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.
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@@ -51,7 +51,7 @@
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onkeydown={(e) => e.key === 'Enter' && send()}
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/>
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<button class="iconbtn" onclick={send} disabled={busy} aria-label={t('chat.send')}>⬆️</button>
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<button class="iconbtn" onclick={onnudge} disabled={busy || !canNudge} aria-label={t('chat.nudge')}>🛎️</button>
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<button class="iconbtn" onclick={onnudge} disabled={busy || !canNudge} aria-label={t('chat.nudgeAction')}>🛎️</button>
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</div>
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</div>
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+22
-1
@@ -89,6 +89,20 @@
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const isMyTurn = $derived(!!view && view.game.status === 'active' && view.game.toMove === view.seat);
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const gameOver = $derived(!!view && view.game.status !== 'active');
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const bagEmpty = $derived((view?.bagLen ?? 0) === 0);
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// Nudge cooldown (one per hour per game, mirrored from the backend): the control is
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// disabled for an hour after the player's own last nudge. nudgeTick re-evaluates it on a
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// timer while the chat is open, so it re-enables without waiting for a new message.
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const nudgeCooldownSecs = 3600;
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let nudgeTick = $state(0);
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const nudgeOnCooldown = $derived.by(() => {
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void nudgeTick;
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const mine = app.session?.userId ?? '';
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const last = messages.reduce(
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(mx, m) => (m.kind === 'nudge' && m.senderId === mine ? Math.max(mx, m.createdAtUnix) : mx),
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0,
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);
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return last > 0 && Date.now() / 1000 - last < nudgeCooldownSecs;
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});
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async function load() {
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try {
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@@ -145,6 +159,13 @@
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else if (e.kind === 'nudge' && e.gameId === id && panel === 'chat') void loadChat();
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});
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// Tick the nudge cooldown while the chat is open so the control re-enables on time.
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$effect(() => {
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if (panel !== 'chat') return;
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const h = setInterval(() => (nudgeTick += 1), 20000);
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return () => clearInterval(h);
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});
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function isCoarse(): boolean {
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return typeof matchMedia !== 'undefined' && matchMedia('(pointer: coarse)').matches;
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}
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@@ -708,7 +729,7 @@
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{#if panel === 'chat'}
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<Modal title={t('game.chat')} onclose={() => (panel = 'none')}>
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<Chat {messages} myId={app.session?.userId ?? ''} {busy} canNudge={!isMyTurn} onsend={sendChat} onnudge={nudge} />
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<Chat {messages} myId={app.session?.userId ?? ''} {busy} canNudge={!isMyTurn && !nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />
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</Modal>
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{/if}
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@@ -65,6 +65,8 @@ export interface GatewayClient {
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// --- lobby ---
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lobbyEnqueue(variant: Variant): Promise<MatchResult>;
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lobbyPoll(): Promise<MatchResult>;
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/** Leave the auto-match pool (idempotent); a cancelled quick-match must not stay queued. */
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lobbyCancel(): Promise<void>;
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// --- game ---
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// Stage 13: the play loop exchanges alphabet indices, so submit/evaluate/exchange/
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@@ -94,7 +94,8 @@ export const en = {
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'chat.placeholder': 'Quick message…',
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'chat.send': 'Send',
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'chat.nudge': 'Nudge',
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'chat.nudge': 'Waiting for your move!',
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'chat.nudgeAction': 'Nudge',
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'chat.empty': 'No messages yet.',
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'chat.nudged': '{name} nudged you',
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@@ -155,6 +156,7 @@ export const en = {
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'error.hint_unavailable': 'No hints available.',
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'error.no_hint_available': 'No options with your letters.',
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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.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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@@ -95,7 +95,8 @@ export const ru: Record<MessageKey, string> = {
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'chat.placeholder': 'Короткое сообщение…',
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'chat.send': 'Отправить',
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'chat.nudge': 'Поторопить',
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'chat.nudge': 'Жду вашего хода!',
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'chat.nudgeAction': 'Поторопить',
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'chat.empty': 'Сообщений пока нет.',
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'chat.nudged': '{name} торопит вас',
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@@ -156,6 +157,7 @@ export const ru: Record<MessageKey, string> = {
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'error.hint_unavailable': 'Подсказки недоступны.',
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'error.no_hint_available': 'Нет вариантов с вашим набором.',
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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.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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@@ -180,6 +180,11 @@ export class MockGateway implements GatewayClient {
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return { matched: false };
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}
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async lobbyCancel(): Promise<void> {
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// Dequeue: drop the pending substitution so a cancelled quick-match never arrives.
