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f2786e116a nginix set_real_ip_from 2025-05-08 17:23:21 +02:00
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654d7433d0 traefik 2025-05-08 17:07:03 +02:00
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8f5b84340b added systemd service howto 2025-05-08 16:30:37 +02:00
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13b227cfc2 PWA fixed 2025-05-08 15:36:17 +02:00
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# Docker specific files (if any, other than Dockerfile itself)
# .dockerignore (to avoid including itself if context changes)
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# Local development environment files
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# docker labels
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README.md
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# Nexus Timer 🕰️✨
Nexus Timer is a dynamic multi-player timer designed for games, workshops, or any activity where turns pass sequentially. It focuses on the current participant and their immediate successor, ensuring everyone stays engaged and aware of who's next.
## Table of Contents
1. [Core Concept](#core-concept)
2. [Target Audience](#target-audience)
3. [Key Features at a Glance](#key-features-at-a-glance)
4. [Getting Started (User Guide)](#getting-started-user-guide)
5. [Remote Control Options](#remote-control-options)
6. [Development, Deployment, and Architecture](#development-deployment-and-architecture)
Nexus Timer is a dynamic multi-player timer designed for games, workshops, or any activity where turns pass sequentially in a circular fashion. It provides a clear visual focus on the current participant and their immediate successor, ensuring everyone stays engaged and aware of who is next. This document serves as a detailed specification for a Progressive Web App (PWA) prototype aimed at game enthusiasts.
## Core Concept
Nexus Timer visualizes players in a circular sequence. The **Current Player** is prominently displayed in the top half of the screen, and the **Next Player** is in the bottom half. This clear visual pairing indicates the flow of turns, perfect for board games, RPGs, timed presentations, or any scenario needing structured turn management with individual countdowns.
Nexus Timer visualizes players in a circular sequence. The **Current Player** is prominently displayed in the top half of the screen, and the **Next Player** is in the bottom half. This clear visual pairing indicates the flow of turns, making it perfect for board games, role-playing games, timed presentations, or any scenario needing structured turn management with individual countdowns.
## Target Audience
Game enthusiasts who play turn-based games (board games, tabletop RPGs, card games) and need a visually clear and customizable timer solution.
## Key Features at a Glance
## Tech Stack
* **Dynamic Player Display:** Clear focus on Current & Next player (Normal Mode) or a list of active timers (All Timers Mode).
* **Individual Timers:** Customizable (MM:SS), supports negative time, auto-skips players at max negative time.
* **HTML5:** For structuring the user interface.
* **CSS3:** For styling and visual presentation, including animations. Consider a CSS framework like Tailwind CSS for rapid prototyping.
* **JavaScript:** For application logic, timer functionality, and event handling.
* **Web Audio API:** For audio feedback (ticking sounds, alerts).
* **Browser API:** For capturing Players' photo.
* **Local Storage/IndexedDB:** For persistent storage of player data, timer states, and settings.
* **Service Worker:** Essential for PWA functionality (offline access, push notifications - potential future feature).
* **Manifest File:** Defines the PWA's metadata (name, icons, theme color).
* **Web Framework:** Use Vue.js
* **(Optional) Tailwind CSS:** Utility-first CSS framework for rapid UI development.
## Hardware Recommendations (Optional Enhancement)
For an enhanced tactile experience, Nexus Timer supports Smart Buttons based on Bluetooth-connected microcontroller (e.g., XIAO nRF52840) implementing HID (Human Interface Device) protocol.
* **Buttons:** Connect 3 physical buttons, potentially extended (e.g., via 1.5m wires) for easy player access.
* **Configuration:**
* **Player 1's Button:** Single Click: Emulates a key press (e.g., 'a'). Configure this as Player 1's "Pass Turn / My Pause" hotkey in the app.
* **Player 2's Button:** Single Click: Emulates a key press (e.g., 'b'). Configure as Player 2's "Pass Turn / My Pause" hotkey.
* If Player 3 is Game Admin:
* **Player 3's Button:** Single Click: Emulates a key press (e.g., 'c'). Configure as Player 3's "Pass Turn / My Pause" hotkey.
* **Player 3's Button:** Double Click: Emulates a key press (e.g., 'x'). Configure as the "Global Run All Timers" hotkey in the app.
* **Player 3's Button:** Long Press: Emulates a key press (e.g., 's'). Configure as the "Global Stop/Pause All" hotkey in the app.
## Key Features
* **Circular Player Display:**
1. **Normal Mode (Default):** Central focus on the **Current Player** (top) and **Next Player** (bottom).
2. **All Timers Running Mode:** List of players with running timers.
* **Individual Player Timers:**
* Customizable countdown timer (MM:SS) for each player.
* Timers continue into **negative time** (e.g., -MM:SS) up to a limit (e.g., -59:59).
* Players reaching max negative time are **skipped** until reset or timer edit.
* Visual feedback: Pulsating effect for active timers (background for positive, text for negative). Skipped players are visually distinct (e.g., greyed out).
* **Two Game Modes:**
* **Normal Mode:** Only the current player's timer runs.
* **All Timers Mode:** All active players' timers run simultaneously.
* **Flexible Player Setup:** Add, edit, delete, and reorder up to 99 players. Use camera for avatars or defaults.
* **Intuitive Controls:** Swipe up to pass turns, tap to pause/resume.
* **Customizable Triggers:**
* **Keyboard Hotkeys:** Assign unique keys for player turns and global actions (Stop/Pause All, Run All Timers). *This will allow the connected Bluetooth HID device to act like a remote buttons. See [HID Smart Buttons](docs/remote-control.md#hid-smart-buttons)*
* **MQTT Remote Triggers:** Assign unique characters for remote activation of player turns and global actions via an MQTT broker. *This will allow the players use their own smartphone to remote control their timers. See [Android Shortcut Setup](docs/remote-control.md#android-shortcut-setup)*
* **PWA Ready:** Installable on desktop and mobile, offline capable, with update notifications and screen wake lock.
* **Audio & Visual Cues:** Ticking sounds, alerts, light/dark themes, and clear timer states.
* **Persistent Settings:** Your setup and game state are saved locally.
## Getting Started (User Guide)
This guide walks you through setting up and using Nexus Timer.
### 1. Installation (PWA)
Nexus Timer is a Progressive Web App (PWA), meaning you can install it on your device for a native-like experience.
* **Mobile:** Open Nexus Timer in a compatible browser (e.g., Chrome on Android, Safari on iOS). Look for an "Add to Home Screen" or "Install App" option in the browser menu.
* **Desktop:** In browsers like Chrome or Edge, look for an install icon in the address bar or an "Install App" option in the browser menu.
### 2. Initial Setup (First Use)
When you first open Nexus Timer (or after a full reset), it starts with two predefined players to get you going quickly.
* If you have at least two players defined (either predefined or previously saved), the app will **automatically start in Normal Mode**.
* If no players are defined, you'll be taken to the **Setup Screen**.
### 3. The Setup Screen
This is where you configure your game:
* **Players Section:**
* **View Players:** Shows the current number of players (e.g., "Players (3)").
* **Add Player:** Click to add a new player (up to 99). You can set their:
* **Name**
* **Avatar:** Use your device camera or a default icon.
* **Remaining Time:** Set their starting timer (MM:SS). This can also be negative (e.g., -02:30).
* **"Pass Turn / My Pause" Hotkey:** Click the display area (shows "-") and press a single keyboard key. This key will be used by this player to pass their turn (Normal Mode) or pause their own timer (All Timers Mode).
* **"Pass Turn / My Pause" MQTT Character:** Click the display area (shows "-") and enter a single character. This character, when received via MQTT, will trigger the same action as the player's hotkey. (See [Remote Control Options](#remote-control-options)).
* **Edit Player:** Click the pencil icon next to a player to modify their details.
* **Delete Player:** Click the trash icon to remove a player.
* **Reorder Players:** Use the up/down arrow icons to change player turn order.
* **Shuffle/Reverse Order:** Buttons to quickly randomize or reverse the player list.
* **MQTT Broker (for Remote Control):**
* **URL:** Enter the WebSocket URL of your MQTT broker (e.g., `ws://your-broker-ip:9001`).
* **Connect/Disconnect:** Toggle the connection to your broker. The status (Connected, Disconnected, Error) will be displayed.
* **Global Triggers (Hotkeys & MQTT):**
* Assign a unique keyboard **Hotkey** and/or a unique **MQTT Character** for:
* **Global "Stop/Pause All":** Pauses the current player's timer (Normal Mode) or all running timers (All Timers Mode). If all are paused in All Timers Mode, this resumes them.
* **Global "Run All Timers":** Switches from Normal Mode to All Timers Mode and starts all active player timers.
* **Global "Pass Turn":** Passes the turn to the next player (works in both modes).
* Click the display area (shows "-") next to "Hotkey" or "MQTT" to set the trigger.
* **Other Settings:**
* **Dark Mode:** Toggle between light and dark themes.
* **Mute Audio:** Turn all app sounds on or off.
* **Action Buttons:**
* **Save & Close:** Saves your current setup and starts the game (if at least 2 players are configured), taking you to the Game View.
* **Reset Player Timers:** Resets all current players' timers back to their initially set values and pauses the game. Player list and other settings remain.
* **Reset Entire App Data:** Clears *all* data (players, settings, timer states) and resets the app to its default state (with 2 predefined players).
### 4. Game View: Playing the Game
#### Normal Mode (Default)
* **Display:** Shows the **Current Player** (top half) and **Next Player** (bottom half).
* **Timer:** Only the Current Player's timer runs.
* Timers count down. If they reach 00:00, they continue into **negative time** (e.g., -00:01, -00:02...).
* If a player reaches the maximum negative time (default -59:59), they are **skipped** automatically until their timer is edited or reset. Skipped players are visually distinct.
* **Passing the Turn:**
1. **Swipe Up** on the Next Player's area (bottom half).
2. Or, the Current Player presses their assigned "Pass Turn / My Pause" **Hotkey** or sends their **MQTT Character**.
* *Behavior:* The current player's timer pauses, the next non-skipped player becomes "Current," and their timer starts.
* *Sound:* A 3-second ticking sound alerts players when a new turn starts.
* **Pausing/Resuming the Current Player's Timer (without passing):**
1. **Tap** on the Current Player's area (top half).
2. Or, use the "Global Stop/Pause All" **Hotkey** or **MQTT Character**.
* *Behavior:* If the current player's timer was paused when the turn was passed to them, it will remain paused. They need to tap their area or use a global resume trigger to start it.
* **Switching to All Timers Mode:** Click the "Run All Timers" button in the header.
#### All Timers Mode
* **Display:** Shows a list of all non-skipped players with their timers.
* **Timers:** All active (non-skipped) players' timers run simultaneously.
* A continuous ticking sound plays while any timer is active in this mode.
* **Entering this Mode:**
* Click "Run All Timers" in the Game View header (when in Normal Mode).
* Or, use the "Global Run All Timers" **Hotkey** or **MQTT Character**.
* All non-skipped players' timers will start.
* **Pausing/Resuming Individual Timers:**
* **Tap** on a player in the list to pause/resume their specific timer.
* A player can press their own "Pass Turn / My Pause" **Hotkey** or send their **MQTT Character** to pause their *own* timer.
1. **Normal Mode (Default):**
* Only the **Current Player's** timer runs.
* Pass the turn via **Swipe Up** on the Next Player's area or the Current Player's "Pass Turn / My Pause" hotkey.
* 3-seconds ticking sound when the timer starts to alert players about the "Pass Turn".
* Tap Current Player's area or use "Global Stop/Pause All" hotkey to pause/resume their timer without passing the turn.
* To pass the turn: **Swipe Up** on the Next Player's area or have the Current Player press their "Pass Turn / My Pause" hotkey. The current timer pauses, the next player becomes Current, and their timer starts.
* If the current player's timer is paused, and then the turn is passed (via swipe up or hotkey), the next player should become the current player, but their timer should not automatically start. It should remain paused.
2. **All Timers Running Mode:**
* All active player timers run simultaneously.
* Enter by clicking "All Timers Mode" (starts all timers).
* Continuous ticking sound when active.
* Initially, all players are shown in a list with their photo, name and timer value.
* Tapping on a player in the list pauses its timer. Any player can use their "Pass Turn / My Pause" hotkey to pause their *own* timer.
* Only players with a running timer are shown in the list.
* If all players pause their timers, automatically reverts to Normal Mode.
* Main button: "Stop All Timers" (pauses all, returns to Normal Mode) or "Start All Timers" (resumes all in this mode). Can also be triggered by "Global Stop/Pause All" hotkey.
* **Player Management:**
* Add, edit, and delete players (2-7 players).
* Use device camera (access via browser API) or default avatars for the player's picture.
* Set initial timer values per player (Default: 60:00).
* Assign unique "Pass Turn / My Pause" hotkeys (single keypresses). E.g.: Use the Player's 1 "single click" action to insert the key.
* Assign the "Global Stop/Pause All" hotkey (single keypresses). E.g.: Use the Player's 3 "long press" action to insert the key.
* Assign the "Run All Timers" hotkey (single keypresses). E.g.: Use the Player's 3 "double click" action to insert the key.
* Re-order players (drag-and-drop planned), reverse, shuffle.
* **Intuitive Controls:**
* **Swipe Up:** (On the Next Player's area). Primary gesture for passing turns (Normal Mode).
* **On-Screen Taps:** (On the Current Player's area). For pausing/resuming timers contextually.
* **Audio Feedback:**
* Continuous ticking in "All Timers Running Mode" when active.
* Brief 3-second tick when a timer starts in Normal Mode. Cancel the sound when the timer pauses.
* Global mute option.
* **Visuals:**
* Players with running timers are clearly indicated (e.g., green/red border, pulsing background).
* Players with paused timers are visually distinct (e.g., dimmer, yellowish border) but remain in the list.
* **Global Pause/Resume:**
* The "Global Stop/Pause All" **Hotkey** or **MQTT Character** will:
* Pause all currently running timers if any are active.
* Resume all previously running (and still active, non-skipped) timers if all were paused.
* **Reverting to Normal Mode:**
* Click "Back to Normal Mode" in the Game View header.
* Automatically reverts if all player timers in this mode are paused (and at least one non-skipped player exists).
* All timers will be paused when switching back to Normal Mode. The player who was "Current" before switching to All Timers mode (or the first player if starting fresh) will be the new Current Player.
* Designed for mobile phone screens (portrait orientation).
* Light/Dark theme options.
* **Persistence:** Player setups, timer states, and settings are saved locally using browser Local Storage.
* **Global Reset:** "Reset Game" button restores all timers to initial values and resets game state.
### 5. Info Screen
## UI/UX Considerations (For AI Generation)
* Accessible via the "Info" icon () in the Game View header.
* Displays "About" information, key features, and the app's build time.
* Includes a "Check for Update" button to manually trigger a PWA update check.
* Provides a link to the source code.
* **Minimalist Design:** Focus on clarity and ease of use. Avoid clutter.
* **Large, Clear Timers:** Timers should be easily readable at a glance.
* **Color Coding:** Use color to indicate timer state (e.g., green for running, red for negative time, grey for skipped).
* **Responsive Layout:** The UI should adapt to different (mobile phone) screen sizes.
* **Touch-Friendly:** Buttons and interactive elements should be large enough for easy tapping.
## Remote Control Options
## Data Model (For AI Generation)
Nexus Timer supports remote control via physical HID buttons or MQTT messages.
For detailed setup instructions, please see the [Remote Control Options Guide](docs/remote-control.md).
## Development, Deployment, and Architecture
### Technology Stack
Nexus Timer is built using modern web technologies:
- **Framework:** Vue.js 3 with Composition API
- **State Management:** Vuex 4
- **Routing:** Vue Router 4
- **Styling:** Tailwind CSS with Typography plugin
- **Build Tool:** Vite
- **Real-time Communication:** MQTT (via mqtt.js)
### Build and Development
The project uses Vite as its build tool, providing fast hot module replacement (HMR) during development.
```bash
# Install dependencies
npm install
# Run development server
npm run dev
```json
{
"players": [
{
"id": "1",
"name": "Player 1",
"avatar": null,
"initialTimerSec": 3600,
"currentTimerSec": 3600,
"hotkey": "a",
"isSkipped": false
},
{
"id": "2",
"name": "Player 2",
"avatar": null,
"initialTimerSec": 3600,
"currentTimerSec": 3600,
"hotkey": "b",
"isSkipped": false
}
],
"globalHotkeyStopPause": "s",
"globalHotkeyRunAll": "x",
"currentPlayerIndex": 0,
"gameMode": "normal", // "normal" or "allTimers"
"isMuted": false,
"theme": "dark"
}
```
## Building for the production
Clone the repo
```bash
git clone --depth 1 https://gitea.virtonline.eu/2HoursProject/nexus-timer.git
cd nexus-timer
```
Build the docker image
```bash
docker build -t virt-nexus-timer .
```
Do some sanity check first: Run the app in the container
```bash
docker run --rm -p 8080:80 virt-nexus-timer
```
Test the web app
```bash
curl http://localhost:8080/
```
## Expose the app on Internet behind the reverse proxy (Traefik)
Create a 'labels' file for Traefik
```bash
sudo tee labels <<EOF
traefik.enable=true
traefik.docker.network=traefik
traefik.http.routers.virt-nexus-timer.rule=Host("nexus-timer.virtonline.eu")
traefik.http.routers.virt-nexus-timer.service=virt-nexus-timer
traefik.http.routers.virt-nexus-timer.tls=true
traefik.http.routers.virt-nexus-timer.tls.certResolver=default
traefik.http.routers.virt-nexus-timer.entrypoints=web-secure
traefik.http.services.virt-nexus-timer.loadbalancer.server.port=80
EOF
```
Create the systemd service file
```bash
sudo systemctl edit --force --full virt-nexus-timer.service
```
File editor will open. Insert the service definition bellow then save and exit.
```bash
[Unit]
Description=nexus-timer (virt-nexus-timer)
Requires=docker.service
After=docker.service
DefaultDependencies=no
For Developer Setup, see [Developer Setup Guide](docs/development.md).
[Service]
Type=simple
Environment="HOME=/root"
ExecStartPre=-/usr/bin/env sh -c '/usr/bin/env docker kill virt-nexus-timer 2>/dev/null || true'
ExecStartPre=-/usr/bin/env sh -c '/usr/bin/env docker rm virt-nexus-timer 2>/dev/null || true'
For Deployment Setup, see [Deployment Setup Guide](docs/deployment.md).
ExecStart=/usr/bin/env docker run \
--rm \
--name=virt-nexus-timer \
--network=traefik-net \
--label-file /opt/nexus-timer/labels \
virt-nexus-timer
For Architecture Docs, see [Architecture](docs/architecture.md).
ExecStop=-/usr/bin/env sh -c '/usr/bin/env docker kill virt-nexus-timer 2>/dev/null || true'
ExecStop=-/usr/bin/env sh -c '/usr/bin/env docker rm virt-nexus-timer 2>/dev/null || true'
Restart=always
RestartSec=30
SyslogIdentifier=virt-nexus-timer
[Install]
WantedBy=multi-user.target
```
Enable the app to start when the server boots and start it now
```bash
sudo systemctl enable --now virt-nexus-timer.service
```
See the service status
```bash
systemctl status virt-nexus-timer.service
```
See the logs
```bash
journalctl -fu virt-nexus-timer.service
```
Finally test the web app
```bash
curl https://nexus-timer.virtonline.eu
```

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# Nexus Game Controller
A game controller using a Seeed Studio XIAO nRF52840 Sense board that emulates a Bluetooth keyboard.
## Hardware
- 1 pcs [Seeed Studio XIAO nRF52840 Sense](https://www.seeedstudio.com/Seeed-XIAO-BLE-Sense-nRF52840-p-5253.html)
![XIAO nRF52840 Sense](XIAO_nRF52840_Sense.png)
![XIAO nRF52840 Sense Rear](XIAO_nRF52840_Sense_Rear.png)
- 1 pcs [Battery Small](https://techfun.sk/produkt/li-pol-bateria-mala-rozne-typy-do-1000mah/)
![Battery Small](Battery_small.png)
- 6 pcs [Push Buttons](https://rpishop.cz/komponenty/6128-pimoroni-cerne-arkadove-tlacitko.html) connected to pins D1-D6.
![Push Buttons](Push_buttons.png)
- 3 pcs [Push Buttons](https://techfun.sk/produkt/tlacidlo-pbs-110-momentove-normalne-otvorene/) connected to pins D8-D10.
![Push Buttons](Push_buttons_long.png)
- 3 pcs [cables with Jack 3,5mm mono](https://www.kabel.sk/kabel-3-5mm-mono-m-m-1-5m-cierny-p21091)
![Cable_with_jack](Cable_with_jack.png)
- 6 pcs [Panel Mounting 3.5mm Mono Jack Socket](https://www.rapidonline.com/bkl-72314-panel-mounting-3-5mm-mono-jack-socket-with-switch-50-1508)
![Panel Mounting 3.5mm Mono Jack Socket](Mono_Jack_Socket.png)
- 1 pcs [Power Switch](https://techfun.sk/produkt/jednoduchy-prepinac/)
![Power Switch](Power_Switch.png)
## Features
- **Bluetooth LE Keyboard:** Connects to any computer or mobile device as a standard keyboard.
- **Multi-Event Buttons:** Each of the 9 buttons supports three types of interactions:
- Single Click
- Double Click
- Long Press
- **Character Mapping:** Each button event sends a unique character.
- **Serial Debugging:** Outputs button events and Bluetooth connection status to the serial monitor.
## Schema
Connect each button to its corresponding pin. For reliable input readings add hardware debouncing: use a pull-up resistor 10 kΩ and an RC filter with a 100 nF capacitor across the switch — an RC time constant around 1 ms works well.
![Schema](Schema.png)
## Button Mappings
| Button | Single Click | Double Click | Long Press |
|--------|--------------|--------------|------------|
| D1 | `a` | `b` | `c` |
| D2 | `d` | `e` | `f` |
| D3 | `g` | `h` | `i` |
| D4 | `j` | `k` | `l` |
| D5 | `m` | `n` | `o` |
| D6 | `p` | `q` | `r` |
| D8 | `s` | `t` | `u` |
| D9 | `v` | `w` | `x` |
| D10 | `y` | `z` | `1` |
## How to Use
1. **Setup Arduino IDE:**
- Install the "Seeed nRF52 Boards" package.
- Select "Seeed XIAO BLE Sense - nRF52840" as the board.
- Install the "Adafruit Bluefruit nRF52" library.
2. **Upload:** Compile and upload the [sketch](sketch.ino) to your XIAO board.
3. **Connect:** Scan for Bluetooth devices on your computer or mobile device and connect to "Nexus Game Controller".
4. **Play:** Press the buttons to send keystrokes. Open the Serial Monitor at 115200 baud to see debug information.
## 3D Print
![Hexagon](Krabicka_hexagon.png)
You can import the [3mf file](Krabicka_hexagon.3mf) to your slicer for printing.
## Customize your design
Open the [3D model](Krabicka_hexagon.FCStd) in FreeCAD to model your changes.
