Prod hardening: one-game-per-player, selectable music, bargevasat.ir config
- One running game per player: server rejects a 2nd matchmake while in a live room (re-syncs the existing game); client guards Home vs-computer + Lobby random/create — resumes the running match + notifies instead of starting another (game-store hasActiveMatch()). - Background music is now selectable: santoor (سنتی, calm Persian loop) and playful (bouncy UNO-like) — sound.ts TRACKS + setMusicTrack (persisted), sound-store musicTrack, picker in Profile → Audio. i18n added. - Production config for bargevasat.ir (prepare-only; no live deploy): appsettings.Production.example (CORS + ZarinPal + IAB to the domain), docker-compose.caddy.yml + Caddyfile (auto-HTTPS reverse proxy bargevasat.ir→web, api.bargevasat.ir→server), ENV_FILE PRODUCTION block, PRODUCTION.md go-live + Cafe Bazaar publish/IAB checklist. Fixed IAB package name to match Capacitor appId (com.bargevasat.app). Verified: tsc + next build + dotnet build all pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -16,7 +16,8 @@ import {
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} from "lucide-react";
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import { useEffect, useState } from "react";
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import { Zap } from "lucide-react";
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import { useGameStore } from "@/lib/game-store";
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import { useGameStore, hasActiveMatch } from "@/lib/game-store";
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import { pushNotification } from "@/lib/notification-store";
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import { useSessionStore } from "@/lib/session-store";
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import { useUIStore, type Screen } from "@/lib/ui-store";
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import { useI18n } from "@/lib/i18n";
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@@ -45,6 +46,20 @@ export function HomeScreen() {
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const [speed, setSpeed] = useState(false);
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const playVsComputer = () => {
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// One game at a time: resume the running match instead of starting a new one.
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if (hasActiveMatch()) {
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useGameStore.getState().resume();
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goGame("home");
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pushNotification({
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kind: "system",
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titleFa: "بازی در جریان",
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titleEn: "Game in progress",
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bodyFa: "ابتدا بازی فعلی را تمام کنید یا تسلیم شوید.",
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bodyEn: "Finish or forfeit your current game first.",
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icon: "🎮",
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});
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return;
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}
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const you = profile?.displayName || t("seat.you");
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newMatch({
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names: [you, "آرش", "کیان", "نیلوفر"],
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@@ -9,9 +9,27 @@ import { MATCH_LEAGUES, leagueById } from "@/lib/online/gamification";
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import { useOnlineStore } from "@/lib/online-store";
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import { useSessionStore } from "@/lib/session-store";
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import { useUIStore } from "@/lib/ui-store";
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import { useGameStore, hasActiveMatch } from "@/lib/game-store";
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import { pushNotification } from "@/lib/notification-store";
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import { useI18n } from "@/lib/i18n";
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import { cn } from "@/lib/cn";
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/** Block starting a 2nd game while one is running — resume it instead. */
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function guardActiveMatch(): boolean {
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if (!hasActiveMatch()) return false;
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useGameStore.getState().resume();
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useUIStore.getState().goGame("online");
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pushNotification({
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kind: "system",
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titleFa: "بازی در جریان",
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titleEn: "Game in progress",
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bodyFa: "ابتدا بازی فعلی را تمام کنید یا تسلیم شوید.",
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bodyEn: "Finish or forfeit your current game first.",
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icon: "🎮",
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});
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return true;
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}
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export function OnlineLobbyScreen() {
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const { t, locale } = useI18n();
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const createRoom = useOnlineStore((s) => s.createRoom);
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@@ -27,12 +45,14 @@ export function OnlineLobbyScreen() {
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// Private rooms with friends are free.
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const onCreate = async () => {
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if (guardActiveMatch()) return;
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await createRoom({ targetScore: 7, stake: 0, ranked: false });
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go("room");
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};
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// Ranked random always costs the entry (you stake it).
