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No commits in common. "4154509fdd4596f6d272835ffddcbf07e27d6c04" and "4225b7b43e1eaf6581f33881143d1a107b0aac68" have entirely different histories.
4154509fdd
...
4225b7b43e
9 changed files with 16 additions and 216 deletions
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@ -24,8 +24,6 @@ interface RoundRuntime {
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startedAt: number
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endsAt: number
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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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export interface GameEngineOptions {
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@ -139,22 +137,6 @@ export class GameEngine implements RoomGameController {
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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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const round = this.createRound(config.type)
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const start = round.start(this.room)
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@ -172,7 +154,6 @@ export class GameEngine implements RoomGameController {
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startedAt,
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endsAt,
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data: start.data,
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payload: start.payload,
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}
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this.room.status = "in_round"
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this.broadcastState()
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@ -73,6 +73,4 @@ export interface RoomGameController {
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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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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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@ -60,7 +60,7 @@ export function registerRoomHandlers(
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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({ ok: true, data: { roomCode: room.code, playerId: player.id, token: player.reconnectToken } })
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ack({ ok: true, data: { roomCode: room.code, playerId: player.id } })
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broadcastState(room)
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} catch (err) {
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ack({ ok: false, error: toErrorPayload(err) })
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@ -75,46 +75,13 @@ export function registerRoomHandlers(
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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({ ok: true, data: { roomCode: room.code, playerId: player.id, token: player.reconnectToken } })
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ack({ ok: true, data: { roomCode: room.code, playerId: player.id } })
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broadcastState(room)
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} catch (err) {
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ack({ ok: false, error: toErrorPayload(err) })
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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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const code = socket.data.roomCode
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const playerId = socket.data.playerId
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@ -324,22 +291,6 @@ export function registerRoomHandlers(
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broadcastState(room)
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})
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socket.on("room:leave", () => {
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const code = socket.data.roomCode
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const playerId = socket.data.playerId
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if (!code || !playerId) {
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return
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}
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socket.leave(code)
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socket.data.roomCode = undefined
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socket.data.playerId = undefined
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const room = rooms.leave(code, playerId)
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if (room) {
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io.to(room.code).emit("player:left", { playerId })
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broadcastState(room)
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}
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})
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socket.on("disconnect", () => {
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const affected = rooms.handleDisconnect(socket.id)
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if (!affected) {
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@ -16,8 +16,6 @@ export interface ServerPlayer {
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name: string
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connected: boolean
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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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/** Titre soumis pour le blindtest. `submittedBy` reste secret jusqu'au reveal. */
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@ -94,28 +92,6 @@ export class RoomManager {
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return this.rooms.get(code)
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}
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/**
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* Retire un joueur d'une room (départ volontaire). Réassigne l'hôte si besoin,
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* supprime la room si plus personne. Renvoie la room (ou null si supprimée).
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*/
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leave(code: string, playerId: string): ServerRoom | null {
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const room = this.rooms.get(code)
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if (!room) {
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return null
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}
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room.players.delete(playerId)
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room.scores.delete(playerId)
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if (room.players.size === 0) {
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this.rooms.delete(code)
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return null
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}
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if (room.hostId === playerId) {
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const named = [...room.players.values()].find((p) => p.name !== "")
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room.hostId = (named ?? [...room.players.values()][0]).id
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}
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return room
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}
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/**
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* Marque le joueur d'un socket comme déconnecté.
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* Retourne la room affectée et le playerId, ou null si non rattaché.
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@ -162,13 +138,7 @@ export class RoomManager {
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}
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private makePlayer(name: string, socketId: string): ServerPlayer {
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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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return { id: randomUUID(), name, connected: true, socketId }
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}
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private generateCode(): string {
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@ -133,7 +133,7 @@ export function GameEndView({ snapshot }: { snapshot: RoomSnapshot }) {
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const finalScores = useRoomStore((s) => s.finalScores)
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const gameTracks = useRoomStore((s) => s.gameTracks)
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const gameRecap = useRoomStore((s) => s.gameRecap)
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const leaveRoom = useRoomStore((s) => s.leaveRoom)
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const reset = useRoomStore((s) => s.reset)
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const returnToLobby = useRoomStore((s) => s.returnToLobby)
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const isHost = snapshot.hostId === playerId
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@ -284,7 +284,7 @@ export function GameEndView({ snapshot }: { snapshot: RoomSnapshot }) {
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</p>
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)}
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<Link href="/">
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<Button variant="secondary" className="w-full" onClick={leaveRoom}>
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<Button variant="secondary" className="w-full" onClick={reset}>
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Quitter
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</Button>
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</Link>
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@ -1,34 +0,0 @@
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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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@ -1,6 +1,5 @@
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import { Link, useLocation } from "wouter"
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import { Link } from "wouter"
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import { AnimatePresence, motion } from "framer-motion"
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import { LogOut } from "lucide-react"
