All files / web/src socket-server.ts

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                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       
import type { Server as HTTPServer } from 'http'
import { Server as SocketIOServer } from 'socket.io'
import type { Server as SocketIOServerType } from 'socket.io'
import { createAdapter } from '@socket.io/redis-adapter'
import {
  applyGameMove,
  createArcadeSession,
  deleteArcadeSession,
  getArcadeSession,
  getArcadeSessionByRoom,
  updateSessionActivity,
  updateSessionActivePlayers,
  getGameStateFromSession,
  setGameStateInNamespace,
} from './lib/arcade/session-manager'
import { createRoom, getRoomById } from './lib/arcade/room-manager'
import { getRoomMembers, getUserRooms, setMemberOnline } from './lib/arcade/room-membership'
import { getRoomActivePlayers, getRoomPlayerIds } from './lib/arcade/player-manager'
import { getValidator, type GameName } from './lib/arcade/validators'
import type { GameMove } from './lib/arcade/validation/types'
import { getGameConfig } from './lib/arcade/game-config-helpers'
import { canPerformAction, isParentOf } from './lib/classroom'
import { incrementShareViewCount, validateSessionShare } from './lib/session-share'
import {
  getRemoteCameraSession,
  markPhoneConnected,
  markPhoneDisconnected,
} from './lib/remote-camera/session-manager'
import { createRedisClient } from './lib/redis'
import { VisionRecorder, type VisionFrame, type PracticeStateInput } from './lib/vision/recording'
import { socketConnections, socketConnectionsTotal } from './lib/metrics'

// Throttle map for DVR buffer info emissions (sessionId -> last emit timestamp)
const lastDvrBufferInfoEmit = new Map<string, number>()

// Server-side mismatch timers for matching game (keyed by roomId or solo-userId)
const activeMismatchTimers = new Map<string, ReturnType<typeof setTimeout>>()

// Yjs server-side imports
import * as Y from 'yjs'
import * as awarenessProtocol from 'y-protocols/awareness'
import * as syncProtocol from 'y-protocols/sync'
import * as encoding from 'lib0/encoding'
import * as decoding from 'lib0/decoding'

// Use globalThis to store socket.io instance to avoid module isolation issues
// This ensures the same instance is accessible across dynamic imports
declare global {
  var __socketIO: SocketIOServerType | undefined
  var __yjsRooms: Map<string, any> | undefined // Map<roomId, RoomState>
}

/**
 * Get the socket.io server instance
 * Returns null if not initialized
 */
export function getSocketIO(): SocketIOServerType | null {
  return globalThis.__socketIO || null
}

/**
 * Initialize Yjs WebSocket server for real-time collaboration
 * Server-authoritative approach - maintains Y.Doc per arcade room, handles sync protocol
 *
 * IMPORTANT: Yjs rooms map 1:1 with arcade rooms (roomId === arcade room ID)
 */
function initializeYjsServer(io: SocketIOServerType) {
  // Room state storage (keyed by arcade room ID)
  interface RoomState {
    doc: Y.Doc
    awareness: awarenessProtocol.Awareness
    connections: Set<string> // Socket IDs
  }

  const rooms = new Map<string, RoomState>() // Map<arcadeRoomId, RoomState>
  const socketToRoom = new Map<string, string>() // Map<socketId, roomId>

  // Store rooms globally for persistence access
  globalThis.__yjsRooms = rooms

  function getOrCreateRoom(roomName: string): RoomState {
    if (!rooms.has(roomName)) {
      const doc = new Y.Doc()
      const awareness = new awarenessProtocol.Awareness(doc)

      // Broadcast document updates to all clients via Socket.IO
      doc.on('update', (update: Uint8Array, origin: any) => {
        // Origin is the socket ID that sent the update, don't echo back to sender
        const encoder = encoding.createEncoder()
        encoding.writeVarUint(encoder, 0) // messageSync
        syncProtocol.writeUpdate(encoder, update)
        const message = encoding.toUint8Array(encoder)

        // Broadcast to all sockets in this room except origin
        io.to(`yjs:${roomName}`)
          .except(origin as string)
          .emit('yjs-update', Array.from(message))
      })

      // Broadcast awareness updates to all clients via Socket.IO
      awareness.on('update', ({ added, updated, removed }: any, origin: any) => {
        const changedClients = added.concat(updated).concat(removed)
        const encoder = encoding.createEncoder()
        encoding.writeVarUint(encoder, 1) // messageAwareness
        encoding.writeVarUint8Array(
          encoder,
          awarenessProtocol.encodeAwarenessUpdate(awareness, changedClients)
        )
        const message = encoding.toUint8Array(encoder)

        // Broadcast to all sockets in this room except origin
        io.to(`yjs:${roomName}`)
          .except(origin as string)
          .emit('yjs-awareness', Array.from(message))
      })

      const roomState: RoomState = {
        doc,
        awareness,
        connections: new Set(),
      }
      rooms.set(roomName, roomState)
      console.log(`✅ Created Y.Doc for room: ${roomName}`)

      // Load persisted state asynchronously (don't block connection)
      void loadPersistedYjsState(roomName).catch((err) => {
        console.error(`Failed to load persisted state for room ${roomName}:`, err)
      })
    }
    return rooms.get(roomName)!
  }

  // Handle Yjs connections via Socket.IO
  io.on('connection', (socket) => {
    // Join Yjs room
    socket.on('yjs-join', async (roomId: string) => {
      const room = getOrCreateRoom(roomId)

      // Join Socket.IO room
      await socket.join(`yjs:${roomId}`)
      room.connections.add(socket.id)
      socketToRoom.set(socket.id, roomId)

      console.log(`🔗 Client connected to Yjs room: ${roomId} (${room.connections.size} clients)`)

      // Send initial sync (SyncStep1)
      const encoder = encoding.createEncoder()
      encoding.writeVarUint(encoder, 0) // messageSync
      syncProtocol.writeSyncStep1(encoder, room.doc)
      socket.emit('yjs-sync', Array.from(encoding.toUint8Array(encoder)))

      // Send current awareness state
      const awarenessStates = room.awareness.getStates()
      if (awarenessStates.size > 0) {
        const awarenessEncoder = encoding.createEncoder()
        encoding.writeVarUint(awarenessEncoder, 1) // messageAwareness
        encoding.writeVarUint8Array(
          awarenessEncoder,
          awarenessProtocol.encodeAwarenessUpdate(
            room.awareness,
            Array.from(awarenessStates.keys())
          )
        )
        socket.emit('yjs-awareness', Array.from(encoding.toUint8Array(awarenessEncoder)))
      }
    })

    // Handle Yjs sync messages
    socket.on('yjs-update', (data: number[]) => {
      const roomId = socketToRoom.get(socket.id)
      if (!roomId) return

      const room = rooms.get(roomId)
      if (!room) return

      const uint8Data = new Uint8Array(data)
      const decoder = decoding.createDecoder(uint8Data)
      const messageType = decoding.readVarUint(decoder)

      if (messageType === 0) {
        // Sync protocol
        const encoder = encoding.createEncoder()
        encoding.writeVarUint(encoder, 0)
        syncProtocol.readSyncMessage(decoder, encoder, room.doc, socket.id)

        // Send response if there's content
        if (encoding.length(encoder) > 1) {
          socket.emit('yjs-sync', Array.from(encoding.toUint8Array(encoder)))
        }
      }
    })

    // Handle awareness updates
    socket.on('yjs-awareness', (data: number[]) => {
      const roomId = socketToRoom.get(socket.id)
      if (!roomId) return

      const room = rooms.get(roomId)
      if (!room) return

      const uint8Data = new Uint8Array(data)
      const decoder = decoding.createDecoder(uint8Data)
      const messageType = decoding.readVarUint(decoder)

      if (messageType === 1) {
        awarenessProtocol.applyAwarenessUpdate(
          room.awareness,
          decoding.readVarUint8Array(decoder),
          socket.id
        )
      }
    })

    // Cleanup on disconnect
    socket.on('disconnect', () => {
      const roomId = socketToRoom.get(socket.id)
      if (roomId) {
        const room = rooms.get(roomId)
        if (room) {
          room.connections.delete(socket.id)
          console.log(
            `🔌 Client disconnected from Yjs room: ${roomId} (${room.connections.size} remain)`
          )

