feat(chat): limit in-game chat to one message per turn
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Enforce one chat message per turn on both ends. The backend rejects a second message in the same turn (ErrChatAlreadySentThisTurn -> 409 chat_already_sent), keyed on the move-driven turn start (turn_started_at). The UI derives "already wrote this turn" from the message list against GameView.lastActivityUnix (no counter, survives reopening, resets on turn change), hides the field behind a short caption once the limit is reached, and now reloads the game state on turn/game-state events so the toggle and the limit follow the live game. Enter is gated on !busy to avoid a double-send in the in-flight window. Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL (+ru), ARCHITECTURE, UI_DESIGN.
This commit is contained in:
@@ -408,6 +408,12 @@ func (svc *Service) LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID)
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return svc.store.LastMoveAt(ctx, gameID, accountID)
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}
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// TurnStartedAt returns the start time of a game's current turn. The social service uses
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// it as the per-turn boundary for the one-chat-message-per-turn limit.
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func (svc *Service) TurnStartedAt(ctx context.Context, gameID uuid.UUID) (time.Time, error) {
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return svc.store.TurnStartedAt(ctx, gameID)
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}
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// transition validates the actor and turn, applies op under the per-game lock and
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// commits the result.
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func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID, op engineOp) (MoveResult, error) {
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@@ -968,6 +968,19 @@ func (s *Store) LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID) (ti
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return at.Time, true, nil
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}
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// TurnStartedAt returns the start time of a game's current turn (games.turn_started_at).
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// The social service uses it as the per-turn boundary for the one-chat-message-per-turn
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// limit; it advances only on a move, never on chat or a nudge.
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func (s *Store) TurnStartedAt(ctx context.Context, gameID uuid.UUID) (time.Time, error) {
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var at time.Time
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err := s.db.QueryRowContext(ctx,
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`SELECT turn_started_at FROM backend.games WHERE game_id = $1`, gameID).Scan(&at)
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if err != nil {
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return time.Time{}, fmt.Errorf("game: turn started at %s: %w", gameID, err)
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}
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return at, nil
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}
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// RobotSchedule returns a game's bag seed and current turn-start time. The admin console
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// combines them with the robot strategy to show a robot seat's play-to-win intent and its
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// next-move ETA. Both are server-only state, never part of the public game view.
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@@ -333,6 +333,29 @@ func TestChatOnlyOnYourTurn(t *testing.T) {
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}
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}
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// TestChatOnePerTurn checks the one-message-per-turn limit: a second message on the same
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// turn is refused, and a fresh turn (turn_started_at advancing past the sent message)
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// reopens chat for the player.
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func TestChatOnePerTurn(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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gameID, seats := newGameWithSeats(t, 2) // seat 0 is to move at the opening
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if _, err := svc.PostMessage(ctx, gameID, seats[0], "first", ""); err != nil {
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t.Fatalf("first message: %v", err)
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}
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if _, err := svc.PostMessage(ctx, gameID, seats[0], "second", ""); !errors.Is(err, social.ErrChatAlreadySentThisTurn) {
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t.Fatalf("second message = %v, want ErrChatAlreadySentThisTurn", err)
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}
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// Advancing the turn start past the sent message (as a real move does) reopens chat.
