feat(nudge): name the sender; blink lobby cards; re-animate toasts
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The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
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@@ -1144,6 +1144,23 @@ func (svc *Service) Participants(ctx context.Context, gameID uuid.UUID) ([]uuid.
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return seats, g.ToMove, g.Status, nil
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}
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// SeatName returns the display name shown for the account seated in the game — the seat's
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// captured snapshot, falling back to the account's current name (see seatDisplayName) — or ""
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// when the account holds no seat. It lets the social package name a nudge's sender by the same
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// per-game identity the rest of the game uses, without exposing the seats.
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func (svc *Service) SeatName(ctx context.Context, gameID, accountID uuid.UUID) (string, error) {
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g, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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return "", err
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}
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for _, s := range g.Seats {
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if s.AccountID == accountID {
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return svc.seatDisplayName(ctx, s), nil
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}
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}
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return "", nil
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}
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// SharedGame reports whether accounts a and b are seated together in any game
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// (active or finished). It backs the social package's "befriend an opponent"
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// request gate without exposing the games tables; a self-pair is never shared.
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@@ -382,6 +382,33 @@ func TestNudgeRulesAndRateLimit(t *testing.T) {
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}
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}
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// TestSeatNameResolvesDisplayName checks game.Service.SeatName surfaces a seated account's
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// display name — the identity social.Nudge voices the nudge with — and returns "" for an account
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// that holds no seat (the render then falls back to the plain phrase).
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func TestSeatNameResolvesDisplayName(t *testing.T) {
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ctx := context.Background()
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gsvc := newGameService()
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// ProvisionRobot is the one provisioning path that stamps a known display name (a plain
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// provisioned account has none), so the seat resolves to a name we can assert.
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named, err := account.NewStore(testDB).ProvisionRobot(ctx, "tg-"+uuid.NewString(), "Ann")
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if err != nil {
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t.Fatalf("provision named account: %v", err)
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}
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g, err := gsvc.Create(ctx, game.CreateParams{
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Variant: engine.VariantEnglish, Seats: []uuid.UUID{provisionAccount(t), named.ID},
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TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
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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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if got, err := gsvc.SeatName(ctx, g.ID, named.ID); err != nil || got != "Ann" {
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t.Errorf("seated SeatName = (%q, %v), want (\"Ann\", nil)", got, err)
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}
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if got, err := gsvc.SeatName(ctx, g.ID, provisionAccount(t)); err != nil || got != "" {
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t.Errorf("non-seated SeatName = (%q, %v), want (\"\", nil)", got, err)
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}
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}
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// TestNudgeCooldownResetsOnAction checks the nudge cooldown clears once the player has
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// acted (moved or chatted) since their last nudge, even within the hour.
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func TestNudgeCooldownResetsOnAction(t *testing.T) {
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@@ -96,14 +96,18 @@ func ChatMessage(userID, gameID, senderID uuid.UUID, id, kind, body string, crea
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return Intent{UserID: userID, Kind: KindChatMessage, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// Nudge tells userID that fromUserID nudged them in game gameID.
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func Nudge(userID, gameID, fromUserID uuid.UUID) Intent {
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// Nudge tells userID that fromUserID nudged them in game gameID. senderName is fromUserID's
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// seat display name, used to voice the toast and the out-of-app push ("<name>: …"); an empty
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// name leaves the render to fall back to the plain phrase.
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func Nudge(userID, gameID, fromUserID uuid.UUID, senderName string) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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from := b.CreateString(fromUserID.String())
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name := b.CreateString(senderName)
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fb.NudgeEventStart(b)
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fb.NudgeEventAddGameId(b, gid)
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fb.NudgeEventAddFromUserId(b, from)
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fb.NudgeEventAddSenderName(b, name)
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b.Finish(fb.NudgeEventEnd(b))
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return Intent{UserID: userID, Kind: KindNudge, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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@@ -83,6 +83,18 @@ func TestYourTurnPayloadRoundTrips(t *testing.T) {
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}
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}
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func TestNudgePayloadRoundTrips(t *testing.T) {
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uid, gid, from := uuid.New(), uuid.New(), uuid.New()
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in := notify.Nudge(uid, gid, from, "Ann")
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if in.UserID != uid || in.Kind != notify.KindNudge || in.EventID == "" {
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t.Fatalf("intent metadata wrong: %+v", in)
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}
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ev := fb.GetRootAsNudgeEvent(in.Payload, 0)
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if string(ev.GameId()) != gid.String() || string(ev.FromUserId()) != from.String() || string(ev.SenderName()) != "Ann" {
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t.Fatalf("nudge fields wrong: game=%q from=%q name=%q", ev.GameId(), ev.FromUserId(), ev.SenderName())
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}
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}
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func TestGameOverPayloadRoundTrips(t *testing.T) {
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uid, gid := uuid.New(), uuid.New()
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summary := notify.GameSummary{ID: gid.String(), Status: "finished", MoveCount: 18, Seats: []notify.SeatStanding{{Seat: 0, Score: 120, IsWinner: true}}}
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@@ -154,7 +154,10 @@ func (svc *Service) Nudge(ctx context.Context, gameID, senderID uuid.UUID) (Mess
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}
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svc.metrics.recordChat(ctx, kindNudge)
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if toMove >= 0 && toMove < len(seats) {
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nudge := notify.Nudge(seats[toMove], gameID, senderID)
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// Name the sender by their per-game seat snapshot, so the toast and the out-of-app push
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// read "<name>: …"; an unresolved name (best-effort) falls back to the plain phrase.
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senderName, _ := svc.games.SeatName(ctx, gameID, senderID)
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nudge := notify.Nudge(seats[toMove], gameID, senderID, senderName)
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if lang, err := svc.games.GameLanguage(ctx, gameID); err == nil {
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nudge.Language = lang // route by the game's bot, not the recipient's last-login one
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}
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@@ -25,6 +25,10 @@ import (
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// private state.
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type GameReader interface {
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Participants(ctx context.Context, gameID uuid.UUID) (seats []uuid.UUID, toMove int, status string, err error)
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// SeatName is the display name of the account seated in the game (its per-game snapshot,
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// falling back to the account's current name), or "" when it holds no seat; it names a
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// nudge's sender in the toast and the out-of-app push by the same identity the game uses.
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SeatName(ctx context.Context, gameID, accountID uuid.UUID) (string, error)
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// SharedGame reports whether two accounts are seated together in any game
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// (active or finished); it gates the "befriend an opponent" request path.
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SharedGame(ctx context.Context, a, b uuid.UUID) (bool, error)
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