Commit graph

59 commits

Author SHA1 Message Date
AyoubBenziza
5cc9113b8c feat(quiz): quiz game mode end-to-end (server mode + playable client UI)
Server:
- quiz mode (GameRound): in-memory FR question bank (mcq + truefalse),
  per-room anti-repeat, first-vote lock, score = base + speed bonus ∝ time
  left; registered via registerRound, loaded at startup
- shared: typed quiz payloads (QuizQuestionPayload / reveal truth / result)
- tests: quiz scoring, vote lock, bounds, reveal (bun test)

Client:
- room store handles round:start / voteAck / reveal / game:end
- RoomPage dispatches by status: lobby (host start controls) → quiz view
  (question, countdown, vote, reveal + scoreboard) → game-end view
- replaces standalone lobby page

Roadmap V1 step 4. Verified end-to-end over the wire (start→vote→reveal→
score→next round→game:end, no answer leaked, anti-repeat works).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:43:17 +02:00
eb7e9a20d1 Merge pull request 'feat(server): generic game engine — GameRound interface + orchestration loop' (#3) from feature/game-engine into dev
Reviewed-on: #3
2026-06-08 13:30:48 +00:00
AyoubBenziza
9ed3b8a4cb feat(server): generic game engine — GameRound interface + orchestration loop
- game/round.ts: GameRound contract (start/submitAnswer/reveal/score) +
  RoundContext + RoomGameController (decouples room from engine)
- game/registry.ts: register/createRound — adding a mode = one registerRound
- game/engine.ts: server-authoritative orchestration. Per round:
  start → broadcast round:start → wait (timer OR all eligible voted) →
  reveal → apply score deltas → score:update; then game:end. DJ counts as
  eligible voter; round ends on first condition met.
- handlers: game:start (host-only, validates rounds/modes) + round:vote
  wired to the engine
- shared: add game:start client event
- engine.test.ts: covers both end conditions + voteAck (bun test)
- turbo/root: add test task

Roadmap V1 step 3. No UI yet — concrete quiz mode + client come in step 4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:29:49 +02:00
7dca1a5da7 Merge pull request 'feat(server,web): first real-time cycle — room create/join + lobby' (#2) from feature/realtime-room-cycle into dev
Reviewed-on: #2
2026-06-08 13:21:48 +00:00
AyoubBenziza
29faa18731 feat(server,web): first real-time cycle — room create/join + lobby
Server (@nerdware/server):
- RoomManager: in-memory rooms (Map), code generation, create/join,
  disconnect handling, public snapshot projection (no secrets)
- Socket.IO handlers: room:create / room:join with typed acks,
  room:state broadcast on every change, lobby:updateSettings (host-only),
  player:left on disconnect

Web (web):
- typed Socket.IO client + Zustand store mirroring room:state
- wouter routing: home (create/join) + minimal lobby (live player list)
- @nerdware/shared wired into the client

Roadmap V1 step 2. Verified end-to-end (create/join/broadcast/disconnect).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:16:26 +02:00
2139696f3f Merge pull request 'feat(shared,server): scaffold @nerdware/shared types + Fastify/Socket.IO server' (#1) from feature/shared-and-server into dev
Reviewed-on: #1
2026-06-08 12:59:53 +00:00
AyoubBenziza
56115b5a9f feat(shared,server): scaffold @nerdware/shared types + Fastify/Socket.IO server
- packages/shared (@nerdware/shared): domain model (Room, Player, Settings,
  Round, votes, scores) + fully typed Socket.IO events, consumed as source
- apps/server (@nerdware/server): Fastify boot + /health, typed Socket.IO
  attached to the HTTP server, env config, graceful shutdown
- gitignore: allow .env.example to be committed

Roadmap V1 step 1. Room logic (room:create/join) comes next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 14:55:52 +02:00
AyoubBenziza
ad13eb4e68 chore: initial scaffold (Turborepo + Vite/React + shadcn) 2026-06-08 14:24:04 +02:00
AyoubBenziza
e7b2f46e81 feat: initial commit 2026-06-07 18:45:52 +02:00