Stage 17 round 5 — backend/correctness bug fixes
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- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat. - Quick-match cancel was a UI no-op (only stopped polling): add the full path (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no later robot-substituted game). NewGame dequeues on cancel and on abandon. - Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win. The winner now takes rank 1 and the viewer is placed from rank 2 — matching the game-detail screen. - Friend request to a robot: robots no longer block requests; the request stays pending and expires (friendRequestTTL), mirroring a human who ignores it. - Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a correct message; the chat nudge button disables during the hourly cooldown; the nudge note reads 'Waiting for your move!' (button keeps the Nudge action label). Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
This commit is contained in:
@@ -112,17 +112,19 @@ func (s *Store) ProvisionByIdentity(ctx context.Context, kind, externalID string
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}
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// ProvisionRobot provisions (or finds) the durable account backing a robot pool
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// member: a KindRobot identity carrying displayName, with chat and friend requests
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// blocked so the robot never engages socially. Robot names are system-generated, not
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// player-edited, so they bypass the editable display-name validation and may carry
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// forms the editor rejects (an abbreviated surname like "Peter J."). It is idempotent:
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// repeated calls converge the display name and both block flags.
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// member: a KindRobot identity carrying displayName, with chat blocked but friend
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// requests NOT blocked — a request to a robot is accepted as pending and, since the
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// robot never responds, simply expires (friendRequestTTL), exactly mirroring a human
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// who ignores the request. Robot names are system-generated, not player-edited, so they
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// bypass the editable display-name validation and may carry forms the editor rejects (an
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// abbreviated surname like "Peter J."). It is idempotent: repeated calls converge the
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// display name and both block flags.
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func (s *Store) ProvisionRobot(ctx context.Context, externalID, displayName string) (Account, error) {
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acc, err := s.provision(ctx, KindRobot, externalID, provisionSeed{displayName: displayName})
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if err != nil {
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return Account{}, err
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}
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if acc.DisplayName == displayName && acc.BlockChat && acc.BlockFriendRequests {
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if acc.DisplayName == displayName && acc.BlockChat && !acc.BlockFriendRequests {
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return acc, nil
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}
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stmt := table.Accounts.UPDATE(
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@@ -130,7 +132,7 @@ func (s *Store) ProvisionRobot(ctx context.Context, externalID, displayName stri
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table.Accounts.BlockFriendRequests, table.Accounts.UpdatedAt,
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).SET(
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postgres.String(displayName), postgres.Bool(true),
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postgres.Bool(true), postgres.TimestampzT(time.Now().UTC()),
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postgres.Bool(false), postgres.TimestampzT(time.Now().UTC()),
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).WHERE(table.Accounts.AccountID.EQ(postgres.UUID(acc.ID))).
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RETURNING(table.Accounts.AllColumns)
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@@ -248,17 +248,29 @@ func (g *Game) Exchange(tiles []byte) (MoveRecord, error) {
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// winning regardless of score. A missed-turn timeout reuses Resign in the game
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// domain, so it inherits this win/loss.
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func (g *Game) Resign() (MoveRecord, error) {
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return g.ResignSeat(g.toMove)
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}
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// ResignSeat resigns a specific seat regardless of whose turn it is, so a player
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// may forfeit on the opponent's turn. The resigning seat always loses (winner()
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// skips resigned seats). The turn cursor only advances when the seat that resigned
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// was the one to move; resigning an off-turn seat leaves the current player's turn
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// intact. It returns ErrGameOver on a finished game or for an out-of-range or
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// already-resigned seat.
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func (g *Game) ResignSeat(seat int) (MoveRecord, error) {
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if g.over {
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return MoveRecord{}, ErrGameOver
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}
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player := g.toMove
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g.resigned[player] = true
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g.disposeHand(player)
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rec := MoveRecord{Player: player, Action: ActionResign, Total: g.scores[player]}
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if seat < 0 || seat >= len(g.hands) || g.resigned[seat] {
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return MoveRecord{}, ErrGameOver
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}
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g.resigned[seat] = true
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g.disposeHand(seat)
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rec := MoveRecord{Player: seat, Action: ActionResign, Total: g.scores[seat]}
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g.log = append(g.log, rec)
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if g.activeCount() <= 1 {
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g.finish(EndResign)
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} else {
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} else if seat == g.toMove {
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g.advance()
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}
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return rec, nil
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@@ -69,6 +69,39 @@ func TestResignTrailingPlayerLoses(t *testing.T) {
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}
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}
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// TestResignSeatOffTurn covers a forfeit on the opponent's turn: after player 0
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// moves it is player 1's turn, yet player 0 resigns its own seat — the resigner
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// loses, the opponent wins, and the game ends.
