Cockatrice/webclient/src/components/Game/GameLog/GameLog.tsx
2026-04-19 23:21:42 -05:00

133 lines
4.2 KiB
TypeScript

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