import { useEffect, useRef, useState } from "react";
import { socketManager } from "@client/network/SocketManager";
import { appConsts, config } from "@repo/shared";
import type { appTypes, roomTypes } from "@repo/shared";
type AppFlowState = {
scenePhase: appTypes.ScenePhase;
room: roomTypes.Room | null;
myId: string | null;
joinErrorMessage: string | null;
isJoining: boolean;
requestJoin: (payload: roomTypes.JoinRoomPayload) => void;
};
export const useAppFlow = (): AppFlowState => {
const [scenePhase, setScenePhase] = useState<appTypes.ScenePhase>(appConsts.ScenePhase.TITLE);
const [room, setRoom] = useState<roomTypes.Room | null>(null);
const [myId, setMyId] = useState<string | null>(null);
const [joinErrorMessage, setJoinErrorMessage] = useState<string | null>(null);
const [isJoining, setIsJoining] = useState(false);
const joinTimeoutRef = useRef<ReturnType<typeof setTimeout> | null>(null);
const clearJoinTimeout = () => {
if (!joinTimeoutRef.current) {
return;
}
clearTimeout(joinTimeoutRef.current);
joinTimeoutRef.current = null;
};
const requestJoin = (payload: roomTypes.JoinRoomPayload) => {
clearJoinTimeout();
setJoinErrorMessage(null);
setIsJoining(true);
joinTimeoutRef.current = setTimeout(() => {
setIsJoining(false);
setJoinErrorMessage("参加要求がタイムアウトしました,もう一度お試しください");
joinTimeoutRef.current = null;
}, config.GAME_CONFIG.JOIN_REQUEST_TIMEOUT_MS);
socketManager.title.joinRoom(payload);
};
useEffect(() => {
const handleConnect = (id: string) => {
setMyId(id);
};
const handleRoomUpdate = (updatedRoom: roomTypes.Room) => {
clearJoinTimeout();
setRoom(updatedRoom);
setIsJoining(false);
setJoinErrorMessage(null);
setScenePhase(appConsts.ScenePhase.LOBBY);
};
const handleJoinRejected = (payload: roomTypes.JoinRoomRejectedPayload) => {
clearJoinTimeout();
setIsJoining(false);
if (payload.reason === "full") {
setJoinErrorMessage(`ルーム ${payload.roomId} は満員です`);
}
};
const handleGameStart = () => {
setScenePhase(appConsts.ScenePhase.PLAYING);
};
socketManager.common.onConnect(handleConnect);
socketManager.title.onJoinRejected(handleJoinRejected);
socketManager.lobby.onRoomUpdate(handleRoomUpdate);
socketManager.game.onGameStart(handleGameStart);
return () => {
clearJoinTimeout();
socketManager.common.offConnect(handleConnect);
socketManager.title.offJoinRejected(handleJoinRejected);
socketManager.lobby.offRoomUpdate(handleRoomUpdate);
socketManager.game.offGameStart(handleGameStart);
};
}, []);
return { scenePhase, room, myId, joinErrorMessage, isJoining, requestJoin };
};