## Final Product
![Hexagon](Krabicka_hexagon_final.gif)

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#include <bluefruit.h>
// Pin definitions for the 9 buttons
const int buttonPins[] = {1, 2, 3, 4, 5, 6, 8, 9, 10};
const int numButtons = sizeof(buttonPins) / sizeof(buttonPins[0]);
// Button state tracking
struct Button {
int pin;
bool lastState;
unsigned long lastDebounceTime;
unsigned long pressTime;
int clickCount;
bool isPressed;
bool longPressHandled;
};
Button buttons[numButtons];
// Debounce and timing constants
const unsigned long debounceDelay = 50;
const unsigned long doubleClickDelay = 400;
const unsigned long longPressDelay = 1000;
// BLE Keyboard object
BLEDis bledis;
BLEHidAdafruit blehid;
// Character mapping for each event
// 9 buttons * 3 events/button = 27 characters
const char eventChars[numButtons][3] = {
{'a', 'b', 'c'}, // Button D1: single, double, long
{'d', 'e', 'f'}, // Button D2: single, double, long
{'g', 'h', 'i'}, // Button D3: single, double, long
{'j', 'k', 'l'}, // Button D4: single, double, long
{'m', 'n', 'o'}, // Button D5: single, double, long
{'p', 'q', 'r'}, // Button D6: single, double, long
{'s', 't', 'u'}, // Button D8: single, double, long
{'v', 'w', 'x'}, // Button D9: single, double, long
{'y', 'z', '1'} // Button D10: single, double, long
};
void setup() {
Serial.begin(115200);
//while ( !Serial ) delay(10); // Wait for serial port to connect.
Serial.println("Nexus Game Controller Starting...");
// Initialize buttons
for (int i = 0; i < numButtons; i++) {
buttons[i].pin = buttonPins[i];
pinMode(buttons[i].pin, INPUT_PULLUP);
buttons[i].lastState = HIGH;
buttons[i].lastDebounceTime = 0;
buttons[i].pressTime = 0;
buttons[i].clickCount = 0;
buttons[i].isPressed = false;
buttons[i].longPressHandled = false;
}
// Setup Bluetooth
Bluefruit.begin();
Bluefruit.setName("Nexus Game Controller");
Bluefruit.setTxPower(4);
// Configure and start BLE services
bledis.setManufacturer("Seeed Studio");
bledis.setModel("XIAO nRF52840 Sense");
bledis.begin();
blehid.begin();
// Start advertising
Bluefruit.Advertising.addFlags(BLE_GAP_ADV_FLAGS_LE_ONLY_GENERAL_DISC_MODE);
Bluefruit.Advertising.addTxPower();
Bluefruit.Advertising.addAppearance(BLE_APPEARANCE_HID_KEYBOARD);
Bluefruit.Advertising.addService(blehid);
Bluefruit.Advertising.addName();
Bluefruit.Advertising.restartOnDisconnect(true);
Bluefruit.Advertising.setInterval(32, 244); // in unit of 0.625 ms
Bluefruit.Advertising.setFastTimeout(30); // number of seconds in fast advertising mode
Bluefruit.Advertising.start(0); // 0 = Don't stop advertising after n seconds
Serial.println("Advertising...");
// Set up connection/disconnection callbacks
Bluefruit.Periph.setConnectCallback(connect_callback);
Bluefruit.Periph.setDisconnectCallback(disconnect_callback);
}
void connect_callback(uint16_t conn_handle) {
(void) conn_handle;
Serial.println("Bluetooth connected");
}
void disconnect_callback(uint16_t conn_handle, uint8_t reason) {
(void) conn_handle;
(void) reason;
Serial.println("Bluetooth disconnected");
}
void loop() {
for (int i = 0; i < numButtons; i++) {
handleButton(&buttons[i], i);
}
}
void handleButton(Button* b, int buttonIndex) {
bool reading = digitalRead(b->pin);
// Debounce logic
if (reading != b->lastState) {
b->lastDebounceTime = millis();
}
if ((millis() - b->lastDebounceTime) > debounceDelay) {
// If the button state has been stable
if (reading == LOW && !b->isPressed) { // Button just pressed
b->isPressed = true;
b->pressTime = millis();
b->clickCount++;
b->longPressHandled = false;
} else if (reading == HIGH && b->isPressed) { // Button just released
b->isPressed = false;
if (!b->longPressHandled) {
// It's a click, but we need to wait for a potential double click
} else {
// This was a long press, so we do nothing on release
b->longPressHandled = false; // Reset for next time
}
}
}
// Check for long press
if (b->isPressed && !b->longPressHandled && (millis() - b->pressTime > longPressDelay)) {
triggerEvent(buttonIndex, 2); // Long Press
b->longPressHandled = true;
b->clickCount = 0; // Reset click count after a long press
}
// Check for single/double click timeout
if (b->clickCount > 0 && !b->isPressed && (millis() - b->pressTime > doubleClickDelay)) {
if (!b->longPressHandled) {
if (b->clickCount == 1) {
triggerEvent(buttonIndex, 0); // Single Click
} else if (b->clickCount == 2) {
triggerEvent(buttonIndex, 1); // Double Click
}
}
b->clickCount = 0;
}
b->lastState = reading;
}
void triggerEvent(int buttonIndex, int eventType) {
// eventType: 0 = single, 1 = double, 2 = long
char key = eventChars[buttonIndex][eventType];
const char* eventStr[] = {"single click", "double click", "long press"};
Serial.print("Button D");
Serial.print(buttonPins[buttonIndex]);
Serial.print(" triggered ");
Serial.print(eventStr[eventType]);
Serial.print(" event. Character '");
Serial.print(key);
Serial.println("' has been sent.");
if (Bluefruit.connected()) {
blehid.keyPress(key);
delay(10); // a small delay to prevent flooding
blehid.keyRelease();
}
}

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traefik.enable=true
traefik.docker.network=traefik
traefik.http.routers.virt-nexus-timer.rule=Host("nexus-timer.virtonline.eu")
traefik.http.routers.virt-nexus-timer.service=virt-nexus-timer
traefik.http.routers.virt-nexus-timer.tls=true
traefik.http.routers.virt-nexus-timer.tls.certResolver=default
traefik.http.routers.virt-nexus-timer.entrypoints=web-secure
traefik.http.services.virt-nexus-timer.loadbalancer.server.port=80

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@@ -1,124 +0,0 @@
## Data Model
The application maintains a comprehensive data model for managing game state:
```typescript
interface Player {
id: string; // Unique identifier for the player
name: string; // Player's name
avatar: string | null; // Player's avatar (can be null for default)
initialTimerSec: number; // Initial timer value in seconds
currentTimerSec: number; // Current timer value in seconds
hotkey: string | null; // Keyboard hotkey for player control
mqttChar: string | null; // MQTT character for player control
isSkipped: boolean; // Whether the player is skipped
isTimerRunning: boolean; // Whether the player's timer is running
isCurrent: boolean; // Whether this is the current player
isNext: boolean; // Whether this is the next player
}
interface GameState {
players: Player[]; // Array of all players
currentPlayerIndex: number; // Index of the current player
gameMode: 'normal' | 'all-timers'; // Current game mode
gameRunning: boolean; // Whether the game is currently running
isMuted: boolean; // Whether audio is muted
theme: 'light' | 'dark'; // Current theme
mqttBrokerUrl: string; // MQTT broker connection URL
mqttConnectDesired: boolean; // Whether MQTT connection is desired
mqttConnected: boolean; // Current MQTT connection status
mqttReconnectAttempts: number; // Number of reconnection attempts
mqttError: string | null; // Current MQTT error state
// Global Hotkey Controls
globalHotkeyStopPause: string | null; // Hotkey for global stop/pause
globalHotkeyRunAll: string | null; // Hotkey for run all timers
globalHotkeyPassTurn: string | null; // Hotkey for global pass turn
// Global MQTT Controls
globalMqttStopPause: string | null; // MQTT character for global stop/pause
globalMqttRunAll: string | null; // MQTT character for run all timers
globalMqttPassTurn: string | null; // MQTT character for global pass turn
}
```
## Build-time Information & Service Worker Versioning
The application incorporates build-time information and a mechanism for service worker updates:
1. **Version Management**
- Build timestamp
- Git commit hash
- Environment variables
2. **Service Worker**
- Automatic updates
- Cache management
- Offline-first approach
- Update notifications
3. **Build Process**
- Environment-specific configurations
- Asset optimization
- Code splitting
- Tree-shaking
This architecture ensures a maintainable, scalable, and performant application that meets the requirements of a multi-player timer system with remote control capabilities.
* **Minimalist Design:** Focus on clarity and ease of use. Avoid clutter.
* **Large, Clear Timers:** Timers should be easily readable at a glance.
* **Color Coding:** Use color to indicate timer state (e.g., green for running, red for negative time, grey for skipped).
* **Responsive Layout:** The UI should adapt to different (mobile phone) screen sizes.
* **Touch-Friendly:** Buttons and interactive elements should be large enough for easy tapping.
## Tech Stack
* **HTML5:** For structuring the user interface.
* **CSS3:** For styling and visual presentation, including animations. Consider a CSS framework like Tailwind CSS for rapid prototyping.
* **JavaScript:** For application logic, timer functionality, and event handling.
* **MQTT.js** for MQTT communication
* **Web Audio API:** For audio feedback (ticking sounds, alerts).
* **Browser API:** For capturing Players' photo.
* **Screen Wake Lock API:** For preventing of the screen lock in a PWA.
* **Local Storage/IndexedDB:** For persistent storage of player data, timer states, and settings.
* **Service Worker:** Essential for PWA functionality (offline access, push notifications - potential future feature).
* **Manifest File:** Defines the PWA's metadata (name, icons, theme color).
* **Web Framework:** Vith Vite (Vue.js)
* **Tailwind CSS:** Utility-first CSS framework for rapid UI development.
## Data Model (Conceptual for Setup)
```json
{
"players": [
{
"id": "1", "name": "Alice", "avatar": "image_data_or_default",
"initialTimerSec": 3600, "currentTimerSec": 3600,
"hotkey": "a", "mqttChar": "x", "isSkipped": false
}
],
"globalHotkeyStopPause": "s",
"globalMqttStopPause": "p",
"globalHotkeyRunAll": "r",
"globalMqttRunAll": "t",
"globalHotkeyPassTurn": "n",
"globalMqttPassTurn": "m",
"mqttBrokerUrl": "ws://localhost:9001",
"mqttConnectDesired": true,
"currentPlayerIndex": 0,
"gameMode": "normal",
"isMuted": false,
"theme": "light"
}
```
## Build-time Information & Service Worker Versioning
The application incorporates build-time information and a mechanism for service worker updates:
1. **Build Timestamp:**
* The build date and time are automatically injected into the application during the Vite build process.
* This is configured in `vite.config.js` using Vite's `define` feature, making `import.meta.env.VITE_APP_BUILD_TIME` available in the Vue components.
* The timestamp (formatted for the `sk-SK` locale) is displayed on the "About" screen (`src/views/InfoView.vue`).
2. **Service Worker Cache Versioning:**
* The `CACHE_VERSION` constant within the service worker (`src/sw.js`) is also dynamically generated during the Vite build.
* `vite.config.js` uses the `define` feature to replace a placeholder (`__APP_CACHE_VERSION__`) in `src/sw.js` with a unique version string. This string typically incorporates the application's version from `package.json` and a build timestamp (`Date.now()`) to ensure uniqueness.
* The `src/sw.js` file is configured as a separate Rollup entry point in `vite.config.js` so that Vite processes it and performs this replacement, outputting the final `service-worker.js` to the `dist` directory root.
* When a new version of the app is deployed with a changed `service-worker.js` (due to this new `CACHE_VERSION`), the browser detects the difference. The updated service worker installs, and upon activation, it clears out old caches associated with previous versions. This mechanism is key to how the PWA updates and provides users with the latest assets. The "Check for Update" feature on the "About" screen manually triggers the browser to check for a new `service-worker.js` file.

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@@ -1,169 +0,0 @@
# Deployment Guide: Nexus Timer
This guide outlines the steps to deploy and manage the Nexus Timer application on a server using Docker, Traefik (as a reverse proxy), and systemd, with an optional automated deployment via Gitea webhooks.
## Table of Contents
1. [Initial Server Setup](#initial-server-setup)
2. [Exposing the App Behind Traefik](#exposing-the-app-behind-traefik-reverse-proxy)
3. [Automating Updates with Webhooks (Gitea)](#automating-updates-with-webhooks-gitea)
4. [Manual Updates (Fallback)](#manual-updates-fallback)
5. [Troubleshooting & Logs](#troubleshooting--logs)
## Initial Server Setup
### On the Server
Navigate to your preferred service directory on the server (e.g., `/virt`).
```bash
cd /virt
```
Clone the repository (only the latest commit for faster cloning).
```bash
git clone --depth 1 https://gitea.virtonline.eu/2HoursProject/nexus-timer.git
cd nexus-timer
```
If you will run the container on the Docker network `traefik` (or any other pre-existing network), find its IP subnet to allow Nginx inside the container to correctly identify the real client IP.
```bash
docker network inspect traefik --format '{{(index .IPAM.Config 0).Subnet}}'
```
You'll get an output like `172.22.0.0/16`.
Set this subnet in the `nginx.conf` file within your cloned repository before building the image. For example:
```bash
set_real_ip_from 172.22.0.0/16;
```
Build the Docker image for the application.
```bash
docker build -t virt-nexus-timer .
```
## Exposing the App Behind Traefik (Reverse Proxy)
This setup assumes you have Traefik running and configured to watch for Docker labels.
### Review the provided docker labels and systemd service file
The `docker/traefik.labels` file contains Docker labels that Traefik uses for routing and HTTPS. Review and adjust them if necessary.
Copy the example label file to its destination (one level up, to be read by systemd).
```bash
cp docker/traefik.labels labels
```
View the example systemd service definition to understand how the Docker container will be managed.
```bash
cat systemd/virt-nexus-timer.service
```
### Create the systemd service
Use `systemctl edit` to create or overwrite the service file. This is the recommended way to manage custom systemd units.
```bash
sudo systemctl edit --force --full virt-nexus-timer.service
```
The editor will open. Paste the content from your `systemd/virt-nexus-timer.service` file into the editor, then save and exit (e.g., Ctrl+X, then Y, then Enter in nano).
Enable the service to start on system boot and start it immediately.
```bash
sudo systemctl enable --now virt-nexus-timer.service
```
Check the service status to ensure it's running correctly.
```bash
systemctl status virt-nexus-timer.service
```
Look for "active (running)".
### Test the web application
Verify that the application is accessible via HTTPS through Traefik:
```bash
curl https://nexus-timer.virtonline.eu
```
Or open it in your browser:
[https://nexus-timer.virtonline.eu](https://nexus-timer.virtonline.eu)
## Automating Updates with Webhooks (Gitea)
Instead of manually pulling, building, and restarting on the server, you can automate this process using a webhook. Gitea will notify a webhook service running on your server, which will then execute a deployment script.
Install the `webhook` service
```bash
sudo apt install webhook
```
Allow your Gitea instance to reach the webhook service on your server (e.g., `10.0.0.1:9000`). Ensure Gitea's `ALLOWED_HOST_LIST` in its `app.ini` includes this IP.
### The Redeployment Script
The `webhook` service will execute the script `hooks/redeploy.sh`. If webhook runs as a non-root user (recommended), that user will need passwordless sudo permission to restart the `virt-nexus-timer.service`.
You can grant this by editing the sudoers file:
```bash
sudo visudo
```
and adding a line like:
```bash
webhooksvc ALL=(ALL) NOPASSWD: /usr/bin/systemctl restart virt-nexus-timer.service
```
Replace `webhooksvc` with the actual user webhook runs as. If webhook runs as root, this is not necessary but less secure overall.
### Configure the `webhook` Service
Create or edit the main webhook configuration file, typically at `/etc/webhook.conf`. Add the JSON object from `hooks/webhook.conf` to the array in the file (or create the file if it's new).
**Note:** Replace `YOUR_VERY_STRONG_SECRET_TOKEN_HERE_REPLACE_ME` with a strong, unique secret.
### Set Up webhook as a Systemd Service
Use `systemctl edit` to create or overwrite the service file. This is the recommended way to manage custom systemd units.
```bash
sudo systemctl edit --force --full webhook.service
```
The editor will open. Paste the content from your `systemd/webhook.service` file into the editor, then save and exit (e.g., Ctrl+X, then Y, then Enter in nano).
Enable, and start the webhook service:
```bash
sudo systemctl enable --now webhook.service
sudo systemctl status webhook.service
```
### Configure Webhook in Gitea
1. Navigate to your Gitea repository: `https://gitea.virtonline.eu/2HoursProject/nexus-timer`
2. Go to `Settings -> Webhooks`.
3. Click Add Webhook and choose `Gitea`.
4. **Target URL**: `http://10.0.0.1:9000/hooks/redeploy-nexus-timer`
*(The redeploy-nexus-timer part must match the id in your /etc/webhook.conf)*
5. **HTTP Method**: POST
6. **POST Content Type**: application/json
7. **Secret**: Enter the exact same strong secret token you used in `/etc/webhook.conf` (e.g., `YOUR_VERY_STRONG_SECRET_TOKEN_HERE_REPLACE_ME`).
8. **Trigger On**:
Select `Push Events`.
You can further refine this to specific branches if your `webhook.conf` doesn't already filter by branch (though redundant filtering is fine).
9. Ensure `Enable this webhook` is checked.
10. Click `Add Webhook`.
### Test the Webhook
* In Gitea, on the Webhooks settings page for the webhook you just created, click `Test Delivery`.
* Check the Gitea UI for the response. It should show a `200 OK` and include the output from your `redeploy.sh` script.
* Push a small change to your `main` (or configured) branch to trigger a real deployment.
### Firewall Considerations
If your server has a firewall (e.g., `ufw`), ensure that port `9000` (or whichever port you configured for `webhook`) is allowed for incoming connections from your Gitea server's IP address or network.
Example for `ufw` allowing any connection to `10.0.0.1:9000` (restrict source IP if possible):
```bash
sudo ufw allow to 10.0.0.1 port 9000 proto tcp comment 'Gitea Webhook'
```
If Gitea is external, use its specific source IP instead of 'any' for better security.
```bash
sudo ufw allow from <GITEA_SERVER_IP> to 10.0.0.1 port 9000 proto tcp comment 'Gitea Webhook'
```
Reload `ufw` if changes are made:
```bash
sudo ufw reload
```
## Manual Updates (Fallback)
Navigate to the application directory on your server.
```bash
cd /virt/nexus-timer
```
Pull the latest changes from the repository, rebuild the Docker image, and restart the systemd service.
```bash
git pull && docker build -t virt-nexus-timer . && sudo systemctl restart virt-nexus-timer.service
```
The previously installed Progressive Web App (PWA) should update automatically upon next launch or offer an upgrade prompt.
## Troubleshooting & Logs
View real-time logs for the application service:
```bash
journalctl -fu virt-nexus-timer.service
```
View real-time logs for the `webhook` service:
```bash
journalctl -fu webhook.service
```
Check the custom log file for the redeployment script (if configured):
```bash
tail -f /var/log/webhook-redeploy-nexus-timer.log
```
Check Gitea's webhook delivery logs for request/response details and errors.

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@@ -1,71 +0,0 @@
# Table of Contents
1. [Developer Setup Guide](#developer-setup-guide)
2. [Modify the app](#modify-the-app)
3. [Test the PWA locally](#test-the-pwa-locally)
4. [Commit & Push](#commit--push)
## Developer Setup Guide
### Project Structure
The project follows a Vue.js 3 architecture with the following key directories:
```
src/
├── assets/ # Static assets
├── components/ # Reusable Vue components
├── services/ # Business logic and API services
├── store/ # Vuex 4 state management
├── utils/ # Utility functions
├── views/ # Page-level components
├── router/ # Vue Router configuration
└── App.vue # Main application component
```
## Prerequisites
- Node.js (LTS version recommended)
- npm (comes with Node.js)
## Installation
```bash
npm install
```
## Development Server
```bash
npm run dev
```
This will start the development server with hot module replacement. The application is built using Vite, which provides:
- Fast cold start
- Instant HMR
- Optimized build process
- Modern ES module support
## Development Workflow
1. **State Management**: Use Vuex 4 for state management. All state should be handled through the store in `src/store/`.
2. **Components**: Create reusable components in `src/components/`. Use Vue 3 Composition API for component logic.
3. **Routing**: Define routes in `src/router/index.js` using Vue Router 4.
4. **Styling**: Use Tailwind CSS for styling. Additional styles can be added in `src/assets/styles/`.
5. **Services**: Place business logic and external API calls in `src/services/`.
6. **Utils**: Common utility functions should be placed in `src/utils/`.
### Modify the app
Make code changes...
### Test the PWA locally
Open it in your browser:
[http://localhost:8080/](http://localhost:8080/)
### Commit & Push
Stage changes, commit and push
```bash
git add .
git commit -m 'My cool feature'
git push
```

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@@ -1,190 +0,0 @@
# Remote Control Options
## Table of Contents
1. [HID Smart Buttons](#hid-smart-buttons)
2. [MQTT Remote Control](#mqtt-remote-control)
- [Mosquitto Installation Guide](#mosquitto-installation-guide)
- [Mosquitto MQTT Broker using `Termux` app](#mosquitto-mqtt-broker-using-termux-app)
- [Mosquitto MQTT Broker with VPN on Android 16's Native Linux VM](#mosquitto-mqtt-broker-with-vpn-on-android-16s-native-linux-vm)
- [Android Shortcut Setup](#android-shortcut-setup)
- [Configure `Quick Tap` gesture to trigger the shortcut](#configure-quick-tap-gesture-to-trigger-the-shortcut)
- [Testing with `mosquitto_pub` (via Termux)](#testing-with-mosquitto_pub-via-termux)
- [Nexus Timer (PWA) Setup](#nexus-timer-pwa-setup)
## HID Smart Buttons
For an enhanced tactile experience, Nexus Timer supports Smart Buttons based on Bluetooth-connected microcontroller (e.g., XIAO nRF52840) implementing HID (Human Interface Device) protocol emulating a keyboard.
* **Buttons:** Connect 3 physical buttons, potentially extended e.g., via 1.5m wires for easy player access.
* **Configuration:**
* **Player 1's Button:** Single Click: Emulates a key press (e.g., 'a'). Configure this as Player 1's "Pass Turn / My Pause" hotkey in the app.
* **Player 2's Button:** Single Click: Emulates a key press (e.g., 'b'). Configure as Player 2's "Pass Turn / My Pause" hotkey.
* **Player 3's Button:** Single Click: Emulates a key press (e.g., 'c'). Configure as Player 3's "Pass Turn / My Pause" hotkey.
* **If Player 3 is Game Admin:**
* **Player 3's Button:** Long Press: Emulates a key press (e.g., 's'). Configure as the "Global Stop/Pause All" hotkey in the app.
* **Player 3's Button:** Double Click: Emulates a key press (e.g., 'x'). Configure as the "Global Run All Timers" hotkey in the app.
The code for the XIAO nRF52840 module with a 3D printing files can be found in the [arduino](../arduino) subdirectory.
## MQTT Remote Control
Alternatively to a dedicated smart buttons, players can use their smartphones to send commands to Nexus Timer via MQTT. This requires an MQTT broker (like Mosquitto) on the same network.
