Harden gameplay timing and map loading
This commit is contained in:
@@ -9,10 +9,11 @@ import {
|
||||
MapPin,
|
||||
} from "lucide-react";
|
||||
import { Brand } from "./Brand";
|
||||
import { Panorama, preloadFaces } from "./Panorama";
|
||||
import { Panorama } from "./Panorama";
|
||||
import { GuessMap, type Pin } from "./GuessMap";
|
||||
import { api } from "./StartGame";
|
||||
import { difficulties, type Difficulty, type Bounds } from "@/shared/protocol";
|
||||
import { roundClock } from "@/shared/round-clock";
|
||||
export type RoundResult = {
|
||||
score: number;
|
||||
distance: number | null;
|
||||
@@ -44,15 +45,19 @@ export function Game({ id }: { id: string }) {
|
||||
[error, setError] = useState(""),
|
||||
[busy, setBusy] = useState(false),
|
||||
[result, setResult] = useState<RoundResult | null>(null),
|
||||
[remaining, setRemaining] = useState(0),
|
||||
[progress, setProgress] = useState(0);
|
||||
const offset = useRef(0),
|
||||
[remaining, setRemaining] = useState(0);
|
||||
const clock = useRef<ReturnType<typeof roundClock> | null>(null),
|
||||
loadVersion = useRef(0),
|
||||
guessing = useRef(false),
|
||||
activating = useRef(false),
|
||||
timingOut = useRef(false);
|
||||
const load = useCallback(async () => {
|
||||
const version = ++loadVersion.current;
|
||||
const sentAt = performance.now();
|
||||
try {
|
||||
const s = await api<SessionView>("sessions/" + id);
|
||||
offset.current = s.serverNow - Date.now();
|
||||
if (version !== loadVersion.current) return;
|
||||
clock.current = roundClock(s.serverNow, sentAt, performance.now());
|
||||
if (s.round >= 5) {
|
||||
router.replace("/results/" + id);
|
||||
return;
|
||||
@@ -60,31 +65,28 @@ export function Game({ id }: { id: string }) {
|
||||
setSession(s);
|
||||
setRemaining(
|
||||
s.rounds[s.round].deadline
|
||||
? Math.max(
|
||||
0,
|
||||
Math.ceil(
|
||||
(Date.parse(s.rounds[s.round].deadline!) - s.serverNow) / 1000,
|
||||
),
|
||||
? clock.current.remaining(
|
||||
s.rounds[s.round].deadline!,
|
||||
performance.now(),
|
||||
)
|
||||
: difficulties[s.difficulty].seconds,
|
||||
);
|
||||
s.rounds.forEach((r) =>
|
||||
preloadFaces(r.faces)
|
||||
.then(() => setProgress((p) => Math.min(100, p + 20)))
|
||||
.catch(() => {}),
|
||||
);
|
||||
} catch (e) {
|
||||
setError((e as Error).message);
|
||||
if (version === loadVersion.current) setError((e as Error).message);
|
||||
}
|
||||
}, [id, router]);
|
||||
useEffect(() => {
|
||||
load();
|
||||
return () => {
|
||||
loadVersion.current++;
|
||||
};
|
||||
}, [load]);
|
||||
useEffect(() => {
|
||||
if (
|
||||
!session ||
|
||||
!loaded.panorama ||
|
||||
!loaded.map ||
|
||||
error ||
|
||||
result ||
|
||||
activating.current
|
||||
)
|
||||
@@ -92,28 +94,31 @@ export function Game({ id }: { id: string }) {
|
||||
const r = session.rounds[session.round];
|
||||
if (r.deadline) return;
|
||||
activating.current = true;
|
||||
const round = session.round;
|
||||
const sentAt = performance.now();
|
||||
api<{ deadline: string; serverNow: number }>(`sessions/${id}/activate`, {
|
||||
round: session.round,
|
||||
})
|
||||
.then((d) => {
|
||||
offset.current = d.serverNow - Date.now();
|
||||
clock.current = roundClock(d.serverNow, sentAt, performance.now());
|
||||
setSession((s) =>
|
||||
s
|
||||
s && s.round === round
|
||||
? {
|
||||
...s,
|
||||
rounds: s.rounds.map((r) =>
|
||||
r.number === s.round ? { ...r, deadline: d.deadline } : r,
|
||||
),
|