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func TestResignSeatOffTurn(t *testing.T) {
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g := openingGame(t)
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hint, ok := g.HintView()
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if !ok {
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t.Fatal("opening game has no hint")
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}
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if _, err := g.SubmitPlay(hint.Dir, hint.Tiles); err != nil { // player 0 moves
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t.Fatalf("player 0 play: %v", err)
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}
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if g.ToMove() != 1 {
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t.Fatalf("after player 0's move, toMove = %d, want 1", g.ToMove())
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}
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// Player 0 resigns although it is player 1's turn.
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rec, err := g.ResignSeat(0)
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if err != nil {
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t.Fatalf("player 0 off-turn resign: %v", err)
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}
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if rec.Player != 0 || rec.Action != ActionResign {
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t.Errorf("resign record = seat %d action %v, want seat 0 resign", rec.Player, rec.Action)
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}
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if !g.Over() || g.Reason() != EndResign {
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t.Fatalf("game over=%v reason=%v, want over with resign", g.Over(), g.Reason())
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}
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if res := g.Result(); res.Winner != 1 {
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t.Errorf("winner = %d, want 1 (the non-resigner)", res.Winner)
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}
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}
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// TestResignOnFinishedGame rejects a second transition.
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func TestResignOnFinishedGame(t *testing.T) {
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g := newEnglishGame(t, 1)
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@@ -171,11 +171,46 @@ func (svc *Service) Exchange(ctx context.Context, gameID, accountID uuid.UUID, t
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}
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// Resign ends the game on the player's turn; the remaining player wins.
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// Resign forfeits the game for the acting account. Unlike a play/exchange/pass it is
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// allowed on the opponent's turn (a resignation is not a turn-scoped move), so it does
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// not go through transition's turn check: it resigns the actor's own seat, whoever is to
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// move. The resigning seat always loses (docs/ARCHITECTURE.md §7).
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func (svc *Service) Resign(ctx context.Context, gameID, accountID uuid.UUID) (MoveResult, error) {
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return svc.transition(ctx, gameID, accountID, func(g *engine.Game) (engine.MoveRecord, []string, error) {
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rec, err := g.Resign()
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return rec, nil, err
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})
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pre, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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return MoveResult{}, err
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}
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seat, ok := pre.seatOf(accountID)
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if !ok {
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return MoveResult{}, ErrNotAPlayer
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}
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if pre.Status != StatusActive {
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return MoveResult{}, ErrFinished
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}
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unlock := svc.locks.lock(gameID)
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defer unlock()
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g, err := svc.liveGame(ctx, pre)
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if err != nil {
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return MoveResult{}, err
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}
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if g.Over() {
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return MoveResult{}, ErrFinished
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}
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rackBefore := g.Hand(seat)
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rec, err := g.ResignSeat(seat)
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if err != nil {
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return MoveResult{}, err
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}
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post, err := svc.commit(ctx, gameID, g, rec, rec.Action.String(), rackBefore, nil, pre.Seats)
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if err != nil {
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return MoveResult{}, err
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}
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// A resignation carries no think time (it can happen on the opponent's turn), so it
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// is intentionally excluded from the move-duration metric.
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return MoveResult{Move: rec, Game: post}, nil
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}
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// GameVariant returns just a game's variant. The edge layer uses it to map wire alphabet
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@@ -299,6 +299,42 @@ func TestResignWinnerAndStats(t *testing.T) {
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}
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}
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// TestResignOnOpponentTurn checks the Stage 17 fix: a player can forfeit on the
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// opponent's turn. Seat 0 plays (so it is seat 1's turn), then seat 0 resigns its own
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// seat while it is not its turn — no ErrNotYourTurn, the game ends, and seat 0 loses
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// despite leading on score.
