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implement gameboard v1
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177 changed files with 16995 additions and 139 deletions
133
webclient/src/components/Game/GameLog/GameLog.tsx
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133
webclient/src/components/Game/GameLog/GameLog.tsx
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import { useEffect, useRef, useState } from 'react';
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import { useWebClient } from '@app/hooks';
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import { GameSelectors, useAppSelector } from '@app/store';
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import type { Enriched } from '@app/types';
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import './GameLog.css';
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const EMPTY_MESSAGES: Enriched.GameMessage[] = [];
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function formatElapsed(totalSeconds: number): string {
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const s = Math.max(0, Math.floor(totalSeconds));
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const hh = String(Math.floor(s / 3600)).padStart(2, '0');
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const mm = String(Math.floor((s % 3600) / 60)).padStart(2, '0');
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const ss = String(s % 60).padStart(2, '0');
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return `${hh}:${mm}:${ss}`;
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}
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export interface GameLogProps {
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gameId: number | undefined;
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}
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function GameLog({ gameId }: GameLogProps) {
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const webClient = useWebClient();
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const messages = useAppSelector((state) =>
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gameId != null ? GameSelectors.getMessages(state, gameId) : EMPTY_MESSAGES,
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);
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const players = useAppSelector((state) =>
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gameId != null ? GameSelectors.getPlayers(state, gameId) : undefined,
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);
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const secondsElapsed = useAppSelector((state) =>
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gameId != null ? GameSelectors.getSecondsElapsed(state, gameId) : 0,
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);
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// Local 1Hz ticker, resynced from Redux whenever a server event delivers a
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// fresh `secondsElapsed`. Mirrors desktop's QTimer(1000) +
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// setGameTime(event.seconds_elapsed()) pattern in game_state.cpp.
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const [displaySeconds, setDisplaySeconds] = useState(secondsElapsed);
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useEffect(() => {
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setDisplaySeconds(secondsElapsed);
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}, [secondsElapsed]);
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useEffect(() => {
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if (gameId == null) {
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return undefined;
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}
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const id = window.setInterval(() => {
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setDisplaySeconds((prev) => prev + 1);
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}, 1000);
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return () => window.clearInterval(id);
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}, [gameId]);
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const [draft, setDraft] = useState('');
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const listRef = useRef<HTMLDivElement>(null);
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// Desktop pins the log to the bottom unless the user has scrolled up to read backlog.
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// Capture pin state before the new line renders so auto-scroll only fires when the
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// user was already following the tail.
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const wasPinnedRef = useRef(true);
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useEffect(() => {
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const el = listRef.current;
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if (!el) {
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return;
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}
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if (wasPinnedRef.current) {
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el.scrollTop = el.scrollHeight;
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}
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}, [messages.length]);
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const handleMessagesScroll = () => {
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const el = listRef.current;
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if (!el) {
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return;
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}
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wasPinnedRef.current = el.scrollTop + el.clientHeight >= el.scrollHeight - 2;
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};
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const handleSubmit = (e: React.FormEvent<HTMLFormElement>) => {
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e.preventDefault();
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if (gameId == null) {
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return;
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}
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const trimmed = draft.trim();
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if (trimmed.length === 0) {
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return;
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}
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webClient.request.game.gameSay(gameId, { message: trimmed });
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setDraft('');
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};
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return (
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<div className="game-log" data-testid="game-log">
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<div className="game-log__heading">Log</div>
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{gameId != null && (
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<div className="game-log__timer" data-testid="game-log-timer">
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{formatElapsed(displaySeconds)}
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</div>
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)}
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<div className="game-log__messages" ref={listRef} onScroll={handleMessagesScroll}>
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{messages.length === 0 && (
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<div className="game-log__empty">no messages</div>
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)}
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{messages.map((m, idx) => {
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const isEvent = m.kind === 'event';
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const name = players?.[m.playerId]?.properties.userInfo?.name ?? `p${m.playerId}`;
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const lineClass = isEvent ? 'game-log__line game-log__line--event' : 'game-log__line';
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return (
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<div key={idx} className={lineClass}>
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{!isEvent && <span className="game-log__author">{name}:</span>}
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<span className="game-log__text">{m.message}</span>
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</div>
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);
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})}
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</div>
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<form className="game-log__input-row" onSubmit={handleSubmit}>
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<label className="game-log__input-label" htmlFor="game-log-say-input">
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Say:
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</label>
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<input
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id="game-log-say-input"
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type="text"
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className="game-log__input"
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value={draft}
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onChange={(e) => setDraft(e.target.value)}
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disabled={gameId == null}
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aria-label="game chat input"
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/>
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</form>
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</div>
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);
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}
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export default GameLog;
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