SyntaxSquad/DADProject#16 fix: Surrender if leave
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@@ -91,7 +91,7 @@
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<script setup>
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import { ref, computed, onMounted, onUnmounted, watch, inject } from 'vue'
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import { useRoute, useRouter } from 'vue-router'
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import { useRoute, useRouter, onBeforeRouteLeave } from 'vue-router'
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import { useSocketStore } from '@/stores/socket'
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import { useAuthStore } from '@/stores/auth'
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import { toast } from 'vue-sonner'
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@@ -284,6 +284,32 @@ const handlePlayCard = (card) => {
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wsStore.playCard(gameId.value, card.id)
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}
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const handleBeforeUnload = (event) => {
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if (shouldShowBoard.value && !gameOver.value) {
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event.preventDefault();
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event.returnValue = '';
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}
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};
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onBeforeRouteLeave((to, from, next) => {
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if (gameOver.value || !shouldShowBoard.value) {
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next();
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return;
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}
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const answer = window.confirm(
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"If you leave, you will be register has 'losing' or 'surrendered', Are you sure you want to leave?"
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);
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if (answer) {
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wsStore.surrender(gameId.value);
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wsStore.disconnect();
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next();
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} else {
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next(false);
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}
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});
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// --- FIX: SURRENDER LOGIC ---
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const handleSurrender = () => {
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if(confirm('Are you sure you want to surrender? You will lose.')) {
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@@ -317,6 +343,8 @@ onMounted(async () => {
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})
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onUnmounted(() => {
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window.removeEventListener('beforeunload', handleBeforeUnload)
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if (timerInterval.value) clearInterval(timerInterval.value)
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wsStore.disconnect()
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})
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@@ -248,6 +248,7 @@ export default (io, socket) => {
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}
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socket.join(`game_${gameId}`);
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socket.activeGameId = gameId;
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if (game.players[myId]) {
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game.players[myId].token = socket.handshake.auth.token;
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+56
-1
@@ -10,6 +10,9 @@ export const server = {
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const API_URL = "http://localhost:8000/api/v1";
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const disconnectTimers = new Map();
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const DISCONNECT_TIMEOUT = 1 * 60 * 1000; // 1 minutes
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export const serverStart = (port) => {
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server.io = new Server(port, {
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cors: {
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@@ -45,6 +48,12 @@ export const serverStart = (port) => {
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socket.user = user;
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socket.handshake.auth.token = token;
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if (disconnectTimers.has(user.id)) {
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console.log(`[Connection] User ${user.id} reconnected! Cancelling surrender timer.`);
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clearTimeout(disconnectTimers.get(user.id));
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disconnectTimers.delete(user.id);
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}
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addUser(socket.id, user);
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next();
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@@ -64,11 +73,57 @@ export const serverStart = (port) => {
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server.io.on("connection", (socket) => {
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gameEvents(server.io, socket);
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console.log(`[Connection] User ${userId} connected. Socket ID: ${socket.id}`);
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handleConnectionEvents(server.io, socket);
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handleConnectionEvents(socket);
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socket.on("disconnect", () => {
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// Remove from active socket list
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removeUser(socket.id);
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if (userId) {
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console.log(`[Disconnect] User ${userId} disconnected. Waiting ${RECONNECT_GRACE_PERIOD/1000}s...`);
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// -----------------------------------------------------------
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// 2. START SURRENDER TIMER
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// -----------------------------------------------------------
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const timer = setTimeout(async () => {
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console.log(`[Timeout] User ${userId} did not return. Forcing surrender.`);
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// A. Find the Game ID this user is playing (You need a way to look this up)
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// Ideally, your 'socket' object or a global map knows which gameID the user is in.
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// For this example, let's assume you stored `socket.activeGameId` when they joined.
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const gameId = socket.activeGameId;
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if (gameId) {
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try {
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// B. Call Laravel API to resign on their behalf
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// We use the token we saved during the handshake
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await axios.post(`${API_URL}/games/${gameId}/resign`, {}, {
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headers: {
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Authorization: socket.handshake.auth.token,
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Accept: "application/json"
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}
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});
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// C. Notify the room (The API likely triggers a Pusher/Socket event,
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// but we can also emit locally if needed)
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server.io.to(gameId).emit("game_over", {
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winner: "opponent",
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reason: "disconnect"
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});
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console.log(`[Timeout] Successfully resigned game ${gameId} for user ${userId}`);
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} catch (err) {
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console.error(`[Timeout] Failed to resign game for user ${userId}:`, err.message);
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}
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}
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disconnectTimers.delete(userId);
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}, RECONNECT_GRACE_PERIOD);
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disconnectTimers.set(userId, timer);
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}
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});
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});
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};
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