Stage 17 #5: hide finished games from your own lobby list
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CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
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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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@@ -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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