||||
}
|
||||
: null,
|
||||
: s,
|
||||
);
|
||||
})
|
||||
.catch((e) => setError(e.message))
|
||||
.finally(() => (activating.current = false));
|
||||
}, [loaded, session, id, result]);
|
||||
}, [loaded, session, id, result, error]);
|
||||
const guess = useCallback(
|
||||
async (timeout = false) => {
|
||||
if (!session || busy || result || (!pin && !timeout)) return;
|
||||
if (!session || guessing.current || result || (!pin && !timeout)) return;
|
||||
guessing.current = true;
|
||||
setBusy(true);
|
||||
setError("");
|
||||
try {
|
||||
@@ -122,26 +127,36 @@ export function Game({ id }: { id: string }) {
|
||||
...(!timeout && pin ? pin : {}),
|
||||
});
|
||||
setResult(r);
|
||||
setSession((s) =>
|
||||
s
|
||||
? {
|
||||
...s,
|
||||
rounds: s.rounds.map((round) =>
|
||||
round.number === session.round
|
||||
? { ...round, result: r }
|
||||
: round,
|
||||
),
|
||||
}
|
||||
: s,
|
||||
);
|
||||
} catch (e) {
|
||||
setError((e as Error).message);
|
||||
timingOut.current = false;
|
||||
} finally {
|
||||
guessing.current = false;
|
||||
setBusy(false);
|
||||
}
|
||||
},
|
||||
[session, busy, result, pin, id],
|
||||
[session, result, pin, id],
|
||||
);
|
||||
useEffect(() => {
|
||||
if (!session || result) return;
|
||||
if (!session || result || error) return;
|
||||
const deadline = session.rounds[session.round].deadline;
|
||||
if (!deadline) return;
|
||||
const tick = () => {
|
||||
const left = Math.max(
|
||||
0,
|
||||
Math.ceil((Date.parse(deadline) - Date.now() - offset.current) / 1000),
|
||||
);
|
||||
const left = clock.current?.remaining(deadline, performance.now()) ?? 0;
|
||||
setRemaining(left);
|
||||
if (left === 0 && !timingOut.current) {
|
||||
if (left === 0 && !timingOut.current && !guessing.current) {
|
||||
timingOut.current = true;
|
||||
guess(true);
|
||||
}
|
||||
@@ -149,7 +164,7 @@ export function Game({ id }: { id: string }) {
|
||||
tick();
|
||||
const timer = setInterval(tick, 250);
|
||||
return () => clearInterval(timer);
|
||||
}, [session, result, guess]);
|
||||
}, [session, result, guess, error]);
|
||||
async function next() {
|
||||
if (!session) return;
|
||||
setSession(null);
|
||||
@@ -157,7 +172,7 @@ export function Game({ id }: { id: string }) {
|
||||
setPin(null);
|
||||
setLoaded({ panorama: false, map: false });
|
||||
timingOut.current = false;
|
||||
setProgress(0);
|
||||
setError("");
|
||||
await load();
|
||||
}
|
||||
const ready = useCallback(
|
||||
@@ -215,7 +230,7 @@ export function Game({ id }: { id: string }) {
|
||||
key={"map-" + session.round}
|
||||
bounds={session.bounds}
|
||||
image={session.map}
|
||||
pin={result?.guess || pin}
|
||||
pin={result ? result.guess : pin}
|
||||
actual={result?.actual}
|
||||
onPin={setPin}
|
||||
onReady={mapReady}
|
||||
@@ -252,7 +267,7 @@ export function Game({ id }: { id: string }) {
|
||||
<div className="game-loading">
|
||||
<div className="loading-cube" />
|
||||
<h2>Preparing your expedition.</h2>
|
||||
<p>Loading compressed panoramas · {progress}%</p>
|
||||
<p>Loading panorama and surface map…</p>
|
||||
</div>
|
||||
)}
|
||||
{error && (
|
||||
@@ -267,7 +282,7 @@ export function Game({ id }: { id: string }) {
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
{result && (
|
||||
{result && !error && (
|
||||
<div className="round-result">
|
||||
<span className="eyebrow">
|
||||
ROUND {(session?.round || 0) + 1} COMPLETE
|
||||
|
||||
Reference in New Issue
Block a user