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14 Commits

Author SHA1 Message Date
semantic-release-bot
12f140d888 chore(release): 4.4.12 [skip ci]
## [4.4.12](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.11...v4.4.12) (2025-10-17)

### Bug Fixes

* **complement-race:** track physical car indices to prevent boarding issues ([53bbae8](53bbae84af))
* **complement-race:** update passenger display when state changes ([5116364](511636400c))
2025-10-17 22:37:03 +00:00
Thomas Hallock
53bbae84af fix(complement-race): track physical car indices to prevent boarding issues
Fixed critical bug where passengers were missing boarding opportunities
due to array index confusion after deliveries.

Problem: After a passenger was delivered, the currentBoardedPassengers
array would compact but physical car positions wouldn't change. The
occupiedCars map was using array indices instead of physical car numbers,
causing cars to incorrectly appear occupied.

Example bug scenario:
- Train has 4 cars (indices 0-3)
- Kate boards Car 0, Frank Car 1, Mia Car 2, Charlie Car 3
- Kate delivers from Car 0
- Array compacts: [Frank, Mia, Charlie] at indices [0, 1, 2]
- occupiedCars map now shows cars 0,1,2 occupied (WRONG!)
- Physical Car 0 is actually EMPTY, but Alice can't board

Solution: Added carIndex field to Passenger type to track physical car
number (0-N) independently from array position.

Changes:
- Added carIndex: number | null to Passenger type
- Updated Validator to store physical carIndex when boarding
- Updated Provider to pass carIndex in BOARD_PASSENGER moves
- Updated useSteamJourney to use passenger.carIndex for all car
  position calculations and occupancy tracking
- Reordered frame processing so DELIVERY moves dispatch before BOARDING
  moves to prevent race conditions
- Fixed configuration mismatch: client now uses server's authoritative
  maxConcurrentPassengers instead of calculating locally
- Updated visual display to use server's maxConcurrentPassengers

Also includes improved logging for debugging train configuration and
passenger movement.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 17:36:06 -05:00
Thomas Hallock
511636400c fix(complement-race): update passenger display when state changes
Fix visual desync where delivered passengers remained displayed at stations.

The displayPassengers state only updated when train was at start (< 0%)
or in middle of track (10-90%). Passengers delivered at positions > 90%
(e.g., trainPos 103-130%) weren't reflected in the UI even though server
state was correct.

Now detects when passenger states change (boarding or delivery via
claimedBy/deliveredBy fields) and updates display immediately regardless
of train position. This ensures passenger cards disappear from HUD as
soon as passengers are delivered.

Also updated test files to use multiplayer Passenger type with
claimedBy/deliveredBy/carIndex/timestamp instead of old
isBoarded/isDelivered format.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 17:36:06 -05:00
semantic-release-bot
79db410b09 chore(release): 4.4.11 [skip ci]
## [4.4.11](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.10...v4.4.11) (2025-10-17)

### Code Refactoring

* **logging:** replace per-frame debug logging with event-based logging ([fedb324](fedb32486a))
2025-10-17 13:27:02 +00:00
Thomas Hallock
fedb32486a refactor(logging): replace per-frame debug logging with event-based logging
Replaced massive per-frame debug logs (20 logs/second) with smart event-based logging:
- One summary log at game start showing passengers and their routes
- One log per boarding event (only when passenger boards)
- One log per delivery event (only when passenger delivers)

This provides actionable diagnostics without flooding the console or context window.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 08:26:10 -05:00
Thomas Hallock
183494a22e debug: enable passenger boarding debug logging 2025-10-17 08:13:31 -05:00
semantic-release-bot
325daeb0d9 chore(release): 4.4.10 [skip ci]
## [4.4.10](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.9...v4.4.10) (2025-10-17)

### Bug Fixes

* **complement-race:** correct passenger boarding to use multiplayer fields ([7ed1b94](7ed1b94b8f))
2025-10-17 13:07:12 +00:00
Thomas Hallock
7ed1b94b8f fix(complement-race): correct passenger boarding to use multiplayer fields
Passengers weren't boarding because the arcade room version was still checking for single-player fields (isBoarded/isDelivered) instead of multiplayer fields (claimedBy/deliveredBy).

Changes:
- Update useSteamJourney to check claimedBy/deliveredBy instead of isBoarded/isDelivered
- Update Validator to skip position validation in sprint mode (position is client-side)
- Trust client-side spatial checking for boarding/delivery in sprint mode

Sprint mode architecture:
- Client (useSteamJourney) continuously checks if train is at stations
- Client sends CLAIM_PASSENGER / DELIVER_PASSENGER moves when conditions met
- Server validates passenger availability (not position, since position is client-side)

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 08:06:06 -05:00
semantic-release-bot
43f1f92900 chore(release): 4.4.9 [skip ci]
## [4.4.9](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.8...v4.4.9) (2025-10-17)

### Bug Fixes

* **complement-race:** reduce initial momentum from 50 to 10 to prevent train sailing past first station ([5f146b0](5f146b0daf))
2025-10-17 12:58:50 +00:00
Thomas Hallock
5f146b0daf fix(complement-race): reduce initial momentum from 50 to 10 to prevent train sailing past first station
The train was starting with too much momentum (50), causing it to sail past the first station without requiring user input. Reduced to 10 for a gentle push that still requires player engagement.

Changes:
- Reduce initial momentum from 50 to 10 in all three locations:
  - Initial state (useState)
  - Game start initialization
  - Route reset when advancing to next route
- Update pressure calculation to match new starting momentum

With momentum=10: speed = 1.5% per second (gentle start requiring answers to progress)
vs momentum=50: speed = 7.5% per second (too aggressive, reaches station without input)

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 07:57:56 -05:00
semantic-release-bot
734da610b7 chore(release): 4.4.8 [skip ci]
## [4.4.8](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.7...v4.4.8) (2025-10-17)

### Bug Fixes

* **complement-race:** implement client-side momentum with continuous decay for smooth train movement ([ea19ff9](ea19ff918b))
2025-10-17 12:51:40 +00:00
Thomas Hallock
ea19ff918b fix(complement-race): implement client-side momentum with continuous decay for smooth train movement
Fixes train jumping backward and pressure not decaying to zero in sprint mode by moving momentum/position/pressure tracking entirely to the client.

Changes:
- Remove momentum/pressure from server PlayerState type (sprint mode only)
- Remove all momentum updates from Validator (server tracks only scoring)
- Add client-side momentum state with 50ms game loop for smooth 20fps movement
- Implement continuous momentum decay based on skill level (2.0-13.0/sec)
- Calculate position and pressure client-side from momentum
- Handle answer boosts (+15 correct, -10 wrong) in client

This matches the arcade room's event-driven architecture where visual elements are client-side and the server maintains authoritative game state (score, streak, passengers).

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 07:50:45 -05:00
semantic-release-bot
ea1e548e61 chore(release): 4.4.7 [skip ci]
## [4.4.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.6...v4.4.7) (2025-10-17)

### Bug Fixes

* **complement-race:** add missing useRef import ([d43829a](d43829ad48))
2025-10-17 12:32:46 +00:00
Thomas Hallock
d43829ad48 fix(complement-race): add missing useRef import
- TypeScript error: Cannot find name 'useRef'
- Added useRef to React imports in Provider.tsx

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 07:31:43 -05:00
21 changed files with 723 additions and 598 deletions

View File

@@ -1,3 +1,46 @@
## [4.4.12](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.11...v4.4.12) (2025-10-17)
### Bug Fixes
* **complement-race:** track physical car indices to prevent boarding issues ([53bbae8](https://github.com/antialias/soroban-abacus-flashcards/commit/53bbae84af7317d5e12109db2054cc70ca5bea27))
* **complement-race:** update passenger display when state changes ([5116364](https://github.com/antialias/soroban-abacus-flashcards/commit/511636400c19776b58c6bddf8f7c9cc398a05236))
## [4.4.11](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.10...v4.4.11) (2025-10-17)
### Code Refactoring
* **logging:** replace per-frame debug logging with event-based logging ([fedb324](https://github.com/antialias/soroban-abacus-flashcards/commit/fedb32486ab5c6c619ebc03570b6c66529a1344e))
## [4.4.10](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.9...v4.4.10) (2025-10-17)
### Bug Fixes
* **complement-race:** correct passenger boarding to use multiplayer fields ([7ed1b94](https://github.com/antialias/soroban-abacus-flashcards/commit/7ed1b94b8fa620cb4f64ba43e160ef511704f3ce))
## [4.4.9](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.8...v4.4.9) (2025-10-17)
### Bug Fixes
* **complement-race:** reduce initial momentum from 50 to 10 to prevent train sailing past first station ([5f146b0](https://github.com/antialias/soroban-abacus-flashcards/commit/5f146b0daf74d54e1c7b9a57d3a2f37e73849ff2))
## [4.4.8](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.7...v4.4.8) (2025-10-17)
### Bug Fixes
* **complement-race:** implement client-side momentum with continuous decay for smooth train movement ([ea19ff9](https://github.com/antialias/soroban-abacus-flashcards/commit/ea19ff918bc70ad3eb0339e18dbd32195f34816e))
## [4.4.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.6...v4.4.7) (2025-10-17)
### Bug Fixes
* **complement-race:** add missing useRef import ([d43829a](https://github.com/antialias/soroban-abacus-flashcards/commit/d43829ad48f7ee879a46879f5e6ac1256db1f564))
## [4.4.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.5...v4.4.6) (2025-10-17)

View File

@@ -5,7 +5,6 @@ import { useComplementRace } from '@/arcade-games/complement-race/Provider'
import { useAdaptiveDifficulty } from '../hooks/useAdaptiveDifficulty'
import { useAIRacers } from '../hooks/useAIRacers'
import { useSoundEffects } from '../hooks/useSoundEffects'
import { useSteamJourney } from '../hooks/useSteamJourney'
import { generatePassengers } from '../lib/passengerGenerator'
import { AbacusTarget } from './AbacusTarget'
import { CircularTrack } from './RaceTrack/CircularTrack'
@@ -16,10 +15,9 @@ import { RouteCelebration } from './RouteCelebration'
type FeedbackAnimation = 'correct' | 'incorrect' | null
export function GameDisplay() {
const { state, dispatch } = useComplementRace()
const { state, dispatch, boostMomentum } = useComplementRace()
useAIRacers() // Activate AI racer updates (not used in sprint mode)
const { trackPerformance, getAdaptiveFeedbackMessage } = useAdaptiveDifficulty()
const { boostMomentum } = useSteamJourney()
const { playSound } = useSoundEffects()
const [feedbackAnimation, setFeedbackAnimation] = useState<FeedbackAnimation>(null)
@@ -109,7 +107,7 @@ export function GameDisplay() {
// Boost momentum for sprint mode
if (state.style === 'sprint') {
boostMomentum()
boostMomentum(true)
// Play train whistle for milestones in sprint mode (line 13222-13235)
if (newStreak >= 5 && newStreak % 3 === 0) {
@@ -144,6 +142,11 @@ export function GameDisplay() {
// Play incorrect sound (from web_generator.py line 11589)
playSound('incorrect')
// Reduce momentum for sprint mode
if (state.style === 'sprint') {
boostMomentum(false)
}
// Show adaptive feedback
const feedback = getAdaptiveFeedbackMessage(pairKey, false, responseTime)
if (feedback) {