### Mosquitto Installation Guide
#### Mosquitto MQTT Broker using `Termux` app
1. **Install Termux** from the [Play Store](https://play.google.com/store/apps/details?id=com.termux) and run.
2. **Update packages and install Mosquitto in Termux:**
```bash
pkg update && pkg upgrade
pkg install mosquitto
```
3. **Configure the MQTT Broker:**
```bash
nano $PREFIX/etc/mosquitto/mosquitto.conf
```
Add the following configuration, then save and exit:
```ini
# MQTT listener on port 1883
# MQTT connection from the HTTP Shortcut app
listener 1883 0.0.0.0
protocol mqtt
# WebSocket listener on port 9001
# MQTT over WebSocket connection from the PWA (Web App)
listener 9001 0.0.0.0
protocol websockets
# Allow clients to connect without username/password
allow_anonymous true
```
4. **Run Mosquitto with the configuration:**
```bash
mosquitto -c $PREFIX/etc/mosquitto/mosquitto.conf
```
---
#### Mosquitto MQTT Broker with VPN on Android 16's Native Linux VM
This guide details how to install and configure the Mosquitto MQTT broker within the native `Linux Virtual Machine environment` introduced in Android 16. Note that ports exposed by the Mosquitto cannot be reached from LAN. The workarround is using a VPN (wireguard).
1. **Enable the Linux Development Environment**
First, you must activate the Linux VM on your Android 16 device.
* Navigate to **Settings > About Phone**.
* Tap on the **Build Number** seven (7) times to unlock **Developer options**.
* Go back and navigate to **Settings > System > Developer options**.
* Find and enable the **Linux development environment** toggle.
* Once enabled, a new **Terminal** application will be added to your app drawer.
2. **Install Mosquitto**
Open the **Terminal** app to access your Debian-based Linux environment.
* First, update and upgrade your system's package lists to ensure all sources are current.
```bash
sudo apt update && sudo apt upgrade
```
* Next, use the `apt` package manager to install the Mosquitto broker and the command-line clients.
```bash
sudo apt install mosquitto mosquitto-clients
```
3. **Configure the MQTT Broker**
Create a custom configuration file to control the broker's behavior. The recommended practice on Debian is to place new configurations in the `/etc/mosquitto/conf.d/` directory.
* Use a command-line text editor like `nano` to create a new configuration file.
```bash
sudo nano /etc/mosquitto/conf.d/local.conf
```
* Add the following lines to the file. This configuration sets up listeners for both standard MQTT and WebSockets traffic and permits connections without authentication.
```ini
# MQTT listener on port 1883
# MQTT connection from the HTTP Shortcut app
listener 1883 0.0.0.0
protocol mqtt
# WebSocket listener on port 9001
# MQTT over WebSocket connection from the PWA (Web App)
listener 9001 0.0.0.0
protocol websockets
# Allow clients to connect without username/password
allow_anonymous true
```
* Save the file and exit the text editor (in `nano`, press `Ctrl+X`, then `Y`, then `Enter`).
4. **Run and Manage the Mosquitto Service**
The Mosquitto broker runs as a system service. After installation, it should start automatically.
* To apply your new configuration, restart the Mosquitto service:
```bash
sudo systemctl restart mosquitto
```
* You can verify that the service is running correctly by checking its status:
```bash
systemctl status mosquitto
```
* (Optional) To have the service not start automatically every time you boot up your Linux VM, you can disable it:
```bash
sudo systemctl disable mosquitto
```
Your Mosquitto MQTT broker is now successfully configured and running on your Android 16 device.
---
### Android Shortcut Setup
* Install the `HTTP Shortcuts` app from the [Play Store](https://play.google.com/store/apps/details?id=ch.rmy.android.http_shortcuts).
* Create a new shortcut.
* Advanced Types -> MQTT Shortcut.
* Shortcut name: `Pass Turn/My Pause`
* Basic Settings: Set the MQTT server's address to `tcp://localhost:1883`. *(Note: `HTTP Shortcuts` app uses TCP, while the PWA (Web app) uses WebSockets to connect to the same broker.)*
* Messages:
* Set Topic to: `game`. *(Note: The topic name is hardcoded in the PWA.)*
* Set Payload to a single character (e.g. `a`). Each player will set a unique character (i.e. `a-z, A-Z, 0-10`).
* Go back and save the configuration.
* Create homescreen icon for the `Pass Turn/My Pause` shortcut:
* Tap and hold on an empty space on the homscreen.
* Select widgets.
* Search for HTTP and select the `HTTP Shortcuts` app.
* Select the icon and assign the `Pass Turn/My Pause` shortcut.
* An icon will appear on the homescreen.
* Tap the icon to trigger the game action.
---
### Configure `Quick Tap` gesture to trigger the shortcut:
* Go to Android `settings`.
* Navigate to `System -> Gestures -> Quick Tap to start actions`.
* Select `Open app` and click the configure icon.
* Select `HTTP Shortcuts` app and click the configure icon.
* Select `Pass Turn/My Pause` shortcut.
* Double-Tap on the back of the phone to trigger the game action.
---
### Testing with `mosquitto_pub` (via Terminal/Termux):
* Run: `mosquitto_pub -h <BROKER_IP> -p <TCP_PORT> -t game -m "X"`
* Replace `<BROKER_IP>` with your Mosquitto broker's IP (e.g. `localhost`).
* Replace `<TCP_PORT>` with Mosquitto's TCP port (e.g., 1883).
* `-t game`: The topic the PWA listens on.
* `-m "X"`: The single character message (e.g., "a", "b", "s"). This "X" should match the MQTT char configured in Nexus Timer for the desired action.
---
### Nexus Timer (PWA) Setup
* Enter the MQTT Broker URL `ws://localhost:9001` in the Setup screen and connect.
* Assign unique single characters as **MQTT Triggers** for each player's "Pass Turn / My Pause" action.
* Assign unique single characters as **MQTT Triggers** for "Global Stop/Pause All" and "Global Run All Timers".

View File

@@ -1,44 +0,0 @@
#!/bin/bash
set -eo pipefail # Exit on error, treat unset variables as an error, and propagate pipeline errors
APP_DIR="/virt/nexus-timer"
IMAGE_NAME="virt-nexus-timer"
SERVICE_NAME="virt-nexus-timer.service"
LOG_FILE="/var/log/webhook-redeploy-nexus-timer.log" # Optional: for script-specific logging
# Redirect stdout and stderr to a log file and also to the console (for webhook response)
exec > >(tee -a "$LOG_FILE") 2>&1
echo "----------------------------------------------------"
echo "Webhook redeploy-nexus-timer triggered at $(date)"
echo "Branch/Ref: $1"
echo "Repository: $2"
echo "----------------------------------------------------"
# Ensure script is run from the app directory
cd "$APP_DIR" || { echo "ERROR: Failed to cd to $APP_DIR. Exiting."; exit 1; }
# Optional: Check if the trigger is for the correct branch (e.g., main or master)
# TARGET_BRANCH="refs/heads/main" # Adjust to your primary branch name
# if [ "$1" != "$TARGET_BRANCH" ]; then
# echo "Webhook triggered for branch $1, but only deploying $TARGET_BRANCH. Exiting."
# exit 0 # Exit successfully to not show an error in Gitea for non-target branches
# fi
echo "Pulling latest changes from Git (main branch)..."
# Ensure you are on the correct branch first or specify it in the pull
# git checkout main # Uncomment if your repo might be on other branches
git pull --rebase origin main || { echo "ERROR: git pull failed. Exiting."; exit 1; } # Adjust 'main' if needed
echo "Building Docker image $IMAGE_NAME..."
docker build -t "$IMAGE_NAME" . || { echo "ERROR: docker build failed. Exiting."; exit 1; }
echo "Restarting systemd service $SERVICE_NAME..."
# This command might require sudo privileges. See note below.
sudo systemctl restart "$SERVICE_NAME" || { echo "ERROR: systemctl restart failed. Exiting."; exit 1; }
echo "Deployment finished successfully at $(date)."
echo "----------------------------------------------------"
exit 0

View File

@@ -1,38 +0,0 @@
[
{
"id": "redeploy-nexus-timer",
"execute-command": "/virt/nexus-timer/hooks/redeploy.sh",
"command-working-directory": "/virt/nexus-timer",
"pass-arguments-to-command": [
{ "source": "payload", "name": "ref" },
{ "source": "payload", "name": "repository.full_name" }
],
"trigger-rule": {
"and": [
{
"match": {
"type": "payload-hmac-sha256",
"secret": "YOUR_VERY_STRONG_SECRET_TOKEN_HERE_REPLACE_ME",
"parameter": {
"source": "header",
"name": "X-Gitea-Signature"
}
}
},
{
"match": {
"type": "value",
"value": "refs/heads/main",
"parameter": {
"source": "payload",
"name": "ref"
}
}
}
]
},
"include-command-output-in-response": true,
"include-command-output-in-response-on-error": true,
"response-message": "Webhook processed."
}
]

459
package-lock.json generated
View File

@@ -8,7 +8,6 @@
"name": "nexus-timer",
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"vue": "^3.3.4",
"vue-router": "^4.2.4",
"vuex": "^4.0.2"
@@ -64,14 +63,6 @@
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@@ -573,23 +564,6 @@
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"resolved": "https://registry.npmjs.org/@vitejs/plugin-vue/-/plugin-vue-4.6.2.tgz",
@@ -699,17 +673,6 @@
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@@ -802,25 +765,6 @@
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"funding": [
{
"type": "github",
"url": "https://github.com/sponsors/feross"
},
{
"type": "patreon",
"url": "https://www.patreon.com/feross"
},
{
"type": "consulting",
"url": "https://feross.org/support"
}
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"resolved": "https://registry.npmjs.org/binary-extensions/-/binary-extensions-2.3.0.tgz",
@@ -833,17 +777,6 @@
"url": "https://github.com/sponsors/sindresorhus"
}
},
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"integrity": "sha512-ClDyJGQkc8ZtzdAAbAwBmhMSpwN/sC9HA8jxdYm6nVUbCfZbe2mgza4qh7AuEYyEPB/c4Kznf9s66bnsKMQDjw==",
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"inherits": "^2.0.4",
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@@ -897,34 +830,6 @@
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"resolved": "https://registry.npmjs.org/buffer/-/buffer-6.0.3.tgz",
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"funding": [
{
"type": "github",
"url": "https://github.com/sponsors/feross"
},
{
"type": "patreon",
"url": "https://www.patreon.com/feross"
},
{
"type": "consulting",
"url": "https://feross.org/support"
}
],
"dependencies": {
"base64-js": "^1.3.1",
"ieee754": "^1.2.1"
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},
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"integrity": "sha512-E+XQCRwSbaaiChtv6k6Dwgc+bx+Bs6vuKJHHl5kox/BaKbhiXzqQOwK4cO22yElGp2OCmjwVhT3HmxgyPGnJfQ=="
},
"node_modules/camelcase-css": {
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@@ -1017,38 +922,6 @@
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},
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"engines": [
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],
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"inherits": "^2.0.3",
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},
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"resolved": "https://registry.npmjs.org/readable-stream/-/readable-stream-3.6.2.tgz",
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"resolved": "https://registry.npmjs.org/cross-spawn/-/cross-spawn-7.0.6.tgz",
@@ -1080,22 +953,6 @@
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"dependencies": {
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},
"engines": {
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"peerDependenciesMeta": {
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"optional": true
}
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"resolved": "https://registry.npmjs.org/didyoumean/-/didyoumean-1.2.2.tgz",
@@ -1188,22 +1045,6 @@
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@@ -1232,18 +1073,6 @@
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@@ -1361,47 +1190,6 @@
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"funding": [
{
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"url": "https://github.com/sponsors/feross"
},
{
"type": "patreon",
"url": "https://www.patreon.com/feross"
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@@ -1498,20 +1286,6 @@
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@@ -1551,7 +1325,8 @@
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"dev": true
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@@ -1598,14 +1373,6 @@
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@@ -1615,50 +1382,6 @@
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@@ -1711,15 +1434,6 @@
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"version": "4.1.1",
"resolved": "https://registry.npmjs.org/object-assign/-/object-assign-4.1.1.tgz",
@@ -1952,19 +1666,6 @@
"integrity": "sha512-1NNCs6uurfkVbeXG4S8JFT9t19m45ICnif8zWLd5oPSZ50QnwMfK+H3jv408d4jw/7Bttv5axS5IiHoLaVNHeQ==",
"dev": true
},
"node_modules/process": {
"version": "0.11.10",
"resolved": "https://registry.npmjs.org/process/-/process-0.11.10.tgz",
"integrity": "sha512-cdGef/drWFoydD1JsMzuFf8100nZl+GT+yacc2bEced5f9Rjk4z+WtFUTBu9PhOi9j/jfmBPu0mMEY4wIdAF8A==",
"engines": {
"node": ">= 0.6.0"
}
},
"node_modules/process-nextick-args": {
"version": "2.0.1",
"resolved": "https://registry.npmjs.org/process-nextick-args/-/process-nextick-args-2.0.1.tgz",
"integrity": "sha512-3ouUOpQhtgrbOa17J7+uxOTpITYWaGP7/AhoR3+A+/1e9skrzelGi/dXzEYyvbxubEF6Wn2ypscTKiKJFFn1ag=="
},
"node_modules/queue-microtask": {
"version": "1.2.3",
"resolved": "https://registry.npmjs.org/queue-microtask/-/queue-microtask-1.2.3.tgz",
@@ -1994,21 +1695,6 @@
"pify": "^2.3.0"
}
},
"node_modules/readable-stream": {
"version": "4.7.0",
"resolved": "https://registry.npmjs.org/readable-stream/-/readable-stream-4.7.0.tgz",
"integrity": "sha512-oIGGmcpTLwPga8Bn6/Z75SVaH1z5dUut2ibSyAMVhmUggWpmDn2dapB0n7f8nwaSiRtepAsfJyfXIO5DCVAODg==",
"dependencies": {
"abort-controller": "^3.0.0",
"buffer": "^6.0.3",
"events": "^3.3.0",
"process": "^0.11.10",
"string_decoder": "^1.3.0"
},
"engines": {
"node": "^12.22.0 || ^14.17.0 || >=16.0.0"
}
},
"node_modules/readdirp": {
"version": "3.6.0",
"resolved": "https://registry.npmjs.org/readdirp/-/readdirp-3.6.0.tgz",
@@ -2051,11 +1737,6 @@
"node": ">=0.10.0"
}
},
"node_modules/rfdc": {
"version": "1.4.1",
"resolved": "https://registry.npmjs.org/rfdc/-/rfdc-1.4.1.tgz",
"integrity": "sha512-q1b3N5QkRUWUl7iyylaaj3kOpIT0N2i9MqIEQXP73GVsN9cw3fdx8X63cEmWhJGi2PPCF23Ijp7ktmd39rawIA=="
},
"node_modules/rollup": {
"version": "3.29.5",
"resolved": "https://registry.npmjs.org/rollup/-/rollup-3.29.5.tgz",
@@ -2095,11 +1776,6 @@
"queue-microtask": "^1.2.2"
}
},
"node_modules/safe-buffer": {
"version": "5.1.2",
"resolved": "https://registry.npmjs.org/safe-buffer/-/safe-buffer-5.1.2.tgz",
"integrity": "sha512-Gd2UZBJDkXlY7GbJxfsE8/nvKkUEU1G38c1siN6QP6a9PT9MmHB8GnpscSmMJSoF8LOIrt8ud/wPtojys4G6+g=="
},
"node_modules/shebang-command": {
"version": "2.0.0",
"resolved": "https://registry.npmjs.org/shebang-command/-/shebang-command-2.0.0.tgz",
@@ -2133,28 +1809,6 @@
"url": "https://github.com/sponsors/isaacs"
}
},
"node_modules/smart-buffer": {
"version": "4.2.0",
"resolved": "https://registry.npmjs.org/smart-buffer/-/smart-buffer-4.2.0.tgz",
"integrity": "sha512-94hK0Hh8rPqQl2xXc3HsaBoOXKV20MToPkcXvwbISWLEs+64sBq5kFgn2kJDHb1Pry9yrP0dxrCI9RRci7RXKg==",
"engines": {
"node": ">= 6.0.0",
"npm": ">= 3.0.0"
}
},
"node_modules/socks": {
"version": "2.8.4",
"resolved": "https://registry.npmjs.org/socks/-/socks-2.8.4.tgz",
"integrity": "sha512-D3YaD0aRxR3mEcqnidIs7ReYJFVzWdd6fXJYUM8ixcQcJRGTka/b3saV0KflYhyVJXKhb947GndU35SxYNResQ==",
"dependencies": {
"ip-address": "^9.0.5",
"smart-buffer": "^4.2.0"
},
"engines": {
"node": ">= 10.0.0",
"npm": ">= 3.0.0"
}
},
"node_modules/source-map-js": {
"version": "1.2.1",
"resolved": "https://registry.npmjs.org/source-map-js/-/source-map-js-1.2.1.tgz",
@@ -2163,46 +1817,6 @@
"node": ">=0.10.0"
}
},
"node_modules/split2": {
"version": "4.2.0",
"resolved": "https://registry.npmjs.org/split2/-/split2-4.2.0.tgz",
"integrity": "sha512-UcjcJOWknrNkF6PLX83qcHM6KHgVKNkV62Y8a5uYDVv9ydGQVwAHMKqHdJje1VTWpljG0WYpCDhrCdAOYH4TWg==",
"engines": {
"node": ">= 10.x"
}
},
"node_modules/sprintf-js": {
"version": "1.1.3",
"resolved": "https://registry.npmjs.org/sprintf-js/-/sprintf-js-1.1.3.tgz",
"integrity": "sha512-Oo+0REFV59/rz3gfJNKQiBlwfHaSESl1pcGyABQsnnIfWOFt6JNj5gCog2U6MLZ//IGYD+nA8nI+mTShREReaA=="
},
"node_modules/string_decoder": {
"version": "1.3.0",
"resolved": "https://registry.npmjs.org/string_decoder/-/string_decoder-1.3.0.tgz",
"integrity": "sha512-hkRX8U1WjJFd8LsDJ2yQ/wWWxaopEsABU1XfkM8A+j0+85JAGppt16cr1Whg6KIbb4okU6Mql6BOj+uup/wKeA==",
"dependencies": {
"safe-buffer": "~5.2.0"
}
},
"node_modules/string_decoder/node_modules/safe-buffer": {
"version": "5.2.1",
"resolved": "https://registry.npmjs.org/safe-buffer/-/safe-buffer-5.2.1.tgz",
"integrity": "sha512-rp3So07KcdmmKbGvgaNxQSJr7bGVSVk5S9Eq1F+ppbRo70+YeaDxkw5Dd8NPN+GD6bjnYm2VuPuCXmpuYvmCXQ==",
"funding": [
{
"type": "github",
"url": "https://github.com/sponsors/feross"
},
{
"type": "patreon",
"url": "https://www.patreon.com/feross"
},
{
"type": "consulting",
"url": "https://feross.org/support"
}
]
},
"node_modules/string-width": {
"version": "5.1.2",
"resolved": "https://registry.npmjs.org/string-width/-/string-width-5.1.2.tgz",
@@ -2409,21 +2023,6 @@
"integrity": "sha512-Y/arvbn+rrz3JCKl9C4kVNfTfSm2/mEp5FSz5EsZSANGPSlQrpRI5M4PKF+mJnE52jOO90PnPSc3Ur3bTQw0gA==",
"dev": true
},
"node_modules/tslib": {
"version": "2.8.1",
"resolved": "https://registry.npmjs.org/tslib/-/tslib-2.8.1.tgz",
"integrity": "sha512-oJFu94HQb+KVduSUQL7wnpmqnfmLsOA/nAh6b6EH0wCEoK0/mPeXU6c3wKDV83MkOuHPRHtSXKKU99IBazS/2w=="
},
"node_modules/typedarray": {
"version": "0.0.6",
"resolved": "https://registry.npmjs.org/typedarray/-/typedarray-0.0.6.tgz",
"integrity": "sha512-/aCDEGatGvZ2BIk+HmLf4ifCJFwvKFNb9/JeZPMulfgFracn9QFcAf5GO8B/mweUjSoblS5In0cWhqpfs/5PQA=="
},
"node_modules/undici-types": {
"version": "6.21.0",
"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-6.21.0.tgz",
"integrity": "sha512-iwDZqg0QAGrg9Rav5H4n0M64c3mkR59cJ6wQp+7C4nI0gsmExaedaYLNO44eT4AtBBwjbTiGPMlt2Md0T9H9JQ=="
},
"node_modules/update-browserslist-db": {
"version": "1.1.3",
"resolved": "https://registry.npmjs.org/update-browserslist-db/-/update-browserslist-db-1.1.3.tgz",
@@ -2457,7 +2056,8 @@
"node_modules/util-deprecate": {
"version": "1.0.2",
"resolved": "https://registry.npmjs.org/util-deprecate/-/util-deprecate-1.0.2.tgz",
"integrity": "sha512-EPD5q1uXyFxJpCrLnCc1nHnq3gOa6DZBocAIiI2TaSCA7VCJ1UJDMagCzIkXNsUYfD1daK//LTEQ8xiIbrHtcw=="
"integrity": "sha512-EPD5q1uXyFxJpCrLnCc1nHnq3gOa6DZBocAIiI2TaSCA7VCJ1UJDMagCzIkXNsUYfD1daK//LTEQ8xiIbrHtcw==",
"dev": true
},
"node_modules/vite": {
"version": "4.5.14",
@@ -2574,37 +2174,6 @@
"node": ">= 8"
}
},
"node_modules/worker-timers": {
"version": "7.1.8",
"resolved": "https://registry.npmjs.org/worker-timers/-/worker-timers-7.1.8.tgz",
"integrity": "sha512-R54psRKYVLuzff7c1OTFcq/4Hue5Vlz4bFtNEIarpSiCYhpifHU3aIQI29S84o1j87ePCYqbmEJPqwBTf+3sfw==",
"dependencies": {
"@babel/runtime": "^7.24.5",
"tslib": "^2.6.2",
"worker-timers-broker": "^6.1.8",
"worker-timers-worker": "^7.0.71"
}
},
"node_modules/worker-timers-broker": {
"version": "6.1.8",
"resolved": "https://registry.npmjs.org/worker-timers-broker/-/worker-timers-broker-6.1.8.tgz",
"integrity": "sha512-FUCJu9jlK3A8WqLTKXM9E6kAmI/dR1vAJ8dHYLMisLNB/n3GuaFIjJ7pn16ZcD1zCOf7P6H62lWIEBi+yz/zQQ==",
"dependencies": {
"@babel/runtime": "^7.24.5",
"fast-unique-numbers": "^8.0.13",
"tslib": "^2.6.2",
"worker-timers-worker": "^7.0.71"
}
},
"node_modules/worker-timers-worker": {
"version": "7.0.71",
"resolved": "https://registry.npmjs.org/worker-timers-worker/-/worker-timers-worker-7.0.71.tgz",
"integrity": "sha512-ks/5YKwZsto1c2vmljroppOKCivB/ma97g9y77MAAz2TBBjPPgpoOiS1qYQKIgvGTr2QYPT3XhJWIB6Rj2MVPQ==",
"dependencies": {
"@babel/runtime": "^7.24.5",
"tslib": "^2.6.2"
}
},
"node_modules/wrap-ansi": {
"version": "8.1.0",
"resolved": "https://registry.npmjs.org/wrap-ansi/-/wrap-ansi-8.1.0.tgz",
@@ -2696,26 +2265,6 @@
"node": ">=8"
}
},
"node_modules/ws": {
"version": "8.18.2",
"resolved": "https://registry.npmjs.org/ws/-/ws-8.18.2.tgz",
"integrity": "sha512-DMricUmwGZUVr++AEAe2uiVM7UoO9MAVZMDu05UQOaUII0lp+zOzLLU4Xqh/JvTqklB1T4uELaaPBKyjE1r4fQ==",
"engines": {
"node": ">=10.0.0"
},
"peerDependencies": {
"bufferutil": "^4.0.1",
"utf-8-validate": ">=5.0.2"
},
"peerDependenciesMeta": {
"bufferutil": {
"optional": true
},
"utf-8-validate": {
"optional": true
}
}
},
"node_modules/yaml": {
"version": "2.7.1",
"resolved": "https://registry.npmjs.org/yaml/-/yaml-2.7.1.tgz",

View File

@@ -9,7 +9,6 @@
"preview": "vite preview"
},
"dependencies": {
"mqtt": "^5.13.0",
"vue": "^3.3.4",
"vue-router": "^4.2.4",
"vuex": "^4.0.2"

View File

@@ -1,7 +1,7 @@
{
"name": "Nexus Timer - Multiplayer Turn Timer",
"short_name": "NexusTimer",
"description": "Dynamic multiplayer timer for games, workshops, or sequential turns. Focuses on current & next player.",
"description": "Dynamic multiplayer timer for games, workshops, or sequential turns. Focuses on current & next player.", // Add a description
"start_url": "/",
"scope": "/",
"display": "standalone",
@@ -9,6 +9,8 @@
"background_color": "#1f2937",
"theme_color": "#3b82f6",
"orientation": "portrait",
"version": "0.0.1",
"version_name": "0.0.1",
"lang": "en-US",
"icons": [
{

154
public/service-worker.js Normal file
View File

@@ -0,0 +1,154 @@
const CACHE_VERSION = 'nexus-timer-cache-v3.3';
const APP_SHELL_URLS = [
// '/', // Let NetworkFirst handle '/'
'/manifest.json',
'/favicon.ico',
'/icons/icon-192x192.png',
'/icons/icon-512x512.png',
'/icons/maskable-icon-192x192.png',
'/icons/maskable-icon-512x512.png',
'/icons/shortcut-setup-96x96.png',
'/icons/shortcut-info-96x96.png',
// Add Vite output paths? Usually hard due to hashing. Rely on dynamic caching.