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func TestResignOnOpponentTurn(t *testing.T) {
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ctx := context.Background()
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svc := newGameService()
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seats := []uuid.UUID{provisionAccount(t), provisionAccount(t)}
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seed := openingSeed(t)
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g, err := svc.Create(ctx, game.CreateParams{
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Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Seed: seed,
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})
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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hint, ok := newMirror(t, seed, 2).HintView()
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if !ok {
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t.Fatal("no opening move")
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}
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if _, err := svc.SubmitPlay(ctx, g.ID, seats[0], hint.Dir, hint.Tiles); err != nil { // p0 scores, now p1's turn
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t.Fatalf("p0 play: %v", err)
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}
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res, err := svc.Resign(ctx, g.ID, seats[0]) // p0 resigns OFF turn
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if err != nil {
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t.Fatalf("off-turn resign = %v, want nil", err)
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}
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if res.Game.Status != game.StatusFinished || res.Game.EndReason != "resign" {
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t.Fatalf("after off-turn resign: %+v", res.Game)
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}
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if res.Game.Seats[0].IsWinner || !res.Game.Seats[1].IsWinner {
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t.Errorf("winner flags wrong (resigner must lose): %+v", res.Game.Seats)
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}
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}
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// TestTimeoutSweep auto-resigns an overdue game and records it as a timeout.
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func TestTimeoutSweep(t *testing.T) {
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ctx := context.Background()
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@@ -40,6 +40,38 @@ func newGameWithSeats(t *testing.T, n int) (uuid.UUID, []uuid.UUID) {
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return g.ID, seats
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}
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// TestFriendRequestToRobotStaysPending checks a friend request to a robot is accepted as
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// pending rather than blocked: robots no longer block friend requests, so the request
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// just sits unanswered and later expires — mirroring a human who ignores it (Stage 17).
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func TestFriendRequestToRobotStaysPending(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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accs := account.NewStore(testDB)
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human := provisionAccount(t)
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robot, err := accs.ProvisionRobot(ctx, "robot-friend-"+uuid.NewString(), "Robbie")
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if err != nil {
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t.Fatalf("provision robot: %v", err)
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}
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if robot.BlockFriendRequests {
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t.Fatal("robot must not block friend requests")
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}
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// A request is only allowed between players who share a game.
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if _, err := newGameService().Create(ctx, game.CreateParams{
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Variant: engine.VariantEnglish, Seats: []uuid.UUID{human, robot.ID},
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TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
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}); err != nil {
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t.Fatalf("create game: %v", err)
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}
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if err := svc.SendFriendRequest(ctx, human, robot.ID); err != nil {
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t.Fatalf("request to robot = %v, want nil (accepted as pending)", err)
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}
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if got, _ := svc.ListIncomingRequests(ctx, robot.ID); len(got) != 1 || got[0] != human {
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t.Fatalf("robot incoming = %v, want [human]", got)
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}
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}
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func TestFriendRequestLifecycle(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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@@ -142,11 +142,14 @@ func (m *Matchmaker) Poll(_ context.Context, accountID uuid.UUID) (EnqueueResult
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return EnqueueResult{}, nil
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}
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// Cancel removes accountID from whatever pool it waits in, reporting whether it
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// was queued.
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// Cancel removes accountID from whatever pool it waits in and drops any pending
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// matched result, reporting whether it was queued. Clearing the result closes the
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// race where the reaper substituted a robot just before the player cancelled: the
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// stale game must not later surface through Poll as a game the player did not want.
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func (m *Matchmaker) Cancel(_ context.Context, accountID uuid.UUID) bool {
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m.mu.Lock()
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defer m.mu.Unlock()
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delete(m.results, accountID)
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variant, ok := m.queued[accountID]
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if !ok {
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return false
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@@ -240,6 +240,27 @@ func TestMatchmakerReaperSkipsCancelled(t *testing.T) {
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}
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}
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// TestMatchmakerCancelClearsPendingResult covers the race where the reaper substitutes a
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// robot just before the player cancels: Cancel must drop the pending result so the
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// abandoned game never surfaces through Poll (Stage 17).
