Resume: exiting a match keeps it alive instead of destroying it
Leaving the table (back button, browser/hardware back) no longer resets the game — it minimizes it and stays resumable: - game-store: add `paused` + minimize()/resume(). Single-player (AI) matches pause their local timers so nothing happens while away; live (server-run) matches keep streaming via the still-active subscription (the .NET GameRoom already runs the match to completion and re-broadcasts state on reconnect). - GameScreen: an unmount effect minimizes any in-progress match no matter how you leave; only a finished match (reward dismissed) tears down. - ResumeGameBar: floating "return to game" pill shown from any screen while a match is alive, or while a finished match still has an unseen reward. - page.tsx: after a full reload, re-enter live mode (minimized) when the server re-broadcasts state, and notify when a match you left finishes while away. Verified: tsc + next build clean; web image rebuilt and serving on :1500. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
+43
-1
@@ -16,6 +16,7 @@ import { NotificationsScreen } from "@/components/screens/NotificationsScreen";
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import { AuthScreen } from "@/components/screens/AuthScreen";
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import { DailyRewardModal } from "@/components/online/DailyRewardModal";
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import { NotificationToaster } from "@/components/online/NotificationToaster";
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import { ResumeGameBar } from "@/components/online/ResumeGameBar";
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import { CapacitorBack } from "@/components/CapacitorBack";
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import { useSessionStore } from "@/lib/session-store";
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import { useGameStore } from "@/lib/game-store";
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@@ -85,12 +86,52 @@ export default function Page() {
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})
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.catch(() => {});
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// Resume an in-progress server match after a full reload: the server
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// re-broadcasts state on (re)connect — if we're not already in a game and
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// not mid-matchmaking, re-enter live mode (minimized) so the resume pill shows.
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const svc = getService();
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let resumeUnsub: (() => void) | undefined;
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let rewardUnsub: (() => void) | undefined;
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if (svc.live) {
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resumeUnsub = svc.onState((s) => {
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const gs = useGameStore.getState();
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const scr = useUIStore.getState().screen;
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if (
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!gs.started &&
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scr !== "matchmaking" &&
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scr !== "game" &&
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s.matchWinner == null &&
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s.phase !== "match-over"
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) {
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gs.enterServerMatch(svc);
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gs.applyServerState(s);
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gs.minimize();
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}
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});
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// Nudge the player when a match they left finishes while they're away.
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rewardUnsub = svc.onReward(() => {
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if (useUIStore.getState().screen !== "game")
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pushNotification({
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kind: "system",
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titleFa: "بازی به پایان رسید",
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titleEn: "Match ended",
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bodyFa: "نتیجه و جایزه را ببینید",
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bodyEn: "See the result and reward",
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icon: "🏆",
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});
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});
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}
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const onPop = (e: PopStateEvent) => {
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const raw = ((e.state?.screen as Screen) ?? screenFromHash());
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useUIStore.getState().syncFromPop(resolveScreen(raw));
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};
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window.addEventListener("popstate", onPop);
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return () => window.removeEventListener("popstate", onPop);
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return () => {
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window.removeEventListener("popstate", onPop);
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resumeUnsub?.();
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rewardUnsub?.();
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};
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}, [init]);
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return (
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@@ -98,6 +139,7 @@ export default function Page() {
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{renderScreen(screen)}
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<DailyRewardModal />
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<NotificationToaster />
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<ResumeGameBar />
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<CapacitorBack />
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{loading && null}
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</>
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@@ -0,0 +1,44 @@
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"use client";
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import { Play } from "lucide-react";
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import { useGameStore } from "@/lib/game-store";
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import { useUIStore } from "@/lib/ui-store";
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import { useI18n } from "@/lib/i18n";
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/**
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* Floating "return to game" pill, shown whenever a match is still alive but the
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* player has navigated away from the table. Tapping it re-arms the match and
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* jumps back to the game screen. Hidden while on the table or once the match ends.
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*/
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export function ResumeGameBar() {
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const { t } = useI18n();
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const started = useGameStore((s) => s.started);
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const phase = useGameStore((s) => s.game.phase);
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const serverReward = useGameStore((s) => s.serverReward);
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const screen = useUIStore((s) => s.screen);
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// Show while a match is in progress, OR after it ended with a reward still
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// unseen (the match finished while the player was away from the table).
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const visible =
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started && screen !== "game" && (phase !== "match-over" || serverReward != null);
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if (!visible) return null;
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const onResume = () => {
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useGameStore.getState().resume();
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useUIStore.getState().goGame(useUIStore.getState().screen);
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};
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return (
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<div className="fixed inset-x-0 bottom-4 z-[60] flex justify-center px-4 pointer-events-none">
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<button
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onClick={onResume}
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className="pointer-events-auto btn-gold flex items-center gap-2 rounded-full px-5 py-3 shadow-xl shadow-black/40 animate-pulse"
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>
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<span className="grid size-7 place-items-center rounded-full bg-black/20">
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<Play className="size-4" fill="currentColor" />
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</span>
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<span className="font-bold">{t("resume.cta")}</span>
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</button>
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</div>
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);
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}
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@@ -25,11 +25,29 @@ export function GameScreen() {
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const [reward, setReward] = useState<RewardResult | null>(null);
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const submitted = useRef(false);
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// Leaving the table (back button, browser/hardware back) keeps the match alive
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// & resumable — pause is handled by the unmount effect below. A finished match
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// is torn down instead.