];
self.addEventListener('install', event => {
console.log(`[SW ${CACHE_VERSION}] Install`);
event.waitUntil(
caches.open(CACHE_VERSION)
.then(cache => {
console.log(`[SW ${CACHE_VERSION}] Caching app shell essentials`);
return cache.addAll(APP_SHELL_URLS); // Cache core static assets
})
.then(() => self.skipWaiting())
);
});
self.addEventListener('activate', event => {
console.log(`[SW ${CACHE_VERSION}] Activate`);
event.waitUntil(
caches.keys().then(cacheNames => {
return Promise.all(
cacheNames.map(cacheName => {
if (cacheName !== CACHE_VERSION) {
console.log(`[SW ${CACHE_VERSION}] Deleting old cache: ${cacheName}`);
return caches.delete(cacheName);
}
})
);
}).then(() => self.clients.claim())
);
});
self.addEventListener('fetch', event => {
const { request } = event;
const url = new URL(request.url);
// Ignore non-GET requests & non-http protocols
if (request.method !== 'GET' || !url.protocol.startsWith('http')) {
return;
}
// --- Strategy 1: Network First for HTML ---
if (request.mode === 'navigate' || (request.destination === 'document' || url.pathname === '/')) {
event.respondWith(
fetch(request)
.then(response => {
// If fetch is successful, cache it and return it
if (response.ok) {
const responseClone = response.clone();
caches.open(CACHE_VERSION).then(cache => cache.put(request, responseClone));
}
return response;
})
.catch(async () => {
// If fetch fails, try cache
const cachedResponse = await caches.match(request);
if (cachedResponse) {
return cachedResponse;
}
// If specific request not in cache, try root '/' as SPA fallback
const rootCache = await caches.match('/');
if (rootCache) {
return rootCache;
}
// Optional: return a proper offline fallback page if available
// return caches.match('/offline.html');
// Or just let the browser show its offline error
return new Response('Network error and no cache found.', { status: 404, statusText: 'Not Found' });
})
);
return;
}
// --- Strategy 2: Stale-While-Revalidate for assets ---
if (request.destination === 'style' ||
request.destination === 'script' ||
request.destination === 'worker' ||
request.destination === 'image' ||
request.destination === 'font') {
event.respondWith(
caches.open(CACHE_VERSION).then(cache => { // Open cache first
return cache.match(request).then(cachedResponse => {
// Fetch in parallel (don't wait for it here)
const fetchPromise = fetch(request).then(networkResponse => {
// Check if fetch was successful
if (networkResponse.ok) {
// Clone before caching
const responseToCache = networkResponse.clone();
// Update the cache with the network response
cache.put(request, responseToCache);
} else {
console.warn(`[SW ${CACHE_VERSION}] Fetch for ${request.url} failed with status ${networkResponse.status}`);
}
// Return the original network response for the fetch promise resolution
// This isn't directly used for the *initial* response unless cache misses.
return networkResponse;
}).catch(err => {
console.warn(`[SW ${CACHE_VERSION}] Fetch error for ${request.url}:`, err);
// If fetch fails, we just rely on the cache if it existed.
// Re-throw error so if cache also missed, browser knows resource failed.
throw err;
});
// Return the cached response immediately if available.
// If not cached, this strategy requires waiting for the fetch.
// The common implementation returns cache THEN fetches, but if cache misses,
// the user waits for the network. Let's return fetchPromise if no cache.
return cachedResponse || fetchPromise;
}).catch(err => {
// Error during cache match or subsequent fetch
console.error(`[SW ${CACHE_VERSION}] Error handling fetch for ${request.url}:`, err);
// Fallback to network just in case cache interaction failed? Or let browser handle.
// Let's try network as a last resort if cache fails.
return fetch(request);
});
})
);
return;
}
// --- Strategy 3: Cache First for others ---
// (e.g., manifest, potentially icons not pre-cached)
event.respondWith(
caches.match(request)
.then(response => {
return response || fetch(request).then(networkResponse => {
if(networkResponse.ok) {
const responseClone = networkResponse.clone();
caches.open(CACHE_VERSION).then(cache => cache.put(request, responseClone));
}
return networkResponse;
});
})
);
});
// Listener for skipWaiting message
self.addEventListener('message', event => {
if (event.data && event.data.action === 'skipWaiting') {
console.log('[SW] Received skipWaiting message, activating new SW.');
self.skipWaiting();
}
});

View File

@@ -22,83 +22,11 @@ import { computed, onMounted, watch, ref } from 'vue';
import { useStore } from 'vuex';
import { useRouter } from 'vue-router';
import { AudioService } from './services/AudioService';
import { MqttService } from './services/MqttService';
const store = useStore();
const router = useRouter();
const theme = computed(() => store.getters.theme);
const handleMqttMessage = (char) => { // This is the general command handler
console.log(`App.vue: Processing MQTT char (as command): '${char}'`);
const currentRouteName = router.currentRoute.value.name;
// Global MQTT Stop/Pause All
if (char === store.getters.globalMqttStopPause && store.getters.globalMqttStopPause) {
if (currentRouteName === 'Game') {
store.dispatch('globalStopPauseAll');
console.log("MQTT Command: Global Stop/Pause All triggered");
}
return;
}
// Global MQTT Run All Timers
if (char === store.getters.globalMqttRunAll && store.getters.globalMqttRunAll) {
if (currentRouteName === 'Game' && store.getters.gameMode === 'normal') {
store.dispatch('switchToAllTimersMode');
console.log("MQTT Command: Global Run All Timers triggered");
}
return;
}
// Global MQTT Pass Turn
if (char === store.getters.globalMqttPassTurn && store.getters.globalMqttPassTurn) {
if (currentRouteName === 'Game' && store.getters.gameMode === 'normal') {
// Similar logic to player-specific pass turn, but not tied to current player's MQTT char
const currentPlayer = store.getters.currentPlayer;
if (currentPlayer && !currentPlayer.isSkipped) { // Ensure there's a current player to pass from
AudioService.cancelPassTurnSound();
const wasRunning = currentPlayer.isTimerRunning;
store.dispatch('passTurn').then(() => {
const newCurrentPlayer = store.getters.currentPlayer;
if (wasRunning && newCurrentPlayer && newCurrentPlayer.isTimerRunning) {
AudioService.playPassTurnAlert();
}
});
console.log("MQTT Command: Global Pass Turn triggered");
}
}
return;
}
// Player specific MQTT Pass Turn / My Pause
if (currentRouteName === 'Game') {
const gameModeInStore = store.getters.gameMode;
const currentPlayerInStore = store.getters.currentPlayer;
if (gameModeInStore === 'normal' && currentPlayerInStore && char === currentPlayerInStore.mqttChar) {
const wasRunning = currentPlayerInStore.isTimerRunning;
store.dispatch('passTurn').then(() => {
const newCurrentPlayer = store.getters.currentPlayer;
if (wasRunning && newCurrentPlayer && newCurrentPlayer.isTimerRunning) {
AudioService.playPassTurnAlert();
}
});
console.log(`MQTT Command: Player ${currentPlayerInStore.name} Pass Turn triggered`);
return;
}
if (gameModeInStore === 'allTimers') {
// Find player by mqttChar. Ensure players array exists.
const playerToToggle = store.state.players?.find(p => p.mqttChar === char && !p.isSkipped);
if (playerToToggle) {
const playerIndex = store.state.players.indexOf(playerToToggle);
store.dispatch('togglePlayerTimerAllTimersMode', playerIndex);
console.log(`MQTT Command: Player ${playerToToggle.name} Timer Toggle triggered`);
}
}
}
};
// --- PWA Install Prompt Logic ---
const deferredPrompt = ref(null);
const showInstallButton = ref(false);
@@ -198,30 +126,15 @@ onMounted(() => {
// Example: Sync with OS theme only if no theme saved (requires store modification)
// syncWithOsThemeIfNeeded();
// Auto-connect MQTT only if URL is stored AND user desires connection
const storedBrokerUrl = store.getters.mqttBrokerUrl;
const connectDesired = store.getters.mqttConnectDesired; // Get the flag
if (storedBrokerUrl &&
connectDesired && // Check the flag
MqttService.connectionStatus.value !== 'connected' &&
MqttService.connectionStatus.value !== 'connecting') {
console.log("App.vue: Auto-connecting to stored MQTT broker (user desired):", storedBrokerUrl);
MqttService.connect(storedBrokerUrl);
} else if (storedBrokerUrl && !connectDesired) {
console.log("App.vue: MQTT Broker URL is stored, but user previously disconnected. Not auto-connecting.");
}
}).catch(error => {
console.error("App.vue: Error during store.dispatch('loadState'):", error);
});
document.addEventListener('keydown', handleGlobalKeyDown);
MqttService.setGeneralMessageHandler(handleMqttMessage); // Set handler regardless of initial connection
const resumeAudio = () => { AudioService.resumeContext(); /* ... remove listeners ... */ };
document.body.addEventListener('click', resumeAudio, { once: true });
document.body.addEventListener('touchstart', resumeAudio, { once: true });
MqttService.setGeneralMessageHandler(handleMqttMessage);
});
watch(theme, () => {
@@ -279,25 +192,6 @@ const handleGlobalKeyDown = (event) => {
return;
}
if (keyPressed === store.getters.globalHotkeyPassTurn && store.getters.globalHotkeyPassTurn) {
event.preventDefault();
if (currentRouteName === 'Game' && store.getters.gameMode === 'normal') {
const currentPlayer = store.getters.currentPlayer;
if (currentPlayer && !currentPlayer.isSkipped) {
AudioService.cancelPassTurnSound();
const wasRunning = currentPlayer.isTimerRunning;
store.dispatch('passTurn').then(() => {
const newCurrentPlayer = store.getters.currentPlayer;
if (wasRunning && newCurrentPlayer && newCurrentPlayer.isTimerRunning) {
AudioService.playPassTurnAlert();
}
});
console.log("Hotkey: Global Pass Turn triggered");
}
}
return;
}
if (currentRouteName === 'Game') {
const currentPlayerInStore = store.getters.currentPlayer;
const gameModeInStore = store.getters.gameMode;

View File

@@ -7,17 +7,6 @@ body {
overscroll-behavior-y: contain; /* Prevents pull-to-refresh on mobile */
}
/* Safe area insets for mobile devices (status bar, home indicator) */
.safe-area-padding {
padding-top: env(safe-area-inset-top);
/* padding-bottom: env(safe-area-inset-bottom); */
}
.safe-area-height {
height: calc(100dvh - env(safe-area-inset-top));
min-height: 0;
}
/* Basic button styling */
.btn {
@apply px-4 py-2 rounded font-semibold focus:outline-none focus:ring-2 focus:ring-opacity-50;

View File

@@ -1,79 +0,0 @@
<template>
<div
v-if="visible"
class="fixed inset-0 bg-gray-900 bg-opacity-75 flex items-center justify-center z-[100]"
@click.self="cancel"
@keydown.esc="cancel"
tabindex="0"
ref="overlay"
>
<div class="bg-white dark:bg-gray-800 p-8 rounded-lg shadow-xl text-center">
<h3 class="text-2xl font-semibold text-gray-800 dark:text-gray-100 mb-4">
Press a Key
</h3>
<p class="text-gray-600 dark:text-gray-300 mb-6">
Waiting for a single key press to assign as the hotkey.
<br>
(Esc to cancel)
</p>
<div class="animate-pulse text-blue-500 dark:text-blue-400 text-xl">
Listening...
</div>
</div>
</div>
</template>
<script setup>
import { ref, watch, nextTick, onUnmounted } from 'vue';
const props = defineProps({
visible: Boolean,
});
const emit = defineEmits(['captured', 'cancel']);
const overlay = ref(null);
const handleKeyPress = (event) => {
if (!props.visible) return;
event.preventDefault();
event.stopPropagation(); // Prevent further propagation if overlay is active
let key = event.key;
if (event.code === 'Space') {
key = ' ';
} else if (key.length > 1 && key !== ' ') { // Ignore modifiers, Enter, Tab etc.
if (key === 'Escape') { // Handle Escape specifically for cancellation
cancel();
}
return;
}
key = key.toLowerCase();
emit('captured', key);
};
const cancel = () => {
emit('cancel');
};
watch(() => props.visible, async (newValue) => {
if (newValue) {
await nextTick(); // Ensure overlay is in DOM
overlay.value?.focus(); // Focus the overlay to capture keydown events directly
document.addEventListener('keydown', handleKeyPress, { capture: true }); // Use capture phase
} else {
document.removeEventListener('keydown', handleKeyPress, { capture: true });
}
});
onUnmounted(() => {
document.removeEventListener('keydown', handleKeyPress, { capture: true });
});
</script>
<style scoped>
/* Ensure overlay is above other modals if any (PlayerForm uses z-50) */
.z-\[100\] {
z-index: 100;
}
</style>

View File

@@ -1,65 +0,0 @@
<template>
<div
v-if="visible"
class="fixed inset-0 bg-gray-900 bg-opacity-75 flex items-center justify-center z-[100]"
@click.self="handleCancel"
@keydown.esc="handleCancel"
tabindex="0"
ref="overlay"
>
<div class="bg-white dark:bg-gray-800 p-8 rounded-lg shadow-xl text-center">
<h3 class="text-2xl font-semibold text-gray-800 dark:text-gray-100 mb-4">
Send MQTT Signal
</h3>
<p class="text-gray-600 dark:text-gray-300 mb-6">
Send a single character message to the MQTT topic '{{ MqttService.MQTT_TOPIC_GAME }}'.
<br>
(Press Esc on keyboard or click backdrop to cancel)
</p>
<div class="animate-pulse text-purple-500 dark:text-purple-400 text-xl">
Listening for MQTT...
