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:
Ilia Denisov
2026-06-14 20:18:58 +02:00
parent fc28e43e43
commit 02681ae9e0
18 changed files with 207 additions and 15 deletions
+6
View File
@@ -408,6 +408,12 @@ func (svc *Service) LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID)
return svc.store.LastMoveAt(ctx, gameID, accountID)
}
// TurnStartedAt returns the start time of a game's current turn. The social service uses
// it as the per-turn boundary for the one-chat-message-per-turn limit.
func (svc *Service) TurnStartedAt(ctx context.Context, gameID uuid.UUID) (time.Time, error) {
return svc.store.TurnStartedAt(ctx, gameID)
}
// transition validates the actor and turn, applies op under the per-game lock and
// commits the result.
func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID, op engineOp) (MoveResult, error) {
+13
View File
@@ -968,6 +968,19 @@ func (s *Store) LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID) (ti
return at.Time, true, nil
}
// TurnStartedAt returns the start time of a game's current turn (games.turn_started_at).
// The social service uses it as the per-turn boundary for the one-chat-message-per-turn
// limit; it advances only on a move, never on chat or a nudge.
func (s *Store) TurnStartedAt(ctx context.Context, gameID uuid.UUID) (time.Time, error) {
var at time.Time
err := s.db.QueryRowContext(ctx,
`SELECT turn_started_at FROM backend.games WHERE game_id = $1`, gameID).Scan(&at)
if err != nil {
return time.Time{}, fmt.Errorf("game: turn started at %s: %w", gameID, err)
}
return at, nil
}
// RobotSchedule returns a game's bag seed and current turn-start time. The admin console
// combines them with the robot strategy to show a robot seat's play-to-win intent and its
// next-move ETA. Both are server-only state, never part of the public game view.