2026-06-04 10:11:00 +03:30
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"use client";
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import { useEffect, useRef, useState } from "react";
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import { GameTable } from "@/components/GameTable";
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import { PostMatchRewardsModal } from "@/components/online/PostMatchRewardsModal";
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import { useGameStore } from "@/lib/game-store";
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import { useSessionStore } from "@/lib/session-store";
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import { useUIStore } from "@/lib/ui-store";
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import { getService } from "@/lib/online/service";
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2026-06-04 15:52:06 +03:30
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import { pushNotification } from "@/lib/notification-store";
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2026-06-04 10:11:00 +03:30
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import { MatchSummary, RewardResult } from "@/lib/online/types";
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export function GameScreen() {
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const game = useGameStore((s) => s.game);
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const mode = useGameStore((s) => s.mode);
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2026-06-04 17:32:47 +03:30
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const live = useGameStore((s) => s.live);
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const serverReward = useGameStore((s) => s.serverReward);
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2026-06-04 10:11:00 +03:30
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const tally = useGameStore((s) => s.tally);
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const meta = useGameStore((s) => s.matchMeta);
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const reset = useGameStore((s) => s.reset);
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const returnTo = useUIStore((s) => s.returnTo);
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const go = useUIStore((s) => s.go);
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const refreshProfile = useSessionStore((s) => s.refreshProfile);
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const [reward, setReward] = useState<RewardResult | null>(null);
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const submitted = useRef(false);
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2026-06-04 20:58:05 +03:30
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// Leaving the table (back button, browser/hardware back) keeps the match alive
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// & resumable — pause is handled by the unmount effect below. A finished match
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// is torn down instead.
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2026-06-04 10:11:00 +03:30
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const exit = () => {
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2026-06-04 20:58:05 +03:30
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if (useGameStore.getState().game.phase === "match-over") reset();
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go(returnTo);
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};
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// Match truly finished (reward dismissed): tear the match down.
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const finish = () => {
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2026-06-04 10:11:00 +03:30
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reset();
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go(returnTo);
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};
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2026-06-04 20:58:05 +03:30
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// Any way the table unmounts (exit button, hardware/browser back), keep an
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// in-progress match alive and resumable instead of letting it run unattended.
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useEffect(() => {
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return () => {
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const gs = useGameStore.getState();
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if (gs.started && gs.game.phase !== "match-over") gs.minimize();
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};
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}, []);
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2026-06-04 17:32:47 +03:30
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const notifyAchievements = (r: RewardResult) => {
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for (const a of r.newAchievements)
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pushNotification({
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kind: "achievement",
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titleFa: "دستاورد جدید",
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titleEn: "New achievement",
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bodyFa: a.nameFa,
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bodyEn: a.nameEn,
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icon: a.icon,
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});
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};
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// Client-run games (private rooms / casual): submit the result to the server.
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2026-06-04 10:11:00 +03:30
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useEffect(() => {
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2026-06-04 17:32:47 +03:30
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if (!live && mode === "online" && game.phase === "match-over" && !submitted.current) {
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2026-06-04 10:11:00 +03:30
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submitted.current = true;
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const summary: MatchSummary = {
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ranked: meta.ranked,
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stake: meta.stake,
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won: game.matchWinner === 0,
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kotFor: tally.kotFor,
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kotAgainst: tally.kotAgainst,
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tricksWon: tally.tricksTeam0,
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rounds: game.matchScore[0] + game.matchScore[1],
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trump: game.trump,
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2026-06-04 21:47:38 +03:30
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// shutout = you won and the opponent never scored a round (e.g. 7–0)
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shutout: game.matchWinner === 0 && game.matchScore[1] === 0,
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2026-06-04 10:11:00 +03:30
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};
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getService()
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.submitMatchResult(summary)
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.then((r) => {
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setReward(r);
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refreshProfile();
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2026-06-04 17:32:47 +03:30
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notifyAchievements(r);
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2026-06-04 10:11:00 +03:30
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});
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}
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2026-06-04 17:32:47 +03:30
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}, [live, mode, game.phase, game.matchWinner, game.matchScore, game.trump, meta, tally, refreshProfile]);
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// Server-run ranked games: the reward arrives via the hub.
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useEffect(() => {
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if (live && serverReward && !submitted.current) {
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submitted.current = true;
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setReward(serverReward);
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refreshProfile();
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notifyAchievements(serverReward);
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}
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}, [live, serverReward, refreshProfile]);
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2026-06-04 10:11:00 +03:30
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return (
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<>
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<GameTable onExit={exit} />
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{reward && (
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<PostMatchRewardsModal
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reward={reward}
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won={game.matchWinner === 0}
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onClose={() => {
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setReward(null);
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2026-06-04 20:58:05 +03:30
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finish();
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2026-06-04 10:11:00 +03:30
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}}
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/>
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)}
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</>
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);
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}
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