Resume: exiting a match keeps it alive instead of destroying it
CI/CD / CI - API (dotnet build + engine sim) (push) Failing after 1m40s
CI/CD / CI - Web (tsc + next build) (push) Failing after 1m19s
CI/CD / Deploy - local stack (db + server + web) (push) Has been skipped

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:
soroush.asadi
2026-06-04 20:58:05 +03:30
parent a1c2cc0889
commit d66208e39e
5 changed files with 144 additions and 2 deletions
+43 -1
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@@ -16,6 +16,7 @@ import { NotificationsScreen } from "@/components/screens/NotificationsScreen";
import { AuthScreen } from "@/components/screens/AuthScreen";
import { DailyRewardModal } from "@/components/online/DailyRewardModal";
import { NotificationToaster } from "@/components/online/NotificationToaster";
import { ResumeGameBar } from "@/components/online/ResumeGameBar";
import { CapacitorBack } from "@/components/CapacitorBack";
import { useSessionStore } from "@/lib/session-store";
import { useGameStore } from "@/lib/game-store";
@@ -85,12 +86,52 @@ export default function Page() {
})
.catch(() => {});
// Resume an in-progress server match after a full reload: the server
// re-broadcasts state on (re)connect — if we're not already in a game and
// not mid-matchmaking, re-enter live mode (minimized) so the resume pill shows.
const svc = getService();
let resumeUnsub: (() => void) | undefined;
let rewardUnsub: (() => void) | undefined;
if (svc.live) {
resumeUnsub = svc.onState((s) => {
const gs = useGameStore.getState();
const scr = useUIStore.getState().screen;
if (
!gs.started &&
scr !== "matchmaking" &&
scr !== "game" &&
s.matchWinner == null &&
s.phase !== "match-over"
) {
gs.enterServerMatch(svc);
gs.applyServerState(s);
gs.minimize();
}
});
// Nudge the player when a match they left finishes while they're away.
rewardUnsub = svc.onReward(() => {
if (useUIStore.getState().screen !== "game")
pushNotification({
kind: "system",
titleFa: "بازی به پایان رسید",
titleEn: "Match ended",
bodyFa: "نتیجه و جایزه را ببینید",
bodyEn: "See the result and reward",
icon: "🏆",
});
});
}
const onPop = (e: PopStateEvent) => {
const raw = ((e.state?.screen as Screen) ?? screenFromHash());
useUIStore.getState().syncFromPop(resolveScreen(raw));
};
window.addEventListener("popstate", onPop);
return () => window.removeEventListener("popstate", onPop);
return () => {
window.removeEventListener("popstate", onPop);
resumeUnsub?.();
rewardUnsub?.();
};
}, [init]);
return (
@@ -98,6 +139,7 @@ export default function Page() {
{renderScreen(screen)}
<DailyRewardModal />
<NotificationToaster />
<ResumeGameBar />
<CapacitorBack />
{loading && null}
</>
+44
View File
@@ -0,0 +1,44 @@
"use client";
import { Play } from "lucide-react";
import { useGameStore } from "@/lib/game-store";
import { useUIStore } from "@/lib/ui-store";
import { useI18n } from "@/lib/i18n";
/**
* Floating "return to game" pill, shown whenever a match is still alive but the
* player has navigated away from the table. Tapping it re-arms the match and
* jumps back to the game screen. Hidden while on the table or once the match ends.
*/
export function ResumeGameBar() {
const { t } = useI18n();
const started = useGameStore((s) => s.started);
const phase = useGameStore((s) => s.game.phase);
const serverReward = useGameStore((s) => s.serverReward);
const screen = useUIStore((s) => s.screen);
// Show while a match is in progress, OR after it ended with a reward still
// unseen (the match finished while the player was away from the table).
const visible =
started && screen !== "game" && (phase !== "match-over" || serverReward != null);
if (!visible) return null;
const onResume = () => {
useGameStore.getState().resume();
useUIStore.getState().goGame(useUIStore.getState().screen);
};
return (
<div className="fixed inset-x-0 bottom-4 z-[60] flex justify-center px-4 pointer-events-none">
<button
onClick={onResume}
className="pointer-events-auto btn-gold flex items-center gap-2 rounded-full px-5 py-3 shadow-xl shadow-black/40 animate-pulse"
>
<span className="grid size-7 place-items-center rounded-full bg-black/20">
<Play className="size-4" fill="currentColor" />
</span>
<span className="font-bold">{t("resume.cta")}</span>
</button>
</div>
);
}
+19 -1
View File
@@ -25,11 +25,29 @@ export function GameScreen() {
const [reward, setReward] = useState<RewardResult | null>(null);
const submitted = useRef(false);
// Leaving the table (back button, browser/hardware back) keeps the match alive
// & resumable — pause is handled by the unmount effect below. A finished match
// is torn down instead.