          // Clean up empty rooms after grace period
          if (room.connections.size === 0) {
            setTimeout(() => {
              if (room.connections.size === 0) {
                room.awareness.destroy()
                room.doc.destroy()
                rooms.delete(roomId)
                console.log(`🗑️  Cleaned up room: ${roomId}`)
              }
            }, 30000)
          }
        }
        socketToRoom.delete(socket.id)
      }
    })
  })

  console.log('✅ Yjs over Socket.IO initialized')

  // Periodic persistence: sync Y.Doc state to arcade_sessions every 30 seconds
  setInterval(() => {
    persistAllYjsRooms().catch((error) => {
      console.error('Error in periodic Yjs persistence:', error)
    })
  }, 30000)
}

/**
 * Get Y.Doc for a specific room (for persistence)
 * Returns null if room doesn't exist
 */
export function getYjsDoc(roomId: string): Y.Doc | null {
  const rooms = globalThis.__yjsRooms
  if (!rooms) return null

  const room = rooms.get(roomId)
  return room ? room.doc : null
}

/**
 * Load persisted cells into a Y.Doc
 * Should be called when creating a new room that has persisted state
 */
export async function loadPersistedYjsState(roomId: string): Promise<void> {
  const { extractCellsFromDoc, populateDocWithCells } = await import('./lib/arcade/yjs-persistence')

  const doc = getYjsDoc(roomId)
  if (!doc) return

  // Get the arcade session for this room
  const session = await getArcadeSessionByRoom(roomId)
  if (!session) return

  const gameState = session.gameState as any
  if (gameState.cells && Array.isArray(gameState.cells)) {
    console.log(`📥 Loading ${gameState.cells.length} persisted cells for room: ${roomId}`)
    populateDocWithCells(doc, gameState.cells)
  }
}

/**
 * Persist Y.Doc cells for a specific room to arcade_sessions
 */
export async function persistYjsRoom(roomId: string): Promise<void> {
  try {
    const { extractCellsFromDoc } = await import('./lib/arcade/yjs-persistence')
    const { db, schema } = await import('@/db')
    const { eq } = await import('drizzle-orm')

    const doc = getYjsDoc(roomId)
    if (!doc) return

    const session = await getArcadeSessionByRoom(roomId)
    if (!session) return

    // Extract cells from Y.Doc
    const cells = extractCellsFromDoc(doc, 'cells')

    // Update the gameState with current cells
    const currentState = session.gameState as Record<string, any>
    const updatedGameState = {
      ...currentState,
      cells,
    }

    // Save to database
    await db
      .update(schema.arcadeSessions)
      .set({
        gameState: updatedGameState as any,
        lastActivityAt: new Date(),
      })
      .where(eq(schema.arcadeSessions.roomId, roomId))
  } catch (error) {
    console.error(`Error persisting Yjs room ${roomId}:`, error)
  }
}

/**
 * Persist all active Yjs rooms
 */
export async function persistAllYjsRooms(): Promise<void> {
  const rooms = globalThis.__yjsRooms
  if (!rooms || rooms.size === 0) return

  const roomIds = Array.from(rooms.keys())
  for (const roomId of roomIds) {
    // Only persist rooms with active connections
    const room = rooms.get(roomId)
    if (room && room.connections.size > 0) {
      await persistYjsRoom(roomId)
    }
  }
}

export function initializeSocketServer(httpServer: HTTPServer) {
  const io = new SocketIOServer(httpServer, {
    path: '/api/socket',
    cors: {
      origin: process.env.NEXT_PUBLIC_URL || 'http://localhost:3000',
      credentials: true,
    },
  })

  // Set up Redis adapter for cross-instance Socket.IO broadcasts (production only)
  // In dev without Redis, Socket.IO works normally on single instance
  const pubClient = createRedisClient()
  if (pubClient) {
    const subClient = pubClient.duplicate()
    io.adapter(createAdapter(pubClient, subClient))
    console.log('[Socket.IO] Redis adapter configured for cross-instance communication')
  } else {
    console.log('[Socket.IO] No Redis available, using default in-memory adapter (single instance)')
  }

  // Yjs collaborative editing — disabled until implementation is complete.
  // Was registering extra connection handlers + a 30s setInterval on every socket,
  // and leaking Y.Doc event listeners on room creation. Enable with ENABLE_YJS=true.
  if (process.env.ENABLE_YJS === 'true') {
    initializeYjsServer(io)
  }

  io.on('connection', (socket) => {
    // Track Socket.IO connection metrics
    socketConnections.inc()
    socketConnectionsTotal.inc()

    let currentUserId: string | null = null

    // Join arcade session room
    socket.on(
      'join-arcade-session',
      async ({ userId, roomId }: { userId: string; roomId?: string }) => {
        currentUserId = userId
        socket.join(`arcade:${userId}`)

        // If this session is part of a room, also join the game room for multi-user sync
        if (roomId) {
          socket.join(`game:${roomId}`)
        }

        // Send current session state if exists
        // For room-based games, look up shared room session
        try {
          let session = roomId
            ? await getArcadeSessionByRoom(roomId)
            : await getArcadeSession(userId)

          // Get the room to determine the CURRENT game type
          const room = roomId ? await getRoomById(roomId) : null
          const currentGameName = room?.gameName as GameName | null

          // If no session exists for this room, create one in setup phase
          // This allows users to send SET_CONFIG moves before starting the game
          if (!session && roomId && room && currentGameName) {
            // Fetch all active player IDs from room members (respects isActive flag)
            let roomPlayerIds = await getRoomPlayerIds(roomId)

            // PRACTICE MODE FIX: If no players found in database but we have a userId,
            // use the userId as a fallback player. This handles practice sessions where
            // the student isn't in the players table.
            if (roomPlayerIds.length === 0 && userId) {
              roomPlayerIds = [userId]
            }

            // Get initial state from the correct validator based on game type
            const validator = await getValidator(currentGameName)

            // Get game-specific config from database (type-safe)
            const gameConfig = await getGameConfig(roomId, currentGameName)

            let initialState: Record<string, unknown>
            let usedPracticeBreakInit = false

            // Check if this is a practice break that should skip setup phase
            const typedConfig = gameConfig as Record<string, unknown> | undefined
            if (
              typedConfig?.skipSetupPhase &&
              validator.getInitialStateForPracticeBreak &&
              roomPlayerIds.length > 0
            ) {
              // Server-side auto-start: create session directly in playing/display phase
              const practiceBreakOptions: Record<string, unknown> = {
                maxDurationMinutes: (typedConfig.maxDurationMinutes as number) ?? 5,
                playerId: roomPlayerIds[0],
                playerName: (typedConfig.playerName as string) ?? 'Player',
                userId,
              }
              // Pass additional players (co-play observers) if provided
              if (
                Array.isArray(typedConfig.additionalPlayers) &&
                typedConfig.additionalPlayers.length > 0
              ) {
                practiceBreakOptions.additionalPlayers = typedConfig.additionalPlayers
              }
              initialState = (await validator.getInitialStateForPracticeBreak(
                gameConfig,
                practiceBreakOptions as any
              )) as Record<string, unknown>
              usedPracticeBreakInit = true
            } else {
              initialState = validator.getInitialState(gameConfig) as Record<string, unknown>
            }

            // CRITICAL: Update the game state's activePlayers and currentPlayer
            // The initialState from validator has empty activePlayers, so we need to
            // set them before creating the session. Without this, moves will fail
            // with "playerId is required" errors.
            // Skip this when getInitialStateForPracticeBreak already set up players
            // (it initializes activePlayers, currentPlayer, and playerMetadata itself)
            if (!usedPracticeBreakInit && roomPlayerIds.length > 0) {
              initialState.activePlayers = roomPlayerIds
              initialState.currentPlayer = roomPlayerIds[0]
              // Also initialize playerMetadata for the players
              const existingMetadata =
                (initialState.playerMetadata as Record<string, unknown>) || {}
              for (const playerId of roomPlayerIds) {
                if (!existingMetadata[playerId]) {
                  existingMetadata[playerId] = {
                    id: playerId,
                    name: 'Player',
                    emoji: '🎮',
                    userId: playerId,
                  }
                }
              }
              initialState.playerMetadata = existingMetadata
            }

            session = await createArcadeSession({
              userId,
              gameName: currentGameName,
              gameUrl: '/arcade',
              initialState,
              activePlayers: roomPlayerIds, // Include all room members' active players
              roomId: room.id,
            })
          }

          if (session && currentGameName) {
            // Extract the game-specific state from the namespaced storage
            let gameStateForClient = getGameStateFromSession(session, currentGameName)
            const validator = await getValidator(currentGameName)
            const gameConfig = await getGameConfig(roomId!, currentGameName)
            let needsUpdate = false

