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@ -5,7 +5,6 @@ import "./PlayerList.css";
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import { MediaControl, MediaAgent, Peer } from "./MediaControl";
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import Box from "@mui/material/Box";
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import { GlobalContext } from "./GlobalContext";
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import useWebSocket from "react-use-websocket";
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type Player = {
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name: string;
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@ -22,8 +21,8 @@ type Player = {
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};
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const PlayerList: React.FC = () => {
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const { session, socketUrl } = useContext(GlobalContext);
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const [Players, setPlayers] = useState<Player[] | null>(null);
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const { session, socketUrl, lastJsonMessage, sendJsonMessage } = useContext(GlobalContext);
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const [players, setPlayers] = useState<Player[] | null>(null);
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const [peers, setPeers] = useState<Record<string, Peer>>({});
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const sortPlayers = useCallback(
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@ -55,82 +54,76 @@ const PlayerList: React.FC = () => {
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);
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// Use the WebSocket hook for room events with automatic reconnection
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const { sendJsonMessage } = useWebSocket(socketUrl, {
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share: true,
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shouldReconnect: (closeEvent) => true, // Auto-reconnect on connection loss
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reconnectInterval: 5000,
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onMessage: (event: MessageEvent) => {
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if (!session) {
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return;
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}
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const message = JSON.parse(event.data);
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const data: any = message.data;
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switch (message.type) {
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case "room_state": {
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type RoomStateData = {
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participants: Player[];
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};
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const room_state = data as RoomStateData;
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console.log(`Players - room_state`, room_state.participants);
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room_state.participants.forEach((Player) => {
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Player.local = Player.session_id === session.id;
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});
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room_state.participants.sort(sortPlayers);
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setPlayers(room_state.participants);
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// Initialize peers with remote mute/video state
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setPeers((prevPeers) => {
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const updated: Record<string, Peer> = { ...prevPeers };
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room_state.participants.forEach((Player) => {
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// Only update remote peers, never overwrite local peer object
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if (!Player.local && updated[Player.session_id]) {
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updated[Player.session_id] = {
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...updated[Player.session_id],
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muted: Player.muted ?? false,
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video_on: Player.video_on ?? true,
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};
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}
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});
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return updated;
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});
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break;
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}
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case "update_name": {
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// Update local session name immediately
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if (data && typeof data.name === "string") {
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session.name = data.name;
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}
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break;
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}
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case "peer_state_update": {
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// Update peer state in peers, but do not override local mute
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setPeers((prevPeers) => {
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const updated = { ...prevPeers };
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const peerId = data.peer_id;
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if (peerId && updated[peerId]) {
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updated[peerId] = {
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...updated[peerId],
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muted: data.muted,
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video_on: data.video_on,
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useEffect(() => {
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if (!lastJsonMessage) {
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return;
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}
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const data: any = lastJsonMessage;
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switch (data.type) {
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case "players": {
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type RoomStateData = {
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participants: Player[];
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};
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const room_state = data as RoomStateData;
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console.log(`Players - room_state`, room_state.participants);
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room_state.participants.forEach((player) => {
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player.local = player.session_id === session.id;
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});
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room_state.participants.sort(sortPlayers);
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setPlayers(room_state.participants);
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// Initialize peers with remote mute/video state
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setPeers((prevPeers) => {
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const updated: Record<string, Peer> = { ...prevPeers };
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room_state.participants.forEach((player) => {
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// Only update remote peers, never overwrite local peer object
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if (!player.local && updated[player.session_id]) {
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updated[player.session_id] = {
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...updated[player.session_id],
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muted: player.muted ?? false,
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video_on: player.video_on ?? true,
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};
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}
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return updated;
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});
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break;
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}
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default:
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break;
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return updated;
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});
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break;
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}
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},
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});
