Fix automatic advance bug
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This commit is contained in:
Mathias Wagner 2025-05-14 19:27:21 +02:00
parent 9f4ebf379f
commit f2712bdcec
4 changed files with 90 additions and 25 deletions

View File

@ -124,6 +124,12 @@
color: $accent
font-weight: bold
text-align: center
.host-info
margin-top: 0.5rem
color: #fff
font-style: italic
font-size: 0.7rem
.video-container
margin-top: 1rem
@ -267,6 +273,16 @@
font-family: 'Press Start 2P', monospace
font-size: 0.9rem
color: $text
.auto-advance-notice
margin: 1rem auto
max-width: 400px
padding: 0.75rem
background-color: rgba($secondary, 0.2)
border: 2px solid $secondary
text-align: center
color: $text-muted
font-style: italic
.votes-count
display: flex

View File

@ -6,7 +6,7 @@ import { faVoteYea, faTrophy, faMusic, faCheck, faMedal, faCrown } from '@fortaw
import YouTubeEmbed from './YouTubeEmbed';
function VotingScreen() {
const { lobby, currentPlayer, submitVote } = useGame();
const { lobby, currentPlayer, submitVote, isHost } = useGame();
const [hasVoted, setHasVoted] = useState(false);
const [selectedSong, setSelectedSong] = useState(null);
const [countdown, setCountdown] = useState(null);
@ -65,11 +65,11 @@ function VotingScreen() {
// Handle bye round advancement - für automatisches Weiterkommen
const handleByeAdvance = async () => {
if (processingByeAdvance) return;
if (processingByeAdvance || !isHost) return;
setProcessingByeAdvance(true);
try {
// Alle Spieler im Bye-Modus "stimmen" automatisch für das einzige Lied
// Nur der Host kann im Bye-Modus weiterschaltenNNULL
if (battle && battle.song1 && !battle.song2 && battle.song1.id) {
await submitVote(battle.song1.id);
}
@ -122,6 +122,7 @@ function VotingScreen() {
<p>{battle.song1.artist}</p>
<div className="auto-advance-notice">
<p>Dieses Lied kommt automatisch in die nächste Runde!</p>
<p className="host-info">{isHost ? 'Du kannst als Host zum nächsten Kampf weitergehen.' : 'Warte auf den Host, um fortzufahren.'}</p>
</div>
</div>
@ -139,17 +140,21 @@ function VotingScreen() {
</div>
<div className="voting-status">
<button
className={`btn primary pixelated full-width ${processingByeAdvance ? 'disabled' : ''}`}
onClick={handleByeAdvance}
disabled={processingByeAdvance}
>
{processingByeAdvance ? 'Wird geladen...' : 'Mach weiter'}
<span className="pixel-corner tl"></span>
<span className="pixel-corner tr"></span>
<span className="pixel-corner bl"></span>
<span className="pixel-corner br"></span>
</button>
{isHost ? (
<button
className={`btn primary pixelated full-width ${processingByeAdvance ? 'disabled' : ''}`}
onClick={handleByeAdvance}
disabled={processingByeAdvance}
>
{processingByeAdvance ? 'Wird geladen...' : 'Mach weiter'}
<span className="pixel-corner tl"></span>
<span className="pixel-corner tr"></span>
<span className="pixel-corner bl"></span>
<span className="pixel-corner br"></span>
</button>
) : (
<p className="auto-advance-notice">Warte auf den Host, um fortzufahren...</p>
)}
</div>
</div>
);

View File

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

View File

@ -315,7 +315,7 @@ io.on('connection', (socket) => {
});
// If battle is finished, notify about new battle
if (result.lobby.currentBattle) {
if (result.lobby.currentBattle && result.lobby.currentBattle !== result.lobby.battles[result.lobby.battles.length - 1]) {
io.to(result.lobbyId).emit('new_battle', {
battle: result.lobby.currentBattle
});