Fix automatic advance bug
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@ -539,13 +539,19 @@ class GameManager {
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return { error: 'No active battle' };
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}
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// For bye battles (automatic advancement), only allow the host to vote/advance
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if (lobby.currentBattle.bye === true && playerId !== lobby.hostId) {
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return { error: 'Only the host can advance bye rounds' };
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}
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// Check if player has already voted in this battle
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if (lobby.currentBattle.votes.has(playerId)) {
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if (lobby.currentBattle.votes && lobby.currentBattle.votes.has(playerId)) {
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return { error: 'Already voted in this battle' };
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}
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// Check if the voted song is part of the current battle
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if (songId !== lobby.currentBattle.song1.id && songId !== lobby.currentBattle.song2.id) {
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if (songId !== lobby.currentBattle.song1.id &&
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(lobby.currentBattle.song2 && songId !== lobby.currentBattle.song2.id)) {
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return { error: 'Invalid song ID' };
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}
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@ -553,6 +559,11 @@ class GameManager {
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const player = lobby.players.find(p => p.id === playerId);
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const playerName = player ? player.name : 'Unknown Player';
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// Initialize votes Map if it doesn't exist
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if (!lobby.currentBattle.votes) {
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lobby.currentBattle.votes = new Map();
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}
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// Record the vote with player name for UI display
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lobby.currentBattle.votes.set(playerId, {
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songId,
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@ -561,15 +572,38 @@ class GameManager {
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// Update vote counts
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if (songId === lobby.currentBattle.song1.id) {
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lobby.currentBattle.song1Votes++;
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} else {
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lobby.currentBattle.song2Votes++;
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lobby.currentBattle.song1Votes = (lobby.currentBattle.song1Votes || 0) + 1;
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} else if (lobby.currentBattle.song2) {
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lobby.currentBattle.song2Votes = (lobby.currentBattle.song2Votes || 0) + 1;
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}
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// Add a voteCount attribute for easier UI rendering
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lobby.currentBattle.voteCount = lobby.currentBattle.votes.size;
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// Check if all connected players have voted
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// For bye battles, the host's vote is all that's needed
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if (lobby.currentBattle.bye === true && playerId === lobby.hostId) {
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// Determine winner (in bye battles, it's always song1)
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const winnerSongId = lobby.currentBattle.song1.id;
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lobby.currentBattle.winner = winnerSongId;
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// Save battle to history
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lobby.battles.push({
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round: lobby.currentBattle.round,
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song1: lobby.currentBattle.song1,
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song2: lobby.currentBattle.song2,
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song1Votes: lobby.currentBattle.song1Votes,
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song2Votes: 0,
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winner: winnerSongId
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});
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// Move to next battle or finish tournament
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this._moveToNextBattle(lobby);
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return { lobby, lobbyId };
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}
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// For regular battles, check if all connected players have voted
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const connectedPlayers = lobby.players.filter(p => p.isConnected).length;
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const voteCount = lobby.currentBattle.votes.size;
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@ -728,9 +762,10 @@ class GameManager {
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song1: byeSong,
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song2: null, // Bye
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bye: true,
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winner: byeSong.id,
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winner: null, // Set to null until host advances it
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song1Votes: 0,
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song2Votes: 0
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song2Votes: 0,
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votes: new Map() // Initialize votes as a Map
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});
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}
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@ -825,9 +860,10 @@ class GameManager {
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song1: byeSong,
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song2: null,
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bye: true,
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winner: byeSong.id,
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winner: null, // Set to null until host advances it
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song1Votes: 0,
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song2Votes: 0
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song2Votes: 0,
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votes: new Map() // Initialize votes as a Map
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});
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}
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@ -853,6 +889,14 @@ class GameManager {
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// Set first battle of new round
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if (nextRound.length > 0) {
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lobby.currentBattle = nextRound[0];
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// Ensure votes is initialized as a Map
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if (!lobby.currentBattle.votes) {
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lobby.currentBattle.votes = new Map();
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}
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// Initialize vote count for UI
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lobby.currentBattle.voteCount = 0;
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}
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}
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@ -315,7 +315,7 @@ io.on('connection', (socket) => {
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});
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// If battle is finished, notify about new battle
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if (result.lobby.currentBattle) {
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if (result.lobby.currentBattle && result.lobby.currentBattle !== result.lobby.battles[result.lobby.battles.length - 1]) {
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io.to(result.lobbyId).emit('new_battle', {
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battle: result.lobby.currentBattle
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});
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