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19
CHANGELOG.md
19
CHANGELOG.md
@@ -1,3 +1,22 @@
|
||||
## [4.2.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.2.1...v4.2.2) (2025-10-16)
|
||||
|
||||
|
||||
### Code Refactoring
|
||||
|
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* **types:** consolidate type system - eliminate fragmentation ([0726176](https://github.com/antialias/soroban-abacus-flashcards/commit/0726176e4d2666f6f3a289f01736747c33e93879))
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|
||||
## [4.2.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.2.0...v4.2.1) (2025-10-16)
|
||||
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* **socket-io:** update import path for socket-server module ([1a64dec](https://github.com/antialias/soroban-abacus-flashcards/commit/1a64decf5afe67c16e1aec283262ffa6132dcd83))
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||||
|
||||
### Code Refactoring
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||||
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* **matching:** complete validator migration to modular location ([f2958cd](https://github.com/antialias/soroban-abacus-flashcards/commit/f2958cd8c424989b8651ea666ce9843e97e75929))
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## [4.2.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.1.0...v4.2.0) (2025-10-16)
|
||||
|
||||
|
||||
|
||||
@@ -86,7 +86,10 @@
|
||||
"Bash(do sed -i '' \"s|from ''../context/MemoryPairsContext''|from ''../Provider''|g\" \"$file\")",
|
||||
"Bash(do sed -i '' \"s|from ''../../../../../styled-system/css''|from ''@/styled-system/css''|g\" \"$file\")",
|
||||
"Bash(tee:*)",
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||||
"Bash(do sed -i '' \"s|from ''@/styled-system/css''|from ''../../../../styled-system/css''|g\" \"$file\")"
|
||||
"Bash(do sed -i '' \"s|from ''@/styled-system/css''|from ''../../../../styled-system/css''|g\" \"$file\")",
|
||||
"Bash(do echo \"=== $game ===\" echo \"Required files:\" ls -1 src/arcade-games/$game/)",
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"Bash(do echo \"=== $game%/ ===\")",
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"Bash(ls:*)"
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],
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"deny": [],
|
||||
"ask": []
|
||||
|
||||
@@ -9,7 +9,7 @@ import { afterEach, beforeEach, describe, expect, it, afterAll, beforeAll } from
|
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import { db, schema } from '../src/db'
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import { createRoom } from '../src/lib/arcade/room-manager'
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import { addRoomMember } from '../src/lib/arcade/room-membership'
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import { initializeSocketServer } from '../socket-server'
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import { initializeSocketServer } from '../src/socket-server'
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import type { Server as SocketIOServerType } from 'socket.io'
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|
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/**
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||||
|
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@@ -1,343 +0,0 @@
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.getSocketIO = getSocketIO;
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exports.initializeSocketServer = initializeSocketServer;
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const socket_io_1 = require("socket.io");
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const session_manager_1 = require("./src/lib/arcade/session-manager");
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const room_manager_1 = require("./src/lib/arcade/room-manager");
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const room_membership_1 = require("./src/lib/arcade/room-membership");
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const player_manager_1 = require("./src/lib/arcade/player-manager");
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const MatchingGameValidator_1 = require("./src/lib/arcade/validation/MatchingGameValidator");
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/**
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* Get the socket.io server instance
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* Returns null if not initialized
|
||||
*/
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function getSocketIO() {
|
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return globalThis.__socketIO || null;
|
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}
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function initializeSocketServer(httpServer) {
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const io = new socket_io_1.Server(httpServer, {
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path: "/api/socket",
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cors: {
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origin: process.env.NEXT_PUBLIC_URL || "http://localhost:3000",
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credentials: true,
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},
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||||
});
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io.on("connection", (socket) => {
|
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console.log("🔌 Client connected:", socket.id);
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let currentUserId = null;
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// Join arcade session room
