Version 1.0 #102
@@ -244,4 +244,19 @@ class GameController extends Controller
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'game' => $game->fresh(),
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]);
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}
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public function destroy(Game $game)
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{
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// Ensure only the host can delete, and ONLY if it's still Pending
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if ($game->player1_user_id !== auth()->id()) {
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return response()->json(['message' => 'Unauthorized'], 403);
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}
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if ($game->status !== 'Pending') {
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return response()->json(['message' => 'Cannot delete a game in progress'], 400);
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}
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$game->delete();
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return response()->noContent();
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}
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}
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@@ -291,18 +291,88 @@ const handleBeforeUnload = (event) => {
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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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// --- 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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wsStore.surrender(gameId.value)
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}
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}
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const handleCloseModal = async () => {
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// 1. If game is still in Lobby (Pending) and I am the Host, DELETE it.
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if (!shouldShowBoard.value && amIHost.value && !gameOver.value) {
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try {
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// This calls Route::delete('/{game}', ...) in your api.php
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await axios.delete(`${API_BASE_URL}/games/${gameId.value}`);
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console.log("Lobby cancelled and deleted.");
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} catch (e) {
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console.error("Failed to delete pending game:", e);
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}
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}
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// 2. Notify server of voluntary exit (to skip the 10s reconnect timer)
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if (wsStore.socket) {
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wsStore.socket.emit('notify_disconnect');
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}
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// 3. Disconnect and go home
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wsStore.disconnect();
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router.push({ name: 'home' });
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}
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// --- LIFECYCLE ---
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onBeforeRouteLeave(async (to, from, next) => {
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// CASE A: Game is Pending (Waiting Room)
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if (!shouldShowBoard.value && !gameOver.value) {
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if (amIHost.value) {
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// Ask for confirmation to close the lobby
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const confirmClose = window.confirm("This will cancel the lobby. Are you sure?");
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if (confirmClose) {
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try {
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// Delete the game from DB so it doesn't get stuck as "Pending"
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await axios.delete(`${API_BASE_URL}/games/${gameId.value}`);
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} catch(e) { console.error(e) }
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if(wsStore.socket) wsStore.socket.emit('notify_disconnect');
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wsStore.disconnect();
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next();
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} else {
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next(false); // Stay on page
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}
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return;
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} else {
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// If I am NOT host (just a guest waiting), just leave
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if(wsStore.socket) wsStore.socket.emit('notify_disconnect');
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wsStore.disconnect();
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next();
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return;
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}
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}
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// CASE B: Game is Over (Standard exit)
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if (gameOver.value) {
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next();
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return;
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}
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// CASE C: Game is Active/Playing (The Surrender Logic we built before)
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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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// ... (Your existing surrender logic) ...
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try { await wsStore.surrender(gameId.value); } catch (e) {}
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if (wsStore.socket) {
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wsStore.socket.emit('notify_disconnect', () => {
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wsStore.disconnect();
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next();
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});
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setTimeout(() => { if (wsStore.connected) { wsStore.disconnect(); next(); } }, 500);
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return;
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}
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wsStore.disconnect();
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next();
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} else {
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@@ -310,22 +380,6 @@ onBeforeRouteLeave((to, from, next) => {
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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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// Send event to server. Do NOT disconnect locally yet.
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// Wait for the server to send "Game Over" event back.
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wsStore.surrender(gameId.value)
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}
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}
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const handleCloseModal = () => {
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wsStore.disconnect()
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router.push({ name: 'home' })
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}
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// --- LIFECYCLE ---
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onMounted(async () => {
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await fetchGameMetadata()
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wsStore.connect()
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@@ -97,6 +97,8 @@ const getPendingMatches = async (mode = selectedMode.value) => {
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mLoading.value = true;
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try {
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// FIX: Incorrect endpoint used previously
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// TAG: 404
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const response = await axios.get(`${API_BASE_URL}/matches/open`, {
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params: {
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type: mode,
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@@ -621,7 +621,8 @@
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</div>
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<div class="text-right">
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<div class="font-bold text-sm">{{ game.amount }} pts</div>
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<div class="font-bold text-sm">{{ game.points }} pts</div>
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<div class="text-[10px] text-muted-foreground">
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{{ new Date(game.began_at).toLocaleDateString() }} •
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{{
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@@ -1185,10 +1186,15 @@ const fetchData = async () => {
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return {
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id: game.id,
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player1_id: game.player1.id,
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player2_id: game.player2.id,
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variant: `Type ${game.type}`,
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outcome: outcome,
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opponent: null,
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amount: game.total_points || 0,
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points: game.player1_user_id === authStore.currentUser.id
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? game.player1_points
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: game.player2_points,
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duration: `${Math.floor(game.total_time / 60)}m ${game.total_time % 60}s`,
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began_at: game.began_at,
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details: {
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@@ -92,7 +92,6 @@ export const useSocketStore = defineStore('websocket', () => {
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socket.value.emit('play-card', { gameId, cardId })
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}
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// --- NEW: Surrender Action ---
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const surrender = (gameId) => {
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if (!socket.value?.connected) return
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console.log('[Game] Surrendering:', gameId)
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@@ -96,6 +96,7 @@ const performGameEnd = (io, game, gameId, winnerId, loserId, reason) => {
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action: "game_ended",
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winnerId: parseInt(winnerId),
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loserId: parseInt(loserId),
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totalTime: game.startTime ? Math.floor((Date.now() - game.startTime) / 1000) : 0,
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isDraw: false,
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player1_points: game.players[Object.keys(game.players)[0]]?.points || 0,
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player2_points: game.players[Object.keys(game.players)[1]]?.points || 0,
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+13
-4
@@ -12,7 +12,9 @@ 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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const RECONNECT_GRACE_PERIOD = 1 * 60 * 1000; // 1 minutes
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const userId = (socket) => socket.user && socket.user.id;
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export const serverStart = (port) => {
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server.io = new Server(port, {
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@@ -75,18 +77,25 @@ 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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matchEvents(server.io, socket);
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handleConnectionEvents(server.io, socket);
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socket.on("notify_disconnect", () => {
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socket.isVoluntaryDisconnect = true;
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});
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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 (socket.isVoluntaryDisconnect) {
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console.log(`[Disconnect] User ${userId} disconnected voluntarily. No surrender needed.`);
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return;
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}
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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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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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@@ -33,5 +33,3 @@ export const removeGame = (id) => {
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}
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};
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export { createGame, getGame, removeGame };
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Reference in New Issue
Block a user