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const onRandom = async () => {
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if (guardActiveMatch()) return;
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if (lockedLeague) return;
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if (coins < entry) {
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go("buycoins");
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@@ -469,12 +469,34 @@ function SocialSettings() {
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function SoundSettings() {
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const { t } = useI18n();
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const { sfx, music, toggleSfx, toggleMusic } = useSoundStore();
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const { sfx, music, musicTrack, toggleSfx, toggleMusic, setMusicTrack } = useSoundStore();
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const tracks = [
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{ id: "santoor" as const, label: t("settings.trackSantoor") },
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{ id: "playful" as const, label: t("settings.trackPlayful") },
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];
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return (
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<div className="glass rounded-2xl p-4 mt-4">
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<h3 className="text-sm font-bold text-cream/80 mb-2">{t("settings.audio")}</h3>
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<ToggleRow icon={<Volume2 className="size-4 text-gold-400" />} label={t("settings.sound")} on={sfx} onClick={toggleSfx} />
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<ToggleRow icon={<Music className="size-4 text-gold-400" />} label={t("settings.music")} on={music} onClick={toggleMusic} />
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{/* music style picker */}
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<div className="mt-3">
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<div className="text-[11px] text-cream/55 mb-1.5">{t("settings.musicStyle")}</div>
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<div className="grid grid-cols-2 gap-2">
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{tracks.map((tr) => (
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<button
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key={tr.id}
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onClick={() => setMusicTrack(tr.id)}
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className={cn(
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"press-3d rounded-xl py-2.5 text-sm font-bold",
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musicTrack === tr.id ? "btn-gold" : "bg-navy-900/70 gold-border text-cream/70"
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)}
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>
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{tr.label}
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</button>
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))}
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</div>
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</div>
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</div>
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);
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}
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@@ -572,3 +572,12 @@ export const useGameStore = create<GameStore>((set, get) => {
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},
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};
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});
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/**
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* True when the player has a running match that hasn't finished — used to enforce
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* "one game at a time": entry points should resume this instead of starting another.
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*/
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export function hasActiveMatch(): boolean {
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const s = useGameStore.getState();
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return s.started && s.game.phase !== "match-over";
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}
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@@ -321,6 +321,9 @@ const fa: Dict = {
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"settings.audio": "تنظیمات صدا",
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"settings.sound": "افکت صدا",
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"settings.music": "موسیقی پسزمینه",
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"settings.musicStyle": "سبک موسیقی",
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"settings.trackSantoor": "سنتی (سنتور)",
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"settings.trackPlayful": "شاد",
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"profile.cardFront": "روی کارت",
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"profile.cardBack": "پشت کارت",
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@@ -648,6 +651,9 @@ const en: Dict = {
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"settings.audio": "Audio",
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"settings.sound": "Sound effects",
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"settings.music": "Background music",
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"settings.musicStyle": "Music style",
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"settings.trackSantoor": "Traditional (Santoor)",
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"settings.trackPlayful": "Playful",
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"profile.cardFront": "Card front",
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"profile.cardBack": "Card back",
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+10
-1
@@ -1,13 +1,15 @@
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"use client";
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import { create } from "zustand";
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import { sound } from "./sound";
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import { sound, type MusicTrack } from "./sound";
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interface SoundStore {
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sfx: boolean;
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music: boolean;
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musicTrack: MusicTrack;
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toggleSfx: () => void;
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toggleMusic: () => void;
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setMusicTrack: (t: MusicTrack) => void;
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/** Master mute: turns BOTH sfx and music off (or both back on). */
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toggleAll: () => void;
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}
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@@ -15,6 +17,13 @@ interface SoundStore {
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export const useSoundStore = create<SoundStore>((set, get) => ({
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sfx: sound.sfxEnabled,
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music: sound.musicEnabled,
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musicTrack: sound.musicTrack,
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setMusicTrack: (t) => {
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// Picking a track also turns music on so the choice is audible immediately.
