Files
crypto_clash/crypto_clash_frontend/app/clash/GameModal.tsx

250 lines
7.3 KiB
TypeScript

"use client";
import { useEffect, useState } from "react";
import Web3 from "web3";
import Commit from "./Commit";
import Reveal from "./Reveal";
import { showErrorToast } from "@/app/lib/toast";
export type Player = {
addr: string;
bet: string;
encrMove: string;
move: number;
nickname: string;
};
export type GameDetails = {
playerA: Player;
playerB: Player;
initialBet: string;
outcome: number;
isActive: boolean;
returnGameId: number;
};
interface GameModalProps {
gameId?: number;
isOpen: boolean;
onClose: () => void;
account: string;
contract: any;
config: Config | null;
web3: Web3 | null;
setStatus: (status: string) => void;
}
export default function GameModal({
gameId,
isOpen,
onClose,
account,
contract,
config,
web3,
setStatus,
}: Readonly<GameModalProps>) {
const [phase, setPhase] = useState<"commit" | "reveal">("commit");
const [whoAmI, setWhoAmI] = useState<"player1" | "player2" | "">("");
const [gameDetails, setGameDetails] = useState<GameDetails | null>(null);
const [selectedMove, setSelectedMove] = useState<string | null>(null);
const [secret, setSecret] = useState<string>("");
// Helper function to generate game-specific storage key
const getGameStorageKey = () => `game_${gameDetails?.returnGameId}`;
// Game storage object structure
type GameStorage = {
secret: string;
selectedMove: string | null;
playMove: string;
};
// Storage helper functions
const loadFromStorage = () => {
if (!gameDetails) return;
const storedData = sessionStorage.getItem(getGameStorageKey());
if (storedData) {
try {
const parsed: GameStorage = JSON.parse(storedData);
if (parsed.secret) setSecret(parsed.secret);
if (parsed.selectedMove) setSelectedMove(parsed.selectedMove);
} catch (err) {
console.error("Failed to parse stored game data:", err);
}
}
};
const saveGameData = (updates: Partial<GameStorage>) => {
const storedData = sessionStorage.getItem(getGameStorageKey());
let currentData: GameStorage = { secret: "", selectedMove: null, playMove: "" };
if (storedData) {
try {
currentData = JSON.parse(storedData);
} catch (err) {
console.error("Failed to parse stored game data:", err);
}
}
const updatedData = { ...currentData, ...updates };
sessionStorage.setItem(getGameStorageKey(), JSON.stringify(updatedData));
};
const saveSecret = (value: string) => {
setSecret(value);
saveGameData({ secret: value });
};
const saveMoveSelection = (move: string | null) => {
setSelectedMove(move);
if (move !== null) {
saveGameData({ selectedMove: move });
}
};
const savePlayMove = (playMove: string) => {
saveGameData({ playMove });
};
useEffect(() => {
const fetchPlayerInfo = async () => {
if (contract && account && gameId !== undefined) {
try {
let player = await contract.methods.whoAmI(gameId).call({ from: account });
if(player == 1) player = "player1";
else if(player == 2) player = "player2";
else player = "";
setWhoAmI(player);
} catch (err: any) {
showErrorToast("Error fetching player info: " + err.message);
}
}
}
const fetchGameDetails = async () => {
if (contract && gameId !== undefined) {
try {
const details = await contract.methods.getGameDetails(gameId).call();
console.log("Game details:", details);
setGameDetails(details);
// Determine the correct phase based on game state
const playerAHasMove = Number(details.playerA.encrMove) !== 0;
const playerBHasMove = Number(details.playerB.encrMove) !== 0;
const playerARevealed = Number(details.playerA.move) !== 0;
const playerBRevealed = Number(details.playerB.move) !== 0;
// If both players have revealed their moves, show reveal phase (with results)
if (playerARevealed && playerBRevealed) {
setPhase("reveal");
}
// If both players have committed but not revealed, show reveal phase
else if (playerAHasMove && playerBHasMove) {
setPhase("reveal");
}
// Otherwise, show commit phase
else {
setPhase("commit");
}
} catch (err: any) {
showErrorToast("Error fetching game details: " + err.message);
}
}
};
// Only reset state when game ID actually changes (not on first render)
if (gameDetails) {
setSelectedMove(null);
setSecret("");
}
fetchGameDetails();
fetchPlayerInfo();
// Refetch game details periodically every 2 seconds
const intervalId = setInterval(fetchGameDetails, 2000);
return () => clearInterval(intervalId);
}, [contract, account, gameId]);
// Load from storage after game details are fetched
useEffect(() => {
loadFromStorage();
}, [gameDetails]);
const handleClose = () => {
// Reset state when closing
setPhase("commit");
setSelectedMove(null);
setSecret("");
onClose();
};
if (!isOpen) return null;
return (
<div className="fixed inset-0 bg-black/50 dark:bg-black/70 flex items-center justify-center z-50 p-4">
<div className="bg-white dark:bg-slate-800 rounded-lg shadow-2xl max-w-2xl w-full max-h-[90vh] overflow-y-auto">
{/* Header */}
<div className="sticky top-0 bg-white dark:bg-slate-800 border-b border-slate-200 dark:border-slate-700 p-6 flex items-center justify-between">
<div>
<h2 className="text-2xl font-bold text-slate-900 dark:text-white">
{gameId ? `Game #${gameId}` : "Game"}
</h2>
<p className="text-sm text-slate-600 dark:text-slate-400 mt-1">
{phase === "commit"
? "Commit your move"
: "Reveal your move"}
</p>
</div>
<button
onClick={handleClose}
className="text-2xl text-slate-400 hover:text-slate-600 dark:hover:text-slate-300 transition-colors"
>
</button>
</div>
{/* Content */}
<div className="p-6">
{/* Phase Content */}
<div>
{phase === "commit" && (
<Commit
account={account}
contract={contract}
config={config}
web3={web3}
whoAmI={whoAmI}
gameDetails={gameDetails}
setStatus={setStatus}
selectedMove={selectedMove}
setSelectedMove={saveMoveSelection}
secret={secret}
setSecret={saveSecret}
savePlayMove={savePlayMove}
/>
)}
{phase === "reveal" && (
<Reveal
account={account}
contract={contract}
config={config}
web3={web3}
setStatus={setStatus}
selectedMove={selectedMove}
secret={secret}
gameDetails={gameDetails}
whoAmI={whoAmI}
/>
)}
</div>
</div>
</div>
</div>
);
}