View File

@@ -1,7 +1,7 @@
'use client'
import { memo } from 'react'
import type { Passenger, Station } from '../lib/gameTypes'
import type { Passenger, Station } from '@/arcade-games/complement-race/types'
interface PassengerCardProps {
passenger: Passenger
@@ -17,24 +17,27 @@ export const PassengerCard = memo(function PassengerCard({
if (!destinationStation || !originStation) return null
// Vintage train station colors
const bgColor = passenger.isDelivered
// Arcade room multiplayer uses claimedBy/deliveredBy instead of isBoarded/isDelivered
const isBoarded = passenger.claimedBy !== null
const isDelivered = passenger.deliveredBy !== null
const bgColor = isDelivered
? '#1a3a1a' // Dark green for delivered
: !passenger.isBoarded
: !isBoarded
? '#2a2419' // Dark brown/sepia for waiting
: passenger.isUrgent
? '#3a2419' // Dark red-brown for urgent
: '#1a2a3a' // Dark blue for aboard
const accentColor = passenger.isDelivered
const accentColor = isDelivered
? '#4ade80' // Green
: !passenger.isBoarded
: !isBoarded
? '#d4af37' // Gold for waiting
: passenger.isUrgent
? '#ff6b35' // Orange-red for urgent
: '#60a5fa' // Blue for aboard
const borderColor =
passenger.isUrgent && passenger.isBoarded && !passenger.isDelivered ? '#ff6b35' : '#d4af37'
const borderColor = passenger.isUrgent && isBoarded && !isDelivered ? '#ff6b35' : '#d4af37'
return (
<div
@@ -46,13 +49,13 @@ export const PassengerCard = memo(function PassengerCard({
minWidth: '220px',
maxWidth: '280px',
boxShadow:
passenger.isUrgent && !passenger.isDelivered && passenger.isBoarded
passenger.isUrgent && !isDelivered && isBoarded
? '0 0 16px rgba(255, 107, 53, 0.5)'
: '0 4px 12px rgba(0, 0, 0, 0.4)',
position: 'relative',
fontFamily: '"Courier New", Courier, monospace',
animation:
passenger.isUrgent && !passenger.isDelivered && passenger.isBoarded
passenger.isUrgent && !isDelivered && isBoarded
? 'urgentFlicker 1.5s ease-in-out infinite'
: 'none',
transition: 'all 0.3s ease',
@@ -79,7 +82,7 @@ export const PassengerCard = memo(function PassengerCard({
}}
>
<div style={{ fontSize: '20px', lineHeight: '1' }}>
{passenger.isDelivered ? '✅' : passenger.avatar}
{isDelivered ? '✅' : passenger.avatar}
</div>
<div
style={{
@@ -109,7 +112,7 @@ export const PassengerCard = memo(function PassengerCard({
marginTop: '0',
}}
>
{passenger.isDelivered ? 'DLVRD' : passenger.isBoarded ? 'BOARD' : 'WAIT'}
{isDelivered ? 'DLVRD' : isBoarded ? 'BOARD' : 'WAIT'}
</div>
</div>
@@ -187,7 +190,7 @@ export const PassengerCard = memo(function PassengerCard({
</div>
{/* Points badge */}
{!passenger.isDelivered && (
{!isDelivered && (
<div
style={{
position: 'absolute',
@@ -208,7 +211,7 @@ export const PassengerCard = memo(function PassengerCard({
)}
{/* Urgent indicator */}
{passenger.isUrgent && !passenger.isDelivered && passenger.isBoarded && (
{passenger.isUrgent && !isDelivered && isBoarded && (
<div
style={{
position: 'absolute',

View File

@@ -1,7 +1,8 @@
'use client'
import { memo } from 'react'
import type { ComplementQuestion, Passenger, Station } from '../../lib/gameTypes'
import type { ComplementQuestion } from '../../lib/gameTypes'
import type { Passenger, Station } from '@/arcade-games/complement-race/types'
import { AbacusTarget } from '../AbacusTarget'
import { PassengerCard } from '../PassengerCard'
import { PressureGauge } from '../PressureGauge'

View File

@@ -1,7 +1,7 @@
'use client'
import { memo } from 'react'
import type { Passenger, Station } from '../../lib/gameTypes'
import type { Passenger, Station } from '@/arcade-games/complement-race/types'
import type { Landmark } from '../../lib/landmarks'
interface RailroadTrackPathProps {
@@ -100,18 +100,19 @@ export const RailroadTrackPath = memo(
{stationPositions.map((pos, index) => {
const station = stations[index]
// Find passengers waiting at this station (exclude currently boarding)
// Arcade room multiplayer uses claimedBy/deliveredBy instead of isBoarded/isDelivered
const waitingPassengers = passengers.filter(
(p) =>
p.originStationId === station?.id &&
!p.isBoarded &&
!p.isDelivered &&
p.claimedBy === null &&
p.deliveredBy === null &&
!boardingAnimations.has(p.id)
)
// Find passengers delivered at this station (exclude currently disembarking)
const deliveredPassengers = passengers.filter(
(p) =>
p.destinationStationId === station?.id &&
p.isDelivered &&
p.deliveredBy !== null &&
!disembarkingAnimations.has(p.id)
)

View File

@@ -14,7 +14,6 @@ import type { ComplementQuestion } from '../../lib/gameTypes'
import { useSteamJourney } from '../../hooks/useSteamJourney'
import { useTrackManagement } from '../../hooks/useTrackManagement'
import { useTrainTransforms } from '../../hooks/useTrainTransforms'
import { calculateMaxConcurrentPassengers } from '../../lib/passengerGenerator'
import { RailroadTrackGenerator } from '../../lib/RailroadTrackGenerator'
import { getRouteTheme } from '../../lib/routeThemes'
import { GameHUD } from './GameHUD'
@@ -94,9 +93,6 @@ export function SteamTrainJourney({
currentInput,
}: SteamTrainJourneyProps) {
const { state } = useComplementRace()
console.log(
`🚂 Train: mom=${momentum} pos=${trainPosition} stations=${state.stations.length} passengers=${state.passengers.length}`
)
const { getSkyGradient, getTimeOfDayPeriod } = useSteamJourney()
const _skyGradient = getSkyGradient()
@@ -113,12 +109,9 @@ export function SteamTrainJourney({
const pathRef = useRef<SVGPathElement>(null)
const [trackGenerator] = useState(() => new RailroadTrackGenerator(800, 600))
// Calculate the number of train cars dynamically based on max concurrent passengers
const maxCars = useMemo(() => {
const maxPassengers = calculateMaxConcurrentPassengers(state.passengers, state.stations)
// Ensure at least 1 car, even if no passengers
return Math.max(1, maxPassengers)
}, [state.passengers, state.stations])
// Use server's authoritative maxConcurrentPassengers calculation
// This ensures visual display matches game logic and console logs
const maxCars = Math.max(1, state.maxConcurrentPassengers || 3)
const carSpacing = 7 // Distance between cars (in % of track)
@@ -170,13 +163,14 @@ export function SteamTrainJourney({
const routeTheme = getRouteTheme(state.currentRoute)
// Memoize filtered passenger lists to avoid recalculating on every render
// Arcade room multiplayer uses claimedBy/deliveredBy instead of isBoarded/isDelivered
const boardedPassengers = useMemo(
() => displayPassengers.filter((p) => p.isBoarded && !p.isDelivered),
() => displayPassengers.filter((p) => p.claimedBy !== null && p.deliveredBy === null),
[displayPassengers]
)
const nonDeliveredPassengers = useMemo(
() => displayPassengers.filter((p) => !p.isDelivered),
() => displayPassengers.filter((p) => p.deliveredBy === null),
[displayPassengers]
)

View File

@@ -2,7 +2,7 @@
import { memo } from 'react'
import type { BoardingAnimation, DisembarkingAnimation } from '../../hooks/usePassengerAnimations'
import type { Passenger } from '../../lib/gameTypes'
import type { Passenger } from '@/arcade-games/complement-race/types'
interface TrainCarTransform {
x: number

View File

@@ -1,6 +1,6 @@
import { render, screen } from '@testing-library/react'
import { describe, expect, test, vi } from 'vitest'
import type { Passenger, Station } from '../../../lib/gameTypes'
import type { Passenger, Station } from '@/arcade-games/complement-race/types'
import { GameHUD } from '../GameHUD'
// Mock child components
@@ -33,9 +33,11 @@ describe('GameHUD', () => {
avatar: '👨',
originStationId: 'station-1',
destinationStationId: 'station-2',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
}
const defaultProps = {

View File

@@ -1,6 +1,6 @@
import { renderHook } from '@testing-library/react'
import { beforeEach, describe, expect, test, vi } from 'vitest'
import type { Passenger, Station } from '../../lib/gameTypes'
import type { Passenger, Station } from '@/arcade-games/complement-race/types'
import type { RailroadTrackGenerator } from '../../lib/RailroadTrackGenerator'
import { useTrackManagement } from '../useTrackManagement'
@@ -47,7 +47,7 @@ describe('useTrackManagement - Passenger Display', () => {
{ id: 'station3', name: 'Station 3', icon: '🏪', emoji: '🏪', position: 80 },
]
// Mock passengers - initial set
// Mock passengers - initial set (multiplayer format)
mockPassengers = [
{
id: 'p1',
@@ -55,9 +55,11 @@ describe('useTrackManagement - Passenger Display', () => {
avatar: '👩',
originStationId: 'station1',
destinationStationId: 'station2',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
{
id: 'p2',
@@ -65,9 +67,11 @@ describe('useTrackManagement - Passenger Display', () => {
avatar: '👨',
originStationId: 'station2',
destinationStationId: 'station3',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -111,18 +115,18 @@ describe('useTrackManagement - Passenger Display', () => {
// Initially 2 passengers
expect(result.current.displayPassengers).toHaveLength(2)
expect(result.current.displayPassengers[0].isBoarded).toBe(false)
expect(result.current.displayPassengers[0].claimedBy).toBe(null)
// Board first passenger
const boardedPassengers = mockPassengers.map((p) =>
p.id === 'p1' ? { ...p, isBoarded: true } : p
p.id === 'p1' ? { ...p, claimedBy: 'player1', carIndex: 0 } : p
)
rerender({ passengers: boardedPassengers, position: 25 })
// Should show updated passengers
expect(result.current.displayPassengers).toHaveLength(2)
expect(result.current.displayPassengers[0].isBoarded).toBe(true)
expect(result.current.displayPassengers[0].claimedBy).toBe('player1')
})
test('passengers do NOT update during route transition (train moving)', () => {
@@ -153,9 +157,11 @@ describe('useTrackManagement - Passenger Display', () => {
avatar: '👴',
originStationId: 'station1',
destinationStationId: 'station3',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -196,9 +202,11 @@ describe('useTrackManagement - Passenger Display', () => {
avatar: '👴',
originStationId: 'station1',
destinationStationId: 'station3',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -239,9 +247,11 @@ describe('useTrackManagement - Passenger Display', () => {
avatar: '👴',
originStationId: 'station1',
destinationStationId: 'station3',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -316,18 +326,18 @@ describe('useTrackManagement - Passenger Display', () => {
// Initially 2 passengers, neither delivered
expect(result.current.displayPassengers).toHaveLength(2)
expect(result.current.displayPassengers[0].isDelivered).toBe(false)
expect(result.current.displayPassengers[0].deliveredBy).toBe(null)
// Deliver first passenger
const deliveredPassengers = mockPassengers.map((p) =>
p.id === 'p1' ? { ...p, isBoarded: true, isDelivered: true } : p
p.id === 'p1' ? { ...p, claimedBy: 'player1', carIndex: 0, deliveredBy: 'player1' } : p
)
rerender({ passengers: deliveredPassengers, position: 55 })
// Should show updated passengers immediately
expect(result.current.displayPassengers).toHaveLength(2)
expect(result.current.displayPassengers[0].isDelivered).toBe(true)
expect(result.current.displayPassengers[0].deliveredBy).toBe('player1')
})
test('multiple rapid passenger updates during same route', () => {
@@ -350,25 +360,27 @@ describe('useTrackManagement - Passenger Display', () => {
expect(result.current.displayPassengers).toHaveLength(2)
// Board p1
let updated = mockPassengers.map((p) => (p.id === 'p1' ? { ...p, isBoarded: true } : p))
let updated = mockPassengers.map((p) =>
p.id === 'p1' ? { ...p, claimedBy: 'player1', carIndex: 0 } : p
)
rerender({ passengers: updated, position: 26 })
expect(result.current.displayPassengers[0].isBoarded).toBe(true)
expect(result.current.displayPassengers[0].claimedBy).toBe('player1')
// Board p2
updated = updated.map((p) => (p.id === 'p2' ? { ...p, isBoarded: true } : p))
updated = updated.map((p) => (p.id === 'p2' ? { ...p, claimedBy: 'player1', carIndex: 1 } : p))
rerender({ passengers: updated, position: 52 })
expect(result.current.displayPassengers[1].isBoarded).toBe(true)
expect(result.current.displayPassengers[1].claimedBy).toBe('player1')
// Deliver p1
updated = updated.map((p) => (p.id === 'p1' ? { ...p, isDelivered: true } : p))
updated = updated.map((p) => (p.id === 'p1' ? { ...p, deliveredBy: 'player1' } : p))
rerender({ passengers: updated, position: 53 })
expect(result.current.displayPassengers[0].isDelivered).toBe(true)
expect(result.current.displayPassengers[0].deliveredBy).toBe('player1')
// All updates should have been reflected
expect(result.current.displayPassengers[0].isBoarded).toBe(true)
expect(result.current.displayPassengers[0].isDelivered).toBe(true)
expect(result.current.displayPassengers[1].isBoarded).toBe(true)
expect(result.current.displayPassengers[1].isDelivered).toBe(false)
expect(result.current.displayPassengers[0].claimedBy).toBe('player1')
expect(result.current.displayPassengers[0].deliveredBy).toBe('player1')
expect(result.current.displayPassengers[1].claimedBy).toBe('player1')
expect(result.current.displayPassengers[1].deliveredBy).toBe(null)
})
test('EDGE CASE: new passengers at position 0 with old route', () => {
@@ -402,9 +414,11 @@ describe('useTrackManagement - Passenger Display', () => {
avatar: '👴',
originStationId: 'station1',
destinationStationId: 'station3',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -445,9 +459,11 @@ describe('useTrackManagement - Passenger Display', () => {
avatar: '👴',
originStationId: 'station1',
destinationStationId: 'station3',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -483,9 +499,11 @@ describe('useTrackManagement - Passenger Display', () => {
avatar: '👴',
originStationId: 'station1',
destinationStationId: 'station3',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]

