@sudobility/sudojo_lib 0.0.84 → 0.0.85

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- {"version":3,"file":"useGameSession.d.ts","sourceRoot":"","sources":["../../src/hooks/useGameSession.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAOH,OAAO,KAAK,EACV,kBAAkB,EAClB,gBAAgB,EACjB,MAAM,0BAA0B,CAAC;AAClC,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAEvD,MAAM,WAAW,qBAAqB;IACpC,aAAa,EAAE,aAAa,CAAC;IAC7B,OAAO,EAAE,MAAM,CAAC;IAChB,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;IACrB,MAAM,EAAE,MAAM,GAAG,IAAI,CAAC;CACvB;AAED,MAAM,WAAW,iBAAiB;IAChC,2CAA2C;IAC3C,cAAc,EAAE,OAAO,CAAC;IACxB,0CAA0C;IAC1C,SAAS,CAAC,EAAE,MAAM,CAAC;CACpB;AAED,MAAM,WAAW,gBAAgB;IAC/B,wCAAwC;IACxC,QAAQ,CAAC,EAAE,kBAAkB,CAAC;IAC9B,kCAAkC;IAClC,SAAS,EAAE,OAAO,CAAC;IACnB,wBAAwB;IACxB,SAAS,EAAE,KAAK,CAAC;QACf,QAAQ,EAAE,MAAM,CAAC;QACjB,KAAK,EAAE,MAAM,CAAC;QACd,WAAW,EAAE,MAAM,GAAG,IAAI,CAAC;KAC5B,CAAC,CAAC;IACH,0BAA0B;IAC1B,iBAAiB,EAAE,MAAM,CAAC;CAC3B;AAED,wBAAgB,cAAc,CAAC,EAC7B,aAAa,EACb,OAAO,EACP,KAAK,EACL,MAAM,GACP,EAAE,qBAAqB;yBAaP,gBAAgB,KAAG,OAAO,CAAC,iBAAiB,CAAC;iCAqCtC,MAAM,KAAG,OAAO,CAAC,gBAAgB,CAAC;;;;;EA4DzD"}
1
+ {"version":3,"file":"useGameSession.d.ts","sourceRoot":"","sources":["../../src/hooks/useGameSession.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAOH,OAAO,KAAK,EACV,kBAAkB,EAClB,gBAAgB,EACjB,MAAM,0BAA0B,CAAC;AAClC,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAEvD,MAAM,WAAW,qBAAqB;IACpC,aAAa,EAAE,aAAa,CAAC;IAC7B,OAAO,EAAE,MAAM,CAAC;IAChB,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;IACrB,MAAM,EAAE,MAAM,GAAG,IAAI,CAAC;CACvB;AAED,MAAM,WAAW,iBAAiB;IAChC,2CAA2C;IAC3C,cAAc,EAAE,OAAO,CAAC;IACxB,0CAA0C;IAC1C,SAAS,CAAC,EAAE,MAAM,CAAC;CACpB;AAED,MAAM,WAAW,gBAAgB;IAC/B,wCAAwC;IACxC,QAAQ,CAAC,EAAE,kBAAkB,CAAC;IAC9B,kCAAkC;IAClC,SAAS,EAAE,OAAO,CAAC;IACnB,wBAAwB;IACxB,SAAS,EAAE,KAAK,CAAC;QACf,QAAQ,EAAE,MAAM,CAAC;QACjB,KAAK,EAAE,MAAM,CAAC;QACd,WAAW,EAAE,MAAM,GAAG,IAAI,CAAC;KAC5B,CAAC,CAAC;IACH,0BAA0B;IAC1B,iBAAiB,EAAE,MAAM,CAAC;CAC3B;AAED,wBAAgB,cAAc,CAAC,EAC7B,aAAa,EACb,OAAO,EACP,KAAK,EACL,MAAM,GACP,EAAE,qBAAqB;yBAyBP,gBAAgB,KAAG,OAAO,CAAC,iBAAiB,CAAC;iCAqCtC,MAAM,KAAG,OAAO,CAAC,gBAAgB,CAAC;;;;;EA4DzD"}
@@ -6,7 +6,7 @@
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  * - Finishing game sessions and receiving rewards
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  * - Tracking achievement results for display
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  */
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- import { useCallback, useRef, useState } from 'react';
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+ import { useCallback, useEffect, useRef, useState } from 'react';
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  import { useSudojoPlayFinish, useSudojoPlayStart, } from '@sudobility/sudojo_client';
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  export function useGameSession({ networkClient, baseUrl, token, userId, }) {
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  const [isStarting, setIsStarting] = useState(false);
@@ -14,19 +14,30 @@ export function useGameSession({ networkClient, baseUrl, token, userId, }) {
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  const sessionIdRef = useRef(null);
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  const playStartMutation = useSudojoPlayStart(networkClient, baseUrl);
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  const playFinishMutation = useSudojoPlayFinish(networkClient, baseUrl);
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+ // Use refs for mutations so callbacks have stable identity
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+ const playStartRef = useRef(playStartMutation);
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+ const playFinishRef = useRef(playFinishMutation);
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+ const tokenRef = useRef(token);
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+ const userIdRef = useRef(userId);
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+ useEffect(() => {
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+ playStartRef.current = playStartMutation;
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+ playFinishRef.current = playFinishMutation;
