Prod hardening: one-game-per-player, selectable music, bargevasat.ir config
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 7m47s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m9s
CI/CD / Deploy - local stack (db + server + web) (push) Failing after 1s

- 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:
soroush.asadi
2026-06-06 23:05:52 +03:30
parent 265d878f22
commit e49df07c0f
13 changed files with 268 additions and 17 deletions
+16 -1
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@@ -16,7 +16,8 @@ import {
} from "lucide-react";
import { useEffect, useState } from "react";
import { Zap } from "lucide-react";
import { useGameStore } from "@/lib/game-store";
import { useGameStore, hasActiveMatch } from "@/lib/game-store";
import { pushNotification } from "@/lib/notification-store";
import { useSessionStore } from "@/lib/session-store";
import { useUIStore, type Screen } from "@/lib/ui-store";
import { useI18n } from "@/lib/i18n";
@@ -45,6 +46,20 @@ export function HomeScreen() {
const [speed, setSpeed] = useState(false);
const playVsComputer = () => {
// One game at a time: resume the running match instead of starting a new one.
if (hasActiveMatch()) {
useGameStore.getState().resume();
goGame("home");
pushNotification({
kind: "system",
titleFa: "بازی در جریان",
titleEn: "Game in progress",
bodyFa: "ابتدا بازی فعلی را تمام کنید یا تسلیم شوید.",
bodyEn: "Finish or forfeit your current game first.",
icon: "🎮",
});
return;
}
const you = profile?.displayName || t("seat.you");
newMatch({
names: [you, "آرش", "کیان", "نیلوفر"],
@@ -9,9 +9,27 @@ import { MATCH_LEAGUES, leagueById } from "@/lib/online/gamification";
import { useOnlineStore } from "@/lib/online-store";
import { useSessionStore } from "@/lib/session-store";
import { useUIStore } from "@/lib/ui-store";
import { useGameStore, hasActiveMatch } from "@/lib/game-store";
import { pushNotification } from "@/lib/notification-store";
import { useI18n } from "@/lib/i18n";
import { cn } from "@/lib/cn";
/** Block starting a 2nd game while one is running — resume it instead. */
function guardActiveMatch(): boolean {
if (!hasActiveMatch()) return false;
useGameStore.getState().resume();
useUIStore.getState().goGame("online");
pushNotification({
kind: "system",
titleFa: "بازی در جریان",
titleEn: "Game in progress",
bodyFa: "ابتدا بازی فعلی را تمام کنید یا تسلیم شوید.",
bodyEn: "Finish or forfeit your current game first.",
icon: "🎮",
});
return true;
}
export function OnlineLobbyScreen() {
const { t, locale } = useI18n();
const createRoom = useOnlineStore((s) => s.createRoom);
@@ -27,12 +45,14 @@ export function OnlineLobbyScreen() {
// Private rooms with friends are free.
const onCreate = async () => {
if (guardActiveMatch()) return;
await createRoom({ targetScore: 7, stake: 0, ranked: false });
go("room");
};
// Ranked random always costs the entry (you stake it).
const onRandom = async () => {
if (guardActiveMatch()) return;
if (lockedLeague) return;
if (coins < entry) {
go("buycoins");
+23 -1
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@@ -469,12 +469,34 @@ function SocialSettings() {
function SoundSettings() {
const { t } = useI18n();
const { sfx, music, toggleSfx, toggleMusic } = useSoundStore();
const { sfx, music, musicTrack, toggleSfx, toggleMusic, setMusicTrack } = useSoundStore();
const tracks = [
{ id: "santoor" as const, label: t("settings.trackSantoor") },
{ id: "playful" as const, label: t("settings.trackPlayful") },
];
return (
<div className="glass rounded-2xl p-4 mt-4">
<h3 className="text-sm font-bold text-cream/80 mb-2">{t("settings.audio")}</h3>
<ToggleRow icon={<Volume2 className="size-4 text-gold-400" />} label={t("settings.sound")} on={sfx} onClick={toggleSfx} />
<ToggleRow icon={<Music className="size-4 text-gold-400" />} label={t("settings.music")} on={music} onClick={toggleMusic} />
{/* music style picker */}
<div className="mt-3">
<div className="text-[11px] text-cream/55 mb-1.5">{t("settings.musicStyle")}</div>
<div className="grid grid-cols-2 gap-2">
{tracks.map((tr) => (
<button
key={tr.id}
onClick={() => setMusicTrack(tr.id)}
className={cn(
"press-3d rounded-xl py-2.5 text-sm font-bold",
musicTrack === tr.id ? "btn-gold" : "bg-navy-900/70 gold-border text-cream/70"
)}
>
{tr.label}
</button>
))}
</div>
</div>
</div>
);
}
+9
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@@ -572,3 +572,12 @@ export const useGameStore = create<GameStore>((set, get) => {
},
};
});
/**
* True when the player has a running match that hasn't finished — used to enforce
* "one game at a time": entry points should resume this instead of starting another.
