- Add device ID generation (unique per device, stored in localStorage)
- Extend player ID format to: {basePlayerId}:{deviceId}
- Enable cross-domain sync on same device while keeping devices isolated
- Update backend APIs to support new player ID format
- Maintain backward compatibility with legacy UUID format
This allows:
- Each device (Desktop, Android, iOS) to have separate game states
- Cross-domain sync still works on the same device (hoerdle.de ↔ hördle.de)
- Easier debugging with visible device ID in player identifier
135 lines
4.1 KiB
TypeScript
135 lines
4.1 KiB
TypeScript
/**
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* Player Storage API
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*
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* Handles loading and saving player game states from/to the backend.
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* This enables cross-domain synchronization between hoerdle.de and hördle.de.
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*/
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import { getOrCreatePlayerId } from './playerId';
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import type { GameState, Statistics } from './gameState';
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/**
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* Get genre key for storage
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*
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* Formats the genre/special into a consistent key format:
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* - Global: "global"
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* - Genre: "Rock" (localized name)
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* - Special: "special:00725" (special name)
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*/
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export function getGenreKey(
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genre: string | null,
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isSpecial: boolean,
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specialName?: string
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): string {
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if (isSpecial && specialName) {
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return `special:${specialName}`;
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}
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return genre || 'global';
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}
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/**
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* Load player state from backend
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*
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* @param genreKey - Genre key (from getGenreKey)
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* @returns GameState and Statistics, or null if not found
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*/
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export async function loadPlayerState(
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genreKey: string
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): Promise<{ gameState: GameState; statistics: Statistics } | null> {
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try {
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// Use async version to enable cross-domain player ID sync
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const { getOrCreatePlayerIdAsync } = await import('./playerId');
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const playerId = await getOrCreatePlayerIdAsync(genreKey);
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if (!playerId) {
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return null;
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}
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// Determine if it's a special or genre
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const isSpecial = genreKey.startsWith('special:');
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const params = new URLSearchParams();
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if (isSpecial) {
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const specialName = genreKey.replace('special:', '');
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params.append('special', specialName);
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} else if (genreKey !== 'global') {
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params.append('genre', genreKey);
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}
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const response = await fetch(`/api/player-state?${params.toString()}`, {
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method: 'GET',
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headers: {
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'X-Player-Id': playerId,
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},
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});
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if (!response.ok) {
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if (response.status === 404) {
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// No state found - this is normal for new players
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return null;
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}
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// Other errors: log and return null (will fallback to localStorage)
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console.warn('[playerStorage] Failed to load player state:', response.status);
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return null;
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}
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const data = await response.json();
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if (!data || !data.gameState || !data.statistics) {
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return null;
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}
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return {
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gameState: data.gameState as GameState,
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statistics: data.statistics as Statistics,
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};
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} catch (error) {
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// Network errors or other issues: fallback to localStorage
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console.warn('[playerStorage] Error loading player state:', error);
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return null;
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}
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}
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/**
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* Save player state to backend
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*
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* @param genreKey - Genre key (from getGenreKey)
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* @param gameState - Current game state
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* @param statistics - Current statistics
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*/
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export async function savePlayerState(
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genreKey: string,
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gameState: GameState,
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statistics: Statistics
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): Promise<void> {
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try {
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// Use async version to ensure device ID is included
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const { getOrCreatePlayerIdAsync } = await import('./playerId');
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const playerId = await getOrCreatePlayerIdAsync();
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if (!playerId) {
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console.warn('[playerStorage] No player ID available, cannot save state');
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return;
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}
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const response = await fetch('/api/player-state', {
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method: 'POST',
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headers: {
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'Content-Type': 'application/json',
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'X-Player-Id': playerId,
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},
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body: JSON.stringify({
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genreKey,
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gameState,
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statistics,
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}),
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});
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if (!response.ok) {
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console.warn('[playerStorage] Failed to save player state:', response.status);
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// Don't throw - allow fallback to localStorage
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}
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} catch (error) {
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// Network errors: log but don't throw (will fallback to localStorage)
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console.warn('[playerStorage] Error saving player state:', error);
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}
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}
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