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>
);
}