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socket.on("join-arcade-session", async ({ userId, roomId }) => {
|
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currentUserId = userId;
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socket.join(`arcade:${userId}`);
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console.log(`👤 User ${userId} joined arcade room`);
|
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// If this session is part of a room, also join the game room for multi-user sync
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if (roomId) {
|
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socket.join(`game:${roomId}`);
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console.log(`🎮 User ${userId} joined game room ${roomId}`);
|
||||
}
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||||
// Send current session state if exists
|
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// For room-based games, look up shared room session
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try {
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||||
const session = roomId
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? await (0, session_manager_1.getArcadeSessionByRoom)(roomId)
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||||
: await (0, session_manager_1.getArcadeSession)(userId);
|
||||
if (session) {
|
||||
console.log("[join-arcade-session] Found session:", {
|
||||
userId,
|
||||
roomId,
|
||||
version: session.version,
|
||||
sessionUserId: session.userId,
|
||||
});
|
||||
socket.emit("session-state", {
|
||||
gameState: session.gameState,
|
||||
currentGame: session.currentGame,
|
||||
gameUrl: session.gameUrl,
|
||||
activePlayers: session.activePlayers,
|
||||
version: session.version,
|
||||
});
|
||||
} else {
|
||||
console.log("[join-arcade-session] No active session found for:", {
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userId,
|
||||
roomId,
|
||||
});
|
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socket.emit("no-active-session");
|
||||
}
|
||||
} catch (error) {
|
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console.error("Error fetching session:", error);
|
||||
socket.emit("session-error", { error: "Failed to fetch session" });
|
||||
}
|
||||
});
|
||||
// Handle game moves
|
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socket.on("game-move", async (data) => {
|
||||
console.log("🎮 Game move received:", {
|
||||
userId: data.userId,
|
||||
moveType: data.move.type,
|
||||
playerId: data.move.playerId,
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timestamp: data.move.timestamp,
|
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roomId: data.roomId,
|
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fullMove: JSON.stringify(data.move, null, 2),
|
||||
});
|
||||
try {
|
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// Special handling for START_GAME - create session if it doesn't exist
|
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if (data.move.type === "START_GAME") {
|
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// For room-based games, check if room session exists
|
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const existingSession = data.roomId
|
||||
? await (0, session_manager_1.getArcadeSessionByRoom)(data.roomId)
|
||||
: await (0, session_manager_1.getArcadeSession)(data.userId);
|
||||
if (!existingSession) {
|
||||
console.log("🎯 Creating new session for START_GAME");
|
||||
// activePlayers must be provided in the START_GAME move data
|
||||
const activePlayers = data.move.data?.activePlayers;
|
||||
if (!activePlayers || activePlayers.length === 0) {
|
||||
console.error("❌ START_GAME move missing activePlayers");
|
||||
socket.emit("move-rejected", {
|
||||
error: "START_GAME requires at least one active player",
|
||||
move: data.move,
|
||||
});
|
||||
return;
|
||||
}
|
||||
// Get initial state from validator
|
||||
const initialState =
|
||||
MatchingGameValidator_1.matchingGameValidator.getInitialState({
|
||||
difficulty: 6,
|
||||
gameType: "abacus-numeral",
|
||||
turnTimer: 30,
|
||||
});
|
||||
// Check if user is already in a room for this game
|
||||
const userRoomIds = await (0, room_membership_1.getUserRooms)(
|
||||
data.userId,
|
||||
);
|
||||
let room = null;
|
||||
// Look for an existing active room for this game
|
||||
for (const roomId of userRoomIds) {
|
||||
const existingRoom = await (0, room_manager_1.getRoomById)(
|
||||
roomId,
|
||||
);
|
||||
if (
|
||||
existingRoom &&
|
||||
existingRoom.gameName === "matching" &&
|
||||
existingRoom.status !== "finished"
|
||||
) {
|
||||
room = existingRoom;
|
||||
console.log("🏠 Using existing room:", room.code);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If no suitable room exists, create a new one
|
||||
if (!room) {
|
||||
room = await (0, room_manager_1.createRoom)({
|
||||
name: "Auto-generated Room",
|
||||
createdBy: data.userId,
|
||||
creatorName: "Player",
|
||||
gameName: "matching",
|
||||
gameConfig: {
|
||||
difficulty: 6,
|
||||
gameType: "abacus-numeral",
|
||||
turnTimer: 30,
|
||||
},
|
||||
ttlMinutes: 60,
|
||||
});
|
||||
console.log("🏠 Created new room:", room.code);
|
||||
}
|
||||
// Now create the session linked to the room
|
||||
await (0, session_manager_1.createArcadeSession)({
|
||||
userId: data.userId,
|
||||
gameName: "matching",
|
||||
gameUrl: "/arcade/room", // Room-based sessions use /arcade/room
|
||||
initialState,
|
||||
activePlayers,
|
||||
roomId: room.id,
|
||||
});
|
||||
console.log(
|
||||
"✅ Session created successfully with room association",
|
||||
);
|
||||
// Notify all connected clients about the new session
|
||||
const newSession = await (0, session_manager_1.getArcadeSession)(
|
||||
data.userId,
