Stage 17 #5: hide finished games from your own lobby list
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 35s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m16s

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.
This commit is contained in:
Ilia Denisov
2026-06-09 00:26:35 +02:00
parent a7c566d2d1
commit 4999478ded
21 changed files with 425 additions and 17 deletions
+1
View File
@@ -68,6 +68,7 @@ func (s *Server) registerRoutes() {
u.GET("/games/:id/gcg", s.handleExportGCG)
u.GET("/games/:id/draft", s.handleGetDraft)
u.PUT("/games/:id/draft", s.handleSaveDraft)
u.POST("/games/:id/hide", s.handleHideGame)
}
if s.matchmaker != nil {
u.POST("/lobby/enqueue", s.handleEnqueue)
+19
View File
@@ -94,6 +94,25 @@ func (s *Server) handleSubmitPlay(c *gin.Context) {
}
// handleGameState returns the player's view of a game.
// handleHideGame hides a finished game from the caller's own lobby list (Stage 17).
func (s *Server) handleHideGame(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return
}
if err := s.games.HideGame(c.Request.Context(), uid, gameID); err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, okResponse{OK: true})
}
func (s *Server) handleGameState(c *gin.Context) {
uid, ok := userID(c)
if !ok {