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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//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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