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

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:
Ilia Denisov
2026-06-16 19:09:24 +02:00
parent e9dfa4ccb8
commit 12d128f1cc
26 changed files with 331 additions and 36 deletions
+12
View File
@@ -83,6 +83,18 @@ func TestYourTurnPayloadRoundTrips(t *testing.T) {
}
}
func TestNudgePayloadRoundTrips(t *testing.T) {
uid, gid, from := uuid.New(), uuid.New(), uuid.New()
in := notify.Nudge(uid, gid, from, "Ann")
if in.UserID != uid || in.Kind != notify.KindNudge || in.EventID == "" {
t.Fatalf("intent metadata wrong: %+v", in)
}
ev := fb.GetRootAsNudgeEvent(in.Payload, 0)
if string(ev.GameId()) != gid.String() || string(ev.FromUserId()) != from.String() || string(ev.SenderName()) != "Ann" {
t.Fatalf("nudge fields wrong: game=%q from=%q name=%q", ev.GameId(), ev.FromUserId(), ev.SenderName())
}
}
func TestGameOverPayloadRoundTrips(t *testing.T) {
uid, gid := uuid.New(), uuid.New()
summary := notify.GameSummary{ID: gid.String(), Status: "finished", MoveCount: 18, Seats: []notify.SeatStanding{{Seat: 0, Score: 120, IsWinner: true}}}