AyoubBenziza
98e06b8206
feat(blindtest): YouTube blindtest mode with neutral DJ + synced playback
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Server:
- BlindtestRound (GameRound): neutral DJ pick (never the contributor),
per-mode scoring (title_artist fuzzy / who_added / mixed), reveal exposes
title/artist/submittedBy; contributor doesn't score on own track
- track submission: blindtest:submitTrack validates via YouTube oEmbed
(exists + embeddable) and captures title/artist; per-player quota; dedup
- DJ media relay: media:control (DJ only) → media:sync broadcast (engine)
- per-room shuffled track pool; submissions count in room snapshot
- shared: blindtest payloads, gameType/tracksPerPlayer in settings
- tests: DJ neutrality, scoring per mode, fuzzy match, youtube id extraction
Client:
- YouTube IFrame player (hidden behind a spinning disc — audio only, no
title leak), DJ transport (play/pause/restart), non-DJ follows media:sync
with latency compensation
- lobby: game-type switch (Quiz/Blindtest), blindtest config + per-player
track submission UI
- vote forms per mode; reveal card with title/artist/who-added
Roadmap V1 step 6 (highest technical risk). Server flow verified end-to-end
over the wire (submit→start→DJ relay→vote→reveal→score).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 13:02:28 +02:00
AyoubBenziza
7dda00c65c
feat: lead-in timer compensation + GIF support for round transitions
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Server (option 2 — don't eat answer time):
- engine: leadMs prep delay (default 1600ms) before the clock starts; the
round timer now fires at lead + duration, and scoring uses the post-lead
start so the speed bonus spans the full answer window
- shared: round:start carries startsAt (answers begin) alongside endsAt
- engine test passes leadMs:0
Client:
- Countdown shows the full duration (no ticking) until startsAt, then counts
down — so the WarioWare transition plays in full without stealing time
- store/ActiveRound carry startsAt
Custom transition media:
- RoundTransition auto-loads any gif/webp/apng/png/avif dropped in
src/assets/transitions/ (import.meta.glob), plays one at random per round,
falls back to the Framer animation when none are present
- README documenting how to add animations
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 11:25:17 +02:00
AyoubBenziza
2fce63530b
feat(quiz): show per-player answer status during the round
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- voteAck now carries `voted` (playerIds who validated) — never their answer,
so no leak; the count/total stay for the progress text
- PlayerCards show a green "Prêt" check for players who answered and a
pulsing "en attente" dot for those who haven't, during in_round only
- score stays visible on the cards alongside the status
- engine test updated for the new voteAck shape
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 10:30:03 +02:00
AyoubBenziza
5cc9113b8c
feat(quiz): quiz game mode end-to-end (server mode + playable client UI)
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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
AyoubBenziza
9ed3b8a4cb
feat(server): generic game engine — GameRound interface + orchestration loop
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- 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
AyoubBenziza
56115b5a9f
feat(shared,server): scaffold @nerdware/shared types + Fastify/Socket.IO server
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- 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
e7b2f46e81
feat: initial commit
2026-06-07 18:45:52 +02:00