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.
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
+17 -4
View File
@@ -37,7 +37,7 @@ func Render(kind string, payload []byte, lang string) (Message, bool) {
return Message{Text: gameOverText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
case "nudge":
ev := scrabblefb.GetRootAsNudgeEvent(payload, 0)
return Message{Text: p.nudge, ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
return Message{Text: nudgeText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
case "match_found":
ev := scrabblefb.GetRootAsMatchFoundEvent(payload, 0)
return Message{Text: p.matchFound, ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
@@ -76,6 +76,16 @@ func yourTurnText(ev *scrabblefb.YourTurnEvent, p phrases) string {
}
}
// nudgeText renders the nudge body, voiced as the sender who is waiting ("{name}: Waiting for
// your move 🤭"). It falls back to the plain phrase when the sender name is missing (an older
// backend, or an unresolved name).
func nudgeText(ev *scrabblefb.NudgeEvent, p phrases) string {
if name := string(ev.SenderName()); name != "" {
return fmt.Sprintf(p.nudgeBy, name)
}
return p.nudge
}
// gameOverText renders the "game over" body from the recipient's own perspective.
func gameOverText(ev *scrabblefb.GameOverEvent, p phrases) string {
score := string(ev.ScoreLine())
@@ -89,9 +99,9 @@ func gameOverText(ev *scrabblefb.GameOverEvent, p phrases) string {
}
}
// phrases is one language's message catalog. The yourTurn*/gameOver* entries are fmt format
// strings: yourTurnPlay takes (name, word, scoreLine); yourTurnExchange/Pass/Moved take (name);
// the gameOver* entries take (scoreLine).
// phrases is one language's message catalog. The yourTurn*/gameOver*/nudgeBy entries are fmt
// format strings: yourTurnPlay takes (name, word, scoreLine); yourTurnExchange/Pass/Moved and
// nudgeBy take (name); the gameOver* entries take (scoreLine).
type phrases struct {
yourTurn string
yourTurnPlay string
@@ -102,6 +112,7 @@ type phrases struct {
gameOverLost string
gameOverDraw string
nudge string
nudgeBy string
matchFound string
invitation string
friendRequest string
@@ -119,6 +130,7 @@ var english = phrases{
gameOverLost: "Game over — you lost. Score %s",
gameOverDraw: "Game over — a draw. Score %s",
nudge: "You were nudged — it's your turn.",
nudgeBy: "%s: Waiting for your move 🤭",
matchFound: "Your game is ready.",
invitation: "You have a new game invitation.",
friendRequest: "You have a new friend request.",
@@ -136,6 +148,7 @@ var russian = phrases{
gameOverLost: "Игра окончена — вы проиграли. Счёт %s",
gameOverDraw: "Игра окончена — ничья. Счёт %s",
nudge: "Вас поторопили — ваш ход.",
nudgeBy: "%s: Жду Вашего хода 🤭",
matchFound: "Игра найдена.",
invitation: "Вас пригласили в игру.",
friendRequest: "Вам пришла заявка в друзья.",
@@ -29,6 +29,17 @@ func nudgePayload(id string) []byte {
return b.FinishedBytes()
}
func namedNudgePayload(id, name string) []byte {
b := flatbuffers.NewBuilder(0)
gid := b.CreateString(id)
n := b.CreateString(name)
scrabblefb.NudgeEventStart(b)
scrabblefb.NudgeEventAddGameId(b, gid)
scrabblefb.NudgeEventAddSenderName(b, n)
b.Finish(scrabblefb.NudgeEventEnd(b))
return b.FinishedBytes()
}
func matchFoundPayload(id string) []byte {
b := flatbuffers.NewBuilder(0)
gid := b.CreateString(id)
@@ -164,6 +175,23 @@ func TestRenderGameEvents(t *testing.T) {
}
}
// TestRenderNudgeNamed checks the nudge body names the sender when present (both languages) and
// falls back to the plain phrase — no stray format directive — when the name is absent.
func TestRenderNudgeNamed(t *testing.T) {
en, ok := Render("nudge", namedNudgePayload(gameID, "Ann"), "en")
if !ok || !strings.Contains(en.Text, "Ann") {
t.Errorf("en named nudge %q should name the sender", en.Text)
}
ru, _ := Render("nudge", namedNudgePayload(gameID, "Аня"), "ru")
if !strings.Contains(ru.Text, "Аня") {
t.Errorf("ru named nudge %q should name the sender", ru.Text)
}
plain, _ := Render("nudge", nudgePayload(gameID), "en")
if plain.Text == "" || strings.Contains(plain.Text, "%s") {
t.Errorf("unnamed nudge %q should be the plain phrase, not a format string", plain.Text)
}
}
func TestRenderNotify(t *testing.T) {
cases := map[string]struct {
subKind string