            // CRITICAL: Always update session.currentGame to match room.gameName
            // This ensures moves are processed for the correct game
            if (session.currentGame !== currentGameName) {
              console.log(
                `[SocketServer] Game mismatch: session.currentGame='${session.currentGame}' but room.gameName='${currentGameName}'. Updating session.`
              )
              needsUpdate = true
            }

            // If no state exists for the current game (e.g., game was just switched),
            // initialize it now
            if (gameStateForClient === undefined) {
              gameStateForClient = validator.getInitialState(gameConfig)
              needsUpdate = true
            } else if (validator.stateSchema) {
              // Validate state against schema if validator provides one
              const parseResult = validator.stateSchema.safeParse(gameStateForClient)
              if (!parseResult.success) {
                console.warn(
                  `[SocketServer] INVALID_STATE: State for ${currentGameName} failed schema validation, reinitializing.`,
                  {
                    roomId,
                    issues: parseResult.error.issues.slice(0, 5), // Log first 5 issues
                  }
                )
                gameStateForClient = validator.getInitialState(gameConfig)
                needsUpdate = true
              } else {
                // Use the parsed (and potentially coerced) state
                gameStateForClient = parseResult.data
              }
            }

            // Update session with new/fixed namespaced state if needed
            if (needsUpdate) {
              const { db, schema } = await import('@/db')
              const { eq } = await import('drizzle-orm')
              const updatedNamespacedState = setGameStateInNamespace(
                session.gameState,
                currentGameName,
                gameStateForClient
              )
              await db
                .update(schema.arcadeSessions)
                .set({
                  gameState: updatedNamespacedState as any,
                  currentGame: currentGameName, // Update currentGame to match
                  version: session.version + 1,
                })
                .where(eq(schema.arcadeSessions.roomId, session.roomId))

              session.version += 1
            }

            socket.emit('session-state', {
              gameState: gameStateForClient, // Send only the current game's state
              currentGame: currentGameName, // Use room's game, not session's (might be stale)
              gameUrl: session.gameUrl,
              activePlayers: session.activePlayers,
              version: session.version,
            })
          } else if (session) {
            // No room context, send as-is (legacy solo game support)
            socket.emit('session-state', {
              gameState: session.gameState,
              currentGame: session.currentGame,
              gameUrl: session.gameUrl,
              activePlayers: session.activePlayers,
              version: session.version,
            })
          } else {
            socket.emit('no-active-session')
          }
        } catch (error) {
          console.error('Error fetching session:', error)
          socket.emit('session-error', {
            error: error instanceof Error ? error.message : 'Failed to fetch session',
          })
        }
      }
    )

    // Handle game moves
    socket.on('game-move', async (data: { userId: string; move: GameMove; roomId?: string }) => {
      try {
        // Special handling for START_GAME - create session if it doesn't exist
        if (data.move.type === 'START_GAME') {
          // For room-based games, check if room session exists
          const existingSession = data.roomId
            ? await getArcadeSessionByRoom(data.roomId)
            : await getArcadeSession(data.userId)

          if (!existingSession) {
            // activePlayers must be provided in the START_GAME move data
            const activePlayers = (data.move.data as any)?.activePlayers
            if (!activePlayers || activePlayers.length === 0) {
              socket.emit('move-rejected', {
                error: 'START_GAME requires at least one active player',
                move: data.move,
              })
              return
            }

            // Get initial state from validator (this code path is matching-game specific)
            const matchingValidator = await getValidator('matching')
            const initialState = matchingValidator.getInitialState({
              difficulty: 6,
              gameType: 'abacus-numeral',
              turnTimer: 30,
            })

            // Check if user is already in a room for this game
            const userRoomIds = await getUserRooms(data.userId)
            let room = null

            // Look for an existing active room for this game
            for (const roomId of userRoomIds) {
              const existingRoom = await getRoomById(roomId)
              if (
                existingRoom &&
                existingRoom.gameName === 'matching' &&
                existingRoom.status !== 'finished'
              ) {
                room = existingRoom
                break
              }
            }

            // If no suitable room exists, create a new one
            if (!room) {
              room = await createRoom({
                name: 'Auto-generated Room',
                createdBy: data.userId,
                creatorName: 'Player',
                gameName: 'matching' as GameName,
                gameConfig: {
                  difficulty: 6,
                  gameType: 'abacus-numeral',
                  turnTimer: 30,
                },
                ttlMinutes: 60,
              })
            }

            // Now create the session linked to the room
            await createArcadeSession({
              userId: data.userId,
              gameName: 'matching',
              gameUrl: '/arcade', // Room-based sessions use /arcade
              initialState,
              activePlayers,
              roomId: room.id,
            })

            // Notify all connected clients about the new session
            const newSession = await getArcadeSession(data.userId)
            if (newSession) {
              // Extract game-specific state from namespaced storage
              const gameStateForClient = getGameStateFromSession(newSession, newSession.currentGame)
              io!.to(`arcade:${data.userId}`).emit('session-state', {
                gameState: gameStateForClient, // Send only the current game's state
                currentGame: newSession.currentGame,
                gameUrl: newSession.gameUrl,
                activePlayers: newSession.activePlayers,
                version: newSession.version,
              })
            }
          }
        }

        // Apply game move - use roomId for room-based games to access shared session
        const result = await applyGameMove(data.userId, data.move, data.roomId)

        if (result.success && result.session) {
          // Extract game-specific state from namespaced storage
          const gameName = result.session.currentGame
          const gameStateForClient = getGameStateFromSession(result.session, gameName)

          const moveAcceptedData = {
            gameState: gameStateForClient, // Send only the current game's state
            version: result.session.version,
            move: data.move,
          }

          // Broadcast to game room (all clients join game:${roomId}), or personal channel for solo sessions
          if (result.session.roomId) {
            io!.to(`game:${result.session.roomId}`).emit('move-accepted', moveAcceptedData)
          } else {
            io!.to(`arcade:${data.userId}`).emit('move-accepted', moveAcceptedData)
          }

          // Update activity timestamp
          await updateSessionActivity(data.userId)

          // Server-side mismatch timer for matching game
          // When a FLIP_CARD results in a mismatch, schedule CLEAR_MISMATCH server-side
          // to avoid client-server race conditions on multi-replica deployments
          const matchingState = gameStateForClient as Record<string, unknown> | undefined
          if (data.move.type === 'FLIP_CARD' && matchingState?.showMismatchFeedback) {
            const sessionKey = result.session.roomId || data.userId
            const existingTimer = activeMismatchTimers.get(sessionKey)
            if (existingTimer) clearTimeout(existingTimer)

