nerdware/packages/shared/src/events.ts
AyoubBenziza e3315d3b35 feat: mixed games by default, free-text quiz, mode-aware transitions
Mixed mode (default):
- gameType is now mixed | quiz | blindtest, default "mixed"; the lobby
  interleaves quiz + blindtest rounds so modes alternate
- lobby reworked: 3-way game-type switch, quiz count and/or blindtest config
  + track submission shown per selected type

Free-text quiz questions:
- quiz supports the `free` format (e.g. maths) alongside mcq/truefalse:
  payload without choices, {text} vote, tolerant matching on acceptedAnswers
- shared QuizQuestionPayload.choices optional; reveal truth carries answer
- match util moved to game/match.ts (shared by quiz + blindtest)
- repo/seed include free + acceptedAnswers; in-code bank gains free questions
- client quiz view renders a text input for free questions

Mode-aware transitions:
- RoundTransition themed per mode (colors/label/emoji); announces the mode
  on change (quiz <-> blindtest), lighter teaser within the same mode
- custom media buckets per mode: assets/transitions/{quiz,blindtest}/ + shared
- store tracks roundModeChanged

Verified e2e: mixed game alternates quiz/blindtest to completion; free-text
scoring covered by tests (22 pass).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 13:41:29 +02:00

152 lines
4 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,
GameType,
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 {
gameType: GameType
blindtestMode: BlindtestMode
roundDuration: number
tracksPerPlayer: number
rounds: RoundConfig[]
}
export interface PlayerRefPayload {
playerId: string
}
export interface SubmitTrackPayload {
youtubeUrl: string
}
export interface SubmitOkPayload {
accepted: boolean
reason?: string
/** Titre récupéré (oEmbed) si accepté — pour confirmation côté client. */
title?: string
/** Nombre total de titres soumis par ce joueur après cet ajout. */
count?: number
}
export interface RoundStartPayload {
type: RoundType
djId?: string
/** Timestamp serveur de début des réponses (après le délai de préparation / transition). */
startsAt: number
/** Timestamp serveur de fin de manche (startsAt + 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: (res: SubmitOkPayload) => void
) => 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
}