chg: usr: add timers to each player - renew the whole migration #4
This commit is contained in:
@@ -11,6 +11,7 @@ import React, { useEffect, useRef } from 'react';
|
||||
import { useMutation, useQuery } from '@tanstack/react-query';
|
||||
import { useGame } from '@mine-contexts';
|
||||
import { DESC } from '@mine-utils';
|
||||
import useStepTimer from './useStepTimer';
|
||||
|
||||
/** Handles all server communication: SSE (Mercure), REST calls, and the initialization lifecycle. */
|
||||
const useServerCommunication = (gameAssoc, gameInherited, isEnvDev) => {
|
||||
@@ -32,6 +33,9 @@ const useServerCommunication = (gameAssoc, gameInherited, isEnvDev) => {
|
||||
const eventSourceRef = useRef(null);
|
||||
const rpcUsersRef = useRef(null);
|
||||
const stepCacheRef = useRef([]);
|
||||
const { getStepElapsed, resetStepTimer, startNewTurn } = useStepTimer();
|
||||
const isGameRunningRef = useRef(false);
|
||||
const lastActivePlayerRef = useRef(null);
|
||||
|
||||
/** REST mutations / queries */
|
||||
|
||||
@@ -80,7 +84,6 @@ const useServerCommunication = (gameAssoc, gameInherited, isEnvDev) => {
|
||||
<a href={`/play/${gameAssoc}`} target="_blank">Play w/ me!</a>
|
||||
</div>
|
||||
) : '');
|
||||
|
||||
setTimeout(() => revealedCells.forEach(cell => applyRevealedCell(cell, cell.player)), 0);
|
||||
};
|
||||
|
||||
@@ -96,6 +99,10 @@ const useServerCommunication = (gameAssoc, gameInherited, isEnvDev) => {
|
||||
desc: 'blue' === webPlayerRef.current ? DESC.you : DESC.buddy,
|
||||
active: true,
|
||||
}));
|
||||
isGameRunningRef.current = true;
|
||||
lastActivePlayerRef.current = 1; // Blue starts
|
||||
startNewTurn();
|
||||
resetStepTimer();
|
||||
hideOverlay();
|
||||
};
|
||||
|
||||
@@ -130,6 +137,14 @@ const useServerCommunication = (gameAssoc, gameInherited, isEnvDev) => {
|
||||
if (null === payload.data.resign) {
|
||||
isEnvDev && console.warn(payload.user + ' stepped to ' + payload.data.coords.join(','));
|
||||
syncBombSelected(payload.data.bomb);
|
||||
|
||||
// Detect if turn switched (other player made a move)
|
||||
// After their move, it's now our turn (or the opposite player's turn)
|
||||
if (lastActivePlayerRef.current !== activePlayerRef.current) {
|
||||
startNewTurn();
|
||||
lastActivePlayerRef.current = activePlayerRef.current;
|
||||
}
|
||||
|
||||
applyStep(payload.data);
|
||||
makeGameEndIfItEnds(payload.data.bluePoints, payload.data.redPoints, false, payload.data.leftMines);
|
||||
} else {
|
||||
@@ -233,7 +248,8 @@ const useServerCommunication = (gameAssoc, gameInherited, isEnvDev) => {
|
||||
const [r, c] = coords;
|
||||
if (cells[r]?.[c]?.active) return;
|
||||
|
||||
const dataPack = { coords, player: activeColor, bomb: bombSelectedRef.current, resign: null };
|
||||
const stepElapsed = getStepElapsed(activePlayerRef.current, isGameRunningRef.current);
|
||||
const dataPack = { coords, player: activeColor, bomb: bombSelectedRef.current, resign: null, stepElapsed };
|
||||
|
||||
if (connectionLostRef.current) {
|
||||
stepCacheRef.current.push(dataPack);
|
||||
@@ -251,7 +267,8 @@ const useServerCommunication = (gameAssoc, gameInherited, isEnvDev) => {
|
||||
|
||||
const clickResign = () => {
|
||||
const color = activePlayerRef.current ? 'blue' : 'red';
|
||||
stepMutation.mutate({ resign: color });
|
||||
const stepElapsed = getStepElapsed(activePlayerRef.current, isGameRunningRef.current);
|
||||
stepMutation.mutate({ resign: color, stepElapsed });
|
||||
resignProcess(webPlayerRef.current);
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user