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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@@ -419,6 +419,10 @@ English game the Latin pool.
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(pending confirm-codes) and `game_invitations` / `game_invitation_invitees`
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(friend-game invitations). Stage 8's migration `00006` widened the `friendships`
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status to admit `declined` and added `friend_codes` (one-time add-a-friend codes).
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Stage 17 added `game_drafts` (a player's in-progress rack order + board composition per
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game) and `game_hidden` (`(account_id, game_id)` rows that drop a finished game from one
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account's own lobby list, leaving it visible to the other players — finished-only and
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irreversible by design, so there is no un-hide).
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The matchmaking pool is **in-memory** and persists nothing.
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- **Active games are event-sourced.** A game is a `games` row (pinned
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`variant`/`dict_version`, bag `seed`, the per-game settings, and a denormalised
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