View File

@@ -1,6 +1,6 @@
import { renderHook } from '@testing-library/react'
import { beforeEach, describe, expect, test, vi } from 'vitest'
import type { Passenger, Station } from '../../lib/gameTypes'
import type { Passenger, Station } from '@/arcade-games/complement-race/types'
import type { RailroadTrackGenerator } from '../../lib/RailroadTrackGenerator'
import { useTrackManagement } from '../useTrackManagement'
@@ -60,9 +60,11 @@ describe('useTrackManagement', () => {
avatar: '👨',
originStationId: 'station-1',
destinationStationId: 'station-2',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -155,6 +157,8 @@ describe('useTrackManagement', () => {
pathRef: mockPathRef,
stations: mockStations,
passengers: mockPassengers,
maxCars: 3,
carSpacing: 7,
})
)
@@ -174,6 +178,8 @@ describe('useTrackManagement', () => {
pathRef: mockPathRef,
stations: mockStations,
passengers: mockPassengers,
maxCars: 3,
carSpacing: 7,
}),
{
initialProps: { route: 1, position: 0 },
@@ -200,6 +206,8 @@ describe('useTrackManagement', () => {
pathRef: mockPathRef,
stations: mockStations,
passengers: mockPassengers,
maxCars: 3,
carSpacing: 7,
}),
{
initialProps: { route: 1, position: 0 },
@@ -227,6 +235,8 @@ describe('useTrackManagement', () => {
pathRef: mockPathRef,
stations: mockStations,
passengers: mockPassengers,
maxCars: 3,
carSpacing: 7,
}),
{
initialProps: { route: 1, position: -5 },
@@ -250,9 +260,11 @@ describe('useTrackManagement', () => {
avatar: '👩',
originStationId: 'station-1',
destinationStationId: 'station-2',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -287,12 +299,15 @@ describe('useTrackManagement', () => {
const newPassengers: Passenger[] = [
{
id: 'passenger-2',
name: 'Passenger 2',
avatar: '👩',
originStationId: 'station-1',
destinationStationId: 'station-2',
isBoarded: false,
isDelivered: false,
isUrgent: false,
claimedBy: null,
deliveredBy: null,
carIndex: null,
timestamp: Date.now(),
},
]
@@ -328,7 +343,9 @@ describe('useTrackManagement', () => {
})
test('updates passengers immediately during same route', () => {
const updatedPassengers: Passenger[] = [{ ...mockPassengers[0], isBoarded: true }]
const updatedPassengers: Passenger[] = [
{ ...mockPassengers[0], claimedBy: 'player1', carIndex: 0 },
]
const { result, rerender } = renderHook(
({ passengers, position }) =>
@@ -368,6 +385,8 @@ describe('useTrackManagement', () => {
pathRef: mockPathRef,
stations: mockStations,
passengers: mockPassengers,
maxCars: 3,
carSpacing: 7,
})
)