*/
export function hasActiveMatch(): boolean {
const s = useGameStore.getState();
return s.started && s.game.phase !== "match-over";
}
+6
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@@ -321,6 +321,9 @@ const fa: Dict = {
"settings.audio": "تنظیمات صدا",
"settings.sound": "افکت صدا",
"settings.music": "موسیقی پس‌زمینه",
"settings.musicStyle": "سبک موسیقی",
"settings.trackSantoor": "سنتی (سنتور)",
"settings.trackPlayful": "شاد",
"profile.cardFront": "روی کارت",
"profile.cardBack": "پشت کارت",
@@ -648,6 +651,9 @@ const en: Dict = {
"settings.audio": "Audio",
"settings.sound": "Sound effects",
"settings.music": "Background music",
"settings.musicStyle": "Music style",
"settings.trackSantoor": "Traditional (Santoor)",
"settings.trackPlayful": "Playful",
"profile.cardFront": "Card front",
"profile.cardBack": "Card back",
+10 -1
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@@ -1,13 +1,15 @@
"use client";
import { create } from "zustand";
import { sound } from "./sound";
import { sound, type MusicTrack } from "./sound";
interface SoundStore {
sfx: boolean;
music: boolean;
musicTrack: MusicTrack;
toggleSfx: () => void;
toggleMusic: () => void;
setMusicTrack: (t: MusicTrack) => void;
/** Master mute: turns BOTH sfx and music off (or both back on). */
toggleAll: () => void;
}
@@ -15,6 +17,13 @@ interface SoundStore {
export const useSoundStore = create<SoundStore>((set, get) => ({
sfx: sound.sfxEnabled,
music: sound.musicEnabled,
musicTrack: sound.musicTrack,
setMusicTrack: (t) => {
// Picking a track also turns music on so the choice is audible immediately.
sound.setMusicTrack(t);
sound.setMusicEnabled(true);
set({ musicTrack: t, music: true });
},
toggleSfx: () => {
const v = !get().sfx;
sound.setSfxEnabled(v);
+42 -10
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@@ -18,6 +18,9 @@ export type Sfx =
const LS_SFX = "hokm.sfx";
const LS_MUSIC = "hokm.music";
const LS_TRACK = "hokm.musicTrack";
export type MusicTrack = "santoor" | "playful";
function loadBool(key: string, def = true): boolean {
if (typeof window === "undefined") return def;
@@ -34,6 +37,8 @@ class SoundManager {
sfxEnabled = loadBool(LS_SFX);
musicEnabled = loadBool(LS_MUSIC);
musicTrack: MusicTrack =
(typeof window !== "undefined" && (localStorage.getItem(LS_TRACK) as MusicTrack)) || "santoor";
/** Must be called from a user gesture to unlock audio. */
init() {
@@ -70,6 +75,18 @@ class SoundManager {
}
}
/** Switch the background music style; restarts the loop if playing. */
setMusicTrack(track: MusicTrack) {
this.musicTrack = track;
if (typeof window !== "undefined") localStorage.setItem(LS_TRACK, track);
this.step = 0;
if (this.musicEnabled) {
this.stopMusic();
this.init();
this.startMusic();
}
}
private tone(
freq: number,
start: number,
@@ -147,29 +164,44 @@ class SoundManager {
}
}
// Gentle ambient loop on a Persian-flavored scale (Dastgah-ish).
private MUSIC = [293.66, 311.13, 392, 440, 466.16, 392, 311.13, 293.66];
// Two selectable loops:
// • santoor — calm Persian-flavored (Dastgah-ish) legato loop with fifth harmony.
// • playful — bouncy major-pentatonic staccato loop (UNO-like).
private TRACKS: Record<
MusicTrack,
{ notes: number[]; gap: number; type: OscillatorType; attack: number; dur: number; peak: number; fifth: boolean }
> = {
santoor: {
notes: [293.66, 311.13, 392, 440, 466.16, 392, 311.13, 293.66],
gap: 900, type: "sine", attack: 0.3, dur: 1.6, peak: 0.5, fifth: true,
},
playful: {
notes: [523.25, 659.25, 784, 659.25, 587.33, 698.46, 880, 698.46, 587.33, 523.25],
gap: 360, type: "triangle", attack: 0.02, dur: 0.34, peak: 0.4, fifth: false,
},
};
startMusic() {
if (!this.musicEnabled || this.musicTimer || !this.ctx || !this.musicGain) return;
const playNote = () => {
if (!this.ctx || !this.musicGain) return;
const freq = this.MUSIC[this.step % this.MUSIC.length];
const cfg = this.TRACKS[this.musicTrack];
const freq = cfg.notes[this.step % cfg.notes.length];
this.step++;
const osc = this.ctx.createOscillator();
const g = this.ctx.createGain();
const t = this.ctx.currentTime;
osc.type = "sine";
osc.type = cfg.type;
osc.frequency.value = freq;
g.gain.setValueAtTime(0.0001, t);
g.gain.exponentialRampToValueAtTime(0.5, t + 0.3);
g.gain.exponentialRampToValueAtTime(0.0001, t + 1.6);
g.gain.exponentialRampToValueAtTime(cfg.peak, t + cfg.attack);
g.gain.exponentialRampToValueAtTime(0.0001, t + cfg.dur);
osc.connect(g);
g.connect(this.musicGain);
osc.start(t);
osc.stop(t + 1.7);
// soft fifth harmony every other note
if (this.step % 2 === 0) {
osc.stop(t + cfg.dur + 0.1);
// soft fifth harmony (santoor) every other note
if (cfg.fifth && this.step % 2 === 0) {
const o2 = this.ctx.createOscillator();
const g2 = this.ctx.createGain();
o2.type = "sine";
@@ -184,7 +216,7 @@ class SoundManager {
}
};
playNote();
this.musicTimer = setInterval(playNote, 900);
this.musicTimer = setInterval(playNote, this.TRACKS[this.musicTrack].gap);
}
stopMusic() {