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5 Commits
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14
CHANGELOG.md
14
CHANGELOG.md
@@ -1,3 +1,17 @@
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## [4.66.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.66.1...v4.66.2) (2025-10-22)
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### Bug Fixes
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* **complement-race:** fix ghost train position update lag and reload position reset ([ad78a65](https://github.com/antialias/soroban-abacus-flashcards/commit/ad78a65ed7f63509602e79246e3761653ea39a15))
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## [4.66.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.66.0...v4.66.1) (2025-10-22)
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### Bug Fixes
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* **complement-race:** ensure continuous position broadcasting during train movement ([df60824](https://github.com/antialias/soroban-abacus-flashcards/commit/df60824f37f52e77e69d32c26926a24e1af88e66))
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## [4.66.0](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.65.1...v4.66.0) (2025-10-22)
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@@ -1,6 +1,6 @@
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'use client'
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import { useEffect, useMemo, useRef } from 'react'
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import { useMemo, useRef } from 'react'
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import type { PlayerState } from '@/arcade-games/complement-race/types'
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import type { RailroadTrackGenerator } from '../../lib/RailroadTrackGenerator'
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@@ -115,15 +115,6 @@ export function GhostTrain({
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return cars
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}, [trainPosition, maxCars, carSpacing, localTrainCarPositions, pathRef])
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// Log only once when this ghost train first renders
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const hasLoggedRef = useRef(false)
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useEffect(() => {
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if (!hasLoggedRef.current && locomotiveTransform) {
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console.log('[GhostTrain] rendering:', player.name, 'at position:', trainPosition.toFixed(1))
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hasLoggedRef.current = true
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}
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}, [locomotiveTransform, player.name, trainPosition])
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// Don't render if position data isn't ready
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if (!locomotiveTransform) {
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return null
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@@ -1,7 +1,7 @@
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'use client'
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import { animated, useSpring } from '@react-spring/web'
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import { memo, useEffect, useMemo, useRef, useState } from 'react'
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import { memo, useMemo, useRef, useState } from 'react'
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import { useGameMode } from '@/contexts/GameModeContext'
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import { useUserProfile } from '@/contexts/UserProfileContext'
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import { useComplementRace } from '@/arcade-games/complement-race/Provider'
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@@ -106,16 +106,6 @@ export function SteamTrainJourney({
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const localPlayer = activePlayers.find((p) => p.isLocal)
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const playerEmoji = localPlayer?.emoji ?? '👤'
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// Log only when localPlayer changes
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useEffect(() => {
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console.log(
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'[SteamTrainJourney] localPlayer:',
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localPlayer?.name,
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'isLocal:',
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localPlayer?.isLocal
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)
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}, [localPlayer?.id, localPlayer?.name, localPlayer?.isLocal])
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const svgRef = useRef<SVGSVGElement>(null)
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const pathRef = useRef<SVGPathElement>(null)
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const [trackGenerator] = useState(() => new RailroadTrackGenerator(800, 600))
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@@ -224,17 +214,6 @@ export function SteamTrainJourney({
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return filtered
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}, [multiplayerState?.players, localPlayerId])
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// Log only when otherPlayers count changes
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useEffect(() => {
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console.log('[SteamTrainJourney] otherPlayers count:', otherPlayers.length)
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if (otherPlayers.length > 0) {
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console.log(
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'[SteamTrainJourney] ghost positions:',
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otherPlayers.map((p) => `${p.name}: ${p.position.toFixed(1)}`).join(', ')
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)
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}
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}, [otherPlayers.length, otherPlayers])
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if (!trackData) return null
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return (
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@@ -313,18 +313,28 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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return foundId
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}, [activePlayers, players])
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// Log only when localPlayerId changes
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useEffect(() => {
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console.log('[Provider] localPlayerId:', localPlayerId)
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}, [localPlayerId])
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// Debug logging ref (track last logged values)
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const lastLogRef = useState({ key: '', count: 0 })[0]
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// Client-side game state (NOT synced to server - purely visual/gameplay)
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const [clientMomentum, setClientMomentum] = useState(10) // Start at 10 for gentle push
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const [clientPosition, setClientPosition] = useState(0)
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const [clientPressure, setClientPressure] = useState(0)
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// Track if we've synced position from server (for reconnect/reload scenarios)
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const hasInitializedPositionRef = useRef(false)
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// Ref to track latest position for broadcasting (avoids recreating interval on every position change)
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const clientPositionRef = useRef(clientPosition)
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// Refs for throttled logging
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const lastBroadcastLogRef = useRef({ position: 0, time: 0 })
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const broadcastCountRef = useRef(0)
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const lastReceivedPositionsRef = useRef<Record<string, number>>({})
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// Ref to hold sendMove so interval doesn't restart when sendMove changes
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const sendMoveRef = useRef(sendMove)
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useEffect(() => {
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sendMoveRef.current = sendMove
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}, [sendMove])
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const [clientAIRacers, setClientAIRacers] = useState<
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Array<{
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id: string
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@@ -451,16 +461,45 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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clientAIRacers,
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])
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// Sync client position from server on reconnect/reload (multiplayer only)
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useEffect(() => {
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// Only sync if:
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// 1. We haven't synced yet
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// 2. Game is active
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// 3. We're in sprint mode
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// 4. We have a local player with a position from server
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if (
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!hasInitializedPositionRef.current &&
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multiplayerState.gamePhase === 'playing' &&
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multiplayerState.config.style === 'sprint' &&
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localPlayerId
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) {
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const serverPosition = multiplayerState.players[localPlayerId]?.position
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if (serverPosition !== undefined && serverPosition > 0) {
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console.log(`[POSITION_SYNC] Restoring position from server: ${serverPosition.toFixed(1)}%`)
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setClientPosition(serverPosition)