</div>
</div>
</div>
</template>
<script setup>
import { ref, watch, nextTick, onUnmounted } from 'vue';
import { MqttService } from '../services/MqttService'; // To display topic name
const props = defineProps({
visible: Boolean,
});
const emit = defineEmits(['cancel']); // Only emits 'cancel', 'captured' will be handled by parent via service
const overlay = ref(null);
// No direct key press handling here for MQTT capture, parent will manage via MqttService
const handleCancel = () => {
emit('cancel');
};
watch(() => props.visible, async (newValue) => {
if (newValue) {
await nextTick();
overlay.value?.focus(); // Focus for Esc key to cancel
// Add specific keyboard listener just for Esc on this overlay
document.addEventListener('keydown', escKeyHandler);
} else {
document.removeEventListener('keydown', escKeyHandler);
}
});
// Specific Esc handler for this overlay
const escKeyHandler = (event) => {
if (props.visible && event.key === 'Escape') {
event.preventDefault();
event.stopPropagation();
handleCancel();
}
};
onUnmounted(() => {
document.removeEventListener('keydown', escKeyHandler);
});
</script>

View File

@@ -32,7 +32,7 @@
</div>
<!-- Player Name -->
<h2 class="font-semibold mb-4 md:mb-6 text-5xl sm:text-2xl md:text-3xl lg:text-5xl">
<h2 class="font-semibold mb-6 md:mb-6 text-5xl sm:text-2xl md:text-3xl lg:text-5xl">
{{ player.name }}
</h2>
<TimerDisplay
@@ -42,6 +42,7 @@
class="text-4xl sm:text-5xl md:text-6xl lg:text-6xl xl:text-5xl"
/>
<p v-if="player.isSkipped" class="text-red-500 dark:text-red-400 mt-1 md:mt-2 font-semibold text-sm md:text-base lg:text-lg">SKIPPED</p>
<p v-if="isNextPlayerArea && !player.isSkipped" class="mt-1 md:mt-2 text-xs md:text-sm text-gray-600 dark:text-gray-400">(Swipe up to pass turn)</p>
</div>
</template>
@@ -108,9 +109,9 @@ const calculateAvatarSize = () => {
const availableHeight = screenHeight / 2;
let size = Math.min(availableHeight * 0.5, screenWidth * 0.4, 175);
if (screenWidth < 768) { // Mobile
size = Math.min(availableHeight * 0.7, screenWidth * 0.6, 230);
} else if (screenWidth < 1024) { // Tablet
if (screenWidth < 960) {
size = Math.min(availableHeight * 0.7, screenWidth * 0.6, 250);
} else if (screenWidth < 1024) {
size = Math.min(availableHeight * 0.55, screenWidth * 0.45, 180);
}
size = Math.max(size, 100);

View File

@@ -3,15 +3,20 @@
<div class="bg-white dark:bg-gray-800 p-6 rounded-lg shadow-xl w-full max-w-md">
<h2 class="text-2xl font-semibold mb-4">{{ isEditing ? 'Edit Player' : 'Add New Player' }}</h2>
<form @submit.prevent="submitForm">
<!-- Name -->
<div class="mb-4">
<label for="playerName" class="block text-sm font-medium text-gray-700 dark:text-gray-300">Name</label>
<input type="text" id="playerName" v-model="editablePlayer.name" required class="input-base mt-1">
</div>
<!-- Remaining Time -->
<div class="mb-4">
<label for="remainingTime" class="block text-sm font-medium text-gray-700 dark:text-gray-300">Remaining Time (MM:SS or -MM:SS)</label>
<input type="text" id="remainingTime" v-model="currentTimeFormatted" @blur="validateCurrentTimeFormat" placeholder="e.g., 55:30 or -02:15" required class="input-base mt-1">
<p v-if="currentTimeFormatError" class="text-red-500 text-xs mt-1">{{ currentTimeFormatError }}</p>
</div>
<!-- Avatar -->
<div class="mb-4">
<label class="block text-sm font-medium text-gray-700 dark:text-gray-300">Avatar</label>
<div class="mt-1 flex items-center">
@@ -21,152 +26,84 @@
alt="Avatar"
class="w-16 h-16 rounded-full object-cover mr-4 border"
/>
<DefaultAvatarIcon v-else class="w-16 h-16 rounded-full object-cover mr-4 border text-gray-400 bg-gray-200 p-1"/>
<DefaultAvatarIcon
v-else
class="w-16 h-16 rounded-full object-cover mr-4 border text-gray-400 bg-gray-200 p-1"
/>
<button type="button" @click="capturePhoto" class="btn btn-secondary text-sm mr-2">Take Photo</button>
<button type="button" @click="useDefaultAvatar" class="btn btn-secondary text-sm">Default</button>
</div>
<p v-if="cameraError" class="text-red-500 text-xs mt-1">{{ cameraError }}</p>
</div>
<div class="mb-4">
<p class="block text-sm font-medium text-gray-700 dark:text-gray-300 mb-1">"Pass Turn / My Pause" Trigger:</p>
<div class="flex items-center justify-between space-x-4">
<div class="flex items-center">
<span class="text-sm mr-2 text-gray-600 dark:text-gray-400">Hotkey:</span>
<!-- "Pass Turn / My Pause" Hotkey -->
<div class="flex items-center justify-between mb-6"> <!-- Added flex container and margin -->
<label for="playerHotkey" class="text-sm font-medium text-gray-700 dark:text-gray-300 whitespace-nowrap mr-3">
"Pass Turn / My Pause" Hotkey:
</label>
<div class="flex items-center"> <!-- Group input and clear button -->
<input
type="text"
id="playerHotkey"
:value="editablePlayer.hotkey ? editablePlayer.hotkey.toUpperCase() : ''"
@keydown.prevent="captureHotkey($event, 'player')"
placeholder="-"
class="input-base w-12 h-8 text-center font-mono text-lg p-0"
readonly
maxlength="1"
>
<button
type="button"
@click="startCapturePlayerHotkey"
class="input-base w-12 h-8 font-mono text-lg p-0 cursor-pointer hover:bg-gray-50 dark:hover:bg-gray-700 flex items-center justify-center"
@click="clearHotkey('player')"
class="text-xs text-blue-500 hover:underline ml-2 px-2 py-1 rounded hover:bg-gray-100 dark:hover:bg-gray-600"
>
<span>{{ editablePlayer.hotkey ? editablePlayer.hotkey.toUpperCase() : '-' }}</span>
Clear
</button>
<button v-if="editablePlayer.hotkey" type="button" @click="clearPlayerHotkey" class="playerform-clear-btn">Clear</button>
<span v-else class="playerform-clear-btn-placeholder"></span>
</div>
<div class="flex items-center">
<span class="text-sm mr-2 text-gray-600 dark:text-gray-400">MQTT:</span>
<button
type="button"
@click="startCapturePlayerMqttChar"
class="input-base w-12 h-8 font-mono text-lg p-0 cursor-pointer hover:bg-gray-50 dark:hover:bg-gray-700 flex items-center justify-center"
>
<span>{{ editablePlayer.mqttChar ? editablePlayer.mqttChar.toUpperCase() : '-' }}</span>
</button>
<button v-if="editablePlayer.mqttChar" type="button" @click="clearPlayerMqttChar" class="playerform-clear-btn">Clear</button>
<span v-else class="playerform-clear-btn-placeholder"></span>
</div>
</div>
</div>
<!-- Action Buttons -->
<div class="flex justify-end space-x-3 mt-6">
<button type="button" @click="closeModal" class="btn btn-secondary">Cancel</button>
<button type="submit" class="btn btn-primary" :disabled="!!currentTimeFormatError">{{ isEditing ? 'Save Changes' : 'Add Player' }}</button>
</div>
</form>
</div>
<HotkeyCaptureOverlay
:visible="isCapturingPlayerHotkey"
@captured="handlePlayerHotkeyCaptured"
@cancel="cancelCapturePlayerHotkey"
/>
<MqttCharCaptureOverlay
:visible="isCapturingPlayerMqttChar"
@cancel="cancelCapturePlayerMqttChar"
/>
</div>
</template>
<style scoped>
.playerform-clear-btn {
@apply text-xs text-blue-500 hover:underline ml-2 px-2 py-1 rounded hover:bg-gray-100 dark:hover:bg-gray-600;
min-width: 40px; /* Adjust to match "Clear" button width */
display: inline-block;
text-align: center;
}
.playerform-clear-btn-placeholder {
@apply ml-2 px-2 py-1;
min-width: 40px; /* Match width */
display: inline-block;
visibility: hidden;
}
</style>
<script setup>
import { ref, reactive, watch, onMounted, onUnmounted, computed } from 'vue';
import { ref, reactive, watch, onMounted, computed } from 'vue';
import { useStore } from 'vuex';
import { CameraService } from '../services/CameraService';
import { formatTime, parseTime } from '../utils/timeFormatter';
import DefaultAvatarIcon from './DefaultAvatarIcon.vue';
import HotkeyCaptureOverlay from './HotkeyCaptureOverlay.vue';
import MqttCharCaptureOverlay from './MqttCharCaptureOverlay.vue';
import { AudioService } from '../services/AudioService';
import { MqttService } from '../services/MqttService';
const props = defineProps({ player: Object });
const props = defineProps({
player: Object,
});
const emit = defineEmits(['close', 'save']);
const store = useStore();
const DEFAULT_AVATAR_MARKER = null;
const isEditing = computed(() => !!props.player);
const editablePlayer = reactive({
id: null, name: '', avatar: DEFAULT_AVATAR_MARKER,
initialTimerSec: 3600, currentTimerSec: 3600,
hotkey: '', mqttChar: ''
id: null,
name: '',
avatar: DEFAULT_AVATAR_MARKER,
initialTimerSec: 3600,
currentTimerSec: 3600,
hotkey: '',
});
const currentTimeFormatted = ref('60:00');
const currentTimeFormatError = ref('');
const cameraError = ref('');
const maxNegativeSeconds = computed(() => store.getters.maxNegativeTimeReached);
const isCapturingPlayerHotkey = ref(false);
const isCapturingPlayerMqttChar = ref(false);
const startCapturePlayerHotkey = () => { isCapturingPlayerHotkey.value = true; };
const cancelCapturePlayerHotkey = () => { isCapturingPlayerHotkey.value = false; };
const clearPlayerHotkey = () => { editablePlayer.hotkey = ''; };
const startCapturePlayerMqttChar = () => {
if (MqttService.connectionStatus.value !== 'connected') {
alert('MQTT broker is not connected. Please connect in Setup first.');
return;
}
isCapturingPlayerMqttChar.value = true;
MqttService.startMqttCharCapture(handlePlayerMqttCharCaptured);
};
const cancelCapturePlayerMqttChar = () => {
isCapturingPlayerMqttChar.value = false;
MqttService.stopMqttCharCapture();
};
const clearPlayerMqttChar = () => { editablePlayer.mqttChar = ''; };
const checkGlobalConflict = (charKey) => {
if (store.state.globalHotkeyStopPause === charKey) return `"${charKey.toUpperCase()}" is Global Stop/Pause Hotkey.`;
if (store.state.globalHotkeyRunAll === charKey) return `"${charKey.toUpperCase()}" is Global Run All Hotkey.`;
if (store.state.globalMqttStopPause === charKey) return `"${charKey.toUpperCase()}" is Global Stop/Pause MQTT.`;
if (store.state.globalMqttRunAll === charKey) return `"${charKey.toUpperCase()}" is Global Run All MQTT.`;
if (store.state.globalHotkeyPassTurn === charKey) return `"${charKey.toUpperCase()}" is Global Pass Turn Hotkey.`; // Check new global
if (store.state.globalMqttPassTurn === charKey) return `"${charKey.toUpperCase()}" is Global Pass Turn MQTT.`; // Check new global
return null;
};
const handlePlayerHotkeyCaptured = (key) => {
isCapturingPlayerHotkey.value = false;
if (key.length !== 1) return;
const globalConflictMsg = checkGlobalConflict(key);
if (globalConflictMsg) { alert(globalConflictMsg); return; }
const otherPlayerHotkeyConflict = store.state.players.find(p => p.id !== editablePlayer.id && p.hotkey === key);
if (otherPlayerHotkeyConflict) { alert(`Hotkey "${key.toUpperCase()}" is already used by player "${otherPlayerHotkeyConflict.name}".`); return; }
editablePlayer.hotkey = key;
};
const handlePlayerMqttCharCaptured = (charKey) => {
isCapturingPlayerMqttChar.value = false;
if (charKey.length !== 1) return;
const globalConflictMsg = checkGlobalConflict(charKey);
if (globalConflictMsg) { alert(globalConflictMsg); return; }
const otherPlayerMqttConflict = store.state.players.find(p => p.id !== editablePlayer.id && p.mqttChar === charKey);
if (otherPlayerMqttConflict) { alert(`MQTT Char "${charKey.toUpperCase()}" is already used by player "${otherPlayerMqttConflict.name}".`); return; }
editablePlayer.mqttChar = charKey;
};
onMounted(() => {
if (isEditing.value && props.player) {
@@ -176,7 +113,6 @@ onMounted(() => {
editablePlayer.initialTimerSec = props.player.initialTimerSec;
editablePlayer.currentTimerSec = props.player.currentTimerSec;
editablePlayer.hotkey = props.player.hotkey || '';
editablePlayer.mqttChar = props.player.mqttChar || '';
currentTimeFormatted.value = formatTime(props.player.currentTimerSec);
} else {
editablePlayer.avatar = DEFAULT_AVATAR_MARKER;
@@ -186,12 +122,6 @@ onMounted(() => {
}
});
onUnmounted(() => {
if (isCapturingPlayerMqttChar.value) {
MqttService.stopMqttCharCapture();
}
});
watch(currentTimeFormatted, (newTime) => {
validateCurrentTimeFormat();
if (!currentTimeFormatError.value) {
@@ -201,7 +131,8 @@ watch(currentTimeFormatted, (newTime) => {
}
}
});
const validateCurrentTimeFormat = () => {
function validateCurrentTimeFormat() {
const time = currentTimeFormatted.value;
const isNegativeInput = time.startsWith('-');
if (!/^-?(?:[0-9]+:[0-5]\d)$/.test(time)) {
@@ -217,86 +148,10 @@ const validateCurrentTimeFormat = () => {
currentTimeFormatError.value = '';
}
}
};
const capturePhoto = async () => {
cameraError.value = '';
try {
AudioService.resumeContext();
const photoDataUrl = await CameraService.getPhoto();
editablePlayer.avatar = photoDataUrl;
} catch (error) {
console.error('Failed to capture photo:', error);
cameraError.value = error.message || 'Could not capture photo.';
}
};
const useDefaultAvatar = () => { editablePlayer.avatar = DEFAULT_AVATAR_MARKER; };
const submitForm = () => {
validateCurrentTimeFormat();
if (currentTimeFormatError.value) return;
const playerPayload = { ...editablePlayer };
if (playerPayload.currentTimerSec <= maxNegativeSeconds.value) {
playerPayload.isSkipped = true;
} else if (playerPayload.isSkipped && playerPayload.currentTimerSec > maxNegativeSeconds.value) {
playerPayload.isSkipped = false;
}
if (!isEditing.value) {
playerPayload.initialTimerSec = playerPayload.currentTimerSec;
}
emit('save', playerPayload);
closeModal();
};
const closeModal = () => { emit('close'); };
// Fill in full definitions from previous version if needed
onMounted.value = () => {
if (isEditing.value && props.player) {
editablePlayer.id = props.player.id;
editablePlayer.name = props.player.name;
editablePlayer.avatar = props.player.avatar;
editablePlayer.initialTimerSec = props.player.initialTimerSec;
editablePlayer.currentTimerSec = props.player.currentTimerSec;
editablePlayer.hotkey = props.player.hotkey || '';
editablePlayer.mqttChar = props.player.mqttChar || '';
currentTimeFormatted.value = formatTime(props.player.currentTimerSec);
} else {
editablePlayer.avatar = DEFAULT_AVATAR_MARKER;
editablePlayer.initialTimerSec = 3600;
editablePlayer.currentTimerSec = 3600;
currentTimeFormatted.value = formatTime(editablePlayer.currentTimerSec);
}
};
onUnmounted.value = () => {
if (isCapturingPlayerMqttChar.value) {
MqttService.stopMqttCharCapture();
}
};
watch(currentTimeFormatted, (newTime) => {
validateCurrentTimeFormat();
if (!currentTimeFormatError.value) {
editablePlayer.currentTimerSec = parseTime(newTime);
if (!isEditing.value) {
editablePlayer.initialTimerSec = editablePlayer.currentTimerSec;
}
}
});
validateCurrentTimeFormat.value = () => {
const time = currentTimeFormatted.value;
const isNegativeInput = time.startsWith('-');
if (!/^-?(?:[0-9]+:[0-5]\d)$/.test(time)) {
currentTimeFormatError.value = 'Invalid format. Use MM:SS or -MM:SS (e.g., 05:30, -02:15).';
} else {
const parsedSeconds = parseTime(time);
if (isNegativeInput && parsedSeconds > 0) {
currentTimeFormatError.value = 'Negative time should parse to negative seconds.';
} else if (parsedSeconds < maxNegativeSeconds.value) {
currentTimeFormatError.value = `Time cannot be less than ${formatTime(maxNegativeSeconds.value)}.`;
}
else {
currentTimeFormatError.value = '';
}
}
};
capturePhoto.value = async () => {
async function capturePhoto() {
cameraError.value = '';
try {
AudioService.resumeContext();
@@ -306,22 +161,71 @@ capturePhoto.value = async () => {
console.error('Failed to capture photo:', error);
cameraError.value = error.message || 'Could not capture photo.';
}
};
useDefaultAvatar.value = () => { editablePlayer.avatar = DEFAULT_AVATAR_MARKER; };
submitForm.value = () => {
}
function useDefaultAvatar() {
editablePlayer.avatar = DEFAULT_AVATAR_MARKER;
}
function captureHotkey(event, type) {
event.preventDefault();
let key = event.key;
if (event.code === 'Space') {
key = ' ';
} else if (key.length > 1 && key !== ' ') {
return;
}
key = key.toLowerCase();
if (type === 'player') {
const existingPlayerHotkey = store.state.players.some(p => p.hotkey === key && p.id !== editablePlayer.id);
const globalHotkeyInUseStopPause = store.state.globalHotkeyStopPause === key;
const globalHotkeyInUseRunAll = store.state.globalHotkeyRunAll === key;
if (existingPlayerHotkey) {
alert(`Hotkey "${key.toUpperCase()}" is already assigned to another player.`);
return;
}
if (globalHotkeyInUseStopPause) {
alert(`Hotkey "${key.toUpperCase()}" is already assigned as the Global Stop/Pause hotkey.`);
return;
}
if (globalHotkeyInUseRunAll) {
alert(`Hotkey "${key.toUpperCase()}" is already assigned as the Global Run All Timers hotkey.`);
return;
}
editablePlayer.hotkey = key;
}
}
function clearHotkey(type) {
if (type === 'player') {
editablePlayer.hotkey = '';
}
}
function submitForm() {
validateCurrentTimeFormat();
if (currentTimeFormatError.value) return;
const playerPayload = { ...editablePlayer };
if (playerPayload.currentTimerSec <= maxNegativeSeconds.value) {
playerPayload.isSkipped = true;
} else if (playerPayload.isSkipped && playerPayload.currentTimerSec > maxNegativeSeconds.value) {
playerPayload.isSkipped = false;
}
if (!isEditing.value) {
playerPayload.initialTimerSec = playerPayload.currentTimerSec;
}
emit('save', playerPayload);
closeModal();
};
closeModal.value = () => { emit('close'); };
}
function closeModal() {
emit('close');
}
</script>

View File

@@ -1,10 +1,10 @@
<template>
<div
:class="['player-list-item flex items-center justify-between p-3 my-2 rounded-lg shadow cursor-pointer transition-all duration-200 ease-in-out',
itemStateClasses,
{ 'opacity-50 filter grayscale contrast-75': player.isSkipped },
{ 'opacity-75': !player.isTimerRunning && !player.isSkipped }
]"
:class="['player-list-item flex items-center justify-between p-3 my-2 rounded-lg shadow cursor-pointer',
itemBgClass,
{ 'opacity-60': player.isSkipped,
'animate-pulsePositive': player.isTimerRunning && player.currentTimerSec >=0,
}]"
@click="handleTap"
>
<div class="flex items-center">
@@ -12,24 +12,17 @@
v-if="player.avatar"
:src="player.avatar"
alt="Player Avatar"
class="w-12 h-12 rounded-full object-cover mr-3 border-2"
:class="player.isSkipped ? 'border-gray-400 dark:border-gray-600' :
player.isTimerRunning ? 'border-green-400 dark:border-green-500' :
'border-yellow-400 dark:border-yellow-500'"
class="w-12 h-12 rounded-full object-cover mr-3 border-2 flex-shrink-0"
:class="player.isSkipped ? 'border-gray-500 filter grayscale' : 'border-blue-400 dark:border-blue-300'"
/>
<DefaultAvatarIcon
v-else
class="w-12 h-12 rounded-full object-cover mr-3 border-2 p-1"
:class="player.isSkipped ? 'text-gray-400 bg-gray-200 border-gray-400 dark:text-gray-600 dark:bg-gray-700 dark:border-gray-600' :
player.isTimerRunning ? 'text-green-600 bg-green-100 border-green-400 dark:text-green-300 dark:bg-green-800 dark:border-green-500' :
'text-yellow-600 bg-yellow-50 border-yellow-400 dark:text-yellow-300 dark:bg-yellow-800 dark:border-yellow-500'"
class="w-12 h-12 rounded-full object-cover mr-3 border-2 text-gray-400 dark:text-gray-500 bg-gray-200 dark:bg-gray-700 p-1 flex-shrink-0"
:class="player.isSkipped ? 'border-gray-500 filter grayscale !text-gray-300 dark:!text-gray-600' : 'border-blue-400 dark:border-blue-300'"
/>
<div>
<h3 class="text-lg font-medium" :class="{'text-gray-500 dark:text-gray-400': !player.isTimerRunning && !player.isSkipped}">
{{ player.name }}
</h3>
<h3 class="text-lg font-medium">{{ player.name }}</h3>
<p v-if="player.isSkipped" class="text-xs text-red-500 dark:text-red-400">SKIPPED</p>
<p v-else-if="!player.isTimerRunning" class="text-xs text-yellow-600 dark:text-yellow-400">Paused</p>
</div>
</div>
<div class="flex flex-col items-end">
@@ -38,7 +31,6 @@
:is-negative="player.currentTimerSec < 0"
:is-pulsating="player.isTimerRunning"
class="text-2xl"
:class="{'opacity-80': !player.isTimerRunning && !player.isSkipped}"
/>
</div>
</div>
@@ -59,22 +51,20 @@ const props = defineProps({
const emit = defineEmits(['tapped']);
const handleTap = () => {
// Allow tapping only if not skipped, to pause/resume their timer
if (!props.player.isSkipped) {
emit('tapped');
}
};
const itemStateClasses = computed(() => {
const itemBgClass = computed(() => {
if (props.player.isSkipped) {
return 'bg-gray-200 dark:bg-gray-800 border border-gray-300 dark:border-gray-700';
}
if (props.player.isTimerRunning) {
return props.player.currentTimerSec < 0
? 'bg-red-100 dark:bg-red-900/80 border border-red-400 dark:border-red-600 animate-pulsePositive' // Pulsate background if running positive
: 'bg-green-50 dark:bg-green-900/70 border border-green-400 dark:border-green-600 animate-pulsePositive';
? 'bg-red-100 dark:bg-red-900/80 border border-red-300 dark:border-red-700'
: 'bg-green-50 dark:bg-green-800/70 border border-green-200 dark:border-green-700';
}
// Paused state
return 'bg-yellow-50 dark:bg-yellow-900/50 border border-yellow-300 dark:border-yellow-700 hover:bg-yellow-100 dark:hover:bg-yellow-900/70';
return 'bg-white dark:bg-gray-700 border border-gray-200 dark:border-gray-600 hover:bg-gray-50 dark:hover:bg-gray-600';
});
</script>

View File

@@ -1,164 +0,0 @@
// src/services/MqttService.js
import mqtt from 'mqtt';
import { ref } from 'vue';
const client = ref(null);
const connectionStatus = ref('disconnected');
const error = ref(null);
const receivedMessages = ref([]); // For debugging
const MQTT_TOPIC_GAME = 'game';
let generalMessageHandlerCallback = null; // For App.vue to handle game commands
// --- MQTT Character Capture State ---
const isCapturingMqttChar = ref(false);
const mqttCharCaptureCallback = ref(null); // Function to call when a char is captured
const startMqttCharCapture = (onCapturedCallback) => {
console.log("MQTT Service: Starting character capture mode.");
isCapturingMqttChar.value = true;
mqttCharCaptureCallback.value = onCapturedCallback;
};
const stopMqttCharCapture = () => {
console.log("MQTT Service: Stopping character capture mode.");
isCapturingMqttChar.value = false;
mqttCharCaptureCallback.value = null;
};
// --- End MQTT Character Capture State ---
const connect = async (brokerUrl = 'ws://localhost:9001') => {
// ... (existing connect logic)
if (client.value && client.value.connected) { return; }
if (connectionStatus.value === 'connecting') { return; }
console.log(`MQTT: Attempting to connect to ${brokerUrl}...`);
connectionStatus.value = 'connecting';
error.value = null;
let fullBrokerUrl = brokerUrl;
if (!brokerUrl.startsWith('ws://') && !brokerUrl.startsWith('wss://')) {
if (brokerUrl.includes(':1883')) {
fullBrokerUrl = `ws://${brokerUrl}`;
} else if (!brokerUrl.includes(':')) {
fullBrokerUrl = `ws://${brokerUrl}:9001`;
} else {
fullBrokerUrl = `ws://${brokerUrl}`;
}
}
try {
const connectFn = typeof mqtt === 'function' ? mqtt : (mqtt.connect || (mqtt.default && mqtt.default.connect));
if (typeof connectFn !== 'function') {
throw new Error("MQTT connect function not found.");
}
client.value = connectFn(fullBrokerUrl, {
reconnectPeriod: 5000,
connectTimeout: 10000,
});
client.value.on('connect', () => {
console.log('MQTT: Connected!');
connectionStatus.value = 'connected';
error.value = null;
client.value.subscribe(MQTT_TOPIC_GAME, (err) => {
if (!err) { console.log(`MQTT: Subscribed to "${MQTT_TOPIC_GAME}"`); }
else {
console.error('MQTT: Subscr. error:', err);
connectionStatus.value = 'error'; error.value = 'Subscription failed.';
}
});
});
client.value.on('message', (topic, message) => {
const msgString = message.toString();
const char = msgString.charAt(0).toLowerCase(); // Process as lowercase single char
console.log(`MQTT: Received on "${topic}": '${msgString}' -> processed char: '${char}'`);
receivedMessages.value.push({ topic, message: msgString, time: new Date() });
if (topic === MQTT_TOPIC_GAME && char.length === 1) {
if (isCapturingMqttChar.value && mqttCharCaptureCallback.value) {
console.log(`MQTT Service: Captured char '${char}' for registration.`);
mqttCharCaptureCallback.value(char); // Pass char to the specific capture handler
stopMqttCharCapture(); // Stop capture mode after one char
} else if (generalMessageHandlerCallback) {
// Normal message processing if not in capture mode
generalMessageHandlerCallback(char);
}
}
});
client.value.on('error', (err) => { /* ... existing error handling ... */
console.error('MQTT: Connection error:', err);
connectionStatus.value = 'error';
error.value = err.message || 'Connection error';
});
client.value.on('reconnect', () => { /* ... existing reconnect handling ... */
console.log('MQTT: Reconnecting...');
connectionStatus.value = 'connecting';
});
client.value.on('offline', () => { /* ... existing offline handling ... */
console.log('MQTT: Client offline.');
});
client.value.on('close', () => { /* ... existing close handling ... */
console.log('MQTT: Connection closed.');
if (connectionStatus.value !== 'error' && connectionStatus.value !== 'connecting') {
connectionStatus.value = 'disconnected';
}
});
} catch (err) { /* ... existing catch ... */
console.error('MQTT: Setup error during connect call:', err);
connectionStatus.value = 'error';
error.value = err.message || 'Setup failed.';
if(client.value && typeof client.value.end === 'function') client.value.end(true);
client.value = null;
}
};
const disconnect = () => {
if (client.value) {
console.log('MQTT: Disconnecting/Stopping connection attempt...');
// Set status immediately to give user feedback, 'close' event will confirm
// but if it was 'connecting', it might not emit 'close' if it never truly connected.
const wasConnecting = connectionStatus.value === 'connecting';
client.value.end(true, () => { // true forces close and stops reconnect attempts
console.log('MQTT: client.end() callback executed.');
// The 'close' event listener on the client should handle final cleanup
// like setting client.value = null and connectionStatus.value = 'disconnected'.
// If it was just 'connecting' and never connected, 'close' might not fire reliably.
if (wasConnecting && connectionStatus.value !== 'disconnected') {
connectionStatus.value = 'disconnected';
client.value = null; // Ensure cleanup if 'close' doesn't fire from 'connecting' state
}
});
// If it was 'connecting', we might want to immediately reflect disconnected state
// as 'end(true)' stops further attempts.
if (wasConnecting) {
connectionStatus.value = 'disconnected';
// Note: client.value will be fully nulled on the 'close' event or after end() callback.