View File

@@ -1,6 +1,5 @@
import { useEffect, useRef } from 'react'
import { useComplementRace } from '@/arcade-games/complement-race/Provider'
import { calculateMaxConcurrentPassengers, generatePassengers } from '../lib/passengerGenerator'
import { useSoundEffects } from './useSoundEffects'
/**
@@ -44,26 +43,42 @@ export function useSteamJourney() {
const gameStartTimeRef = useRef<number>(0)
const lastUpdateRef = useRef<number>(0)
const routeExitThresholdRef = useRef<number>(107) // Default for 1 car: 100 + 7
const missedPassengersRef = useRef<Set<string>>(new Set()) // Track which passengers have been logged as missed
const pendingBoardingRef = useRef<Set<string>>(new Set()) // Track passengers with pending boarding requests across frames
// Initialize game start time and generate initial passengers
// Initialize game start time
useEffect(() => {
if (state.isGameActive && state.style === 'sprint' && gameStartTimeRef.current === 0) {
gameStartTimeRef.current = Date.now()
lastUpdateRef.current = Date.now()
// Generate initial passengers if none exist
if (state.passengers.length === 0) {
const newPassengers = generatePassengers(state.stations)
dispatch({ type: 'GENERATE_PASSENGERS', passengers: newPassengers })
// Calculate and store exit threshold for this route
const CAR_SPACING = 7
const maxPassengers = calculateMaxConcurrentPassengers(newPassengers, state.stations)
const maxCars = Math.max(1, maxPassengers)
routeExitThresholdRef.current = 100 + maxCars * CAR_SPACING
}
}
}, [state.isGameActive, state.style, state.stations, state.passengers.length, dispatch])
}, [state.isGameActive, state.style, state.stations, state.passengers])
// Calculate exit threshold when route changes or config updates
useEffect(() => {
if (state.passengers.length > 0 && state.stations.length > 0) {
const CAR_SPACING = 7
// Use server-calculated maxConcurrentPassengers
const maxCars = Math.max(1, state.maxConcurrentPassengers || 3)
routeExitThresholdRef.current = 100 + maxCars * CAR_SPACING
}
}, [state.currentRoute, state.passengers, state.stations, state.maxConcurrentPassengers])
// Clean up pendingBoardingRef when passengers are claimed/delivered or route changes
useEffect(() => {
// Remove passengers from pending set if they've been claimed or delivered
state.passengers.forEach((passenger) => {
if (passenger.claimedBy !== null || passenger.deliveredBy !== null) {
pendingBoardingRef.current.delete(passenger.id)
}
})
}, [state.passengers])
// Clear all pending boarding requests when route changes
useEffect(() => {
pendingBoardingRef.current.clear()
missedPassengersRef.current.clear()
}, [state.currentRoute])
// Momentum decay and position update loop
useEffect(() => {
@@ -112,81 +127,41 @@ export function useSteamJourney() {
// Check for passengers that should board
// Passengers board when an EMPTY car reaches their station
const CAR_SPACING = 7 // Must match SteamTrainJourney component
const maxPassengers = calculateMaxConcurrentPassengers(state.passengers, state.stations)
const maxCars = Math.max(1, maxPassengers)
const currentBoardedPassengers = state.passengers.filter((p) => p.isBoarded && !p.isDelivered)
// Use server-calculated maxConcurrentPassengers (updates per route based on passenger layout)
const maxCars = Math.max(1, state.maxConcurrentPassengers || 3)
// Debug logging flag - enable when debugging passenger boarding issues
// TO ENABLE: Change this to true, save, and the logs will appear in the browser console
// When you see passengers getting left behind, copy the entire console log and paste into Claude Code
const DEBUG_PASSENGER_BOARDING = false
if (DEBUG_PASSENGER_BOARDING) {
console.log('\n'.repeat(3))
console.log('='.repeat(80))
console.log('🚂 PASSENGER BOARDING DEBUG LOG')
console.log('='.repeat(80))
console.log('ISSUE: Passengers are getting left behind at stations')
console.log('PURPOSE: This log captures all state during boarding/delivery logic')
console.log('USAGE: Copy this entire log and paste into Claude Code for debugging')
console.log('='.repeat(80))
console.log('\n📊 CURRENT FRAME STATE:')
console.log(` Train Position: ${trainPosition.toFixed(2)}`)
console.log(` Speed: ${speed.toFixed(2)}% per second`)
console.log(` Momentum: ${newMomentum.toFixed(2)}`)
console.log(` Max Cars: ${maxCars}`)
console.log(` Car Spacing: ${CAR_SPACING}`)
console.log(` Distance Tolerance: 5`)
console.log('\n🚉 STATIONS:')
state.stations.forEach((station) => {
console.log(` ${station.emoji} ${station.name} (ID: ${station.id})`)
console.log(` Position: ${station.position}`)
})
console.log('\n👥 ALL PASSENGERS:')
state.passengers.forEach((p, idx) => {
const origin = state.stations.find((s) => s.id === p.originStationId)
const dest = state.stations.find((s) => s.id === p.destinationStationId)
console.log(` [${idx}] ${p.name} (ID: ${p.id})`)
// Debug: Log train configuration at start (only once per route)
if (trainPosition < 1 && state.passengers.length > 0) {
const lastLoggedRoute = (window as any).__lastLoggedRoute || 0
if (lastLoggedRoute !== state.currentRoute) {
console.log(
` Status: ${p.isDelivered ? 'DELIVERED' : p.isBoarded ? 'BOARDED' : 'WAITING'}`
`\n🚆 ROUTE ${state.currentRoute} START - Train has ${maxCars} cars (server maxConcurrentPassengers: ${state.maxConcurrentPassengers}) for ${state.passengers.length} passengers`
)
console.log(
` Route: ${origin?.emoji} ${origin?.name} (pos ${origin?.position}) → ${dest?.emoji} ${dest?.name} (pos ${dest?.position})`
)
console.log(` Urgent: ${p.isUrgent}`)
})
console.log('\n🚃 CAR POSITIONS:')
for (let i = 0; i < maxCars; i++) {
const carPos = Math.max(0, trainPosition - (i + 1) * CAR_SPACING)
console.log(` Car ${i}: position ${carPos.toFixed(2)}`)
state.passengers.forEach((p) => {
const origin = state.stations.find((s) => s.id === p.originStationId)
const dest = state.stations.find((s) => s.id === p.destinationStationId)
console.log(
` 📍 ${p.name}: ${origin?.emoji} ${origin?.name} (${origin?.position}) → ${dest?.emoji} ${dest?.name} (${dest?.position}) ${p.isUrgent ? '⚡' : ''}`
)
})
console.log('') // Blank line for readability
;(window as any).__lastLoggedRoute = state.currentRoute
}
console.log('\n🔍 CURRENTLY BOARDED PASSENGERS:')
currentBoardedPassengers.forEach((p, carIndex) => {
const carPos = Math.max(0, trainPosition - (carIndex + 1) * CAR_SPACING)
const dest = state.stations.find((s) => s.id === p.destinationStationId)
const distToDest = Math.abs(carPos - (dest?.position || 0))
console.log(` Car ${carIndex}: ${p.name}`)
console.log(` Car position: ${carPos.toFixed(2)}`)
console.log(` Destination: ${dest?.emoji} ${dest?.name} (pos ${dest?.position})`)
console.log(` Distance to dest: ${distToDest.toFixed(2)}`)
console.log(` Will deliver: ${distToDest < 5 ? 'YES' : 'NO'}`)
})
}
const currentBoardedPassengers = state.passengers.filter(
(p) => p.claimedBy !== null && p.deliveredBy === null
)
// FIRST: Identify which passengers will be delivered in this frame
const passengersToDeliver = new Set<string>()
currentBoardedPassengers.forEach((passenger, carIndex) => {
if (!passenger || passenger.isDelivered) return
currentBoardedPassengers.forEach((passenger) => {
if (!passenger || passenger.deliveredBy !== null || passenger.carIndex === null) return
const station = state.stations.find((s) => s.id === passenger.destinationStationId)
if (!station) return
// Calculate this passenger's car position
const carPosition = Math.max(0, trainPosition - (carIndex + 1) * CAR_SPACING)
// Calculate this passenger's car position using PHYSICAL carIndex
const carPosition = Math.max(0, trainPosition - (passenger.carIndex + 1) * CAR_SPACING)
const distance = Math.abs(carPosition - station.position)
// If this car is at the destination station (within 5% tolerance), mark for delivery
@@ -195,154 +170,155 @@ export function useSteamJourney() {
}
})
// Build a map of which cars are occupied (excluding passengers being delivered this frame)
// Build a map of which cars are occupied (using PHYSICAL car index, not array index!)
// This is critical: passenger.carIndex stores the physical car (0-N) they're seated in
const occupiedCars = new Map<number, (typeof currentBoardedPassengers)[0]>()
currentBoardedPassengers.forEach((passenger, arrayIndex) => {
currentBoardedPassengers.forEach((passenger) => {
// Don't count a car as occupied if its passenger is being delivered this frame
if (!passengersToDeliver.has(passenger.id)) {
occupiedCars.set(arrayIndex, passenger)
if (!passengersToDeliver.has(passenger.id) && passenger.carIndex !== null) {
occupiedCars.set(passenger.carIndex, passenger) // Use physical carIndex, NOT array index!
}
})
if (DEBUG_PASSENGER_BOARDING) {
console.log('\n📦 PASSENGERS TO DELIVER THIS FRAME:')
if (passengersToDeliver.size === 0) {
console.log(' None')
} else {
passengersToDeliver.forEach((id) => {
const p = state.passengers.find((passenger) => passenger.id === id)
console.log(` - ${p?.name} (ID: ${id})`)
})
}
console.log('\n🚗 OCCUPIED CARS (after excluding deliveries):')
if (occupiedCars.size === 0) {
console.log(' All cars are empty')
} else {
occupiedCars.forEach((passenger, carIndex) => {
console.log(` Car ${carIndex}: ${passenger.name}`)
})
}
console.log('\n🔄 BOARDING ATTEMPTS:')
}
// Track which cars are assigned in THIS frame to prevent double-boarding
const carsAssignedThisFrame = new Set<number>()
// Find waiting passengers whose origin station has an empty car nearby
state.passengers.forEach((passenger) => {
if (passenger.isBoarded || passenger.isDelivered) return
const station = state.stations.find((s) => s.id === passenger.originStationId)
if (!station) return
if (DEBUG_PASSENGER_BOARDING) {
console.log(
`\n Passenger: ${passenger.name} waiting at ${station.emoji} ${station.name} (pos ${station.position})`
)
}
// Check if any empty car is at this station
// Cars are at positions: trainPosition - 7, trainPosition - 14, etc.
let boarded = false
for (let carIndex = 0; carIndex < maxCars; carIndex++) {
const carPosition = Math.max(0, trainPosition - (carIndex + 1) * CAR_SPACING)
const distance = Math.abs(carPosition - station.position)
if (DEBUG_PASSENGER_BOARDING) {
const isOccupied = occupiedCars.has(carIndex)
const isAssigned = carsAssignedThisFrame.has(carIndex)
const inRange = distance < 5
const occupant = occupiedCars.get(carIndex)
console.log(` Car ${carIndex} @ pos ${carPosition.toFixed(2)}:`)
console.log(` Distance to station: ${distance.toFixed(2)}`)
console.log(` In range (<5): ${inRange}`)
console.log(
` Occupied: ${isOccupied}${isOccupied ? ` (by ${occupant?.name})` : ''}`
)
console.log(` Assigned this frame: ${isAssigned}`)
console.log(` Can board: ${!isOccupied && !isAssigned && inRange}`)
}
// Skip if this car already has a passenger OR was assigned this frame
if (occupiedCars.has(carIndex) || carsAssignedThisFrame.has(carIndex)) continue
const distance2 = Math.abs(carPosition - station.position)
// If car is at or near station (within 5% tolerance for fast trains), board this passenger
// Increased tolerance to ensure fast-moving trains don't miss passengers
if (distance2 < 5) {
if (DEBUG_PASSENGER_BOARDING) {
console.log(` ✅ BOARDING ${passenger.name} onto Car ${carIndex}`)
}
dispatch({
type: 'BOARD_PASSENGER',
passengerId: passenger.id,
})
// Mark this car as assigned in this frame
carsAssignedThisFrame.add(carIndex)
boarded = true
return // Board this passenger and move on
}
}
if (DEBUG_PASSENGER_BOARDING && !boarded) {
console.log(`${passenger.name} NOT BOARDED - no suitable car found`)
}
})
if (DEBUG_PASSENGER_BOARDING) {
console.log('\n🎯 DELIVERY ATTEMPTS:')
}
// Check for deliverable passengers
// Passengers disembark when THEIR car reaches their destination
currentBoardedPassengers.forEach((passenger, carIndex) => {
if (!passenger || passenger.isDelivered) return
// PRIORITY 1: Process deliveries FIRST (dispatch DELIVER moves before BOARD moves)
// This ensures the server frees up cars before processing new boarding requests
currentBoardedPassengers.forEach((passenger) => {
if (!passenger || passenger.deliveredBy !== null || passenger.carIndex === null) return
const station = state.stations.find((s) => s.id === passenger.destinationStationId)
if (!station) return
// Calculate this passenger's car position
const carPosition = Math.max(0, trainPosition - (carIndex + 1) * CAR_SPACING)
// Calculate this passenger's car position using PHYSICAL carIndex
const carPosition = Math.max(0, trainPosition - (passenger.carIndex + 1) * CAR_SPACING)
const distance = Math.abs(carPosition - station.position)
// If this car is at the destination station (within 5% tolerance), deliver
if (distance < 5) {
if (DEBUG_PASSENGER_BOARDING) {
console.log(
` ✅ DELIVERING ${passenger.name} from Car ${carIndex} to ${station.emoji} ${station.name}`
)
console.log(
` Car position: ${carPosition.toFixed(2)}, Station: ${station.position}, Distance: ${distance.toFixed(2)}`
)
}
const points = passenger.isUrgent ? 20 : 10
console.log(
`🎯 DELIVERY: ${passenger.name} delivered from Car ${passenger.carIndex} to ${station.emoji} ${station.name} (+${points} pts) (trainPos=${trainPosition.toFixed(1)}, carPos=${carPosition.toFixed(1)}, stationPos=${station.position})`
)
dispatch({
type: 'DELIVER_PASSENGER',
passengerId: passenger.id,
points,
})
} else if (DEBUG_PASSENGER_BOARDING) {
}
})
// Debug: Log car states periodically at stations
const isAtStation = state.stations.some((s) => Math.abs(trainPosition - s.position) < 3)
if (isAtStation && Math.floor(trainPosition) !== Math.floor(state.trainPosition)) {
const nearStation = state.stations.find((s) => Math.abs(trainPosition - s.position) < 3)
console.log(
`\n🚃 Train arriving at ${nearStation?.emoji} ${nearStation?.name} (trainPos=${trainPosition.toFixed(1)}) - ${maxCars} cars total:`
)
for (let i = 0; i < maxCars; i++) {
const carPos = Math.max(0, trainPosition - (i + 1) * CAR_SPACING)
const occupant = occupiedCars.get(i)
if (occupant) {
const dest = state.stations.find((s) => s.id === occupant.destinationStationId)
console.log(
` Car ${i}: @ ${carPos.toFixed(1)}% - ${occupant.name}${dest?.emoji} ${dest?.name}`
)
} else {
console.log(` Car ${i}: @ ${carPos.toFixed(1)}% - EMPTY`)
}
}
}
// Track which cars are assigned in THIS frame to prevent double-boarding
const carsAssignedThisFrame = new Set<number>()
// Track which passengers are assigned in THIS frame to prevent same passenger boarding multiple cars
const passengersAssignedThisFrame = new Set<string>()
// PRIORITY 2: Process boardings AFTER deliveries
// Find waiting passengers whose origin station has an empty car nearby
state.passengers.forEach((passenger) => {
// Skip if already claimed or delivered (optimistic update marks immediately)
if (passenger.claimedBy !== null || passenger.deliveredBy !== null) return
// Skip if already assigned in this frame OR has a pending boarding request from previous frames
if (
passengersAssignedThisFrame.has(passenger.id) ||
pendingBoardingRef.current.has(passenger.id)
)
return
const station = state.stations.find((s) => s.id === passenger.originStationId)
if (!station) return
// Don't allow boarding if locomotive has passed too far beyond this station
// Station stays open until the LAST car has passed (accounting for train length)
const STATION_CLOSURE_BUFFER = 10 // Extra buffer beyond the last car
const lastCarOffset = maxCars * CAR_SPACING // Distance from locomotive to last car
const stationClosureThreshold = lastCarOffset + STATION_CLOSURE_BUFFER
if (trainPosition > station.position + stationClosureThreshold) {
console.log(
` ${passenger.name} in Car ${carIndex} heading to ${station.emoji} ${station.name}`
`❌ MISSED: ${passenger.name} at ${station.emoji} ${station.name} - train too far past (trainPos=${trainPosition.toFixed(1)}, station=${station.position}, threshold=${stationClosureThreshold})`
)
return
}
// Check if any empty car is at this station
// Cars are at positions: trainPosition - 7, trainPosition - 14, etc.
let closestCarDistance = 999
let closestCarReason = ''
for (let carIndex = 0; carIndex < maxCars; carIndex++) {
const carPosition = Math.max(0, trainPosition - (carIndex + 1) * CAR_SPACING)
const distance = Math.abs(carPosition - station.position)
if (distance < closestCarDistance) {
closestCarDistance = distance
if (occupiedCars.has(carIndex)) {
const occupant = occupiedCars.get(carIndex)
closestCarReason = `Car ${carIndex} occupied by ${occupant?.name}`
} else if (carsAssignedThisFrame.has(carIndex)) {
closestCarReason = `Car ${carIndex} just assigned`
} else if (distance >= 5) {
closestCarReason = `Car ${carIndex} too far (dist=${distance.toFixed(1)})`
} else {
closestCarReason = 'available'
}
}
// Skip if this car already has a passenger OR was assigned this frame
if (occupiedCars.has(carIndex) || carsAssignedThisFrame.has(carIndex)) continue
// If car is at or near station (within 5% tolerance for fast trains), board this passenger
if (distance < 5) {
console.log(
`🚂 BOARDING: ${passenger.name} boarding Car ${carIndex} at ${station.emoji} ${station.name} (trainPos=${trainPosition.toFixed(1)}, carPos=${carPosition.toFixed(1)}, stationPos=${station.position})`
)
// Mark as pending BEFORE dispatch to prevent duplicate boarding attempts across frames
pendingBoardingRef.current.add(passenger.id)
dispatch({
type: 'BOARD_PASSENGER',
passengerId: passenger.id,
carIndex, // Pass physical car index to server
})
// Mark this car and passenger as assigned in this frame
carsAssignedThisFrame.add(carIndex)
passengersAssignedThisFrame.add(passenger.id)
return // Board this passenger and move on
}
}
// If we get here, passenger wasn't boarded - log why
if (closestCarDistance < 10) {
// Only log if train is somewhat near
console.log(
` Car position: ${carPosition.toFixed(2)}, Station: ${station.position}, Distance: ${distance.toFixed(2)}`
`⏸️ WAITING: ${passenger.name} at ${station.emoji} ${station.name} - ${closestCarReason} (trainPos=${trainPosition.toFixed(1)}, maxCars=${maxCars})`
)
}
})
if (DEBUG_PASSENGER_BOARDING) {
console.log(`\n${'='.repeat(80)}`)
console.log('END OF DEBUG LOG')
console.log('='.repeat(80))
}
// Check for route completion (entire train exits tunnel)
// Use stored threshold (stable for entire route)
const ENTIRE_TRAIN_EXIT_THRESHOLD = routeExitThresholdRef.current
if (
@@ -363,46 +339,12 @@ export function useSteamJourney() {
stations: state.stations,
})
// Generate new passengers
const newPassengers = generatePassengers(state.stations)
dispatch({ type: 'GENERATE_PASSENGERS', passengers: newPassengers })
// Calculate and store new exit threshold for next route
const newMaxPassengers = calculateMaxConcurrentPassengers(newPassengers, state.stations)
const newMaxCars = Math.max(1, newMaxPassengers)
routeExitThresholdRef.current = 100 + newMaxCars * CAR_SPACING
// Note: New passengers will be generated by the server when it handles START_NEW_ROUTE
}
}, UPDATE_INTERVAL)
return () => clearInterval(interval)
}, [
state.isGameActive,
state.style,
state.momentum,
state.trainPosition,
state.timeoutSetting,
state.passengers,
state.stations,
state.currentRoute,
dispatch,
playSound,
])
// Auto-regenerate passengers when all are delivered
useEffect(() => {
if (!state.isGameActive || state.style !== 'sprint') return
// Check if all passengers are delivered
const allDelivered = state.passengers.length > 0 && state.passengers.every((p) => p.isDelivered)
if (allDelivered) {
// Generate new passengers after a short delay
setTimeout(() => {
const newPassengers = generatePassengers(state.stations)
dispatch({ type: 'GENERATE_PASSENGERS', passengers: newPassengers })
}, 1000)
}
}, [state.isGameActive, state.style, state.passengers, state.stations, dispatch])
}, [state.isGameActive, state.style, state.timeoutSetting, dispatch, playSound])
// Add momentum on correct answer
useEffect(() => {

