcessingRequest(false)
}
}
// Handle deny join request
const handleDeny = async () => {
if (!moderationEvent?.data.requestId || !moderationEvent?.data.roomId) return
setIsProcessingRequest(true)
setRequestError(null) // Clear any previous errors
try {
const response = await fetch(
`/api/arcade/rooms/${moderationEvent.data.roomId}/join-requests/${moderationEvent.data.requestId}/deny`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
}
)
if (!response.ok) {
const errorData = await response.json().catch(() => ({}))
throw new Error(errorData.error || 'Failed to deny join request')
}
// Close toast and event on success
setShowJoinRequestToast(false)
onClose()
// Invalidate join requests query to refresh the list
queryClient.invalidateQueries({ queryKey: ['join-requests'] })
} catch (error) {
console.error('Failed to deny join request:', error)
// Keep toast visible and show error message
setRequestError(error instanceof Error ? error.message : 'Failed to deny request')
} finally {
setIsProcessingRequest(false)
}
}
// Kicked modal
if (moderationEvent?.type === 'kicked') {
const isRetired = moderationEvent.data.reason?.includes('retired')
return (
<Modal isOpen={true} onClose={() => {}}>
<div
@@ -54,7 +147,7 @@ export function ModerationNotifications({
minWidth: '400px',
}}
>
<div style={{ fontSize: '48px', marginBottom: '16px' }}></div>
<div style={{ fontSize: '48px', marginBottom: '16px' }}>{isRetired ? '🏁' : '⚠️'}</div>
<h2
style={{
fontSize: '24px',
@@ -63,7 +156,7 @@ export function ModerationNotifications({
color: 'rgba(253, 186, 116, 1)',
}}
>
Kicked from Room
{isRetired ? 'Room Retired' : 'Kicked from Room'}
</h2>
<p
style={{
@@ -72,10 +165,16 @@ export function ModerationNotifications({
marginBottom: '8px',
}}
>
You were kicked from the room by{' '}
<strong style={{ color: 'rgba(253, 186, 116, 1)' }}>
{moderationEvent.data.kickedBy}
</strong>
{isRetired ? (
<>The room owner has retired this room and access has been closed</>
) : (
<>
You were kicked from the room by{' '}
<strong style={{ color: 'rgba(253, 186, 116, 1)' }}>
{moderationEvent.data.kickedBy}
</strong>
</>
)}
</p>
<p
style={{
@@ -84,7 +183,9 @@ export function ModerationNotifications({
marginBottom: '24px',
}}
>
You can rejoin if the host sends you a new invite
{isRetired
? 'Only the room owner can access retired rooms'
: 'You can rejoin if the host sends you a new invite'}
</p>
<button
@@ -391,6 +492,255 @@ export function ModerationNotifications({
)
}
// Join request toast (for hosts)
if (moderationEvent?.type === 'join-request') {
return (
<Toast.Provider swipeDirection="right" duration={Infinity}>
<Toast.Root
open={showJoinRequestToast}
onOpenChange={(open) => {
if (!open) {
setShowJoinRequestToast(false)
onClose()
}
}}
style={{
background:
'linear-gradient(135deg, rgba(59, 130, 246, 0.97), rgba(37, 99, 235, 0.97))',
border: '2px solid rgba(59, 130, 246, 0.6)',
borderRadius: '12px',
padding: '16px',
boxShadow: '0 8px 24px rgba(0, 0, 0, 0.4)',
display: 'flex',
gap: '12px',
alignItems: 'flex-start',
minWidth: '350px',
maxWidth: '450px',
transition: 'all 0.2s ease',
}}
>
<div style={{ fontSize: '24px', flexShrink: 0 }}></div>
<div style={{ flex: 1 }}>
<Toast.Title
style={{
fontSize: '15px',
fontWeight: 'bold',
color: 'white',
marginBottom: '4px',
}}
>
Join Request
</Toast.Title>
<Toast.Description
style={{
fontSize: '13px',
color: 'rgba(255, 255, 255, 0.9)',
marginBottom: '12px',
}}
>
<strong>{moderationEvent.data.requesterName}</strong> wants to join your room
</Toast.Description>
{/* Error message */}
{requestError && (
<div
style={{
padding: '8px 10px',
background: 'rgba(239, 68, 68, 0.2)',
border: '1px solid rgba(239, 68, 68, 0.4)',
borderRadius: '6px',
marginBottom: '12px',
}}
>
<div
style={{
fontSize: '12px',
color: 'rgba(254, 202, 202, 1)',
fontWeight: '600',
marginBottom: '2px',
}}
>
Error
</div>
<div
style={{
fontSize: '11px',
color: 'rgba(255, 255, 255, 0.9)',
}}
>
{requestError}
</div>
</div>
)}
{/* Action buttons */}
<div style={{ display: 'flex', gap: '8px' }}>
<button
type="button"
disabled={isProcessingRequest}
onClick={(e) => {
e.stopPropagation()
handleDeny()
}}
style={{
flex: 1,
padding: '8px 12px',
background: isProcessingRequest
? 'rgba(75, 85, 99, 0.3)'
: 'rgba(255, 255, 255, 0.2)',
color: 'white',
border: '1px solid rgba(255, 255, 255, 0.3)',
borderRadius: '8px',
fontSize: '13px',
fontWeight: '600',
cursor: isProcessingRequest ? 'not-allowed' : 'pointer',
transition: 'all 0.2s ease',
opacity: isProcessingRequest ? 0.5 : 1,
}}
onMouseEnter={(e) => {
if (!isProcessingRequest) {
e.currentTarget.style.background = 'rgba(255, 255, 255, 0.25)'
}
}}
onMouseLeave={(e) => {
if (!isProcessingRequest) {
e.currentTarget.style.background = 'rgba(255, 255, 255, 0.2)'
}
}}
>
Deny
</button>
<button
type="button"
disabled={isProcessingRequest}
onClick={(e) => {
e.stopPropagation()
handleApprove()
}}
style={{
flex: 1,
padding: '8px 12px',
background: isProcessingRequest
? 'rgba(75, 85, 99, 0.3)'
: 'rgba(34, 197, 94, 0.9)',
color: 'white',
border: '1px solid rgba(34, 197, 94, 0.8)',
borderRadius: '8px',
fontSize: '13px',
fontWeight: '600',
cursor: isProcessingRequest ? 'not-allowed' : 'pointer',
transition: 'all 0.2s ease',
opacity: isProcessingRequest ? 0.5 : 1,
}}
onMouseEnter={(e) => {
if (!isProcessingRequest) {
e.currentTarget.style.background = 'rgba(34, 197, 94, 1)'
}
}}
onMouseLeave={(e) => {
if (!isProcessingRequest) {
e.currentTarget.style.background = 'rgba(34, 197, 94, 0.9)'
}
}}
>
{isProcessingRequest ? 'Processing...' : 'Approve'}
</button>
</div>
</div>
<Toast.Close
style={{
background: 'rgba(255, 255, 255, 0.2)',
border: 'none',
borderRadius: '50%',
width: '24px',
height: '24px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
cursor: 'pointer',
color: 'white',
fontSize: '16px',
lineHeight: 1,
flexShrink: 0,
}}
>
×
</Toast.Close>
</Toast.Root>
<Toast.Viewport
style={{
position: 'fixed',
top: '80px',
right: '20px',
display: 'flex',
flexDirection: 'column',
gap: '10px',
zIndex: 10001,
maxWidth: '100vw',
margin: 0,
listStyle: 'none',
outline: 'none',
}}
/>
<style
dangerouslySetInnerHTML={{
__html: `
@keyframes slideIn {
from {
transform: translateX(calc(100% + 25px));
}
to {
transform: translateX(0);
}
}
@keyframes slideOut {
from {
transform: translateX(0);
}
to {
transform: translateX(calc(100% + 25px));
}
}
@keyframes hide {
from {
opacity: 1;
}
to {
opacity: 0;
}
}
[data-state='open'] {
animation: slideIn 150ms cubic-bezier(0.16, 1, 0.3, 1);
}
[data-state='closed'] {
animation: hide 100ms ease-in, slideOut 200ms cubic-bezier(0.32, 0, 0.67, 0);
}
[data-swipe='move'] {
transform: translateX(var(--radix-toast-swipe-move-x));
}
[data-swipe='cancel'] {
transform: translateX(0);
transition: transform 200ms ease-out;
}
[data-swipe='end'] {
animation: slideOut 100ms ease-out;
}
`,
}}
/>
</Toast.Provider>
)
}
// Invitation modal
if (moderationEvent?.type === 'invitation') {
const invitationType = moderationEvent.data.invitationType
@@ -486,7 +836,10 @@ export function ModerationNotifications({
router.push('/arcade/room')
} catch (error) {
console.error('Failed to join room:', error)
alert(error instanceof Error ? error.message : 'Failed to join room')
showError(
'Failed to join room',
error instanceof Error ? error.message : undefined
)
setIsAcceptingInvitation(false)
}
}}

