fix(online): rotate server state to viewer's seat — non-seat-0 players can play
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The server is authoritative with ABSOLUTE seats and tells each client its own
seat via mySeat, but the client copied seats verbatim — so any player not at
absolute seat 0 had their hand at players[mySeat] while the table read players[0]
and "your turn" checked turn===0. Result: they couldn't play (server auto-played
after the timeout → "hang"), and the turn highlight was identical for everyone
instead of rotating per viewer.

Fix (client-only; server was correct): new viewerRot(mySeat) rotates every
seat-indexed value into the viewer's frame (viewer → local seat 0): players/hands,
turn, hakem, leadSeat, lastTrickWinner, currentTrick, hakemDraw, seat roster,
disconnectedSeat, and the team arrays (matchScore/roundTricks/lastRoundResult/
matchWinner — odd seats swap team order). Store mySeat and rotate reaction bubbles
too (they carried absolute seats).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-19 08:59:03 +03:30
parent 0790ad6fe0
commit 2aac6257d6
2 changed files with 81 additions and 40 deletions
+5 -3
View File
@@ -3,7 +3,7 @@
import { AnimatePresence, motion } from "framer-motion"; import { AnimatePresence, motion } from "framer-motion";
import { Crown, Flag, LogOut, SmilePlus, Volume2, VolumeX, Zap } from "lucide-react"; import { Crown, Flag, LogOut, SmilePlus, Volume2, VolumeX, Zap } from "lucide-react";
import { useEffect, useMemo, useState } from "react"; import { useEffect, useMemo, useState } from "react";
import { useGameStore } from "@/lib/game-store"; import { useGameStore, viewerRot } from "@/lib/game-store";
import { useSoundStore } from "@/lib/sound-store"; import { useSoundStore } from "@/lib/sound-store";
import { Avatar } from "@/components/online/Avatar"; import { Avatar } from "@/components/online/Avatar";
import { legalMoves } from "@/lib/hokm/engine"; import { legalMoves } from "@/lib/hokm/engine";
@@ -776,8 +776,10 @@ function Reactions() {
useEffect(() => { useEffect(() => {
const unsub = getService().onReaction((seat, emoji) => { const unsub = getService().onReaction((seat, emoji) => {
const id = `${seat}-${Date.now()}-${Math.random()}`; // Reactions carry the sender's ABSOLUTE seat — rotate into this viewer's frame.
setBubbles((b) => [...b, { id, seat, emoji }]); const local = viewerRot(useGameStore.getState().mySeat).seat(seat) ?? seat;
const id = `${local}-${Date.now()}-${Math.random()}`;
setBubbles((b) => [...b, { id, seat: local, emoji }]);
setTimeout(() => setBubbles((b) => b.filter((x) => x.id !== id)), 2600); setTimeout(() => setBubbles((b) => b.filter((x) => x.id !== id)), 2600);
}); });
return unsub; return unsub;
+76 -37
View File
@@ -96,6 +96,9 @@ interface GameStore {
forfeitRequest: ForfeitRequest | null; forfeitRequest: ForfeitRequest | null;
/** a fresh online match just started — play the "players joining the table" intro once. */ /** a fresh online match just started — play the "players joining the table" intro once. */
matchIntroPending: boolean; matchIntroPending: boolean;
/** the viewer's ABSOLUTE seat on the live server (for rotating server-absolute
* events like reactions into the local frame). null offline. */
mySeat: Seat | null;
newMatch: (settings: GameSettings) => void; newMatch: (settings: GameSettings) => void;
newOnlineMatch: (cfg: OnlineMatchConfig) => void; newOnlineMatch: (cfg: OnlineMatchConfig) => void;
@@ -142,42 +145,69 @@ function mapCard(c: { suit: string; rank: number; id: string }): Card {
} }
/** Map a server GameStateDto onto the client GameState. */ /** Map a server GameStateDto onto the client GameState. */
/** Local seat = absolute seat rotated so the viewer (mySeat) sits at seat 0. */
export function viewerRot(mySeat: number | null | undefined) {
const v = (((mySeat ?? 0) % 4) + 4) % 4;
return {
v,
/** absolute seat → local seat (viewer → 0) */
seat: (a: number | null | undefined): Seat | null =>
a == null ? null : ((((a - v) % 4) + 4) % 4) as Seat,
/** absolute team value → local team value */
team: (t: number | null | undefined): Team | null =>
t == null ? null : (((t + v) % 2) as Team),
/** re-index a [team0, team1] absolute array into the viewer's local frame */
teamArr: (arr: number[]): [number, number] => [arr[v % 2] ?? 0, arr[(1 + v) % 2] ?? 0],
};
}
function mapServerState(s: ServerGameState): GameState { function mapServerState(s: ServerGameState): GameState {
const players: Player[] = s.players.map((p) => ({ // The server is authoritative with ABSOLUTE seats; every client must rotate so
seat: p.seat as Seat, // it sits at the bottom (local seat 0) — otherwise only absolute-seat-0 can play
name: p.name, // and the turn highlight is identical for everyone.
