patch useContext dependencies in Game component
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parent
97242a2235
commit
77ced54c6f
3 changed files with 75 additions and 77 deletions
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@ -1,43 +1,48 @@
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import socketIOClient from 'socket.io-client';
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import socketIOClient from "socket.io-client";
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import config from './config';
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import config from "./config";
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const launch = (nsp, dispatch) => {
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const launch = (nsp, dispatch) => {
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const socket = socketIOClient(`${config.socketAddress}/${nsp}`);
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const socket = socketIOClient(`${config.socketAddress}/${nsp}`);
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socket.on('connected', () => {
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socket.on("connected", () => {
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dispatch({ type:'SOCKET', message:'CONNECTED', body:{nsp: socket.nsp} });
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dispatch({
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type: "SOCKET",
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message: "CONNECTED",
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body: { nsp: socket.nsp },
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});
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});
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});
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socket.on('connect_error', err => {
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socket.on("connect_error", (err) => {
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dispatch({ type: 'ERR', message:'SOCKET_ERROR', body: { socketError: err }});
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dispatch({
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type: "ERR",
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message: "SOCKET_ERROR",
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body: { socketError: err },
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});
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});
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});
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socket.on('error', err => {
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socket.on("error", (err) => {
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dispatch({ type: 'ERR', message:'SOCKET_ERROR', body: { socketError: err } });
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dispatch({
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type: "ERR",
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message: "SOCKET_ERROR",
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body: { socketError: err },
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});
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});
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});
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socket.on('room_connected', (data) => {
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socket.on("room_connected", (data) => {
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dispatch({ type: 'ROOMS', message: 'CONNECT_ROOM', body: data });
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dispatch({ type: "ROOMS", message: "CONNECT_ROOM", body: data });
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});
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});
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socket.on('new_user', (data) => {
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socket.on("new_user", (data) => {
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console.log('new_user received')
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dispatch({ type: "ROOMS", message: "NEW_USER", body: data });
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dispatch({ type: 'ROOMS', message: 'NEW_USER', body: data })
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});
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})
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socket.on('game_connected', (data) => {
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socket.on("game_connected", (data) => {
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console.log(data)
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dispatch({ type: "GAMES", message: "UPDATE_BOARD", body: data });
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console.log('game_connected received')
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});
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dispatch({ type: 'GAMES', message: 'UPDATE_BOARD', body: data })
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})
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socket.on('update_board', (data) => {
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socket.on("update_board", (data) => {
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console.log(data)
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dispatch({ type: "GAMES", message: "UPDATE_BOARD", body: data });
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console.log('update_board received')
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});
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dispatch({ type: 'GAMES', message: 'UPDATE_BOARD', body: data })
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})
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return socket;
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return socket;
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}
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};
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export {
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export { launch };
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launch
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}
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@ -11,6 +11,8 @@ const Game = (props) => {
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const gameId = parseInt(useParams().id) || 0;
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const gameId = parseInt(useParams().id) || 0;
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const [playerBlackMeta, setPlayerBlackMeta] = useState({});
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const [playerBlackMeta, setPlayerBlackMeta] = useState({});
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const [playerWhiteMeta, setPlayerWhiteMeta] = useState({});
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const [playerWhiteMeta, setPlayerWhiteMeta] = useState({});
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const playerState = state?.meta?.playerState;
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const game = state.active?.game;
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useEffect(() => {
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useEffect(() => {
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const fetchGameAPI = async () => {
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const fetchGameAPI = async () => {
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@ -42,14 +44,9 @@ const Game = (props) => {
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}, [state.active.game, dispatch, state.user]);
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}, [state.active.game, dispatch, state.user]);
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useEffect(() => {
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useEffect(() => {
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if (!state.meta) return;
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if (!game || !playerState) return;
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const {
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const { playerBlack, playerBlackRank, playerWhite, playerWhiteRank } = game;
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playerBlack,
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const { bCaptures, wCaptures } = playerState;
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playerBlackRank,
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playerWhite,
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playerWhiteRank,
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} = state.active.game;
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const { bCaptures, wCaptures } = state.meta.playerState;
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setPlayerBlackMeta({
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setPlayerBlackMeta({
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player: playerBlack,
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player: playerBlack,
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rank: playerBlackRank,
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rank: playerBlackRank,
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@ -62,7 +59,7 @@ const Game = (props) => {
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captures: wCaptures,
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captures: wCaptures,
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stones: "white",
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stones: "white",
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});
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});