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func TestMatchmakerCancelClearsPendingResult(t *testing.T) {
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creator := &fakeCreator{}
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mm := newTestMatchmaker(creator, uuid.New())
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base := time.Now()
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mm.clock = func() time.Time { return base }
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ctx := context.Background()
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a := uuid.New()
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if _, err := mm.Enqueue(ctx, a, engine.VariantEnglish); err != nil {
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t.Fatalf("enqueue: %v", err)
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}
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mm.Reap(ctx, base.Add(testWaitDelay+time.Second)) // substitution stores a pending result
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mm.Cancel(ctx, a) // ... then the player cancels
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if got, _ := mm.Poll(ctx, a); got.Matched {
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t.Error("cancel must drop the pending substituted game; Poll still matched")
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}
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}
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func TestMatchmakerReaperDefersWithoutRobot(t *testing.T) {
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creator := &fakeCreator{}
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mm := NewMatchmaker(creator, &fakeRobots{err: errors.New("empty pool")}, testWaitDelay, zap.NewNop())
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@@ -47,6 +47,7 @@ func TestStatusForError(t *testing.T) {
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"not a player": {game.ErrNotAPlayer, http.StatusForbidden, "not_a_player"},
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"not your turn": {game.ErrNotYourTurn, http.StatusConflict, "not_your_turn"},
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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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"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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@@ -69,6 +69,7 @@ func (s *Server) registerRoutes() {
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}
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if s.matchmaker != nil {
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u.POST("/lobby/enqueue", s.handleEnqueue)
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u.POST("/lobby/cancel", s.handleCancel)
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u.GET("/lobby/poll", s.handlePoll)
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}
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if s.invitations != nil {
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@@ -200,9 +201,12 @@ func statusForError(err error) (int, string) {
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case errors.Is(err, session.ErrNotFound):
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return http.StatusUnauthorized, "session_invalid"
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case errors.Is(err, social.ErrChatBlocked), errors.Is(err, social.ErrMessageTooLong),
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errors.Is(err, social.ErrEmptyMessage), errors.Is(err, social.ErrForbiddenContent),
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errors.Is(err, social.ErrNudgeTooSoon):
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errors.Is(err, social.ErrEmptyMessage), errors.Is(err, social.ErrForbiddenContent):
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return http.StatusUnprocessableEntity, "chat_rejected"
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case errors.Is(err, social.ErrNudgeTooSoon):
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// A too-frequent nudge is a distinct, non-content rejection — the UI must say
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// "don't rush the player so often", not the chat content-rejection message.
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return http.StatusConflict, "nudge_too_soon"
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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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@@ -153,6 +153,20 @@ func (s *Server) handleEnqueue(c *gin.Context) {
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c.JSON(http.StatusOK, dto)
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}
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// handleCancel removes the caller from the auto-match pool (and drops any pending
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// matched result), so a cancelled quick-match neither blocks a re-queue nor later
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// surfaces a robot-substituted game the player abandoned. It is idempotent: cancelling
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// when not queued is a no-op success.
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func (s *Server) handleCancel(c *gin.Context) {
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uid, ok := userID(c)
|
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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s.matchmaker.Cancel(c.Request.Context(), uid)
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c.Status(http.StatusNoContent)
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}
|
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|
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// handlePoll reports whether the caller has been paired since queueing.
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func (s *Server) handlePoll(c *gin.Context) {
|
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uid, ok := userID(c)
|
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|
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@@ -255,6 +255,11 @@ func (c *Client) Poll(ctx context.Context, userID string) (MatchResp, error) {
|
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return out, err
|
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}
|
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|
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// Cancel removes the caller from the auto-match pool (idempotent; 204 No Content).
|
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func (c *Client) Cancel(ctx context.Context, userID string) error {
|
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return c.do(ctx, http.MethodPost, "/api/v1/user/lobby/cancel", userID, "", nil, nil)
|
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}
|
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|
||||
// ChatPost stores a chat message, forwarding the client IP for moderation.