            // Capture values for the async closure
            const capturedUserId = data.userId
            const capturedRoomId = data.roomId
            const capturedCurrentPlayer = matchingState.currentPlayer as string

            const timer = setTimeout(async () => {
              activeMismatchTimers.delete(sessionKey)
              try {
                const clearMove: GameMove = {
                  type: 'CLEAR_MISMATCH' as const,
                  playerId: capturedCurrentPlayer,
                  userId: capturedUserId,
                  timestamp: Date.now(),
                  data: {},
                }
                const clearResult = await applyGameMove(capturedUserId, clearMove, capturedRoomId)
                if (clearResult.success && clearResult.session) {
                  const clearGameState = getGameStateFromSession(
                    clearResult.session,
                    clearResult.session.currentGame!
                  )
                  const clearAccepted = {
                    gameState: clearGameState,
                    version: clearResult.session.version,
                    move: clearMove,
                  }
                  if (clearResult.session.roomId) {
                    io!
                      .to(`game:${clearResult.session.roomId}`)
                      .emit('move-accepted', clearAccepted)
                  } else {
                    io!.to(`arcade:${capturedUserId}`).emit('move-accepted', clearAccepted)
                  }
                }
              } catch (err) {
                console.error('[mismatch-timer] Failed to clear mismatch:', err)
              }
            }, 1500)
            activeMismatchTimers.set(sessionKey, timer)
          }
        } else {
          // Send rejection only to the requesting socket
          if (result.versionConflict) {
            console.warn(
              `[SocketServer] VERSION_CONFLICT_REJECTED room=${data.roomId} move=${data.move.type} user=${data.userId} socket=${socket.id}`
            )
          }
          socket.emit('move-rejected', {
            error: result.error,
            move: data.move,
            versionConflict: result.versionConflict,
          })
        }
      } catch (error) {
        console.error('Error processing move:', error)
        socket.emit('move-rejected', {
          error: error instanceof Error ? error.message : 'Server error processing move',
          move: data.move,
        })
      }
    })

    // Handle session exit
    socket.on('exit-arcade-session', async ({ userId }: { userId: string }) => {
      try {
        await deleteArcadeSession(userId)
        io!.to(`arcade:${userId}`).emit('session-ended')
      } catch (error) {
        console.error('Error ending session:', error)
        socket.emit('session-error', {
          error: error instanceof Error ? error.message : 'Failed to end session',
        })
      }
    })

    // Keep-alive ping
    socket.on('ping-session', async ({ userId }: { userId: string }) => {
      try {
        await updateSessionActivity(userId)
        socket.emit('pong-session')
      } catch (error) {
        console.error('Error updating activity:', error)
      }
    })

    // Room: Join
    socket.on('join-room', async ({ roomId, userId }: { roomId: string; userId: string }) => {
      try {
        // Join the socket room
        socket.join(`room:${roomId}`)

        // Mark member as online
        await setMemberOnline(roomId, userId, true)

        // Get room data
        const members = await getRoomMembers(roomId)
        const memberPlayers = await getRoomActivePlayers(roomId)

        // Convert memberPlayers Map to object for JSON serialization
        const memberPlayersObj: Record<string, any[]> = {}
        for (const [uid, players] of memberPlayers.entries()) {
          memberPlayersObj[uid] = players
        }

        // Update session's activePlayers if game hasn't started yet
        // This ensures new members' players are included in the session
        const roomPlayerIds = await getRoomPlayerIds(roomId)
        const sessionUpdated = await updateSessionActivePlayers(roomId, roomPlayerIds)

        if (sessionUpdated) {
          // Broadcast updated session state to all users in the game room
          const updatedSession = await getArcadeSessionByRoom(roomId)
          // Get the room's CURRENT game name (not the session's potentially stale one)
          const roomForJoinEvent = await getRoomById(roomId)
          const currentRoomGameForJoin = roomForJoinEvent?.gameName as string | undefined
          if (updatedSession && currentRoomGameForJoin) {
            // Extract game-specific state from namespaced storage using ROOM's game name
            const gameStateForClient = getGameStateFromSession(
              updatedSession,
              currentRoomGameForJoin
            )
            io!.to(`game:${roomId}`).emit('session-state', {
              gameState: gameStateForClient, // Send only the current game's state
              currentGame: currentRoomGameForJoin, // Use room's game, not session's
              gameUrl: updatedSession.gameUrl,
              activePlayers: updatedSession.activePlayers,
              version: updatedSession.version,
            })
          }
        }

        // Send current room state to the joining user
        socket.emit('room-joined', {
          roomId,
          members,
          memberPlayers: memberPlayersObj,
        })

        // Notify all other members in the room
        socket.to(`room:${roomId}`).emit('member-joined', {
          roomId,
          userId,
          members,
          memberPlayers: memberPlayersObj,
        })
      } catch (error) {
        console.error('Error joining room:', error)
        socket.emit('room-error', {
          error: error instanceof Error ? error.message : 'Failed to join room',
        })
      }
    })

    // User Channel: Join (for moderation events)
    socket.on('join-user-channel', async ({ userId }: { userId: string }) => {
      try {
        // Join user-specific channel for moderation notifications
        socket.join(`user:${userId}`)
      } catch (error) {
        console.error('Error joining user channel:', error)
      }
    })

    // Room: Leave
    socket.on('leave-room', async ({ roomId, userId }: { roomId: string; userId: string }) => {
      try {
        // Leave the socket room
        socket.leave(`room:${roomId}`)

        // Mark member as offline
        await setMemberOnline(roomId, userId, false)

        // Get updated members
        const members = await getRoomMembers(roomId)
        const memberPlayers = await getRoomActivePlayers(roomId)

        // Convert memberPlayers Map to object
        const memberPlayersObj: Record<string, any[]> = {}
        for (const [uid, players] of memberPlayers.entries()) {
          memberPlayersObj[uid] = players
        }

        // Notify remaining members
        io!.to(`room:${roomId}`).emit('member-left', {
          roomId,
          userId,
          members,
          memberPlayers: memberPlayersObj,
        })
      } catch (error) {
        console.error('Error leaving room:', error)
      }
    })

    // Room: Players updated
    socket.on('players-updated', async ({ roomId, userId }: { roomId: string; userId: string }) => {
      try {
        // Get updated player data
        const memberPlayers = await getRoomActivePlayers(roomId)

        // Convert memberPlayers Map to object
        const memberPlayersObj: Record<string, any[]> = {}
        for (const [uid, players] of memberPlayers.entries()) {
          memberPlayersObj[uid] = players
        }

        // Update session's activePlayers if game hasn't started yet
        const roomPlayerIds = await getRoomPlayerIds(roomId)
        const sessionUpdated = await updateSessionActivePlayers(roomId, roomPlayerIds)

        if (sessionUpdated) {
          // Broadcast updated session state to all users in the game room
          const updatedSession = await getArcadeSessionByRoom(roomId)
          // Get the room's CURRENT game name (not the session's potentially stale one)
          const roomForPlayersUpdate = await getRoomById(roomId)
          const currentRoomGameForPlayers = roomForPlayersUpdate?.gameName as string | undefined
          if (updatedSession && currentRoomGameForPlayers) {
            // Extract game-specific state from namespaced storage using ROOM's game name
            const gameStateForClient = getGameStateFromSession(
              updatedSession,
              currentRoomGameForPlayers
            )
            io!.to(`game:${roomId}`).emit('session-state', {
              gameState: gameStateForClient, // Send only the current game's state
              currentGame: currentRoomGameForPlayers, // Use room's game, not session's
              gameUrl: updatedSession.gameUrl,
              activePlayers: updatedSession.activePlayers,
              version: updatedSession.version,
            })
          }
        }

        // Broadcast to all members in the room (including sender)
        io!.to(`room:${roomId}`).emit('room-players-updated', {
          roomId,
          memberPlayers: memberPlayersObj,
        })
      } catch (error) {
        console.error('Error updating room players:', error)
        socket.emit('room-error', {
          error: error instanceof Error ? error.message : 'Failed to update players',
        })
      }
    })

    // Cursor position update (ephemeral, not persisted)
    // Used for showing other players' cursors in real-time games
    socket.on(
      'cursor-update',
      ({
        roomId,
        playerId,
        userId,
        cursorPosition,
        hoveredRegionId,
      }: {
        roomId: string
        playerId: string
        userId: string // Session ID that owns this cursor
        cursorPosition: { x: number; y: number } | null // SVG coordinates, null when cursor leaves
        hoveredRegionId: string | null // Region being hovered (determined by sender's local hit-testing)
      }) => {
        // Broadcast to all other sockets in the game room (exclude sender)
        socket.to(`game:${roomId}`).emit('cursor-update', {
          playerId,
          userId,
          cursorPosition,
          hoveredRegionId,
        })
      }
    )

    // Classroom: Join classroom channel (for teachers to receive presence updates)
    socket.on('join-classroom', async ({ classroomId }: { classroomId: string }) => {
      try {
        await socket.join(`classroom:${classroomId}`)
        console.log(`🏫 User joined classroom channel: ${classroomId}`)
      } catch (error) {
        console.error('Error joining classroom channel:', error)
      }
    })

