Fix client answer validation bug and improve scoreboard UX

Bug Fix:
- Fix stale closure bug in client answer validation where correct answers
  were sometimes marked incorrect. The issue occurred when players answered
  quickly after a question started - React's async state updates meant
  currentCorrectShape could hold the previous question's value. Added
  currentCorrectShapeRef to ensure the latest value is always used.

Scoreboard Improvements:
- Unified desktop/mobile layout: avatar, name, and points on first line;
  progress bar on second line; bonus pills on third line
- Removed 5-player limit to show all players
- Added vertical scrolling when player list exceeds viewport
- Fixed layout to prevent content overflow issues
This commit is contained in:
Joey Yakimowich-Payne 2026-01-14 22:21:10 -07:00
commit 62281e1124
No known key found for this signature in database
GPG key ID: 6BFE655FA5ABD1E1
2 changed files with 66 additions and 31 deletions

View file

@ -74,6 +74,7 @@ export const useGame = () => {
const hostSecretRef = useRef<string | null>(null);
const gameStateRef = useRef<GameState>("LANDING");
const firstCorrectPlayerIdRef = useRef<string | null>(null);
const currentCorrectShapeRef = useRef<string | null>(null);
useEffect(() => { timeLeftRef.current = timeLeft; }, [timeLeft]);
useEffect(() => { playersRef.current = players; }, [players]);
@ -84,6 +85,7 @@ export const useGame = () => {
useEffect(() => { hostSecretRef.current = hostSecret; }, [hostSecret]);
useEffect(() => { gameStateRef.current = gameState; }, [gameState]);
useEffect(() => { firstCorrectPlayerIdRef.current = firstCorrectPlayerId; }, [firstCorrectPlayerId]);
useEffect(() => { currentCorrectShapeRef.current = currentCorrectShape; }, [currentCorrectShape]);
const generateGamePin = () => Math.floor(Math.random() * 900000) + 100000 + "";
@ -748,6 +750,48 @@ export const useGame = () => {
const endQuestion = () => {
if (timerRef.current) clearInterval(timerRef.current);
const unansweredPlayers = playersRef.current.filter(p => p.lastAnswerCorrect === null);
if (unansweredPlayers.length > 0) {
const updatedPlayers = playersRef.current.map(p => {
if (p.lastAnswerCorrect !== null) return p;
const playerRank = getPlayerRank(p.id, playersRef.current);
const breakdown = calculatePointsWithBreakdown({
isCorrect: false,
timeLeftMs: 0,
questionTimeMs: QUESTION_TIME_MS,
streak: 0,
playerRank,
isFirstCorrect: false,
config: gameConfigRef.current,
});
const newScore = Math.max(0, p.score + breakdown.total);
if (p.id === 'host') {
setLastPointsEarned(breakdown.total);
setLastAnswerCorrect(false);
setCurrentPlayerScore(newScore);
setCurrentStreak(0);
} else {
const conn = connectionsRef.current.get(p.id);
if (conn?.open) {
conn.send({ type: 'RESULT', payload: { isCorrect: false, scoreAdded: breakdown.total, newScore, breakdown } });
}
}
return {
...p,
score: newScore,
previousScore: p.score,
streak: 0,
lastAnswerCorrect: false,
pointsBreakdown: breakdown,
};
});
setPlayers(updatedPlayers);
}
setGameState('REVEAL');
broadcast({ type: 'TIME_UP', payload: {} });
};
@ -1116,8 +1160,9 @@ export const useGame = () => {
} else {
const option = arg as AnswerOption;
setSelectedOption(option);
const isCorrect = option.shape === currentCorrectShape;
console.log('[CLIENT] Answering:', { selectedShape: option.shape, currentCorrectShape, isCorrect });
// Use ref to avoid stale closure - currentCorrectShape state may not be updated yet
const isCorrect = option.shape === currentCorrectShapeRef.current;
console.log('[CLIENT] Answering:', { selectedShape: option.shape, currentCorrectShape: currentCorrectShapeRef.current, isCorrect });
hostConnectionRef.current?.send({ type: 'ANSWER', payload: { playerId: peerRef.current?.id, isCorrect, selectedShape: option.shape } });
}
};