|
||||
);
|
||||
if (newSession) {
|
||||
io.to(`arcade:${data.userId}`).emit("session-state", {
|
||||
gameState: newSession.gameState,
|
||||
currentGame: newSession.currentGame,
|
||||
gameUrl: newSession.gameUrl,
|
||||
activePlayers: newSession.activePlayers,
|
||||
version: newSession.version,
|
||||
});
|
||||
console.log(
|
||||
"📢 Emitted session-state to notify clients of new session",
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Apply game move - use roomId for room-based games to access shared session
|
||||
const result = await (0, session_manager_1.applyGameMove)(
|
||||
data.userId,
|
||||
data.move,
|
||||
data.roomId,
|
||||
);
|
||||
if (result.success && result.session) {
|
||||
const moveAcceptedData = {
|
||||
gameState: result.session.gameState,
|
||||
version: result.session.version,
|
||||
move: data.move,
|
||||
};
|
||||
// Broadcast the updated state to all devices for this user
|
||||
io.to(`arcade:${data.userId}`).emit(
|
||||
"move-accepted",
|
||||
moveAcceptedData,
|
||||
);
|
||||
// If this is a room-based session, ALSO broadcast to all users in the room
|
||||
if (result.session.roomId) {
|
||||
io.to(`game:${result.session.roomId}`).emit(
|
||||
"move-accepted",
|
||||
moveAcceptedData,
|
||||
);
|
||||
console.log(
|
||||
`📢 Broadcasted move to game room ${result.session.roomId}`,
|
||||
);
|
||||
}
|
||||
// Update activity timestamp
|
||||
await (0, session_manager_1.updateSessionActivity)(data.userId);
|
||||
} else {
|
||||
// Send rejection only to the requesting socket
|
||||
socket.emit("move-rejected", {
|
||||
error: result.error,
|
||||
move: data.move,
|
||||
versionConflict: result.versionConflict,
|
||||
});
|
||||
}
|
||||
} catch (error) {
|
||||
console.error("Error processing move:", error);
|
||||
socket.emit("move-rejected", {
|
||||
error: "Server error processing move",
|
||||
move: data.move,
|
||||
});
|
||||
}
|
||||
});
|
||||
// Handle session exit
|
||||
socket.on("exit-arcade-session", async ({ userId }) => {
|
||||
console.log("🚪 User exiting arcade session:", userId);
|
||||
try {
|
||||
await (0, session_manager_1.deleteArcadeSession)(userId);
|
||||
io.to(`arcade:${userId}`).emit("session-ended");
|
||||
} catch (error) {
|
||||
console.error("Error ending session:", error);
|
||||
socket.emit("session-error", { error: "Failed to end session" });
|
||||
}
|
||||
});
|
||||
// Keep-alive ping
|
||||
socket.on("ping-session", async ({ userId }) => {
|
||||
try {
|
||||
await (0, session_manager_1.updateSessionActivity)(userId);
|
||||
socket.emit("pong-session");
|
||||
} catch (error) {
|
||||
console.error("Error updating activity:", error);
|
||||
}
|
||||
});
|
||||
// Room: Join
|
||||
socket.on("join-room", async ({ roomId, userId }) => {
|
||||
console.log(`🏠 User ${userId} joining room ${roomId}`);
|
||||
try {
|
||||
// Join the socket room
|
||||
socket.join(`room:${roomId}`);
|
||||
// Mark member as online
|
||||
await (0, room_membership_1.setMemberOnline)(roomId, userId, true);
|
||||
// Get room data
|
||||
const members = await (0, room_membership_1.getRoomMembers)(roomId);
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(
|
||||
roomId,
|
||||
);
|
||||
// Convert memberPlayers Map to object for JSON serialization
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Send current room state to the joining user
|
||||
socket.emit("room-joined", {
|
||||
roomId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
// Notify all other members in the room
|
||||
socket.to(`room:${roomId}`).emit("member-joined", {
|
||||
roomId,
|
||||
userId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ User ${userId} joined room ${roomId}`);
|
||||
} catch (error) {
|
||||
console.error("Error joining room:", error);
|
||||
socket.emit("room-error", { error: "Failed to join room" });
|
||||
}
|
||||
});
|
||||
// Room: Leave
|
||||
socket.on("leave-room", async ({ roomId, userId }) => {
|
||||
console.log(`🚪 User ${userId} leaving room ${roomId}`);
|
||||
try {
|
||||
// Leave the socket room
|
||||
socket.leave(`room:${roomId}`);
|
||||
// Mark member as offline
|
||||
await (0, room_membership_1.setMemberOnline)(roomId, userId, false);
|
||||
// Get updated members
|
||||
const members = await (0, room_membership_1.getRoomMembers)(roomId);
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(
|
||||
roomId,
|
||||
);
|
||||
// Convert memberPlayers Map to object
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Notify remaining members
|
||||
io.to(`room:${roomId}`).emit("member-left", {
|
||||
roomId,
|
||||
userId,
|
||||
members,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ User ${userId} left room ${roomId}`);
|
||||
} catch (error) {
|
||||
console.error("Error leaving room:", error);
|
||||
}
|
||||
});
|
||||
// Room: Players updated
|
||||
socket.on("players-updated", async ({ roomId, userId }) => {
|
||||
console.log(`🎯 Players updated for user ${userId} in room ${roomId}`);
|
||||
try {
|
||||
// Get updated player data
|
||||
const memberPlayers = await (0, player_manager_1.getRoomActivePlayers)(
|
||||
roomId,
|
||||
);
|
||||
// Convert memberPlayers Map to object
|
||||
const memberPlayersObj = {};
|
||||
for (const [uid, players] of memberPlayers.entries()) {
|
||||
memberPlayersObj[uid] = players;
|
||||
}
|
||||
// Broadcast to all members in the room (including sender)
|
||||
io.to(`room:${roomId}`).emit("room-players-updated", {
|
||||
roomId,
|
||||
memberPlayers: memberPlayersObj,
|
||||
});
|
||||
console.log(`✅ Broadcasted player updates for room ${roomId}`);
|
||||
} catch (error) {
|
||||
console.error("Error updating room players:", error);
|
||||
socket.emit("room-error", { error: "Failed to update players" });
|
||||
}
|
||||
});
|
||||
socket.on("disconnect", () => {