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if _, err := testDB.ExecContext(ctx,
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`UPDATE backend.games SET turn_started_at = now() WHERE game_id = $1`, gameID); err != nil {
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t.Fatalf("advance turn: %v", err)
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}
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if _, err := svc.PostMessage(ctx, gameID, seats[0], "next turn", ""); err != nil {
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t.Fatalf("message on the new turn: %v", err)
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}
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}
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func TestNudgeRulesAndRateLimit(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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@@ -25,6 +25,7 @@ func TestStatusForError(t *testing.T) {
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"nudge own turn": {social.ErrNudgeOnOwnTurn, http.StatusConflict, "nudge_own_turn"},
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"nudge too soon": {social.ErrNudgeTooSoon, http.StatusConflict, "nudge_too_soon"},
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"chat off turn": {social.ErrChatNotYourTurn, http.StatusConflict, "chat_not_your_turn"},
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"chat one/turn": {social.ErrChatAlreadySentThisTurn, http.StatusConflict, "chat_already_sent"},
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"illegal play": {engine.ErrIllegalPlay, http.StatusUnprocessableEntity, "illegal_play"},
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"email taken": {account.ErrEmailTaken, http.StatusConflict, "email_taken"},
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"code mismatch": {account.ErrCodeMismatch, http.StatusUnauthorized, "code_invalid"},
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@@ -213,6 +213,8 @@ func statusForError(err error) (int, string) {
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return http.StatusConflict, "nudge_too_soon"
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case errors.Is(err, social.ErrChatNotYourTurn):
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return http.StatusConflict, "chat_not_your_turn"
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case errors.Is(err, social.ErrChatAlreadySentThisTurn):
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return http.StatusConflict, "chat_already_sent"
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case errors.Is(err, social.ErrSelfRelation):
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return http.StatusBadRequest, "self_relation"
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case errors.Is(err, social.ErrRequestExists):
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@@ -65,6 +65,18 @@ func (svc *Service) PostMessage(ctx context.Context, gameID, senderID uuid.UUID,
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if idx != toMove {
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return Message{}, ErrChatNotYourTurn
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}
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// At most one chat message per turn. The turn's start (move-driven, so stable for the
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// whole turn) bounds the window: a prior message posted at or after it closes chat until
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// the next turn.
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turnStart, err := svc.games.TurnStartedAt(ctx, gameID)
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if err != nil {
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return Message{}, err
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}
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if last, ok, err := svc.store.lastMessageAt(ctx, gameID, senderID); err != nil {
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return Message{}, err
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} else if ok && !last.Before(turnStart) {
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return Message{}, ErrChatAlreadySentThisTurn
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}
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sender, err := svc.accounts.GetByID(ctx, senderID)
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if err != nil {
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return Message{}, err
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@@ -31,6 +31,10 @@ type GameReader interface {
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// LastMoveAt is the time of an account's most recent move in a game (and whether it
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// has moved); the nudge cooldown resets once the player has taken a turn.
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LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID) (time.Time, bool, error)
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// TurnStartedAt is the start time of the game's current turn; it bounds the
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// one-chat-message-per-turn limit (a message counts toward the current turn when it
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// was posted at or after this time).
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TurnStartedAt(ctx context.Context, gameID uuid.UUID) (time.Time, error)
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// GameLanguage is the game's language tag ("en"/"ru"), so a nudge's out-of-app push routes
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// to the game's bot rather than the recipient's last-login bot.
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GameLanguage(ctx context.Context, gameID uuid.UUID) (string, error)
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@@ -77,6 +81,9 @@ var (
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// sender's turn — chat is allowed only on your own turn (the opponent's-turn control
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// is the nudge).
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ErrChatNotYourTurn = errors.New("social: cannot chat while it is not your turn")
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// ErrChatAlreadySentThisTurn is returned when the sender has already posted a chat
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// message during the current turn — at most one message is allowed per turn.
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ErrChatAlreadySentThisTurn = errors.New("social: already sent a chat message this turn")
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)
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// Service is the social domain. It is the only writer of the friendships, blocks
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@@ -444,7 +444,10 @@ English game the Latin pool.