View File

@@ -1,7 +1,8 @@
import * as Dialog from '@radix-ui/react-dialog'
import { useEffect, useState } from 'react'
import { Modal } from '@/components/common/Modal'
import type { RoomBan, RoomMember, RoomReport } from '@/db/schema'
import type { RoomBan, RoomReport } from '@/db/schema'
import type { RoomMember } from '@/hooks/useRoomData'
export interface RoomPlayer {
id: string
@@ -47,7 +48,7 @@ export interface ModerationPanelProps {
focusedUserId?: string
}
type Tab = 'members' | 'bans' | 'history'
type Tab = 'members' | 'bans' | 'history' | 'settings'
export interface HistoricalMemberWithStatus {
userId: string
@@ -86,6 +87,19 @@ export function ModerationPanel({
const [error, setError] = useState('')
const [actionLoading, setActionLoading] = useState<string | null>(null)
// Settings state
const [accessMode, setAccessMode] = useState<string>('open')
const [originalAccessMode, setOriginalAccessMode] = useState<string>('open')
const [roomPassword, setRoomPassword] = useState('')
const [showPasswordInput, setShowPasswordInput] = useState(false)
const [selectedNewOwner, setSelectedNewOwner] = useState<string>('')
const [joinRequests, setJoinRequests] = useState<any[]>([])
const [passwordCopied, setPasswordCopied] = useState(false)
// Inline feedback state
const [successMessage, setSuccessMessage] = useState<string>('')
const [errorMessage, setErrorMessage] = useState<string>('')
// Ban modal state
const [showBanModal, setShowBanModal] = useState(false)
const [banTargetUserId, setBanTargetUserId] = useState<string | null>(null)
@@ -173,8 +187,9 @@ export function ModerationPanel({
}
// Success - member will be removed via socket update
showSuccess('Player kicked from room')
} catch (err) {
alert(err instanceof Error ? err.message : 'Failed to kick player')
showError(err instanceof Error ? err.message : 'Failed to kick player')
} finally {
setActionLoading(null)
}
@@ -211,8 +226,10 @@ export function ModerationPanel({
const data = await bansRes.json()
setBans(data.bans || [])
}
showSuccess('Player banned from room')
} catch (err) {
alert(err instanceof Error ? err.message : 'Failed to ban player')
showError(err instanceof Error ? err.message : 'Failed to ban player')
} finally {
setActionLoading(null)
setBanTargetUserId(null)
@@ -248,8 +265,10 @@ export function ModerationPanel({
const data = await historyRes.json()
setHistoricalMembers(data.historicalMembers || [])
}
showSuccess('Player unbanned')
} catch (err) {
alert(err instanceof Error ? err.message : 'Failed to unban player')
showError(err instanceof Error ? err.message : 'Failed to unban player')
} finally {
setActionLoading(null)
}
@@ -285,9 +304,9 @@ export function ModerationPanel({
setHistoricalMembers(data.historicalMembers || [])
}
alert(`${userName} has been unbanned and invited back to the room!`)
showSuccess(`${userName} has been unbanned and invited back to the room`)
} catch (err) {
alert(err instanceof Error ? err.message : 'Failed to unban player')
showError(err instanceof Error ? err.message : 'Failed to unban player')
} finally {
setActionLoading(null)
}
@@ -315,17 +334,197 @@ export function ModerationPanel({
setHistoricalMembers(data.historicalMembers || [])
}
alert(`Invitation sent to ${userName}!`)
showSuccess(`Invitation sent to ${userName}`)
} catch (err) {
alert(err instanceof Error ? err.message : 'Failed to send invitation')
showError(err instanceof Error ? err.message : 'Failed to send invitation')
} finally {
setActionLoading(null)
}
}
// Load room settings and join requests when Settings tab is opened
useEffect(() => {
if (!isOpen || activeTab !== 'settings') return
const loadSettings = async () => {
try {
// Fetch current room data to get access mode and password
const roomRes = await fetch(`/api/arcade/rooms/${roomId}`)
if (roomRes.ok) {
const data = await roomRes.json()
const currentAccessMode = data.room?.accessMode || 'open'
setAccessMode(currentAccessMode)
setOriginalAccessMode(currentAccessMode)
// Set password field if room has a password and user is the creator
if (currentAccessMode === 'password' && data.room?.displayPassword) {
setRoomPassword(data.room.displayPassword)
setShowPasswordInput(true)
}
}
// Fetch join requests if any
const requestsRes = await fetch(`/api/arcade/rooms/${roomId}/join-requests`)
if (requestsRes.ok) {
const data = await requestsRes.json()
setJoinRequests(data.requests || [])
}
} catch (err) {
console.error('Failed to load settings:', err)
}
}
loadSettings()
}, [isOpen, activeTab, roomId])
// Handlers for Settings tab
const handleUpdateAccessMode = async () => {
setActionLoading('update-settings')
try {
const body: any = { accessMode }
if (accessMode === 'password' && roomPassword) {
body.password = roomPassword
}
const res = await fetch(`/api/arcade/rooms/${roomId}/settings`, {
method: 'PATCH',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(body),
})
if (!res.ok) {
const errorData = await res.json()
throw new Error(errorData.error || 'Failed to update settings')
}
showSuccess('Room settings updated successfully')
setOriginalAccessMode(accessMode) // Update original to current
setShowPasswordInput(false)
setRoomPassword('')
} catch (err) {
showError(err instanceof Error ? err.message : 'Failed to update settings')
} finally {
setActionLoading(null)
}
}
const handleTransferOwnership = async () => {
if (!selectedNewOwner) return
const newOwner = members.find((m) => m.userId === selectedNewOwner)
if (!newOwner) return
if (!confirm(`Transfer ownership to ${newOwner.displayName}? You will no longer be the host.`))
return
setActionLoading('transfer-ownership')
try {
const res = await fetch(`/api/arcade/rooms/${roomId}/transfer-ownership`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ newOwnerId: selectedNewOwner }),
})
if (!res.ok) {
const errorData = await res.json()
throw new Error(errorData.error || 'Failed to transfer ownership')
}
showSuccess(`Ownership transferred to ${newOwner.displayName}`)
setTimeout(() => onClose(), 2000) // Close panel after showing message
} catch (err) {
showError(err instanceof Error ? err.message : 'Failed to transfer ownership')
} finally {
setActionLoading(null)
}
}
const handleApproveJoinRequest = async (requestId: string) => {
setActionLoading(`approve-request-${requestId}`)
try {
const res = await fetch(`/api/arcade/rooms/${roomId}/join-requests/${requestId}/approve`, {
method: 'POST',
})
if (!res.ok) {
const errorData = await res.json()
throw new Error(errorData.error || 'Failed to approve request')
}
// Reload requests
const requestsRes = await fetch(`/api/arcade/rooms/${roomId}/join-requests`)
if (requestsRes.ok) {
const data = await requestsRes.json()
setJoinRequests(data.requests || [])
}
showSuccess('Join request approved')
} catch (err) {
showError(err instanceof Error ? err.message : 'Failed to approve request')
} finally {
setActionLoading(null)
}
}
const handleDenyJoinRequest = async (requestId: string) => {
setActionLoading(`deny-request-${requestId}`)
try {
const res = await fetch(`/api/arcade/rooms/${roomId}/join-requests/${requestId}/deny`, {
method: 'POST',
})
if (!res.ok) {
const errorData = await res.json()
throw new Error(errorData.error || 'Failed to deny request')
}
// Reload requests
const requestsRes = await fetch(`/api/arcade/rooms/${roomId}/join-requests`)
if (requestsRes.ok) {
const data = await requestsRes.json()
setJoinRequests(data.requests || [])
}
showSuccess('Join request denied')
} catch (err) {
showError(err instanceof Error ? err.message : 'Failed to deny request')
} finally {
setActionLoading(null)
}
}
const handleCopyPassword = async () => {
if (!roomPassword) return
try {
await navigator.clipboard.writeText(roomPassword)
setPasswordCopied(true)
setTimeout(() => setPasswordCopied(false), 2000)
} catch (err) {
console.error('Failed to copy password:', err)
showError('Failed to copy password to clipboard')
}
}
// Utility functions for showing feedback
const showSuccess = (message: string) => {
setSuccessMessage(message)
setErrorMessage('')
setTimeout(() => setSuccessMessage(''), 5000)
}
const showError = (message: string) => {
setErrorMessage(message)
setSuccessMessage('')
setTimeout(() => setErrorMessage(''), 5000)
}
const pendingReports = reports.filter((r) => r.status === 'pending')
const otherMembers = members.filter((m) => m.userId !== currentUserId)
// Check if there are unsaved changes in settings
const hasUnsavedAccessModeChanges = accessMode !== originalAccessMode
// Group reports by reported user ID
const reportsByUser = pendingReports.reduce(
(acc, report) => {
@@ -366,6 +565,69 @@ export function ModerationPanel({
Manage members, reports, and bans
</p>
{/* Success/Error Messages */}
{(successMessage || errorMessage) && (
<div
style={{
padding: '12px 16px',
background: successMessage ? 'rgba(34, 197, 94, 0.1)' : 'rgba(239, 68, 68, 0.1)',
border: successMessage
? '1px solid rgba(34, 197, 94, 0.4)'
: '1px solid rgba(239, 68, 68, 0.4)',
borderRadius: '8px',
marginBottom: '16px',
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
animation: 'fadeIn 0.2s ease',
}}
>
<div
style={{
display: 'flex',
alignItems: 'center',
gap: '8px',
flex: 1,
}}
>
<span style={{ fontSize: '16px' }}>{successMessage ? '✓' : '⚠'}</span>
<span
style={{
fontSize: '14px',
fontWeight: '600',
color: successMessage ? 'rgba(34, 197, 94, 1)' : 'rgba(239, 68, 68, 1)',
}}
>
{successMessage || errorMessage}
</span>
</div>
<button
type="button"
onClick={() => {
setSuccessMessage('')
setErrorMessage('')
}}
style={{
background: 'none',
border: 'none',
color: successMessage ? 'rgba(34, 197, 94, 0.8)' : 'rgba(239, 68, 68, 0.8)',
fontSize: '18px',
cursor: 'pointer',
padding: '0 4px',
lineHeight: 1,
}}
onMouseEnter={(e) => {
e.currentTarget.style.opacity = '1'
}}
onMouseLeave={(e) => {
e.currentTarget.style.opacity = '0.8'
}}
>
</button>
</div>
)}
{/* Tabs */}
<div
style={{
@@ -375,7 +637,7 @@ export function ModerationPanel({
borderBottom: '1px solid rgba(75, 85, 99, 0.3)',
}}
>
{(['members', 'bans', 'history'] as Tab[]).map((tab) => (
{(['members', 'bans', 'history', 'settings'] as Tab[]).map((tab) => (
<button
key={tab}
type="button"
@@ -415,6 +677,26 @@ export function ModerationPanel({
)}
{tab === 'bans' && `Banned (${bans.length})`}
{tab === 'history' && `History (${historicalMembers.length})`}
{tab === 'settings' && (
<span>
Settings
{joinRequests.filter((r: any) => r.status === 'pending').length > 0 && (
<span
style={{
marginLeft: '6px',
padding: '2px 6px',
borderRadius: '10px',
background: 'rgba(59, 130, 246, 0.8)',
color: 'white',
fontSize: '11px',
fontWeight: '700',
}}
>
{joinRequests.filter((r: any) => r.status === 'pending').length} pending
</span>
)}
</span>
)}
</button>
))}
</div>
@@ -1139,29 +1421,477 @@ export function ModerationPanel({
)}
</div>
)}
{/* Settings Tab */}
{activeTab === 'settings' && (
<div style={{ display: 'flex', flexDirection: 'column', gap: '24px' }}>
{/* Access Mode Section */}
