feat: reconnection — keep your place across refresh / network drop
- each player gets a reconnectToken; room:create/join return it - new room:rejoin event: re-attaches the existing player (by id+token) to the new socket, broadcasts player:rejoined + room:state, and resyncs the current round to that socket (engine.resync re-emits round:start with their view) - client persists the session (roomCode/playerId/token/name) in localStorage; bootstraps the store from it and auto-rejoins on every socket connect; clears it on reset/quit or failed rejoin Verified e2e: wrong token rejected, correct token re-attaches (player present + connected). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
4225b7b43e
commit
6ed99ea803
7 changed files with 149 additions and 9 deletions
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@ -24,6 +24,8 @@ interface RoundRuntime {
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startedAt: number
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startedAt: number
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endsAt: number
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endsAt: number
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data: unknown
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data: unknown
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/** Payload public de la manche (pour la reconnexion). */
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payload: unknown
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}
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}
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export interface GameEngineOptions {
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export interface GameEngineOptions {
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@ -137,6 +139,22 @@ export class GameEngine implements RoomGameController {
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})
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})
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}
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}
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/** Reconnexion : re-pousse la manche en cours au socket d'un joueur. */
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resync(socketId: string, playerId: string): void {
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if (!this.runtime || this.room.status !== "in_round") {
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return
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}
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const r = this.runtime
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this.io.to(socketId).emit("round:start", {
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type: r.round.type,
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djId: r.djId === playerId ? r.djId : undefined,
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mine: r.secretPlayerId === playerId ? true : undefined,
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startsAt: r.startedAt,
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endsAt: r.endsAt,
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payload: r.payload,
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})
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}
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private async playRound(config: RoundConfig): Promise<void> {
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private async playRound(config: RoundConfig): Promise<void> {
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const round = this.createRound(config.type)
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const round = this.createRound(config.type)
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const start = round.start(this.room)
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const start = round.start(this.room)
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@ -154,6 +172,7 @@ export class GameEngine implements RoomGameController {
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startedAt,
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startedAt,
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endsAt,
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endsAt,
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data: start.data,
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data: start.data,
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payload: start.payload,
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}
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}
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this.room.status = "in_round"
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this.room.status = "in_round"
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this.broadcastState()
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this.broadcastState()
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@ -73,4 +73,6 @@ export interface RoomGameController {
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handleVote(playerId: string, answer: Answer): void
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handleVote(playerId: string, answer: Answer): void
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/** Relais média du DJ (blindtest) : rebroadcast media:sync à toute la room. */
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/** Relais média du DJ (blindtest) : rebroadcast media:sync à toute la room. */
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handleMediaControl(playerId: string, payload: MediaControlPayload): void
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handleMediaControl(playerId: string, payload: MediaControlPayload): void
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/** Reconnexion : re-pousse la manche en cours au socket d'un joueur. */
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resync(socketId: string, playerId: string): void
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}
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}
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@ -60,7 +60,7 @@ export function registerRoomHandlers(
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socket.data.playerId = player.id
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socket.data.playerId = player.id
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socket.data.roomCode = room.code
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socket.data.roomCode = room.code
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socket.join(room.code)
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socket.join(room.code)
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ack({ ok: true, data: { roomCode: room.code, playerId: player.id } })
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ack({ ok: true, data: { roomCode: room.code, playerId: player.id, token: player.reconnectToken } })
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broadcastState(room)
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broadcastState(room)
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} catch (err) {
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} catch (err) {
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ack({ ok: false, error: toErrorPayload(err) })
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ack({ ok: false, error: toErrorPayload(err) })
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@ -75,13 +75,46 @@ export function registerRoomHandlers(
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socket.data.playerId = player.id
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socket.data.playerId = player.id
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socket.data.roomCode = room.code
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socket.data.roomCode = room.code
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socket.join(room.code)
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socket.join(room.code)
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ack({ ok: true, data: { roomCode: room.code, playerId: player.id } })
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ack({ ok: true, data: { roomCode: room.code, playerId: player.id, token: player.reconnectToken } })
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broadcastState(room)
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broadcastState(room)
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} catch (err) {
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} catch (err) {
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ack({ ok: false, error: toErrorPayload(err) })
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ack({ ok: false, error: toErrorPayload(err) })
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}
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}
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})
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})
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socket.on("room:rejoin", (payload, ack) => {
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const code =
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typeof payload?.roomCode === "string"
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? payload.roomCode.trim().toUpperCase()
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: ""
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const room = rooms.get(code)
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const player = room?.players.get(payload?.playerId ?? "")
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if (!room || !player || player.reconnectToken !== payload?.token) {
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ack({
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ok: false,
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error: { code: "REJOIN_FAILED", message: "Reconnexion impossible." },
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})
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return
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}
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player.connected = true
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player.socketId = socket.id
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socket.data.playerId = player.id
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socket.data.roomCode = room.code
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socket.join(room.code)
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ack({
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ok: true,
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data: {
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roomCode: room.code,
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playerId: player.id,
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token: player.reconnectToken,
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},
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})
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io.to(room.code).emit("player:rejoined", { playerId: player.id })
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broadcastState(room)
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// Re-pousse la manche en cours au socket reconnecté (si partie en cours).