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case "update_name": {
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// Update local session name immediately
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if (data && typeof data.name === "string") {
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session.name = data.name;
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}
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break;
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}
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case "peer_state_update": {
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// Update peer state in peers, but do not override local mute
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setPeers((prevPeers) => {
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const updated = { ...prevPeers };
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const peerId = data.peer_id;
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if (peerId && updated[peerId]) {
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updated[peerId] = {
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...updated[peerId],
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muted: data.muted,
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video_on: data.video_on,
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};
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}
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return updated;
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});
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break;
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}
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default:
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break;
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}
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}, [lastJsonMessage, session, sortPlayers, setPeers, setPlayers]);
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useEffect(() => {
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if (Players !== null) {
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if (players !== null) {
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return;
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}
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sendJsonMessage({
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type: "list_Players",
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});
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}, [Players, sendJsonMessage]);
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}, [players, sendJsonMessage]);
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return (
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<Box sx={{ position: "relative", width: "100%" }}>
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@ -144,17 +137,17 @@ const PlayerList: React.FC = () => {
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>
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<MediaAgent {...{ session, socketUrl, peers, setPeers }} />
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<List className="PlayerSelector">
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{Players?.map((Player) => (
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{players?.map((player) => (
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<Box
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key={Player.session_id}
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key={player.session_id}
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sx={{ display: "flex", flexDirection: "column", alignItems: "center" }}
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className={`PlayerEntry ${Player.local ? "PlayerSelf" : ""}`}
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className={`PlayerEntry ${player.local ? "PlayerSelf" : ""}`}
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>
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<Box>
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<Box style={{ display: "flex-wrap", alignItems: "center", justifyContent: "space-between" }}>
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<Box style={{ display: "flex-wrap", alignItems: "center" }}>
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<div className="Name">{Player.name ? Player.name : Player.session_id}</div>
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{Player.protected && (
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<div className="Name">{player.name ? player.name : player.session_id}</div>
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{player.protected && (
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<div
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style={{ marginLeft: 8, fontSize: "0.8em", color: "#a00" }}
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title="This name is protected with a password"
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@ -162,26 +155,26 @@ const PlayerList: React.FC = () => {
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🔒
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</div>
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)}
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{Player.bot_instance_id && (
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{player.bot_instance_id && (
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<div style={{ marginLeft: 8, fontSize: "0.8em", color: "#00a" }} title="This is a bot">
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🤖
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</div>
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)}
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</Box>
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</Box>
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{Player.name && !Player.live && <div className="NoNetwork"></div>}
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{player.name && !player.live && <div className="NoNetwork"></div>}
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</Box>
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{Player.name && Player.live && peers[Player.session_id] && (Player.local || Player.has_media !== false) ? (
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{player.name && player.live && peers[player.session_id] && (player.local || player.has_media !== false) ? (
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<MediaControl
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className="Medium"
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key={Player.session_id}
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peer={peers[Player.session_id]}
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isSelf={Player.local}
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sendJsonMessage={Player.local ? sendJsonMessage : undefined}
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remoteAudioMuted={peers[Player.session_id].muted}
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remoteVideoOff={peers[Player.session_id].video_on === false}
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key={player.session_id}
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peer={peers[player.session_id]}
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isSelf={player.local}
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sendJsonMessage={player.local ? sendJsonMessage : undefined}
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remoteAudioMuted={peers[player.session_id].muted}
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remoteVideoOff={peers[player.session_id].video_on === false}
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/>
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) : Player.name && Player.live && Player.has_media === false ? (
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) : player.name && player.live && player.has_media === false ? (
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<div
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className="Video fade-in"
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style={{
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@ -26,7 +26,16 @@ const router = express.Router();
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// normalizeIncoming imported from './games/utils'
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import { initGameDB } from "./games/store";
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import { addActivity, addChatMessage, getNextPlayerSession } from "./games/helpers";
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import {
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addActivity,
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addChatMessage,
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getNextPlayerSession,
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clearPlayer,
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canGiveBuilding,
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setForRoadPlacement,
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setForCityPlacement,
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setForSettlementPlacement,
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} from "./games/helpers";
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import type { GameDB } from "./games/store";