|
||||
console.log("🔌 Client disconnected:", socket.id);
|
||||
if (currentUserId) {
|
||||
// Don't delete session on disconnect - it persists across devices
|
||||
console.log(
|
||||
`👤 User ${currentUserId} disconnected but session persists`,
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
// Store in globalThis to make accessible across module boundaries
|
||||
globalThis.__socketIO = io;
|
||||
console.log("✅ Socket.IO initialized on /api/socket");
|
||||
return io;
|
||||
}
|
||||
@@ -7,15 +7,18 @@ import type { ReactNode } from 'react'
|
||||
import type { GameManifest } from '../manifest-schema'
|
||||
import type {
|
||||
GameMove as BaseGameMove,
|
||||
GameValidator as BaseGameValidator,
|
||||
ValidationContext,
|
||||
ValidationResult,
|
||||
GameValidator,
|
||||
} from '../validation/types'
|
||||
|
||||
/**
|
||||
* Re-export base validation types from arcade system
|
||||
*/
|
||||
export type { GameMove, ValidationContext, ValidationResult } from '../validation/types'
|
||||
export type {
|
||||
GameMove,
|
||||
GameValidator,
|
||||
ValidationContext,
|
||||
ValidationResult,
|
||||
} from '../validation/types'
|
||||
export { TEAM_MOVE } from '../validation/types'
|
||||
export type { TeamMoveSentinel } from '../validation/types'
|
||||
|
||||
@@ -31,17 +34,6 @@ export type GameConfig = Record<string, unknown>
|
||||
*/
|
||||
export type GameState = Record<string, unknown>
|
||||
|
||||
/**
|
||||
* Game validator interface
|
||||
* Games must implement this to validate moves server-side
|
||||
*/
|
||||
export interface GameValidator<TState = GameState, TMove extends BaseGameMove = BaseGameMove>
|
||||
extends BaseGameValidator<TState, TMove> {
|
||||
validateMove(state: TState, move: TMove, context?: ValidationContext): ValidationResult
|
||||
isGameComplete(state: TState): boolean
|
||||
getInitialState(config: unknown): TState
|
||||
}
|
||||
|
||||
/**
|
||||
* Provider component interface
|
||||
* Each game provides a React context provider that wraps the game UI
|
||||
|
||||
@@ -1,570 +0,0 @@
|
||||
/**
|
||||
* Server-side validator for matching game
|
||||
* Validates all game moves and state transitions
|
||||
*/
|
||||
|
||||
import type { GameCard, MemoryPairsState, Player } from '@/arcade-games/matching/types'
|
||||
import { generateGameCards } from '@/arcade-games/matching/utils/cardGeneration'
|
||||
import { canFlipCard, validateMatch } from '@/arcade-games/matching/utils/matchValidation'
|
||||
import type { MatchingGameConfig } from '@/lib/arcade/game-configs'
|
||||
import type { GameValidator, MatchingGameMove, ValidationResult } from './types'
|
||||
|
||||
export class MatchingGameValidator implements GameValidator<MemoryPairsState, MatchingGameMove> {
|
||||
validateMove(
|
||||
state: MemoryPairsState,
|
||||
move: MatchingGameMove,
|
||||
context?: { userId?: string; playerOwnership?: Record<string, string> }
|
||||
): ValidationResult {
|
||||
switch (move.type) {
|
||||
case 'FLIP_CARD':
|
||||
return this.validateFlipCard(state, move.data.cardId, move.playerId, context)
|
||||
|
||||
case 'START_GAME':
|
||||
return this.validateStartGame(
|
||||
state,
|
||||
move.data.activePlayers,
|
||||
move.data.cards,
|
||||
move.data.playerMetadata
|
||||
)
|
||||
|
||||
case 'CLEAR_MISMATCH':
|
||||
return this.validateClearMismatch(state)
|
||||
|
||||
case 'GO_TO_SETUP':
|
||||
return this.validateGoToSetup(state)
|
||||
|
||||
case 'SET_CONFIG':
|
||||
return this.validateSetConfig(state, move.data.field, move.data.value)
|
||||
|
||||
case 'RESUME_GAME':
|
||||
return this.validateResumeGame(state)
|
||||
|
||||
case 'HOVER_CARD':
|
||||
return this.validateHoverCard(state, move.data.cardId, move.playerId)
|
||||
|
||||
default:
|
||||
return {
|
||||
valid: false,
|
||||
error: `Unknown move type: ${(move as any).type}`,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private validateFlipCard(
|
||||
state: MemoryPairsState,
|
||||
cardId: string,
|
||||
playerId: string,
|
||||
context?: { userId?: string; playerOwnership?: Record<string, string> }
|
||||
): ValidationResult {
|
||||
// Game must be in playing phase
|
||||
if (state.gamePhase !== 'playing') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot flip cards outside of playing phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Check if it's the player's turn (in multiplayer)
|
||||
if (state.activePlayers.length > 1 && state.currentPlayer !== playerId) {
|
||||
console.log('[Validator] Turn check failed:', {
|
||||
activePlayers: state.activePlayers,
|
||||
currentPlayer: state.currentPlayer,
|
||||
currentPlayerType: typeof state.currentPlayer,
|
||||
playerId,
|
||||
playerIdType: typeof playerId,
|
||||
matches: state.currentPlayer === playerId,
|
||||
})
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Not your turn',
|
||||
}
|
||||
}
|
||||
|
||||
// Check player ownership authorization (if context provided)
|
||||
if (context?.userId && context?.playerOwnership) {
|
||||
const playerOwner = context.playerOwnership[playerId]
|
||||
if (playerOwner && playerOwner !== context.userId) {
|
||||
console.log('[Validator] Player ownership check failed:', {
|
||||
playerId,
|
||||
playerOwner,
|
||||
requestingUserId: context.userId,
|
||||
})
|
||||
return {
|
||||
valid: false,
|
||||
error: 'You can only move your own players',
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Find the card
|
||||
const card = state.gameCards.find((c) => c.id === cardId)
|
||||
if (!card) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Card not found',
|
||||
}
|
||||
}
|
||||
|
||||
// Validate using existing game logic
|
||||
if (!canFlipCard(card, state.flippedCards, state.isProcessingMove)) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot flip this card',
