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:
Ilia Denisov
2026-06-07 09:17:35 +02:00
parent 3856b34f8a
commit 10412fee8e
23 changed files with 301 additions and 29 deletions
+1 -1
View File
@@ -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
View File
@@ -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}