View File

@@ -1,5 +1,5 @@
import { useEffect, useRef, useState } from 'react'
import type { Passenger, Station } from '../lib/gameTypes'
import type { Passenger, Station } from '@/arcade-games/complement-race/types'
import { generateLandmarks, type Landmark } from '../lib/landmarks'
import type { RailroadTrackGenerator } from '../lib/RailroadTrackGenerator'
@@ -78,21 +78,33 @@ export function useTrackManagement({
useEffect(() => {
// Only switch to new passengers when:
// 1. Train has reset to start position (< 0) - track has changed, OR
// 2. Same route AND train is in middle of track (10-90%) - gameplay updates like boarding/delivering
// 2. Same route AND (in middle of track OR passengers have changed state)
const trainReset = trainPosition < 0
const sameRoute = currentRoute === displayRouteRef.current
const inMiddleOfTrack = trainPosition >= 10 && trainPosition < 90 // Avoid start/end transition zones
// Detect if passenger states have changed (boarding or delivery)
// This allows updates even when train is past 90% threshold
const passengerStatesChanged =
sameRoute &&
passengers.some((p) => {
const oldPassenger = displayPassengers.find((dp) => dp.id === p.id)
return (
oldPassenger &&
(oldPassenger.claimedBy !== p.claimedBy || oldPassenger.deliveredBy !== p.deliveredBy)
)
})
if (trainReset) {
// Train reset - update to new route's passengers
setDisplayPassengers(passengers)
displayRouteRef.current = currentRoute
} else if (sameRoute && inMiddleOfTrack) {
// Same route and train in middle of track - update passengers for gameplay changes (boarding/delivery)
} else if (sameRoute && (inMiddleOfTrack || passengerStatesChanged)) {
// Same route and either in middle of track OR passenger states changed - update for gameplay
setDisplayPassengers(passengers)
}
// Otherwise, keep displaying old passengers until train resets
}, [passengers, trainPosition, currentRoute])
}, [passengers, displayPassengers, trainPosition, currentRoute])
// Generate ties and rails when path is ready
useEffect(() => {