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate new state
|
||||
const newFlippedCards = [...state.flippedCards, card]
|
||||
let newState = {
|
||||
...state,
|
||||
flippedCards: newFlippedCards,
|
||||
isProcessingMove: newFlippedCards.length === 2,
|
||||
// Clear mismatch feedback when player flips a new card
|
||||
showMismatchFeedback: false,
|
||||
}
|
||||
|
||||
// If two cards are flipped, check for match
|
||||
if (newFlippedCards.length === 2) {
|
||||
const [card1, card2] = newFlippedCards
|
||||
const matchResult = validateMatch(card1, card2)
|
||||
|
||||
if (matchResult.isValid) {
|
||||
// Match found - update cards
|
||||
newState = {
|
||||
...newState,
|
||||
gameCards: newState.gameCards.map((c) =>
|
||||
c.id === card1.id || c.id === card2.id
|
||||
? { ...c, matched: true, matchedBy: state.currentPlayer }
|
||||
: c
|
||||
),
|
||||
matchedPairs: state.matchedPairs + 1,
|
||||
scores: {
|
||||
...state.scores,
|
||||
[state.currentPlayer]: (state.scores[state.currentPlayer] || 0) + 1,
|
||||
},
|
||||
consecutiveMatches: {
|
||||
...state.consecutiveMatches,
|
||||
[state.currentPlayer]: (state.consecutiveMatches[state.currentPlayer] || 0) + 1,
|
||||
},
|
||||
moves: state.moves + 1,
|
||||
flippedCards: [],
|
||||
isProcessingMove: false,
|
||||
}
|
||||
|
||||
// Check if game is complete
|
||||
if (newState.matchedPairs === newState.totalPairs) {
|
||||
newState = {
|
||||
...newState,
|
||||
gamePhase: 'results',
|
||||
gameEndTime: Date.now(),
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Match failed - keep cards flipped briefly so player can see them
|
||||
// Client will handle clearing them after a delay
|
||||
const shouldSwitchPlayer = state.activePlayers.length > 1
|
||||
const nextPlayerIndex = shouldSwitchPlayer
|
||||
? (state.activePlayers.indexOf(state.currentPlayer) + 1) % state.activePlayers.length
|
||||
: 0
|
||||
const nextPlayer = shouldSwitchPlayer
|
||||
? state.activePlayers[nextPlayerIndex]
|
||||
: state.currentPlayer
|
||||
|
||||
newState = {
|
||||
...newState,
|
||||
currentPlayer: nextPlayer,
|
||||
consecutiveMatches: {
|
||||
...state.consecutiveMatches,
|
||||
[state.currentPlayer]: 0,
|
||||
},
|
||||
moves: state.moves + 1,
|
||||
// Keep flippedCards so player can see both cards
|
||||
flippedCards: newFlippedCards,
|
||||
isProcessingMove: true, // Keep processing state so no more cards can be flipped
|
||||
showMismatchFeedback: true,
|
||||
// Clear hover state for the player whose turn is ending
|
||||
playerHovers: {
|
||||
...state.playerHovers,
|
||||
[state.currentPlayer]: null,
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateStartGame(
|
||||
state: MemoryPairsState,
|
||||
activePlayers: Player[],
|
||||
cards?: GameCard[],
|
||||
playerMetadata?: { [playerId: string]: any }
|
||||
): ValidationResult {
|
||||
// Allow starting a new game from any phase (for "New Game" button)
|
||||
|
||||
// Must have at least one player
|
||||
if (!activePlayers || activePlayers.length === 0) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Must have at least one player',
|
||||
}
|
||||
}
|
||||
|
||||
// Use provided cards or generate new ones
|
||||
const gameCards = cards || generateGameCards(state.gameType, state.difficulty)
|
||||
|
||||
const newState: MemoryPairsState = {
|
||||
...state,
|
||||
gameCards,
|
||||
cards: gameCards,
|
||||
activePlayers,
|
||||
playerMetadata: playerMetadata || {}, // Store player metadata for cross-user visibility
|
||||
gamePhase: 'playing',
|
||||
gameStartTime: Date.now(),
|
||||
currentPlayer: activePlayers[0],
|
||||
flippedCards: [],
|
||||
matchedPairs: 0,
|
||||
moves: 0,
|
||||
scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
|
||||
consecutiveMatches: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
|
||||
// PAUSE/RESUME: Save original config so we can detect changes
|
||||
originalConfig: {
|
||||
gameType: state.gameType,
|
||||
difficulty: state.difficulty,
|
||||
turnTimer: state.turnTimer,
|
||||
},
|
||||
// Clear any paused game state (starting fresh)
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// Clear hover state when starting new game
|
||||
playerHovers: {},
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateClearMismatch(state: MemoryPairsState): ValidationResult {
|
||||
// Only clear if there's actually a mismatch showing
|
||||
// This prevents race conditions where CLEAR_MISMATCH arrives after cards have already been cleared
|
||||
if (!state.showMismatchFeedback || state.flippedCards.length === 0) {
|
||||
// Nothing to clear - return current state unchanged
|
||||
return {
|
||||
valid: true,
|
||||
newState: state,
|
||||
}
|
||||
}
|
||||
|
||||
// Get the list of all non-current players whose hovers should be cleared
|
||||
// (They're not playing this turn, so their hovers from previous turns should not show)
|
||||
const clearedHovers = { ...state.playerHovers }
|
||||
for (const playerId of state.activePlayers) {
|
||||
// Clear hover for all players except the current player
|
||||
// This ensures only the current player's active hover shows
|
||||
if (playerId !== state.currentPlayer) {
|
||||
clearedHovers[playerId] = null
|
||||
}
|
||||
}
|
||||
|
||||
// Clear mismatched cards and feedback
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
flippedCards: [],
|
||||
showMismatchFeedback: false,
|
||||
isProcessingMove: false,
|
||||
// Clear hovers for non-current players when cards are cleared
|
||||
playerHovers: clearedHovers,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* STANDARD ARCADE PATTERN: GO_TO_SETUP
|
||||
*
|
||||
* Transitions the game back to setup phase, allowing players to reconfigure
|
||||
* the game. This is synchronized across all room members.
