Stage 7 (wip): UI shell, libs, mock transport, screens (lobby->game), e2e smoke
- plain Svelte 5 + TS + Vite (no SvelteKit); CSS-token design system (Telegram-ready), hash router, IndexedDB session - pure libs: domain model, premium/value maps ported from solver, board replay, placement state machine, i18n en/ru - in-memory mock transport + seed data; pnpm start runs lobby->active game->board with no backend - board: pointer-drag + tap placement, MakeMove (popup / 1s-hold commit), two-state zoom, blank chooser, exchange, hint, word-check, chat - Playwright smoke (mock) green; svelte-check clean; mock bundle ~37 KB gzip
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// GatewayClient — the typed facade the screens call. Both the real Connect/
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// FlatBuffers transport and the in-memory mock implement it. Domain failures (the
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// gateway's result_code) and edge failures (Connect error codes) are normalised
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// into a thrown GatewayError carrying a stable `code` the UI maps to an i18n
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// message.
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import type {
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ChatMessage,
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EvalResult,
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GameList,
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GameView,
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History,
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HintResult,
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MatchResult,
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MoveResult,
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Profile,
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PushEvent,
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Session,
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StateView,
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Tile,
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Variant,
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WordCheckResult,
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} from './model';
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/** GatewayError carries a stable code (the gateway result_code, or an edge code). */
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export class GatewayError extends Error {
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readonly code: string;
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constructor(code: string, message?: string) {
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super(message ?? code);
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this.name = 'GatewayError';
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this.code = code;
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}
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}
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/** A tile the player is submitting (rack/blank already resolved to a letter). */
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export interface PlacedTile {
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row: number;
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col: number;
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letter: string;
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blank: boolean;
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}
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/** Unsubscribe handle for the live stream. */
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export type Unsubscribe = () => void;
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export interface GatewayClient {
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// --- auth (unauthenticated) ---
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authGuest(locale?: string): Promise<Session>;
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authEmailRequest(email: string): Promise<void>;
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authEmailLogin(email: string, code: string): Promise<Session>;
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// --- profile / lists ---
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profileGet(): Promise<Profile>;
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gamesList(): Promise<GameList>;
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// --- lobby ---
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lobbyEnqueue(variant: Variant): Promise<MatchResult>;
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lobbyPoll(): Promise<MatchResult>;
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// --- game ---
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gameState(gameId: string): Promise<StateView>;
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gameHistory(gameId: string): Promise<History>;
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submitPlay(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[]): Promise<MoveResult>;
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pass(gameId: string): Promise<MoveResult>;
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exchange(gameId: string, tiles: string[]): Promise<MoveResult>;
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resign(gameId: string): Promise<MoveResult>;
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hint(gameId: string): Promise<HintResult>;
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evaluate(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[]): Promise<EvalResult>;
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checkWord(gameId: string, word: string): Promise<WordCheckResult>;
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complaint(gameId: string, word: string, note: string): Promise<void>;
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// --- chat ---
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chatPost(gameId: string, body: string): Promise<ChatMessage>;
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chatList(gameId: string): Promise<ChatMessage[]>;
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nudge(gameId: string): Promise<ChatMessage>;
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// --- live stream ---
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subscribe(onEvent: (e: PushEvent) => void, onError?: (err: unknown) => void): Unsubscribe;
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/** Set or clear the bearer token used for authenticated calls and the stream. */
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setToken(token: string | null): void;
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}
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export type { GameView, Tile };
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