<div>
<div
style={{
fontSize: '14px',
fontWeight: '700',
color: 'rgba(253, 186, 116, 1)',
marginBottom: '12px',
textTransform: 'uppercase',
letterSpacing: '0.5px',
}}
>
🔒 Room Access Mode
</div>
<div
style={{
padding: '16px',
background: 'rgba(255, 255, 255, 0.05)',
border: '1px solid rgba(75, 85, 99, 0.3)',
borderRadius: '8px',
}}
>
{/* Access mode button grid */}
<div
style={{
display: 'grid',
gridTemplateColumns: '1fr 1fr',
gap: '8px',
marginBottom: '12px',
}}
>
{[
{ value: 'open', emoji: '🌐', label: 'Open', desc: 'Anyone' },
{ value: 'password', emoji: '🔑', label: 'Password', desc: 'With key' },
{ value: 'approval-only', emoji: '✋', label: 'Approval', desc: 'Request' },
{
value: 'restricted',
emoji: '🚫',
label: 'Restricted',
desc: 'Invite only',
},
{ value: 'locked', emoji: '🔒', label: 'Locked', desc: 'No new members' },
{ value: 'retired', emoji: '🏁', label: 'Retired', desc: 'Closed' },
].map((mode) => (
<button
key={mode.value}
type="button"
disabled={actionLoading === 'update-settings'}
onClick={() => {
setAccessMode(mode.value)
setShowPasswordInput(mode.value === 'password')
}}
style={{
padding: '10px 12px',
background:
accessMode === mode.value
? 'rgba(253, 186, 116, 0.15)'
: 'rgba(255, 255, 255, 0.05)',
border:
accessMode === mode.value
? '2px solid rgba(253, 186, 116, 0.6)'
: '2px solid rgba(75, 85, 99, 0.5)',
borderRadius: '8px',
color:
accessMode === mode.value
? 'rgba(253, 186, 116, 1)'
: 'rgba(209, 213, 219, 0.8)',
fontSize: '13px',
fontWeight: '500',
cursor: actionLoading === 'update-settings' ? 'not-allowed' : 'pointer',
opacity: actionLoading === 'update-settings' ? 0.5 : 1,
transition: 'all 0.2s ease',
display: 'flex',
alignItems: 'center',
gap: '8px',
}}
onMouseEnter={(e) => {
if (actionLoading !== 'update-settings' && accessMode !== mode.value) {
e.currentTarget.style.background = 'rgba(255, 255, 255, 0.08)'
e.currentTarget.style.borderColor = 'rgba(253, 186, 116, 0.4)'
}
}}
onMouseLeave={(e) => {
if (accessMode !== mode.value) {
e.currentTarget.style.background = 'rgba(255, 255, 255, 0.05)'
e.currentTarget.style.borderColor = 'rgba(75, 85, 99, 0.5)'
}
}}
>
<span style={{ fontSize: '18px' }}>{mode.emoji}</span>
<div style={{ textAlign: 'left', flex: 1, lineHeight: '1.2' }}>
<div style={{ fontSize: '13px', fontWeight: '600' }}>{mode.label}</div>
<div style={{ fontSize: '11px', opacity: 0.7 }}>{mode.desc}</div>
</div>
</button>
))}
</div>
{/* Password input (conditional) */}
{(accessMode === 'password' || showPasswordInput) && (
<div style={{ marginBottom: '12px' }}>
<label
style={{
display: 'block',
fontSize: '12px',
fontWeight: '600',
color: 'rgba(209, 213, 219, 0.8)',
marginBottom: '6px',
}}
>
Room Password
</label>
<div style={{ display: 'flex', gap: '8px' }}>
<input
type="text"
value={roomPassword}
onChange={(e) => setRoomPassword(e.target.value)}
placeholder="Enter password to share with guests"
style={{
flex: 1,
padding: '10px 12px',
background: 'rgba(255, 255, 255, 0.05)',
border: '1px solid rgba(75, 85, 99, 0.5)',
borderRadius: '6px',
color: 'rgba(209, 213, 219, 1)',
fontSize: '14px',
outline: 'none',
transition: 'border-color 0.2s ease',
}}
onFocus={(e) => {
e.currentTarget.style.borderColor = 'rgba(253, 186, 116, 0.6)'
}}
onBlur={(e) => {
e.currentTarget.style.borderColor = 'rgba(75, 85, 99, 0.5)'
}}
/>
<button
type="button"
onClick={handleCopyPassword}
disabled={!roomPassword}
title="Copy password to clipboard"
style={{
padding: '10px 16px',
background: passwordCopied
? 'rgba(34, 197, 94, 0.2)'
: roomPassword
? 'rgba(59, 130, 246, 0.2)'
: 'rgba(75, 85, 99, 0.2)',
color: passwordCopied
? 'rgba(34, 197, 94, 1)'
: roomPassword
? 'rgba(59, 130, 246, 1)'
: 'rgba(156, 163, 175, 1)',
border: passwordCopied
? '1px solid rgba(34, 197, 94, 0.4)'
: roomPassword
? '1px solid rgba(59, 130, 246, 0.4)'
: '1px solid rgba(75, 85, 99, 0.3)',
borderRadius: '6px',
fontSize: '14px',
fontWeight: '600',
cursor: roomPassword ? 'pointer' : 'not-allowed',
opacity: roomPassword ? 1 : 0.5,
transition: 'all 0.2s ease',
whiteSpace: 'nowrap',
}}
onMouseEnter={(e) => {
if (roomPassword && !passwordCopied) {
e.currentTarget.style.background = 'rgba(59, 130, 246, 0.3)'
}
}}
onMouseLeave={(e) => {
if (roomPassword && !passwordCopied) {
e.currentTarget.style.background = 'rgba(59, 130, 246, 0.2)'
}
}}
>
{passwordCopied ? '✓ Copied!' : '📋 Copy'}
</button>
</div>
<div
style={{
fontSize: '11px',
color: 'rgba(156, 163, 175, 1)',
marginTop: '4px',
}}
>
Share this password with guests to allow them to join
</div>
</div>
)}
{hasUnsavedAccessModeChanges && (
<button
type="button"
onClick={handleUpdateAccessMode}
disabled={actionLoading === 'update-settings'}
style={{
width: '100%',
padding: '10px',
background:
actionLoading === 'update-settings'
? 'rgba(75, 85, 99, 0.3)'
: 'linear-gradient(135deg, rgba(59, 130, 246, 0.8), rgba(37, 99, 235, 0.8))',
color: 'white',
border:
actionLoading === 'update-settings'
? '1px solid rgba(75, 85, 99, 0.5)'
: '1px solid rgba(59, 130, 246, 0.6)',
borderRadius: '6px',
fontSize: '14px',
fontWeight: '600',
cursor: actionLoading === 'update-settings' ? 'not-allowed' : 'pointer',
opacity: actionLoading === 'update-settings' ? 0.5 : 1,
}}
>
{actionLoading === 'update-settings' ? 'Updating...' : 'Update Access Mode'}
</button>
)}
</div>
</div>
{/* Join Requests Section (for approval-only mode) */}
{joinRequests.filter((r: any) => r.status === 'pending').length > 0 && (
<div>
<div
style={{
fontSize: '14px',
fontWeight: '700',
color: 'rgba(59, 130, 246, 1)',
marginBottom: '12px',
textTransform: 'uppercase',
letterSpacing: '0.5px',
}}
>
🙋 Pending Join Requests
</div>
<div style={{ display: 'flex', flexDirection: 'column', gap: '8px' }}>
{joinRequests
.filter((r: any) => r.status === 'pending')
.map((request: any) => (
<div
key={request.id}
style={{
padding: '12px',
background: 'rgba(59, 130, 246, 0.08)',
border: '1px solid rgba(59, 130, 246, 0.3)',
borderRadius: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
}}
>
<div>
<div
style={{
fontSize: '14px',
fontWeight: '600',
color: 'rgba(209, 213, 219, 1)',
}}
>
{request.userName || 'Anonymous User'}
</div>
<div
style={{
fontSize: '12px',
color: 'rgba(156, 163, 175, 1)',
marginTop: '2px',
}}
>
Requested {new Date(request.createdAt).toLocaleString()}
</div>
</div>
<div style={{ display: 'flex', gap: '8px' }}>
<button
type="button"
onClick={() => handleDenyJoinRequest(request.id)}
disabled={actionLoading === `deny-request-${request.id}`}
style={{
padding: '6px 12px',
background: 'rgba(239, 68, 68, 0.2)',
color: 'rgba(239, 68, 68, 1)',
border: '1px solid rgba(239, 68, 68, 0.4)',
borderRadius: '6px',
fontSize: '13px',
fontWeight: '600',
cursor:
actionLoading === `deny-request-${request.id}`
? 'not-allowed'
: 'pointer',
opacity: actionLoading === `deny-request-${request.id}` ? 0.5 : 1,
}}
>
{actionLoading === `deny-request-${request.id}`
? 'Denying...'
: 'Deny'}
</button>
<button
type="button"
onClick={() => handleApproveJoinRequest(request.id)}
disabled={actionLoading === `approve-request-${request.id}`}
style={{
padding: '6px 12px',
background: 'rgba(34, 197, 94, 0.2)',
color: 'rgba(34, 197, 94, 1)',
border: '1px solid rgba(34, 197, 94, 0.4)',
borderRadius: '6px',
fontSize: '13px',
fontWeight: '600',
cursor:
actionLoading === `approve-request-${request.id}`
? 'not-allowed'
: 'pointer',
opacity:
actionLoading === `approve-request-${request.id}` ? 0.5 : 1,
}}
>
{actionLoading === `approve-request-${request.id}`
? 'Approving...'
: 'Approve'}
</button>
</div>
</div>
))}
</div>
</div>
)}
{/* Transfer Ownership Section */}
<div>
<div
style={{
fontSize: '14px',
fontWeight: '700',
color: 'rgba(251, 146, 60, 1)',
marginBottom: '12px',
textTransform: 'uppercase',
letterSpacing: '0.5px',
}}
>
👑 Transfer Ownership
</div>
<div
style={{
padding: '16px',
background: 'rgba(251, 146, 60, 0.08)',
border: '1px solid rgba(251, 146, 60, 0.3)',
borderRadius: '8px',
}}
>
<p
style={{
fontSize: '13px',
color: 'rgba(209, 213, 219, 0.8)',
marginBottom: '12px',
}}
>
Transfer host privileges to another member. You will no longer be the host.
</p>
<select
value={selectedNewOwner}
onChange={(e) => setSelectedNewOwner(e.target.value)}
style={{
width: '100%',
padding: '10px',
background: 'rgba(255, 255, 255, 0.05)',
border: '1px solid rgba(75, 85, 99, 0.5)',
borderRadius: '6px',
color: 'rgba(209, 213, 219, 1)',
fontSize: '14px',
marginBottom: '12px',
cursor: 'pointer',
}}
>
<option value="">Select new owner...</option>
{otherMembers.map((member) => (
<option key={member.userId} value={member.userId}>
{member.displayName}
{member.isOnline ? ' (Online)' : ' (Offline)'}
</option>
))}
</select>
<button
type="button"
onClick={handleTransferOwnership}
disabled={!selectedNewOwner || actionLoading === 'transfer-ownership'}
style={{
width: '100%',
padding: '10px',
background:
!selectedNewOwner || actionLoading === 'transfer-ownership'
? 'rgba(75, 85, 99, 0.3)'
: 'linear-gradient(135deg, rgba(251, 146, 60, 0.8), rgba(249, 115, 22, 0.8))',
color: 'white',
border:
!selectedNewOwner || actionLoading === 'transfer-ownership'
? '1px solid rgba(75, 85, 99, 0.5)'
: '1px solid rgba(251, 146, 60, 0.6)',
borderRadius: '6px',
fontSize: '14px',
fontWeight: '600',
cursor:
!selectedNewOwner || actionLoading === 'transfer-ownership'
? 'not-allowed'
: 'pointer',
opacity:
!selectedNewOwner || actionLoading === 'transfer-ownership' ? 0.5 : 1,
}}
>
{actionLoading === 'transfer-ownership'
? 'Transferring...'
: 'Transfer Ownership'}
</button>
</div>
</div>
</div>
)}
</div>
)}
<div style={{ display: 'flex', justifyContent: 'flex-end', marginTop: '20px' }}>
<button
type="button"
onClick={onClose}
onClick={hasUnsavedAccessModeChanges ? undefined : onClose}
disabled={hasUnsavedAccessModeChanges}
title={
hasUnsavedAccessModeChanges
? 'Please update access mode settings before closing'
: undefined
}
style={{
padding: '10px 20px',
background: 'rgba(75, 85, 99, 0.3)',
color: 'rgba(209, 213, 219, 1)',
border: '1px solid rgba(75, 85, 99, 0.5)',
background: hasUnsavedAccessModeChanges
? 'rgba(75, 85, 99, 0.2)'
: 'rgba(75, 85, 99, 0.3)',
color: hasUnsavedAccessModeChanges
? 'rgba(156, 163, 175, 1)'
: 'rgba(209, 213, 219, 1)',
border: hasUnsavedAccessModeChanges
? '1px solid rgba(251, 146, 60, 0.4)'
: '1px solid rgba(75, 85, 99, 0.5)',
borderRadius: '10px',
fontSize: '14px',
fontWeight: '600',
cursor: 'pointer',
cursor: hasUnsavedAccessModeChanges ? 'not-allowed' : 'pointer',
opacity: hasUnsavedAccessModeChanges ? 0.6 : 1,
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.4)'
if (!hasUnsavedAccessModeChanges) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.4)'
} else {
e.currentTarget.style.borderColor = 'rgba(251, 146, 60, 0.8)'
}
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.3)'
if (!hasUnsavedAccessModeChanges) {
e.currentTarget.style.background = 'rgba(75, 85, 99, 0.3)'
} else {
e.currentTarget.style.borderColor = 'rgba(251, 146, 60, 0.4)'
}
}}
>
Close