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let gameDB: GameDB | undefined;
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@ -767,24 +776,6 @@ const loadGame = async (id: string) => {
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return game;
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};
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const clearPlayer = (player: any) => {
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const color = player.color;
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for (let key in player) {
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delete player[key];
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}
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Object.assign(player, newPlayer(color));
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};
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const canGiveBuilding = (game: any): string | undefined => {
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if (!game.turn.roll) {
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return `Admin cannot give a building until the dice have been rolled.`;
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}
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if (game.turn.actions && game.turn.actions.length !== 0) {
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return `Admin cannot give a building while other actions in play: ${game.turn.actions.join(", ")}.`;
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}
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return undefined;
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};
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const adminCommands = (game: any, action: string, value: string, query: any): any => {
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let color: string | undefined, parts: RegExpMatchArray | null, session: any, corners: any, corner: any, error: any;
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void color;
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@ -1317,7 +1308,6 @@ const setPlayerColor = (game: any, session: any, color: string): string | undefi
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sendUpdateToPlayers(game, update);
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return undefined;
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};
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const processCorner = (game: Game, color: string, cornerIndex: number, placedCorner: CornerPlacement): number => {
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/* If this corner is allocated and isn't assigned to the walking color, skip it */
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@ -1804,21 +1794,7 @@ const offerToString = (offer: any): string => {
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);
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};
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const setForRoadPlacement = (game: Game, limits: any): void => {
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game.turn.actions = ["place-road"];
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game.turn.limits = { roads: limits };
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};
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const setForCityPlacement = (game: Game, limits: any): void => {
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game.turn.actions = ["place-city"];
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game.turn.limits = { corners: limits };
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};
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const setForSettlementPlacement = (game: Game, limits: number[] | undefined, _extra?: any): void => {
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// limits: array of valid corner indices
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game.turn.actions = ["place-settlement"];
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game.turn.limits = { corners: limits };
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};
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router.put("/:id/:action/:value?", async (req, res) => {
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const { action, id } = req.params,
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@ -1,5 +1,8 @@
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export const addActivity = (game: any, session: any, message: string): void => {
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import type { Game, Session, Player } from "./types";
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export const addActivity = (game: Game, session: Session | null, message: string): void => {
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let date = Date.now();
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if (!game.activities) game.activities = [] as any[];
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if (game.activities.length && game.activities[game.activities.length - 1].date === date) {
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date++;
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}
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@ -9,9 +12,10 @@ export const addActivity = (game: any, session: any, message: string): void => {
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}
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};
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export const addChatMessage = (game: any, session: any, message: string, isNormalChat?: boolean) => {
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export const addChatMessage = (game: Game, session: Session | null, message: string, isNormalChat?: boolean) => {
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let now = Date.now();
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let lastTime = 0;
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if (!game.chat) game.chat = [] as any[];
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if (game.chat.length) {
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lastTime = game.chat[game.chat.length - 1].date;
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}
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@ -38,71 +42,151 @@ export const addChatMessage = (game: any, session: any, message: string, isNorma
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}
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};
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export const getColorFromName = (game: any, name: string): string => {
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export const getColorFromName = (game: Game, name: string): string => {
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for (let id in game.sessions) {
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if (game.sessions[id].name === name) {
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return game.sessions[id].color;
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const s = game.sessions[id];
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if (s && s.name === name) {
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return s.color || "";
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}
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}
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return "";
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};
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export const getLastPlayerName = (game: any): string => {
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let index = game.playerOrder.length - 1;
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export const getLastPlayerName = (game: Game): string => {
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const index = (game.playerOrder || []).length - 1;
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const color = (game.playerOrder || [])[index];
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if (!color) return "";
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for (let id in game.sessions) {
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if (game.sessions[id].color === game.playerOrder[index]) {
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return game.sessions[id].name;
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const s = game.sessions[id];
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if (s && s.color === color) {
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return s.name || "";
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}
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}
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return "";
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};
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export const getFirstPlayerName = (game: any): string => {
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let index = 0;
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export const getFirstPlayerName = (game: Game): string => {
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const color = (game.playerOrder || [])[0];
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if (!color) return "";
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for (let id in game.sessions) {
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if (game.sessions[id].color === game.playerOrder[index]) {