    // Classroom: Leave classroom channel
    socket.on('leave-classroom', async ({ classroomId }: { classroomId: string }) => {
      try {
        await socket.leave(`classroom:${classroomId}`)
        console.log(`🏫 User left classroom channel: ${classroomId}`)
      } catch (error) {
        console.error('Error leaving classroom channel:', error)
      }
    })

    // Player: Join player channel (for students to receive their own presence updates)
    socket.on('join-player', async ({ playerId }: { playerId: string }) => {
      try {
        await socket.join(`player:${playerId}`)
        console.log(`👤 User joined player channel: ${playerId}`)
      } catch (error) {
        console.error('Error joining player channel:', error)
      }
    })

    // Player: Leave player channel
    socket.on('leave-player', async ({ playerId }: { playerId: string }) => {
      try {
        await socket.leave(`player:${playerId}`)
        console.log(`👤 User left player channel: ${playerId}`)
      } catch (error) {
        console.error('Error leaving player channel:', error)
      }
    })

    // Session Observation: Join session channel (for students to receive observer-joined events)
    socket.on('join-session', async ({ sessionId }: { sessionId: string }) => {
      try {
        await socket.join(`session:${sessionId}`)
        console.log(`📝 Student joined session channel: ${sessionId}`)
      } catch (error) {
        console.error('Error joining session channel:', error)
      }
    })

    // Session Stats: Subscribe to session updates (read-only, for time estimates in history list)
    // This is a lightweight alternative to full observation - just receives practice-state events
    socket.on('subscribe-session-stats', async ({ sessionId }: { sessionId: string }) => {
      try {
        await socket.join(`session:${sessionId}`)
        console.log(`📊 Stats subscriber joined session channel: ${sessionId}`)
      } catch (error) {
        console.error('Error subscribing to session stats:', error)
      }
    })

    // Session Stats: Unsubscribe from session updates
    socket.on('unsubscribe-session-stats', async ({ sessionId }: { sessionId: string }) => {
      try {
        await socket.leave(`session:${sessionId}`)
        console.log(`📊 Stats subscriber left session channel: ${sessionId}`)
      } catch (error) {
        console.error('Error unsubscribing from session stats:', error)
      }
    })

    // Session Observation: Start observing a practice session
    // Supports both authenticated observers (parent/teacher) and token-based shared observers
    socket.on(
      'observe-session',
      async ({
        sessionId,
        observerId,
        playerId,
        shareToken,
      }: {
        sessionId: string
        observerId?: string
        playerId?: string
        shareToken?: string
      }) => {
        try {
          // Token-based authentication (shareable links - no user login required)
          if (shareToken) {
            const validation = await validateSessionShare(shareToken)
            if (!validation.valid) {
              console.log(`⚠️ Share token validation failed: ${validation.error}`)
              socket.emit('observe-error', {
                error: validation.error || 'Invalid share link',
              })
              return
            }

            // Increment view count
            await incrementShareViewCount(shareToken)

            // Mark this socket as a shared observer (view-only, no controls)
            socket.data.isSharedObserver = true
            socket.data.shareToken = shareToken

            await socket.join(`session:${sessionId}`)
            console.log(
              `👁️ Shared observer joined session: ${sessionId} (token: ${shareToken.substring(0, 4)}...)`
            )

            // Send initial DVR buffer info if recording is active
            const sharedRecorder = VisionRecorder.getInstance()
            const isRecording = sharedRecorder.isRecording(sessionId)
            console.log(`[Socket] Shared observer joined, checking DVR: isRecording=${isRecording}`)
            if (isRecording) {
              const bufferInfo = sharedRecorder.getDvrBufferInfo(sessionId)
              console.log(`[Socket] Initial DVR buffer info for shared observer:`, bufferInfo)
              if (bufferInfo) {
                socket.emit('vision-buffer-info', {
                  sessionId,
                  ...bufferInfo,
                })
              }
            }

            // Notify session that a guest observer joined
            socket.to(`session:${sessionId}`).emit('observer-joined', {
              observerId: 'guest',
              isGuest: true,
            })
            return
          }

          // Authenticated observer flow (parent or teacher-present)
          if (!observerId) {
            socket.emit('observe-error', { error: 'Observer ID required' })
            return
          }

          // Authorization check: require 'observe' permission (parent or teacher-present)
          if (playerId) {
            const canObserve = await canPerformAction(observerId, playerId, 'observe')
            if (!canObserve) {
              console.log(
                `⚠️ Observation denied - ${observerId} not authorized for player ${playerId}`
              )
              socket.emit('observe-error', {
                error: 'Not authorized to observe this session',
              })
              return
            }
          }

          // Mark as authenticated observer (has controls)
          socket.data.isSharedObserver = false

          await socket.join(`session:${sessionId}`)
          console.log(`👁️ Observer ${observerId} started watching session: ${sessionId}`)

          // Send initial DVR buffer info if recording is active
          const authRecorder = VisionRecorder.getInstance()
          const isRecordingAuth = authRecorder.isRecording(sessionId)
          console.log(`[Socket] Auth observer joined, checking DVR: isRecording=${isRecordingAuth}`)
          if (isRecordingAuth) {
            const bufferInfo = authRecorder.getDvrBufferInfo(sessionId)
            console.log(`[Socket] Initial DVR buffer info for auth observer:`, bufferInfo)
            if (bufferInfo) {
              socket.emit('vision-buffer-info', {
                sessionId,
                ...bufferInfo,
              })
            }
          }

          // Notify session that an observer joined
          socket.to(`session:${sessionId}`).emit('observer-joined', { observerId })
        } catch (error) {
          console.error('Error starting session observation:', error)
          socket.emit('observe-error', {
            error: 'Failed to start observation',
          })
        }
      }
    )

    // Session Observation: Stop observing a practice session
    socket.on('stop-observing', async ({ sessionId }: { sessionId: string }) => {
      try {
        await socket.leave(`session:${sessionId}`)
        console.log(`👁️ Observer stopped watching session: ${sessionId}`)
      } catch (error) {
        console.error('Error stopping session observation:', error)
      }
    })

    // Session Observation: Broadcast practice state (from student's client)
    socket.on(
      'practice-state',
      (data: {
        sessionId: string
        currentProblem: { terms: number[]; answer: number } | unknown
        phase: 'problem' | 'feedback' | 'tutorial'
        studentAnswer: string
        isCorrect: boolean | null
        currentProblemNumber: number
        timing: { startedAt: number; elapsed: number }
      }) => {
        // Forward practice state to VisionRecorder for metadata capture
        // Only processes if there's an active recording for this session
        const recorder = VisionRecorder.getInstance()
        const currentProblem = data.currentProblem as
          | { terms: number[]; answer: number }
          | undefined
        if (currentProblem && 'terms' in currentProblem && 'answer' in currentProblem) {
          const practiceState: PracticeStateInput = {
            currentProblem,
            phase: data.phase,
            studentAnswer: data.studentAnswer,
            isCorrect: data.isCorrect,
            currentProblemNumber: data.currentProblemNumber,
          }
          recorder.onPracticeState(data.sessionId, practiceState)
        }

        // Broadcast to all observers in the session channel
        socket.to(`session:${data.sessionId}`).emit('practice-state', data)
      }
    )

    // Session Observation: Broadcast part transition (from student's client)
    socket.on(
      'part-transition',
      (data: {
        sessionId: string
        previousPartType: string | null
        nextPartType: string
        countdownStartTime: number
        countdownDurationMs: number
      }) => {
        socket.to(`session:${data.sessionId}`).emit('part-transition', data)
      }
    )

    // Session Observation: Broadcast part transition complete (from student's client)
    socket.on('part-transition-complete', (data: { sessionId: string }) => {
      socket.to(`session:${data.sessionId}`).emit('part-transition-complete', data)
    })

    // Session Observation: Broadcast authoritative flow state (from student's client)
    socket.on(
      'session-flow-state',
      (data: { sessionId: string; flowState: string; breakContext?: unknown }) => {
        console.log(
          `[FlowState] Relaying session-flow-state: session=${data.sessionId}, flowState=${data.flowState}, hasBreakContext=${!!data.breakContext}`
        )
        socket.to(`session:${data.sessionId}`).emit('session-flow-state', data)
      }
    )

