chg: usr: add timers to each player - renew the whole migration #4
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165
assets/js/mine-seeker/components/GameTimer.jsx
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165
assets/js/mine-seeker/components/GameTimer.jsx
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/**
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* This file is part of the SplendidBear Websites' projects.
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*
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* Copyright (c) 2026 @ www.splendidbear.org
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*
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* For the full copyright and license information, please view the LICENSE
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* file that was distributed with this source code.
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*/
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import React, { useEffect, useRef, useState } from 'react';
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import { useGame } from '@mine-contexts';
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const GameTimer = () => {
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const { overlay, connectionLost, endRef, activePlayer, webPlayer } = useGame();
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const [redTime, setRedTime] = useState(0);
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const [blueTime, setBlueTime] = useState(0);
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const [isRunning, setIsRunning] = useState(false);
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const timerIntervalRef = useRef(null);
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const gameStartedRef = useRef(false);
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// Use timestamps instead of counters for more reliable background tracking
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const redStartTimeRef = useRef(null);
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const blueStartTimeRef = useRef(null);
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const lastActivePlayerRef = useRef(null);
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const pausedRedTimeRef = useRef(0);
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const pausedBlueTimeRef = useRef(0);
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// Start timer when overlay is hidden (both players connected and game started)
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useEffect(() => {
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if (!overlay && !gameStartedRef.current) {
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gameStartedRef.current = true;
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setIsRunning(true);
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setRedTime(0);
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setBlueTime(0);
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redStartTimeRef.current = Date.now();
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blueStartTimeRef.current = Date.now();
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pausedRedTimeRef.current = 0;
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pausedBlueTimeRef.current = 0;
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lastActivePlayerRef.current = activePlayer;
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}
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}, [overlay]);
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// Stop timer on game end (resign/win)
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useEffect(() => {
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if (endRef.current) {
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setIsRunning(false);
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}
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}, [endRef.current]);
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// Stop timer on connection loss
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useEffect(() => {
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if (connectionLost) {
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setIsRunning(false);
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}
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}, [connectionLost]);
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// Handle player switch - pause one timer, resume the other
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useEffect(() => {
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if (!isRunning) return;
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if (lastActivePlayerRef.current !== activePlayer) {
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// Player switched, save current accumulated time for whoever was active
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const startRef = lastActivePlayerRef.current ? blueStartTimeRef.current : redStartTimeRef.current;
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if (startRef) {
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const elapsed = Math.floor((Date.now() - startRef) / 1000);
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if (lastActivePlayerRef.current) {
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pausedBlueTimeRef.current += elapsed;
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} else {
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pausedRedTimeRef.current += elapsed;
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}
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}
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// Start the new active player's timer
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if (activePlayer) {
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blueStartTimeRef.current = Date.now();
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} else {
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redStartTimeRef.current = Date.now();
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}
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lastActivePlayerRef.current = activePlayer;
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}
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}, [activePlayer, isRunning]);
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// Main timer effect - update display every 100ms
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useEffect(() => {
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if (!isRunning) {
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if (timerIntervalRef.current) {
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clearInterval(timerIntervalRef.current);
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}
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return;
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}
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timerIntervalRef.current = setInterval(() => {
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let currentRedTime = pausedRedTimeRef.current;
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let currentBlueTime = pausedBlueTimeRef.current;
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// Add elapsed time for the active player
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if (!activePlayer && redStartTimeRef.current) {
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currentRedTime += Math.floor((Date.now() - redStartTimeRef.current) / 1000);
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} else if (activePlayer && blueStartTimeRef.current) {
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currentBlueTime += Math.floor((Date.now() - blueStartTimeRef.current) / 1000);
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}
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setRedTime(currentRedTime);
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setBlueTime(currentBlueTime);
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}, 100);
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return () => {
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if (timerIntervalRef.current) {
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clearInterval(timerIntervalRef.current);
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}
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};
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}, [isRunning, activePlayer]);
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// Handle focus/blur to synchronize timer when tab regains focus
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useEffect(() => {
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const handleFocus = () => {
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// Force update when tab regains focus to sync any background drift
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if (isRunning) {
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let currentRedTime = pausedRedTimeRef.current;
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let currentBlueTime = pausedBlueTimeRef.current;
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if (!activePlayer && redStartTimeRef.current) {
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currentRedTime += Math.floor((Date.now() - redStartTimeRef.current) / 1000);
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} else if (activePlayer && blueStartTimeRef.current) {
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currentBlueTime += Math.floor((Date.now() - blueStartTimeRef.current) / 1000);
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}
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setRedTime(currentRedTime);
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setBlueTime(currentBlueTime);
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}
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};
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window.addEventListener('focus', handleFocus);
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return () => window.removeEventListener('focus', handleFocus);
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}, [isRunning, activePlayer]);
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// Cleanup on unmount
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useEffect(() => () => {
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if (timerIntervalRef.current) {
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clearInterval(timerIntervalRef.current);
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}
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}, []);
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const formatTime = seconds => {
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const mins = Math.floor(seconds / 60);
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const secs = seconds % 60;
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return `${String(mins).padStart(2, '0')}:${String(secs).padStart(2, '0')}`;
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};
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return (
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<div className="game-timer-container">
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<div className={`game-timer red-timer ${!activePlayer ? 'active' : ''}`}>
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<i className={`fa ${!activePlayer ? 'fa-hourglass-half' : 'fa-hourglass-start'} timer-icon`} />
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<span className="timer-display">{formatTime(redTime)}</span>
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</div>
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<div className={`game-timer blue-timer ${activePlayer ? 'active' : ''}`}>
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<i className={`fa ${activePlayer ? 'fa-hourglass-half' : 'fa-hourglass-start'} timer-icon`} />
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<span className="timer-display">{formatTime(blueTime)}</span>
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</div>
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</div>
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);
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};
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export default GameTimer;
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