feat(multi): add go back button with extra click penalty
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@@ -18,6 +18,8 @@ type GameScreenProps = {
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elapsed: string;
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elapsed: string;
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countdown: number | null;
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countdown: number | null;
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onNavigate: (title: string) => void;
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onNavigate: (title: string) => void;
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onGoBack: () => void;
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canGoBack: boolean;
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onRetry: () => void;
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onRetry: () => void;
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onNextRound: () => void;
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onNextRound: () => void;
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onResetGame: () => void;
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onResetGame: () => void;
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@@ -36,6 +38,8 @@ export function GameScreen({
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elapsed,
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elapsed,
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countdown,
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countdown,
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onNavigate,
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onNavigate,
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onGoBack,
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canGoBack,
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onRetry,
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onRetry,
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onNextRound,
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onNextRound,
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onResetGame,
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onResetGame,
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@@ -262,6 +266,15 @@ export function GameScreen({
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<span>{clicks} clics</span>
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<span>{clicks} clics</span>
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<span className="hidden sm:inline">{myPlayer?.score ?? 0} pts</span>
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<span className="hidden sm:inline">{myPlayer?.score ?? 0} pts</span>
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</div>
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</div>
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{!myFinished && canGoBack && (
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<button
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onClick={onGoBack}
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disabled={loading}
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className="min-h-8 px-2 rounded-lg text-xs font-semibold bg-[#242424] border border-[#2e2e2e] text-[#f0f0f0] hover:bg-[#1a1a1a] disabled:opacity-50 cursor-pointer shrink-0"
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>
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← +1
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</button>
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)}
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{!myFinished && (
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{!myFinished && (
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<button
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<button
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onClick={onSurrender}
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onClick={onSurrender}
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@@ -176,6 +176,8 @@ export function ScreenRouter({
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elapsed={fmt(multi.elapsed)}
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elapsed={fmt(multi.elapsed)}
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countdown={multi.countdown}
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countdown={multi.countdown}
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onNavigate={multi.navigate}
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onNavigate={multi.navigate}
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onGoBack={multi.goBack}
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canGoBack={multi.canGoBack}
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onRetry={multi.retryLoad}
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onRetry={multi.retryLoad}
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onNextRound={handlers.handleNextRound}
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onNextRound={handlers.handleNextRound}
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onResetGame={handlers.handleResetGame}
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onResetGame={handlers.handleResetGame}
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@@ -297,6 +297,41 @@ export function useMultiGame() {
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return {};
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return {};
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}
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}
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const goBack = useCallback(async () => {
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if (!room || !playerId || loadingRef.current || room.phase !== "playing") return;
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if (historyRef.current.length <= 1) return;
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clicksRef.current += 1;
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setClicksDisplay(clicksRef.current);
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if (!timerStartedRef.current) { timer.start(); timerStartedRef.current = true; }
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const newHistory = historyRef.current.slice(0, -1);
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const target = newHistory[newHistory.length - 1];
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fetch(`/api/rooms/${room.code}`, {
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method: "PATCH",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify({ action: "heartbeat", playerId }),
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}).catch(() => {});
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const canonical = await loadArticle(target);
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if (!canonical) return;
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historyRef.current = newHistory;
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setHistory(newHistory);
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window.scrollTo({ top: 0, behavior: "smooth" });
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try {
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const res = await fetch(`/api/rooms/${room.code}`, {
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method: "PATCH",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify({ action: "navigate", playerId, article: canonical }),
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});
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if (res.ok) setRoom((await res.json() as { room: Room }).room);
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} catch { /* on continue localement */ }
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// eslint-disable-next-line react-hooks/exhaustive-deps
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}, [room, playerId]);
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async function setSearchAllowed(value: boolean) {
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async function setSearchAllowed(value: boolean) {
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if (!room || !playerId) return;
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if (!room || !playerId) return;
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const res = await fetch(`/api/rooms/${room.code}`, {
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const res = await fetch(`/api/rooms/${room.code}`, {
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@@ -390,6 +425,8 @@ export function useMultiGame() {
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resetGame,
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resetGame,
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leave,
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leave,
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navigate,
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navigate,
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goBack,
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canGoBack: historyRef.current.length > 1,
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surrender,
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surrender,
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setSearchAllowed,
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setSearchAllowed,
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restore,
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restore,
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