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return game.sessions[id].name;
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const s = game.sessions[id];
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if (s && s.color === color) {
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return s.name || "";
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}
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}
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return "";
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};
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export const getNextPlayerSession = (game: any, name: string): any => {
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let color;
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export const getNextPlayerSession = (game: Game, name: string): Session | undefined => {
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let color: string | undefined;
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for (let id in game.sessions) {
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if (game.sessions[id].name === name) {
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color = game.sessions[id].color;
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const s = game.sessions[id];
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if (s && s.name === name) {
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color = s.color;
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break;
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}
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}
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if (!color) return undefined;
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let index = game.playerOrder.indexOf(color);
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index = (index + 1) % game.playerOrder.length;
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color = game.playerOrder[index];
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const order = game.playerOrder || [];
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let index = order.indexOf(color);
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if (index === -1) return undefined;
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index = (index + 1) % order.length;
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const nextColor = order[index];
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for (let id in game.sessions) {
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if (game.sessions[id].color === color) {
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return game.sessions[id];
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const s = game.sessions[id];
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if (s && s.color === nextColor) {
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return s;
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}
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}
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console.error(`getNextPlayerSession -- no player found!`);
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console.log(game.players);
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return undefined;
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};
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export const getPrevPlayerSession = (game: any, name: string): any => {
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let color;
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export const getPrevPlayerSession = (game: Game, name: string): Session | undefined => {
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let color: string | undefined;
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for (let id in game.sessions) {
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if (game.sessions[id].name === name) {
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color = game.sessions[id].color;
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const s = game.sessions[id];
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if (s && s.name === name) {
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color = s.color;
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break;
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}
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}
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let index = game.playerOrder.indexOf(color);
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index = (index - 1) % game.playerOrder.length;
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if (!color) return undefined;
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const order = game.playerOrder || [];
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let index = order.indexOf(color);
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if (index === -1) return undefined;
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index = (index - 1 + order.length) % order.length;
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const prevColor = order[index];
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for (let id in game.sessions) {
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if (game.sessions[id].color === game.playerOrder[index]) {
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return game.sessions[id];
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const s = game.sessions[id];
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if (s && s.color === prevColor) {
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return s;
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}
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}
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console.error(`getNextPlayerSession -- no player found!`);
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console.error(`getPrevPlayerSession -- no player found!`);
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console.log(game.players);
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return undefined;
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};
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export const clearPlayer = (player: Player) => {
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const color = player.color;
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for (let key in player) {
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// delete all runtime fields
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// eslint-disable-next-line @typescript-eslint/no-dynamic-delete
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delete (player as any)[key];
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}
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// Inline minimal newPlayer factory to avoid circular import at runtime
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const base = {
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roads: 15,
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cities: 4,
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settlements: 5,
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points: 0,
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status: "Not active",
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lastActive: 0,
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resources: 0,
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order: 0,
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stone: 0,
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wheat: 0,
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sheep: 0,
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wood: 0,
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brick: 0,
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army: 0,
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development: [],
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color: color,
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name: "",
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totalTime: 0,
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turnStart: 0,
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ports: 0,
|
||||
developmentCards: 0,
|
||||
} as Player;
|
||||
|
||||
Object.assign(player, base);
|
||||
};
|
||||
|
||||
export const canGiveBuilding = (game: Game): string | undefined => {
|
||||
if (!game.turn.roll) {
|
||||
return `Admin cannot give a building until the dice have been rolled.`;
|
||||
}
|
||||
if (game.turn.actions && game.turn.actions.length !== 0) {
|
||||
return `Admin cannot give a building while other actions in play: ${game.turn.actions.join(", ")}.`;
|
||||
}
|
||||
return undefined;
|
||||
};
|
||||
|
||||
export const setForRoadPlacement = (game: Game, limits: any): void => {
|
||||
game.turn.actions = ["place-road"];
|
||||
game.turn.limits = { roads: limits };
|
||||
};
|
||||
|
||||
export const setForCityPlacement = (game: Game, limits: any): void => {
|
||||
game.turn.actions = ["place-city"];
|
||||
game.turn.limits = { corners: limits };
|
||||
};
|
||||
|
||||
export const setForSettlementPlacement = (game: Game, limits: number[] | undefined, _extra?: any): void => {
|
||||
game.turn.actions = ["place-settlement"];
|
||||
game.turn.limits = { corners: limits };
|
||||
};
|
||||
|
Loading…
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Reference in New Issue
Block a user