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hasInitializedPositionRef.current = true
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}
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}
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// Reset sync flag when game ends
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if (multiplayerState.gamePhase !== 'playing') {
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hasInitializedPositionRef.current = false
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}
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}, [multiplayerState.gamePhase, multiplayerState.config.style, multiplayerState.players, localPlayerId])
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// Initialize game start time when game becomes active
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useEffect(() => {
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if (compatibleState.isGameActive && compatibleState.style === 'sprint') {
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if (gameStartTimeRef.current === 0) {
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gameStartTimeRef.current = Date.now()
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lastUpdateRef.current = Date.now()
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// Reset client state for new game
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setClientMomentum(10) // Start with gentle push
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setClientPosition(0)
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setClientPressure((10 / 100) * 150) // Initial pressure from starting momentum
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// Reset client state for new game (only if not restored from server)
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if (!hasInitializedPositionRef.current) {
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setClientMomentum(10) // Start with gentle push
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setClientPosition(0)
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setClientPressure((10 / 100) * 150) // Initial pressure from starting momentum
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}
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}
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} else {
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// Reset when game ends
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@@ -556,39 +595,77 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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const currentRoute = multiplayerState.currentRoute
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// When route changes, reset position and give starting momentum
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if (currentRoute > 1 && compatibleState.style === 'sprint') {
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console.log(
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`[Provider] Route changed to ${currentRoute}, resetting position. Passengers: ${multiplayerState.passengers.length}`
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)
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setClientPosition(0)
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setClientMomentum(10) // Reset to starting momentum (gentle push)
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}
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}, [multiplayerState.currentRoute, compatibleState.style, multiplayerState.passengers.length])
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// Keep position ref in sync with latest position
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useEffect(() => {
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clientPositionRef.current = clientPosition
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}, [clientPosition])
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// Log when we receive position updates from other players
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useEffect(() => {
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if (!multiplayerState?.players || !localPlayerId) return
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Object.entries(multiplayerState.players).forEach(([playerId, player]) => {
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if (playerId === localPlayerId || !player.isActive) return
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const lastPos = lastReceivedPositionsRef.current[playerId] ?? -1
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const currentPos = player.position
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// Log when position changes significantly (>2%)
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if (Math.abs(currentPos - lastPos) > 2) {
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console.log(
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`[POS_RECEIVED] ${player.name}: ${currentPos.toFixed(1)}% (was ${lastPos.toFixed(1)}%, delta=${(currentPos - lastPos).toFixed(1)}%)`
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)
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lastReceivedPositionsRef.current[playerId] = currentPos
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}
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})
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}, [multiplayerState?.players, localPlayerId])
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// Broadcast position to server for multiplayer ghost trains
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useEffect(() => {
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if (!compatibleState.isGameActive || compatibleState.style !== 'sprint' || !localPlayerId) {
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const isGameActive = multiplayerState.gamePhase === 'playing'
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const isSprint = multiplayerState.config.style === 'sprint'
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if (!isGameActive || !isSprint || !localPlayerId) {
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return
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}
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// Send position update every 200ms
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console.log('[POS_BROADCAST] Starting position broadcast interval')
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// Send position update every 100ms for smoother ghost trains (reads from refs to avoid restarting interval)
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const interval = setInterval(() => {
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sendMove({
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const currentPos = clientPositionRef.current
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broadcastCountRef.current++
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// Throttled logging: only log when position changes by >2% or every 5 seconds
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const now = Date.now()
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const posDiff = Math.abs(currentPos - lastBroadcastLogRef.current.position)
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const timeDiff = now - lastBroadcastLogRef.current.time
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if (posDiff > 2 || timeDiff > 5000) {
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console.log(
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`[POS_BROADCAST] #${broadcastCountRef.current} pos=${currentPos.toFixed(1)}% (delta=${posDiff.toFixed(1)}%)`
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)
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lastBroadcastLogRef.current = { position: currentPos, time: now }
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}
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sendMoveRef.current({
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type: 'UPDATE_POSITION',
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playerId: localPlayerId,
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userId: viewerId || '',
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data: { position: clientPosition },
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data: { position: currentPos },
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} as ComplementRaceMove)
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}, 200)
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}, 100)
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return () => clearInterval(interval)
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}, [
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compatibleState.isGameActive,
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compatibleState.style,
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clientPosition,
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localPlayerId,
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viewerId,
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sendMove,
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])
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return () => {
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console.log(`[POS_BROADCAST] Stopping interval (sent ${broadcastCountRef.current} updates)`)
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clearInterval(interval)
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}
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}, [multiplayerState.gamePhase, multiplayerState.config.style, localPlayerId, viewerId])
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// Keep lastLogRef for future debugging needs
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// (removed debug logging)
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@@ -803,7 +880,6 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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case 'START_NEW_ROUTE':
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// Send route progression to server
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if (action.routeNumber !== undefined) {
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console.log(`[Provider] Dispatching START_NEW_ROUTE for route ${action.routeNumber}`)
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sendMove({
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type: 'START_NEW_ROUTE',
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playerId: activePlayers[0] || '',
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@@ -1,6 +1,6 @@
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{
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"name": "soroban-monorepo",
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"version": "4.66.0",
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"version": "4.66.2",
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"private": true,
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"description": "Beautiful Soroban Flashcard Generator - Monorepo",
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"workspaces": [
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