    // Observer co-play readiness: relay to session channel
    // Track readiness per socket for disconnect cleanup
    const coPlayReadySessions = new Map<string, { observerId: string }>()

    socket.on(
      'observer-coplay-ready',
      (data: { sessionId: string; observerId: string; player: unknown }) => {
        console.log(
          `[CoPlay] Observer ready: session=${data.sessionId}, observer=${data.observerId}`
        )
        coPlayReadySessions.set(data.sessionId, { observerId: data.observerId })
        socket.to(`session:${data.sessionId}`).emit('observer-coplay-ready', data)
      }
    )

    socket.on('observer-coplay-leave', (data: { sessionId: string; observerId: string }) => {
      console.log(
        `[CoPlay] Observer leaving: session=${data.sessionId}, observer=${data.observerId}`
      )
      coPlayReadySessions.delete(data.sessionId)
      socket.to(`session:${data.sessionId}`).emit('observer-coplay-leave', data)
    })

    // Session Observation: Broadcast tutorial state (from student's client)
    socket.on(
      'tutorial-state',
      (data: { sessionId: string; currentStep: number; totalSteps: number; content: unknown }) => {
        // Broadcast to all observers in the session channel
        socket.to(`session:${data.sessionId}`).emit('tutorial-state', data)
      }
    )

    // Session Observation: Tutorial control from observer
    // Shared observers (via token) are view-only and cannot control
    socket.on(
      'tutorial-control',
      (data: { sessionId: string; action: 'skip' | 'next' | 'previous' }) => {
        // Reject if shared observer (view-only)
        if (socket.data.isSharedObserver) {
          console.log('[Socket] tutorial-control rejected - shared observer is view-only')
          return
        }
        // Send control command to student's client
        io!.to(`session:${data.sessionId}`).emit('tutorial-control', data)
      }
    )

    // Session Observation: Abacus control from observer
    // Shared observers (via token) are view-only and cannot control
    socket.on(
      'abacus-control',
      (data: {
        sessionId: string
        target: 'help' | 'hero'
        action: 'show' | 'hide' | 'set-value'
        value?: number
      }) => {
        // Reject if shared observer (view-only)
        if (socket.data.isSharedObserver) {
          console.log('[Socket] abacus-control rejected - shared observer is view-only')
          return
        }
        // Send control command to student's client
        io!.to(`session:${data.sessionId}`).emit('abacus-control', data)
      }
    )

    // Session Observation: Pause command from observer (teacher pauses student's session)
    // Shared observers (via token) are view-only and cannot control
    socket.on('session-pause', (data: { sessionId: string; reason: string; message?: string }) => {
      // Reject if shared observer (view-only)
      if (socket.data.isSharedObserver) {
        console.log('[Socket] session-pause rejected - shared observer is view-only')
        return
      }
      console.log('[Socket] session-pause:', data.sessionId, data.message)
      // Forward pause command to student's client
      io!.to(`session:${data.sessionId}`).emit('session-paused', data)
    })

    // Session Observation: Resume command from observer (teacher resumes student's session)
    // Shared observers (via token) are view-only and cannot control
    socket.on('session-resume', (data: { sessionId: string }) => {
      // Reject if shared observer (view-only)
      if (socket.data.isSharedObserver) {
        console.log('[Socket] session-resume rejected - shared observer is view-only')
        return
      }
      console.log('[Socket] session-resume:', data.sessionId)
      // Forward resume command to student's client
      io!.to(`session:${data.sessionId}`).emit('session-resumed', data)
    })

    // Session Observation: Broadcast vision frame from student's abacus camera
    socket.on(
      'vision-frame',
      async (data: {
        sessionId: string
        imageData: string
        detectedValue: number | null
        confidence: number
        timestamp: number
      }) => {
        // Broadcast to all observers in the session channel
        socket.to(`session:${data.sessionId}`).emit('vision-frame', data)

        // Add frame to recording if active
        const recorder = VisionRecorder.getInstance()
        const isRecordingActive = recorder.isRecording(data.sessionId)
        console.log(
          `[Socket] vision-frame received for session ${data.sessionId}, isRecording: ${isRecordingActive}`
        )

        if (isRecordingActive) {
          const frame: VisionFrame = {
            sessionId: data.sessionId,
            imageData: data.imageData,
            detectedValue: data.detectedValue,
            confidence: data.confidence,
            timestamp: data.timestamp,
          }
          const frameAdded = await recorder.addFrame(frame)
          console.log(`[Socket] Frame added to recording: ${frameAdded}`)

          // Emit DVR buffer info to observers (throttled to once per second)
          if (frameAdded) {
            const now = Date.now()
            const lastEmit = lastDvrBufferInfoEmit.get(data.sessionId) || 0
            const timeSinceLastEmit = now - lastEmit
            if (timeSinceLastEmit >= 1000) {
              const bufferInfo = recorder.getDvrBufferInfo(data.sessionId)
              console.log(`[Socket] DVR buffer info for ${data.sessionId}:`, bufferInfo)
              if (bufferInfo) {
                lastDvrBufferInfoEmit.set(data.sessionId, now)
                console.log(`[Socket] Emitting vision-buffer-info to session:${data.sessionId}`)
                socket.to(`session:${data.sessionId}`).emit('vision-buffer-info', {
                  sessionId: data.sessionId,
                  ...bufferInfo,
                })
              }
            }
          }
        }
      }
    )

    // Vision Recording: Start recording session (per-problem recording)
    socket.on(
      'start-vision-recording',
      async ({ sessionId, playerId }: { sessionId: string; playerId: string }) => {
        console.log(
          `[Socket] Received start-vision-recording for session ${sessionId}, player ${playerId}`
        )
        try {
          const recorder = VisionRecorder.getInstance()

          // Set up callbacks for notifying observers when problem videos are ready
          recorder.setVideoReadyCallback((data) => {
            console.log(
              `📹 Problem ${data.problemNumber} video ready for session ${data.sessionId}`
            )
            io?.to(`session:${data.sessionId}`).emit('vision-problem-video-ready', data)
          })

          recorder.setVideoFailedCallback((data) => {
            console.log(
              `📹 Problem ${data.problemNumber} video failed for session ${data.sessionId}: ${data.error}`
            )
            io?.to(`session:${data.sessionId}`).emit('vision-problem-video-failed', data)
          })

          // Start the session (no directories created yet - those are per-problem)
          recorder.startSession(sessionId, playerId)
          console.log(`📹 Started vision recording session for ${sessionId}`)

          // Notify the session that recording started
          socket.emit('vision-recording-started', { sessionId })
          socket.to(`session:${sessionId}`).emit('vision-recording-started', { sessionId })
        } catch (error) {
          console.error('Error starting vision recording:', error)
          socket.emit('vision-recording-error', {
            sessionId,
            error: error instanceof Error ? error.message : 'Failed to start recording',
          })
        }
      }
    )

    // Vision Recording: Stop recording session (finalizes last problem)
    socket.on('stop-vision-recording', async ({ sessionId }: { sessionId: string }) => {
      try {
        const recorder = VisionRecorder.getInstance()
        await recorder.stopSession(sessionId)
        console.log(`📹 Stopped vision recording session for ${sessionId}`)

        // Clean up throttle map
        lastDvrBufferInfoEmit.delete(sessionId)

        // Notify the session that recording stopped
        socket.emit('vision-recording-stopped', { sessionId })
        socket.to(`session:${sessionId}`).emit('vision-recording-stopped', { sessionId })
      } catch (error) {
        console.error('Error stopping vision recording:', error)
      }
    })

    // Vision Recording: Handle problem marker (triggers encoding on problem transitions)
    // NOTE: Markers are always processed - if no recording session exists, one is auto-started
    // for metadata-only capture (student answers without video)
    socket.on(
      'vision-problem-marker',
      async ({
        sessionId,
        problemNumber,
        partIndex,
        eventType,
        isCorrect,
        epochNumber,
        attemptNumber,
        isRetry,
        isManualRedo,
        playerId,
        slotId,
        problem,
      }: {
        sessionId: string
        problemNumber: number
        partIndex: number
        eventType: 'problem-shown' | 'answer-submitted' | 'feedback-shown'
        isCorrect?: boolean
        epochNumber?: number
        attemptNumber?: number
        isRetry?: boolean
        isManualRedo?: boolean
        playerId?: string
        slotId?: string
        problem?: { terms: number[]; answer: number }
      }) => {
        const recorder = VisionRecorder.getInstance()

