Prod hardening: one-game-per-player, selectable music, bargevasat.ir config
- 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>
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@@ -47,6 +47,14 @@ public sealed class GameManager
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public void StartMatchmaking(Player p)
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{
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// One running game per player: if already in a live match, re-sync them to
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// it (re-broadcasts current state) instead of starting a second game.
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if (RoomOf(p.UserId) is { } existing)
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{
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existing.SetConnected(p.UserId, true);
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return;
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}
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// Pro players skip the queue entirely.
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if (p.Plan == "pro")
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{
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