|
||||
func (c *Client) ChatPost(ctx context.Context, userID, gameID, body, clientIP string) (ChatResp, error) {
|
||||
var out ChatResp
|
||||
|
||||
@@ -24,6 +24,7 @@ const (
|
||||
MsgGameSubmitPlay = "game.submit_play"
|
||||
MsgGameState = "game.state"
|
||||
MsgLobbyEnqueue = "lobby.enqueue"
|
||||
MsgLobbyCancel = "lobby.cancel"
|
||||
MsgLobbyPoll = "lobby.poll"
|
||||
MsgChatPost = "chat.post"
|
||||
MsgGamesList = "games.list"
|
||||
@@ -93,6 +94,7 @@ func NewRegistry(backend *backendclient.Client, tg TelegramValidator, defaultLan
|
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r.ops[MsgGameSubmitPlay] = Op{Handler: submitPlayHandler(backend), Auth: true}
|
||||
r.ops[MsgGameState] = Op{Handler: gameStateHandler(backend), Auth: true}
|
||||
r.ops[MsgLobbyEnqueue] = Op{Handler: enqueueHandler(backend), Auth: true}
|
||||
r.ops[MsgLobbyCancel] = Op{Handler: cancelHandler(backend), Auth: true}
|
||||
r.ops[MsgLobbyPoll] = Op{Handler: pollHandler(backend), Auth: true}
|
||||
r.ops[MsgChatPost] = Op{Handler: chatPostHandler(backend), Auth: true}
|
||||
r.ops[MsgGamesList] = Op{Handler: gamesListHandler(backend), Auth: true}
|
||||
@@ -233,6 +235,17 @@ func pollHandler(backend *backendclient.Client) Handler {
|
||||
}
|
||||
}
|
||||
|
||||
// cancelHandler removes the caller from the auto-match pool. It carries no result;
|
||||
// it echoes an empty (unmatched) Match so the client has a well-formed payload.
|
||||
func cancelHandler(backend *backendclient.Client) Handler {
|
||||
return func(ctx context.Context, req Request) ([]byte, error) {
|
||||
if err := backend.Cancel(ctx, req.UserID); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return encodeMatch(backendclient.MatchResp{}), nil
|
||||
}
|
||||
}
|
||||
|
||||
func chatPostHandler(backend *backendclient.Client) Handler {
|
||||
return func(ctx context.Context, req Request) ([]byte, error) {
|
||||
in := fb.GetRootAsChatPostRequest(req.Payload, 0)
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
onkeydown={(e) => e.key === 'Enter' && send()}
|
||||
/>
|
||||
<button class="iconbtn" onclick={send} disabled={busy} aria-label={t('chat.send')}>⬆️</button>
|
||||
<button class="iconbtn" onclick={onnudge} disabled={busy || !canNudge} aria-label={t('chat.nudge')}>🛎️</button>
|
||||
<button class="iconbtn" onclick={onnudge} disabled={busy || !canNudge} aria-label={t('chat.nudgeAction')}>🛎️</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
+22
-1
@@ -89,6 +89,20 @@
|
||||
const isMyTurn = $derived(!!view && view.game.status === 'active' && view.game.toMove === view.seat);
|
||||
const gameOver = $derived(!!view && view.game.status !== 'active');
|
||||
const bagEmpty = $derived((view?.bagLen ?? 0) === 0);
|
||||
// Nudge cooldown (one per hour per game, mirrored from the backend): the control is
|
||||
// disabled for an hour after the player's own last nudge. nudgeTick re-evaluates it on a
|
||||
// timer while the chat is open, so it re-enables without waiting for a new message.
|
||||
const nudgeCooldownSecs = 3600;
|
||||
let nudgeTick = $state(0);
|
||||
const nudgeOnCooldown = $derived.by(() => {
|
||||
void nudgeTick;
|
||||
const mine = app.session?.userId ?? '';
|
||||
const last = messages.reduce(
|
||||
(mx, m) => (m.kind === 'nudge' && m.senderId === mine ? Math.max(mx, m.createdAtUnix) : mx),
|
||||
0,
|
||||
);
|
||||
return last > 0 && Date.now() / 1000 - last < nudgeCooldownSecs;
|
||||
});
|
||||
|
||||
async function load() {
|
||||
try {
|
||||
@@ -145,6 +159,13 @@
|
||||
else if (e.kind === 'nudge' && e.gameId === id && panel === 'chat') void loadChat();
|
||||
});
|
||||
|
||||
// Tick the nudge cooldown while the chat is open so the control re-enables on time.