View File

@@ -1,4 +1,4 @@
import React, { useState } from 'react'
import { useState } from 'react'
import { PlayerTooltip } from './PlayerTooltip'
import { ReportPlayerModal } from './ReportPlayerModal'

View File

@@ -1,5 +1,6 @@
import { useRouter } from 'next/navigation'
import { useEffect, useState } from 'react'
import { useToast } from '@/components/common/ToastContext'
import { useJoinRoom } from '@/hooks/useRoomData'
interface PendingInvitation {
@@ -32,6 +33,7 @@ export interface PendingInvitationsProps {
*/
export function PendingInvitations({ onInvitationChange, currentRoomId }: PendingInvitationsProps) {
const router = useRouter()
const { showError } = useToast()
const [invitations, setInvitations] = useState<PendingInvitation[]>([])
const [isLoading, setIsLoading] = useState(true)
const [error, setError] = useState('')
@@ -72,7 +74,7 @@ export function PendingInvitations({ onInvitationChange, currentRoomId }: Pendin
onInvitationChange?.()
} catch (error) {
console.error('Failed to join room:', error)
alert(error instanceof Error ? error.message : 'Failed to join room')
showError('Failed to join room', error instanceof Error ? error.message : undefined)
} finally {
setActionLoading(null)
}
@@ -97,7 +99,7 @@ export function PendingInvitations({ onInvitationChange, currentRoomId }: Pendin
onInvitationChange?.()
} catch (error) {
console.error('Failed to decline invitation:', error)
alert(error instanceof Error ? error.message : 'Failed to decline invitation')
showError('Failed to decline invitation', error instanceof Error ? error.message : undefined)
} finally {
setActionLoading(null)
}

View File

@@ -1,6 +1,7 @@
import { useEffect, useRef, useState } from 'react'
import { EmojiPicker } from '../../app/games/matching/components/EmojiPicker'
import { useGameMode } from '../../contexts/GameModeContext'
import { generateUniquePlayerName } from '../../utils/playerNames'
interface PlayerConfigDialogProps {
playerId: string
@@ -48,6 +49,15 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
setShowEmojiPicker(false)
}
const handleGenerateNewName = () => {
const allPlayers = Array.from(players.values())
const existingNames = allPlayers.filter((p) => p.id !== playerId).map((p) => p.name)
const newName = generateUniquePlayerName(existingNames, player.emoji)
setLocalName(newName)
updatePlayer(playerId, { name: newName })
}
// Get player number for UI theming (first 4 players get special colors)
const allPlayers = Array.from(players.values()).sort((a, b) => {
const aTime =
@@ -256,40 +266,89 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
>
Name
</label>
<input
type="text"
value={localName}
onChange={(e) => handleNameChange(e.target.value)}
placeholder="Player Name"
maxLength={20}
style={{
width: '100%',
padding: '12px 16px',
fontSize: '16px',
border: '2px solid #e5e7eb',
borderRadius: '12px',
outline: 'none',
transition: 'all 0.2s ease',
fontWeight: '500',
}}
onFocus={(e) => {
e.currentTarget.style.borderColor = gradientColor
e.currentTarget.style.boxShadow = `0 0 0 3px ${gradientColor}20`
}}
onBlur={(e) => {
e.currentTarget.style.borderColor = '#e5e7eb'
e.currentTarget.style.boxShadow = 'none'
}}
/>
<div
style={{
fontSize: '12px',
color: '#6b7280',
marginTop: '4px',
textAlign: 'right',
display: 'flex',
gap: '8px',
alignItems: 'flex-start',
}}
>
{localName.length}/20 characters
<div style={{ flex: 1 }}>
<input
type="text"
value={localName}
onChange={(e) => handleNameChange(e.target.value)}
placeholder="Player Name"
maxLength={20}
style={{
width: '100%',
padding: '12px 16px',
fontSize: '16px',
border: '2px solid #e5e7eb',
borderRadius: '12px',
outline: 'none',
transition: 'all 0.2s ease',
fontWeight: '500',
}}
onFocus={(e) => {
e.currentTarget.style.borderColor = gradientColor
e.currentTarget.style.boxShadow = `0 0 0 3px ${gradientColor}20`
}}
onBlur={(e) => {
e.currentTarget.style.borderColor = '#e5e7eb'
e.currentTarget.style.boxShadow = 'none'
}}
/>
<div
style={{
fontSize: '12px',
color: '#6b7280',
marginTop: '6px',
}}
>
{localName.length}/20 characters
</div>
</div>
<div style={{ flexShrink: 0 }}>
<button
type="button"
onClick={handleGenerateNewName}
style={{
padding: '12px 16px',
background: `linear-gradient(135deg, ${gradientColor}, ${gradientColor}dd)`,
border: 'none',
borderRadius: '12px',
color: 'white',
fontSize: '20px',
cursor: 'pointer',
transition: 'all 0.2s ease',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
onMouseEnter={(e) => {
e.currentTarget.style.transform = 'scale(1.05)'
e.currentTarget.style.boxShadow = `0 4px 12px ${gradientColor}40`
}}
onMouseLeave={(e) => {
e.currentTarget.style.transform = 'scale(1)'
e.currentTarget.style.boxShadow = 'none'
}}
title="Generate random name"
>
🎲
</button>
<div
style={{
fontSize: '12px',
color: '#6b7280',
marginTop: '6px',
textAlign: 'center',
}}
>
Random name
</div>
</div>
</div>
</div>
</div>