View File

@@ -11,6 +11,7 @@ import {
useContext,
useEffect,
useMemo,
useRef,
useState,
type ReactNode,
} from 'react'
@@ -37,6 +38,7 @@ interface CompatibleGameState {
style: string
timeoutSetting: string
complementDisplay: string
maxConcurrentPassengers: number
// Current question (extracted from currentQuestions[localPlayerId])
currentQuestion: any | null
@@ -101,7 +103,7 @@ interface ComplementRaceContextValue {
lastError: string | null
startGame: () => void
submitAnswer: (answer: number, responseTime: number) => void
claimPassenger: (passengerId: string) => void
claimPassenger: (passengerId: string, carIndex: number) => void
deliverPassenger: (passengerId: string) => void
nextQuestion: () => void
endGame: () => void
@@ -110,6 +112,7 @@ interface ComplementRaceContextValue {
setConfig: (field: keyof ComplementRaceConfig, value: unknown) => void
clearError: () => void
exitSession: () => void
boostMomentum: (correct: boolean) => void // Client-side momentum boost/reduce
}
const ComplementRaceContext = createContext<ComplementRaceContextValue | null>(null)
@@ -127,12 +130,71 @@ export function useComplementRace() {
/**
* Optimistic move application (client-side prediction)
* For now, just return current state - server will validate and send back authoritative state
* Apply moves immediately on client for responsive UI, server will confirm or reject
*/
function applyMoveOptimistically(state: ComplementRaceState, move: GameMove): ComplementRaceState {
// Simple optimistic updates can be added here later
// For now, rely on server validation
return state
const typedMove = move as ComplementRaceMove
switch (typedMove.type) {
case 'CLAIM_PASSENGER': {
// Optimistically mark passenger as claimed and assign to car
const passengerId = typedMove.data.passengerId
const carIndex = typedMove.data.carIndex
const updatedPassengers = state.passengers.map((p) =>
p.id === passengerId ? { ...p, claimedBy: typedMove.playerId, carIndex } : p
)
// Optimistically add to player's passenger list
const updatedPlayers = { ...state.players }
const player = updatedPlayers[typedMove.playerId]
if (player) {
updatedPlayers[typedMove.playerId] = {
...player,
passengers: [...player.passengers, passengerId],
}
}
return {
...state,
passengers: updatedPassengers,
players: updatedPlayers,
}
}
case 'DELIVER_PASSENGER': {
// Optimistically mark passenger as delivered and award points
const passengerId = typedMove.data.passengerId
const passenger = state.passengers.find((p) => p.id === passengerId)
if (!passenger) return state
const points = passenger.isUrgent ? 20 : 10
const updatedPassengers = state.passengers.map((p) =>
p.id === passengerId ? { ...p, deliveredBy: typedMove.playerId } : p
)
// Optimistically remove from player's passenger list and update score
const updatedPlayers = { ...state.players }
const player = updatedPlayers[typedMove.playerId]
if (player) {
updatedPlayers[typedMove.playerId] = {
...player,
passengers: player.passengers.filter((id) => id !== passengerId),
deliveredPassengers: player.deliveredPassengers + 1,
score: player.score + points,
}
}
return {
...state,
passengers: updatedPassengers,
players: updatedPlayers,
}
}
default:
// For other moves, rely on server validation
return state
}
}
/**
@@ -251,10 +313,28 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
// Debug logging ref (track last logged values)
const lastLogRef = useState({ key: '', count: 0 })[0]
// Client-side smooth movement state
// Client-side game state (NOT synced to server - purely visual/gameplay)
const [clientMomentum, setClientMomentum] = useState(10) // Start at 10 for gentle push
const [clientPosition, setClientPosition] = useState(0)
const [clientPressure, setClientPressure] = useState(0)
const lastUpdateRef = useRef(Date.now())
const gameStartTimeRef = useRef(0)
// Decay rates based on skill level (momentum lost per second)
const MOMENTUM_DECAY_RATES = {
preschool: 2.0,
kindergarten: 3.5,
relaxed: 5.0,
slow: 7.0,
normal: 9.0,
fast: 11.0,
expert: 13.0,
}
const MOMENTUM_GAIN_PER_CORRECT = 15
const MOMENTUM_LOSS_PER_WRONG = 10
const SPEED_MULTIPLIER = 0.15 // momentum * 0.15 = % per second
const UPDATE_INTERVAL = 50 // 50ms = ~20fps
// Transform multiplayer state to look like single-player state
const compatibleState = useMemo((): CompatibleGameState => {
@@ -280,6 +360,7 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
style: multiplayerState.config.style,
timeoutSetting: multiplayerState.config.timeoutSetting,
complementDisplay: multiplayerState.config.complementDisplay,
maxConcurrentPassengers: multiplayerState.config.maxConcurrentPassengers,
// Current question
currentQuestion: localPlayerId
@@ -319,10 +400,10 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
previousPosition: ai.position,
})),
// Sprint mode specific
momentum: localPlayer?.momentum || 0,
trainPosition: clientPosition, // Use client-calculated smooth position
pressure: clientPressure, // Use client-calculated smooth pressure
// Sprint mode specific (all client-side for smooth movement)
momentum: clientMomentum, // Client-only state with continuous decay
trainPosition: clientPosition, // Client-calculated from momentum
pressure: clientPressure, // Client-calculated from momentum (0-150 PSI)
elapsedTime: multiplayerState.gameStartTime ? Date.now() - multiplayerState.gameStartTime : 0,
lastCorrectAnswerTime: localPlayer?.lastAnswerTime || Date.now(),
currentRoute: multiplayerState.currentRoute,
@@ -346,68 +427,82 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
}
}, [multiplayerState, localPlayerId, localUIState, clientPosition, clientPressure])
// Client-side game loop for smooth train movement
// Initialize game start time when game becomes active
useEffect(() => {
if (compatibleState.style !== 'sprint' || !compatibleState.isGameActive) return
if (compatibleState.isGameActive && compatibleState.style === 'sprint') {
if (gameStartTimeRef.current === 0) {
gameStartTimeRef.current = Date.now()
lastUpdateRef.current = Date.now()
// Reset client state for new game
setClientMomentum(10) // Start with gentle push
setClientPosition(0)
setClientPressure((10 / 100) * 150) // Initial pressure from starting momentum
}
} else {
// Reset when game ends
gameStartTimeRef.current = 0
}
}, [compatibleState.isGameActive, compatibleState.style])
const UPDATE_INTERVAL = 50 // 50ms = ~20fps
const SPEED_MULTIPLIER = 0.15 // speed = momentum * 0.15 (% per second)
// Main client-side game loop: momentum decay and position calculation
useEffect(() => {
if (!compatibleState.isGameActive || compatibleState.style !== 'sprint') return
const interval = setInterval(() => {
const now = Date.now()
const deltaTime = now - lastUpdateRef.current
lastUpdateRef.current = now
// Get server momentum (authoritative)
const serverMomentum = compatibleState.momentum
// Get decay rate based on skill level
const decayRate =
MOMENTUM_DECAY_RATES[compatibleState.timeoutSetting as keyof typeof MOMENTUM_DECAY_RATES] ||
MOMENTUM_DECAY_RATES.normal
// Calculate speed from momentum
const speed = serverMomentum * SPEED_MULTIPLIER
setClientMomentum((prevMomentum) => {
// Calculate momentum decay for this frame
const momentumLoss = (decayRate * deltaTime) / 1000
// Update position continuously based on momentum
const positionDelta = (speed * deltaTime) / 1000
setClientPosition((prev) => prev + positionDelta)
// Update momentum (don't go below 0)
const newMomentum = Math.max(0, prevMomentum - momentumLoss)
// Calculate pressure from momentum (0-150 PSI)
const pressure = Math.min(150, (serverMomentum / 100) * 150)
setClientPressure(pressure)
// Calculate speed from momentum (% per second)
const speed = newMomentum * SPEED_MULTIPLIER
// Update position (accumulate, never go backward)
const positionDelta = (speed * deltaTime) / 1000
setClientPosition((prev) => prev + positionDelta)
// Calculate pressure (0-150 PSI)
const pressure = Math.min(150, (newMomentum / 100) * 150)
setClientPressure(pressure)
return newMomentum
})
}, UPDATE_INTERVAL)
return () => clearInterval(interval)
}, [compatibleState.style, compatibleState.isGameActive, compatibleState.momentum])
// Sync client position with server position on route changes/resets
useEffect(() => {
const serverPosition = multiplayerState.players[localPlayerId || '']?.position || 0
// Only sync if there's a significant jump (route change)
if (Math.abs(serverPosition - clientPosition) > 10) {
setClientPosition(serverPosition)
}
}, [multiplayerState.players, localPlayerId, clientPosition])
// Debug logging: only log on answer submission or significant events
useEffect(() => {
if (compatibleState.style === 'sprint' && compatibleState.isGameActive) {
const key = `${compatibleState.correctAnswers}`
// Only log on new answers (not every frame)
if (lastLogRef.key !== key) {
console.log(
`🚂 Answer #${compatibleState.correctAnswers}: momentum=${compatibleState.momentum} pos=${Math.floor(compatibleState.trainPosition)} pressure=${compatibleState.pressure} streak=${compatibleState.streak}`
)
lastLogRef.key = key
}
}
}, [
compatibleState.correctAnswers,
compatibleState.momentum,
compatibleState.trainPosition,
compatibleState.pressure,
compatibleState.streak,
compatibleState.style,
compatibleState.isGameActive,
compatibleState.style,
compatibleState.timeoutSetting,
MOMENTUM_DECAY_RATES,
SPEED_MULTIPLIER,
UPDATE_INTERVAL,
])
// Reset client position when route changes
useEffect(() => {
const currentRoute = multiplayerState.currentRoute
// When route changes, reset position and give starting momentum
if (currentRoute > 1 && compatibleState.style === 'sprint') {
setClientPosition(0)
setClientMomentum(10) // Reset to starting momentum (gentle push)
}
}, [multiplayerState.currentRoute, compatibleState.style])
// Keep lastLogRef for future debugging needs
// (removed debug logging)
// Action creators
const startGame = useCallback(() => {
if (activePlayers.length === 0) {
@@ -452,7 +547,7 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
)
const claimPassenger = useCallback(
(passengerId: string) => {
(passengerId: string, carIndex: number) => {
const currentPlayerId = activePlayers.find((id) => {
const player = players.get(id)
return player?.isLocal
@@ -464,7 +559,7 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
type: 'CLAIM_PASSENGER',
playerId: currentPlayerId,
userId: viewerId || '',
data: { passengerId },
data: { passengerId, carIndex },
} as ComplementRaceMove)
},
[activePlayers, players, viewerId, sendMove]
@@ -606,8 +701,8 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
break
case 'BOARD_PASSENGER':
case 'CLAIM_PASSENGER':
if (action.passengerId !== undefined) {
claimPassenger(action.passengerId)
if (action.passengerId !== undefined && action.carIndex !== undefined) {
claimPassenger(action.passengerId, action.carIndex)
}
break
case 'DELIVER_PASSENGER':
@@ -615,6 +710,17 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
deliverPassenger(action.passengerId)
}
break
case 'START_NEW_ROUTE':
// Send route progression to server
if (action.routeNumber !== undefined) {
sendMove({
type: 'START_NEW_ROUTE',
playerId: activePlayers[0] || '',
userId: viewerId || '',
data: { routeNumber: action.routeNumber },
} as ComplementRaceMove)
}
break
// Local UI state actions
case 'UPDATE_INPUT':
setLocalUIState((prev) => ({ ...prev, currentInput: action.input || '' }))
@@ -654,8 +760,7 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
case 'UPDATE_STEAM_JOURNEY':
case 'UPDATE_DIFFICULTY_TRACKER':
case 'UPDATE_AI_SPEEDS':
case 'GENERATE_PASSENGERS':
case 'START_NEW_ROUTE':
case 'GENERATE_PASSENGERS': // Passengers generated server-side when route starts
case 'COMPLETE_ROUTE':
case 'HIDE_ROUTE_CELEBRATION':
case 'COMPLETE_LAP':
@@ -675,9 +780,28 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
claimPassenger,
deliverPassenger,
multiplayerState.questionStartTime,
sendMove,
activePlayers,
viewerId,
]
)
// Client-side momentum boost/reduce (sprint mode only)
const boostMomentum = useCallback(
(correct: boolean) => {
if (compatibleState.style !== 'sprint') return
setClientMomentum((prevMomentum) => {
if (correct) {
return Math.min(100, prevMomentum + MOMENTUM_GAIN_PER_CORRECT)
} else {
return Math.max(0, prevMomentum - MOMENTUM_LOSS_PER_WRONG)
}
})
},
[compatibleState.style, MOMENTUM_GAIN_PER_CORRECT, MOMENTUM_LOSS_PER_WRONG]
)
const contextValue: ComplementRaceContextValue = {
state: compatibleState, // Use transformed state
dispatch,
@@ -693,6 +817,7 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
setConfig,
clearError,
exitSession,
boostMomentum, // Client-side momentum control
}
return (