|
||||
$effect(() => {
|
||||
if (panel !== 'chat') return;
|
||||
const h = setInterval(() => (nudgeTick += 1), 20000);
|
||||
return () => clearInterval(h);
|
||||
});
|
||||
|
||||
function isCoarse(): boolean {
|
||||
return typeof matchMedia !== 'undefined' && matchMedia('(pointer: coarse)').matches;
|
||||
}
|
||||
@@ -708,7 +729,7 @@
|
||||
|
||||
{#if panel === 'chat'}
|
||||
<Modal title={t('game.chat')} onclose={() => (panel = 'none')}>
|
||||
<Chat {messages} myId={app.session?.userId ?? ''} {busy} canNudge={!isMyTurn} onsend={sendChat} onnudge={nudge} />
|
||||
<Chat {messages} myId={app.session?.userId ?? ''} {busy} canNudge={!isMyTurn && !nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />
|
||||
</Modal>
|
||||
{/if}
|
||||
|
||||
|
||||
@@ -65,6 +65,8 @@ export interface GatewayClient {
|
||||
// --- lobby ---
|
||||
lobbyEnqueue(variant: Variant): Promise<MatchResult>;
|
||||
lobbyPoll(): Promise<MatchResult>;
|
||||
/** Leave the auto-match pool (idempotent); a cancelled quick-match must not stay queued. */
|
||||
lobbyCancel(): Promise<void>;
|
||||
|
||||
// --- game ---
|
||||
// Stage 13: the play loop exchanges alphabet indices, so submit/evaluate/exchange/
|
||||
|
||||
@@ -94,7 +94,8 @@ export const en = {
|
||||
|
||||
'chat.placeholder': 'Quick message…',
|
||||
'chat.send': 'Send',
|
||||
'chat.nudge': 'Nudge',
|
||||
'chat.nudge': 'Waiting for your move!',
|
||||
'chat.nudgeAction': 'Nudge',
|
||||
'chat.empty': 'No messages yet.',
|
||||
'chat.nudged': '{name} nudged you',
|
||||
|
||||
@@ -155,6 +156,7 @@ export const en = {
|
||||
'error.hint_unavailable': 'No hints available.',
|
||||
'error.no_hint_available': 'No options with your letters.',
|
||||
'error.chat_rejected': 'Message rejected (too long or contains contact info).',
|
||||
'error.nudge_too_soon': "Please don't rush your opponent so often.",
|
||||
'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.',
|
||||
|
||||
@@ -95,7 +95,8 @@ export const ru: Record<MessageKey, string> = {
|
||||
|
||||
'chat.placeholder': 'Короткое сообщение…',
|
||||
'chat.send': 'Отправить',
|
||||
'chat.nudge': 'Поторопить',
|
||||
'chat.nudge': 'Жду вашего хода!',
|
||||
'chat.nudgeAction': 'Поторопить',
|
||||
'chat.empty': 'Сообщений пока нет.',
|
||||
'chat.nudged': '{name} торопит вас',
|
||||
|
||||
@@ -156,6 +157,7 @@ export const ru: Record<MessageKey, string> = {
|
||||
'error.hint_unavailable': 'Подсказки недоступны.',
|
||||
'error.no_hint_available': 'Нет вариантов с вашим набором.',
|
||||
'error.chat_rejected': 'Сообщение отклонено (слишком длинное или содержит контакты).',
|
||||
'error.nudge_too_soon': 'Не стоит торопить соперника так часто.',
|
||||
'error.game_finished': 'Эта игра уже завершена.',
|
||||
'error.not_a_player': 'Вы не участник этой игры.',
|
||||
'error.already_queued': 'Вы уже в очереди.',
|
||||
|
||||
@@ -180,6 +180,11 @@ export class MockGateway implements GatewayClient {
|
||||
return { matched: false };
|
||||
}
|
||||
|
||||
async lobbyCancel(): Promise<void> {
|
||||
// Dequeue: drop the pending substitution so a cancelled quick-match never arrives.
|
||||
this.pendingMatch = null;
|
||||
}
|
||||
|
||||
// --- game ---
|
||||
async gameState(gameId: string, _includeAlphabet: boolean): Promise<StateView> {
|
||||
const g = this.game(gameId);
|
||||
|
||||
@@ -48,6 +48,15 @@ describe('resultBadge', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('finished two-player: a 0-0 resignation is a defeat, not a score-tied win', () => {
|
||||
// The opponent won by resignation (isWinner) although neither side scored — the lobby
|
||||
// must read this as a loss, matching the game-detail screen (Stage 17 regression).