}
} else {
console.log('MQTT: No active client to disconnect.');
connectionStatus.value = 'disconnected'; // Ensure status is correct
}
};
const setGeneralMessageHandler = (handler) => { // Renamed for clarity
generalMessageHandlerCallback = handler;
};
export const MqttService = {
connect,
disconnect,
setGeneralMessageHandler, // Use this for App.vue game commands
connectionStatus,
error,
receivedMessages,
MQTT_TOPIC_GAME,
getClient: () => client.value,
// New methods for capture mode
startMqttCharCapture,
stopMqttCharCapture,
isCapturingMqttChar // Expose reactive state if needed elsewhere, though not directly used by components
};

View File

@@ -1,65 +0,0 @@
let wakeLock = null;
let wakeLockActive = false;
const requestWakeLock = async () => {
if ('wakeLock' in navigator && !wakeLockActive) {
try {
wakeLock = await navigator.wakeLock.request('screen');
wakeLockActive = true;
console.log('Screen Wake Lock activated.');
wakeLock.addEventListener('release', () => {
console.log('Screen Wake Lock was released.');
wakeLockActive = false;
wakeLock = null; // Clear the reference
// Optionally, re-request if it was released unexpectedly and should be active
// For now, we'll let it be re-requested manually by the app logic
});
} catch (err) {
console.error(`Failed to acquire Screen Wake Lock: ${err.name}, ${err.message}`);
wakeLock = null;
wakeLockActive = false;
}
} else {
console.warn('Screen Wake Lock API not supported or already active.');
}
};
const releaseWakeLock = async () => {
if (wakeLock && wakeLockActive) {
try {
await wakeLock.release();
// The 'release' event listener on wakeLock itself will set wakeLockActive = false and wakeLock = null
} catch (err) {
console.error(`Failed to release Screen Wake Lock: ${err.name}, ${err.message}`);
// Even if release fails, mark as inactive to allow re-request
wakeLock = null;
wakeLockActive = false;
}
} else {
// console.log('No active Screen Wake Lock to release or already released.');
}
};
// Handle visibility changes to re-acquire lock if necessary
const handleVisibilityChange = () => {
if (wakeLock !== null && document.visibilityState === 'visible') {
// If we had a wake lock and the page became visible again,
// it might have been released by the browser. Try to re-acquire.
// This behavior is usually handled automatically by the browser with the 'release' event
// but can be a fallback. For now, we rely on manual re-request.
// console.log('Page visible, checking wake lock status.');
} else if (document.visibilityState === 'hidden' && wakeLockActive) {
// The browser usually releases the wake lock when tab is hidden.
// Our 'release' event listener should handle this.
}
};
document.addEventListener('visibilitychange', handleVisibilityChange);
// document.addEventListener('fullscreenchange', handleVisibilityChange); // Also useful for fullscreen
export const WakeLockService = {
request: requestWakeLock,
release: releaseWakeLock,
isActive: () => wakeLockActive,
};

View File

@@ -33,12 +33,6 @@ const initialState = {
players: JSON.parse(JSON.stringify(predefinedPlayers)), // Start with predefined players (deep copy)
globalHotkeyStopPause: null,
globalHotkeyRunAll: null,
globalHotkeyPassTurn: null,
globalMqttStopPause: null,
globalMqttRunAll: null,
globalMqttPassTurn: null,
mqttBrokerUrl: 'ws://localhost:9001',
mqttConnectDesired: false,
currentPlayerIndex: 0,
gameMode: 'normal',
isMuted: false,
@@ -46,69 +40,67 @@ const initialState = {
gameRunning: false,
};
// Helper function to create a new player object
const createPlayerObject = (playerData = {}) => ({
id: playerData.id || Date.now().toString() + Math.random(),
name: playerData.name || `Player ${store.state.players.length + 1}`, // Access store carefully here or pass length
avatar: playerData.avatar === undefined ? DEFAULT_AVATAR_MARKER : playerData.avatar,
initialTimerSec: playerData.initialTimerSec || 3600,
currentTimerSec: playerData.currentTimerSec || playerData.initialTimerSec || 3600,
hotkey: playerData.hotkey || null,
mqttChar: playerData.mqttChar || null, // New
isSkipped: playerData.isSkipped || false,
isTimerRunning: playerData.isTimerRunning || false,
});
export default createStore({
state: () => {
state: () => { // This function already loads from storage ONCE during store creation
const persistedState = StorageService.getState();
if (persistedState) {
let playersToUse = persistedState.players;
if (!playersToUse || (playersToUse.length === 0 && !persistedState.hasOwnProperty('players'))) {
playersToUse = JSON.parse(JSON.stringify(predefinedPlayers.map(p => createPlayerObject(p))));
playersToUse = JSON.parse(JSON.stringify(predefinedPlayers));
} else if (persistedState.hasOwnProperty('players') && playersToUse.length === 0) {
playersToUse = [];
}
playersToUse = playersToUse.map(p_persisted => {
const p_base = predefinedPlayers.find(p_def => p_def.id === p_persisted.id) || {};
return createPlayerObject({ ...p_base, ...p_persisted, isTimerRunning: false });
});
playersToUse = playersToUse.map(p => ({
...p,
id: p.id || Date.now().toString() + Math.random(),
avatar: p.avatar === undefined ? DEFAULT_AVATAR_MARKER : p.avatar,
initialTimerSec: typeof p.initialTimerSec === 'number' ? p.initialTimerSec : parseTime(p.initialTimer || "60:00"),
currentTimerSec: typeof p.currentTimerSec === 'number' ? p.currentTimerSec : (typeof p.initialTimerSec === 'number' ? p.initialTimerSec : parseTime(p.currentTimer || p.initialTimer || "60:00")),
isSkipped: p.isSkipped || false,
isTimerRunning: false,
hotkey: p.hotkey || null,
}));
return {
...initialState, // Start with all initial state defaults
...persistedState, // Override with persisted values
players: playersToUse, // Specifically set processed players
globalHotkeyPassTurn: persistedState.globalHotkeyPassTurn || initialState.globalHotkeyPassTurn,
globalMqttPassTurn: persistedState.globalMqttPassTurn || initialState.globalMqttPassTurn,
globalHotkeyStopPause: persistedState.globalHotkeyStopPause || initialState.globalHotkeyStopPause,
globalMqttStopPause: persistedState.globalMqttStopPause || initialState.globalMqttStopPause,
globalHotkeyRunAll: persistedState.globalHotkeyRunAll || initialState.globalHotkeyRunAll,
globalMqttRunAll: persistedState.globalMqttRunAll || initialState.globalMqttRunAll,
mqttBrokerUrl: persistedState.mqttBrokerUrl || initialState.mqttBrokerUrl,
mqttConnectDesired: persistedState.hasOwnProperty('mqttConnectDesired') ? persistedState.mqttConnectDesired : initialState.mqttConnectDesired,
gameRunning: false, // Always start non-running
...initialState,
...persistedState,
players: playersToUse,
gameRunning: false,
currentPlayerIndex: persistedState.currentPlayerIndex !== undefined && persistedState.currentPlayerIndex < playersToUse.length ? persistedState.currentPlayerIndex : 0,
};
}
// If no persisted state, deep copy initialState which includes new MQTT fields
const newInitialState = JSON.parse(JSON.stringify(initialState));
newInitialState.players = newInitialState.players.map(p => createPlayerObject(p));
return newInitialState;
return JSON.parse(JSON.stringify(initialState));
},
mutations: {
ADD_PLAYER(state, playerConfig) {
SET_PLAYERS(state, players) {
state.players = players.map(p => ({
...p,
id: p.id || Date.now().toString() + Math.random(),
avatar: p.avatar || DEFAULT_AVATAR_MARKER,
initialTimerSec: typeof p.initialTimerSec === 'number' ? p.initialTimerSec : parseTime(p.initialTimer || "60:00"),
currentTimerSec: typeof p.currentTimerSec === 'number' ? p.currentTimerSec : (typeof p.initialTimerSec === 'number' ? p.initialTimerSec : parseTime(p.currentTimer || p.initialTimer || "60:00")),
isSkipped: p.isSkipped || false,
isTimerRunning: p.isTimerRunning || false, // Retain running state if explicitly set
hotkey: p.hotkey || null,
}));
},
ADD_PLAYER(state, player) {
const newPlayer = {
id: Date.now().toString() + Math.random(), // More robust unique ID
name: player.name || `Player ${state.players.length + 1}`,
avatar: player.avatar || DEFAULT_AVATAR_MARKER,
initialTimerSec: player.initialTimerSec || 3600,
currentTimerSec: player.initialTimerSec || 3600,
hotkey: player.hotkey || null,
isSkipped: false,
isTimerRunning: false,
};
if (state.players.length < 99) {
const newPlayer = createPlayerObject({
name: playerConfig.name,
avatar: playerConfig.avatar,
initialTimerSec: playerConfig.initialTimerSec,
currentTimerSec: playerConfig.currentTimerSec, // Set from form
hotkey: playerConfig.hotkey,
mqttChar: playerConfig.mqttChar // From form
});
state.players.push(newPlayer);
} else {
console.warn("Maximum player limit (99) reached.");
alert("Maximum player limit (99) reached.");
}
},
@@ -118,35 +110,6 @@ export default createStore({
state.players[index] = { ...state.players[index], ...updatedPlayer };
}
},
SET_MQTT_BROKER_URL(state, url) {
state.mqttBrokerUrl = url;
state.mqttConnectDesired = true;
},
SET_MQTT_CONNECT_DESIRED(state, desired) {
state.mqttConnectDesired = desired;
},
SET_GLOBAL_HOTKEY_STOP_PAUSE(state, key) {
state.globalHotkeyStopPause = key;
},
SET_GLOBAL_HOTKEY_RUN_ALL(state, key) {
state.globalHotkeyRunAll = key;
},
SET_GLOBAL_HOTKEY_PASS_TURN(state, key) {
state.globalHotkeyPassTurn = key;
},
SET_GLOBAL_MQTT_PASS_TURN(state, char) {
state.globalMqttPassTurn = char;
},
SET_GLOBAL_MQTT_STOP_PAUSE(state, char) {
state.globalMqttStopPause = char;
},
SET_GLOBAL_MQTT_RUN_ALL(state, char) {
state.globalMqttRunAll = char;
},
SET_PLAYERS(state, playersData) { // Used by fullResetApp and potentially reorder
state.players = playersData.map(p => createPlayerObject(p));
},
SET_THEME(state, theme) { state.theme = theme; },
DELETE_PLAYER(state, playerId) {
state.players = state.players.filter(p => p.id !== playerId);
if (state.currentPlayerIndex >= state.players.length && state.players.length > 0) {
@@ -179,6 +142,12 @@ export default createStore({
TOGGLE_THEME(state) {
state.theme = state.theme === 'light' ? 'dark' : 'light';
},
SET_GLOBAL_HOTKEY_STOP_PAUSE(state, key) {
state.globalHotkeyStopPause = key;
},
SET_GLOBAL_HOTKEY_RUN_ALL(state, key) {
state.globalHotkeyRunAll = key;
},
SET_THEME(state, theme) {
state.theme = theme;
},
@@ -259,20 +228,17 @@ export default createStore({
},
saveState({ state }) {
StorageService.saveState({
players: state.players.map(p => ({ // Persist mqttChar for players
id: p.id, name: p.name, avatar: p.avatar,
initialTimerSec: p.initialTimerSec, currentTimerSec: p.currentTimerSec,
hotkey: p.hotkey, mqttChar: p.mqttChar, // Save mqttChar
players: state.players.map(p => ({
id: p.id,
name: p.name,
avatar: p.avatar,
initialTimerSec: p.initialTimerSec,
currentTimerSec: p.currentTimerSec,
hotkey: p.hotkey,
isSkipped: p.isSkipped,
})),
globalHotkeyPassTurn: state.globalHotkeyPassTurn,
globalMqttPassTurn: state.globalMqttPassTurn,
globalHotkeyStopPause: state.globalHotkeyStopPause,
globalHotkeyRunAll: state.globalHotkeyRunAll,
globalMqttStopPause: state.globalMqttStopPause,
globalMqttRunAll: state.globalMqttRunAll,
mqttBrokerUrl: state.mqttBrokerUrl,
mqttConnectDesired: state.mqttConnectDesired,
currentPlayerIndex: state.currentPlayerIndex,
gameMode: state.gameMode,
isMuted: state.isMuted,
@@ -283,30 +249,6 @@ export default createStore({
commit('ADD_PLAYER', player);
dispatch('saveState');
},
setMqttBrokerUrl({ commit, dispatch }, url) {
commit('SET_MQTT_BROKER_URL', url);
dispatch('saveState');
},
setMqttConnectDesired({ commit, dispatch }, desired) {
commit('SET_MQTT_CONNECT_DESIRED', desired);
dispatch('saveState');
},
setGlobalMqttStopPause({ commit, dispatch }, char) {
commit('SET_GLOBAL_MQTT_STOP_PAUSE', char);
dispatch('saveState');
},
setGlobalMqttRunAll({ commit, dispatch }, char) {
commit('SET_GLOBAL_MQTT_RUN_ALL', char);
dispatch('saveState');
},
setGlobalHotkeyPassTurn({ commit, dispatch }, key) {
commit('SET_GLOBAL_HOTKEY_PASS_TURN', key);
dispatch('saveState');
},
setGlobalMqttPassTurn({ commit, dispatch }, char) {
commit('SET_GLOBAL_MQTT_PASS_TURN', char);
dispatch('saveState');
},
updatePlayer({ commit, dispatch }, player) {
commit('UPDATE_PLAYER', player);
dispatch('saveState');
@@ -339,35 +281,28 @@ export default createStore({
commit('SET_IS_MUTED', muted);
dispatch('saveState');
},
resetGame({ commit, dispatch }) {
resetGame({ commit, dispatch }) { // This is for resetting timers during a game session
commit('RESET_ALL_TIMERS');
dispatch('saveState');
},
setGlobalHotkeyStopPause({ commit, dispatch }, key) {
setGlobalHotkeyStopPause({ commit, dispatch }, key) { // <-- New action
commit('SET_GLOBAL_HOTKEY_STOP_PAUSE', key);
dispatch('saveState');
},
setGlobalHotkeyRunAll({ commit, dispatch }, key) {
setGlobalHotkeyRunAll({ commit, dispatch }, key) { // <-- New action
commit('SET_GLOBAL_HOTKEY_RUN_ALL', key);
dispatch('saveState');
},
fullResetApp({ commit, dispatch, state: currentGlobalState }) {
StorageService.clearState();
const freshInitialState = JSON.parse(JSON.stringify(initialState));
freshInitialState.players = freshInitialState.players.map(p => createPlayerObject(p));
commit('SET_PLAYERS', freshInitialState.players);
commit('SET_CURRENT_PLAYER_INDEX', freshInitialState.currentPlayerIndex);
commit('SET_GAME_MODE', freshInitialState.gameMode);
commit('SET_IS_MUTED', freshInitialState.isMuted);
commit('SET_MQTT_BROKER_URL', freshInitialState.mqttBrokerUrl);
commit('SET_MQTT_CONNECT_DESIRED', freshInitialState.mqttConnectDesired);
commit('SET_GLOBAL_HOTKEY_STOP_PAUSE', freshInitialState.globalHotkeyStopPause);
commit('SET_GLOBAL_MQTT_STOP_PAUSE', freshInitialState.globalMqttStopPause);
commit('SET_GLOBAL_HOTKEY_RUN_ALL', freshInitialState.globalHotkeyRunAll);
commit('SET_GLOBAL_MQTT_RUN_ALL', freshInitialState.globalMqttRunAll);
commit('SET_GLOBAL_HOTKEY_PASS_TURN', freshInitialState.globalHotkeyPassTurn);
commit('SET_GLOBAL_MQTT_PASS_TURN', freshInitialState.globalMqttPassTurn);
if (currentGlobalState.theme !== freshInitialState.theme) {
commit('SET_THEME', freshInitialState.theme);
@@ -516,14 +451,8 @@ export default createStore({
gameMode: state => state.gameMode,
isMuted: state => state.isMuted,
theme: state => state.theme,
mqttBrokerUrl: state => state.mqttBrokerUrl,
mqttConnectDesired: state => state.mqttConnectDesired,
globalHotkeyStopPause: state => state.globalHotkeyStopPause,
globalMqttStopPause: state => state.globalMqttStopPause,
globalHotkeyRunAll: state => state.globalHotkeyRunAll,
globalMqttRunAll: state => state.globalMqttRunAll,
globalHotkeyPassTurn: state => state.globalHotkeyPassTurn,
globalMqttPassTurn: state => state.globalMqttPassTurn,
totalPlayers: state => state.players.length,
gameRunning: state => state.gameRunning,
maxNegativeTimeReached: () => MAX_NEGATIVE_SECONDS,

166
src/sw.js
View File

@@ -1,166 +0,0 @@
const CACHE_VERSION = typeof __APP_CACHE_VERSION__ !== 'undefined'
? __APP_CACHE_VERSION__
: 'nexus-timer-cache-fallback-dev-vManual';
const APP_SHELL_URLS = [
// Precache the root (index.html) explicitly for better offline fallback
'/',
'/manifest.json',
'/favicon.ico',
'/icons/icon-192x192.png',
'/icons/icon-512x512.png',
'/icons/maskable-icon-192x192.png',
'/icons/maskable-icon-512x512.png',
'/icons/shortcut-setup-96x96.png',
'/icons/shortcut-info-96x96.png',
];
self.addEventListener('install', event => {
console.log(`[SW ${CACHE_VERSION}] Install`);
event.waitUntil(
caches.open(CACHE_VERSION)
.then(cache => {
console.log(`[SW ${CACHE_VERSION}] Caching app shell essentials`);
return cache.addAll(APP_SHELL_URLS);
})
.then(() => {
console.log(`[SW ${CACHE_VERSION}] Skip waiting on install.`);
return self.skipWaiting();
})
);
});
self.addEventListener('activate', event => {
console.log(`[SW ${CACHE_VERSION}] Activate`);
event.waitUntil(
caches.keys().then(cacheNames => {
return Promise.all(
cacheNames.map(cacheName => {
if (cacheName !== CACHE_VERSION) {
console.log(`[SW ${CACHE_VERSION}] Deleting old cache: ${cacheName}`);
return caches.delete(cacheName);
}
})
);
}).then(() => {
console.log(`[SW ${CACHE_VERSION}] Clients claimed.`);
return self.clients.claim();
})
);
});
self.addEventListener('fetch', event => {
const { request } = event;
const url = new URL(request.url);
if (request.method !== 'GET' || !url.protocol.startsWith('http')) {
return;
}
// Strategy 1: Network First, then Cache for Navigation/HTML requests
if (request.mode === 'navigate' || request.destination === 'document' || url.pathname === '/') {
// console.log(`[SW ${CACHE_VERSION}] NetworkFirst for navigation/document: ${request.url}`);
event.respondWith(
fetch(request)
.then(networkResponse => {
// If successful, cache the response and return it
if (networkResponse.ok) {
const responseToCache = networkResponse.clone();
caches.open(CACHE_VERSION).then(cache => {
// For navigations, it's often best to cache the specific URL requested
// as well as potentially updating the '/' cache if this is the root.
cache.put(request, responseToCache);
if (url.pathname === '/') { // Also update root cache if it's the index
const rootResponseClone = networkResponse.clone(); // Need another clone
cache.put('/', rootResponseClone);
}
});
}
return networkResponse;
})
.catch(async () => {
// Network failed. Try to serve from cache.
// console.warn(`[SW ${CACHE_VERSION}] Network fetch failed for ${request.url}. Attempting cache.`);
// 1. Try matching the specific request first (e.g. /info, /game)
const cachedResponse = await caches.match(request);
if (cachedResponse) {
// console.log(`[SW ${CACHE_VERSION}] Serving from cache (specific request): ${request.url}`);
return cachedResponse;
}
// 2. If specific request not found, try serving the app shell ('/')
// This is crucial for SPAs to work offline.
const appShellResponse = await caches.match('/');
if (appShellResponse) {
// console.log(`[SW ${CACHE_VERSION}] Serving app shell ('/') from cache for: ${request.url}`);
return appShellResponse;
}
// 3. If even the app shell is not in cache (shouldn't happen if install was successful)
console.error(`[SW ${CACHE_VERSION}] CRITICAL: Network and cache miss for navigation AND app shell ('/') for: ${request.url}`);
// Return a very basic offline message, but ideally this state is avoided.
return new Response(
`<h1>Offline</h1><p>The application is currently offline and the requested page could not be loaded from the cache. Please check your connection.</p>`,
{ headers: { 'Content-Type': 'text/html' } }
);
})
);
return;
}
// Strategy 2: Stale-While-Revalidate for assets (CSS, JS, images, fonts, workers)
if (request.destination === 'style' ||
request.destination === 'script' ||
request.destination === 'worker' ||
request.destination === 'image' ||
request.destination === 'font') {
// console.log(`[SW ${CACHE_VERSION}] StaleWhileRevalidate for asset: ${request.url}`);
event.respondWith(
caches.open(CACHE_VERSION).then(cache => {
return cache.match(request).then(cachedResponse => {
const fetchPromise = fetch(request).then(networkResponse => {
if (networkResponse.ok) {
const responseToCache = networkResponse.clone();
cache.put(request, responseToCache);
}
return networkResponse;
}).catch(err => {
// If fetch fails, and we served from cache, it's fine.
// If cache also missed, this error will propagate.
// console.warn(`[SW ${CACHE_VERSION}] SWR: Network fetch error for ${request.url}`, err);
throw err;
});
return cachedResponse || fetchPromise;
}).catch(() => {
// Fallback to network if cache.match fails
// console.warn(`[SW ${CACHE_VERSION}] SWR: Cache match error for ${request.url}, trying network directly.`);
return fetch(request);
});
})
);
return;
}
// Strategy 3: Cache First for other types of requests (e.g., manifest.json if not in APP_SHELL_URLS)
// console.log(`[SW ${CACHE_VERSION}] CacheFirst for: ${request.url}`);
event.respondWith(
caches.match(request)
.then(response => {
return response || fetch(request).then(networkResponse => {
if(networkResponse.ok) {
const responseClone = networkResponse.clone();
caches.open(CACHE_VERSION).then(cache => cache.put(request, responseClone));
}
return networkResponse;
});
})
);
});
self.addEventListener('message', event => {
if (event.data && event.data.action === 'skipWaiting') {
console.log(`[SW ${CACHE_VERSION}] Received skipWaiting message, activating new SW.`);
self.skipWaiting();
}
});

View File

@@ -1,7 +1,7 @@
<template>
<div class="flex flex-col h-screen overflow-hidden" :class="{'dark': theme === 'dark'}">
<!-- Header Bar -->
<header class="p-3 bg-gray-100 dark:bg-gray-800 shadow-md flex justify-between items-center shrink-0">
<!-- ... header content ... -->
<div class="flex items-center space-x-2">
<button @click="navigateToSetup" class="btn btn-secondary text-sm">
<svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5 inline mr-1" viewBox="0 0 20 20" fill="currentColor"><path d="M10.707 2.293a1 1 0 00-1.414 0l-7 7a1 1 0 001.414 1.414L4 10.414V17a1 1 0 001 1h2a1 1 0 001-1v-2a1 1 0 011-1h2a1 1 0 011 1v2a1 1 0 001 1h2a1 1 0 001-1v-6.586l.293.293a1 1 0 001.414-1.414l-7-7z" /></svg>
@@ -28,8 +28,9 @@
</div>
</header>
<!-- Main content area should allow its children to use its full height -->
<main class="flex-grow overflow-hidden flex flex-col" ref="gameArea">
<!-- Normal Mode -->
<!-- Normal Mode: This div itself needs to take full height of 'main' -->
<div v-if="gameMode === 'normal' && currentPlayer && nextPlayer" class="h-full flex flex-col">
<PlayerDisplay
:player="currentPlayer"
@@ -51,21 +52,20 @@
<!-- All Timers Running Mode -->
<div v-if="gameMode === 'allTimers'" class="p-4 h-full flex flex-col">
<div class="mb-4 flex justify-start items-center">
<h2 class="text-2xl font-semibold">All Timers Mode</h2>
<h2 class="text-2xl font-semibold">All Timers Running</h2>
</div>
<div class="flex-grow overflow-y-auto space-y-2">
<!-- Use playersToListInAllTimersMode -->
<PlayerListItem
v-for="(player) in playersToListInAllTimersMode"
v-for="(player) in playersInAllTimersView"
:key="player.id"
:player="player"
@tapped="() => handlePlayerTapAllTimers(indexInFullList(player.id))"
/>
<p v-if="playersToListInAllTimersMode.length === 0 && players.length > 0 && anyTimerCouldRun" class="text-center text-gray-500 dark:text-gray-400 py-6">
All players are skipped or an issue occurred.
