Prod hardening: one-game-per-player, selectable music, bargevasat.ir config
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 7m47s
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- 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
View File
@@ -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
View File
@@ -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
View File
@@ -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() {