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- **Chat**: per-game, persisted (kept with the game's archive), **≤ 60 runes**,
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and **validated on input** — links, email addresses and phone numbers (including
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lightly obfuscated forms) are rejected, since the chat is for quick reactions,
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not contact exchange. Each message stores the sender's IP (forwarded by the
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not contact exchange. Chat is allowed **only on the sender's own turn** and
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**at most once per turn** (the turn boundary is the move-driven turn start; the
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opponent's-turn control is the nudge); the backend enforces both and the client
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mirrors them by hiding the field. Each message stores the sender's IP (forwarded by the
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gateway) for moderation. A sender who has disabled chat cannot post,
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and messages from a blocked sender are hidden from the viewer. The operator console
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has a **Messages** section that lists posted messages (nudges excluded)
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+3
-1
@@ -155,7 +155,9 @@ and/or friend requests — and block individual players (a per-user block hides
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person's chat and stops requests and game invitations both ways; it also ends any
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existing friendship). Per-game chat is for quick reactions: messages are short
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(up to 60 characters) and may not contain links, email addresses or phone numbers,
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even disguised. Nudge the player whose turn is awaited at most once per hour (the
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even disguised. You may send **one message per turn, on your own turn**; once it is sent
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the field gives way to a short caption until your next turn. Nudge the player whose turn
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is awaited at most once per hour (the
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nudge is part of the game chat); the out-of-app push is delivered via the platform.
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Chat and the word-check tool share one **comms screen** with **💬 chat** / **🔎 dictionary**
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tabs, reached from the 💬 in the move-history header (with a back to the game); a new chat
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@@ -159,7 +159,9 @@ nudge) приходят от бота **этой партии** — по язы
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и блокировка конкретного игрока (пер-юзер блок скрывает его чат и запрещает заявки
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и приглашения в игру в обе стороны, а также расторгает уже имеющуюся дружбу). Чат
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партии — для быстрых реакций: сообщения короткие (до 60 символов) и не должны
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содержать ссылок, email и телефонов, даже завуалированных. Nudge ожидаемого
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содержать ссылок, email и телефонов, даже завуалированных. В свой ход можно отправить
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**одно сообщение за ход**; после отправки поле сменяется короткой подписью до следующего
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хода. Nudge ожидаемого
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соперника — не чаще раза в час (nudge — часть игрового чата); внеприложенческий
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push доставляется через платформу.
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Чат и инструмент проверки слова — один **экран связи** со вкладками **💬 чат** / **🔎 словарь**,
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+4
-1
@@ -248,7 +248,10 @@ IV 🏅; active games show Your move 🟢 / Opponent's move ⏳; invitations use
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- **Finished game**: the board keeps no last-word highlight and no zoom; the history header
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offers *Export GCG* (not *Drop game*) and the comms hub hides the 🔎 *Dictionary* tab; and
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the footer (rack + tab bar) is **drawn but inert** (greyed, non-interactive) rather than
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hidden, so the layout does not jump. Chat send / nudge are the ⬆️ / 🛎️ icons.
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hidden, so the layout does not jump. Chat send / nudge are the ⬆️ / 🛎️ icons. The input
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row is turn-driven: on your turn the message field shows until your one allowed message is
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sent, then a short caption replaces it until the next turn; on the opponent's turn the 🛎️
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nudge takes the field's place.
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## Caveat
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@@ -230,7 +230,7 @@ test('link account: the Telegram web sign-in control is offered in a browser', a
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await expect(page.getByRole('button', { name: 'Link Telegram' })).toBeVisible();
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});
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test('chat: the message field shows on your turn, the nudge replaces it otherwise', async ({ page }) => {
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test('chat: one message per turn — the field shows, then a caption replaces it after sending', async ({ page }) => {
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await loginLobby(page);
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await page.getByRole('button', { name: /Ann/ }).click(); // g1: your turn
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await page.locator('.scoreboard').click(); // open the history
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@@ -241,4 +241,11 @@ test('chat: the message field shows on your turn, the nudge replaces it otherwis
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// through the aria-label.
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await expect(page.getByRole('button', { name: 'Send' })).toBeVisible();
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await expect(page.getByRole('button', { name: 'Nudge' })).toHaveCount(0);
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// The limit is one message per turn: after sending, the field is hidden behind a caption.