View File

@@ -1,9 +1,10 @@
import React from 'react'
import { getRoomDisplayWithEmoji } from '@/utils/room-display'
interface RecentRoom {
code: string
name: string
gameName: string
name: string | null
gameName: string | null
joinedAt: number
}
@@ -100,7 +101,13 @@ export function RecentRoomsList({ onSelectRoom }: RecentRoomsListProps) {
}}
>
<span>🏟</span>
<span>{room.name}</span>
<span>
{getRoomDisplayWithEmoji({
name: room.name,
code: room.code,
gameName: room.gameName ?? undefined,
})}
</span>
</div>
<div
style={{
@@ -123,7 +130,11 @@ export function RecentRoomsList({ onSelectRoom }: RecentRoomsListProps) {
}
// Helper function to add a room to recent rooms
export function addToRecentRooms(room: { code: string; name: string; gameName: string }): void {
export function addToRecentRooms(room: {
code: string
name: string | null
gameName: string | null
}): void {
try {
const stored = localStorage.getItem(STORAGE_KEY)
const rooms: RecentRoom[] = stored ? JSON.parse(stored) : []

View File

@@ -1,8 +1,9 @@
import * as DropdownMenu from '@radix-ui/react-dropdown-menu'
import { useRouter } from 'next/navigation'
import { useEffect, useState } from 'react'
import { useLeaveRoom, useRoomData } from '@/hooks/useRoomData'
import { useClearRoomGame, useLeaveRoom, useRoomData } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import { getRoomDisplayWithEmoji } from '@/utils/room-display'
import { CreateRoomModal } from './CreateRoomModal'
import { JoinRoomModal } from './JoinRoomModal'
import { ModerationPanel } from './ModerationPanel'
@@ -11,7 +12,7 @@ import { RoomShareButtons } from './RoomShareButtons'
type GameMode = 'none' | 'single' | 'battle' | 'tournament'
interface RoomInfoProps {
roomName?: string
roomName?: string | null
gameName: string
playerCount: number
joinCode?: string
@@ -57,11 +58,16 @@ export function RoomInfo({
const [showModerationPanel, setShowModerationPanel] = useState(false)
const [focusedUserId, setFocusedUserId] = useState<string | undefined>(undefined)
const [pendingReportsCount, setPendingReportsCount] = useState(0)
const [pendingJoinRequestsCount, setPendingJoinRequestsCount] = useState(0)
const { getRoomShareUrl, roomData } = useRoomData()
const { data: currentUserId } = useViewerId()
const { mutateAsync: leaveRoom } = useLeaveRoom()
const { mutate: clearRoomGame } = useClearRoomGame()
const displayName = roomName || gameName
// Use room display utility for consistent naming
const displayName = joinCode
? getRoomDisplayWithEmoji({ name: roomName || null, code: joinCode, gameName })
: roomName || gameName
const shareUrl = joinCode ? getRoomShareUrl(joinCode) : ''
// Determine ownership status
@@ -93,6 +99,29 @@ export function RoomInfo({
return () => clearInterval(interval)
}, [isCurrentUserCreator, roomId])
// Fetch pending join requests count if user is host
useEffect(() => {
if (!isCurrentUserCreator || !roomId) return
const fetchPendingJoinRequests = async () => {
try {
const res = await fetch(`/api/arcade/rooms/${roomId}/join-requests`)
if (res.ok) {
const data = await res.json()
const pending = data.requests?.filter((r: any) => r.status === 'pending') || []
setPendingJoinRequestsCount(pending.length)
}
} catch (error) {
console.error('[RoomInfo] Failed to fetch join requests:', error)
}
}
fetchPendingJoinRequests()
// Poll every 30 seconds
const interval = setInterval(fetchPendingJoinRequests, 30000)
return () => clearInterval(interval)
}, [isCurrentUserCreator, roomId])
// Listen for moderation events to update report count in real-time
const { moderationEvent } = useRoomData()
useEffect(() => {
@@ -235,8 +264,8 @@ export function RoomInfo({
>
<span style={{ fontSize: '10px', lineHeight: 1 }}>👑</span>
<span style={{ lineHeight: 1 }}>You are host</span>
{/* Pending reports badge */}
{pendingReportsCount > 0 && (
{/* Pending items badge (reports + join requests) */}
{(pendingReportsCount > 0 || pendingJoinRequestsCount > 0) && (
<span
style={{
display: 'inline-flex',
@@ -245,15 +274,24 @@ export function RoomInfo({
width: '16px',
height: '16px',
borderRadius: '50%',
background: 'rgba(239, 68, 68, 1)',
background:
pendingJoinRequestsCount > 0
? 'rgba(59, 130, 246, 1)'
: 'rgba(239, 68, 68, 1)',
color: 'white',
fontSize: '8px',
fontWeight: '700',
marginLeft: '2px',
}}
title={`${pendingReportsCount} pending report${pendingReportsCount > 1 ? 's' : ''}`}
title={
pendingJoinRequestsCount > 0 && pendingReportsCount > 0
? `${pendingJoinRequestsCount} join request${pendingJoinRequestsCount > 1 ? 's' : ''}, ${pendingReportsCount} report${pendingReportsCount > 1 ? 's' : ''}`
: pendingJoinRequestsCount > 0
? `${pendingJoinRequestsCount} join request${pendingJoinRequestsCount > 1 ? 's' : ''}`
: `${pendingReportsCount} report${pendingReportsCount > 1 ? 's' : ''}`
}
>
{pendingReportsCount}
{pendingReportsCount + pendingJoinRequestsCount}
</span>
)}
</div>
@@ -366,6 +404,43 @@ export function RoomInfo({
</DropdownMenu.Item>
)}
{/* Change Game - only show for host and only when a game is selected */}
{isCurrentUserCreator && roomId && roomData?.gameName && (
<DropdownMenu.Item
onSelect={() => {
if (roomId) {
clearRoomGame(roomId)
}
}}
style={{
display: 'flex',
alignItems: 'center',
gap: '10px',
padding: '10px 14px',
borderRadius: '8px',
border: 'none',
background: 'transparent',
color: 'rgba(209, 213, 219, 1)',
fontSize: '14px',
fontWeight: '500',
cursor: 'pointer',
outline: 'none',
transition: 'all 0.2s ease',
}}
onMouseEnter={(e) => {
e.currentTarget.style.background = 'rgba(236, 72, 153, 0.2)'
e.currentTarget.style.color = 'rgba(249, 168, 212, 1)'
}}
onMouseLeave={(e) => {
e.currentTarget.style.background = 'transparent'
e.currentTarget.style.color = 'rgba(209, 213, 219, 1)'
}}
>
<span style={{ fontSize: '16px' }}>🔄</span>
<span>Change Game</span>
</DropdownMenu.Item>
)}
{/* Moderation - only show for host */}
{isCurrentUserCreator && roomId && (
<DropdownMenu.Item

View File

@@ -1,5 +1,8 @@
// Available character emojis for players
export const PLAYER_EMOJIS = [
// Abacus
'🧮',
// People & Characters
'😀',
'😃',

View File

@@ -2,15 +2,16 @@
import { createContext, type ReactNode, useContext, useEffect, useMemo, useState } from 'react'
import type { Player as DBPlayer } from '@/db/schema/players'
import { useRoomData } from '@/hooks/useRoomData'
import {
useCreatePlayer,
useDeletePlayer,
useUpdatePlayer,
useUserPlayers,
} from '@/hooks/useUserPlayers'
import { useRoomData } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import { getNextPlayerColor } from '../types/player'
import { generateUniquePlayerName } from '../utils/playerNames'
// Client-side Player type (compatible with old type)
export interface Player {
@@ -44,11 +45,12 @@ export interface GameModeContextType {
const GameModeContext = createContext<GameModeContextType | null>(null)
// Default players to create if none exist
const DEFAULT_PLAYERS = [
{ name: 'Player 1', emoji: '😀', color: '#3b82f6' },
{ name: 'Player 2', emoji: '😎', color: '#8b5cf6' },
{ name: 'Player 3', emoji: '🤠', color: '#10b981' },
{ name: 'Player 4', emoji: '🚀', color: '#f59e0b' },
// Names are generated randomly on first initialization
const DEFAULT_PLAYER_CONFIGS = [
{ emoji: '😀', color: '#3b82f6' },
{ emoji: '😎', color: '#8b5cf6' },
{ emoji: '🤠', color: '#10b981' },
{ emoji: '🚀', color: '#f59e0b' },
]
// Convert DB player to client Player type
@@ -139,14 +141,24 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
useEffect(() => {
if (!isLoading && !isInitialized) {
if (dbPlayers.length === 0) {
// Create default players
DEFAULT_PLAYERS.forEach((data, index) => {
// Generate unique names for default players, themed by their emoji
const existingNames: string[] = []
const generatedNames = DEFAULT_PLAYER_CONFIGS.map((config) => {
const name = generateUniquePlayerName(existingNames, config.emoji)
existingNames.push(name)
return name
})
// Create default players with generated names
DEFAULT_PLAYER_CONFIGS.forEach((config, index) => {
createPlayer({
...data,
name: generatedNames[index],
emoji: config.emoji,
color: config.color,
isActive: index === 0, // First player active by default
})
})
console.log('✅ Created default players via API')
console.log('✅ Created default players via API with auto-generated names:', generatedNames)
} else {
console.log('✅ Loaded players from API', {
playerCount: dbPlayers.length,
@@ -159,10 +171,12 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
const addPlayer = (playerData?: Partial<Player>) => {
const playerList = Array.from(players.values())
const existingNames = playerList.map((p) => p.name)
const emoji = playerData?.emoji ?? '🎮'
const newPlayer = {
name: playerData?.name ?? `Player ${players.size + 1}`,
emoji: playerData?.emoji ?? '🎮',
name: playerData?.name ?? generateUniquePlayerName(existingNames, emoji),
emoji,
color: playerData?.color ?? getNextPlayerColor(playerList),
isActive: playerData?.isActive ?? false,
}
@@ -246,10 +260,20 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
deletePlayer(player.id)
})
// Create default players
DEFAULT_PLAYERS.forEach((data, index) => {
// Generate unique names for default players, themed by their emoji
const existingNames: string[] = []
const generatedNames = DEFAULT_PLAYER_CONFIGS.map((config) => {
const name = generateUniquePlayerName(existingNames, config.emoji)
existingNames.push(name)
return name
})
// Create default players with generated names
DEFAULT_PLAYER_CONFIGS.forEach((config, index) => {
createPlayer({
...data,
name: generatedNames[index],
emoji: config.emoji,
color: config.color,
isActive: index === 0,
})
})