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+ tokenRef.current = token;
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+ userIdRef.current = userId;
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+ });
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  /**
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  * Start a game session on the server
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  * Only works if user is authenticated
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  */
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  const startSession = useCallback(async (data) => {
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  // Skip if not authenticated
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- if (!userId || !token) {
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+ if (!userIdRef.current || !tokenRef.current) {
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  return { sessionStarted: false };
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  }
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  setIsStarting(true);
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  try {
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- const response = await playStartMutation.mutateAsync({
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- token,
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+ const response = await playStartRef.current.mutateAsync({
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+ token: tokenRef.current,
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  data,
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  });
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  if (response.success && response.data) {
@@ -45,14 +56,14 @@ export function useGameSession({ networkClient, baseUrl, token, userId, }) {
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  finally {
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  setIsStarting(false);
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  }
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- }, [userId, token, playStartMutation]);
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+ }, []);
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  /**
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  * Finish the game session and get rewards
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  * Only works if user is authenticated and session was started
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  */
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  const finishSession = useCallback(async (elapsedTime) => {
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  // Skip if not authenticated
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- if (!userId || !token) {
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+ if (!userIdRef.current || !tokenRef.current) {
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  return {
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  leveledUp: false,
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  newBadges: [],
@@ -61,8 +72,8 @@ export function useGameSession({ networkClient, baseUrl, token, userId, }) {
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  }
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  setIsFinishing(true);
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  try {
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- const response = await playFinishMutation.mutateAsync({
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- token,
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+ const response = await playFinishRef.current.mutateAsync({
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+ token: tokenRef.current,
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  data: { elapsedTime },
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  });
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  sessionIdRef.current = null;
@@ -91,7 +102,7 @@ export function useGameSession({ networkClient, baseUrl, token, userId, }) {
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  finally {
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  setIsFinishing(false);
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  }
