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
CI / ui (pull_request) Successful in 35s
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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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@@ -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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