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
@@ -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");