feat(nudge): name the sender; blink lobby cards; re-animate toasts
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
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.
This commit is contained in:
@@ -382,6 +382,33 @@ func TestNudgeRulesAndRateLimit(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// TestSeatNameResolvesDisplayName checks game.Service.SeatName surfaces a seated account's
|
||||
// display name — the identity social.Nudge voices the nudge with — and returns "" for an account
|
||||
// that holds no seat (the render then falls back to the plain phrase).
|
||||
func TestSeatNameResolvesDisplayName(t *testing.T) {
|
||||
ctx := context.Background()
|
||||
gsvc := newGameService()
|
||||
// ProvisionRobot is the one provisioning path that stamps a known display name (a plain
|
||||
// provisioned account has none), so the seat resolves to a name we can assert.
|
||||
named, err := account.NewStore(testDB).ProvisionRobot(ctx, "tg-"+uuid.NewString(), "Ann")
|
||||
if err != nil {
|
||||
t.Fatalf("provision named account: %v", err)
|
||||
}
|
||||
g, err := gsvc.Create(ctx, game.CreateParams{
|
||||
Variant: engine.VariantEnglish, Seats: []uuid.UUID{provisionAccount(t), named.ID},
|
||||
TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
|
||||
})
|
||||
if err != nil {
|
||||
t.Fatalf("create: %v", err)
|
||||
}
|
||||
if got, err := gsvc.SeatName(ctx, g.ID, named.ID); err != nil || got != "Ann" {
|
||||
t.Errorf("seated SeatName = (%q, %v), want (\"Ann\", nil)", got, err)
|
||||
}
|
||||
if got, err := gsvc.SeatName(ctx, g.ID, provisionAccount(t)); err != nil || got != "" {
|
||||
t.Errorf("non-seated SeatName = (%q, %v), want (\"\", nil)", got, err)
|
||||
}
|
||||
}
|
||||
|
||||
// TestNudgeCooldownResetsOnAction checks the nudge cooldown clears once the player has
|
||||
// acted (moved or chatted) since their last nudge, even within the hour.
|
||||
func TestNudgeCooldownResetsOnAction(t *testing.T) {
|
||||
|
||||
Reference in New Issue
Block a user