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- run sv migrate sveltekit-3: config moves into vite.config.ts, $lib becomes #lib, $env/dynamic becomes $app/env/private via src/env.ts, $app/environment becomes $app/env, hook types move to @sveltejs/kit/hooks - env vars stay optional (the migrator defaulted them to ''), and BANCHO_MODE, which it missed, is declared and passed to simulatorEnabled - handleError only logs and masks unknown errors; Kit 3 now routes 404s and error(...) through it too - json()/text() become Response.json()/new Response(); goto keepFocus/noScroll becomes reset: false; invalidateAll becomes refreshAll; page.url is copied before mutating - replace adapter-node with @sveltejs/adapter-bun; prod-server.ts wraps Bun.serve to add native WebSockets (bunSockets) for /ws paths, since the generated server has no websocket option - drop the Kit readdir patch: Kit 3 sorts route entries itself - match view and broadcast pages use the live score modules BREAKING CHANGE: requires SvelteKit 3, TypeScript 6 and Bun 1.4; the build output is build/index.js from adapter-bun, started through prod-server.ts. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
159 lines
4.7 KiB
TypeScript
159 lines
4.7 KiB
TypeScript
import { toast } from 'svelte-sonner';
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import type { MatchCommand, MatchView, SideView } from '#lib/match-view.js';
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import type { Crowd } from '#lib/predictions.js';
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import { connectTopics } from '#lib/topic-socket.js';
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type SimCommand = Record<string, unknown> & { type: string };
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/**
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* The live state of one match on the page: the latest snapshot from the
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* server, a clock corrected for skew, and helpers to act. Snapshots replace
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* the view wholesale; the page never refetches to update.
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*/
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export class MatchLive {
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view = $state<MatchView>() as MatchView;
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connected = $state(false);
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/** A recent snapshot arrived through the fallback when the socket is unavailable. */
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fallbackConnected = $state(false);
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viewers = $state(0);
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/** Latest crowd split, pushed whenever someone predicts. */
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crowd = $state<Crowd | null>(null);
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/** Server time, ticking a few times a second, for countdowns. */
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now = $state(Date.now());
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busy = $state(false);
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private offset = 0;
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private ticker: ReturnType<typeof setInterval> | undefined;
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/** Plain, not reactive: connect() runs inside an effect, and reading the view there would reconnect on every snapshot. */
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readonly matchId: string;
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constructor(
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initial: MatchView,
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readonly userId: string | null
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) {
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this.matchId = initial.id;
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this.apply(initial);
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}
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private apply(view: MatchView) {
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this.offset = view.serverNow - Date.now();
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this.view = view;
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this.now = Date.now() + this.offset;
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}
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/** The side the signed-in user plays for, if any. */
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get mySide(): SideView | null {
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return (
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this.view.sides.find((side) =>
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side.players.some((player) => player.userId === this.userId)
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) ?? null
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);
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}
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get myTurn(): boolean {
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const prompt = this.view.prompt;
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const mine = this.mySide;
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if (!mine || !prompt.kind) return false;
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if (prompt.kind === 'roll') return mine.roll == null;
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return prompt.side === mine.id;
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}
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secondsLeft(deadline: number | null = this.view.deadlineAt): number | null {
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if (deadline == null) return null;
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return Math.max(0, Math.ceil((deadline - this.now) / 1000));
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}
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side(id: string | null | undefined) {
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return this.view.sides.find((side) => side.id === id) ?? null;
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}
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slot(id: string | null | undefined) {
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return this.view.slots.find((slot) => slot.id === id) ?? null;
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}
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connect() {
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this.ticker = setInterval(() => (this.now = Date.now() + this.offset), 250);
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let stopped = false;
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let polling = false;
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const poll = async () => {
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if (
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stopped ||
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this.connected ||
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polling ||
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['finished', 'cancelled'].includes(this.view.phase)
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)
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return;
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polling = true;
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try {
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const response = await fetch(`/api/matches/${this.matchId}`, { cache: 'no-store' });
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if (!response.ok) throw new Error('Could not refresh match');
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const view = (await response.json()) as MatchView;
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if (!stopped && !this.connected) {
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this.apply(view);
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this.fallbackConnected = true;
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}
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} catch {
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if (!stopped && !this.connected) this.fallbackConnected = false;
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} finally {
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polling = false;
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}
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};
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const fallback = setInterval(() => void poll(), 5000);
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const disconnect = connectTopics({
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topics: [`match:${this.matchId}`],
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onStatus: (connected) => {
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this.connected = connected;
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if (connected) this.fallbackConnected = false;
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else void poll();
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},
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onMessage: (message) => {
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if (message.matchId !== this.matchId) return;
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if (message.type === 'match') this.apply(message.view as MatchView);
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if (message.type === 'viewers') this.viewers = message.count as number;
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if (message.type === 'crowd') this.crowd = message.crowd as Crowd;
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}
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});
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return () => {
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stopped = true;
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clearInterval(this.ticker);
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clearInterval(fallback);
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disconnect();
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};
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}
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/** Sends a player or referee action. Errors show as a toast; returns whether it worked. */
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async send(command: MatchCommand & { side?: string }): Promise<boolean> {
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this.busy = true;
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try {
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const response = await fetch(`/api/matches/${this.view.id}/action`, {
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method: 'POST',
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headers: { 'content-type': 'application/json' },
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body: JSON.stringify(command)
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});
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if (!response.ok) {
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const body = await response.json().catch(() => null);
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toast.error(body?.message ?? 'That did not work. Try again.');
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return false;
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}
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return true;
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} catch {
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toast.error('Could not reach the server.');
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return false;
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} finally {
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this.busy = false;
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}
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}
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async simulate(command: SimCommand) {
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const response = await fetch(`/api/matches/${this.view.id}/sim`, {
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method: 'POST',
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headers: { 'content-type': 'application/json' },
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body: JSON.stringify(command)
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});
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if (!response.ok) {
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const body = await response.json().catch(() => null);
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toast.error(body?.message ?? 'Simulator command failed');
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}
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}
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}
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