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// It is still your turn, so the nudge does not appear either.
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await page.getByPlaceholder(/Quick message/).fill('hi there');
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await page.getByRole('button', { name: 'Send' }).click();
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await expect(page.getByText('You can write again next turn.')).toBeVisible();
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await expect(page.getByRole('button', { name: 'Send' })).toHaveCount(0);
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await expect(page.getByRole('button', { name: 'Nudge' })).toHaveCount(0);
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});
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+16
-6
@@ -8,6 +8,7 @@
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myId,
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busy,
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myTurn = false,
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canSend = false,
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waiting = false,
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nudgeOnCooldown = false,
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onsend,
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@@ -16,11 +17,16 @@
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messages: ChatMessage[];
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myId: string;
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busy: boolean;
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// Chat and nudge are mutually exclusive by turn: on the player's own turn the
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// message field + send are shown (and nudging makes no sense — there is no one to
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// hurry); on the opponent's turn only the nudge button shows. While the hourly nudge
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// cooldown is active the nudge is disabled with an "awaiting reply" caption.
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// The input area has three turn-driven states: on your own turn the message field +
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// send show while you may still post (canSend); once the one allowed message is sent a
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// short caption replaces them until the next turn; on the opponent's turn only the
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// nudge button shows (nudging your own turn makes no sense — there is no one to hurry).
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// While the hourly nudge cooldown is active the nudge is disabled with an "awaiting
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// reply" caption.
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myTurn?: boolean;
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// canSend is true while the player may still post this turn (own turn and the per-turn
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// limit not yet reached); it gates the message field.
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canSend?: boolean;
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// waiting is true while an auto-match game still has no opponent: both send and nudge
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// are disabled (there is no one to message or hurry yet).
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waiting?: boolean;
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@@ -53,14 +59,18 @@
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{/each}
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</div>
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<div class="input">
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{#if myTurn}
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{#if canSend}
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<input
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maxlength="60"
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placeholder={t('chat.placeholder')}
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bind:value={text}
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onkeydown={(e) => e.key === 'Enter' && send()}
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onkeydown={(e) => e.key === 'Enter' && !busy && send()}
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/>
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<button class="iconbtn" onclick={send} disabled={busy || waiting || !connection.online} aria-label={t('chat.send')}>⬆️</button>
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{:else if myTurn}
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<!-- Own turn, the one allowed message already sent: a caption holds the row until the
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next turn (no nudge — there is no one to hurry on your own turn). -->
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<span class="cooldown">{t('chat.sentThisTurn')}</span>
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{:else}
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<!-- A flex:1 caption keeps the nudge pinned right whether or not the cooldown text shows. -->
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<span class="cooldown">{nudgeOnCooldown ? t('chat.awaitingReply') : ''}</span>
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@@ -3,6 +3,7 @@
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import Chat from './Chat.svelte';
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import { gateway } from '../lib/gateway';
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import { app, handleError, clearChatUnread } from '../lib/app.svelte';
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import { canSendChat, sentThisTurn } from '../lib/chatlimit';
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import type { ChatMessage, StateView } from '../lib/model';
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// The Chat tab body, hosted by CommsHub (which supplies the nav bar + tab bar). The
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@@ -20,6 +21,11 @@
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const isMyTurn = $derived(
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!!view && (view.game.status === 'active' || view.game.status === 'open') && view.game.toMove === view.seat,
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);
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// At most one chat message per turn: "already wrote this turn" is derived from the
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// message list against the move-driven turn start (lastActivityUnix), so it resets when
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// the turn advances. canSend hides the field once the limit is reached (and always on
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// the opponent's turn).
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const canSend = $derived(canSendChat(isMyTurn, view ? sentThisTurn(messages, myId, view.game.lastActivityUnix) : 0));
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// While the auto-match game still has no opponent, chat and nudge are both disabled.