|
||||
*
|
||||
* Can be called from any phase (setup, playing, results).
|
||||
*
|
||||
* PAUSE/RESUME: If called from 'playing' or 'results', saves game state
|
||||
* to allow resuming later (if config unchanged).
|
||||
*
|
||||
* Pattern for all arcade games:
|
||||
* - Validates the move is allowed
|
||||
* - Sets gamePhase to 'setup'
|
||||
* - Preserves current configuration (gameType, difficulty, etc.)
|
||||
* - Saves game state for resume if coming from active game
|
||||
* - Resets game progression state (scores, cards, etc.)
|
||||
*/
|
||||
private validateGoToSetup(state: MemoryPairsState): ValidationResult {
|
||||
// Determine if we're pausing an active game (for Resume functionality)
|
||||
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
gamePhase: 'setup',
|
||||
|
||||
// Pause/Resume: Save game state if pausing from active game
|
||||
pausedGamePhase: isPausingGame ? state.gamePhase : undefined,
|
||||
pausedGameState: isPausingGame
|
||||
? {
|
||||
gameCards: state.gameCards,
|
||||
currentPlayer: state.currentPlayer,
|
||||
matchedPairs: state.matchedPairs,
|
||||
moves: state.moves,
|
||||
scores: state.scores,
|
||||
activePlayers: state.activePlayers,
|
||||
playerMetadata: state.playerMetadata,
|
||||
consecutiveMatches: state.consecutiveMatches,
|
||||
gameStartTime: state.gameStartTime,
|
||||
}
|
||||
: undefined,
|
||||
|
||||
// Keep originalConfig if it exists (was set when game started)
|
||||
// This allows detecting if config changed while paused
|
||||
|
||||
// Reset visible game progression
|
||||
gameCards: [],
|
||||
cards: [],
|
||||
flippedCards: [],
|
||||
currentPlayer: '',
|
||||
matchedPairs: 0,
|
||||
moves: 0,
|
||||
scores: {},
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
consecutiveMatches: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
currentMoveStartTime: null,
|
||||
celebrationAnimations: [],
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
lastMatchedPair: null,
|
||||
playerHovers: {}, // Clear hover state when returning to setup
|
||||
// Preserve configuration - players can modify in setup
|
||||
// gameType, difficulty, turnTimer stay as-is
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* STANDARD ARCADE PATTERN: SET_CONFIG
|
||||
*
|
||||
* Updates a configuration field during setup phase. This is synchronized
|
||||
* across all room members in real-time, allowing collaborative setup.
|
||||
*
|
||||
* Pattern for all arcade games:
|
||||
* - Only allowed during setup phase
|
||||
* - Validates field name and value
|
||||
* - Updates the configuration field
|
||||
* - Other room members see the change immediately (optimistic + server validation)
|
||||
*
|
||||
* @param state Current game state
|
||||
* @param field Configuration field name
|
||||
* @param value New value for the field
|
||||
*/
|
||||
private validateSetConfig(
|
||||
state: MemoryPairsState,
|
||||
field: 'gameType' | 'difficulty' | 'turnTimer',
|
||||
value: any
|
||||
): ValidationResult {
|
||||
// Can only change config during setup phase
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot change configuration outside of setup phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Validate field-specific values
|
||||
switch (field) {
|
||||
case 'gameType':
|
||||
if (value !== 'abacus-numeral' && value !== 'complement-pairs') {
|
||||
return { valid: false, error: `Invalid gameType: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
case 'difficulty':
|
||||
if (![6, 8, 12, 15].includes(value)) {
|
||||
return { valid: false, error: `Invalid difficulty: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
case 'turnTimer':
|
||||
if (typeof value !== 'number' || value < 5 || value > 300) {
|
||||
return { valid: false, error: `Invalid turnTimer: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
default:
|
||||
return { valid: false, error: `Unknown config field: ${field}` }
|
||||
}
|
||||
|
||||
// PAUSE/RESUME: If there's a paused game and config is changing,
|
||||
// clear the paused game state (can't resume anymore)
|
||||
const clearPausedGame = !!state.pausedGamePhase
|
||||
|
||||
// Apply the configuration change
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
[field]: value,
|
||||
// Update totalPairs if difficulty changes
|
||||
...(field === 'difficulty' ? { totalPairs: value } : {}),
|
||||
// Clear paused game if config changed
|
||||
...(clearPausedGame
|
||||
? {
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
originalConfig: undefined,
|
||||
}
|
||||
: {}),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* STANDARD ARCADE PATTERN: RESUME_GAME
|
||||
*
|
||||
* Resumes a paused game if configuration hasn't changed.