isHuman: p.isHuman, const r = viewerRot(s.mySeat);
team: p.team as Team, const bySeat: Record<number, ServerGameState["players"][number]> = {};
hand: p.hand for (const p of s.players) bySeat[p.seat] = p;
? p.hand.map(mapCard)
: Array.from({ length: p.handCount }, (_, i) => ({ const players: Player[] = ([0, 1, 2, 3] as const).map((l) => {
suit: "spades" as Suit, const p = bySeat[(l + r.v) % 4];
rank: 2 as Rank, return {
id: `hidden-${p.seat}-${i}`, seat: l as Seat,
})), name: p?.name ?? "",
})); isHuman: p?.isHuman ?? false,
team: (l % 2) as Team,
hand: p?.hand
? p.hand.map(mapCard)
: Array.from({ length: p?.handCount ?? 0 }, (_, i) => ({
suit: "spades" as Suit,
rank: 2 as Rank,
id: `hidden-${l}-${i}`,
})),
};
});
return { return {
phase: s.phase as Phase, phase: s.phase as Phase,
players, players,
deck: [], deck: [],
hakem: s.hakem as Seat | null, hakem: r.seat(s.hakem),
trump: (s.trump as Suit) ?? null, trump: (s.trump as Suit) ?? null,
turn: s.turn as Seat | null, turn: r.seat(s.turn),
currentTrick: s.currentTrick.map((pc) => ({ seat: pc.seat as Seat, card: mapCard(pc.card) })), currentTrick: s.currentTrick.map((pc) => ({ seat: r.seat(pc.seat)!, card: mapCard(pc.card) })),
leadSeat: s.leadSeat as Seat | null, leadSeat: r.seat(s.leadSeat),
roundTricks: [s.roundTricks[0] ?? 0, s.roundTricks[1] ?? 0], roundTricks: r.teamArr(s.roundTricks),
matchScore: [s.matchScore[0] ?? 0, s.matchScore[1] ?? 0], matchScore: r.teamArr(s.matchScore),
lastTrickWinner: s.lastTrickWinner as Seat | null, lastTrickWinner: r.seat(s.lastTrickWinner),
lastRoundResult: s.lastRoundResult lastRoundResult: s.lastRoundResult
? { ? {
winningTeam: s.lastRoundResult.winningTeam as Team, winningTeam: r.team(s.lastRoundResult.winningTeam) as Team,
tricks: [s.lastRoundResult.tricks[0], s.lastRoundResult.tricks[1]], tricks: r.teamArr(s.lastRoundResult.tricks),
kot: s.lastRoundResult.kot, kot: s.lastRoundResult.kot,
points: s.lastRoundResult.points, points: s.lastRoundResult.points,
} }
: null, : null,
matchWinner: s.matchWinner as Team | null, matchWinner: r.team(s.matchWinner),
hakemDraw: s.hakemDraw.map((pc) => ({ seat: pc.seat as Seat, card: mapCard(pc.card) })), hakemDraw: s.hakemDraw.map((pc) => ({ seat: r.seat(pc.seat)!, card: mapCard(pc.card) })),
targetScore: s.targetScore, targetScore: s.targetScore,
dealId: s.dealId, dealId: s.dealId,
}; };
@@ -322,6 +352,7 @@ export const useGameStore = create<GameStore>((set, get) => {
forfeited: false, forfeited: false,
forfeitRequest: null, forfeitRequest: null,
matchIntroPending: false, matchIntroPending: false,
mySeat: null,
newMatch: (settings) => { newMatch: (settings) => {
