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refactor typescript wiring
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286 changed files with 2999 additions and 3053 deletions
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@ -1,6 +1,6 @@
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import * as _ from 'lodash';
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import { GameSortField, Room, UserSortField, SortDirection } from 'types';
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import { App, Enriched } from '@app/types';
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import { normalizeGameObject, normalizeGametypeMap, normalizeRoomInfo, normalizeUserMessage, SortUtil } from '../common';
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@ -15,12 +15,12 @@ const initialState: RoomsState = {
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joinedGameIds: {},
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messages: {},
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sortGamesBy: {
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field: GameSortField.START_TIME,
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order: SortDirection.DESC
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field: App.GameSortField.START_TIME,
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order: App.SortDirection.DESC
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},
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sortUsersBy: {
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field: UserSortField.NAME,
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order: SortDirection.ASC
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field: App.UserSortField.NAME,
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order: App.SortDirection.ASC
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}
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};
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@ -46,11 +46,11 @@ export const roomsReducer = (state = initialState, action: RoomsAction) => {
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const gametypeMap = normalizeGametypeMap(gametypeList);
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rooms[roomId] = {
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...(existing as Room),
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...(existing as Enriched.Room),
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...roomMeta,
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gametypeMap,
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gameList: (existing as Room).gameList,
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userList: (existing as Room).userList,
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gameList: (existing as Enriched.Room).gameList,
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userList: (existing as Enriched.Room).userList,
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order,
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};
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});
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@ -149,8 +149,10 @@ export const roomsReducer = (state = initialState, action: RoomsAction) => {
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const { rooms, sortGamesBy } = state;
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const room = rooms[roomId];
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if (!room) {
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return { ...state };
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// An empty gameList means no game updates — skip to avoid
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// overwriting the existing game list with an empty one.
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if (!room || !games?.length) {
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return state;
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}
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// Normalize incoming raw proto games using the room's gametypeMap
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