<p v-if="playersInAllTimersView.length === 0 && players.length > 0 && anyTimerCouldRun" class="text-center text-gray-500 dark:text-gray-400 py-6">
All active timers paused.
</p>
<p v-if="playersToListInAllTimersMode.length === 0 && players.length > 0 && !anyTimerCouldRun" class="text-center text-gray-500 dark:text-gray-400 py-6">
All players are skipped.
<p v-if="playersInAllTimersView.length === 0 && players.length > 0 && !anyTimerCouldRun" class="text-center text-gray-500 dark:text-gray-400 py-6">
No players eligible to run. (All skipped or issue)
</p>
<p v-if="players.length === 0" class="text-center text-gray-500 dark:text-gray-400 py-6">
No players to display.
@@ -83,7 +83,6 @@ import { useRouter } from 'vue-router';
import PlayerDisplay from '../components/PlayerDisplay.vue';
import PlayerListItem from '../components/PlayerListItem.vue';
import { AudioService } from '../services/AudioService';
import { WakeLockService } from '../services/WakeLockService';
const store = useStore();
const router = useRouter();
@@ -94,19 +93,18 @@ const currentPlayer = computed(() => store.getters.currentPlayer);
const nextPlayer = computed(() => store.getters.nextPlayer);
const gameMode = computed(() => store.getters.gameMode);
const isMuted = computed(() => store.getters.isMuted);
const gameRunning = computed(() => store.getters.gameRunning);
// const gameRunning = computed(() => store.getters.gameRunning);
let timerInterval = null;
// Shows all non-skipped players when in 'allTimers' mode.
const playersToListInAllTimersMode = computed(() => {
if (gameMode.value === 'allTimers' && players.value) {
return players.value.filter(p => !p.isSkipped);
const playersInAllTimersView = computed(() => {
if (gameMode.value === 'allTimers') {
if (!players.value) return [];
return players.value.filter(p => p.isTimerRunning && !p.isSkipped);
}
return [];
});
// This computed is still used for audio logic and auto-revert
const anyTimerRunningInAllMode = computed(() => {
if (!players.value) return false;
return players.value.some(p => p.isTimerRunning && !p.isSkipped);
@@ -123,8 +121,7 @@ const indexInFullList = (playerId) => {
return players.value.findIndex(p => p.id === playerId);
}
// ... (onMounted, onUnmounted, watchers, navigation, and other methods remain the same)
onMounted(async () => {
onMounted(() => {
if (!players.value || players.value.length < 2) {
router.push({ name: 'Setup' });
return;
@@ -133,30 +130,12 @@ onMounted(async () => {
timerInterval = setInterval(() => {
store.dispatch('tick');
}, 1000);
if (gameRunning.value) {
await WakeLockService.request();
}
});
onUnmounted(async () => {
onUnmounted(() => {
clearInterval(timerInterval);
AudioService.stopContinuousTick();
AudioService.cancelPassTurnSound();
await WakeLockService.release();
});
watch(gameRunning, async (isRunning) => {
if (isRunning) {
await WakeLockService.request();
} else {
if (!WakeLockService.isActive()) return;
setTimeout(async () => {
if (!store.getters.gameRunning && WakeLockService.isActive()) {
await WakeLockService.release();
}
}, 3000);
}
});
watch(gameMode, (newMode) => {
@@ -201,8 +180,7 @@ watch(() => currentPlayer.value?.isTimerRunning, (isRunning, wasRunning) => {
});
const navigateToSetup = async () => {
await WakeLockService.release();
const navigateToSetup = () => {
const isAnyTimerActive = store.getters.gameRunning;
if (isAnyTimerActive) {
if (window.confirm('Game is active. Going to Setup will pause all timers. Continue?')) {
@@ -214,16 +192,21 @@ const navigateToSetup = async () => {
}
};
const navigateToInfo = async () => {
await WakeLockService.release();
const navigateToInfo = () => {
if (store.getters.gameRunning) {
store.commit('PAUSE_ALL_TIMERS');
}
router.push({ name: 'Info' });
};
const toggleMute = () => { store.dispatch('setMuted', !isMuted.value); };
const handleCurrentPlayerTap = () => { store.dispatch('toggleCurrentPlayerTimerNormalMode'); };
const toggleMute = () => {
store.dispatch('setMuted', !isMuted.value);
};
const handleCurrentPlayerTap = () => {
store.dispatch('toggleCurrentPlayerTimerNormalMode');
};
const handlePassTurn = () => {
if(currentPlayer.value && !currentPlayer.value.isSkipped) {
AudioService.cancelPassTurnSound();
@@ -236,26 +219,29 @@ const handlePassTurn = () => {
});
}
};
const handlePlayerTapAllTimers = (playerIndex) => { store.dispatch('togglePlayerTimerAllTimersMode', playerIndex); };
const switchToAllTimersMode = () => { store.dispatch('switchToAllTimersMode'); };
const switchToNormalMode = () => { store.dispatch('switchToNormalMode'); };
// Auto-revert logic
const handlePlayerTapAllTimers = (playerIndex) => {
store.dispatch('togglePlayerTimerAllTimersMode', playerIndex);
};
const switchToAllTimersMode = () => {
store.dispatch('switchToAllTimersMode');
};
const switchToNormalMode = () => {
store.dispatch('switchToNormalMode');
};
watch(anyTimerRunningInAllMode, (anyRunning) => {
// Only revert if we are IN allTimers mode and NO timers are running
if (gameMode.value === 'allTimers' && !anyRunning && players.value && players.value.length > 0) {
const nonSkippedPlayersExist = players.value.some(p => !p.isSkipped);
if (nonSkippedPlayersExist) {
setTimeout(() => {
// Double check condition before switching, state might change rapidly
if(gameMode.value === 'allTimers' && !store.getters.players.some(p => p.isTimerRunning && !p.isSkipped)){
console.log("All timers paused in AllTimersMode, reverting to Normal Mode.");
store.dispatch('switchToNormalMode');
}
}, 250); // A small delay to prevent flickering if a timer is immediately restarted
}, 200);
} else {
// All players are skipped, so stay in all timers mode but paused.
console.log("All players skipped in AllTimersMode, staying paused.");
AudioService.stopContinuousTick();
}
}

View File

@@ -1,21 +1,7 @@
<template>
<div class="flex-grow flex flex-col p-4 md:p-6 lg:p-8 items-center dark:bg-gray-800 text-gray-700 dark:text-gray-200">
<header class="w-full max-w-2xl mb-2 text-center">
<h1 class="text-3xl font-bold text-blue-600 dark:text-blue-400 mb-1">About Nexus Timer</h1>
<div class="flex items-center justify-center space-x-2 text-xs text-gray-500 dark:text-gray-400 mb-4">
<span>Build: <span class="font-mono">{{ buildTime }}</span></span>
<button
v-if="canCheckForUpdate"
@click="checkForUpdates"
class="text-blue-500 hover:text-blue-700 dark:hover:text-blue-300 underline text-xs"
:disabled="checkingForUpdate"
>
{{ checkingForUpdate ? 'Checking...' : 'Check for Update' }}
</button>
</div>
<p v-if="updateStatusMessage" class="text-sm mt-1" :class="updateError ? 'text-red-500' : 'text-green-500'">
{{ updateStatusMessage }}
</p>
<header class="w-full max-w-2xl mb-6 text-center">
<h1 class="text-3xl font-bold text-blue-600 dark:text-blue-400 mb-4">About Nexus Timer</h1>
</header>
<main class="w-full max-w-2xl bg-white dark:bg-gray-700 p-6 rounded-lg shadow-md prose dark:prose-invert">
@@ -30,15 +16,12 @@
<li>Individual customizable countdown timers (MM:SS) per player.</li>
<li>Timers can go into negative time.</li>
<li>Two game modes: Normal (one timer runs) and All Timers Running.</li>
<li>Player management: Add, edit, delete, reorder (max 99 players).</li>
<li>Player management: Add, edit, delete, reorder players.</li>
<li>Photo avatars using device camera or defaults.</li>
<li>Configurable hotkeys for passing turns and global actions.</li>
<li>**MQTT integration for remote control using unique characters per action.**</li>
<li>Configurable hotkeys for passing turns and global pause/resume.</li>
<li>Audio feedback for timer events.</li>
<li>Light/Dark theme options.</li>
<li>Persistent storage of game state.</li>
<li>Screen Wake Lock to keep screen on during active gameplay.</li>
<li>PWA installability with update checks.</li>
</ul>
<h2 class="text-xl font-semibold mt-6 mb-2">Source Code</h2>
@@ -59,65 +42,14 @@
</template>
<script setup>
import { ref, computed, onMounted } from 'vue';
import { useRouter } from 'vue-router';
import { useStore } from 'vuex';
const router = useRouter();
const store = useStore();
const buildTime = ref('N/A');
onMounted(() => {
buildTime.value = import.meta.env.VITE_APP_BUILD_TIME || 'Unknown Build Time';
});
const canCheckForUpdate = ref('serviceWorker' in navigator);
const checkingForUpdate = ref(false);
const updateStatusMessage = ref('');
const updateError = ref(false);
const checkForUpdates = async () => {
if (!('serviceWorker' in navigator)) {
updateStatusMessage.value = 'Service Worker API not supported.';
updateError.value = true;
return;
}
checkingForUpdate.value = true;
updateStatusMessage.value = 'Checking for updates...';
updateError.value = false;
try {
const registration = await navigator.serviceWorker.getRegistration();
if (!registration) {
updateStatusMessage.value = 'No active service worker. Try reloading.';
updateError.value = true;
checkingForUpdate.value = false;
return;
}
await registration.update();
setTimeout(() => {
const newWorker = registration.waiting;
if (newWorker) {
updateStatusMessage.value = 'New version downloaded! Refresh prompt may appear.';
updateError.value = false;
} else if (registration.active && registration.installing) {
updateStatusMessage.value = 'New version installing...';
updateError.value = false;
} else {
updateStatusMessage.value = 'You are on the latest version.';
updateError.value = false;
}
checkingForUpdate.value = false;
}, 2000);
} catch (error) {
console.error('Error checking for PWA updates:', error);
updateStatusMessage.value = 'Error checking updates. See console.';
updateError.value = true;
checkingForUpdate.value = false;
}
};
const store = useStore(); // Get store instance
const goBack = () => {
// Check if there are players to decide between game and setup
if (store.getters.players && store.getters.players.length >= 2) {
router.push({ name: 'Game' });
} else {

View File

@@ -4,9 +4,8 @@
<h1 class="text-4xl font-bold text-blue-600 dark:text-blue-400">Nexus Timer Setup</h1>
</header>
<!-- Player Management (no changes) -->
<!-- Player Management -->
<section class="w-full max-w-3xl bg-white dark:bg-gray-700 p-6 rounded-lg shadow-md mb-6">
<!-- ... Player list ... -->
<div class="flex justify-between items-center mb-4">
<h2 class="text-2xl font-semibold">Players ({{ players.length }})</h2>
<button @click="openAddPlayerModal" class="btn btn-primary" :disabled="players.length >= 99">
@@ -15,127 +14,101 @@
</button>
</div>
<p v-if="players.length < 2" class="text-sm text-yellow-600 dark:text-yellow-400 mb-3">At least 2 players are required to start.</p>
<div v-if="players.length > 0" class="space-y-3 mb-4">
<div v-for="(player, index) in players" :key="player.id" class="flex items-center justify-between p-3 bg-gray-50 dark:bg-gray-600 rounded shadow-sm">
<div class="flex items-center flex-wrap">
<!-- *** START AVATAR LOGIC *** -->
<img
v-if="player.avatar"
:src="player.avatar"
alt="Player Avatar"
class="w-10 h-10 rounded-full object-cover mr-3"
class="w-10 h-10 rounded-full object-cover mr-3 flex-shrink-0"
/>
<DefaultAvatarIcon v-else class="w-10 h-10 rounded-full object-cover mr-3 text-gray-400 bg-gray-200 p-0.5"/>
<DefaultAvatarIcon
v-else
class="w-10 h-10 rounded-full object-cover mr-3 text-gray-400 bg-gray-200 dark:bg-gray-700 p-0.5 flex-shrink-0"
/>
<!-- *** END AVATAR LOGIC *** -->
<span class="font-medium mr-2">{{ player.name }}</span>
<span class="mr-2 text-xs text-gray-500 dark:text-gray-400">({{ formatTime(player.currentTimerSec) }})</span>
<span v-if="player.hotkey" class="text-xs px-1.5 py-0.5 bg-blue-100 dark:bg-blue-700 text-blue-700 dark:text-blue-200 rounded mr-1">
HK: {{ player.hotkey.toUpperCase() }}
</span>
<span v-if="player.mqttChar" class="text-xs px-1.5 py-0.5 bg-purple-100 dark:bg-purple-700 text-purple-700 dark:text-purple-200 rounded">
MQTT: {{ player.mqttChar.toUpperCase() }}
</span>
<span v-if="player.hotkey" class="text-xs px-1.5 py-0.5 bg-blue-100 dark:bg-blue-700 text-blue-700 dark:text-blue-200 rounded">Hotkey: {{ player.hotkey.toUpperCase() }}</span>
</div>
<div class="space-x-1 flex items-center flex-shrink-0">
<button @click="movePlayerUp(index)" :disabled="index === 0" class="btn-icon"><svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2"><path stroke-linecap="round" stroke-linejoin="round" d="M5 15l7-7 7 7" /></svg></button>
<button @click="movePlayerDown(index)" :disabled="index === players.length - 1" class="btn-icon"><svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2"><path stroke-linecap="round" stroke-linejoin="round" d="M19 9l-7 7-7-7" /></svg></button>
<button @click="openEditPlayerModal(player)" class="btn-icon text-yellow-500 hover:text-yellow-600"><svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" viewBox="0 0 20 20" fill="currentColor"><path d="M17.414 2.586a2 2 0 00-2.828 0L7 10.172V13h2.828l7.586-7.586a2 2 0 000-2.828z" /><path fill-rule="evenodd" d="M2 6a2 2 0 012-2h4a1 1 0 010 2H4v10h10v-4a1 1 0 112 0v4a2 2 0 01-2 2H4a2 2 0 01-2-2V6z" clip-rule="evenodd" /></svg></button>
<button @click="confirmDeletePlayer(player.id)" class="btn-icon text-red-500 hover:text-red-600"><svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" viewBox="0 0 20 20" fill="currentColor"><path fill-rule="evenodd" d="M9 2a1 1 0 00-.894.553L7.382 4H4a1 1 0 000 2v10a2 2 0 002 2h8a2 2 0 002-2V6a1 1 0 100-2h-3.382l-.724-1.447A1 1 0 0011 2H9zM7 8a1 1 0 012 0v6a1 1 0 11-2 0V8zm5-1a1 1 0 00-1 1v6a1 1 0 102 0V8a1 1 0 00-1-1z" clip-rule="evenodd" /></svg></button>
<!-- Action buttons -->
<button @click="movePlayerUp(index)" :disabled="index === 0" class="btn-icon text-gray-600 dark:text-gray-300 hover:text-blue-500 disabled:opacity-50 disabled:cursor-not-allowed">
<svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2">
<path stroke-linecap="round" stroke-linejoin="round" d="M5 15l7-7 7 7" />
</svg>
</button>
<button @click="movePlayerDown(index)" :disabled="index === players.length - 1" class="btn-icon text-gray-600 dark:text-gray-300 hover:text-blue-500 disabled:opacity-50 disabled:cursor-not-allowed">
<svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2">
<path stroke-linecap="round" stroke-linejoin="round" d="M19 9l-7 7-7-7" />
</svg>
</button>
<button @click="openEditPlayerModal(player)" class="btn-icon text-yellow-500 hover:text-yellow-600">
<svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" viewBox="0 0 20 20" fill="currentColor"><path d="M17.414 2.586a2 2 0 00-2.828 0L7 10.172V13h2.828l7.586-7.586a2 2 0 000-2.828z" /><path fill-rule="evenodd" d="M2 6a2 2 0 012-2h4a1 1 0 010 2H4v10h10v-4a1 1 0 112 0v4a2 2 0 01-2 2H4a2 2 0 01-2-2V6z" clip-rule="evenodd" /></svg>
</button>
<button @click="confirmDeletePlayer(player.id)" class="btn-icon text-red-500 hover:text-red-600">
<svg xmlns="http://www.w3.org/2000/svg" class="h-5 w-5" viewBox="0 0 20 20" fill="currentColor"><path fill-rule="evenodd" d="M9 2a1 1 0 00-.894.553L7.382 4H4a1 1 0 000 2v10a2 2 0 002 2h8a2 2 0 002-2V6a1 1 0 100-2h-3.382l-.724-1.447A1 1 0 0011 2H9zM7 8a1 1 0 012 0v6a1 1 0 11-2 0V8zm5-1a1 1 0 00-1 1v6a1 1 0 102 0V8a1 1 0 00-1-1z" clip-rule="evenodd" /></svg>
</button>
</div>
</div>
</div>
<div v-else class="text-center text-gray-500 dark:text-gray-400 py-4">No players added. Add at least 2.</div>
<div v-else class="text-center text-gray-500 dark:text-gray-400 py-4">
No players added yet. Add at least 2 to start.