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const waiting = $derived(!!view && view.game.status === 'open');
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const nudgeCooldownSecs = 3600;
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@@ -46,22 +52,35 @@
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/* best-effort */
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}
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}
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onMount(async () => {
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// loadState (re)reads the game state that drives the chat/nudge toggle and the per-turn
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// limit. The initial load surfaces an error; live reloads are best-effort.
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async function loadState(initial = false) {
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try {
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view = await gateway.gameState(id, false);
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} catch (e) {
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handleError(e);
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if (initial) handleError(e);
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}
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}
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onMount(async () => {
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await loadState(true);
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await refresh();
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});
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// Live: refresh (and keep the unread cleared) on a chat / nudge for this game.
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// Live: refresh the message list on a chat / nudge for this game, and reload the state on
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// a turn / game-state change so the chat/nudge toggle and the per-turn limit (keyed on the
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// turn start) follow the live game.
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$effect(() => {
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const e = app.lastEvent;
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if (!e) return;
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if ((e.kind === 'chat_message' && e.message.gameId === id) || (e.kind === 'nudge' && e.gameId === id)) {
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void refresh();
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}
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if (
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(e.kind === 'your_turn' || e.kind === 'opponent_moved' || e.kind === 'game_over' || e.kind === 'opponent_joined') &&
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e.gameId === id
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) {
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void loadState();
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}
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});
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// Re-evaluate the nudge cooldown on a timer so the control re-enables on time.
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$effect(() => {
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@@ -91,4 +110,4 @@
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}
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</script>
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<Chat {messages} {myId} {busy} myTurn={isMyTurn} {waiting} {nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />
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<Chat {messages} {myId} {busy} myTurn={isMyTurn} {canSend} {waiting} {nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />
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@@ -0,0 +1,41 @@
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import { describe, expect, it } from 'vitest';
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import { canSendChat, sentThisTurn, turnMessageLimit } from './chatlimit';
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import type { ChatMessage } from './model';
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function msg(senderId: string, kind: string, createdAtUnix: number): ChatMessage {
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return { id: `${senderId}-${kind}-${createdAtUnix}`, gameId: 'g1', senderId, kind, body: kind === 'nudge' ? '' : 'hi', createdAtUnix };
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}
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const ME = 'me';
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const TURN_START = 1000;
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describe('turnMessageLimit', () => {
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it('allows one message on your turn and none on the opponent\'s', () => {
|
||||
expect(turnMessageLimit(true)).toBe(1);
|
||||
expect(turnMessageLimit(false)).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('sentThisTurn', () => {
|
||||
it('counts my messages posted at or after the turn start', () => {
|
||||
const messages = [msg(ME, 'message', TURN_START), msg(ME, 'message', TURN_START + 5)];
|
||||
expect(sentThisTurn(messages, ME, TURN_START)).toBe(2);
|
||||
});
|
||||
it('ignores my messages from a previous turn', () => {
|
||||
expect(sentThisTurn([msg(ME, 'message', TURN_START - 1)], ME, TURN_START)).toBe(0);
|
||||
});
|
||||
it("ignores other players' messages and my own nudges", () => {
|
||||
const messages = [msg('ann', 'message', TURN_START + 1), msg(ME, 'nudge', TURN_START + 2)];
|
||||
expect(sentThisTurn(messages, ME, TURN_START)).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('canSendChat', () => {
|
||||
it("is false on the opponent's turn", () => {
|
||||
expect(canSendChat(false, 0)).toBe(false);
|
||||
});
|
||||
it('is true on your turn before sending and false after one message', () => {
|
||||
expect(canSendChat(true, 0)).toBe(true);
|
||||
expect(canSendChat(true, 1)).toBe(false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,37 @@
|
||||
import type { ChatMessage } from './model';
|
||||
|
||||
// The in-game chat is a per-turn reaction, not a running conversation: a player may post
|
||||
// at most one message on their own turn and none on the opponent's. The turn boundary is
|
||||
// the move-driven turn start (GameView.lastActivityUnix), so "already wrote this turn" is
|
||||
// derived from the loaded message list rather than a counter — it survives reopening the
|
||||
// chat and resets by itself when the turn advances. The backend enforces the same rule.
