feat(chat): limit in-game chat to one message per turn
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
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:
+16
-6
@@ -8,6 +8,7 @@
|
||||
myId,
|
||||
busy,
|
||||
myTurn = false,
|
||||
canSend = false,
|
||||
waiting = false,
|
||||
nudgeOnCooldown = false,
|
||||
onsend,
|
||||
@@ -16,11 +17,16 @@
|
||||
messages: ChatMessage[];
|
||||
myId: string;
|
||||
busy: boolean;
|
||||
// Chat and nudge are mutually exclusive by turn: on the player's own turn the
|
||||
// message field + send are shown (and nudging makes no sense — there is no one to
|
||||
// hurry); on the opponent's turn only the nudge button shows. While the hourly nudge
|
||||
// cooldown is active the nudge is disabled with an "awaiting reply" caption.
|
||||
// The input area has three turn-driven states: on your own turn the message field +
|
||||
// send show while you may still post (canSend); once the one allowed message is sent a
|
||||
// short caption replaces them until the next turn; on the opponent's turn only the
|
||||
// nudge button shows (nudging your own turn makes no sense — there is no one to hurry).
|
||||
// While the hourly nudge cooldown is active the nudge is disabled with an "awaiting
|
||||
// reply" caption.
|
||||
myTurn?: boolean;
|
||||
// canSend is true while the player may still post this turn (own turn and the per-turn
|
||||
// limit not yet reached); it gates the message field.
|
||||
canSend?: boolean;
|
||||
// waiting is true while an auto-match game still has no opponent: both send and nudge
|
||||
// are disabled (there is no one to message or hurry yet).
|
||||
waiting?: boolean;
|
||||
@@ -53,14 +59,18 @@
|
||||
{/each}
|
||||
</div>
|
||||
<div class="input">
|
||||
{#if myTurn}
|
||||
{#if canSend}
|
||||
<input
|
||||
maxlength="60"
|
||||
placeholder={t('chat.placeholder')}
|
||||
bind:value={text}
|
||||
onkeydown={(e) => e.key === 'Enter' && send()}
|
||||
onkeydown={(e) => e.key === 'Enter' && !busy && send()}
|
||||
/>
|
||||
<button class="iconbtn" onclick={send} disabled={busy || waiting || !connection.online} aria-label={t('chat.send')}>⬆️</button>
|
||||
{:else if myTurn}
|
||||
<!-- Own turn, the one allowed message already sent: a caption holds the row until the
|
||||
next turn (no nudge — there is no one to hurry on your own turn). -->
|
||||
<span class="cooldown">{t('chat.sentThisTurn')}</span>
|
||||
{:else}
|
||||
<!-- A flex:1 caption keeps the nudge pinned right whether or not the cooldown text shows. -->
|
||||
<span class="cooldown">{nudgeOnCooldown ? t('chat.awaitingReply') : ''}</span>
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
import Chat from './Chat.svelte';
|
||||
import { gateway } from '../lib/gateway';
|
||||
import { app, handleError, clearChatUnread } from '../lib/app.svelte';
|
||||
import { canSendChat, sentThisTurn } from '../lib/chatlimit';
|
||||
import type { ChatMessage, StateView } from '../lib/model';
|
||||
|
||||
// The Chat tab body, hosted by CommsHub (which supplies the nav bar + tab bar). The
|
||||
@@ -20,6 +21,11 @@
|
||||
const isMyTurn = $derived(
|
||||
!!view && (view.game.status === 'active' || view.game.status === 'open') && view.game.toMove === view.seat,
|
||||
);
|
||||
// At most one chat message per turn: "already wrote this turn" is derived from the
|
||||
// message list against the move-driven turn start (lastActivityUnix), so it resets when
|
||||
// the turn advances. canSend hides the field once the limit is reached (and always on
|
||||
// the opponent's turn).
|
||||
const canSend = $derived(canSendChat(isMyTurn, view ? sentThisTurn(messages, myId, view.game.lastActivityUnix) : 0));
|
||||
// While the auto-match game still has no opponent, chat and nudge are both disabled.
|
||||
const waiting = $derived(!!view && view.game.status === 'open');
|
||||
const nudgeCooldownSecs = 3600;
|
||||
@@ -46,22 +52,35 @@
|
||||
/* best-effort */
|
||||
}
|
||||
}
|
||||
onMount(async () => {
|
||||
// loadState (re)reads the game state that drives the chat/nudge toggle and the per-turn
|
||||
// limit. The initial load surfaces an error; live reloads are best-effort.
|
||||
async function loadState(initial = false) {
|
||||
try {
|
||||
view = await gateway.gameState(id, false);
|
||||
} catch (e) {
|
||||
handleError(e);
|
||||
if (initial) handleError(e);
|
||||
}
|
||||
}
|
||||
onMount(async () => {
|
||||
await loadState(true);
|
||||
await refresh();
|
||||
});
|
||||
|
||||
// Live: refresh (and keep the unread cleared) on a chat / nudge for this game.
|
||||
// Live: refresh the message list on a chat / nudge for this game, and reload the state on
|
||||
// a turn / game-state change so the chat/nudge toggle and the per-turn limit (keyed on the
|
||||
// turn start) follow the live game.
|
||||
$effect(() => {
|
||||
const e = app.lastEvent;
|
||||
if (!e) return;
|
||||
if ((e.kind === 'chat_message' && e.message.gameId === id) || (e.kind === 'nudge' && e.gameId === id)) {
|
||||
void refresh();
|
||||
}
|
||||
if (
|
||||
(e.kind === 'your_turn' || e.kind === 'opponent_moved' || e.kind === 'game_over' || e.kind === 'opponent_joined') &&
|
||||
e.gameId === id
|
||||
) {
|
||||
void loadState();
|
||||
}
|
||||
});
|
||||
// Re-evaluate the nudge cooldown on a timer so the control re-enables on time.
|
||||
$effect(() => {
|
||||
@@ -91,4 +110,4 @@
|
||||
}
|
||||
</script>
|
||||
|
||||
<Chat {messages} {myId} {busy} myTurn={isMyTurn} {waiting} {nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />
|
||||
<Chat {messages} {myId} {busy} myTurn={isMyTurn} {canSend} {waiting} {nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />
|
||||
|
||||
Reference in New Issue
Block a user