View File

@@ -76,12 +76,6 @@ export class ComplementRaceValidator
implements GameValidator<ComplementRaceState, ComplementRaceMove>
{
validateMove(state: ComplementRaceState, move: ComplementRaceMove): ValidationResult {
console.log('[ComplementRace] Validating move:', {
type: move.type,
playerId: move.playerId,
gamePhase: state.gamePhase,
})
switch (move.type) {
case 'START_GAME':
return this.validateStartGame(state, move.data.activePlayers, move.data.playerMetadata)
@@ -104,7 +98,12 @@ export class ComplementRaceValidator
return this.validateUpdateInput(state, move.playerId, move.data.input)
case 'CLAIM_PASSENGER':
return this.validateClaimPassenger(state, move.playerId, move.data.passengerId)
return this.validateClaimPassenger(
state,
move.playerId,
move.data.passengerId,
move.data.carIndex
)
case 'DELIVER_PASSENGER':
return this.validateDeliverPassenger(state, move.playerId, move.data.passengerId)
@@ -168,8 +167,7 @@ export class ComplementRaceValidator
bestStreak: 0,
correctAnswers: 0,
totalQuestions: 0,
position: 0,
momentum: 50, // Start with some momentum (position/pressure calculated client-side)
position: 0, // Only used for practice/survival; sprint mode is client-side
isReady: false,
isActive: true,
currentAnswer: null,
@@ -191,8 +189,25 @@ export class ComplementRaceValidator
? this.generatePassengers(state.config.passengerCount, state.stations)
: []
// Calculate maxConcurrentPassengers based on initial passenger layout (sprint mode only)
let updatedConfig = state.config
if (state.config.style === 'sprint' && passengers.length > 0) {
const maxConcurrentPassengers = Math.max(
1,
this.calculateMaxConcurrentPassengers(passengers, state.stations)
)
console.log(
`[Game Start] Calculated maxConcurrentPassengers: ${maxConcurrentPassengers} for ${passengers.length} passengers`
)
updatedConfig = {
...state.config,
maxConcurrentPassengers,
}
}
const newState: ComplementRaceState = {
...state,
config: updatedConfig,
gamePhase: 'playing', // Go directly to playing (countdown can be added later)
activePlayers,
playerMetadata: playerMetadata as typeof state.playerMetadata,
@@ -317,15 +332,9 @@ export class ComplementRaceValidator
updatedPlayer.position = Math.min(100, player.position + 100 / state.config.raceGoal)
}
} else if (state.config.style === 'sprint') {
// Sprint: Update momentum only (position calculated client-side for smooth movement)
if (correct) {
updatedPlayer.momentum = Math.min(100, player.momentum + 15)
} else {
updatedPlayer.momentum = Math.max(0, player.momentum - 10)
}
// Position is calculated client-side continuously based on momentum
// This allows for smooth 20fps movement instead of discrete jumps per answer
// Sprint: All momentum/position handled client-side for smooth 20fps movement
// Server only tracks scoring, passengers, and game progression
// No server-side position updates needed
} else if (state.config.style === 'survival') {
// Survival: Always move forward, speed based on accuracy
const moveDistance = correct ? 5 : 2
@@ -394,7 +403,8 @@ export class ComplementRaceValidator
private validateClaimPassenger(
state: ComplementRaceState,
playerId: string,
passengerId: string
passengerId: string,
carIndex: number
): ValidationResult {
if (state.config.style !== 'sprint') {
return { valid: false, error: 'Passengers only available in sprint mode' }
@@ -421,22 +431,27 @@ export class ComplementRaceValidator
return { valid: false, error: 'Passenger already claimed' }
}
// Check if player is at the origin station (within 5% tolerance)
const originStation = state.stations.find((s) => s.id === passenger.originStationId)
if (!originStation) {
return { valid: false, error: 'Origin station not found' }
// Sprint mode: Position is client-side, trust client's spatial checking
// (Client checks position in useSteamJourney before sending CLAIM move)
// Other modes: Validate position server-side
if (state.config.style !== 'sprint') {
const originStation = state.stations.find((s) => s.id === passenger.originStationId)
if (!originStation) {
return { valid: false, error: 'Origin station not found' }
}
const distance = Math.abs(player.position - originStation.position)
if (distance > 5) {
return { valid: false, error: 'Not at origin station' }
}
}
const distance = Math.abs(player.position - originStation.position)
if (distance > 5) {
return { valid: false, error: 'Not at origin station' }
}
// Claim passenger
// Claim passenger and assign to physical car
const updatedPassengers = [...state.passengers]
updatedPassengers[passengerIndex] = {
...passenger,
claimedBy: playerId,
carIndex, // Store which physical car (0-N) the passenger is seated in
}
const newState: ComplementRaceState = {
@@ -484,15 +499,19 @@ export class ComplementRaceValidator
return { valid: false, error: 'Passenger already delivered' }
}
// Check if player is at destination station (within 5% tolerance)
const destStation = state.stations.find((s) => s.id === passenger.destinationStationId)
if (!destStation) {
return { valid: false, error: 'Destination station not found' }
}
// Sprint mode: Position is client-side, trust client's spatial checking
// (Client checks position in useSteamJourney before sending DELIVER move)
// Other modes: Validate position server-side
if (state.config.style !== 'sprint') {
const destStation = state.stations.find((s) => s.id === passenger.destinationStationId)
if (!destStation) {
return { valid: false, error: 'Destination station not found' }
}
const distance = Math.abs(player.position - destStation.position)
if (distance > 5) {
return { valid: false, error: 'Not at destination station' }
const distance = Math.abs(player.position - destStation.position)
if (distance > 5) {
return { valid: false, error: 'Not at destination station' }
}
}
// Deliver passenger and award points
@@ -525,13 +544,12 @@ export class ComplementRaceValidator
return { valid: false, error: 'Routes only available in sprint mode' }
}
// Reset all player positions to 0 for new route
// Reset all player positions to 0 for new route (client handles momentum reset)
const resetPlayers: Record<string, PlayerState> = {}
for (const [playerId, player] of Object.entries(state.players)) {
resetPlayers[playerId] = {
...player,
position: 0,
momentum: 50, // Reset momentum to starting value
position: 0, // Server position not used in sprint; client will reset
passengers: [], // Clear any remaining passengers
}
}
@@ -539,12 +557,26 @@ export class ComplementRaceValidator
// Generate new passengers
const newPassengers = this.generatePassengers(state.config.passengerCount, state.stations)
// Calculate maxConcurrentPassengers based on the new route's passenger layout
const maxConcurrentPassengers = Math.max(
1,
this.calculateMaxConcurrentPassengers(newPassengers, state.stations)
)
console.log(
`[Route ${routeNumber}] Calculated maxConcurrentPassengers: ${maxConcurrentPassengers} for ${newPassengers.length} passengers`
)
const newState: ComplementRaceState = {
...state,
currentRoute: routeNumber,
routeStartTime: Date.now(),
players: resetPlayers,
passengers: newPassengers,
config: {
...state.config,
maxConcurrentPassengers, // Update config with calculated value
},
}
return { valid: true, newState }
@@ -665,34 +697,118 @@ export class ComplementRaceValidator
private generatePassengers(count: number, stations: Station[]): Passenger[] {
const passengers: Passenger[] = []
const usedCombos = new Set<string>()
for (let i = 0; i < count; i++) {
// Pick random origin and destination (must be different)
const originIndex = Math.floor(Math.random() * stations.length)
let destIndex = Math.floor(Math.random() * stations.length)
while (destIndex === originIndex) {
destIndex = Math.floor(Math.random() * stations.length)
let name: string
let avatar: string
let comboKey: string
// Keep trying until we get a unique name/avatar combo
do {
const nameIndex = Math.floor(Math.random() * PASSENGER_NAMES.length)
const avatarIndex = Math.floor(Math.random() * PASSENGER_AVATARS.length)
name = PASSENGER_NAMES[nameIndex]
avatar = PASSENGER_AVATARS[avatarIndex]
comboKey = `${name}-${avatar}`
} while (usedCombos.has(comboKey) && usedCombos.size < 100) // Prevent infinite loop
usedCombos.add(comboKey)
// Pick origin and destination stations
// KEY: Destination must be AHEAD of origin (higher position on track)
// This ensures passengers travel forward, creating better overlap
let originStation: Station
let destinationStation: Station
if (Math.random() < 0.4 || stations.length < 3) {
// 40% chance to start at depot (first station)
originStation = stations[0]
// Pick any station ahead as destination
const stationsAhead = stations.slice(1)
destinationStation = stationsAhead[Math.floor(Math.random() * stationsAhead.length)]
} else {
// Start at a random non-depot, non-final station
const nonDepotStations = stations.slice(1, -1) // Exclude depot and final station
originStation = nonDepotStations[Math.floor(Math.random() * nonDepotStations.length)]
// Pick a station ahead of origin (higher position)
const stationsAhead = stations.filter((s) => s.position > originStation.position)
destinationStation = stationsAhead[Math.floor(Math.random() * stationsAhead.length)]
}
const nameIndex = Math.floor(Math.random() * PASSENGER_NAMES.length)
const avatarIndex = Math.floor(Math.random() * PASSENGER_AVATARS.length)
// 30% chance of urgent
const isUrgent = Math.random() < 0.3
passengers.push({
const passenger = {
id: `p-${Date.now()}-${i}-${Math.random().toString(36).substr(2, 9)}`,
name: PASSENGER_NAMES[nameIndex],
avatar: PASSENGER_AVATARS[avatarIndex],
originStationId: stations[originIndex].id,
destinationStationId: stations[destIndex].id,
isUrgent: Math.random() < 0.3, // 30% chance of urgent
name,
avatar,
originStationId: originStation.id,
destinationStationId: destinationStation.id,
isUrgent,
claimedBy: null,
deliveredBy: null,
carIndex: null, // Not boarded yet
timestamp: Date.now(),
})
}
passengers.push(passenger)
console.log(
`[Passenger ${i + 1}/${count}] ${name} waiting at ${originStation.emoji} ${originStation.name} (pos ${originStation.position}) → ${destinationStation.emoji} ${destinationStation.name} (pos ${destinationStation.position}) ${isUrgent ? '⚡ URGENT' : ''}`
)
}
console.log(`[Generated ${passengers.length} passengers total]`)
return passengers
}
/**
* Calculate the maximum number of passengers that will be on the train
* concurrently at any given moment during the route
*/
private calculateMaxConcurrentPassengers(passengers: Passenger[], stations: Station[]): number {
// Create events for boarding and delivery
interface StationEvent {
position: number
isBoarding: boolean // true = board, false = delivery
}
const events: StationEvent[] = []
for (const passenger of passengers) {
const originStation = stations.find((s) => s.id === passenger.originStationId)
const destStation = stations.find((s) => s.id === passenger.destinationStationId)
if (originStation && destStation) {
events.push({ position: originStation.position, isBoarding: true })
events.push({ position: destStation.position, isBoarding: false })
}
}
// Sort events by position, with deliveries before boardings at the same position
events.sort((a, b) => {
if (a.position !== b.position) return a.position - b.position
// At same position, deliveries happen before boarding
return a.isBoarding ? 1 : -1
})
// Track current passenger count and maximum
let currentCount = 0
let maxCount = 0
for (const event of events) {
if (event.isBoarding) {
currentCount++
maxCount = Math.max(maxCount, currentCount)
} else {
currentCount--
}
}
return maxCount
}
private checkWinCondition(state: ComplementRaceState): string | null {
const { config, players } = state

View File

@@ -41,6 +41,7 @@ export interface Passenger {
isUrgent: boolean // Urgent passengers worth 2x points
claimedBy: string | null // playerId who picked up this passenger (null = unclaimed)
deliveredBy: string | null // playerId who delivered (null = not delivered yet)
carIndex: number | null // Physical car index (0-N) where passenger is seated (null = not boarded)
timestamp: number // When passenger spawned
}
@@ -61,8 +62,7 @@ export interface PlayerState {
totalQuestions: number
// Position & Progress
position: number // 0-100% for practice/sprint, lap count for survival
momentum: number // 0-100 (sprint mode only, position/pressure calculated client-side)
position: number // 0-100% for practice/survival only (sprint mode: client-side)
// Current state
isReady: boolean
@@ -143,7 +143,7 @@ export type ComplementRaceMove = BaseGameMove &
// Playing phase
| { type: 'SUBMIT_ANSWER'; data: { answer: number; responseTime: number } }
| { type: 'UPDATE_INPUT'; data: { input: string } } // Show "thinking" indicator
| { type: 'CLAIM_PASSENGER'; data: { passengerId: string } } // Sprint mode: pickup
| { type: 'CLAIM_PASSENGER'; data: { passengerId: string; carIndex: number } } // Sprint mode: pickup
| { type: 'DELIVER_PASSENGER'; data: { passengerId: string } } // Sprint mode: delivery
// Game flow

View File

@@ -107,32 +107,28 @@ export function useArcadeSession<TState>(
exitSession: socketExitSession,
} = useArcadeSocket({
onSessionState: (data) => {
console.log('[ArcadeSession] Syncing with server state')
optimistic.syncWithServer(data.gameState as TState, data.version)
},
onMoveAccepted: (data) => {
console.log('[ArcadeSession] Move accepted by server')
optimistic.handleMoveAccepted(data.gameState as TState, data.version, data.move)
},
onMoveRejected: (data) => {
console.log('[ArcadeSession] Move rejected by server:', data.error)
console.log(`[ArcadeSession] Move rejected: ${data.error}`)
optimistic.handleMoveRejected(data.error, data.move)
},
onSessionEnded: () => {
console.log('[ArcadeSession] Session ended')
optimistic.reset()
},
onNoActiveSession: () => {
console.log('[ArcadeSession] No active session found')
// Silent - normal state
},
onError: (data) => {
console.error('[ArcadeSession] Error:', data.error)
// Users can handle errors via the onMoveRejected callback
console.error(`[ArcadeSession] Error: ${data.error}`)
},
})

View File

@@ -62,22 +62,19 @@ export function useArcadeSocket(events: ArcadeSocketEvents = {}): UseArcadeSocke
})
socketInstance.on('session-state', (data) => {
console.log('[ArcadeSocket] Received session state', data)
eventsRef.current.onSessionState?.(data)
})
socketInstance.on('no-active-session', () => {
console.log('[ArcadeSocket] No active session')
eventsRef.current.onNoActiveSession?.()
})
socketInstance.on('move-accepted', (data) => {
console.log('[ArcadeSocket] Move accepted', data)
eventsRef.current.onMoveAccepted?.(data)
})
socketInstance.on('move-rejected', (data) => {
console.log('[ArcadeSocket] Move rejected', data)
console.log(`[ArcadeSocket] Move rejected: ${data.error}`)
eventsRef.current.onMoveRejected?.(data)
})
@@ -124,12 +121,7 @@ export function useArcadeSocket(events: ArcadeSocketEvents = {}): UseArcadeSocke
console.warn('[ArcadeSocket] Cannot send move - socket not connected')
return
}
const payload = { userId, move, roomId }
console.log(
'[ArcadeSocket] Sending game-move event with payload:',
JSON.stringify(payload, null, 2)
)
socket.emit('game-move', payload)
socket.emit('game-move', { userId, move, roomId })
},
[socket]
)

