grungnet/src/contexts/PlayerContext.tsx

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import React, { useEffect, useContext } from "react";
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import { useDatabase } from "./DatabaseContext";
import { useUserId } from "./UserIdContext";
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import useNetworkedState, {
SetNetworkedState,
} from "../hooks/useNetworkedState";
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import Session, { SessionStatus } from "../network/Session";
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import { PlayerState } from "../types/PlayerState";
export const PlayerStateContext = React.createContext<PlayerState | undefined>(
undefined
);
export const PlayerUpdaterContext = React.createContext<
SetNetworkedState<PlayerState> | undefined
>(undefined);
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type PlayerProviderProps = {
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session: Session;
children: React.ReactNode;
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};
export function PlayerProvider({ session, children }: PlayerProviderProps) {
const userId = useUserId();
const { database, databaseStatus } = useDatabase();
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const [playerState, setPlayerState] = useNetworkedState<PlayerState>(
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{
nickname: "",
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timer: undefined,
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dice: { share: false, rolls: [] },
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sessionId: undefined,
userId,
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},
session,
"player_state",
500,
false
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);
useEffect(() => {
if (!database || databaseStatus === "loading") {
return;
}
async function loadNickname() {
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const storedNickname = await database?.table("user").get("nickname");
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if (storedNickname !== undefined) {
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setPlayerState((prevState) => ({
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...prevState,
nickname: storedNickname.value,
}));
}
}
loadNickname();
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}, [database, databaseStatus, setPlayerState]);
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useEffect(() => {
if (
playerState.nickname &&
database !== undefined &&
(databaseStatus === "loaded" || databaseStatus === "disabled")
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) {
database
.table("user")
.update("nickname", { value: playerState.nickname });
}
}, [playerState, database, databaseStatus]);
useEffect(() => {
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if (userId) {
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setPlayerState((prevState) => {
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if (prevState) {
return {
...prevState,
userId,
};
}
return prevState;
});
}
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}, [userId, setPlayerState]);
useEffect(() => {
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function updateSessionId() {
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setPlayerState((prevState) => {
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if (prevState) {
return {
...prevState,
sessionId: session.id,
};
}
return prevState;
});
}
function handleSocketConnect() {
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// Set the player state to trigger a sync
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updateSessionId();
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}
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function handleSocketStatus(status: SessionStatus) {
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if (status === "joined") {
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updateSessionId();
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}
}
session.on("status", handleSocketStatus);
session.socket.on("connect", handleSocketConnect);
session.socket.io.on("reconnect", handleSocketConnect);
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return () => {
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session.off("status", handleSocketStatus);
session.socket.off("connect", handleSocketConnect);
session.socket.io.off("reconnect", handleSocketConnect);
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};
});
return (
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<PlayerStateContext.Provider value={playerState}>
<PlayerUpdaterContext.Provider value={setPlayerState}>
{children}
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</PlayerUpdaterContext.Provider>
</PlayerStateContext.Provider>
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);
}
export function usePlayerState() {
const context = useContext(PlayerStateContext);
if (context === undefined) {
throw new Error("usePlayerState must be used within a PlayerProvider");
}
return context;
}
export function usePlayerUpdater() {
const context = useContext(PlayerUpdaterContext);
if (context === undefined) {
throw new Error("usePlayerUpdater must be used within a PlayerProvider");
}
return context;
}