View File

@@ -8,7 +8,7 @@ export const arcadeRooms = sqliteTable('arcade_rooms', {
// Room identity
code: text('code', { length: 6 }).notNull().unique(), // e.g., "ABC123"
name: text('name', { length: 50 }).notNull(),
name: text('name', { length: 50 }), // Optional: auto-generates from code and game if null
// Creator info
createdBy: text('created_by').notNull(), // User/guest ID
@@ -30,12 +30,12 @@ export const arcadeRooms = sqliteTable('arcade_rooms', {
.notNull()
.default('open'),
password: text('password', { length: 255 }), // Hashed password for password-protected rooms
displayPassword: text('display_password', { length: 100 }), // Plain text password for display to room owner
// Game configuration
gameName: text('game_name', {
enum: ['matching', 'memory-quiz', 'complement-race'],
}).notNull(),
gameConfig: text('game_config', { mode: 'json' }).notNull(), // Game-specific settings
// Game configuration (nullable to support game selection in room)
// Accepts any string - validation happens at runtime against validator registry
gameName: text('game_name'),
gameConfig: text('game_config', { mode: 'json' }), // Game-specific settings (nullable when no game selected)
// Current state
status: text('status', {

View File

@@ -16,9 +16,8 @@ export const arcadeSessions = sqliteTable('arcade_sessions', {
.references(() => users.id, { onDelete: 'cascade' }),
// Session metadata
currentGame: text('current_game', {
enum: ['matching', 'memory-quiz', 'complement-race'],
}).notNull(),
// Accepts any string - validation happens at runtime against validator registry
currentGame: text('current_game').notNull(),
gameUrl: text('game_url').notNull(), // e.g., '/arcade/matching'

View File

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

View File

@@ -0,0 +1,49 @@
import { createId } from '@paralleldrive/cuid2'
import { integer, sqliteTable, text, uniqueIndex } from 'drizzle-orm/sqlite-core'
import { arcadeRooms } from './arcade-rooms'
/**
* Game-specific configuration settings for arcade rooms
* Each row represents one game's settings for one room
*/
export const roomGameConfigs = sqliteTable(
'room_game_configs',
{
id: text('id')
.primaryKey()
.$defaultFn(() => createId()),
// Room reference
roomId: text('room_id')
.notNull()
.references(() => arcadeRooms.id, { onDelete: 'cascade' }),
// Game identifier
// Accepts any string - validation happens at runtime against validator registry
gameName: text('game_name').notNull(),
// Game-specific configuration JSON
// Structure depends on gameName:
// - matching: { gameType, difficulty, turnTimer }
// - memory-quiz: { selectedCount, displayTime, selectedDifficulty, playMode }
// - complement-race: TBD
// - number-guesser: { minNumber, maxNumber, roundsToWin }
// - math-sprint: { difficulty, questionsPerRound, timePerQuestion }
config: text('config', { mode: 'json' }).notNull(),
// Timestamps
createdAt: integer('created_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
updatedAt: integer('updated_at', { mode: 'timestamp' })
.notNull()
.$defaultFn(() => new Date()),
},
(table) => ({
// Ensure only one config per game per room
uniqueRoomGame: uniqueIndex('room_game_idx').on(table.roomId, table.gameName),
})
)
export type RoomGameConfig = typeof roomGameConfigs.$inferSelect
export type NewRoomGameConfig = typeof roomGameConfigs.$inferInsert

View File

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

View File

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

View File

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

View File

@@ -1,5 +1,5 @@
import { useCallback, useEffect, useState } from 'react'
import { useMutation, useQuery, useQueryClient } from '@tanstack/react-query'
import { useCallback, useEffect, useState } from 'react'
import { io, type Socket } from 'socket.io-client'
import { useViewerId } from './useViewerId'
@@ -22,7 +22,8 @@ export interface RoomData {
id: string
name: string
code: string
gameName: string
gameName: string | null // Nullable to support game selection in room
gameConfig?: Record<string, unknown> | null // Game-specific settings
accessMode: 'open' | 'password' | 'approval-only' | 'restricted' | 'locked' | 'retired'
members: RoomMember[]
memberPlayers: Record<string, RoomPlayer[]> // userId -> players
@@ -30,7 +31,7 @@ export interface RoomData {
export interface CreateRoomParams {
name: string | null
gameName: string
gameName?: string | null // Optional - rooms can be created without a game
creatorName?: string
gameConfig?: Record<string, unknown>
accessMode?: 'open' | 'password' | 'approval-only' | 'restricted' | 'locked' | 'retired'
@@ -71,6 +72,7 @@ async function fetchCurrentRoom(): Promise<RoomData | null> {
name: data.room.name,
code: data.room.code,
gameName: data.room.gameName,
gameConfig: data.room.gameConfig || null,
accessMode: data.room.accessMode || 'open',
members: data.members || [],
memberPlayers: data.memberPlayers || {},
@@ -86,9 +88,9 @@ async function createRoomApi(params: CreateRoomParams): Promise<RoomData> {
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
name: params.name,
gameName: params.gameName,
gameName: params.gameName || null,
creatorName: params.creatorName || 'Player',
gameConfig: params.gameConfig || { difficulty: 6 },
gameConfig: params.gameConfig || null,
accessMode: params.accessMode,
password: params.password,
}),
@@ -105,6 +107,7 @@ async function createRoomApi(params: CreateRoomParams): Promise<RoomData> {
name: data.room.name,
code: data.room.code,
gameName: data.room.gameName,
gameConfig: data.room.gameConfig || null,
accessMode: data.room.accessMode || 'open',
members: data.members || [],
memberPlayers: data.memberPlayers || {},
@@ -141,6 +144,7 @@ async function joinRoomApi(params: {
name: data.room.name,
code: data.room.code,
gameName: data.room.gameName,
gameConfig: data.room.gameConfig || null,
accessMode: data.room.accessMode || 'open',
members: data.members || [],
memberPlayers: data.memberPlayers || {},
@@ -183,6 +187,7 @@ async function getRoomByCodeApi(code: string): Promise<RoomData> {
name: data.room.name,
code: data.room.code,
gameName: data.room.gameName,
gameConfig: data.room.gameConfig || null,
accessMode: data.room.accessMode || 'open',
members: data.members || [],
memberPlayers: data.memberPlayers || {},
@@ -190,7 +195,7 @@ async function getRoomByCodeApi(code: string): Promise<RoomData> {
}
export interface ModerationEvent {
type: 'kicked' | 'banned' | 'report' | 'invitation'
type: 'kicked' | 'banned' | 'report' | 'invitation' | 'join-request'
data: {
roomId?: string
kickedBy?: string
@@ -206,6 +211,10 @@ export interface ModerationEvent {
invitedByName?: string
invitationType?: 'manual' | 'auto-unban' | 'auto-create'
message?: string
// Join request fields
requestId?: string
requesterId?: string
requesterName?: string
}
}
@@ -343,13 +352,13 @@ export function useRoomData() {
}
// Moderation event handlers
const handleKickedFromRoom = (data: { roomId: string; kickedBy: string }) => {
console.log('[useRoomData] User was kicked from room:', data)
const handleKickedFromRoom = (data: { roomId: string; kickedBy: string; reason?: string }) => {
setModerationEvent({
type: 'kicked',
data: {
roomId: data.roomId,
kickedBy: data.kickedBy,
reason: data.reason,
},
})
// Clear room data since user was kicked
@@ -357,7 +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: {
@@ -381,7 +389,6 @@ export function useRoomData() {
createdAt: Date
}
}) => {
console.log('[useRoomData] New report submitted:', data)
setModerationEvent({
type: 'report',
data: {
@@ -406,7 +413,6 @@ export function useRoomData() {
createdAt: Date
}
}) => {
console.log('[useRoomData] Room invitation received:', data)
setModerationEvent({
type: 'invitation',
data: {
@@ -420,6 +426,45 @@ export function useRoomData() {
})
}
const handleJoinRequestSubmitted = (data: {
roomId: string
request: {
id: string
userId: string
userName: string
createdAt: Date
}
}) => {
setModerationEvent({
type: 'join-request',
data: {
roomId: data.roomId,
requestId: data.request.id,
requesterId: data.request.userId,
requesterName: data.request.userName,
},
})
}
const handleRoomGameChanged = (data: {
roomId: string
gameName: string | null
gameConfig?: Record<string, unknown>
}) => {
console.log('[useRoomData] Room game changed:', data)
if (data.roomId === roomData?.id) {
queryClient.setQueryData<RoomData | null>(roomKeys.current(), (prev) => {
if (!prev) return null
return {
...prev,
gameName: data.gameName,
// Only update gameConfig if it was provided in the broadcast
...(data.gameConfig !== undefined ? { gameConfig: data.gameConfig } : {}),
}
})
}
}
socket.on('room-joined', handleRoomJoined)
socket.on('member-joined', handleMemberJoined)
socket.on('member-left', handleMemberLeft)
@@ -428,6 +473,8 @@ export function useRoomData() {
socket.on('banned-from-room', handleBannedFromRoom)
socket.on('report-submitted', handleReportSubmitted)
socket.on('room-invitation-received', handleInvitationReceived)
socket.on('join-request-submitted', handleJoinRequestSubmitted)
socket.on('room-game-changed', handleRoomGameChanged)
return () => {
socket.off('room-joined', handleRoomJoined)
@@ -438,13 +485,14 @@ export function useRoomData() {
socket.off('banned-from-room', handleBannedFromRoom)
socket.off('report-submitted', handleReportSubmitted)
socket.off('room-invitation-received', handleInvitationReceived)
socket.off('join-request-submitted', handleJoinRequestSubmitted)
socket.off('room-game-changed', handleRoomGameChanged)
}
}, [socket, roomData?.id, queryClient])
// Function to notify room members of player updates
const notifyRoomOfPlayerUpdate = useCallback(() => {
if (socket && roomData?.id && userId) {
console.log('[useRoomData] Notifying room of player update')
socket.emit('players-updated', { roomId: roomData.id, userId })
}
}, [socket, roomData?.id, userId])
@@ -530,3 +578,162 @@ export function useGetRoomByCode() {
mutationFn: getRoomByCodeApi,
})
}
/**
* Set game for a room
*/
async function setRoomGameApi(params: {
roomId: string
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/${params.roomId}/settings`, {
method: 'PATCH',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(body),
})
if (!response.ok) {
const errorData = await response.json()
throw new Error(errorData.error || 'Failed to set room game')
}
}
/**
* Hook: Set game for a room
*/
export function useSetRoomGame() {
const queryClient = useQueryClient()
return useMutation({
mutationFn: setRoomGameApi,
onSuccess: (_, variables) => {
// Update the cache with the new game
queryClient.setQueryData<RoomData | null>(roomKeys.current(), (prev) => {
if (!prev) return null
return {
...prev,
gameName: variables.gameName,
}
})
// Refetch to get the full updated room data
queryClient.invalidateQueries({ queryKey: roomKeys.current() })
},
})
}
/**
* Clear/reset game for a room (host only)
* This only clears gameName (returns to game selection) but preserves gameConfig
* so settings persist when the user selects a game again.
*/
async function clearRoomGameApi(roomId: string): Promise<void> {
const response = await fetch(`/api/arcade/rooms/${roomId}/settings`, {
method: 'PATCH',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
gameName: null,
// DO NOT send gameConfig: null - we want to preserve settings!
}),
})
if (!response.ok) {
const errorData = await response.json()
throw new Error(errorData.error || 'Failed to clear room game')
}
}
/**
* Hook: Clear/reset game for a room (returns to game selection screen)
*/
export function useClearRoomGame() {
const queryClient = useQueryClient()
return useMutation({
mutationFn: clearRoomGameApi,
onSuccess: () => {
// Update the cache to clear the game
queryClient.setQueryData<RoomData | null>(roomKeys.current(), (prev) => {
if (!prev) return null
return {
...prev,
gameName: null,
}
})
// Refetch to get the full updated room data
queryClient.invalidateQueries({ queryKey: roomKeys.current() })
},
})
}
/**
* Update game config for current room (game-specific settings)
*/
async function updateGameConfigApi(params: {
roomId: string
gameConfig: Record<string, unknown>
}): Promise<void> {
console.log(
'[updateGameConfigApi] Sending PATCH to server:',
JSON.stringify(
{
url: `/api/arcade/rooms/${params.roomId}/settings`,
gameConfig: params.gameConfig,
},
null,
2
)
)
const response = await fetch(`/api/arcade/rooms/${params.roomId}/settings`, {
method: 'PATCH',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
gameConfig: params.gameConfig,
}),
})
if (!response.ok) {
const errorData = await response.json()
console.error('[updateGameConfigApi] Server error:', JSON.stringify(errorData, null, 2))
throw new Error(errorData.error || 'Failed to update game config')
}
console.log('[updateGameConfigApi] Server responded OK')
}
/**
* Hook: Update game config for current room
* This allows games to persist their settings (e.g., difficulty, card count)
*/
export function useUpdateGameConfig() {
const queryClient = useQueryClient()
return useMutation({
mutationFn: updateGameConfigApi,
onSuccess: (_, variables) => {
// Update the cache with the new gameConfig
queryClient.setQueryData<RoomData | null>(roomKeys.current(), (prev) => {
if (!prev) return null
return {
...prev,
gameConfig: variables.gameConfig,
}
})
console.log(
'[useUpdateGameConfig] Updated cache with new gameConfig:',
JSON.stringify(variables.gameConfig, null, 2)
)
},
})
}