View File

@@ -451,7 +451,6 @@ export function useRoomData() {
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
@@ -683,18 +682,6 @@ 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' },
@@ -705,11 +692,8 @@ async function updateGameConfigApi(params: {
if (!response.ok) {
const errorData = await response.json()
console.error('[updateGameConfigApi] Server error:', JSON.stringify(errorData, null, 2))
throw new Error(errorData.error || 'Failed to update game config')
}
console.log('[updateGameConfigApi] Server responded OK')
}
/**
@@ -730,10 +714,6 @@ export function useUpdateGameConfig() {
gameConfig: variables.gameConfig,
}
})
console.log(
'[useUpdateGameConfig] Updated cache with new gameConfig:',
JSON.stringify(variables.gameConfig, null, 2)
)
},
})
}

View File

@@ -79,11 +79,6 @@ export async function createArcadeSession(
// Check if session already exists for this room (roomId is PRIMARY KEY)
const existingRoomSession = await getArcadeSessionByRoom(options.roomId)
if (existingRoomSession) {
console.log('[Session Manager] Room session already exists, returning existing:', {
roomId: options.roomId,
sessionUserId: existingRoomSession.userId,
version: existingRoomSession.version,
})
return existingRoomSession
}
@@ -93,7 +88,6 @@ export async function createArcadeSession(
})
if (!user) {
console.log('[Session Manager] Creating new user with guestId:', options.userId)
const [newUser] = await db
.insert(schema.users)
.values({
@@ -102,9 +96,6 @@ export async function createArcadeSession(
})
.returning()
user = newUser
console.log('[Session Manager] Created user with id:', user.id)
} else {
console.log('[Session Manager] Found existing user with id:', user.id)
}
const newSession: schema.NewArcadeSession = {
@@ -121,12 +112,6 @@ export async function createArcadeSession(
version: 1,
}
console.log('[Session Manager] Creating new session:', {
roomId: options.roomId,
userId: user.id,
gameName: options.gameName,
})
try {
const [session] = await db.insert(schema.arcadeSessions).values(newSession).returning()
return session
@@ -134,10 +119,6 @@ export async function createArcadeSession(
// Handle PRIMARY KEY constraint violation (UNIQUE constraint on roomId)
// This can happen if two users try to create a session for the same room simultaneously
if (error instanceof Error && error.message.includes('UNIQUE constraint failed')) {
console.log(
'[Session Manager] Session already exists (race condition), fetching existing session for room:',
options.roomId
)
const existingSession = await getArcadeSessionByRoom(options.roomId)
if (existingSession) {
return existingSession
@@ -180,7 +161,6 @@ export async function getArcadeSession(guestId: string): Promise<schema.ArcadeSe
})
if (!room) {
console.log('[Session Manager] Deleting session with non-existent room:', session.roomId)
await deleteArcadeSessionByRoom(session.roomId)
return undefined
}
@@ -220,16 +200,6 @@ export async function applyGameMove(
// Get the validator for this game
const validator = getValidator(session.currentGame as GameName)
console.log('[SessionManager] About to validate move:', {
gameName: session.currentGame,
moveType: move.type,
playerId: move.playerId,
moveData: move.type === 'SET_CONFIG' ? (move as any).data : undefined,
gameStateCurrentPlayer: (session.gameState as any)?.currentPlayer,
gameStateActivePlayers: (session.gameState as any)?.activePlayers,
gameStatePhase: (session.gameState as any)?.gamePhase,
})
// Fetch player ownership for authorization checks (room-based games)
let playerOwnership: PlayerOwnershipMap | undefined
let internalUserId: string | undefined
@@ -247,8 +217,6 @@ export async function applyGameMove(
// Use centralized ownership utility
playerOwnership = await buildPlayerOwnershipMap(session.roomId)
console.log('[SessionManager] Player ownership map:', playerOwnership)
console.log('[SessionManager] Internal userId for authorization:', internalUserId)
} catch (error) {
console.error('[SessionManager] Failed to fetch player ownership:', error)
}
@@ -260,11 +228,6 @@ export async function applyGameMove(
playerOwnership,
})
console.log('[SessionManager] Validation result:', {
valid: validationResult.valid,
error: validationResult.error,
})
if (!validationResult.valid) {
return {
success: false,
@@ -373,10 +336,6 @@ export async function updateSessionActivePlayers(
// Only update if game is in setup phase (not started yet)
const gameState = session.gameState as any
if (gameState.gamePhase !== 'setup') {
console.log('[Session Manager] Cannot update activePlayers - game already started:', {
roomId,
gamePhase: gameState.gamePhase,
})
return false
}
@@ -397,12 +356,6 @@ export async function updateSessionActivePlayers(
})
.where(eq(schema.arcadeSessions.roomId, roomId))
console.log('[Session Manager] Updated session activePlayers:', {
roomId,
playerIds,
count: playerIds.length,
})
return true
}

View File

@@ -41,7 +41,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
})
io.on('connection', (socket) => {
console.log('🔌 Client connected:', socket.id)
let currentUserId: string | null = null
// Join arcade session room
@@ -50,12 +49,10 @@ export function initializeSocketServer(httpServer: HTTPServer) {
async ({ userId, roomId }: { userId: string; roomId?: string }) => {
currentUserId = userId
socket.join(`arcade:${userId}`)
console.log(`👤 User ${userId} joined arcade room`)
// If this session is part of a room, also join the game room for multi-user sync
if (roomId) {
socket.join(`game:${roomId}`)
console.log(`🎮 User ${userId} joined game room ${roomId}`)
}
// Send current session state if exists
@@ -68,19 +65,14 @@ export function initializeSocketServer(httpServer: HTTPServer) {
// If no session exists for this room, create one in setup phase
// This allows users to send SET_CONFIG moves before starting the game
if (!session && roomId) {
console.log('[join-arcade-session] Creating initial session for room:', roomId)
// Get the room to determine game type and config
const room = await getRoomById(roomId)
if (room) {
// Fetch all active player IDs from room members (respects isActive flag)
const roomPlayerIds = await getRoomPlayerIds(roomId)
console.log('[join-arcade-session] Room active players:', roomPlayerIds)
// Get initial state from the correct validator based on game type
console.log('[join-arcade-session] Room game name:', room.gameName)
const validator = getValidator(room.gameName as GameName)
console.log('[join-arcade-session] Got validator for:', room.gameName)
// Get game-specific config from database (type-safe)
const gameConfig = await getGameConfig(roomId, room.gameName as GameName)
@@ -94,23 +86,10 @@ export function initializeSocketServer(httpServer: HTTPServer) {
activePlayers: roomPlayerIds, // Include all room members' active players
roomId: room.id,
})
console.log('[join-arcade-session] Created initial session:', {
roomId,
sessionId: session.userId,
gamePhase: (session.gameState as any).gamePhase,
activePlayersCount: roomPlayerIds.length,
})
}
}
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,
@@ -119,10 +98,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
version: session.version,
})
} else {
console.log('[join-arcade-session] No active session found for:', {
userId,
roomId,
})
socket.emit('no-active-session')
}
} catch (error) {
@@ -134,15 +109,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
// Handle game moves
socket.on('game-move', async (data: { userId: string; move: GameMove; roomId?: string }) => {
console.log('🎮 Game move received:', {
userId: data.userId,
moveType: data.move.type,
playerId: data.move.playerId,
timestamp: data.move.timestamp,
roomId: data.roomId,
fullMove: JSON.stringify(data.move, null, 2),
})
try {
// Special handling for START_GAME - create session if it doesn't exist
if (data.move.type === 'START_GAME') {
@@ -152,12 +118,9 @@ export function initializeSocketServer(httpServer: HTTPServer) {
: await 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 as any)?.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,
@@ -186,7 +149,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
existingRoom.status !== 'finished'
) {
room = existingRoom
console.log('🏠 Using existing room:', room.code)
break
}
}
@@ -205,7 +167,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
},
ttlMinutes: 60,
})
console.log('🏠 Created new room:', room.code)
}
// Now create the session linked to the room
@@ -218,8 +179,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
roomId: room.id,
})
console.log('✅ Session created successfully with room association')
// Notify all connected clients about the new session
const newSession = await getArcadeSession(data.userId)
if (newSession) {
@@ -230,7 +189,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
activePlayers: newSession.activePlayers,
version: newSession.version,
})
console.log('📢 Emitted session-state to notify clients of new session')
}
}
}
@@ -251,7 +209,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
// 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 ${result.session.roomId}`)
}
// Update activity timestamp
@@ -275,8 +232,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
// Handle session exit
socket.on('exit-arcade-session', async ({ userId }: { userId: string }) => {
console.log('🚪 User exiting arcade session:', userId)
try {
await deleteArcadeSession(userId)
io!.to(`arcade:${userId}`).emit('session-ended')
@@ -298,8 +253,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
// Room: Join
socket.on('join-room', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🏠 User ${userId} joining room ${roomId}`)
try {
// Join the socket room
socket.join(`room:${roomId}`)
@@ -323,10 +276,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
const sessionUpdated = await updateSessionActivePlayers(roomId, roomPlayerIds)
if (sessionUpdated) {
console.log(`🎮 Updated session activePlayers for room ${roomId}:`, {
playerCount: roomPlayerIds.length,
})
// Broadcast updated session state to all users in the game room
const updatedSession = await getArcadeSessionByRoom(roomId)
if (updatedSession) {
@@ -337,7 +286,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
activePlayers: updatedSession.activePlayers,
version: updatedSession.version,
})
console.log(`📢 Broadcasted updated session state to game room ${roomId}`)
}
}
@@ -355,8 +303,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
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' })
@@ -365,11 +311,9 @@ export function initializeSocketServer(httpServer: HTTPServer) {
// User Channel: Join (for moderation events)
socket.on('join-user-channel', async ({ userId }: { userId: string }) => {
console.log(`👤 User ${userId} joining user-specific channel`)
try {
// Join user-specific channel for moderation notifications
socket.join(`user:${userId}`)
console.log(`✅ User ${userId} joined user channel`)
} catch (error) {
console.error('Error joining user channel:', error)
}
@@ -377,8 +321,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
// Room: Leave
socket.on('leave-room', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🚪 User ${userId} leaving room ${roomId}`)
try {
// Leave the socket room
socket.leave(`room:${roomId}`)
@@ -403,8 +345,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
members,
memberPlayers: memberPlayersObj,
})
console.log(`✅ User ${userId} left room ${roomId}`)
} catch (error) {
console.error('Error leaving room:', error)
}
@@ -412,8 +352,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
// Room: Players updated
socket.on('players-updated', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🎯 Players updated for user ${userId} in room ${roomId}`)
try {
// Get updated player data
const memberPlayers = await getRoomActivePlayers(roomId)
@@ -429,11 +367,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
const sessionUpdated = await updateSessionActivePlayers(roomId, roomPlayerIds)
if (sessionUpdated) {
console.log(`🎮 Updated session activePlayers after player toggle:`, {
roomId,
playerCount: roomPlayerIds.length,
})
// Broadcast updated session state to all users in the game room
const updatedSession = await getArcadeSessionByRoom(roomId)
if (updatedSession) {
@@ -444,7 +377,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
activePlayers: updatedSession.activePlayers,
version: updatedSession.version,
})
console.log(`📢 Broadcasted updated session state to game room ${roomId}`)
}
}
@@ -453,8 +385,6 @@ export function initializeSocketServer(httpServer: HTTPServer) {
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' })
@@ -462,16 +392,11 @@ export function initializeSocketServer(httpServer: HTTPServer) {
})
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`)
}
// Don't delete session on disconnect - it persists across devices
})
})
// Store in globalThis to make accessible across module boundaries
globalThis.__socketIO = io
console.log('✅ Socket.IO initialized on /api/socket')
return io
}

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "4.4.6",
"version": "4.4.12",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [