Files
QuizMaster/context/GameContext.tsx
T
Philip c5cf88491f feat: Integrate join URL and QR code for player access
Adds a dynamic join URL and QR code displayed on the spectator view and host dashboard. This allows players to easily join the quiz session by scanning the QR code or navigating to the provided URL.

The `joinUrl` is now managed within the `GameContext` and exposed to relevant components. The spectator view uses this URL to generate the QR code, while the host view displays it for easy access. This enhances the onboarding experience for new players and simplifies session management.
2026-01-28 19:01:34 -08:00

556 lines
20 KiB
TypeScript

import React, { createContext, useContext, useState, useEffect, useRef } from 'react';
import { GamePhase } from '../types';
import type { Player, Team, Question, BuzzerLog, GameState, Game, PlayerIntent } from '../types';
interface GameContextType {
// State
gameState: GameState;
activeGameName: string;
joinUrl: string;
players: Player[];
teams: Team[];
questions: Question[];
games: Game[];
buzzQueue: BuzzerLog[];
currentPlayerId: string | null;
// Sync Status
isHost: boolean;
setIsHost: (isHost: boolean) => void;
isSyncing: boolean;
// Actions
setJoinUrl: (url: string) => void;
addPlayer: (name: string, teamName: string) => void;
approvePlayer: (playerId: string) => void;
removePlayer: (playerId: string) => void;
startGame: () => void;
startCountdown: () => void;
openBuzzers: () => void;
handleBuzz: (playerId: string) => void;
resolveBuzz: (playerId: string, correct: boolean) => void;
rectifyBuzz: (playerId: string, newStatus: 'CORRECT' | 'WRONG') => void;
skipQuestion: () => void;
nextPhase: () => void;
setQuestions: (qs: Question[]) => void;
setCurrentPlayer: (id: string) => void;
playAudio: (url: string, start?: number, end?: number) => void;
resetGame: () => void;
// Library Actions
createGame: (name: string) => void;
updateGame: (gameId: string, updates: Partial<Game>) => void;
deleteGame: (gameId: string) => void;
loadGameToLive: (gameId: string) => void;
}
const GameContext = createContext<GameContextType | undefined>(undefined);
// --- API CONFIG ---
// Assuming api.php is at the root. Change if in a subfolder.
// If using Vite development server, you might need to point this to your actual PHP server URL.
const API_URL = import.meta.env.DEV ? 'http://localhost/quiz/api.php' : './api.php';
// Initial Mock Data
const INITIAL_QUESTIONS: Question[] = [
{ id: '1', text: "What is the capital of France?", answer: "Paris", points: 10, category: "Geography" },
{ id: '2', text: "Which element has the chemical symbol 'O'?", answer: "Oxygen", points: 10, category: "Science" },
{ id: '3', text: "Who wrote 'Romeo and Juliet'?", answer: "William Shakespeare", points: 20, category: "Literature" }
];
const INITIAL_GAMES: Game[] = [
{
id: 'demo-1',
name: 'General Knowledge Demo',
description: 'A quick test of random facts.',
createdAt: Date.now(),
questions: INITIAL_QUESTIONS
},
{
id: 'demo-2',
name: 'Science & Nature',
description: 'Physics, Biology, and Chemistry basics.',
createdAt: Date.now(),
questions: [
{ id: 's1', text: 'What is the speed of light?', answer: '299,792,458 m/s', points: 20, category: 'Physics' },
{ id: 's2', text: 'What is the powerhouse of the cell?', answer: 'Mitochondria', points: 10, category: 'Biology' },
{ id: 's3', text: 'What planet is known as the Red Planet?', answer: 'Mars', points: 10, category: 'Astronomy' }
]
}
];
export const GameProvider: React.FC<{ children: React.ReactNode }> = ({ children }) => {
const [isHost, setIsHost] = useState(false);
const [isSyncing, setIsSyncing] = useState(false);
// --- GAME STATE ---
const [gameState, setGameState] = useState<GameState>({
phase: GamePhase.LOBBY,
currentQuestionIndex: -1,
countdownValue: 3,
buzzerOpenTimestamp: null
});
const [activeGameName, setActiveGameName] = useState<string>("General Knowledge Demo");
const [joinUrl, setJoinUrl] = useState<string>('');
const [players, setPlayers] = useState<Player[]>([]);
const [teams, setTeams] = useState<Team[]>([]);
const [questions, setQuestionsQuestions] = useState<Question[]>(INITIAL_QUESTIONS);
const [games, setGames] = useState<Game[]>(INITIAL_GAMES);
const [buzzQueue, setBuzzQueue] = useState<BuzzerLog[]>([]);
const [currentPlayerId, setCurrentPlayerId] = useState<string | null>(null);
// Refs for accessing state inside intervals without dependencies
const stateRef = useRef({ gameState, players, teams, questions, activeGameName, buzzQueue, joinUrl });
useEffect(() => {
stateRef.current = { gameState, players, teams, questions, activeGameName, buzzQueue, joinUrl };
}, [gameState, players, teams, questions, activeGameName, buzzQueue, joinUrl]);
// Set default Join URL on mount
useEffect(() => {
if (typeof window !== 'undefined') {
const url = `${window.location.origin}${window.location.pathname}#player`;
setJoinUrl(url);
}
}, []);
// --- SYNC ENGINE ---
useEffect(() => {
const syncInterval = setInterval(async () => {
setIsSyncing(true);
try {
if (isHost) {
// --- HOST LOGIC: PULL INTENTS -> PROCESS -> PUSH STATE ---
// 1. Fetch Intents
const response = await fetch(`${API_URL}?action=getIntents`);
const intents = await response.json();
let stateChanged = false;
// 2. Process Intents
if (Array.isArray(intents) && intents.length > 0) {
console.log("Processing Intents:", intents);
intents.forEach((item: any) => {
const { type, payload } = item;
if (type === 'JOIN') {
// Logic extracted from addPlayer
const { name, teamName, tempId } = payload;
const currentTeams = stateRef.current.teams;
const existingTeam = currentTeams.find(t => t.name.toLowerCase() === teamName.toLowerCase());
let teamId = existingTeam?.id;
if (!existingTeam) {
const newTeam: Team = { id: crypto.randomUUID(), name: teamName, score: 0 };
setTeams(prev => [...prev, newTeam]);
teamId = newTeam.id;
}
// Check if player already exists to prevent dupes
const exists = stateRef.current.players.some(p => p.name === name && p.teamId === teamId);
if (!exists && teamId) {
const newPlayer: Player = {
id: tempId || crypto.randomUUID(),
name,
teamId,
score: 0,
isApproved: true, // Auto approve for now for smoother UX
stats: { correctAnswers: 0, totalBuzzes: 0, bestReactionTime: null }
};
setPlayers(prev => [...prev, newPlayer]);
}
stateChanged = true;
}
else if (type === 'BUZZ') {
const { playerId } = payload;
const currentState = stateRef.current.gameState;
const currentQueue = stateRef.current.buzzQueue;
if (currentState.phase === GamePhase.BUZZER_OPEN && !currentQueue.find(b => b.playerId === playerId)) {
const newBuzz: BuzzerLog = {
playerId,
timestamp: Date.now(),
order: currentQueue.length + 1,
status: 'PENDING'
};
setBuzzQueue(prev => {
const updated = [...prev, newBuzz];
if (updated.length === 1) { // Only force update phase if it was the first buzz
setGameState(gs => ({ ...gs, phase: GamePhase.ADJUDICATION }));
}
return updated;
});
stateChanged = true;
}
}
else if (type === 'LEAVE') {
const { playerId } = payload;
setPlayers(prev => prev.filter(p => p.id !== playerId));
stateChanged = true;
}
});
}
// 3. Push State (Always push to keep server alive with latest data, or at least periodically)
// For now, we push every cycle to ensure consistency.
const fullState = {
gameState: stateRef.current.gameState,
players: stateRef.current.players,
teams: stateRef.current.teams,
questions: stateRef.current.questions,
activeGameName: stateRef.current.activeGameName,
buzzQueue: stateRef.current.buzzQueue,
joinUrl: stateRef.current.joinUrl
};
await fetch(`${API_URL}?action=pushState`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(fullState)
});
} else {
// --- CLIENT LOGIC: PULL STATE -> UPDATE LOCAL ---
const response = await fetch(`${API_URL}?action=getState`);
const remoteState = await response.json();
if (remoteState && remoteState.gameState) {
setGameState(remoteState.gameState);
setPlayers(remoteState.players || []);
setTeams(remoteState.teams || []);
setQuestionsQuestions(remoteState.questions || []);
setActiveGameName(remoteState.activeGameName || "");
setBuzzQueue(remoteState.buzzQueue || []);
setJoinUrl(remoteState.joinUrl || "");
}
}
} catch (e) {
console.error("Sync Error:", e);
} finally {
setIsSyncing(false);
}
}, 500); // 500ms polling rate
return () => clearInterval(syncInterval);
}, [isHost]); // Re-run effect if role changes
// --- HOST HELPERS (Local) ---
const getOrCreateTeam = (name: string) => {
const existing = teams.find(t => t.name.toLowerCase() === name.toLowerCase());
if (existing) return existing;
const newTeam: Team = { id: crypto.randomUUID(), name, score: 0 };
setTeams(prev => [...prev, newTeam]);
return newTeam;
};
// --- ACTIONS ---
const sendIntent = async (type: string, payload: any) => {
try {
await fetch(`${API_URL}?action=pushIntent`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ type, payload })
});
} catch (e) {
console.error("Failed to send intent", e);
}
};
const addPlayer = (name: string, teamName: string) => {
// If Host, do it immediately (Old Logic) - Although now logic is in Sync Loop
// To make it unified, Host also sends intent OR we just trust the sync loop.
// BUT, for "Host-Added Players", we can just do it locally.
// For "Client Joining", they send intent.
// PLAYER-SIDE LOGIC:
const tempId = crypto.randomUUID();
setCurrentPlayerId(tempId); // Set ID immediately so UI shows "Waiting..."
sendIntent('JOIN', { name, teamName, tempId });
};
const removePlayer = (playerId: string) => {
if (isHost) {
setPlayers(prev => prev.filter(p => p.id !== playerId));
} else {
// Player leaving
sendIntent('LEAVE', { playerId });
if (currentPlayerId === playerId) setCurrentPlayerId(null);
}
};
const approvePlayer = (playerId: string) => {
if (!isHost) return;
setPlayers(prev => prev.map(p => p.id === playerId ? { ...p, isApproved: true } : p));
};
const handleBuzz = (playerId: string) => {
if (isHost) {
// Host manual buzz? Rare, but allowed.
if (gameState.phase !== GamePhase.BUZZER_OPEN) return;
if (buzzQueue.find(b => b.playerId === playerId)) return;
const newBuzz: BuzzerLog = {
playerId,
timestamp: Date.now(),
order: buzzQueue.length + 1,
status: 'PENDING'
};
setBuzzQueue(prev => [...prev, newBuzz]);
if (buzzQueue.length === 0) {
setGameState(prev => ({ ...prev, phase: GamePhase.ADJUDICATION }));
}
} else {
// Client buzz
sendIntent('BUZZ', { playerId });
}
};
// --- HOST ONLY ACTIONS (No change needed, just guard them) ---
const startGame = () => {
if (!isHost) return;
setGameState({
phase: GamePhase.COUNTDOWN,
currentQuestionIndex: 0,
countdownValue: 3,
buzzerOpenTimestamp: null
});
setBuzzQueue([]);
};
const startCountdown = () => {
if (!isHost) return;
let nextIndex = gameState.currentQuestionIndex;
if (gameState.phase === GamePhase.LEADERBOARD || gameState.phase === GamePhase.LOBBY) {
nextIndex = gameState.currentQuestionIndex + 1;
}
if (nextIndex >= questions.length) {
setGameState(prev => ({ ...prev, phase: GamePhase.FINAL_STATS }));
return;
}
setGameState({
phase: GamePhase.COUNTDOWN,
currentQuestionIndex: nextIndex,
countdownValue: 3,
buzzerOpenTimestamp: null
});
setBuzzQueue([]);
};
// Countdown Timer Effect (Runs on Host Only to drive state)
useEffect(() => {
if (!isHost) return;
let timer: ReturnType<typeof setTimeout>;
if (gameState.phase === GamePhase.COUNTDOWN) {
if (gameState.countdownValue > 0) {
timer = setTimeout(() => {
setGameState(prev => ({ ...prev, countdownValue: prev.countdownValue - 1 }));
}, 1000);
} else {
setGameState(prev => ({ ...prev, phase: GamePhase.QUESTION_DISPLAY }));
}
}
return () => clearTimeout(timer);
}, [gameState.phase, gameState.countdownValue, isHost]);
const openBuzzers = () => {
if (!isHost) return;
setGameState(prev => ({ ...prev, phase: GamePhase.BUZZER_OPEN, buzzerOpenTimestamp: Date.now() }));
};
const resolveBuzz = (playerId: string, correct: boolean) => {
if (!isHost) return;
const currentQ = questions[gameState.currentQuestionIndex];
const player = players.find(p => p.id === playerId);
setPlayers(prev => prev.map(p => {
if (p.id !== playerId) return p;
let newStats = { ...p.stats };
newStats.totalBuzzes += 1;
if (gameState.buzzerOpenTimestamp) {
const reactionTime = Date.now() - gameState.buzzerOpenTimestamp;
if (newStats.bestReactionTime === null || reactionTime < newStats.bestReactionTime) {
newStats.bestReactionTime = reactionTime;
}
}
if (correct) {
newStats.correctAnswers += 1;
return { ...p, score: p.score + currentQ.points, stats: newStats };
}
return { ...p, stats: newStats };
}));
if (correct) {
setBuzzQueue(prev => prev.map(b => b.playerId === playerId ? { ...b, status: 'CORRECT' } : b));
if (player && player.teamId) {
setTeams(prev => prev.map(t => t.id === player.teamId ? { ...t, score: t.score + currentQ.points } : t));
}
setGameState(prev => ({ ...prev, phase: GamePhase.ANSWER_REVEAL }));
} else {
setBuzzQueue(prev => prev.map(b => b.playerId === playerId ? { ...b, status: 'WRONG' } : b));
const remaining = buzzQueue.filter(b => b.playerId !== playerId && b.status === 'PENDING');
if (remaining.length === 0) {
setGameState(prev => ({ ...prev, phase: GamePhase.BUZZER_OPEN }));
}
}
};
const rectifyBuzz = (playerId: string, newStatus: 'CORRECT' | 'WRONG') => {
if (!isHost) return;
const currentQ = questions[gameState.currentQuestionIndex];
const player = players.find(p => p.id === playerId);
if (!player || !player.teamId) return;
const oldBuzz = buzzQueue.find(b => b.playerId === playerId);
if (!oldBuzz) return;