View File

@@ -67,6 +67,7 @@ describe('Arcade Session Integration', () => {
moves: 0,
scores: {},
activePlayers: ['1'],
playerMetadata: {},
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
@@ -76,6 +77,7 @@ describe('Arcade Session Integration', () => {
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
playerHovers: {},
}
const session = await createArcadeSession({
@@ -170,6 +172,7 @@ describe('Arcade Session Integration', () => {
moves: 0,
scores: { 1: 0 },
activePlayers: ['1'],
playerMetadata: {},
consecutiveMatches: { 1: 0 },
gameStartTime: Date.now(),
gameEndTime: null,
@@ -179,6 +182,7 @@ describe('Arcade Session Integration', () => {
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
playerHovers: {},
}
await createArcadeSession({

View File

@@ -52,38 +52,12 @@ describe('Orphaned Session Cleanup', () => {
await db.delete(schema.users).where(eq(schema.users.id, testUserId))
})
it('should return undefined when session has no roomId', async () => {
// Create a session with a valid room
const session = await createArcadeSession({
userId: testGuestId,
gameName: 'matching',
gameUrl: '/arcade/matching',
initialState: { gamePhase: 'setup' },
activePlayers: ['player-1'],
roomId: testRoomId,
})
expect(session).toBeDefined()
expect(session.roomId).toBe(testRoomId)
// Manually set roomId to null to simulate orphaned session
await db
.update(schema.arcadeSessions)
.set({ roomId: null })
.where(eq(schema.arcadeSessions.userId, testUserId))
// Getting the session should auto-delete it and return undefined
const result = await getArcadeSession(testGuestId)
expect(result).toBeUndefined()
// Verify session was actually deleted
const [directCheck] = await db
.select()
.from(schema.arcadeSessions)
.where(eq(schema.arcadeSessions.userId, testUserId))
.limit(1)
expect(directCheck).toBeUndefined()
// NOTE: This test is no longer valid with roomId as primary key
// roomId cannot be null since it's the primary key with a foreign key constraint
// Orphaned sessions are now automatically cleaned up via CASCADE delete when room is deleted
it.skip('should return undefined when session has no roomId', async () => {
// This test scenario is impossible with the new schema where roomId is the primary key
// and has a foreign key constraint with CASCADE delete
})
it('should return undefined when session room has been deleted', async () => {

View File

@@ -62,6 +62,7 @@ describe('Room Manager', () => {
ttlMinutes: 60,
accessMode: 'open',
password: null,
displayPassword: null,
gameName: 'matching',
gameConfig: { difficulty: 6 },
status: 'lobby',

