clean console.log

Signed-off-by: ale <ale@manalejandro.com>
Este commit está contenido en:
ale
2025-11-11 23:16:00 +01:00
padre 16469bab3c
commit 4f59050860
Se han modificado 3 ficheros con 0 adiciones y 45 borrados

Ver fichero

@@ -60,14 +60,6 @@ export default function Home() {
const handlePlaceTile = (side: 'left' | 'right') => {
if (!selectedTile || !currentPlayerId || !gameState) return;
console.log('handlePlaceTile called', {
selectedTile,
side,
currentPlayerId,
boardEnds: gameState.boardEnds,
validMoves
});
// Verificar si el movimiento es válido
const isValid = validMoves.some(m =>
m.tile.id === selectedTile.id &&
@@ -75,12 +67,10 @@ export default function Home() {
);
if (!isValid && gameState.boardEnds.length > 0) {
console.error('Invalid move: tile cannot be placed on this side', { selectedTile, side, validMoves });
setError(`Cannot place tile ${selectedTile.left}-${selectedTile.right} on the ${side} side. It doesn't match the board end.`);
return;
}
console.log('Making move:', { playerId: currentPlayerId, tile: selectedTile, side });
makeMove({
playerId: currentPlayerId,
tile: selectedTile,

Ver fichero

@@ -48,12 +48,10 @@ export const useGameStore = create<GameStore>((set, get) => ({
});
socket.on('connect', () => {
console.log('Connected to socket server');
set({ isConnected: true, socket });
});
socket.on('disconnect', () => {
console.log('Disconnected from socket server');
set({ isConnected: false });
});
@@ -166,7 +164,6 @@ export const useGameStore = create<GameStore>((set, get) => ({
// Modo AI (offline)
if (roomId?.startsWith('AI-') && gameState) {
console.log('AI mode: executing move', move);
const newGameState = executeMove(gameState, move);
set({ gameState: newGameState, selectedTile: null });
@@ -182,7 +179,6 @@ export const useGameStore = create<GameStore>((set, get) => ({
// Modo multijugador (online)
if (socket && roomId) {
console.log('Online mode: sending move to server', move);
socket.emit('make-move', roomId, move);
set({ selectedTile: null });
}
@@ -200,7 +196,6 @@ export const useGameStore = create<GameStore>((set, get) => ({
// Check if there are tiles in the boneyard
if (gameState.boneyard.length === 0) {
console.log('No tiles in boneyard');
return;
}
@@ -223,8 +218,6 @@ export const useGameStore = create<GameStore>((set, get) => ({
players: updatedPlayers,
}
});
console.log('Drew tile in AI mode:', drawnTile);
}
// Online mode - send to server
else if (socket && roomId) {