const exit = () => {
if (useGameStore.getState().game.phase === "match-over") reset();
go(returnTo);
};
// Match truly finished (reward dismissed): tear the match down.
const finish = () => {
reset();
go(returnTo);
};
// Any way the table unmounts (exit button, hardware/browser back), keep an
// in-progress match alive and resumable instead of letting it run unattended.
useEffect(() => {
return () => {
const gs = useGameStore.getState();
if (gs.started && gs.game.phase !== "match-over") gs.minimize();
};
}, []);
const notifyAchievements = (r: RewardResult) => {
for (const a of r.newAchievements)
pushNotification({
@@ -85,7 +103,7 @@ export function GameScreen() {
won={game.matchWinner === 0}
onClose={() => {
setReward(null);
exit();
finish();
}}
/>
)}
+28
View File
@@ -78,6 +78,8 @@ interface GameStore {
live: boolean;
/** reward pushed by the server for a server-run (ranked) match. */
serverReward: RewardResult | null;
/** the match is still alive but the player navigated away (resumable). */
paused: boolean;
newMatch: (settings: GameSettings) => void;
newOnlineMatch: (cfg: OnlineMatchConfig) => void;
@@ -85,6 +87,10 @@ interface GameStore {
applyServerState: (s: ServerGameState) => void;
chooseTrump: (suit: Suit) => void;
playHuman: (card: Card) => void;
/** Leave the table without ending the match — keeps it resumable. */
minimize: () => void;
/** Return to a minimized match (re-arms local AI timers; live keeps streaming). */
resume: () => void;
reset: () => void;
}
@@ -293,6 +299,7 @@ export const useGameStore = create<GameStore>((set, get) => {
reconnectDeadline: null,
live: false,
serverReward: null,
paused: false,
newMatch: (settings) => {
clearPending();
@@ -302,6 +309,7 @@ export const useGameStore = create<GameStore>((set, get) => {
game: selectHakem(initial),
started: true,
mode: "ai",
paused: false,
matchMeta: { ranked: false, stake: 0 },
tally: freshTally(),
turnDeadline: null,
@@ -325,6 +333,7 @@ export const useGameStore = create<GameStore>((set, get) => {
game: selectHakem(initial),
started: true,
mode: "online",
paused: false,
matchMeta: { ranked: cfg.ranked, stake: cfg.stake },
tally: freshTally(),
turnDeadline: null,
@@ -353,6 +362,7 @@ export const useGameStore = create<GameStore>((set, get) => {
mode: "online",
live: true,
serverReward: null,
paused: false,
matchMeta: { ranked: true, stake: 0 },
tally: freshTally(),
turnDeadline: null,
@@ -418,6 +428,23 @@ export const useGameStore = create<GameStore>((set, get) => {
scheduleAuto();
},
minimize: () => {
// Keep the match alive and resumable. Single-player (AI) games pause their
// local timers so nothing happens while you're away; live (server-run)
// games keep streaming into the store via the still-active subscription.
if (!get().live) {
clearPending();
set({ turnDeadline: null, reconnectDeadline: null });
}
set({ paused: true });
},
resume: () => {
set({ paused: false });
// Re-arm the local driver for AI games; live games are already up to date.
if (!get().live && get().started && get().game.phase !== "match-over") scheduleAuto();
},
reset: () => {
clearPending();
if (liveUnsub) {
@@ -435,6 +462,7 @@ export const useGameStore = create<GameStore>((set, get) => {
mode: "ai",
live: false,
serverReward: null,
paused: false,
seatPlayers: [],
tally: freshTally(),
turnDeadline: null,
+10
View File
@@ -29,6 +29,11 @@ const fa: Dict = {
"home.lang": "English",
"home.onlineCount": "{n} نفر آنلاین",
"resume.title": "بازی در جریان",
"resume.cta": "بازگشت به بازی",
"resume.matchEnded": "بازی به پایان رسید",
"resume.matchEndedBody": "نتیجه و جایزه را ببینید",
"seat.you": "شما",
"team.us": "ما",
"team.them": "حریف",
@@ -270,6 +275,11 @@ const en: Dict = {
"home.lang": "فارسی",
"home.onlineCount": "{n} players online",
"resume.title": "Game in progress",
"resume.cta": "Return to game",
"resume.matchEnded": "Match ended",
"resume.matchEndedBody": "See the result and reward",
"seat.you": "You",
"team.us": "Us",
"team.them": "Them",