Estado actual con errores de sintaxis en GameBoard.tsx
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109
client/src/hooks/useSocket.ts
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109
client/src/hooks/useSocket.ts
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import { useEffect, useState } from 'react';
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import { io, Socket } from 'socket.io-client';
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import { GameState, Player } from '../../../shared/types';
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const SOCKET_URL = process.env.NEXT_PUBLIC_API_URL || 'http://localhost:4000';
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export const useSocket = () => {
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const [socket, setSocket] = useState<Socket | null>(null);
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const [gameState, setGameState] = useState<GameState | null>(null);
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const [isConnected, setIsConnected] = useState(false);
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const [roomsList, setRoomsList] = useState<any[]>([]);
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useEffect(() => {
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const socketInstance = io(SOCKET_URL);
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socketInstance.on('connect', () => {
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console.log('Conectado al servidor');
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setIsConnected(true);
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});
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socketInstance.on('disconnect', () => {
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console.log('Desconectado del servidor');
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setIsConnected(false);
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});
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socketInstance.on('game_state', (newState: GameState) => {
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console.log('Nuevo estado del juego:', newState);
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setGameState(newState);
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});
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socketInstance.on('rooms_list', (rooms: any[]) => {
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console.log('Lista de salas actualizada:', rooms);
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setRoomsList(rooms);
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});
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// Manejar propio unirse a partida
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socketInstance.on('game_joined', ({ roomId, state }) => {
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setGameState(state);
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// Podríamos guardar el roomId en localStorage o similar si quisiéramos persistencia
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});
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socketInstance.on('error', (msg: string) => {
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alert(msg); // Simple error handling for now
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});
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setSocket(socketInstance);
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return () => {
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socketInstance.disconnect();
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};
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}, []);
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// Funciones helper para enviar acciones
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const createGame = (hostName: string, maxPlayers: number, password?: string) => {
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socket?.emit('create_game', { hostName, maxPlayers, password });
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};
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const joinGame = (roomId: string, playerName: string, password?: string) => {
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socket?.emit('join_game', { roomId, playerName, password });
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};
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const refreshRooms = () => {
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socket?.emit('get_rooms');
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};
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const startGame = () => {
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socket?.emit('start_game', { roomId: gameState?.roomId });
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};
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const proposeTeam = (teamIds: string[]) => {
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socket?.emit('propose_team', { roomId: gameState?.roomId, teamIds });
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};
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const voteTeam = (approve: boolean) => {
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socket?.emit('vote_team', { roomId: gameState?.roomId, approve });
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};
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const voteMission = (success: boolean) => {
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socket?.emit('vote_mission', { roomId: gameState?.roomId, success });
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};
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const assassinKill = (targetId: string) => {
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socket?.emit('assassin_kill', { roomId: gameState?.roomId, targetId });
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};
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return {
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socket,
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isConnected,
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gameState,
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roomsList,
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actions: {
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createGame,
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joinGame,
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refreshRooms,
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startGame,
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proposeTeam,
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voteTeam,
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voteMission,
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voteLeader: (approve: boolean | null) => socket?.emit('vote_leader', { roomId: gameState?.roomId, approve }),
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assassinKill,
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finishIntro: () => socket?.emit('finish_intro', { roomId: gameState?.roomId }),
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finishReveal: () => socket?.emit('finish_reveal', { roomId: gameState?.roomId }),
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finishRollCall: () => socket?.emit('finish_roll_call', { roomId: gameState?.roomId }),
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finishMissionReveal: () => socket?.emit('finish_reveal', { roomId: gameState?.roomId }),
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finishMissionResult: () => socket?.emit('finish_mission_result', { roomId: gameState?.roomId })
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}
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};
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};
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