clearPending(); clearPending();
@@ -423,18 +454,24 @@ export const useGameStore = create<GameStore>((set, get) => {
const prev = get().game; const prev = get().game;
const next = mapServerState(s); const next = mapServerState(s);
const me = useSessionStore.getState().profile; const me = useSessionStore.getState().profile;
const seatPlayers: SeatPlayer[] = [...s.seatPlayers] // Rotate the seat roster into the viewer's frame too, so local seat 0 = you,
.sort((a, b) => a.seat - b.seat) // 2 = partner, 1/3 = opponents (matches the rotated game state above).
.map((sp) => ({ const r = viewerRot(s.mySeat);
name: sp.name, const bySeat: Record<number, ServerGameState["seatPlayers"][number]> = {};
avatar: avatarEmoji(sp.avatar), for (const sp of s.seatPlayers) bySeat[sp.seat] = sp;
avatarId: sp.avatar, const seatPlayers: SeatPlayer[] = ([0, 1, 2, 3] as const).map((l) => {
avatarImage: sp.avatarImage ?? null, const sp = bySeat[(l + r.v) % 4];
level: sp.level, return {
id: sp.userId, name: sp?.name ?? "",
isBot: sp.isBot, avatar: avatarEmoji(sp?.avatar ?? "a-fox"),
title: sp.userId && me && sp.userId === me.id ? me.title ?? null : null, avatarId: sp?.avatar,
})); avatarImage: sp?.avatarImage ?? null,
level: sp?.level ?? 0,
id: sp?.userId,
isBot: sp?.isBot,
title: sp?.userId && me && sp.userId === me.id ? me.title ?? null : null,
};
});
// accumulate the reward tally when the match score grows (a round ended) // accumulate the reward tally when the match score grows (a round ended)
const prevTotal = prev.matchScore[0] + prev.matchScore[1]; const prevTotal = prev.matchScore[0] + prev.matchScore[1];
@@ -454,9 +491,10 @@ export const useGameStore = create<GameStore>((set, get) => {
set({ set({
game: next, game: next,
seatPlayers, seatPlayers,
mySeat: (s.mySeat ?? null) as Seat | null,
matchMeta: { ranked: s.ranked, stake: s.stake, speed: false }, matchMeta: { ranked: s.ranked, stake: s.stake, speed: false },
turnDeadline: s.turnDeadline ?? null, turnDeadline: s.turnDeadline ?? null,
disconnectedSeat: (s.disconnectedSeat ?? null) as Seat | null, disconnectedSeat: r.seat(s.disconnectedSeat),
reconnectDeadline: s.disconnectedSeat != null ? Date.now() + RECONNECT_MS : null, reconnectDeadline: s.disconnectedSeat != null ? Date.now() + RECONNECT_MS : null,
}); });
}, },
@@ -558,6 +596,7 @@ export const useGameStore = create<GameStore>((set, get) => {
forfeited: false, forfeited: false,
forfeitRequest: null, forfeitRequest: null,
matchIntroPending: false, matchIntroPending: false,
mySeat: null,
seatPlayers: [], seatPlayers: [],
tally: freshTally(), tally: freshTally(),
turnDeadline: null, turnDeadline: null,