feat: add user accounts, authentication, and game history with Prisma 7
- Implement user registration and login with NextAuth v5 (email/password, JWT) - Add authentication modal in UI with login/register tabs - Create user profile screen showing game statistics and history - Integrate Prisma 7 ORM with SQLite database for data persistence - Store game results (mode, path, clicks, time) in database - Auto-save completed games only when user is authenticated - Separate business logic into reusable hooks (useSoloGame, useMultiGame) - Organize UI into composable screen components (HomeScreen, SoloScreen, ProfileScreen, etc) - Add session persistence across F5 refresh for solo and multiplayer - Style auth modal, account button, and profile stats dashboard
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"use client";
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import { useState, useCallback, useEffect, useRef } from "react";
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import { fetchArticle, pickTwoArticles, normalizeTitle } from "./wiki";
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import { useTimer } from "./useTimer";
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import { saveSession, clearSession } from "./session";
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import type { Puzzle } from "./types";
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export type SoloPhase = "setup" | "playing" | "won";
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export function useSoloGame() {
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const timer = useTimer();
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const clicksRef = useRef(0);
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const [clicksDisplay, setClicksDisplay] = useState(0);
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const pathRef = useRef<string[]>([]);
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const [history, setHistory] = useState<string[]>([]);
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const timerStartedRef = useRef(false);
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const gameEndedRef = useRef(false);
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const loadingRef = useRef(false);
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const [html, setHtml] = useState("");
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const [title, setTitle] = useState("");
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const [loading, setLoading] = useState(false);
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const [phase, setPhase] = useState<SoloPhase>("setup");
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const [puzzle, setPuzzle] = useState<Puzzle | null>(null);
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const [loadError, setLoadError] = useState<string | null>(null);
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async function loadArticle(t: string): Promise<string | null> {
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setLoadError(null);
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setLoading(true);
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loadingRef.current = true;
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const art = await fetchArticle(t);
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setLoading(false);
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loadingRef.current = false;
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if (!art) { setLoadError(`Impossible de charger "${t}".`); return null; }
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setHtml(art.html);
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setTitle(art.title);
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return art.title;
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}
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async function start() {
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setLoading(true);
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clicksRef.current = 0; setClicksDisplay(0);
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pathRef.current = []; setHistory([]);
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timerStartedRef.current = false;
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gameEndedRef.current = false;
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timer.reset();
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setLoadError(null);
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const p = await pickTwoArticles();
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setPuzzle(p);
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const canonical = await loadArticle(p.start);
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if (!canonical) return;
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pathRef.current = [canonical];
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setHistory([canonical]);
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setPhase("playing");
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saveSession({ screen: "solo", soloPuzzle: p, soloHistory: [canonical], soloClicks: 0 });
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}
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const navigate = useCallback(async (t: string) => {
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if (loadingRef.current || gameEndedRef.current) 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 canonical = await loadArticle(t);
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if (!canonical) return;
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const newPath = [...pathRef.current, canonical];
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pathRef.current = newPath;
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setHistory(newPath);
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window.scrollTo({ top: 0, behavior: "smooth" });
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if (puzzle && normalizeTitle(canonical) === normalizeTitle(puzzle.target)) {
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timer.stop();
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gameEndedRef.current = true;
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setPhase("won");
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clearSession();
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} else {
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saveSession({ screen: "solo", soloPuzzle: puzzle ?? undefined, soloHistory: newPath, soloClicks: clicksRef.current });
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}
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// eslint-disable-next-line react-hooks/exhaustive-deps
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}, [puzzle]);
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const goBack = useCallback(async () => {
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if (loadingRef.current || gameEndedRef.current || pathRef.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 newPath = pathRef.current.slice(0, -1);
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const canonical = await loadArticle(newPath[newPath.length - 1]);
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if (!canonical) return;
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pathRef.current = newPath;
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setHistory(newPath);
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window.scrollTo({ top: 0, behavior: "smooth" });
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// eslint-disable-next-line react-hooks/exhaustive-deps
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}, []);
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function reset() {
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timer.reset();
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clicksRef.current = 0; setClicksDisplay(0);
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pathRef.current = []; setHistory([]);
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timerStartedRef.current = false;
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gameEndedRef.current = false;
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setHtml(""); setTitle("");
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setPuzzle(null);
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setPhase("setup");
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setLoadError(null);
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clearSession();
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}
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// Expose une fonction pour restaurer une session sauvegardée
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async function restore(savedPuzzle: Puzzle, savedHistory: string[], savedClicks: number) {
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setPuzzle(savedPuzzle);
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clicksRef.current = savedClicks; setClicksDisplay(savedClicks);
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const lastTitle = savedHistory[savedHistory.length - 1];
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const canonical = await loadArticle(lastTitle);
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if (!canonical) return false;
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pathRef.current = savedHistory;
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setHistory(savedHistory);
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timerStartedRef.current = false;
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gameEndedRef.current = false;
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setPhase("playing");
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return true;
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}
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return {
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phase, puzzle, html, title, loading, loadError, history,
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clicks: clicksDisplay, elapsed: timer.elapsed,
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canGoBack: pathRef.current.length > 1,
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start, navigate, goBack, reset, restore,
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retryLoad: () => title && loadArticle(title),
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};
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}
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export function useSoloKeyboard(
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active: boolean,
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goBack: () => void,
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) {
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useEffect(() => {
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if (!active) return;
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const onKey = (e: KeyboardEvent) => {
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if (
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e.key === "Backspace" &&
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!(e.target instanceof HTMLInputElement) &&
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!(e.target instanceof HTMLTextAreaElement)
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) {
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e.preventDefault();
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goBack();
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}
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};
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window.addEventListener("keydown", onKey);
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return () => window.removeEventListener("keydown", onKey);
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}, [active, goBack]);
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}
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