setBuzzQueue(prev => prev.map(b => b.playerId === playerId ? { ...b, status: newStatus } : b));
const points = currentQ.points;
if (newStatus === 'CORRECT' && oldBuzz.status !== 'CORRECT') {
setTeams(prev => prev.map(t => t.id === player.teamId ? { ...t, score: t.score + points } : t));
setPlayers(prev => prev.map(p => p.id === playerId ? {
...p, score: p.score + points, stats: { ...p.stats, correctAnswers: p.stats.correctAnswers + 1 }
} : p));
setGameState(prev => ({ ...prev, phase: GamePhase.ANSWER_REVEAL }));
}
else if (newStatus === 'WRONG' && oldBuzz.status === 'CORRECT') {
setTeams(prev => prev.map(t => t.id === player.teamId ? { ...t, score: t.score - points } : t));
setPlayers(prev => prev.map(p => p.id === playerId ? {
...p, score: p.score - points, stats: { ...p.stats, correctAnswers: Math.max(0, p.stats.correctAnswers - 1) }
} : p));
const othersPending = buzzQueue.some(b => b.playerId !== playerId && b.status === 'PENDING');
setGameState(prev => ({
...prev, phase: othersPending || buzzQueue.length === 0 ? GamePhase.BUZZER_OPEN : GamePhase.ADJUDICATION
}));
}
};
const skipQuestion = () => {
if (!isHost) return;
setGameState(prev => ({ ...prev, phase: GamePhase.ANSWER_REVEAL }));
setBuzzQueue([]);
};
const nextPhase = () => {
if (!isHost) return;
if (gameState.phase === GamePhase.ANSWER_REVEAL) {
setGameState(prev => ({ ...prev, phase: GamePhase.LEADERBOARD }));
}
};
const playAudio = (url: string, start: number = 0, end?: number) => {
// Audio is mostly local for now
const audio = new Audio(url);
audio.currentTime = start;
audio.play();
if (end) {
setTimeout(() => {
audio.pause();
}, (end - start) * 1000);
}
};
const resetGame = () => {
if (!isHost) return;
setGameState({
phase: GamePhase.LOBBY,
currentQuestionIndex: -1,
countdownValue: 3,
buzzerOpenTimestamp: null
});
setPlayers(prev => prev.map(p => ({
...p, score: 0, stats: { correctAnswers: 0, totalBuzzes: 0, bestReactionTime: null }
})));
setTeams(prev => prev.map(t => ({ ...t, score: 0 })));
setBuzzQueue([]);
};
// --- LIBRARY ACTIONS (Local to Host) ---
const createGame = (name: string) => {
if (!isHost) return;
const newGame: Game = {
id: crypto.randomUUID(),
name,
createdAt: Date.now(),
questions: []
};
setGames(prev => [...prev, newGame]);
};
const updateGame = (gameId: string, updates: Partial<Game>) => {
if (!isHost) return;
setGames(prev => prev.map(g => g.id === gameId ? { ...g, ...updates } : g));
};
const deleteGame = (gameId: string) => {
if (!isHost) return;
setGames(prev => prev.filter(g => g.id !== gameId));
};
const loadGameToLive = (gameId: string) => {
if (!isHost) return;
const game = games.find(g => g.id === gameId);
if (game) {
setQuestionsQuestions([...game.questions]);
setActiveGameName(game.name);
setGameState({
phase: GamePhase.LOBBY,
currentQuestionIndex: -1,
countdownValue: 3,
buzzerOpenTimestamp: null
});
setBuzzQueue([]);
}
};
return (
<GameContext.Provider value={{
gameState,
activeGameName,
joinUrl,
players,
teams,
questions,
games,
buzzQueue,
currentPlayerId,
isHost,
setIsHost,
isSyncing,
setJoinUrl,
addPlayer,
approvePlayer,
removePlayer,
startGame,
startCountdown,
openBuzzers,
handleBuzz,
resolveBuzz,
rectifyBuzz,
skipQuestion,
nextPhase,
setQuestions: setQuestionsQuestions,
setCurrentPlayer: setCurrentPlayerId,
playAudio,
resetGame,
createGame,
updateGame,
deleteGame,
loadGameToLive
}}>
{children}
</GameContext.Provider>
);
};
export const useGame = () => {
const context = useContext(GameContext);
if (!context) throw new Error("useGame must be used within a GameProvider");
return context;
};