|
||||
expect(resultBadge(game([seat(0, 'me', 0), seat(1, 'a', 0, true)]), 'me')).toEqual({
|
||||
key: 'result.defeat',
|
||||
emoji: '🥈',
|
||||
});
|
||||
});
|
||||
|
||||
it('finished four-player: places by score', () => {
|
||||
const last = game([seat(0, 'me', 100), seat(1, 'a', 400, true), seat(2, 'b', 300), seat(3, 'c', 200)]);
|
||||
expect(resultBadge(last, 'me')).toEqual({ key: 'result.place4', emoji: '🏅' });
|
||||
|
||||
@@ -21,9 +21,11 @@ export function resultBadge(game: GameView, myId: string): ResultBadge {
|
||||
if (me?.isWinner) return { key: 'result.victory', emoji: '🏆' };
|
||||
if (!game.seats.some((s) => s.isWinner)) return { key: 'result.draw', emoji: '🏅' };
|
||||
|
||||
// Someone else won — place the viewer by score (1 + number of higher scores).
|
||||
const rank = 1 + game.seats.filter((s) => s.score > (me?.score ?? 0)).length;
|
||||
if (rank <= 1) return { key: 'result.victory', emoji: '🏆' };
|
||||
// Someone else won and it is not me, so I did not win — even when scores are level (a
|
||||
// win by resignation or timeout can leave the winner at or below my score). The winner
|
||||
// takes rank 1; place me among the remaining seats by score, starting at rank 2.
|
||||
const ahead = game.seats.filter((s) => !s.isWinner && s.accountId !== myId && s.score > (me?.score ?? 0)).length;
|
||||
const rank = 2 + ahead;
|
||||
if (rank === 2) return game.players === 2 ? { key: 'result.defeat', emoji: '🥈' } : { key: 'result.place2', emoji: '🥈' };
|
||||
if (rank === 3) return { key: 'result.place3', emoji: '🥉' };
|
||||
return { key: 'result.place4', emoji: '🏅' };
|
||||
|
||||
@@ -80,6 +80,9 @@ export function createTransport(baseUrl: string): GatewayClient {
|
||||
async lobbyPoll() {
|
||||
return codec.decodeMatchResult(await exec('lobby.poll', codec.empty()));
|
||||
},
|
||||
async lobbyCancel() {
|
||||
await exec('lobby.cancel', codec.empty());
|
||||
},
|
||||
|
||||
async gameState(id, includeAlphabet) {
|
||||
return codec.decodeStateView(await exec('game.state', codec.encodeStateRequest(id, includeAlphabet)));
|
||||
|
||||
@@ -31,12 +31,22 @@
|
||||
poll = null;
|
||||
}
|
||||
}
|
||||
// cancelSearch leaves the auto-match pool on the backend too, so a cancelled quick-match
|
||||
// is actually dequeued — otherwise the account stays queued (blocking a re-queue) and the
|
||||
// reaper later substitutes a robot for a game the player abandoned (Stage 17 fix).
|
||||
function cancelSearch() {
|
||||
stop();
|
||||
searching = false;
|
||||
void gateway.lobbyCancel().catch(() => {});
|
||||
navigate('/');
|
||||
}
|
||||
|
||||
async function find(v: Variant) {
|
||||
searching = true;
|
||||
try {
|
||||
const r = await gateway.lobbyEnqueue(v);
|
||||
if (r.matched && r.game) {
|
||||
searching = false;
|
||||
navigate(`/game/${r.game.id}`);
|
||||
return;
|
||||
}
|
||||
@@ -45,6 +55,7 @@
|
||||
const p = await gateway.lobbyPoll();
|
||||
if (p.matched && p.game) {
|
||||
stop();
|
||||
searching = false;
|
||||
navigate(`/game/${p.game.id}`);
|
||||
}
|
||||
} catch (e) {
|
||||
@@ -103,7 +114,11 @@
|
||||
}
|
||||
}
|
||||
|
||||
onDestroy(stop);
|
||||
onDestroy(() => {
|
||||
stop();
|
||||
// Abandoned mid-search (navigated away without Cancel): dequeue so we don't linger.
|
||||
if (searching) void gateway.lobbyCancel().catch(() => {});
|
||||
});
|
||||
</script>
|
||||
|
||||
<Screen title={t('new.title')} back="/">
|
||||
@@ -112,7 +127,7 @@
|
||||
<div class="searching">
|
||||
<div class="spinner"></div>
|
||||
<p>{t('new.searching')}</p>
|
||||
<button class="cancel" onclick={() => { stop(); navigate('/'); }}>{t('common.cancel')}</button>
|
||||
<button class="cancel" onclick={cancelSearch}>{t('common.cancel')}</button>
|
||||
</div>
|
||||
{:else}
|
||||
{#if !guest}
|
||||
|
||||
Reference in New Issue
Block a user