refactor(page): extract all effects into useGameEffects hook
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@@ -0,0 +1,110 @@
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"use client";
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import { Dispatch, SetStateAction, useEffect } from "react";
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import { useSession } from "next-auth/react";
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import type { Screen } from "./types";
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import type { useSoloGame } from "./useSoloGame";
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import type { useMultiGame } from "./useMultiGame";
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import { loadSession, clearSession } from "./session";
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import { saveGame } from "./utils";
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import { useSoloKeyboard } from "./useSoloGame";
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type UseSoloGame = ReturnType<typeof useSoloGame>;
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type UseMultiGame = ReturnType<typeof useMultiGame>;
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export function useGameEffects({
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solo,
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multi,
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screen,
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setScreen,
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setPlayerName,
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}: {
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solo: UseSoloGame;
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multi: UseMultiGame;
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screen: Screen;
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setScreen: Dispatch<SetStateAction<Screen>>;
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setPlayerName: Dispatch<SetStateAction<string>>;
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}) {
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const { data: session } = useSession();
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// Pré-remplir le pseudo avec le nom du compte connecté
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useEffect(() => {
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if (session?.user?.name) setPlayerName(session.user.name);
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}, [session]); // eslint-disable-line react-hooks/exhaustive-deps
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// Restaurer la session après F5
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useEffect(() => {
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const saved = loadSession();
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if (!saved) return;
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if (saved.screen === "solo" && saved.soloPuzzle && saved.soloHistory?.length) {
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setScreen("solo");
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solo.restore(saved.soloPuzzle, saved.soloHistory, saved.soloClicks ?? 0)
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.then((ok) => { if (!ok) { clearSession(); setScreen("home"); } });
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} else if (
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(saved.screen === "lobby" || saved.screen === "game") &&
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saved.multiRoomCode && saved.multiPlayerId
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) {
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if (saved.playerName) setPlayerName(saved.playerName);
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multi.restore(saved.multiRoomCode, saved.multiPlayerId).then((ok) => {
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if (ok) setScreen("lobby");
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else { clearSession(); setScreen("home"); }
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});
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}
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// eslint-disable-next-line react-hooks/exhaustive-deps
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}, []);
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// Bloquer le bouton retour navigateur
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useEffect(() => {
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const onPop = () => history.pushState(null, "", window.location.href);
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history.pushState(null, "", window.location.href);
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window.addEventListener("popstate", onPop);
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return () => window.removeEventListener("popstate", onPop);
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}, []);
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// Backspace = retour arrière en solo
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useSoloKeyboard(screen === "solo" && solo.phase === "playing", solo.goBack);
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// Sync écran quand la room change de phase
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useEffect(() => {
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if (!multi.room) return;
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const { phase } = multi.room;
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queueMicrotask(() => {
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if (phase === "countdown" || phase === "playing") setScreen("game");
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});
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}, [multi.room]); // eslint-disable-line react-hooks/exhaustive-deps
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// Sauvegarder partie solo terminée
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useEffect(() => {
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if (solo.phase !== "won" || !solo.puzzle) return;
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saveGame({
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mode: "solo",
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startArticle: solo.puzzle.start,
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targetArticle: solo.puzzle.target,
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path: solo.history,
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clicks: solo.clicks,
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timeSeconds: solo.elapsed,
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won: true,
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});
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}, [solo.phase]); // eslint-disable-line react-hooks/exhaustive-deps
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// Sauvegarder partie multi quand les résultats arrivent
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useEffect(() => {
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const room = multi.room;
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const pid = multi.playerId;
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if (!room || !pid || room.phase !== "results") return;
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const me = room.players.find((p) => p.id === pid);
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if (!me) return;
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saveGame({
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mode: "multi",
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startArticle: room.startArticle,
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targetArticle: room.targetArticle,
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path: multi.history,
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clicks: multi.clicks,
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timeSeconds: multi.elapsed,
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won: room.roundWinner === pid,
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});
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}, [multi.room?.phase]); // eslint-disable-line react-hooks/exhaustive-deps
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return { session };
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}
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