        // Auto-start a metadata-only session if one doesn't exist
        // This allows capturing student answers even when camera isn't enabled
        if (!recorder.isRecording(sessionId) && playerId) {
          console.log(
            `📝 Auto-starting metadata-only recording session for ${sessionId} (no camera)`
          )
          recorder.startSession(sessionId, playerId)
        }

        if (recorder.isRecording(sessionId)) {
          // This triggers encoding when 'problem-shown' arrives for the next problem
          await recorder.onProblemMarker(sessionId, {
            problemNumber,
            partIndex,
            eventType,
            isCorrect,
            epochNumber: epochNumber ?? 0,
            attemptNumber: attemptNumber ?? 1,
            isRetry: isRetry ?? false,
            isManualRedo: isManualRedo ?? false,
            slotId: slotId ?? '',
            problem,
          })
        }
      }
    )

    // Vision Recording: DVR scrub request (get frame at offset)
    socket.on(
      'vision-scrub',
      ({ sessionId, offsetMs }: { sessionId: string; offsetMs: number }) => {
        const recorder = VisionRecorder.getInstance()
        const frame = recorder.getDvrFrame(sessionId, offsetMs)

        if (frame) {
          socket.emit('vision-scrub-frame', {
            sessionId,
            imageData: frame.imageData,
            timestamp: frame.timestamp,
            offsetMs,
          })
        }
      }
    )

    // Vision Recording: Get DVR buffer availability info
    socket.on('vision-buffer-info', ({ sessionId }: { sessionId: string }) => {
      const recorder = VisionRecorder.getInstance()
      const info = recorder.getDvrBufferInfo(sessionId)

      socket.emit('vision-buffer-info', {
        sessionId,
        available: info !== null,
        ...(info || {}),
      })
    })

    // Skill Tutorial: Broadcast state from student to classroom (for teacher observation)
    // The student joins the classroom channel and emits their tutorial state
    socket.on(
      'skill-tutorial-state',
      (data: {
        playerId: string
        playerName: string
        launcherState: 'intro' | 'tutorial' | 'complete'
        skillId: string
        skillTitle: string
        tutorialState?: {
          currentStepIndex: number
          totalSteps: number
          currentMultiStep: number
          totalMultiSteps: number
          currentValue: number
          targetValue: number
          startValue: number
          isStepCompleted: boolean
          problem: string
          description: string
          currentInstruction: string
        }
      }) => {
        // Broadcast to all other sockets in the classroom channel (including teacher)
        // The student is already in the classroom channel, so use socket.rooms to find it
        for (const room of socket.rooms) {
          if (room.startsWith('classroom:')) {
            socket.to(room).emit('skill-tutorial-state', data)
            console.log(
              `📚 Skill tutorial state broadcast to ${room}:`,
              data.playerId,
              data.launcherState
            )
          }
        }
      }
    )

    // Skill Tutorial: Control from teacher to student
    // Teacher sends control action, we broadcast to the classroom so the student receives it
    socket.on(
      'skill-tutorial-control',
      (data: {
        playerId: string
        action:
          | { type: 'start-tutorial' }
          | { type: 'skip-tutorial' }
          | { type: 'next-step' }
          | { type: 'previous-step' }
          | { type: 'go-to-step'; stepIndex: number }
          | { type: 'set-abacus-value'; value: number }
          | { type: 'advance-multi-step' }
          | { type: 'previous-multi-step' }
      }) => {
        // Broadcast to all sockets in the classroom channel so the target student receives it
        for (const room of socket.rooms) {
          if (room.startsWith('classroom:')) {
            io!.to(room).emit('skill-tutorial-control', data)
            console.log(
              `🎮 Skill tutorial control sent to ${room}:`,
              data.playerId,
              data.action.type
            )
          }
        }
      }
    )

    // Parent Observation: Subscribe to child session events
    // Parents join player:${childId} channels to receive session-started/session-ended events
    socket.on(
      'subscribe-child-sessions',
      async ({ userId, childIds }: { userId: string; childIds: string[] }) => {
        try {
          for (const childId of childIds) {
            // Verify parent-child relationship
            const isParent = await isParentOf(userId, childId)
            if (isParent) {
              await socket.join(`player:${childId}`)
              console.log(`👪 Parent ${userId} subscribed to child sessions: ${childId}`)
            } else {
              console.log(`⚠️ Parent subscription denied - ${userId} is not parent of ${childId}`)
            }
          }
        } catch (error) {
          console.error('Error subscribing to child sessions:', error)
        }
      }
    )

    // Parent Observation: Unsubscribe from child session events
    socket.on(
      'unsubscribe-child-sessions',
      async ({ userId, childIds }: { userId: string; childIds: string[] }) => {
        try {
          for (const childId of childIds) {
            await socket.leave(`player:${childId}`)
            console.log(`👪 Parent ${userId} unsubscribed from child sessions: ${childId}`)
          }
        } catch (error) {
          console.error('Error unsubscribing from child sessions:', error)
        }
      }
    )

    // Remote Camera: Phone joins a remote camera session
    socket.on('remote-camera:join', async ({ sessionId }: { sessionId: string }) => {
      try {
        const session = await getRemoteCameraSession(sessionId)
        if (!session) {
          socket.emit('remote-camera:error', {
            error: 'Invalid or expired session',
          })
          return
        }

        // Mark phone as connected
        await markPhoneConnected(sessionId)

        // Join the session room
        await socket.join(`remote-camera:${sessionId}`)

        // Store session ID on socket for cleanup on disconnect
        socket.data.remoteCameraSessionId = sessionId

        console.log(`📱 Phone connected to remote camera session: ${sessionId}`)

        // Notify desktop that phone is connected
        socket.to(`remote-camera:${sessionId}`).emit('remote-camera:connected', {
          phoneConnected: true,
        })
      } catch (error) {
        console.error('Error joining remote camera session:', error)
        socket.emit('remote-camera:error', {
          error: 'Failed to join session',
        })
      }
    })

    // Remote Camera: Desktop subscribes to receive frames
    socket.on('remote-camera:subscribe', async ({ sessionId }: { sessionId: string }) => {
      try {
        const session = await getRemoteCameraSession(sessionId)
        if (!session) {
          socket.emit('remote-camera:error', {
            error: 'Invalid or expired session',
          })
          return
        }

        await socket.join(`remote-camera:${sessionId}`)
        console.log(`🖥️ Desktop subscribed to remote camera session: ${sessionId}`)

        // Send current connection status
        socket.emit('remote-camera:status', {
          phoneConnected: session.phoneConnected,
        })
      } catch (error) {
        console.error('Error subscribing to remote camera session:', error)
        socket.emit('remote-camera:error', { error: 'Failed to subscribe' })
      }
    })

    // Remote Camera: Phone sends frame to desktop (raw or cropped)
    socket.on(
      'remote-camera:frame',
      ({
        sessionId,
        imageData,
        timestamp,
        mode,
        videoDimensions,
        detectedCorners,
      }: {
        sessionId: string
        imageData: string // Base64 JPEG
        timestamp: number
        mode?: 'raw' | 'cropped'
        videoDimensions?: { width: number; height: number }
        detectedCorners?: {
          topLeft: { x: number; y: number }
          topRight: { x: number; y: number }
          bottomLeft: { x: number; y: number }
          bottomRight: { x: number; y: number }
        } | null
      }) => {
        // Log frame relay (only for raw mode to reduce spam)
        if (mode === 'raw') {
          console.log(`[SERVER] Relaying frame: mode=${mode}, hasCorners=${!!detectedCorners}`)
        }
        // Forward frame to desktop (all other sockets in the room)
        socket.to(`remote-camera:${sessionId}`).emit('remote-camera:frame', {
          imageData,
          timestamp,
          mode,
          videoDimensions,
          detectedCorners,
        })
      }
    )