</div>
<div v-if="players.length > 1" class="flex space-x-2 mt-4">
<button @click="shufflePlayers" class="btn btn-secondary text-sm">Shuffle Order</button>
<button @click="reversePlayers" class="btn btn-secondary text-sm">Reverse Order</button>
</div>
</section>
<!-- Game Settings -->
<section class="w-full max-w-3xl bg-white dark:bg-gray-700 p-6 rounded-lg shadow-md mb-6">
<!-- MQTT Broker URL -->
<div class="mb-6">
<label for="mqttBrokerUrl" class="block text-sm font-medium text-gray-700 dark:text-gray-300">MQTT Broker URL</label>
<div class="mt-1 flex rounded-md shadow-sm">
<input type="text" id="mqttBrokerUrl" v-model="localMqttBrokerUrl" placeholder="ws://broker.example.com:9001" class="input-base flex-1 rounded-none rounded-l-md" :disabled="mqttConnectionStatus === 'connected' || mqttConnectionStatus === 'connecting'">
<button @click="toggleMqttConnection"
:class="['btn inline-flex items-center px-4 rounded-l-none rounded-r-md border border-l-0 text-white',
mqttConnectionStatus === 'connected' ? 'bg-red-500 hover:bg-red-600 border-red-600' :
mqttConnectionStatus === 'connecting' ? 'bg-yellow-500 hover:bg-yellow-600 border-yellow-600 !text-black' :
'btn-primary border-blue-500']"
<!-- ... Global hotkey inputs ... -->
<div class="flex items-center justify-between mb-3">
<label for="globalHotkeyStopPause" class="text-sm font-medium text-gray-700 dark:text-gray-300 whitespace-nowrap mr-3">
Global "Stop/Pause All" Hotkey:
</label>
<div class="flex items-center">
<input
type="text"
id="globalHotkeyStopPause"
:value="globalHotkeyStopPauseDisplay"
@keydown.prevent="captureGlobalHotkey($event, 'stopPause')"
placeholder="-"
class="input-base w-12 h-8 text-center font-mono text-lg p-0"
readonly
maxlength="1"
>
{{ mqttConnectionStatus === 'connected' ? 'Disconnect' : (mqttConnectionStatus === 'connecting' ? 'Stop' : 'Connect') }}
<button type="button" @click="clearGlobalHotkey('stopPause')" class="text-xs text-blue-500 hover:underline ml-2 px-2 py-1 rounded hover:bg-gray-100 dark:hover:bg-gray-600">
Clear
</button>
</div>
<p v-if="mqttError" class="text-xs text-red-500 mt-1">{{ mqttError }}</p>
<p v-else-if="mqttConnectionStatus === 'connected'" class="text-xs text-green-500 mt-1">Connected to {{ store.getters.mqttBrokerUrl }}. Subscribed to '{{ MqttService.MQTT_TOPIC_GAME }}'.</p>
<p v-else-if="mqttConnectionStatus === 'connecting'" class="text-xs text-yellow-600 mt-1">Connecting to {{ localMqttBrokerUrl }}... (Click "Stop" to cancel)</p>
<p v-else-if="mqttConnectionStatus === 'disconnected'" class="text-xs text-gray-500 mt-1">Not connected.</p>
</div>
<!-- Global Triggers -->
<div>
<p class="block text-sm font-medium text-gray-700 dark:text-gray-300 mb-1">Global "Toggle Current/Pause All" Trigger:</p>
<div class="flex items-center justify-between space-x-4 mb-3">
<div class="flex items-center justify-between mb-6">
<label for="globalHotkeyRunAll" class="text-sm font-medium text-gray-700 dark:text-gray-300 whitespace-nowrap mr-3">
Global "Run All Timers" Hotkey:
</label>
<div class="flex items-center">
<span class="text-sm mr-2 text-gray-600 dark:text-gray-400">Hotkey:</span>
<button type="button" @click="startCaptureGlobalHotkey('stopPause')" class="input-base w-12 h-8 font-mono text-lg p-0 cursor-pointer flex items-center justify-center">
<span>{{ globalHotkeyStopPauseDisplay || '-' }}</span>
<input
type="text"
id="globalHotkeyRunAll"
:value="globalHotkeyRunAllDisplay"
@keydown.prevent="captureGlobalHotkey($event, 'runAll')"
placeholder="-"
class="input-base w-12 h-8 text-center font-mono text-lg p-0"
readonly
maxlength="1"
>
<button type="button" @click="clearGlobalHotkey('runAll')" class="text-xs text-blue-500 hover:underline ml-2 px-2 py-1 rounded hover:bg-gray-100 dark:hover:bg-gray-600">
Clear
</button>
<button v-if="globalHotkeyStopPause" type="button" @click="clearGlobalHotkey('stopPause')" class="trigger-clear-btn">Clear</button>
<span v-else class="trigger-clear-btn-placeholder"></span>
</div>
<div class="flex items-center">
<span class="text-sm mr-2 text-gray-600 dark:text-gray-400">MQTT:</span>
<button type="button" @click="startCaptureGlobalMqttChar('stopPause')" class="input-base w-12 h-8 font-mono text-lg p-0 cursor-pointer flex items-center justify-center">
<span>{{ globalMqttStopPauseDisplay || '-' }}</span>
</button>
<button v-if="globalMqttStopPause" type="button" @click="clearGlobalMqttChar('stopPause')" class="trigger-clear-btn">Clear</button>
<span v-else class="trigger-clear-btn-placeholder"></span>
</div>
</div>
</div>
<div>
<p class="block text-sm font-medium text-gray-700 dark:text-gray-300 mb-1">Global "Run All Timers" Trigger:</p>
<div class="flex items-center justify-between space-x-4 mb-3">
<div class="flex items-center">
<span class="text-sm mr-2 text-gray-600 dark:text-gray-400">Hotkey:</span>
<button type="button" @click="startCaptureGlobalHotkey('runAll')" class="input-base w-12 h-8 font-mono text-lg p-0 cursor-pointer flex items-center justify-center">
<span>{{ globalHotkeyRunAllDisplay || '-' }}</span>
</button>
<button v-if="globalHotkeyRunAll" type="button" @click="clearGlobalHotkey('runAll')" class="trigger-clear-btn">Clear</button>
<span v-else class="trigger-clear-btn-placeholder"></span>
</div>
<div class="flex items-center">
<span class="text-sm mr-2 text-gray-600 dark:text-gray-400">MQTT:</span>
<button type="button" @click="startCaptureGlobalMqttChar('runAll')" class="input-base w-12 h-8 font-mono text-lg p-0 cursor-pointer flex items-center justify-center">
<span>{{ globalMqttRunAllDisplay || '-' }}</span>
</button>
<button v-if="globalMqttRunAll" type="button" @click="clearGlobalMqttChar('runAll')" class="trigger-clear-btn">Clear</button>
<span v-else class="trigger-clear-btn-placeholder"></span>
</div>
</div>
</div>
<div>
<p class="block text-sm font-medium text-gray-700 dark:text-gray-300 mb-1">Global "Pass Turn" Trigger:</p>
<div class="flex items-center justify-between space-x-4 mb-6">
<div class="flex items-center">
<span class="text-sm mr-2 text-gray-600 dark:text-gray-400">Hotkey:</span>
<button type="button" @click="startCaptureGlobalHotkey('passTurn')" class="input-base w-12 h-8 font-mono text-lg p-0 cursor-pointer flex items-center justify-center">
<span>{{ globalHotkeyPassTurnDisplay || '-' }}</span>
</button>
<button v-if="globalHotkeyPassTurn" type="button" @click="clearGlobalHotkey('passTurn')" class="trigger-clear-btn">Clear</button>
<span v-else class="trigger-clear-btn-placeholder"></span>
</div>
<div class="flex items-center">
<span class="text-sm mr-2 text-gray-600 dark:text-gray-400">MQTT:</span>
<button type="button" @click="startCaptureGlobalMqttChar('passTurn')" class="input-base w-12 h-8 font-mono text-lg p-0 cursor-pointer flex items-center justify-center">
<span>{{ globalMqttPassTurnDisplay || '-' }}</span>
</button>
<button v-if="globalMqttPassTurn" type="button" @click="clearGlobalMqttChar('passTurn')" class="trigger-clear-btn">Clear</button>
<span v-else class="trigger-clear-btn-placeholder"></span>
</div>
</div>
</div>
<div class="flex items-center justify-between mb-4 mt-6">
<!-- ... Dark Mode / Mute ... -->
<div class="flex items-center justify-between mb-4">
<span class="text-sm font-medium text-gray-700 dark:text-gray-300">Dark Mode</span>
<button @click="toggleTheme" class="px-3 py-1.5 rounded-md text-sm font-medium" :class="theme === 'dark' ? 'bg-blue-600 text-white' : 'bg-gray-200 text-gray-800'">
{{ theme === 'dark' ? 'On' : 'Off' }}
@@ -149,50 +122,36 @@
</div>
</section>
<!-- Actions -->
<section class="w-full max-w-3xl mt-4 space-y-3">
<button @click="saveAndClose" class="w-full btn btn-primary btn-lg text-xl py-3" :disabled="players.length < 2 && players.length !==0">Save & Close</button>
<button @click="resetPlayerTimersConfirm" class="w-full btn btn-warning py-2">Reset Player Timers</button>
<button @click="fullResetAppConfirm" class="w-full btn btn-danger py-2">Reset Entire App Data</button>
<button @click="saveAndClose" class="w-full btn btn-primary btn-lg text-xl py-3" :disabled="players.length < 2 && players.length !==0">
Save & Close
</button>
<button @click="resetPlayerTimersConfirm" class="w-full btn btn-warning py-2">
Reset Player Timers
</button>
<button @click="fullResetAppConfirm" class="w-full btn btn-danger py-2">
Reset Entire App Data
</button>
</section>
<PlayerForm v-if="showPlayerModal" :player="editingPlayer" @close="closePlayerModal" @save="savePlayer"/>
<HotkeyCaptureOverlay
:visible="isCapturingGlobalHotkey"
@captured="handleGlobalHotkeyCaptured"
@cancel="cancelCaptureGlobalHotkey"
/>
<MqttCharCaptureOverlay
:visible="isCapturingGlobalMqttChar"
@cancel="cancelCaptureGlobalMqttChar"
<!-- Player Form Modal -->
<PlayerForm
v-if="showPlayerModal"
:player="editingPlayer"
@close="closePlayerModal"
@save="savePlayer"
/>
</div>
</template>
<style scoped>
.trigger-clear-btn {
@apply text-xs text-blue-500 hover:underline ml-2 px-2 py-1 rounded hover:bg-gray-100 dark:hover:bg-gray-600;
min-width: 40px; /* Adjust this width to match the "Clear" button's typical width */
display: inline-block; /* Important for width and centering if text-align used */
text-align: center; /* Center the "Clear" text if button width is larger */
}
.trigger-clear-btn-placeholder {
@apply ml-2 px-2 py-1; /* Match horizontal spacing and padding */
min-width: 40px; /* Match the width of the actual clear button */
display: inline-block; /* To take up space */
visibility: hidden; /* Makes it take space but not be visible */
}
</style>
<script setup>
import { ref, computed, watch, onUnmounted } from 'vue';
import { ref, computed } from 'vue';
import { useStore } from 'vuex';
import { useRouter } from 'vue-router';
import PlayerForm from '../components/PlayerForm.vue';
import { formatTime } from '../utils/timeFormatter';
import DefaultAvatarIcon from '../components/DefaultAvatarIcon.vue';
import HotkeyCaptureOverlay from '../components/HotkeyCaptureOverlay.vue';
import MqttCharCaptureOverlay from '../components/MqttCharCaptureOverlay.vue';
import { MqttService } from '../services/MqttService';
const store = useStore();
const router = useRouter();
@@ -201,25 +160,11 @@ const players = computed(() => store.getters.players);
const theme = computed(() => store.getters.theme);
const isMuted = computed(() => store.getters.isMuted);
const localMqttBrokerUrl = ref(store.getters.mqttBrokerUrl);
watch(() => store.getters.mqttBrokerUrl, (newUrl) => { localMqttBrokerUrl.value = newUrl; });
const mqttConnectionStatus = MqttService.connectionStatus;
const mqttError = MqttService.error;
const globalHotkeyStopPause = computed(() => store.getters.globalHotkeyStopPause);
const globalHotkeyStopPauseDisplay = computed(() => globalHotkeyStopPause.value ? globalHotkeyStopPause.value.toUpperCase() : '');
const globalMqttStopPause = computed(() => store.getters.globalMqttStopPause);
const globalMqttStopPauseDisplay = computed(() => globalMqttStopPause.value ? globalMqttStopPause.value.toUpperCase() : '');
const globalHotkeyRunAll = computed(() => store.getters.globalHotkeyRunAll);
const globalHotkeyRunAllDisplay = computed(() => globalHotkeyRunAll.value ? globalHotkeyRunAll.value.toUpperCase() : '');
const globalMqttRunAll = computed(() => store.getters.globalMqttRunAll);
const globalMqttRunAllDisplay = computed(() => globalMqttRunAll.value ? globalMqttRunAll.value.toUpperCase() : '');
const globalHotkeyPassTurn = computed(() => store.getters.globalHotkeyPassTurn);
const globalHotkeyPassTurnDisplay = computed(() => globalHotkeyPassTurn.value ? globalHotkeyPassTurn.value.toUpperCase() : '');
const globalMqttPassTurn = computed(() => store.getters.globalMqttPassTurn);
const globalMqttPassTurnDisplay = computed(() => globalMqttPassTurn.value ? globalMqttPassTurn.value.toUpperCase() : '');
const showPlayerModal = ref(false);
const editingPlayer = ref(null);
@@ -232,14 +177,17 @@ const openAddPlayerModal = () => {
alert("Maximum player limit (99) reached.");
}
};
const openEditPlayerModal = (player) => {
editingPlayer.value = player;
showPlayerModal.value = true;
};
const closePlayerModal = () => {
showPlayerModal.value = false;
editingPlayer.value = null;
};
const savePlayer = (playerData) => {
if (playerData.id) {
store.dispatch('updatePlayer', playerData);
@@ -249,19 +197,26 @@ const savePlayer = (playerData) => {
avatar: playerData.avatar,
initialTimerSec: playerData.initialTimerSec,
currentTimerSec: playerData.currentTimerSec,
hotkey: playerData.hotkey,
mqttChar: playerData.mqttChar
hotkey: playerData.hotkey
});
}
closePlayerModal();
};
const confirmDeletePlayer = (playerId) => {
if (window.confirm('Are you sure you want to delete this player?')) {
store.dispatch('deletePlayer', playerId);
}
};
const shufflePlayers = () => { store.dispatch('shufflePlayers'); };
const reversePlayers = () => { store.dispatch('reversePlayers'); };
const shufflePlayers = () => {
store.dispatch('shufflePlayers');
};
const reversePlayers = () => {
store.dispatch('reversePlayers');
};
const movePlayerUp = (index) => {
if (index > 0) {
const newPlayersOrder = [...players.value];
@@ -271,6 +226,7 @@ const movePlayerUp = (index) => {
store.dispatch('reorderPlayers', newPlayersOrder);
}
};
const movePlayerDown = (index) => {
if (index < players.value.length - 1) {
const newPlayersOrder = [...players.value];
@@ -281,114 +237,53 @@ const movePlayerDown = (index) => {
}
};
const isCapturingGlobalHotkey = ref(false);
const isCapturingGlobalMqttChar = ref(false);
const currentGlobalActionType = ref(null); // 'stopPause', 'runAll', or 'passTurn'
const startCaptureGlobalHotkey = (actionType) => {
currentGlobalActionType.value = actionType;
isCapturingGlobalHotkey.value = true;
};
const cancelCaptureGlobalHotkey = () => {
isCapturingGlobalHotkey.value = false;
currentGlobalActionType.value = null;
};
const clearGlobalHotkey = (actionType) => {
if (actionType === 'stopPause') store.dispatch('setGlobalHotkeyStopPause', null);
else if (actionType === 'runAll') store.dispatch('setGlobalHotkeyRunAll', null);
else if (actionType === 'passTurn') store.dispatch('setGlobalHotkeyPassTurn', null);
};
const handleGlobalHotkeyCaptured = (key) => {
isCapturingGlobalHotkey.value = false;
const actionType = currentGlobalActionType.value;
if (!actionType || key.length !== 1) { currentGlobalActionType.value = null; return; }
let conflictMessage = '';
if (store.state.players.some(p => p.hotkey === key)) {
conflictMessage = `Hotkey "${key.toUpperCase()}" is already used by a player.`;
}
else if (actionType === 'stopPause') {
if (store.state.globalHotkeyRunAll === key) conflictMessage = `Hotkey "${key.toUpperCase()}" is Global Run All Timers Hotkey.`;
if (store.state.globalHotkeyPassTurn === key) conflictMessage = `Hotkey "${key.toUpperCase()}" is Global Pass Turn Hotkey.`;
} else if (actionType === 'runAll') {
if (store.state.globalHotkeyStopPause === key) conflictMessage = `Hotkey "${key.toUpperCase()}" is Global Stop/Pause Hotkey.`;
if (store.state.globalHotkeyPassTurn === key) conflictMessage = `Hotkey "${key.toUpperCase()}" is Global Pass Turn Hotkey.`;
} else if (actionType === 'passTurn') {
if (store.state.globalHotkeyStopPause === key) conflictMessage = `Hotkey "${key.toUpperCase()}" is Global Stop/Pause Hotkey.`;
if (store.state.globalHotkeyRunAll === key) conflictMessage = `Hotkey "${key.toUpperCase()}" is Global Run All Hotkey.`;
}
if (conflictMessage) { alert(conflictMessage); currentGlobalActionType.value = null; return; }
if (actionType === 'stopPause') store.dispatch('setGlobalHotkeyStopPause', key);
else if (actionType === 'runAll') store.dispatch('setGlobalHotkeyRunAll', key);
else if (actionType === 'passTurn') store.dispatch('setGlobalHotkeyPassTurn', key);
currentGlobalActionType.value = null;
};
const startCaptureGlobalMqttChar = (actionType) => {
if (MqttService.connectionStatus.value !== 'connected') {
alert('MQTT broker is not connected. Please connect first.');
const captureGlobalHotkey = (event, type) => {
event.preventDefault();
let key = event.key;
if (event.code === 'Space') {
key = ' ';
} else if (key.length > 1 && key !== ' ') {
return;
}
currentGlobalActionType.value = actionType;
isCapturingGlobalMqttChar.value = true;
MqttService.startMqttCharCapture(handleGlobalMqttCharCapturedDirect);
};
const cancelCaptureGlobalMqttChar = () => {
isCapturingGlobalMqttChar.value = false;
currentGlobalActionType.value = null;
MqttService.stopMqttCharCapture();
};
const clearGlobalMqttChar = (actionType) => {
if (actionType === 'stopPause') store.dispatch('setGlobalMqttStopPause', null);
else if (actionType === 'runAll') store.dispatch('setGlobalMqttRunAll', null);
else if (actionType === 'passTurn') store.dispatch('setGlobalMqttPassTurn', null);
};
const handleGlobalMqttCharCapturedDirect = (charKey) => {
isCapturingGlobalMqttChar.value = false;
const actionType = currentGlobalActionType.value;
if (!actionType || charKey.length !== 1) { currentGlobalActionType.value = null; return; }
let conflictMessage = '';
if (store.state.players.some(p => p.mqttChar === charKey)) {
conflictMessage = `MQTT Char "${charKey.toUpperCase()}" is already used by a player.`;
key = key.toLowerCase();
const isPlayerHotkey = store.state.players.some(p => p.hotkey === key);
if (isPlayerHotkey) {
alert(`Hotkey "${key.toUpperCase()}" is already assigned to a player.`);
return;
}
else if (actionType === 'stopPause') {
if (store.state.globalMqttRunAll === charKey) conflictMessage = `MQTT Char "${charKey.toUpperCase()}" is Global Run All Timers MQTT Char.`;
if (store.state.globalMqttPassTurn === charKey) conflictMessage = `MQTT Char "${charKey.toUpperCase()}" is Global Pass Turn MQTT Char.`;
} else if (actionType === 'runAll') {
if (store.state.globalMqttStopPause === charKey) conflictMessage = `MQTT Char "${charKey.toUpperCase()}" is Global Stop/Pause MQTT Char.`;
if (store.state.globalMqttPassTurn === charKey) conflictMessage = `MQTT Char "${charKey.toUpperCase()}" is Global Pass Turn MQTT Char.`;
} else if (actionType === 'passTurn') {
if (store.state.globalMqttStopPause === charKey) conflictMessage = `MQTT Char "${charKey.toUpperCase()}" is Global Stop/Pause MQTT Char.`;
if (store.state.globalMqttRunAll === charKey) conflictMessage = `MQTT Char "${charKey.toUpperCase()}" is Global Run All Timers MQTT Char.`;
if (type === 'stopPause') {
if (store.state.globalHotkeyRunAll === key) {
alert(`Hotkey "${key.toUpperCase()}" is already assigned to Global "Run All Timers".`);
return;
}
store.dispatch('setGlobalHotkeyStopPause', key);
} else if (type === 'runAll') {
if (store.state.globalHotkeyStopPause === key) {
alert(`Hotkey "${key.toUpperCase()}" is already assigned to Global "Stop/Pause All".`);
return;
}
store.dispatch('setGlobalHotkeyRunAll', key);
}
if (conflictMessage) { alert(conflictMessage); currentGlobalActionType.value = null; return; }
if (actionType === 'stopPause') store.dispatch('setGlobalMqttStopPause', charKey);
else if (actionType === 'runAll') store.dispatch('setGlobalMqttRunAll', charKey);
else if (actionType === 'passTurn') store.dispatch('setGlobalMqttPassTurn', charKey);
currentGlobalActionType.value = null;
};
const toggleMqttConnection = async () => {
if (MqttService.connectionStatus.value === 'connected' || MqttService.connectionStatus.value === 'connecting') {
MqttService.disconnect();
await store.dispatch('setMqttConnectDesired', false);
} else {
if (!localMqttBrokerUrl.value.trim()) { alert("Please enter MQTT Broker URL (e.g., ws://host:port)."); return; }
try {
const url = new URL(localMqttBrokerUrl.value);
if(!url.protocol.startsWith('ws')) { throw new Error("URL must start with ws:// or wss://"); }
} catch (e) { alert(`Invalid MQTT Broker URL: ${e.message}. Please use format ws://host:port or wss://host:port.`); return; }
await store.dispatch('setMqttBrokerUrl', localMqttBrokerUrl.value);
MqttService.connect(localMqttBrokerUrl.value);
const clearGlobalHotkey = (type) => {
if (type === 'stopPause') {
store.dispatch('setGlobalHotkeyStopPause', null);
} else if (type === 'runAll') {
store.dispatch('setGlobalHotkeyRunAll', null);
}
};
onUnmounted(() => {
if (MqttService.isCapturingMqttChar.value) { MqttService.stopMqttCharCapture(); }
});
const toggleTheme = () => { store.dispatch('toggleTheme'); };
const toggleMute = () => { store.dispatch('setMuted', !isMuted.value); };
const toggleTheme = () => {
store.dispatch('toggleTheme');
};
const toggleMute = () => {
store.dispatch('setMuted', !isMuted.value);
};
const saveAndClose = () => {
store.dispatch('saveState');
if (players.value.length >= 2) {
@@ -404,11 +299,13 @@ const saveAndClose = () => {
alert('At least 2 players are required to start a game.');
}
};
const resetPlayerTimersConfirm = () => {
if (window.confirm('Are you sure you want to reset all current players\' timers to their initial values? This will not delete players.')) {
store.dispatch('resetGame');
}
};
const fullResetAppConfirm = () => {
if (window.confirm('Are you sure you want to reset all app data? This includes all players, settings, and timer states. The app will revert to its default state with 2 predefined players.')) {
store.dispatch('fullResetApp');

View File

@@ -1,28 +0,0 @@
[Unit]
Description=nexus-timer (virt-nexus-timer)
Requires=docker.service
After=network.target docker.service
DefaultDependencies=no
[Service]
Type=simple
Environment="HOME=/root"
ExecStartPre=-/usr/bin/env sh -c '/usr/bin/env docker stop -t 3 virt-nexus-timer 2>/dev/null || true'
ExecStartPre=-/usr/bin/env sh -c '/usr/bin/env docker rm virt-nexus-timer 2>/dev/null || true'
ExecStart=/usr/bin/env docker run \
--rm \
--name=virt-nexus-timer \
--network=traefik \
--label-file /virt/nexus-timer/labels \
virt-nexus-timer
ExecStop=-/usr/bin/env sh -c '/usr/bin/env docker stop -t 3 virt-nexus-timer 2>/dev/null || true'
ExecStop=-/usr/bin/env sh -c '/usr/bin/env docker rm virt-nexus-timer 2>/dev/null || true'
Restart=always
RestartSec=30
SyslogIdentifier=virt-nexus-timer
[Install]
WantedBy=multi-user.target

View File

@@ -1,35 +0,0 @@
[Unit]
Description=Small server for creating HTTP endpoints (hooks)
Documentation=https://github.com/adnanh/webhook/
After=network-online.target
Wants=network-online.target
ConditionPathExists=/etc/webhook.conf
[Service]
Type=simple
# Clear any existing ExecStart from a base unit file, if any
ExecStart=
# Path to webhook, IP, port, path to hooks config, verbose logging, hot-reloading config
ExecStart=/usr/bin/webhook -ip 10.0.0.1 -port 9000 -verbose -nopanic -hooks /etc/webhook.conf
# --- Security & User (Recommended) ---
# 1. Create a dedicated user:
# sudo useradd --system --no-create-home --shell /bin/false webhooksvc
# 2. Ensure this user can read /etc/webhook.conf and execute redeploy.sh
# sudo chown webhooksvc:webhooksvc /etc/webhook.conf && sudo chmod 640 /etc/webhook.conf
# Also grant sudo rights for systemctl restart as mentioned in Step 3.1.
# Uncomment and use if you created the 'webhooksvc' user:
# User=webhooksvc
# Group=webhooksvc
# If running as root (less secure), leave User/Group commented.
Restart=on-failure
RestartSec=5s
TimeoutStopSec=30s
StandardOutput=journal
StandardError=journal
[Install]
WantedBy=multi-user.target

View File

@@ -1,53 +1,10 @@
import { defineConfig } from 'vite';
import vue from '@vitejs/plugin-vue';
import fs from 'fs';
import { resolve } from 'path';
const packageJson = JSON.parse(fs.readFileSync('./package.json', 'utf8'));
const appVersion = packageJson.version;
// Get current date (this will be the server's local time where the build runs)
const now = new Date();
// Options for date formatting, targeting CET/CEST
const dateTimeFormatOptionsCEST = {
year: 'numeric', month: '2-digit', day: '2-digit',
hour: '2-digit', minute: '2-digit', second: '2-digit',
hour12: false, // Use 24-hour format
timeZone: 'Europe/Bratislava' // Or 'Europe/Prague', 'Europe/Berlin', etc. (any major CET/CEST city)
// This will automatically handle Daylight Saving Time (CEST vs CET)
};
// Generate build time string using a specific time zone that observes CET/CEST
const appBuildTime = now.toLocaleString('sk-SK', dateTimeFormatOptionsCEST) + " CEST/CET"; // Add timezone indicator for clarity
import { defineConfig } from 'vite'
import vue from '@vitejs/plugin-vue'
// https://vitejs.dev/config/
export default defineConfig({
plugins: [vue()],
server: {
port: 8080
},
define: {
'import.meta.env.VITE_APP_BUILD_TIME': JSON.stringify(appBuildTime),
'__APP_CACHE_VERSION__': JSON.stringify(`nexus-timer-cache-v${appVersion}-${Date.now()}`)
},
build: {
rollupOptions: {
input: {
main: resolve(__dirname, 'index.html'),
sw: resolve(__dirname, 'src/sw.js')
},
output: {
entryFileNames: assetInfo => {
if (assetInfo.name === 'sw') {
return 'service-worker.js';
}
return 'assets/[name]-[hash].js';
},
chunkFileNames: 'assets/[name]-[hash].js',
assetFileNames: 'assets/[name]-[hash].[ext]',
}
},
emptyOutDir: true,
}
});
})