feat: server-authoritative save — wait for server before game starts
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- Store starts in ready:false — no game actions until authority loaded - useSaveSync signals serverLoaded (success, empty, or unreachable) - GameSync orchestrates: logged in → wait server, guest → localStorage - Home shows loading screen until ready - localStorage = cache only, server = authority for logged-in users
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@@ -1,4 +1,5 @@
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// useGameStore.ts — Zustand store, source unique de l'état game
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// Serveur = autorité. localStorage = fallback invité uniquement.
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// Lazy calculation pattern : gains passifs calculés au read depuis lastTick
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import { create } from "zustand";
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@@ -17,7 +18,7 @@ import {
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const SAVE_KEY = "clickerz_state";
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function loadState(): GameState {
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function loadLocalState(): GameState {
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try {
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const raw = localStorage.getItem(SAVE_KEY);
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if (!raw) return { ...DEFAULT_STATE, lastTick: Date.now() };
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@@ -28,7 +29,7 @@ function loadState(): GameState {
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}
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}
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function saveState(state: GameState): void {
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function saveLocal(state: GameState): void {
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localStorage.setItem(SAVE_KEY, JSON.stringify(state));
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}
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@@ -36,6 +37,7 @@ interface GameStore {
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// State
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state: GameState;
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playSeconds: number;
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ready: boolean; // true once the authoritative state is loaded
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// Derived (recalculated on tick)
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canPrestige: boolean;
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@@ -49,19 +51,25 @@ interface GameStore {
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prestige: () => void;
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reset: () => void;
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loadFromServer: (serverState: GameState) => void;
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initGuest: () => void; // fallback when no server save (guest mode)
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generatorCost: typeof genCost;
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}
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// Start with DEFAULT_STATE — game is NOT ready until loadFromServer or initGuest
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const initialState = { ...DEFAULT_STATE, lastTick: Date.now() };
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export const useGameStore = create<GameStore>((set, get) => ({
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state: loadState(),
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state: initialState,
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playSeconds: 0,
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canPrestige: canPrestigeCheck(loadState()),
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productionPerSecond: totalProductionPerSecond(loadState()),
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ready: false,
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canPrestige: false,
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productionPerSecond: 0,
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tick: () => {
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if (!get().ready) return;
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set((s) => {
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const updated = applyIdleGains(s.state, Date.now());
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saveState(updated);
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saveLocal(updated);
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return {
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state: updated,
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playSeconds: s.playSeconds + 1,
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@@ -72,9 +80,10 @@ export const useGameStore = create<GameStore>((set, get) => ({
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},
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click: () => {
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if (!get().ready) return;
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set((s) => {
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const updated = applyClick(applyIdleGains(s.state, Date.now()));
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saveState(updated);
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saveLocal(updated);
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return {
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state: updated,
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canPrestige: canPrestigeCheck(updated),
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@@ -84,11 +93,12 @@ export const useGameStore = create<GameStore>((set, get) => ({
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},
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buy: (genId: string) => {
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if (!get().ready) return;
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set((s) => {
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const withIdle = applyIdleGains(s.state, Date.now());
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const updated = buyGenerator(withIdle, genId);
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if (!updated) return s;
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saveState(updated);
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saveLocal(updated);
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return {
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state: updated,
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productionPerSecond: totalProductionPerSecond(updated),
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@@ -97,10 +107,11 @@ export const useGameStore = create<GameStore>((set, get) => ({
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},
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buyNode: (nodeId: string) => {
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if (!get().ready) return;
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set((s) => {
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const updated = buyEvolutionNode(s.state, nodeId);
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if (!updated) return s;
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saveState(updated);
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saveLocal(updated);
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return {
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state: updated,
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productionPerSecond: totalProductionPerSecond(updated),
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@@ -109,10 +120,11 @@ export const useGameStore = create<GameStore>((set, get) => ({
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},
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prestige: () => {
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if (!get().ready) return;
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set((s) => {
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if (!canPrestigeCheck(s.state)) return s;
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const updated = applyPrestige(s.state);
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saveState(updated);
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saveLocal(updated);
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return {
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state: updated,
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canPrestige: canPrestigeCheck(updated),
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@@ -123,24 +135,38 @@ export const useGameStore = create<GameStore>((set, get) => ({
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reset: () => {
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const fresh = { ...DEFAULT_STATE, lastTick: Date.now() };
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saveState(fresh);
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saveLocal(fresh);
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set({
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state: fresh,
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playSeconds: 0,
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ready: true,
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canPrestige: false,
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productionPerSecond: 0,
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});
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},
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// Server save loaded — this IS the authority
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loadFromServer: (serverState: GameState) => {
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const hydrated = applyIdleGains(serverState, Date.now());
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saveState(hydrated);
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saveLocal(hydrated); // mirror to localStorage as cache
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set({
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state: hydrated,
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ready: true,
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canPrestige: canPrestigeCheck(hydrated),
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productionPerSecond: totalProductionPerSecond(hydrated),
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});
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},
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// Guest mode — no server save, use localStorage or fresh state
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initGuest: () => {
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const local = loadLocalState();
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set({
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state: local,
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ready: true,
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canPrestige: canPrestigeCheck(local),
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productionPerSecond: totalProductionPerSecond(local),
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});
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},
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generatorCost: genCost,
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}));
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