feat(dashboard): track matches played per session instead of rounds in history
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@@ -388,24 +388,26 @@ export default function Dashboard() {
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<span>AGENTES:</span>
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<span className="text-gray-300">{entry.players.split(',').length}</span>
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</div>
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{entry.rounds_played > 0 && (
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{entry.matches_played > 0 && (
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<>
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<div className="flex justify-between">
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<span>RONDAS:</span>
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<span className="text-gray-300">{entry.rounds_played}</span>
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<span>PARTIDAS:</span>
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<span className="text-gray-300">{entry.matches_played}</span>
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</div>
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<div className="flex justify-between items-center pt-2">
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<span>RESULTADOS:</span>
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<div className="flex gap-1">
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{entry.round_results && entry.round_results.split(',').map((res: string, idx: number) => (
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<div
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key={idx}
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className={`w-3 h-3 rounded-full ${res === 'true' ? 'bg-blue-500' : 'bg-red-500'}`}
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title={res === 'true' ? 'Victoria Resistencia' : 'Victoria Espías'}
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/>
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))}
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{entry.match_results && entry.match_results.length > 0 && (
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<div className="flex justify-between items-center pt-2">
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<span>RESULTADOS:</span>
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<div className="flex gap-1">
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{entry.match_results.split(',').map((res: string, idx: number) => (
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<div
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key={idx}
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className={`w-3 h-3 rounded-full ${res === 'aliados' ? 'bg-blue-500' : 'bg-red-500'}`}
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title={res === 'aliados' ? 'Victoria Aliados' : 'Victoria Nazis'}
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/>
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))}
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</div>
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</div>
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</div>
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)}
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</>
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)}
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{entry.players && (
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@@ -30,7 +30,9 @@ export const initDb = async () => {
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await client.query(`
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ALTER TABLE game_logs
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ADD COLUMN IF NOT EXISTS rounds_played INTEGER DEFAULT 0,
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ADD COLUMN IF NOT EXISTS round_results TEXT DEFAULT '';
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ADD COLUMN IF NOT EXISTS round_results TEXT DEFAULT '',
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ADD COLUMN IF NOT EXISTS matches_played INTEGER DEFAULT 1,
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ADD COLUMN IF NOT EXISTS match_results TEXT DEFAULT '';
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`);
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console.log('[DB] Base de datos inicializada correctamente');
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@@ -71,15 +73,19 @@ export const logGameEnd = async (
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winner: string | null = null,
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aborted: boolean = false,
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roundsPlayed: number = 0,
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roundResults: boolean[] = []
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roundResults: boolean[] = [],
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matchesPlayed: number = 1,
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matchResults: string[] = []
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) => {
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try {
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// Convert boolean[] to string "true,false,true" or simplified "W,L,W"
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const resultsStr = roundResults.join(',');
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// Convert boolean[] to string "true,false,true"
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const roundResultsStr = roundResults.map(r => r === true ? 'true' : r === false ? 'false' : '').filter(r => r).join(',');
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// matchResults is already string[] like ["aliados", "alemanes"]
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const matchResultsStr = matchResults.join(',');
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await pool.query(
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'UPDATE game_logs SET finished_at = CURRENT_TIMESTAMP, winner = $1, status = $2, rounds_played = $3, round_results = $4 WHERE room_id = $5 AND status = $6',
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[winner, aborted ? 'aborted' : 'finished', roundsPlayed, resultsStr, roomId, 'active']
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'UPDATE game_logs SET finished_at = CURRENT_TIMESTAMP, winner = $1, status = $2, rounds_played = $3, round_results = $4, matches_played = $5, match_results = $6 WHERE room_id = $7 AND status = $8',
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[winner, aborted ? 'aborted' : 'finished', roundsPlayed, roundResultsStr, matchesPlayed, matchResultsStr, roomId, 'active']
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);
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} catch (err) {
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console.error('[DB] Error al registrar fin de partida:', err);
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@@ -349,8 +349,10 @@ io.on('connection', (socket) => {
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// Desconectar a todos los jugadores de la sala
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io.in(roomId).socketsLeave(roomId);
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// LOG EN DB
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logGameEnd(roomId, game.state.winner, false, game.state.currentRound, game.state.questResults);
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// LOG EN DB - Incluir resultado de la partida actual en matchResults
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const finalMatchResults = [...game.state.matchResults];
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if (game.state.winner) finalMatchResults.push(game.state.winner);
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logGameEnd(roomId, game.state.winner, false, game.state.currentRound, game.state.questResults, game.state.matchNumber, finalMatchResults);
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broadcastAdminUpdate();
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}
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});
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@@ -383,7 +385,9 @@ io.on('connection', (socket) => {
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io.in(roomId).socketsLeave(roomId);
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// LOG EN DB COMO ABORTADA
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logGameEnd(roomId, null, true, game.state.currentRound, game.state.questResults);
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const finalMatchResults = [...game.state.matchResults];
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if (game.state.winner) finalMatchResults.push(game.state.winner);
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logGameEnd(roomId, null, true, game.state.currentRound, game.state.questResults, game.state.matchNumber, finalMatchResults);
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broadcastAdminUpdate();
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console.log(`[LEAVE_GAME] ${playerName} abandonó la partida ${roomId}. Partida eliminada.`);
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@@ -471,7 +475,9 @@ io.on('connection', (socket) => {
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io.in(roomId).socketsLeave(roomId);
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// Log como abortada por admin
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await logGameEnd(roomId, null, true, game.state.currentRound, game.state.questResults);
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const finalMatchResults = [...game.state.matchResults];
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if (game.state.winner) finalMatchResults.push(game.state.winner);
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await logGameEnd(roomId, null, true, game.state.currentRound, game.state.questResults, game.state.matchNumber, finalMatchResults);
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socket.emit('admin_action_success');
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broadcastAdminUpdate();
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}
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@@ -44,7 +44,8 @@ export class Game {
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revealedVotes: [],
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history: [],
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hostId: hostId,
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matchNumber: 1
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matchNumber: 1,
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matchResults: []
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};
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}
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@@ -370,6 +371,11 @@ export class Game {
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restartGame() {
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this.log('=== REINICIANDO PARTIDA ===');
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// Guardar resultado de la partida actual antes de resetear
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if (this.state.winner) {
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this.state.matchResults.push(this.state.winner);
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}
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// Incrementar contador de partidas y resetear variables de juego
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this.state.matchNumber++;
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this.state.currentRound = 1;
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@@ -90,6 +90,7 @@ export interface GameState {
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winner?: Faction;
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history: string[]; // Log de acciones para mostrar en pantalla
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matchNumber: number; // Número de partida en esta operación (se incrementa con cada restart)
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matchResults: Faction[]; // Resultados de cada partida (quién ganó)
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}
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// Configuración de jugadores por partida (según tus reglas)
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