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const exit = () => {
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if (useGameStore.getState().game.phase === "match-over") reset();
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go(returnTo);
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};
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// Match truly finished (reward dismissed): tear the match down.
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const finish = () => {
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reset();
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go(returnTo);
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};
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// Any way the table unmounts (exit button, hardware/browser back), keep an
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// in-progress match alive and resumable instead of letting it run unattended.
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useEffect(() => {
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return () => {
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const gs = useGameStore.getState();
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if (gs.started && gs.game.phase !== "match-over") gs.minimize();
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};
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}, []);
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const notifyAchievements = (r: RewardResult) => {
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for (const a of r.newAchievements)
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pushNotification({
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@@ -85,7 +103,7 @@ export function GameScreen() {
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won={game.matchWinner === 0}
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onClose={() => {
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setReward(null);
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exit();
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finish();
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}}
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/>
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)}
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@@ -78,6 +78,8 @@ interface GameStore {
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live: boolean;
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/** reward pushed by the server for a server-run (ranked) match. */
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serverReward: RewardResult | null;
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/** the match is still alive but the player navigated away (resumable). */
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paused: boolean;
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newMatch: (settings: GameSettings) => void;
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newOnlineMatch: (cfg: OnlineMatchConfig) => void;
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@@ -85,6 +87,10 @@ interface GameStore {
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applyServerState: (s: ServerGameState) => void;
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chooseTrump: (suit: Suit) => void;
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playHuman: (card: Card) => void;
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/** Leave the table without ending the match — keeps it resumable. */
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minimize: () => void;
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/** Return to a minimized match (re-arms local AI timers; live keeps streaming). */
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resume: () => void;
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reset: () => void;
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}
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@@ -293,6 +299,7 @@ export const useGameStore = create<GameStore>((set, get) => {
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reconnectDeadline: null,
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live: false,
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serverReward: null,
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paused: false,
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newMatch: (settings) => {
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clearPending();
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@@ -302,6 +309,7 @@ export const useGameStore = create<GameStore>((set, get) => {
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game: selectHakem(initial),
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started: true,
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mode: "ai",
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paused: false,
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matchMeta: { ranked: false, stake: 0 },
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tally: freshTally(),
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turnDeadline: null,
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@@ -325,6 +333,7 @@ export const useGameStore = create<GameStore>((set, get) => {
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game: selectHakem(initial),
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started: true,
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mode: "online",
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paused: false,
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matchMeta: { ranked: cfg.ranked, stake: cfg.stake },
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tally: freshTally(),
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turnDeadline: null,
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@@ -353,6 +362,7 @@ export const useGameStore = create<GameStore>((set, get) => {
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mode: "online",
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live: true,
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serverReward: null,
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paused: false,
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matchMeta: { ranked: true, stake: 0 },
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tally: freshTally(),
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turnDeadline: null,
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@@ -418,6 +428,23 @@ export const useGameStore = create<GameStore>((set, get) => {
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scheduleAuto();
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},
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minimize: () => {
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// Keep the match alive and resumable. Single-player (AI) games pause their
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// local timers so nothing happens while you're away; live (server-run)
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// games keep streaming into the store via the still-active subscription.
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if (!get().live) {
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clearPending();
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set({ turnDeadline: null, reconnectDeadline: null });
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}
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set({ paused: true });
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},
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resume: () => {
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set({ paused: false });
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// Re-arm the local driver for AI games; live games are already up to date.
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if (!get().live && get().started && get().game.phase !== "match-over") scheduleAuto();
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},
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reset: () => {
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clearPending();
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if (liveUnsub) {
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@@ -435,6 +462,7 @@ export const useGameStore = create<GameStore>((set, get) => {
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mode: "ai",
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live: false,
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serverReward: null,
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paused: false,
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seatPlayers: [],
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tally: freshTally(),
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turnDeadline: null,
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@@ -29,6 +29,11 @@ const fa: Dict = {
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"home.lang": "English",
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"home.onlineCount": "{n} نفر آنلاین",
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"resume.title": "بازی در جریان",
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"resume.cta": "بازگشت به بازی",
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"resume.matchEnded": "بازی به پایان رسید",
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"resume.matchEndedBody": "نتیجه و جایزه را ببینید",
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"seat.you": "شما",
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"team.us": "ما",
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"team.them": "حریف",
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@@ -270,6 +275,11 @@ const en: Dict = {
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"home.lang": "فارسی",
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"home.onlineCount": "{n} players online",
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"resume.title": "Game in progress",
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"resume.cta": "Return to game",
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"resume.matchEnded": "Match ended",
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"resume.matchEndedBody": "See the result and reward",
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"seat.you": "You",
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"team.us": "Us",
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"team.them": "Them",
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