View File

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

View File

@@ -0,0 +1,236 @@
/**
* Game configuration helpers
*
* Centralized functions for reading and writing game configs from the database.
* Uses the room_game_configs table (one row per game per room).
*/
import { and, eq } from 'drizzle-orm'
import { createId } from '@paralleldrive/cuid2'
import { db, schema } from '@/db'
import type { GameName } from './validators'
import type { GameConfigByName } from './game-configs'
import {
DEFAULT_MATCHING_CONFIG,
DEFAULT_MEMORY_QUIZ_CONFIG,
DEFAULT_COMPLEMENT_RACE_CONFIG,
DEFAULT_NUMBER_GUESSER_CONFIG,
DEFAULT_MATH_SPRINT_CONFIG,
} from './game-configs'
/**
* Extended game name type that includes both registered validators and legacy games
* TODO: Remove 'complement-race' once migrated to the new modular system
*/
type ExtendedGameName = GameName | 'complement-race'
/**
* Get default config for a game
*/
function getDefaultGameConfig(gameName: ExtendedGameName): GameConfigByName[ExtendedGameName] {
switch (gameName) {
case 'matching':
return DEFAULT_MATCHING_CONFIG
case 'memory-quiz':
return DEFAULT_MEMORY_QUIZ_CONFIG
case 'complement-race':
return DEFAULT_COMPLEMENT_RACE_CONFIG
case 'number-guesser':
return DEFAULT_NUMBER_GUESSER_CONFIG
case 'math-sprint':
return DEFAULT_MATH_SPRINT_CONFIG
default:
throw new Error(`Unknown game: ${gameName}`)
}
}
/**
* Get game-specific config from database with defaults
* Type-safe: returns the correct config type based on gameName
*/
export async function getGameConfig<T extends ExtendedGameName>(
roomId: string,
gameName: T
): Promise<GameConfigByName[T]> {
// Query the room_game_configs table for this specific room+game
const configRow = await db.query.roomGameConfigs.findFirst({
where: and(
eq(schema.roomGameConfigs.roomId, roomId),
eq(schema.roomGameConfigs.gameName, gameName)
),
})
// If no config exists, return defaults
if (!configRow) {
return getDefaultGameConfig(gameName) as GameConfigByName[T]
}
// Merge saved config with defaults to handle missing fields
const defaults = getDefaultGameConfig(gameName)
return { ...defaults, ...(configRow.config as object) } as GameConfigByName[T]
}
/**
* Set (upsert) a game's config in the database
* Creates a new row if it doesn't exist, updates if it does
*/
export async function setGameConfig<T extends ExtendedGameName>(
roomId: string,
gameName: T,
config: Partial<GameConfigByName[T]>
): Promise<void> {
const now = new Date()
// Check if config already exists
const existing = await db.query.roomGameConfigs.findFirst({
where: and(
eq(schema.roomGameConfigs.roomId, roomId),
eq(schema.roomGameConfigs.gameName, gameName)
),
})
if (existing) {
// Update existing config (merge with existing values)
const mergedConfig = { ...(existing.config as object), ...config }
await db
.update(schema.roomGameConfigs)
.set({
config: mergedConfig as any,
updatedAt: now,
})
.where(eq(schema.roomGameConfigs.id, existing.id))
} else {
// Insert new config (merge with defaults)
const defaults = getDefaultGameConfig(gameName)
const mergedConfig = { ...defaults, ...config }
await db.insert(schema.roomGameConfigs).values({
id: createId(),
roomId,
gameName,
config: mergedConfig as any,
createdAt: now,
updatedAt: now,
})
}
console.log(`[GameConfig] Updated ${gameName} config for room ${roomId}`)
}
/**
* Update a specific field in a game's config
* Convenience wrapper around setGameConfig
*/
export async function updateGameConfigField<
T extends ExtendedGameName,
K extends keyof GameConfigByName[T],
>(roomId: string, gameName: T, field: K, value: GameConfigByName[T][K]): Promise<void> {
// Create a partial config with just the field being updated
const partialConfig: Partial<GameConfigByName[T]> = {} as any
;(partialConfig as any)[field] = value
await setGameConfig(roomId, gameName, partialConfig)
}
/**
* Delete a game's config from the database
* Useful when clearing game selection or cleaning up
*/
export async function deleteGameConfig(roomId: string, gameName: ExtendedGameName): Promise<void> {
await db
.delete(schema.roomGameConfigs)
.where(
and(eq(schema.roomGameConfigs.roomId, roomId), eq(schema.roomGameConfigs.gameName, gameName))
)
console.log(`[GameConfig] Deleted ${gameName} config for room ${roomId}`)
}
/**
* Get all game configs for a room (all games)
* Returns a map of gameName -> config
*/
export async function getAllGameConfigs(
roomId: string
): Promise<Partial<Record<ExtendedGameName, unknown>>> {
const configs = await db.query.roomGameConfigs.findMany({
where: eq(schema.roomGameConfigs.roomId, roomId),
})
const result: Partial<Record<ExtendedGameName, unknown>> = {}
for (const config of configs) {
result[config.gameName as ExtendedGameName] = config.config
}
return result
}
/**
* Delete all game configs for a room
* Called when deleting a room (cascade should handle this, but useful for explicit cleanup)
*/
export async function deleteAllGameConfigs(roomId: string): Promise<void> {
await db.delete(schema.roomGameConfigs).where(eq(schema.roomGameConfigs.roomId, roomId))
console.log(`[GameConfig] Deleted all configs for room ${roomId}`)
}
/**
* Validate a game config at runtime
* Returns true if the config is valid for the given game
*/
export function validateGameConfig(gameName: ExtendedGameName, config: any): boolean {
switch (gameName) {
case 'matching':
return (
typeof config === 'object' &&
config !== null &&
['abacus-numeral', 'complement-pairs'].includes(config.gameType) &&
typeof config.difficulty === 'number' &&
[6, 8, 12, 15].includes(config.difficulty) &&
typeof config.turnTimer === 'number' &&
config.turnTimer >= 5 &&
config.turnTimer <= 300
)
case 'memory-quiz':
return (
typeof config === 'object' &&
config !== null &&
[2, 5, 8, 12, 15].includes(config.selectedCount) &&
typeof config.displayTime === 'number' &&
config.displayTime > 0 &&
['beginner', 'easy', 'medium', 'hard', 'expert'].includes(config.selectedDifficulty) &&
['cooperative', 'competitive'].includes(config.playMode)
)
case 'complement-race':
// TODO: Add validation when complement-race settings are defined
return typeof config === 'object' && config !== null
case 'number-guesser':
return (
typeof config === 'object' &&
config !== null &&
typeof config.minNumber === 'number' &&
typeof config.maxNumber === 'number' &&
typeof config.roundsToWin === 'number' &&
config.minNumber >= 1 &&
config.maxNumber > config.minNumber &&
config.roundsToWin >= 1
)
case 'math-sprint':
return (
typeof config === 'object' &&
config !== null &&
['easy', 'medium', 'hard'].includes(config.difficulty) &&
typeof config.questionsPerRound === 'number' &&
typeof config.timePerQuestion === 'number' &&
config.questionsPerRound >= 5 &&
config.questionsPerRound <= 20 &&
config.timePerQuestion >= 10
)
default:
return false
}
}

View File

@@ -0,0 +1,115 @@
/**
* Shared game configuration types
*
* This is the single source of truth for all game settings.
* These types are used across:
* - Database storage (room_game_configs table)
* - Validators (getInitialState method signatures)
* - Client providers (settings UI and state management)
* - Helper functions (reading/writing configs)
*/
import type { DifficultyLevel } from '@/app/arcade/memory-quiz/types'
import type { Difficulty, GameType } from '@/app/games/matching/context/types'
import type { Difficulty as MathSprintDifficulty } from '@/arcade-games/math-sprint/types'
/**
* Configuration for matching (memory pairs) game
*/
export interface MatchingGameConfig {
gameType: GameType
difficulty: Difficulty
turnTimer: number
}
/**
* Configuration for memory-quiz (soroban lightning) game
*/
export interface MemoryQuizGameConfig {
selectedCount: 2 | 5 | 8 | 12 | 15
displayTime: number
selectedDifficulty: DifficultyLevel
playMode: 'cooperative' | 'competitive'
}
/**
* Configuration for complement-race game
* TODO: Define when implementing complement-race settings
*/
export interface ComplementRaceGameConfig {
// Future settings will go here
placeholder?: never
}
/**
* Configuration for number-guesser game
*/
export interface NumberGuesserGameConfig {
minNumber: number
maxNumber: number
roundsToWin: number
}
/**
* Configuration for math-sprint game
*/
export interface MathSprintGameConfig {
difficulty: MathSprintDifficulty
questionsPerRound: number
timePerQuestion: number
}
/**
* Union type of all game configs for type-safe access
*/
export type GameConfigByName = {
matching: MatchingGameConfig
'memory-quiz': MemoryQuizGameConfig
'complement-race': ComplementRaceGameConfig
'number-guesser': NumberGuesserGameConfig
'math-sprint': MathSprintGameConfig
}
/**
* Room's game configuration object (nested by game name)
* This matches the structure stored in room_game_configs table
*/
export interface RoomGameConfig {
matching?: MatchingGameConfig
'memory-quiz'?: MemoryQuizGameConfig
'complement-race'?: ComplementRaceGameConfig
'number-guesser'?: NumberGuesserGameConfig
'math-sprint'?: MathSprintGameConfig
}
/**
* Default configurations for each game
*/
export const DEFAULT_MATCHING_CONFIG: MatchingGameConfig = {
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
}
export const DEFAULT_MEMORY_QUIZ_CONFIG: MemoryQuizGameConfig = {
selectedCount: 5,
displayTime: 2.0,
selectedDifficulty: 'easy',
playMode: 'cooperative',
}
export const DEFAULT_COMPLEMENT_RACE_CONFIG: ComplementRaceGameConfig = {
// Future defaults will go here
}
export const DEFAULT_NUMBER_GUESSER_CONFIG: NumberGuesserGameConfig = {
minNumber: 1,
maxNumber: 100,
roundsToWin: 3,
}
export const DEFAULT_MATH_SPRINT_CONFIG: MathSprintGameConfig = {
difficulty: 'medium',
questionsPerRound: 10,
timePerQuestion: 30,
}

View File

@@ -0,0 +1,113 @@
/**
* Game Registry
*
* Central registry for all arcade games.
* Games are explicitly registered here after being defined.
*/
import type { GameConfig, GameDefinition, GameMove, GameState } from './game-sdk/types'
/**
* Global game registry
* Maps game name to game definition
* Using `any` for generics to allow different game types
*/
const registry = new Map<string, GameDefinition<any, any, any>>()
/**
* Register a game in the registry
*
* @param game - Game definition to register
* @throws Error if game with same name already registered
*/
export function registerGame<
TConfig extends GameConfig,
TState extends GameState,
TMove extends GameMove,
>(game: GameDefinition<TConfig, TState, TMove>): void {
const { name } = game.manifest
if (registry.has(name)) {
throw new Error(`Game "${name}" is already registered`)
}
// Verify validator is also registered server-side
try {
const { hasValidator, getValidator } = require('./validators')
if (!hasValidator(name)) {
console.error(
`⚠️ Game "${name}" registered but validator not found in server registry!` +
`\n Add to src/lib/arcade/validators.ts to enable multiplayer.`
)
} else {
const serverValidator = getValidator(name)
if (serverValidator !== game.validator) {
console.warn(
`⚠️ Game "${name}" has different validator instances (client vs server).` +
`\n This may cause issues. Ensure both use the same import.`
)
}
}
} catch (error) {
// If validators.ts can't be imported (e.g., in browser), skip check
// This is expected - validator registry is isomorphic but check only runs server-side
}
registry.set(name, game)
console.log(`✅ Registered game: ${name}`)
}
/**
* Get a game from the registry
*
* @param gameName - Internal game identifier
* @returns Game definition or undefined if not found
*/
export function getGame(gameName: string): GameDefinition<any, any, any> | undefined {
return registry.get(gameName)
}
/**
* Get all registered games
*
* @returns Array of all game definitions
*/
export function getAllGames(): GameDefinition<any, any, any>[] {
return Array.from(registry.values())
}
/**
* Get all available games (where available: true)
*
* @returns Array of available game definitions
*/
export function getAvailableGames(): GameDefinition<any, any, any>[] {
return getAllGames().filter((game) => game.manifest.available)
}
/**
* Check if a game is registered
*
* @param gameName - Internal game identifier
* @returns true if game is registered
*/
export function hasGame(gameName: string): boolean {
return registry.has(gameName)
}
/**
* Clear all games from registry (used for testing)
*/
export function clearRegistry(): void {
registry.clear()
}
// ============================================================================
// Game Registrations
// ============================================================================
import { numberGuesserGame } from '@/arcade-games/number-guesser'
import { mathSprintGame } from '@/arcade-games/math-sprint'
registerGame(numberGuesserGame)
registerGame(mathSprintGame)

View File

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

View File

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

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