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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@@ -37,7 +37,7 @@ func Render(kind string, payload []byte, lang string) (Message, bool) {
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return Message{Text: gameOverText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "nudge":
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ev := scrabblefb.GetRootAsNudgeEvent(payload, 0)
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return Message{Text: p.nudge, ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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return Message{Text: nudgeText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "match_found":
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ev := scrabblefb.GetRootAsMatchFoundEvent(payload, 0)
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return Message{Text: p.matchFound, ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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@@ -76,6 +76,16 @@ func yourTurnText(ev *scrabblefb.YourTurnEvent, p phrases) string {
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}
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}
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// nudgeText renders the nudge body, voiced as the sender who is waiting ("{name}: Waiting for
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// your move 🤭"). It falls back to the plain phrase when the sender name is missing (an older
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// backend, or an unresolved name).
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func nudgeText(ev *scrabblefb.NudgeEvent, p phrases) string {
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if name := string(ev.SenderName()); name != "" {
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return fmt.Sprintf(p.nudgeBy, name)
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}
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return p.nudge
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}
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// gameOverText renders the "game over" body from the recipient's own perspective.
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func gameOverText(ev *scrabblefb.GameOverEvent, p phrases) string {
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score := string(ev.ScoreLine())
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@@ -89,9 +99,9 @@ func gameOverText(ev *scrabblefb.GameOverEvent, p phrases) string {
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}
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}
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// phrases is one language's message catalog. The yourTurn*/gameOver* entries are fmt format
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// strings: yourTurnPlay takes (name, word, scoreLine); yourTurnExchange/Pass/Moved take (name);
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// the gameOver* entries take (scoreLine).
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// phrases is one language's message catalog. The yourTurn*/gameOver*/nudgeBy entries are fmt
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// format strings: yourTurnPlay takes (name, word, scoreLine); yourTurnExchange/Pass/Moved and
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// nudgeBy take (name); the gameOver* entries take (scoreLine).
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type phrases struct {
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yourTurn string
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yourTurnPlay string
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@@ -102,6 +112,7 @@ type phrases struct {
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gameOverLost string
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gameOverDraw string
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nudge string
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nudgeBy string
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matchFound string
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invitation string
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friendRequest string
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@@ -119,6 +130,7 @@ var english = phrases{
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gameOverLost: "Game over — you lost. Score %s",
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gameOverDraw: "Game over — a draw. Score %s",
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nudge: "You were nudged — it's your turn.",
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nudgeBy: "%s: Waiting for your move 🤭",
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matchFound: "Your game is ready.",
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invitation: "You have a new game invitation.",
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friendRequest: "You have a new friend request.",
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@@ -136,6 +148,7 @@ var russian = phrases{
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gameOverLost: "Игра окончена — вы проиграли. Счёт %s",
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gameOverDraw: "Игра окончена — ничья. Счёт %s",
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nudge: "Вас поторопили — ваш ход.",
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nudgeBy: "%s: Жду Вашего хода 🤭",
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matchFound: "Игра найдена.",
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invitation: "Вас пригласили в игру.",
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friendRequest: "Вам пришла заявка в друзья.",
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