    // Remote Camera: Phone sends calibration data to desktop
    socket.on(
      'remote-camera:calibration',
      ({
        sessionId,
        corners,
        columnCount,
      }: {
        sessionId: string
        corners: {
          topLeft: { x: number; y: number }
          topRight: { x: number; y: number }
          bottomRight: { x: number; y: number }
          bottomLeft: { x: number; y: number }
        }
        columnCount: number
      }) => {
        // Forward calibration data to desktop
        socket.to(`remote-camera:${sessionId}`).emit('remote-camera:calibration', {
          corners,
          columnCount,
        })
      }
    )

    // Remote Camera: Desktop sets frame mode (raw = uncropped, cropped = use calibration)
    socket.on(
      'remote-camera:set-mode',
      ({ sessionId, mode }: { sessionId: string; mode: 'raw' | 'cropped' }) => {
        // Forward mode change to phone
        socket.to(`remote-camera:${sessionId}`).emit('remote-camera:set-mode', {
          mode,
        })
        console.log(`🖥️ Desktop set remote camera mode to: ${mode}`)
      }
    )

    // Remote Camera: Desktop sends calibration corners to phone
    // When preview=true, phone stays in raw mode for live calibration preview
    // When preview=false (default), phone switches to cropped mode for practice
    socket.on(
      'remote-camera:set-calibration',
      ({
        sessionId,
        corners,
        columnCount,
        preview,
      }: {
        sessionId: string
        corners: {
          topLeft: { x: number; y: number }
          topRight: { x: number; y: number }
          bottomRight: { x: number; y: number }
          bottomLeft: { x: number; y: number }
        }
        columnCount?: number
        preview?: boolean
      }) => {
        // Forward calibration to phone (including columnCount and preview flag)
        socket.to(`remote-camera:${sessionId}`).emit('remote-camera:set-calibration', {
          corners,
          columnCount,
          preview,
        })
        console.log(
          `🖥️ Desktop set remote camera calibration (columns: ${columnCount}, preview: ${preview ?? false})`
        )
      }
    )

    // Remote Camera: Desktop clears calibration (tell phone to go back to auto-detection)
    socket.on('remote-camera:clear-calibration', ({ sessionId }: { sessionId: string }) => {
      // Forward clear calibration to phone
      socket.to(`remote-camera:${sessionId}`).emit('remote-camera:clear-calibration', {})
      console.log(`🖥️ Desktop cleared remote camera calibration`)
    })

    // Remote Camera: Desktop commands phone to toggle torch
    socket.on(
      'remote-camera:set-torch',
      ({ sessionId, on }: { sessionId: string; on: boolean }) => {
        // Forward torch command to phone
        socket.to(`remote-camera:${sessionId}`).emit('remote-camera:set-torch', { on })
        console.log(`🖥️ Desktop set remote camera torch: ${on}`)
      }
    )

    // Remote Camera: Phone reports torch state to desktop
    socket.on(
      'remote-camera:torch-state',
      ({
        sessionId,
        isTorchOn,
        isTorchAvailable,
      }: {
        sessionId: string
        isTorchOn: boolean
        isTorchAvailable: boolean
      }) => {
        // Forward torch state to desktop
        socket.to(`remote-camera:${sessionId}`).emit('remote-camera:torch-state', {
          isTorchOn,
          isTorchAvailable,
        })
      }
    )

    // Remote Camera: Leave session
    socket.on('remote-camera:leave', async ({ sessionId }: { sessionId: string }) => {
      try {
        await socket.leave(`remote-camera:${sessionId}`)

        // If this was the phone, mark as disconnected
        if (socket.data.remoteCameraSessionId === sessionId) {
          await markPhoneDisconnected(sessionId)
          socket.data.remoteCameraSessionId = undefined

          console.log(`📱 Phone left remote camera session: ${sessionId}`)

          // Notify desktop
          socket.to(`remote-camera:${sessionId}`).emit('remote-camera:disconnected', {
            phoneConnected: false,
          })
        }
      } catch (error) {
        console.error('Error leaving remote camera session:', error)
      }
    })

    // Background Tasks: Subscribe to task updates
    socket.on('task:subscribe', async (taskId: string) => {
      console.log(`[SocketServer] task:subscribe received for task ${taskId}`)
      const { getTaskStateForClient, getTaskEvents } = await import('./lib/task-manager')

      socket.join(`task:${taskId}`)
      console.log(`[SocketServer] Socket ${socket.id} joined room task:${taskId}`)

      // Fetch current task state (lightweight version without large input data)
      const task = await getTaskStateForClient(taskId)

      if (!task) {
        console.log(`[SocketServer] Task ${taskId} not found`)
        socket.emit('task:error', { taskId, error: 'Task not found' })
        return
      }

      console.log(`[SocketServer] Task ${taskId} state: ${task.status}, progress: ${task.progress}`)
      // Send current state
      socket.emit('task:state', task)

      // Replay events if task is still running or pending
      if (task.status === 'running' || task.status === 'pending') {
        const events = await getTaskEvents(taskId)
        console.log(`[SocketServer] Replaying ${events.length} events for task ${taskId}`)

        for (const event of events) {
          socket.emit('task:event', {
            taskId,
            eventType: event.eventType,
            payload: event.payload,
            createdAt: event.createdAt,
            replayed: true,
          })
        }
      }
    })

    // Background Tasks: Unsubscribe from task updates
    socket.on('task:unsubscribe', (taskId: string) => {
      socket.leave(`task:${taskId}`)
    })

    // Background Tasks: Cancel a running task
    socket.on('task:cancel', async (taskId: string) => {
      const { cancelTask } = await import('./lib/task-manager')
      const success = await cancelTask(taskId)

      if (success) {
        console.log(`[Socket] Task ${taskId} cancelled`)
      } else {
        socket.emit('task:error', { taskId, error: 'Cannot cancel task' })
      }
    })

    socket.on('disconnect', () => {
      // Track Socket.IO disconnection metrics
      socketConnections.dec()

      // Clean up co-play readiness on disconnect
      for (const [sessionId, { observerId }] of coPlayReadySessions) {
        console.log(
          `[CoPlay] Observer disconnected, removing readiness: session=${sessionId}, observer=${observerId}`
        )
        socket.to(`session:${sessionId}`).emit('observer-coplay-leave', { sessionId, observerId })
      }
      coPlayReadySessions.clear()

      // Handle remote camera cleanup on disconnect
      const remoteCameraSessionId = socket.data.remoteCameraSessionId as string | undefined
      if (remoteCameraSessionId) {
        // Fire-and-forget async cleanup (don't block disconnect handling)
        void markPhoneDisconnected(remoteCameraSessionId)
        io!.to(`remote-camera:${remoteCameraSessionId}`).emit('remote-camera:disconnected', {
          phoneConnected: false,
        })
        console.log(`📱 Phone disconnected from remote camera session: ${remoteCameraSessionId}`)
      }
      // Don't delete session on disconnect - it persists across devices
    })
  })

  // Store in globalThis to make accessible across module boundaries
  globalThis.__socketIO = io

  // Initialize task manager for distributed operation
  import('./lib/task-manager')
    .then(
      ({
        cleanupZombieTasks,
        registerTaskHooks,
        initCancellationSubscriber,
        initCancellationDbSync,
      }) => {
        // Initialize Redis subscriber for cross-pod cancellation
        initCancellationSubscriber()

        // Initialize DB sync fallback for cancellation
        initCancellationDbSync()

        // Register lifecycle hooks for monitoring
        registerTaskHooks({
          onTaskCreated: (taskId, type) => {
            console.log(`[TaskManager] TASK_CREATED id=${taskId} type=${type}`)
          },
          onTaskFailed: (taskId, type, error) => {
            console.error(`[TaskManager] TASK_FAILED id=${taskId} type=${type} error=${error}`)
          },
        })

        // Clean up zombie tasks (now pod-aware)
        cleanupZombieTasks()
          .then((count) => {
            if (count > 0) {
              console.log(`[TaskManager] Cleaned up ${count} zombie task(s)`)
            }
          })
          .catch((err) => {
            console.error('[TaskManager] Failed to clean up zombie tasks:', err)
          })
      }
    )
    .catch((err) => {
      console.error('[TaskManager] Failed to import task-manager for initialization:', err)
    })

  return io
}