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
+41
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@@ -0,0 +1,41 @@
import { describe, expect, it } from 'vitest';
import { canSendChat, sentThisTurn, turnMessageLimit } from './chatlimit';
import type { ChatMessage } from './model';
function msg(senderId: string, kind: string, createdAtUnix: number): ChatMessage {
return { id: `${senderId}-${kind}-${createdAtUnix}`, gameId: 'g1', senderId, kind, body: kind === 'nudge' ? '' : 'hi', createdAtUnix };
}
const ME = 'me';
const TURN_START = 1000;
describe('turnMessageLimit', () => {
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);
});
});
+37
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@@ -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);
}
+2
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@@ -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.',
+2
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@@ -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.',