|
||||
* Restores the saved game state from when GO_TO_SETUP was called.
|
||||
*
|
||||
* Pattern for all arcade games:
|
||||
* - Validates there's a paused game
|
||||
* - Validates config hasn't changed since pause
|
||||
* - Restores game state and phase
|
||||
* - Clears paused game state
|
||||
*/
|
||||
private validateResumeGame(state: MemoryPairsState): ValidationResult {
|
||||
// Must be in setup phase
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Can only resume from setup phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Must have a paused game
|
||||
if (!state.pausedGamePhase || !state.pausedGameState) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'No paused game to resume',
|
||||
}
|
||||
}
|
||||
|
||||
// Config must match original (no changes while paused)
|
||||
if (state.originalConfig) {
|
||||
const configChanged =
|
||||
state.gameType !== state.originalConfig.gameType ||
|
||||
state.difficulty !== state.originalConfig.difficulty ||
|
||||
state.turnTimer !== state.originalConfig.turnTimer
|
||||
|
||||
if (configChanged) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot resume - configuration has changed',
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore the paused game
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
gamePhase: state.pausedGamePhase,
|
||||
gameCards: state.pausedGameState.gameCards,
|
||||
cards: state.pausedGameState.gameCards,
|
||||
currentPlayer: state.pausedGameState.currentPlayer,
|
||||
matchedPairs: state.pausedGameState.matchedPairs,
|
||||
moves: state.pausedGameState.moves,
|
||||
scores: state.pausedGameState.scores,
|
||||
activePlayers: state.pausedGameState.activePlayers,
|
||||
playerMetadata: state.pausedGameState.playerMetadata,
|
||||
consecutiveMatches: state.pausedGameState.consecutiveMatches,
|
||||
gameStartTime: state.pausedGameState.gameStartTime,
|
||||
// Clear paused state
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// Keep originalConfig for potential future pauses
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate hover state update for networked presence
|
||||
*
|
||||
* Hover moves are lightweight and always valid - they just update
|
||||
* which card a player is hovering over for UI feedback to other players.
|
||||
*/
|
||||
private validateHoverCard(
|
||||
state: MemoryPairsState,
|
||||
cardId: string | null,
|
||||
playerId: string
|
||||
): ValidationResult {
|
||||
// Hover is always valid - it's just UI state for networked presence
|
||||
// Update the player's hover state
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
playerHovers: {
|
||||
...state.playerHovers,
|
||||
[playerId]: cardId,
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
isGameComplete(state: MemoryPairsState): boolean {
|
||||
return state.gamePhase === 'results' || state.matchedPairs === state.totalPairs
|
||||
}
|
||||
|
||||
getInitialState(config: MatchingGameConfig): MemoryPairsState {
|
||||
return {
|
||||
cards: [],
|
||||
gameCards: [],
|
||||
flippedCards: [],
|
||||
gameType: config.gameType,
|
||||
difficulty: config.difficulty,
|
||||
turnTimer: config.turnTimer,
|
||||
gamePhase: 'setup',
|
||||
currentPlayer: '',
|
||||
matchedPairs: 0,
|
||||
totalPairs: config.difficulty,
|
||||
moves: 0,
|
||||
scores: {},
|
||||
activePlayers: [],
|
||||
playerMetadata: {}, // Initialize empty player metadata
|
||||
consecutiveMatches: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
currentMoveStartTime: null,
|
||||
timerInterval: null,
|
||||
celebrationAnimations: [],
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
lastMatchedPair: null,
|
||||
// PAUSE/RESUME: Initialize paused game fields
|
||||
originalConfig: undefined,
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// HOVER: Initialize hover state
|
||||
playerHovers: {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Singleton instance
|
||||
export const matchingGameValidator = new MatchingGameValidator()
|
||||
@@ -33,130 +33,25 @@ export interface GameMove {
|
||||
data: unknown
|
||||
}
|
||||
|
||||
// Matching game specific moves
|
||||
export interface MatchingFlipCardMove extends GameMove {
|
||||
type: 'FLIP_CARD'
|
||||
data: {
|
||||
cardId: string
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Re-export game-specific move types from their respective modules
|
||||
* This maintains a single source of truth (game types) while providing
|
||||
* convenient access for validation code.
