Stage 17 #5: hide finished games from your own lobby list
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A player can remove a finished game from their own 'my games' list. The action is per-account, finished-only and irreversible (the game stays for the other players; there is no un-hide). - backend: migration 00012 game_hidden(account_id, game_id); store HideGame + hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide. - gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame. - ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop), active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache sync; mock + transport + client wiring; lobby.hideGame label (en/ru). - tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account, idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a pre-existing chat-screen .back transition flake surfaced by the new test's timing. - docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker.
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@@ -727,6 +727,30 @@ func (svc *Service) ListForAccount(ctx context.Context, accountID uuid.UUID) ([]
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return svc.store.ListGamesForAccount(ctx, accountID)
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}
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// HideGame hides a finished game from accountID's own lobby (it stays visible to the other
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// players); it is irreversible by design. Only a player of a finished game may hide it
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// (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op (Stage 17).
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func (svc *Service) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
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g, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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return err
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}
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seated := false
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for _, s := range g.Seats {
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if s.AccountID == accountID {
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seated = true
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break
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}
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}
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if !seated {
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return ErrNotAPlayer
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}
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if g.Status != StatusFinished {
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return ErrGameActive
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}
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return svc.store.HideGame(ctx, accountID, gameID)
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}
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// GameByID returns a game with its seats for the admin console detail view.
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func (svc *Service) GameByID(ctx context.Context, id uuid.UUID) (Game, error) {
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return svc.store.GetGame(ctx, id)
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@@ -186,6 +186,23 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
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if len(grows) == 0 {
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return nil, nil
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}
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// Drop games the account has hidden from its own lobby (Stage 17).
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hidden, err := s.hiddenGameIDs(ctx, accountID)
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if err != nil {
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return nil, err
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}
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if len(hidden) > 0 {
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kept := grows[:0]
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for _, g := range grows {
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if !hidden[g.GameID] {
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kept = append(kept, g)
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}
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}
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grows = kept
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if len(grows) == 0 {
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return nil, nil
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}
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}
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ids := make([]postgres.Expression, len(grows))
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for i, g := range grows {
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@@ -215,6 +232,36 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
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return out, nil
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}
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// HideGame hides a game from the account's own lobby list (idempotent). The caller validates the
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// game is finished and the account is a player (Stage 17).
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func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
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_, err := s.db.ExecContext(ctx,
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`INSERT INTO backend.game_hidden (account_id, game_id) VALUES ($1, $2) ON CONFLICT DO NOTHING`,
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accountID, gameID)
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if err != nil {
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return fmt.Errorf("game: hide game: %w", err)
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}
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return nil
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}
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// hiddenGameIDs returns the set of games the account has hidden from its lobby.
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func (s *Store) hiddenGameIDs(ctx context.Context, accountID uuid.UUID) (map[uuid.UUID]bool, error) {
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rows, err := s.db.QueryContext(ctx, `SELECT game_id FROM backend.game_hidden WHERE account_id = $1`, accountID)
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if err != nil {
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return nil, fmt.Errorf("game: hidden ids: %w", err)
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}
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defer rows.Close()
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out := map[uuid.UUID]bool{}
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for rows.Next() {
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var id uuid.UUID
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if err := rows.Scan(&id); err != nil {
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return nil, fmt.Errorf("game: scan hidden id: %w", err)
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}
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out[id] = true
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}
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return out, rows.Err()
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}
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// ListGames returns games for the admin games list, most-recently-updated first,
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// paginated. status filters by lifecycle ("active"/"finished") when non-empty.
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// The seats are not loaded — the list shows summaries; the detail view uses
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@@ -0,0 +1,67 @@
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//go:build integration
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package inttest
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import (
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"context"
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"errors"
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"testing"
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"github.com/google/uuid"
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"scrabble/backend/internal/game"
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)
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// TestHideFinishedGame covers Stage 17 per-account game hiding: an active game cannot be
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// hidden, a finished game is removed from the hider's own list while staying visible to the
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// other player, an outsider cannot hide it, and the action is idempotent.
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func TestHideFinishedGame(t *testing.T) {
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ctx := context.Background()
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svc, gameID, seats, _ := newDraftGame(t)
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// Hiding while the game is still active is refused.
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if err := svc.HideGame(ctx, seats[0], gameID); !errors.Is(err, game.ErrGameActive) {
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t.Fatalf("hide active = %v, want ErrGameActive", err)
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}
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// Finish the game by seat 0 resigning.
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if _, err := svc.Resign(ctx, gameID, seats[0]); err != nil {
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t.Fatalf("resign: %v", err)
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}
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// A non-player cannot hide it.
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if err := svc.HideGame(ctx, provisionAccount(t), gameID); !errors.Is(err, game.ErrNotAPlayer) {
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t.Fatalf("hide by outsider = %v, want ErrNotAPlayer", err)
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}
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// Seat 0 hides the finished game; hiding again is a no-op success.
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if err := svc.HideGame(ctx, seats[0], gameID); err != nil {
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t.Fatalf("hide: %v", err)
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}
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if err := svc.HideGame(ctx, seats[0], gameID); err != nil {
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t.Fatalf("hide twice: %v", err)
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}
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// It is gone from seat 0's list but still in seat 1's (hiding is per-account).
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if containsGame(t, svc, seats[0], gameID) {
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t.Error("hidden game still listed for the hider")
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}
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if !containsGame(t, svc, seats[1], gameID) {
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t.Error("hidden game should remain listed for the other player")
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}
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}
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// containsGame reports whether the account's lobby list includes gameID.
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func containsGame(t *testing.T, svc *game.Service, accountID, gameID uuid.UUID) bool {
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t.Helper()
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games, err := svc.ListForAccount(context.Background(), accountID)
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if err != nil {
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t.Fatalf("list for account: %v", err)
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}
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for _, g := range games {
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if g.ID == gameID {
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return true
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}
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}
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return false
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}
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@@ -0,0 +1,18 @@
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-- +goose Up
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-- Stage 17: per-account hidden games. A row hides game_id from account_id's own "my games"
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-- lobby list, leaving it visible to the other players. Only finished games are hidden, and the
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-- action is irreversible by design (there is no un-hide). Queried with raw SQL, so no generated
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-- jet code is needed.
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SET search_path = backend, pg_catalog;
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CREATE TABLE game_hidden (
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account_id uuid NOT NULL REFERENCES accounts (account_id) ON DELETE CASCADE,
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game_id uuid NOT NULL REFERENCES games (game_id) ON DELETE CASCADE,
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created_at timestamptz NOT NULL DEFAULT now(),
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PRIMARY KEY (account_id, game_id)
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);
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-- +goose Down
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SET search_path = backend, pg_catalog;
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DROP TABLE game_hidden;
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@@ -68,6 +68,7 @@ func (s *Server) registerRoutes() {
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u.GET("/games/:id/gcg", s.handleExportGCG)
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u.GET("/games/:id/draft", s.handleGetDraft)
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u.PUT("/games/:id/draft", s.handleSaveDraft)
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u.POST("/games/:id/hide", s.handleHideGame)
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}
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if s.matchmaker != nil {
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u.POST("/lobby/enqueue", s.handleEnqueue)
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@@ -94,6 +94,25 @@ func (s *Server) handleSubmitPlay(c *gin.Context) {
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}
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// handleGameState returns the player's view of a game.
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// handleHideGame hides a finished game from the caller's own lobby list (Stage 17).
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func (s *Server) handleHideGame(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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if err := s.games.HideGame(c.Request.Context(), uid, gameID); err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, okResponse{OK: true})
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}
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func (s *Server) handleGameState(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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