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
@@ -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