|
||||
*/
|
||||
export type { MatchingMove } from '@/arcade-games/matching/types'
|
||||
export type { MemoryQuizMove } from '@/arcade-games/memory-quiz/types'
|
||||
export type { NumberGuesserMove } from '@/arcade-games/number-guesser/types'
|
||||
export type { MathSprintMove } from '@/arcade-games/math-sprint/types'
|
||||
|
||||
export interface MatchingStartGameMove extends GameMove {
|
||||
type: 'START_GAME'
|
||||
data: {
|
||||
activePlayers: string[] // Player IDs (UUIDs)
|
||||
cards?: any[] // GameCard type from context
|
||||
playerMetadata?: { [playerId: string]: any } // Player metadata for cross-user visibility
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Re-export game-specific state types from their respective modules
|
||||
*/
|
||||
export type { MatchingState } from '@/arcade-games/matching/types'
|
||||
export type { MemoryQuizState } from '@/arcade-games/memory-quiz/types'
|
||||
export type { NumberGuesserState } from '@/arcade-games/number-guesser/types'
|
||||
export type { MathSprintState } from '@/arcade-games/math-sprint/types'
|
||||
|
||||
export interface MatchingClearMismatchMove extends GameMove {
|
||||
type: 'CLEAR_MISMATCH'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
// Standard setup moves - pattern for all arcade games
|
||||
export interface MatchingGoToSetupMove extends GameMove {
|
||||
type: 'GO_TO_SETUP'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface MatchingSetConfigMove extends GameMove {
|
||||
type: 'SET_CONFIG'
|
||||
data: {
|
||||
field: 'gameType' | 'difficulty' | 'turnTimer'
|
||||
value: any
|
||||
}
|
||||
}
|
||||
|
||||
export interface MatchingResumeGameMove extends GameMove {
|
||||
type: 'RESUME_GAME'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface MatchingHoverCardMove extends GameMove {
|
||||
type: 'HOVER_CARD'
|
||||
data: {
|
||||
cardId: string | null // null when mouse leaves card
|
||||
}
|
||||
}
|
||||
|
||||
export type MatchingGameMove =
|
||||
| MatchingFlipCardMove
|
||||
| MatchingStartGameMove
|
||||
| MatchingClearMismatchMove
|
||||
| MatchingGoToSetupMove
|
||||
| MatchingSetConfigMove
|
||||
| MatchingResumeGameMove
|
||||
| MatchingHoverCardMove
|
||||
|
||||
// Memory Quiz game specific moves
|
||||
export interface MemoryQuizStartQuizMove extends GameMove {
|
||||
type: 'START_QUIZ'
|
||||
data: {
|
||||
quizCards: any[] // QuizCard type from memory-quiz types
|
||||
}
|
||||
}
|
||||
|
||||
export interface MemoryQuizNextCardMove extends GameMove {
|
||||
type: 'NEXT_CARD'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface MemoryQuizShowInputPhaseMove extends GameMove {
|
||||
type: 'SHOW_INPUT_PHASE'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface MemoryQuizAcceptNumberMove extends GameMove {
|
||||
type: 'ACCEPT_NUMBER'
|
||||
data: {
|
||||
number: number
|
||||
}
|
||||
}
|
||||
|
||||
export interface MemoryQuizRejectNumberMove extends GameMove {
|
||||
type: 'REJECT_NUMBER'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface MemoryQuizSetInputMove extends GameMove {
|
||||
type: 'SET_INPUT'
|
||||
data: {
|
||||
input: string
|
||||
}
|
||||
}
|
||||
|
||||
export interface MemoryQuizShowResultsMove extends GameMove {
|
||||
type: 'SHOW_RESULTS'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface MemoryQuizResetQuizMove extends GameMove {
|
||||
type: 'RESET_QUIZ'
|
||||
data: Record<string, never>
|
||||
}
|
||||
|
||||
export interface MemoryQuizSetConfigMove extends GameMove {
|
||||
type: 'SET_CONFIG'
|
||||
data: {
|
||||
field: 'selectedCount' | 'displayTime' | 'selectedDifficulty' | 'playMode'
|
||||
value: any
|
||||
}
|
||||
}
|
||||
|
||||
export type MemoryQuizGameMove =
|
||||
| MemoryQuizStartQuizMove
|
||||
| MemoryQuizNextCardMove
|
||||
| MemoryQuizShowInputPhaseMove
|
||||
| MemoryQuizAcceptNumberMove
|
||||
| MemoryQuizRejectNumberMove
|
||||
| MemoryQuizSetInputMove
|
||||
| MemoryQuizShowResultsMove
|
||||
| MemoryQuizResetQuizMove
|
||||
| MemoryQuizSetConfigMove
|
||||
|
||||
// Generic game state union
|
||||
// Generic game state union (for backwards compatibility)
|
||||
export type GameState = MemoryPairsState | SorobanQuizState // Add other game states as union later
|
||||
|
||||
/**
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
* 3. GameName type will auto-update
|
||||
*/
|
||||
|
||||
import { matchingGameValidator } from './validation/MatchingGameValidator'
|
||||
import { matchingGameValidator } from '@/arcade-games/matching/Validator'
|
||||
import { memoryQuizGameValidator } from '@/arcade-games/memory-quiz/Validator'
|
||||
import { numberGuesserValidator } from '@/arcade-games/number-guesser/Validator'
|
||||
import { mathSprintValidator } from '@/arcade-games/math-sprint/Validator'
|
||||
|
||||
@@ -23,7 +23,7 @@ export async function getSocketIO(): Promise<SocketIOServerType | null> {
|
||||
if (!socketServerModule) {
|
||||
try {
|
||||
// Dynamic import to avoid bundling issues
|
||||
socketServerModule = await import('../../socket-server')
|
||||
socketServerModule = await import('../socket-server')
|
||||
} catch (error) {
|
||||
console.error('[Socket IO] Failed to load socket server:', error)
|
||||
return null
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "soroban-monorepo",
|
||||
"version": "4.2.0",
|
||||
"version": "4.2.2",
|
||||
"private": true,
|
||||
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
|
||||
"workspaces": [
|
||||
|
||||
Reference in New Issue
Block a user