mirror of
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270 lines
5.5 KiB
TypeScript
270 lines
5.5 KiB
TypeScript
import * as _ from 'lodash';
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import { GameSortField, UserSortField, SortDirection } from 'types';
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import { SortUtil } from '../common';
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import { RoomsState } from './rooms.interfaces'
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import { MAX_ROOM_MESSAGES, Types } from './rooms.types';
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const initialState: RoomsState = {
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rooms: {},
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joined: {},
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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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},
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sortUsersBy: {
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field: UserSortField.NAME,
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order: SortDirection.ASC
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}
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};
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export const roomsReducer = (state = initialState, action: any) => {
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switch (action.type) {
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case Types.CLEAR_STORE: {
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return {
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...initialState
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};
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}
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case Types.UPDATE_ROOMS: {
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const rooms = {
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...state.rooms
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};
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// Server does not send everything on updates
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_.each(action.rooms, (room, order) => {
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const { roomId } = room;
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const existing = rooms[roomId] || {};
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const update = { ...room };
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delete update.gameList;
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delete update.gametypeList;
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delete update.userList;
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rooms[roomId] = {
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...existing,
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...update,
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order
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};
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});
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return { ...state, rooms };
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}
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case Types.JOIN_ROOM: {
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const { roomInfo } = action;
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const { joined, rooms, sortGamesBy, sortUsersBy } = state;
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const { roomId } = roomInfo;
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const gameList = [
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...roomInfo.gameList
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];
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const userList = [
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...roomInfo.userList
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];
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SortUtil.sortByField(gameList, sortGamesBy);
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SortUtil.sortUsersByField(userList, sortUsersBy);
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return {
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...state,
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rooms: {
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...rooms,
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[roomId]: {
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...roomInfo,
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gameList,
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userList
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}
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},
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joined: {
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...joined,
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[roomId]: true
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},
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}
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}
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case Types.LEAVE_ROOM: {
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const { roomId } = action;
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const { joined, messages } = state;
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const _joined = {
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...joined
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};
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const _messages = {
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...messages
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};
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delete _joined[roomId];
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delete _messages[roomId];
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return {
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...state,
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joined: _joined,
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messages: _messages,
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}
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}
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case Types.ADD_MESSAGE: {
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const { roomId, message } = action;
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const { messages } = state;
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let roomMessages = [...(messages[roomId] || [])];
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if (roomMessages.length === MAX_ROOM_MESSAGES) {
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roomMessages.shift();
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}
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message.timeReceived = new Date().getTime();
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roomMessages.push(message);
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return {
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...state,
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messages: {
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...messages,
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[roomId]: [
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...roomMessages
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]
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}
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}
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}
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// @TODO improve this reducer, likely by improving the store model
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case Types.UPDATE_GAMES: {
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const { roomId, games } = action;
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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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}
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// Create map of games with update objects
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const toUpdate = games.reduce((map, game) => {
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map[game.gameId] = game;
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return map;
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}, {});
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const gameUpdates = room.gameList
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// filter out closed games and remove from update map
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.filter(game => {
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const gameUpdate = toUpdate[game.gameId];
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const closedGame = gameUpdate && gameUpdate.closed;
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if (closedGame) {
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delete toUpdate[game.gameId];
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}
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return !closedGame;
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})
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.map(game => {
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const gameUpdate = toUpdate[game.gameId];
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if (gameUpdate) {
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delete toUpdate[game.gameId];
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return {
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...game,
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...gameUpdate
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};
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}
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return game;
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});
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// Push new games to end of list
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if (_.size(toUpdate)) {
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_.each(toUpdate, game => gameUpdates.push(game));
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}
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const gameList = [...gameUpdates];
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SortUtil.sortByField(gameList, sortGamesBy);
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return {
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...state,
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rooms: {
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...rooms,
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[roomId]: {
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...room,
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gameList
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}
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}
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}
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}
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case Types.USER_JOINED: {
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const { roomId, user } = action;
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const { rooms, sortUsersBy } = state;
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const room = { ...rooms[roomId] };
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const userList = [
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...room.userList,
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user
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];
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SortUtil.sortUsersByField(userList, sortUsersBy);
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return {
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...state,
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rooms: {
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...rooms,
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[roomId]: {
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...room,
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userList
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}
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}
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};
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}
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case Types.USER_LEFT: {
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const { roomId, name } = action;
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const { rooms } = state;
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const room = { ...rooms[roomId] };
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const userList = room.userList.filter(user => user.name !== name);
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return {
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...state,
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rooms: {
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...rooms,
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[roomId]: {
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...room,
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userList
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}
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}
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};
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}
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case Types.SORT_GAMES: {
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const { field, order, roomId } = action;
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const { rooms } = state;
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const gameList = [...rooms[roomId].gameList];
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const sortGamesBy = {
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field, order
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};
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SortUtil.sortByField(gameList, sortGamesBy);
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return {
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...state,
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rooms: {
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...rooms,
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[roomId]: {
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...rooms[roomId],
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gameList
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}
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},
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sortGamesBy
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}
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}
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default:
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return state;
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}
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}
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