code review fixes:
Deduplicate chess notify() into shared notifyChessEvent() helper using BaseChessEvent Remove addCompletedGameDirectly, extend moveToCompleted with optional liveState param Hoist currentUser lookup to top of ChessLobbyContent, remove 4 duplicate remembers Add missing imports in desktop ChessScreen, replace all FQN usages with short names Remove redundant distinctBy in completed games UI (state already prevents duplicates)
This commit is contained in:
+1
-2
@@ -778,8 +778,7 @@ class ChessLobbyLogic(
|
||||
// If the discovered game is already finished, send it straight to completed
|
||||
val gameStatus = result.liveState.gameStatus.value
|
||||
if (gameStatus is GameStatus.Finished) {
|
||||
// Use the direct helper to avoid the addActiveGame → moveToCompleted flicker
|
||||
state.addCompletedGameDirectly(startEventId, result.liveState, gameStatus.result.notation, null)
|
||||
state.moveToCompleted(startEventId, gameStatus.result.notation, null, liveState = result.liveState)
|
||||
} else if (!result.liveState.isSpectator) {
|
||||
state.addActiveGame(startEventId, result.liveState)
|
||||
pollingDelegate.addGameId(startEventId)
|
||||
|
||||
+19
-68
@@ -394,93 +394,35 @@ class ChessLobbyState(
|
||||
}
|
||||
|
||||
/**
|
||||
* Move a game from active/spectating to completed.
|
||||
* Display names are optional; UI can look them up later if needed.
|
||||
* Move a game to completed. Looks up the game from active/spectating maps,
|
||||
* or uses the provided [liveState] if the game isn't in either map yet
|
||||
* (e.g. a newly discovered game that is already finished).
|
||||
*/
|
||||
fun moveToCompleted(
|
||||
gameId: String,
|
||||
result: String,
|
||||
termination: String?,
|
||||
liveState: LiveChessGameState? = null,
|
||||
whiteDisplayName: String? = null,
|
||||
blackDisplayName: String? = null,
|
||||
) {
|
||||
val existingState = _activeGames.value[gameId] ?: _spectatingGames.value[gameId]
|
||||
existingState?.let { gameState ->
|
||||
// Derive white/black pubkeys from player color
|
||||
val whitePubkey =
|
||||
if (gameState.playerColor == Color.WHITE) {
|
||||
gameState.playerPubkey
|
||||
} else {
|
||||
gameState.opponentPubkey
|
||||
}
|
||||
val blackPubkey =
|
||||
if (gameState.playerColor == Color.BLACK) {
|
||||
gameState.playerPubkey
|
||||
} else {
|
||||
gameState.opponentPubkey
|
||||
}
|
||||
val gameState = _activeGames.value[gameId] ?: _spectatingGames.value[gameId] ?: liveState ?: return
|
||||
|
||||
val completed =
|
||||
CompletedGame(
|
||||
gameId = gameId,
|
||||
whitePubkey = whitePubkey,
|
||||
whiteDisplayName = whiteDisplayName,
|
||||
blackPubkey = blackPubkey,
|
||||
blackDisplayName = blackDisplayName,
|
||||
result = result,
|
||||
termination = termination,
|
||||
moveCount = gameState.moveHistory.value.size,
|
||||
completedAt =
|
||||
com.vitorpamplona.quartz.utils.TimeUtils
|
||||
.now(),
|
||||
)
|
||||
|
||||
_completedGames.update { current ->
|
||||
// Avoid duplicates
|
||||
if (current.any { it.gameId == gameId }) {
|
||||
current
|
||||
} else {
|
||||
listOf(completed) + current
|
||||
}
|
||||
}
|
||||
|
||||
// Remove from active/spectating
|
||||
_activeGames.update { it - gameId }
|
||||
_spectatingGames.update { it - gameId }
|
||||
|
||||
// Clear selection if this game was selected
|
||||
if (_selectedGameId.value == gameId) {
|
||||
_selectedGameId.value = null
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Build and record a CompletedGame directly from a LiveChessGameState without requiring the
|
||||
* game to be inserted into activeGames first. Use this when a newly discovered game is already
|
||||
* finished so we avoid the intermediate addActiveGame → moveToCompleted flicker.
|
||||
*/
|
||||
fun addCompletedGameDirectly(
|
||||
gameId: String,
|
||||
liveState: LiveChessGameState,
|
||||
result: String,
|
||||
termination: String?,
|
||||
) {
|
||||
val whitePubkey =
|
||||
if (liveState.playerColor == Color.WHITE) liveState.playerPubkey else liveState.opponentPubkey
|
||||
if (gameState.playerColor == Color.WHITE) gameState.playerPubkey else gameState.opponentPubkey
|
||||
val blackPubkey =
|
||||
if (liveState.playerColor == Color.BLACK) liveState.playerPubkey else liveState.opponentPubkey
|
||||
if (gameState.playerColor == Color.BLACK) gameState.playerPubkey else gameState.opponentPubkey
|
||||
|
||||
val completed =
|
||||
CompletedGame(
|
||||
gameId = gameId,
|
||||
whitePubkey = whitePubkey,
|
||||
whiteDisplayName = null,
|
||||
whiteDisplayName = whiteDisplayName,
|
||||
blackPubkey = blackPubkey,
|
||||
blackDisplayName = null,
|
||||
blackDisplayName = blackDisplayName,
|
||||
result = result,
|
||||
termination = termination,
|
||||
moveCount = liveState.moveHistory.value.size,
|
||||
moveCount = gameState.moveHistory.value.size,
|
||||
completedAt =
|
||||
com.vitorpamplona.quartz.utils.TimeUtils
|
||||
.now(),
|
||||
@@ -489,6 +431,15 @@ class ChessLobbyState(
|
||||
_completedGames.update { current ->
|
||||
if (current.any { it.gameId == gameId }) current else listOf(completed) + current
|
||||
}
|
||||
|
||||
// Remove from active/spectating
|
||||
_activeGames.update { it - gameId }
|
||||
_spectatingGames.update { it - gameId }
|
||||
|
||||
// Clear selection if this game was selected
|
||||
if (_selectedGameId.value == gameId) {
|
||||
_selectedGameId.value = null
|
||||
}
|
||||
}
|
||||
|
||||
fun addSpectatingGame(
|
||||
|
||||
Reference in New Issue
Block a user