Now let me set up the project. I'll create the theater mini-game page with multiple components. Let me update the design tokens, layout, and build all the components.
Now let me update the layout for Korean locale and proper fonts:
Now let me move to building the seat map and components:
Now let me create the seat map component:
Now let me build the main page with all states:
Now let me check the Progress component to make sure the styling works:
Good, the Progress component looks fine. Now let me mark all tasks as done:
"공허한 극장" 미니게임 페이지를 완성했습니다. 주요 구현 내용은 다음과 같습니다:
The issue is a hydration mismatch caused by Math.random() being used to generate seat states (taken/available) during rendering. The server and client generate different random values, causing the HTML to differ. Let me read the relevant files to fix this.
The root cause is clear: Math.random() in randomizeTakenSeats is called during the useState initializer, producing different values on server vs client. The fix is to use a seeded random function so both server and client produce identical results, or defer the randomization to a useEffect. I'll use a deterministic seed-based approach so the initial render is consistent.
Now update the page to use a different seed for refresh (non-initial) calls, where we can safely use Math.random() since refresh only happens client-side via user interaction:
Now add the useRef import:
Hydration 에러의 원인은 Math.random()을 사용해 좌석 상태를 생성하는 randomizeTakenSeats 함수가 서버/클라이언트에서 각각 다른 랜덤 값을 만들어 HTML이 불일치했기 때문입니다. 이를 결정적 시드 기반 PRNG(mulberry32)로 교체하여 서버와 클라이언트가 동일한 초기 좌석 배치를 생성하도록 수정했습니다. 새로고침 버튼을 누를 때는 시드를 증가시켜 매번 다른 배치가 생성됩니다.
You can send messages while the preview loads