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import { Button } from "@workspace/ui/components/button"
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import { useRoomStore } from "@/store/room"
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import { LobbyView } from "@/components/lobby-view"
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@ -14,10 +13,8 @@ import { RoundTransition } from "@/components/round-transition"
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import { PseudoScreen } from "@/components/pseudo-screen"
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export function RoomPage({ code }: { code: string }) {
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const [, navigate] = useLocation()
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const snapshot = useRoomStore((s) => s.snapshot)
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const roomCode = useRoomStore((s) => s.roomCode)
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const leaveRoom = useRoomStore((s) => s.leaveRoom)
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const playerId = useRoomStore((s) => s.playerId)
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const connected = useRoomStore((s) => s.connected)
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const pseudoSet = useRoomStore((s) => s.pseudoSet)
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@ -83,22 +80,10 @@ export function RoomPage({ code }: { code: string }) {
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>
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<header className="flex items-center justify-between">
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<RoomCode code={snapshot.code} />
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<div className="flex items-center gap-3">
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<span
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className={`size-2.5 rounded-full ${connected ? "bg-green-500" : "bg-red-500"}`}
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title={connected ? "Connecté" : "Déconnecté"}
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/>
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<Button
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size="sm"
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variant="secondary"
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onClick={() => {
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leaveRoom()
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navigate("/")
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}}
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>
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<LogOut /> Quitter
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</Button>
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</div>
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</header>
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<AnimatePresence mode="wait">
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@ -17,14 +17,6 @@ import {
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type VoteAckPayload,
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} from "@nerdware/shared"
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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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export interface ActiveRound {
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@ -77,7 +69,6 @@ interface RoomState {
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submitTrack: (youtubeUrl: string) => Promise<SubmitOkPayload>
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removeTrack: (trackId: string) => Promise<boolean>
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returnToLobby: () => void
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leaveRoom: () => void
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vote: (choiceIndex: number) => void
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voteText: (text: string) => void
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voteBlindtest: (answer: BlindtestAnswer) => void
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@ -89,9 +80,9 @@ interface RoomState {
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export const useRoomStore = create<RoomState>((set, get) => ({
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connected: socket.connected,
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playerId: saved?.playerId ?? null,
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roomCode: saved?.roomCode ?? null,
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pseudoSet: !!saved?.name,
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playerId: null,
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roomCode: null,
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pseudoSet: false,
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snapshot: null,
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lastError: null,
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round: null,
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@ -112,7 +103,6 @@ export const useRoomStore = create<RoomState>((set, get) => ({
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new Promise((resolve, reject) => {
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socket.emit("room:create", {}, (res) => {
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if (res.ok) {
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setSession({ ...res.data, name: "" })
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set({
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playerId: res.data.playerId,
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roomCode: res.data.roomCode,
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@ -130,7 +120,6 @@ export const useRoomStore = create<RoomState>((set, get) => ({
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new Promise((resolve, reject) => {
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socket.emit("room:join", { roomCode }, (res) => {
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if (res.ok) {
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setSession({ ...res.data, name: "" })
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set({
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playerId: res.data.playerId,
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roomCode: res.data.roomCode,
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@ -149,7 +138,6 @@ export const useRoomStore = create<RoomState>((set, get) => ({
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return
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}
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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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},
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@ -193,11 +181,6 @@ export const useRoomStore = create<RoomState>((set, get) => ({
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socket.emit("lobby:return")
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},
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leaveRoom: () => {
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socket.emit("room:leave")
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get().reset()
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},
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vote: (choiceIndex) => {
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if (get().hasVoted) {
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return
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@ -229,8 +212,7 @@ export const useRoomStore = create<RoomState>((set, get) => ({
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boom: () => set((s) => ({ boomKey: s.boomKey + 1 })),
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clearError: () => set({ lastError: null }),
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reset: () => {
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clearSession()
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reset: () =>
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set({
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roomCode: null,
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pseudoSet: false,
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@ -249,34 +231,11 @@ export const useRoomStore = create<RoomState>((set, get) => ({
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roundKey: 0,
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roundKind: "quiz",
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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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// Listeners socket → on pousse l'état serveur dans le store (source de vérité).
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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("connect", () => useRoomStore.setState({ connected: true }))
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socket.on("disconnect", () => useRoomStore.setState({ connected: false }))
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socket.on("room:state", (snapshot) =>
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useRoomStore.setState(
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|
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@ -23,14 +23,6 @@ export interface RoomCreatePayload {
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export interface RoomCreatedPayload {
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roomCode: 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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export interface RoomJoinPayload {
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@ -147,9 +139,7 @@ export type Ack<T> = (result: { ok: true; data: T } | { ok: false; error: ErrorP
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export interface ClientToServerEvents {
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"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:rejoin": (payload: RejoinPayload, ack: Ack<RoomCreatedPayload>) => void
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"player:setName": (payload: SetNamePayload) => void
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"room:leave": () => void
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"lobby:updateSettings": (payload: UpdateSettingsPayload) => void
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"lobby:return": () => void
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"game:start": (ack: Ack<null>) => void
|
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|
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