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room.game?.resync(socket.id, player.id)
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})
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socket.on("player:setName", (payload) => {
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socket.on("player:setName", (payload) => {
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const code = socket.data.roomCode
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const code = socket.data.roomCode
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const playerId = socket.data.playerId
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const playerId = socket.data.playerId
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@ -16,6 +16,8 @@ export interface ServerPlayer {
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name: string
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name: string
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connected: boolean
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connected: boolean
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socketId: string | null
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socketId: string | null
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/** Secret de reconnexion (refresh/coupure). */
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reconnectToken: string
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}
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}
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/** Titre soumis pour le blindtest. `submittedBy` reste secret jusqu'au reveal. */
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/** Titre soumis pour le blindtest. `submittedBy` reste secret jusqu'au reveal. */
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@ -138,7 +140,13 @@ export class RoomManager {
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}
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}
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private makePlayer(name: string, socketId: string): ServerPlayer {
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private makePlayer(name: string, socketId: string): ServerPlayer {
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return { id: randomUUID(), name, connected: true, socketId }
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return {
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id: randomUUID(),
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name,
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connected: true,
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socketId,
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reconnectToken: randomUUID(),
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}
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}
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}
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private generateCode(): string {
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private generateCode(): string {
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34
apps/web/src/lib/session.ts
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34
apps/web/src/lib/session.ts
Normal file
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@ -0,0 +1,34 @@
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// Session locale pour la reconnexion (refresh / coupure réseau).
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const KEY = "nerdware-session"
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export interface Session {
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roomCode: string
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playerId: string
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token: string
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name: string
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}
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export function getSession(): Session | null {
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try {
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const raw = localStorage.getItem(KEY)
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return raw ? (JSON.parse(raw) as Session) : null
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} catch {
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return null
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}
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}
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export function setSession(session: Session): void {
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localStorage.setItem(KEY, JSON.stringify(session))
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}
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export function patchSession(patch: Partial<Session>): void {
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const current = getSession()
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if (current) {
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setSession({ ...current, ...patch })
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}
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}
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export function clearSession(): void {
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localStorage.removeItem(KEY)
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}
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@ -17,6 +17,14 @@ import {
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type VoteAckPayload,
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type VoteAckPayload,
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} from "@nerdware/shared"
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} from "@nerdware/shared"
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import { socket } from "@/lib/socket"
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import { socket } from "@/lib/socket"
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import {
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clearSession,
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getSession,
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patchSession,
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setSession,
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} from "@/lib/session"
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const saved = getSession()
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/** Manche en cours côté client (depuis round:start). */
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/** Manche en cours côté client (depuis round:start). */
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export interface ActiveRound {
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export interface ActiveRound {
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@ -80,9 +88,9 @@ interface RoomState {
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export const useRoomStore = create<RoomState>((set, get) => ({
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export const useRoomStore = create<RoomState>((set, get) => ({
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connected: socket.connected,
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connected: socket.connected,
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playerId: null,
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playerId: saved?.playerId ?? null,
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roomCode: null,
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roomCode: saved?.roomCode ?? null,
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pseudoSet: false,
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pseudoSet: !!saved?.name,
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snapshot: null,
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snapshot: null,
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lastError: null,
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lastError: null,
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round: null,
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round: null,
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new Promise((resolve, reject) => {
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new Promise((resolve, reject) => {
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socket.emit("room:create", {}, (res) => {
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socket.emit("room:create", {}, (res) => {
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if (res.ok) {
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if (res.ok) {
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setSession({ ...res.data, name: "" })
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set({
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set({
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playerId: res.data.playerId,
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playerId: res.data.playerId,
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roomCode: res.data.roomCode,
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roomCode: res.data.roomCode,
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new Promise((resolve, reject) => {
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new Promise((resolve, reject) => {