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- }, [userId, token, playFinishMutation]);
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+ }, []);
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  /**
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  * Check if user is authenticated (can use gamification)
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  */
@@ -1 +1 @@
1
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Starting game sessions on the server\n * - Finishing game sessions and receiving rewards\n * - Tracking achievement results for display\n */\n\nimport { useCallback, useRef, useState } from 'react';\nimport {\n useSudojoPlayFinish,\n useSudojoPlayStart,\n} from '@sudobility/sudojo_client';\nimport type {\n GameFinishResponse,\n GameStartRequest,\n} from '@sudobility/sudojo_types';\nimport type { NetworkClient } from '@sudobility/types';\n\nexport interface UseGameSessionOptions {\n networkClient: NetworkClient;\n baseUrl: string;\n token: string | null;\n userId: string | null;\n}\n\nexport interface GameSessionResult {\n /** Whether a server session was started */\n sessionStarted: boolean;\n /** Session ID from server (if started) */\n sessionId?: string;\n}\n\nexport interface GameFinishResult {\n /** The full response from the server */\n response?: GameFinishResponse;\n /** Whether the user leveled up */\n leveledUp: boolean;\n /** New badges earned */\n newBadges: Array<{\n badgeKey: string;\n title: string;\n description: string | null;\n }>;\n /** Total points earned */\n totalPointsEarned: number;\n}\n\nexport function useGameSession({\n networkClient,\n baseUrl,\n token,\n userId,\n}: UseGameSessionOptions) {\n const [isStarting, setIsStarting] = useState(false);\n const [isFinishing, setIsFinishing] = useState(false);\n const sessionIdRef = useRef<string | null>(null);\n\n const playStartMutation = useSudojoPlayStart(networkClient, baseUrl);\n const playFinishMutation = useSudojoPlayFinish(networkClient, baseUrl);\n\n /**\n * Start a game session on the server\n * Only works if user is authenticated\n */\n const startSession = useCallback(\n async (data: GameStartRequest): Promise<GameSessionResult> => {\n // Skip if not authenticated\n if (!userId || !token) {\n return { sessionStarted: false };\n }\n\n setIsStarting(true);\n try {\n const response = await playStartMutation.mutateAsync({\n token,\n data,\n });\n\n if (response.success && response.data) {\n sessionIdRef.current = response.data.sessionId;\n return {\n sessionStarted: true,\n sessionId: response.data.sessionId,\n };\n }\n\n return { sessionStarted: false };\n } catch (error) {\n console.error('Failed to start game session:', error);\n return { sessionStarted: false };\n } finally {\n setIsStarting(false);\n }\n },\n [userId, token, playStartMutation]\n );\n\n /**\n * Finish the game session and get rewards\n * Only works if user is authenticated and session was started\n */\n const finishSession = useCallback(\n async (elapsedTime: number): Promise<GameFinishResult> => {\n // Skip if not authenticated\n if (!userId || !token) {\n return {\n leveledUp: false,\n newBadges: [],\n totalPointsEarned: 0,\n };\n }\n\n setIsFinishing(true);\n try {\n const response = await playFinishMutation.mutateAsync({\n token,\n data: { elapsedTime },\n });\n\n sessionIdRef.current = null;\n\n if (response.success && response.data) {\n return {\n response: response.data,\n leveledUp: !!response.data.level,\n newBadges: response.data.badges ?? [],\n totalPointsEarned: response.data.points.totalPoints,\n };\n }\n\n return {\n leveledUp: false,\n newBadges: [],\n totalPointsEarned: 0,\n };\n } catch (error) {\n console.error('Failed to finish game session:', error);\n return {\n leveledUp: false,\n newBadges: [],\n totalPointsEarned: 0,\n };\n } finally {\n setIsFinishing(false);\n }\n },\n [userId, token, playFinishMutation]\n );\n\n /**\n * Check if user is authenticated (can use gamification)\n */\n const isAuthenticated = !!userId && !!token;\n\n return {\n startSession,\n finishSession,\n isStarting,\n isFinishing,\n isAuthenticated,\n sessionId: sessionIdRef.current,\n };\n}\n"]}
1