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}, [state?.meta?.playerState, state.active?.game]);
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}, [playerState, game]);
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return (
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return (
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<div className="Game" data-testid="Game">
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<div className="Game" data-testid="Game">
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@ -1,69 +1,65 @@
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import { stateReducer } from '../reducer';
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import { stateReducer } from "../reducer";
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const io = require('../../io');
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const io = require("../../io");
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export const socketReducer = (state, action) => {
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export const socketReducer = (state, action) => {
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switch(action.message) {
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switch (action.message) {
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case "CONNECTED":
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return { ...state, connect: { type: "home", location: action.body.nsp } };
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case 'CONNECTED':
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case "LAUNCH": {
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console.log(action.body.nsp)
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const { nsp, dispatch } = action.body;
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return {...state, connect: { type: 'home', location: action.body.nsp } }
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case 'LAUNCH': {
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const {nsp, dispatch} = action.body;
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const launchedSocket = io.launch(nsp, dispatch);
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const launchedSocket = io.launch(nsp, dispatch);
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return {...state, socket: launchedSocket};
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return { ...state, socket: launchedSocket };
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}
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}
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case 'CONNECT_ROOM': {
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case "CONNECT_ROOM": {
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const {user, room, dispatch} = action.body;
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const { user, room, dispatch } = action.body;
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let priorSocket = state.socket;
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let priorSocket = state.socket;
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if (!priorSocket.nsp) {
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if (!priorSocket.nsp) {
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priorSocket = io.launch('', dispatch)
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priorSocket = io.launch("", dispatch);
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}
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}
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if (priorSocket.nsp !== `/${room}`) {
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if (priorSocket.nsp !== `/${room}`) {
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priorSocket.emit('connect_room', {user, room});
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priorSocket.emit("connect_room", { user, room });
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priorSocket.close();
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priorSocket.close();
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}
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}
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const socket = io.launch(room, dispatch);
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const socket = io.launch(room, dispatch);
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return {...state, socket}
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return { ...state, socket };
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}
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}
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case 'CONNECT_GAME': {
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case "CONNECT_GAME": {
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return connectGame(state, action);
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return connectGame(state, action);
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}
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}
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case 'MAKE_MOVE': {
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case "MAKE_MOVE": {
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return makeMove(state, action);
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return makeMove(state, action);
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}
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}
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default:
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default:
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return state;
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return state;
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}
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}
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}
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};
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function connectGame (state, action) {
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function connectGame(state, action) {
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const { user, game, dispatch } = action.body;
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const { user, game, dispatch } = action.body;
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const priorSocket = state.socket;
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const priorSocket = state.socket;
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let updatedState;
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let updatedState;
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if ( !priorSocket.nsp || priorSocket.nsp !== `/${game.room}` ) {
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if (!priorSocket.nsp || priorSocket.nsp !== `/${game.room}`) {
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const connectRoomAction = {
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const connectRoomAction = {
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type: 'SOCKET',
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type: "SOCKET",
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message: 'CONNECT_ROOM',
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message: "CONNECT_ROOM",
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body: { user, room: game.room, dispatch}
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body: { user, room: game.room, dispatch },
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}
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};
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updatedState = stateReducer(state, connectRoomAction);
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updatedState = stateReducer(state, connectRoomAction);
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}
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}
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if (!updatedState) updatedState = {...state};
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if (!updatedState) updatedState = { ...state };
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const socket = updatedState.socket;
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const socket = updatedState.socket;
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socket.emit('connect_game', {user, game});
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socket.emit("connect_game", { user, game });
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return {...updatedState};
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return { ...updatedState };
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}
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}
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function makeMove (state, action) {
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function makeMove(state, action) {
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// const { user, game, room, board, move } = action.body;
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// const { user, game, room, board, move } = action.body;
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const socket = state.socket;
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const socket = state.socket;
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console.log(action)
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socket.emit("make_move", { ...action.body });
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socket.emit('make_move', {...action.body});
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return state;
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return state;
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}
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}
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