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.
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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', () => {
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expect(turnMessageLimit(true)).toBe(1);
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expect(turnMessageLimit(false)).toBe(0);
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});
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});
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describe('sentThisTurn', () => {
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it('counts my messages posted at or after the turn start', () => {
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const messages = [msg(ME, 'message', TURN_START), msg(ME, 'message', TURN_START + 5)];
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expect(sentThisTurn(messages, ME, TURN_START)).toBe(2);
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});
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it('ignores my messages from a previous turn', () => {
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expect(sentThisTurn([msg(ME, 'message', TURN_START - 1)], ME, TURN_START)).toBe(0);
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});
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it("ignores other players' messages and my own nudges", () => {
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const messages = [msg('ann', 'message', TURN_START + 1), msg(ME, 'nudge', TURN_START + 2)];
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expect(sentThisTurn(messages, ME, TURN_START)).toBe(0);
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});
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});
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describe('canSendChat', () => {
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it("is false on the opponent's turn", () => {
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expect(canSendChat(false, 0)).toBe(false);
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});
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it('is true on your turn before sending and false after one message', () => {
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expect(canSendChat(true, 0)).toBe(true);
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expect(canSendChat(true, 1)).toBe(false);
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});
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});
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@@ -0,0 +1,37 @@
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import type { ChatMessage } from './model';
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// The in-game chat is a per-turn reaction, not a running conversation: a player may post
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// at most one message on their own turn and none on the opponent's. The turn boundary is
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// the move-driven turn start (GameView.lastActivityUnix), so "already wrote this turn" is
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// derived from the loaded message list rather than a counter — it survives reopening the
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// chat and resets by itself when the turn advances. The backend enforces the same rule.
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/**
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* turnMessageLimit is how many chat messages a player may post in the given turn state:
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* one on the player's own turn, none on the opponent's.
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*/
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export function turnMessageLimit(isMyTurn: boolean): number {
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return isMyTurn ? 1 : 0;
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}
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/**
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* sentThisTurn counts the chat messages (nudges excluded) that the viewer myId has posted
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* since the current turn began. turnStartUnix is the move-driven turn start in Unix
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* seconds; a message counts toward the current turn when it was created at or after it.
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*/
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export function sentThisTurn(messages: ChatMessage[], myId: string, turnStartUnix: number): number {
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let n = 0;
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for (const m of messages) {
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if (m.senderId === myId && m.kind === 'message' && m.createdAtUnix >= turnStartUnix) n += 1;
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}
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return n;
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}
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/**
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* canSendChat reports whether the viewer may still post a chat message this turn: the count
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* already sent is below the turn's limit. It is false on the opponent's turn (limit zero)
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* and once the single own-turn message has been sent.
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*/
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export function canSendChat(isMyTurn: boolean, sent: number): boolean {
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return sent < turnMessageLimit(isMyTurn);
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}
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@@ -113,6 +113,7 @@ export const en = {
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'chat.awaitingReply': "Waiting for the opponent's reply",
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'chat.empty': 'No messages yet.',
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'chat.nudged': '{name} nudged you',
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'chat.sentThisTurn': 'You can write again next turn.',
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'profile.title': 'Profile',
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'profile.language': 'Language',
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@@ -177,6 +178,7 @@ export const en = {
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'error.chat_rejected': 'Message rejected (too long or contains contact info).',
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'error.nudge_too_soon': "Please don't rush your opponent so often.",
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'error.chat_not_your_turn': 'You can chat only on your turn.',
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'error.chat_already_sent': 'You can send only one message per turn.',
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'error.game_finished': 'This game is finished.',
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'error.not_a_player': 'You are not a player in this game.',
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'error.already_queued': 'You are already in the queue.',
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@@ -114,6 +114,7 @@ export const ru: Record<MessageKey, string> = {
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'chat.awaitingReply': 'Ждём реакцию соперника',
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'chat.empty': 'Сообщений пока нет.',
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'chat.nudged': '{name} торопит вас',
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'chat.sentThisTurn': 'Можно написать снова в следующем ходу.',
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'profile.title': 'Профиль',
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'profile.language': 'Язык',
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@@ -178,6 +179,7 @@ export const ru: Record<MessageKey, string> = {
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'error.chat_rejected': 'Сообщение отклонено (слишком длинное или содержит контакты).',
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'error.nudge_too_soon': 'Не стоит торопить соперника так часто.',
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'error.chat_not_your_turn': 'Писать в чат можно только в свой ход.',
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'error.chat_already_sent': 'За один ход можно отправить только одно сообщение.',
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'error.game_finished': 'Эта игра уже завершена.',
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'error.not_a_player': 'Вы не участник этой игры.',
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'error.already_queued': 'Вы уже в очереди.',
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