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this.pendingMatch = null;
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}
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// --- game ---
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async gameState(gameId: string, _includeAlphabet: boolean): Promise<StateView> {
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const g = this.game(gameId);
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@@ -48,6 +48,15 @@ describe('resultBadge', () => {
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});
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});
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it('finished two-player: a 0-0 resignation is a defeat, not a score-tied win', () => {
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// The opponent won by resignation (isWinner) although neither side scored — the lobby
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// must read this as a loss, matching the game-detail screen (Stage 17 regression).
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expect(resultBadge(game([seat(0, 'me', 0), seat(1, 'a', 0, true)]), 'me')).toEqual({
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key: 'result.defeat',
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emoji: '🥈',
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});
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});
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it('finished four-player: places by score', () => {
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const last = game([seat(0, 'me', 100), seat(1, 'a', 400, true), seat(2, 'b', 300), seat(3, 'c', 200)]);
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expect(resultBadge(last, 'me')).toEqual({ key: 'result.place4', emoji: '🏅' });
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@@ -21,9 +21,11 @@ export function resultBadge(game: GameView, myId: string): ResultBadge {
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if (me?.isWinner) return { key: 'result.victory', emoji: '🏆' };
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if (!game.seats.some((s) => s.isWinner)) return { key: 'result.draw', emoji: '🏅' };
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// Someone else won — place the viewer by score (1 + number of higher scores).
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const rank = 1 + game.seats.filter((s) => s.score > (me?.score ?? 0)).length;
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if (rank <= 1) return { key: 'result.victory', emoji: '🏆' };
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// Someone else won and it is not me, so I did not win — even when scores are level (a
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// win by resignation or timeout can leave the winner at or below my score). The winner
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// takes rank 1; place me among the remaining seats by score, starting at rank 2.
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const ahead = game.seats.filter((s) => !s.isWinner && s.accountId !== myId && s.score > (me?.score ?? 0)).length;
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const rank = 2 + ahead;
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if (rank === 2) return game.players === 2 ? { key: 'result.defeat', emoji: '🥈' } : { key: 'result.place2', emoji: '🥈' };
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if (rank === 3) return { key: 'result.place3', emoji: '🥉' };
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return { key: 'result.place4', emoji: '🏅' };
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@@ -80,6 +80,9 @@ export function createTransport(baseUrl: string): GatewayClient {
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async lobbyPoll() {
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return codec.decodeMatchResult(await exec('lobby.poll', codec.empty()));
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},
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async lobbyCancel() {
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await exec('lobby.cancel', codec.empty());
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},
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async gameState(id, includeAlphabet) {
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return codec.decodeStateView(await exec('game.state', codec.encodeStateRequest(id, includeAlphabet)));
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@@ -31,12 +31,22 @@
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poll = null;
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}
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}
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// cancelSearch leaves the auto-match pool on the backend too, so a cancelled quick-match
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// is actually dequeued — otherwise the account stays queued (blocking a re-queue) and the
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// reaper later substitutes a robot for a game the player abandoned (Stage 17 fix).
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function cancelSearch() {
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stop();
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searching = false;
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void gateway.lobbyCancel().catch(() => {});
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navigate('/');
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}
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async function find(v: Variant) {
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searching = true;
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try {
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const r = await gateway.lobbyEnqueue(v);
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if (r.matched && r.game) {
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searching = false;
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navigate(`/game/${r.game.id}`);
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return;
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}
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@@ -45,6 +55,7 @@
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const p = await gateway.lobbyPoll();
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if (p.matched && p.game) {
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stop();
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searching = false;
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navigate(`/game/${p.game.id}`);
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}
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} catch (e) {
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@@ -103,7 +114,11 @@
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}
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}
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onDestroy(stop);
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onDestroy(() => {
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stop();
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// Abandoned mid-search (navigated away without Cancel): dequeue so we don't linger.
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if (searching) void gateway.lobbyCancel().catch(() => {});
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});
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</script>
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<Screen title={t('new.title')} back="/">
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@@ -112,7 +127,7 @@
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<div class="searching">
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<div class="spinner"></div>
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<p>{t('new.searching')}</p>
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<button class="cancel" onclick={() => { stop(); navigate('/'); }}>{t('common.cancel')}</button>
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<button class="cancel" onclick={cancelSearch}>{t('common.cancel')}</button>
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</div>
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{:else}
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{#if !guest}
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