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sound.setMusicTrack(t);
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sound.setMusicEnabled(true);
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set({ musicTrack: t, music: true });
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},
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toggleSfx: () => {
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const v = !get().sfx;
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sound.setSfxEnabled(v);
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+42
-10
@@ -18,6 +18,9 @@ export type Sfx =
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const LS_SFX = "hokm.sfx";
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const LS_MUSIC = "hokm.music";
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const LS_TRACK = "hokm.musicTrack";
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export type MusicTrack = "santoor" | "playful";
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function loadBool(key: string, def = true): boolean {
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if (typeof window === "undefined") return def;
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@@ -34,6 +37,8 @@ class SoundManager {
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sfxEnabled = loadBool(LS_SFX);
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musicEnabled = loadBool(LS_MUSIC);
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musicTrack: MusicTrack =
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(typeof window !== "undefined" && (localStorage.getItem(LS_TRACK) as MusicTrack)) || "santoor";
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/** Must be called from a user gesture to unlock audio. */
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init() {
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@@ -70,6 +75,18 @@ class SoundManager {
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}
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}
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/** Switch the background music style; restarts the loop if playing. */
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setMusicTrack(track: MusicTrack) {
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this.musicTrack = track;
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if (typeof window !== "undefined") localStorage.setItem(LS_TRACK, track);
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this.step = 0;
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if (this.musicEnabled) {
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this.stopMusic();
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this.init();
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this.startMusic();
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}
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}
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private tone(
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freq: number,
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start: number,
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@@ -147,29 +164,44 @@ class SoundManager {
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}
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}
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// Gentle ambient loop on a Persian-flavored scale (Dastgah-ish).
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private MUSIC = [293.66, 311.13, 392, 440, 466.16, 392, 311.13, 293.66];
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// Two selectable loops:
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// • santoor — calm Persian-flavored (Dastgah-ish) legato loop with fifth harmony.
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// • playful — bouncy major-pentatonic staccato loop (UNO-like).
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private TRACKS: Record<
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MusicTrack,
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{ notes: number[]; gap: number; type: OscillatorType; attack: number; dur: number; peak: number; fifth: boolean }
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> = {
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santoor: {
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notes: [293.66, 311.13, 392, 440, 466.16, 392, 311.13, 293.66],
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gap: 900, type: "sine", attack: 0.3, dur: 1.6, peak: 0.5, fifth: true,
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},
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playful: {
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notes: [523.25, 659.25, 784, 659.25, 587.33, 698.46, 880, 698.46, 587.33, 523.25],
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gap: 360, type: "triangle", attack: 0.02, dur: 0.34, peak: 0.4, fifth: false,
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},
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};
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startMusic() {
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if (!this.musicEnabled || this.musicTimer || !this.ctx || !this.musicGain) return;
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const playNote = () => {
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if (!this.ctx || !this.musicGain) return;
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const freq = this.MUSIC[this.step % this.MUSIC.length];
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const cfg = this.TRACKS[this.musicTrack];
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const freq = cfg.notes[this.step % cfg.notes.length];
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this.step++;
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const osc = this.ctx.createOscillator();
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const g = this.ctx.createGain();
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const t = this.ctx.currentTime;
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osc.type = "sine";
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osc.type = cfg.type;
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osc.frequency.value = freq;
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g.gain.setValueAtTime(0.0001, t);
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g.gain.exponentialRampToValueAtTime(0.5, t + 0.3);
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g.gain.exponentialRampToValueAtTime(0.0001, t + 1.6);
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g.gain.exponentialRampToValueAtTime(cfg.peak, t + cfg.attack);
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g.gain.exponentialRampToValueAtTime(0.0001, t + cfg.dur);
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osc.connect(g);
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g.connect(this.musicGain);
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osc.start(t);
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osc.stop(t + 1.7);
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// soft fifth harmony every other note
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if (this.step % 2 === 0) {
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osc.stop(t + cfg.dur + 0.1);
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// soft fifth harmony (santoor) every other note
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if (cfg.fifth && this.step % 2 === 0) {
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const o2 = this.ctx.createOscillator();
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const g2 = this.ctx.createGain();
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o2.type = "sine";
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@@ -184,7 +216,7 @@ class SoundManager {
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}
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};
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playNote();
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this.musicTimer = setInterval(playNote, 900);
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this.musicTimer = setInterval(playNote, this.TRACKS[this.musicTrack].gap);
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}
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stopMusic() {
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