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socket.emit("room:join", { roomCode }, (res) => {
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socket.emit("room:join", { roomCode }, (res) => {
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if (res.ok) {
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if (res.ok) {
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setSession({ ...res.data, name: "" })
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set({
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set({
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playerId: res.data.playerId,
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playerId: res.data.playerId,
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roomCode: res.data.roomCode,
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roomCode: res.data.roomCode,
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return
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return
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}
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}
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socket.emit("player:setName", { name: name.trim() })
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socket.emit("player:setName", { name: name.trim() })
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patchSession({ name: name.trim() })
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set({ pseudoSet: true })
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set({ pseudoSet: true })
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},
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},
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@ -212,7 +223,8 @@ export const useRoomStore = create<RoomState>((set, get) => ({
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boom: () => set((s) => ({ boomKey: s.boomKey + 1 })),
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boom: () => set((s) => ({ boomKey: s.boomKey + 1 })),
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clearError: () => set({ lastError: null }),
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clearError: () => set({ lastError: null }),
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reset: () =>
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reset: () => {
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clearSession()
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set({
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set({
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roomCode: null,
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roomCode: null,
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pseudoSet: false,
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pseudoSet: false,
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@ -231,11 +243,34 @@ export const useRoomStore = create<RoomState>((set, get) => ({
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roundKey: 0,
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roundKey: 0,
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roundKind: "quiz",
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roundKind: "quiz",
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roundModeChanged: false,
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roundModeChanged: false,
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}),
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})
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},
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}))
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}))
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// Listeners socket → on pousse l'état serveur dans le store (source de vérité).
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// Listeners socket → on pousse l'état serveur dans le store (source de vérité).
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socket.on("connect", () => useRoomStore.setState({ connected: true }))
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socket.on("connect", () => {
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useRoomStore.setState({ connected: true })
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// Reconnexion : on retente de réintégrer la room mémorisée (refresh/coupure).
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const s = getSession()
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if (!s) {
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return
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}
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socket.emit(
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"room:rejoin",
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{ roomCode: s.roomCode, playerId: s.playerId, token: s.token },
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(res) => {
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if (res.ok) {
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useRoomStore.setState({
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roomCode: res.data.roomCode,
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playerId: res.data.playerId,
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pseudoSet: !!s.name,
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})
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} else {
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useRoomStore.getState().reset()
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}
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}
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)
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})
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socket.on("disconnect", () => useRoomStore.setState({ connected: false }))
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socket.on("disconnect", () => useRoomStore.setState({ connected: false }))
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socket.on("room:state", (snapshot) =>
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socket.on("room:state", (snapshot) =>
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useRoomStore.setState(
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useRoomStore.setState(
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@ -23,6 +23,14 @@ export interface RoomCreatePayload {
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export interface RoomCreatedPayload {
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export interface RoomCreatedPayload {
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roomCode: string
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roomCode: string
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playerId: string
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playerId: string
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/** Jeton secret pour se reconnecter après un refresh/coupure. */
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token: string
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}
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export interface RejoinPayload {
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roomCode: string
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playerId: string
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token: string
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}
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}
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export interface RoomJoinPayload {
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export interface RoomJoinPayload {
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@ -139,6 +147,7 @@ export type Ack<T> = (result: { ok: true; data: T } | { ok: false; error: ErrorP
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export interface ClientToServerEvents {
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export interface ClientToServerEvents {
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"room:create": (payload: RoomCreatePayload, ack: Ack<RoomCreatedPayload>) => void
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"room:create": (payload: RoomCreatePayload, ack: Ack<RoomCreatedPayload>) => void
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"room:join": (payload: RoomJoinPayload, ack: Ack<RoomCreatedPayload>) => void
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"room:join": (payload: RoomJoinPayload, ack: Ack<RoomCreatedPayload>) => void
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"room:rejoin": (payload: RejoinPayload, ack: Ack<RoomCreatedPayload>) => void
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"player:setName": (payload: SetNamePayload) => void
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"player:setName": (payload: SetNamePayload) => void
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"lobby:updateSettings": (payload: UpdateSettingsPayload) => void
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"lobby:updateSettings": (payload: UpdateSettingsPayload) => void
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"lobby:return": () => void
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"lobby:return": () => void
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Loading…
Add table
Reference in a new issue