nerdware/packages/shared/src/events.ts
AyoubBenziza 2fce63530b feat(quiz): show per-player answer status during the round
- 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

140 lines
3.6 KiB
TypeScript

// Events Socket.IO typés, partagés par le serveur et le client.
// Convention : `CLIENT → SERVER` et `SERVER → CLIENT`. Tout timestamp est serveur.
import type {
Answer,
BlindtestMode,
PlayerScore,
RoomSnapshot,
RoundConfig,
RoundType,
} from "./domain"
// --- Payloads ------------------------------------------------------------
export interface RoomCreatePayload {
playerName: string
}
export interface RoomCreatedPayload {
roomCode: string
playerId: string
}
export interface RoomJoinPayload {
roomCode: string
playerName: string
}
export interface UpdateSettingsPayload {
blindtestMode: BlindtestMode
roundDuration: number
rounds: RoundConfig[]
}
export interface PlayerRefPayload {
playerId: string
}
export interface SubmitTrackPayload {
youtubeUrl: string
}
export interface SubmitOkPayload {
accepted: boolean
reason?: string
}
export interface RoundStartPayload {
type: RoundType
djId?: string
/** Timestamp serveur de fin de manche (startedAt + roundDuration). */
endsAt: number
/** Payload spécifique au type d'épreuve, SANS la réponse. */
payload: unknown
}
export type MediaAction = "play" | "pause" | "seek"
/** Contrôle média émis par le DJ uniquement. */
export interface MediaControlPayload {
action: MediaAction
positionSec: number
}
/** Diffusion de recalage à tous les clients. */
export interface MediaSyncPayload {
action: MediaAction
positionSec: number
atServerTs: number
}
export interface VotePayload {
answer: Answer
}
/** Progression des votes. `voted` = playerIds ayant validé (jamais leur réponse). */
export interface VoteAckPayload {
count: number
total: number
voted: string[]
}
export interface RevealPayload {
truth: unknown
perPlayerResult: unknown
}
export interface ScoreUpdatePayload {
scores: PlayerScore[]
}
export interface GameEndPayload {
finalScores: PlayerScore[]
spotifyExport?: unknown
}
export interface ErrorPayload {
code: string
message: string
}
// --- Maps d'events Socket.IO ---------------------------------------------
/** Ack standard renvoyé par le serveur sur les commandes critiques. */
export type Ack<T> = (result: { ok: true; data: T } | { ok: false; error: ErrorPayload }) => void
/** CLIENT → SERVER */
export interface ClientToServerEvents {
"room:create": (payload: RoomCreatePayload, ack: Ack<RoomCreatedPayload>) => void
"room:join": (payload: RoomJoinPayload, ack: Ack<RoomCreatedPayload>) => void
"lobby:updateSettings": (payload: UpdateSettingsPayload) => void
"game:start": (ack: Ack<null>) => void
"blindtest:submitTrack": (payload: SubmitTrackPayload, ack: Ack<SubmitOkPayload>) => void
"media:control": (payload: MediaControlPayload) => void
"round:vote": (payload: VotePayload) => void
}
/** SERVER → CLIENT */
export interface ServerToClientEvents {
"room:state": (payload: RoomSnapshot) => void
"player:left": (payload: PlayerRefPayload) => void
"player:rejoined": (payload: PlayerRefPayload) => void
"blindtest:submitOk": (payload: SubmitOkPayload) => void
"round:start": (payload: RoundStartPayload) => void
"media:sync": (payload: MediaSyncPayload) => void
"round:voteAck": (payload: VoteAckPayload) => void
"round:reveal": (payload: RevealPayload) => void
"score:update": (payload: ScoreUpdatePayload) => void
"game:end": (payload: GameEndPayload) => void
"error": (payload: ErrorPayload) => void
}
/** Events serveur ↔ serveur (inutilisés en V1, pas de Redis adapter). */
export type InterServerEvents = Record<string, never>
/** Données attachées à chaque socket côté serveur. */
export interface SocketData {
playerId?: string
roomCode?: string
}