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Starting game sessions on the server\n * - Finishing game sessions and receiving rewards\n * - Tracking achievement results for display\n */\n\nimport { useCallback, useEffect, useRef, useState } from 'react';\nimport {\n useSudojoPlayFinish,\n useSudojoPlayStart,\n} from '@sudobility/sudojo_client';\nimport type {\n GameFinishResponse,\n GameStartRequest,\n} from '@sudobility/sudojo_types';\nimport type { NetworkClient } from '@sudobility/types';\n\nexport interface UseGameSessionOptions {\n networkClient: NetworkClient;\n baseUrl: string;\n token: string | null;\n userId: string | null;\n}\n\nexport interface GameSessionResult {\n /** Whether a server session was started */\n sessionStarted: boolean;\n /** Session ID from server (if started) */\n sessionId?: string;\n}\n\nexport interface GameFinishResult {\n /** The full response from the server */\n response?: GameFinishResponse;\n /** Whether the user leveled up */\n leveledUp: boolean;\n /** New badges earned */\n newBadges: Array<{\n badgeKey: string;\n title: string;\n description: string | null;\n }>;\n /** Total points earned */\n totalPointsEarned: number;\n}\n\nexport function useGameSession({\n networkClient,\n baseUrl,\n token,\n userId,\n}: UseGameSessionOptions) {\n const [isStarting, setIsStarting] = useState(false);\n const [isFinishing, setIsFinishing] = useState(false);\n const sessionIdRef = useRef<string | null>(null);\n\n const playStartMutation = useSudojoPlayStart(networkClient, baseUrl);\n const playFinishMutation = useSudojoPlayFinish(networkClient, baseUrl);\n\n // Use refs for mutations so callbacks have stable identity\n const playStartRef = useRef(playStartMutation);\n const playFinishRef = useRef(playFinishMutation);\n const tokenRef = useRef(token);\n const userIdRef = useRef(userId);\n useEffect(() => {\n playStartRef.current = playStartMutation;\n playFinishRef.current = playFinishMutation;\n tokenRef.current = token;\n userIdRef.current = userId;\n });\n\n /**\n * Start a game session on the server\n * Only works if user is authenticated\n */\n const startSession = useCallback(\n async (data: GameStartRequest): Promise<GameSessionResult> => {\n // Skip if not authenticated\n if (!userIdRef.current || !tokenRef.current) {\n return { sessionStarted: false };\n }\n\n setIsStarting(true);\n try {\n const response = await playStartRef.current.mutateAsync({\n token: tokenRef.current,\n data,\n });\n\n if (response.success && response.data) {\n sessionIdRef.current = response.data.sessionId;\n return {\n sessionStarted: true,\n sessionId: response.data.sessionId,\n };\n }\n\n return { sessionStarted: false };\n } catch (error) {\n console.error('Failed to start game session:', error);\n return { sessionStarted: false };\n } finally {\n setIsStarting(false);\n }\n },\n []\n );\n\n /**\n * Finish the game session and get rewards\n * Only works if user is authenticated and session was started\n */\n const finishSession = useCallback(\n async (elapsedTime: number): Promise<GameFinishResult> => {\n // Skip if not authenticated\n if (!userIdRef.current || !tokenRef.current) {\n return {\n leveledUp: false,\n newBadges: [],\n totalPointsEarned: 0,\n };\n }\n\n setIsFinishing(true);\n try {\n const response = await playFinishRef.current.mutateAsync({\n token: tokenRef.current,\n data: { elapsedTime },\n });\n\n sessionIdRef.current = null;\n\n if (response.success && response.data) {\n return {\n response: response.data,\n leveledUp: !!response.data.level,\n newBadges: response.data.badges ?? [],\n totalPointsEarned: response.data.points.totalPoints,\n };\n }\n\n return {\n leveledUp: false,\n newBadges: [],\n totalPointsEarned: 0,\n };\n } catch (error) {\n console.error('Failed to finish game session:', error);\n return {\n leveledUp: false,\n newBadges: [],\n totalPointsEarned: 0,\n };\n } finally {\n setIsFinishing(false);\n }\n },\n []\n );\n\n /**\n * Check if user is authenticated (can use gamification)\n */\n const isAuthenticated = !!userId && !!token;\n\n return {\n startSession,\n finishSession,\n isStarting,\n isFinishing,\n isAuthenticated,\n sessionId: sessionIdRef.current,\n };\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@sudobility/sudojo_lib",
3
- "version": "0.0.84",
3
+ "version": "0.0.85",
4
4
  "description": "Business logic library for Sudojo app",
5
5
  "type": "module",
6
6
  "main": "dist/index.js",