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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@@ -41,6 +41,7 @@ const (
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MsgChatNudge = "chat.nudge"
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MsgDraftGet = "draft.get"
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MsgDraftSave = "draft.save"
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MsgGameHide = "game.hide"
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)
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// Request is one decoded Execute call.
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@@ -113,6 +114,7 @@ func NewRegistry(backend *backendclient.Client, tg TelegramValidator, defaultLan
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r.ops[MsgChatNudge] = Op{Handler: nudgeHandler(backend), Auth: true}
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r.ops[MsgDraftGet] = Op{Handler: getDraftHandler(backend), Auth: true}
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r.ops[MsgDraftSave] = Op{Handler: saveDraftHandler(backend), Auth: true}
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r.ops[MsgGameHide] = Op{Handler: hideGameHandler(backend), Auth: true}
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registerStage8(r, backend)
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registerStage11(r, backend, tg, defaultLanguages)
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return r
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@@ -451,3 +453,15 @@ func saveDraftHandler(backend *backendclient.Client) Handler {
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return encodeDraftView(""), nil
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}
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}
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// hideGameHandler hides a finished game from the caller's own list (Stage 17). It reuses
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// GameActionRequest for the game id and echoes an Ack.
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func hideGameHandler(backend *backendclient.Client) Handler {
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return func(ctx context.Context, req Request) ([]byte, error) {
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in := fb.GetRootAsGameActionRequest(req.Payload, 0)
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if err := backend.HideGame(ctx, req.UserID, string(in.GameId())); err != nil {
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return nil, err
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}
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return encodeAck(true), nil
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}
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}
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@@ -150,6 +150,39 @@ func gameActionPayload(gameID string) []byte {
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return b.FinishedBytes()
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}
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// TestHideGameForwardsToBackend checks game.hide reuses GameActionRequest, POSTs to the
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// game's /hide endpoint with the caller's id, and echoes an Ack (Stage 17).
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func TestHideGameForwardsToBackend(t *testing.T) {
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var hit bool
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backend, cleanup := fakeBackend(t, func(w http.ResponseWriter, r *http.Request) {
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hit = true
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if r.Method != http.MethodPost || r.URL.Path != "/api/v1/user/games/g-1/hide" {
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t.Errorf("unexpected %s %q", r.Method, r.URL.Path)
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}
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if got := r.Header.Get("X-User-ID"); got != "u-1" {
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t.Errorf("X-User-ID = %q, want u-1", got)
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}
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_, _ = w.Write([]byte(`{"ok":true}`))
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})
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defer cleanup()
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reg := transcode.NewRegistry(backend, nil)
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op, ok := reg.Lookup(transcode.MsgGameHide)
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if !ok {
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t.Fatal("game.hide not registered")
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}
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payload, err := op.Handler(context.Background(), transcode.Request{UserID: "u-1", Payload: gameActionPayload("g-1")})
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if err != nil {
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t.Fatalf("handler: %v", err)
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}
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if !hit {
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t.Error("backend not called")
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}
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if ack := fb.GetRootAsAck(payload, 0); !ack.Ok() {
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t.Error("ack not ok")
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}
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}
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func TestGamesListRoundTripDecodesSeatNames(t *testing.T) {
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backend, cleanup := fakeBackend(t, func(w http.ResponseWriter, r *http.Request) {
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if got := r.Header.Get("X-User-ID"); got != "u-9" {
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