|
||||
|
||||
/**
|
||||
* turnMessageLimit is how many chat messages a player may post in the given turn state:
|
||||
* one on the player's own turn, none on the opponent's.
|
||||
*/
|
||||
export function turnMessageLimit(isMyTurn: boolean): number {
|
||||
return isMyTurn ? 1 : 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* sentThisTurn counts the chat messages (nudges excluded) that the viewer myId has posted
|
||||
* since the current turn began. turnStartUnix is the move-driven turn start in Unix
|
||||
* seconds; a message counts toward the current turn when it was created at or after it.
|
||||
*/
|
||||
export function sentThisTurn(messages: ChatMessage[], myId: string, turnStartUnix: number): number {
|
||||
let n = 0;
|
||||
for (const m of messages) {
|
||||
if (m.senderId === myId && m.kind === 'message' && m.createdAtUnix >= turnStartUnix) n += 1;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
/**
|
||||
* canSendChat reports whether the viewer may still post a chat message this turn: the count
|
||||
* already sent is below the turn's limit. It is false on the opponent's turn (limit zero)
|
||||
* and once the single own-turn message has been sent.
|
||||
*/
|
||||
export function canSendChat(isMyTurn: boolean, sent: number): boolean {
|
||||
return sent < turnMessageLimit(isMyTurn);
|
||||
}
|
||||
@@ -113,6 +113,7 @@ export const en = {
|
||||
'chat.awaitingReply': "Waiting for the opponent's reply",
|
||||
'chat.empty': 'No messages yet.',
|
||||
'chat.nudged': '{name} nudged you',
|
||||
'chat.sentThisTurn': 'You can write again next turn.',
|
||||
|
||||
'profile.title': 'Profile',
|
||||
'profile.language': 'Language',
|
||||
@@ -177,6 +178,7 @@ export const en = {
|
||||
'error.chat_rejected': 'Message rejected (too long or contains contact info).',
|
||||
'error.nudge_too_soon': "Please don't rush your opponent so often.",
|
||||
'error.chat_not_your_turn': 'You can chat only on your turn.',
|
||||
'error.chat_already_sent': 'You can send only one message per turn.',
|
||||
'error.game_finished': 'This game is finished.',
|
||||
'error.not_a_player': 'You are not a player in this game.',
|
||||
'error.already_queued': 'You are already in the queue.',
|
||||
|
||||
@@ -114,6 +114,7 @@ export const ru: Record<MessageKey, string> = {
|
||||
'chat.awaitingReply': 'Ждём реакцию соперника',
|
||||
'chat.empty': 'Сообщений пока нет.',
|
||||
'chat.nudged': '{name} торопит вас',
|
||||
'chat.sentThisTurn': 'Можно написать снова в следующем ходу.',
|
||||
|
||||
'profile.title': 'Профиль',
|
||||
'profile.language': 'Язык',
|
||||
@@ -178,6 +179,7 @@ export const ru: Record<MessageKey, string> = {
|
||||
'error.chat_rejected': 'Сообщение отклонено (слишком длинное или содержит контакты).',
|
||||
'error.nudge_too_soon': 'Не стоит торопить соперника так часто.',
|
||||
'error.chat_not_your_turn': 'Писать в чат можно только в свой ход.',
|
||||
'error.chat_already_sent': 'За один ход можно отправить только одно сообщение.',
|
||||
'error.game_finished': 'Эта игра уже завершена.',
|
||||
'error.not_a_player': 'Вы не участник этой игры.',
|
||||
'error.already_queued': 'Вы уже в очереди.',
|
||||
|
||||
Reference in New Issue
Block a user