Ver fichero

@@ -141,8 +141,6 @@ app.prepare().then(() => {
});
io.on('connection', (socket) => {
console.log('Client connected:', socket.id);
socket.on('create-room', () => {
const roomId = generateRoomId();
const gameState = createGameState(roomId);
@@ -150,7 +148,6 @@ app.prepare().then(() => {
socket.join(roomId);
socket.emit('room-created', roomId);
console.log('Room created:', roomId);
});
socket.on('join-room', (roomId, playerName) => {
@@ -186,8 +183,6 @@ app.prepare().then(() => {
socket.join(roomId);
socket.emit('room-joined', gameState, socket.id);
socket.to(roomId).emit('player-joined', player);
console.log(`Player ${playerName} joined room ${roomId}`);
});
socket.on('player-ready', (roomId) => {
@@ -205,18 +200,14 @@ app.prepare().then(() => {
if (allReady) {
const startedGame = startGame(roomId);
io.to(roomId).emit('game-started', startedGame);
console.log('Game started in room:', roomId);
} else {
io.to(roomId).emit('game-state-updated', gameState);
}
});
socket.on('make-move', (roomId, move) => {
console.log('Received make-move:', { roomId, move, socketId: socket.id });
const gameState = gameRooms.get(roomId);
if (!gameState) {
console.log('Game state not found for room:', roomId);
socket.emit('error', 'Game not found');
return;
}
@@ -224,26 +215,22 @@ app.prepare().then(() => {
const currentPlayer = gameState.players[gameState.currentPlayerIndex];
if (currentPlayer.id !== socket.id) {
console.log('Not player turn:', { currentPlayerId: currentPlayer.id, socketId: socket.id });
socket.emit('invalid-move', 'Not your turn');
return;
}
const player = gameState.players.find(p => p.id === move.playerId);
if (!player) {
console.log('Player not found:', move.playerId);
socket.emit('error', 'Player not found');
return;
}
if (move.pass) {
console.log('Player passing turn');
gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
gameState.turnsPassed++;
} else {
const tileIndex = player.tiles.findIndex(t => t.id === move.tile.id);
if (tileIndex === -1) {
console.log('Tile not found in player hand:', move.tile.id);
socket.emit('invalid-move', 'Tile not found');
return;
}
@@ -256,21 +243,17 @@ app.prepare().then(() => {
);
if (!targetEnd) {
console.log('Invalid side:', move.side);
socket.emit('invalid-move', 'Invalid side');
return;
}
const canPlace = move.tile.left === targetEnd.value || move.tile.right === targetEnd.value;
if (!canPlace) {
console.log('Tile does not match:', { tile: move.tile, targetEnd: targetEnd.value });
socket.emit('invalid-move', 'Tile does not match board end');
return;
}
}
console.log('Placing tile:', { tile: move.tile, side: move.side });
// Remover la ficha de la mano del jugador
player.tiles.splice(tileIndex, 1);
@@ -313,7 +296,6 @@ app.prepare().then(() => {
left: move.tile.right,
right: move.tile.left,
};
console.log('Flipping tile from', move.tile, 'to', tileToPlace);
}
if (move.side === 'right') {
@@ -368,10 +350,8 @@ app.prepare().then(() => {
}
}
console.log('Updating game state and emitting to room:', roomId);
gameRooms.set(roomId, gameState);
io.to(roomId).emit('game-state-updated', gameState);
console.log('Game state updated successfully');
});
socket.on('draw-tile', (roomId) => {
@@ -398,8 +378,6 @@ app.prepare().then(() => {
});
socket.on('leave-room', (roomId) => {
console.log('Player leaving room:', { socketId: socket.id, roomId });
const gameState = gameRooms.get(roomId);
if (!gameState) return;
@@ -417,7 +395,6 @@ app.prepare().then(() => {
if (gameState.players.length === 0) {
// No players left, delete room
gameRooms.delete(roomId);
console.log('Room deleted - no players remaining:', roomId);
} else {
// Check if only one human player remains
const remainingHumanPlayers = gameState.players.filter(p => !p.isAI);
@@ -428,7 +405,6 @@ app.prepare().then(() => {
gameState.isGameOver = true;
gameState.winner = winner.id;
gameState.gameMode = 'finished';
console.log(`Player ${winner.name} wins - only player remaining in room ${roomId}`);
}
// Adjust currentPlayerIndex if needed
@@ -439,7 +415,6 @@ app.prepare().then(() => {
gameRooms.set(roomId, gameState);
io.to(roomId).emit('player-left', socket.id);
io.to(roomId).emit('game-state-updated', gameState);
console.log(`Player ${leavingPlayer.name} left room ${roomId}. ${gameState.players.length} players remaining.`);
}
});
@@ -457,7 +432,6 @@ app.prepare().then(() => {
if (gameState.players.length === 0) {
gameRooms.delete(roomId);
console.log('Room deleted:', roomId);
} else {
// Check if only one human player remains after disconnect
const remainingHumanPlayers = gameState.players.filter(p => !p.isAI);
@@ -468,7 +442,6 @@ app.prepare().then(() => {
gameState.isGameOver = true;
gameState.winner = winner.id;
gameState.gameMode = 'finished';
console.log(`Player ${winner.name} wins - only player remaining in room ${roomId}`);
}
// Adjust currentPlayerIndex if needed
@@ -482,7 +455,6 @@ app.prepare().then(() => {
}
}
}
console.log('Client disconnected:', socket.id);
});
});