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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@@ -82,6 +82,8 @@ export interface GatewayClient {
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evaluate(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], variant: Variant): Promise<EvalResult>;
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checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
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complaint(gameId: string, word: string, note: string): Promise<void>;
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/** Hide a finished game from the caller's own lobby list (Stage 17); per-account, irreversible. */
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hideGame(gameId: string): Promise<void>;
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// --- draft (Stage 17) ---
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/** The player's server-persisted client-side composition (rack order + board tiles), so a
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@@ -35,6 +35,7 @@ export const en = {
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'lobby.about': 'About',
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'lobby.yourTurn': 'Your turn',
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'lobby.theirTurn': 'Their turn',
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'lobby.hideGame': 'Remove from list',
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'lobby.vs': 'vs {opponents}',
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'lobby.soon': 'Coming soon',
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@@ -36,6 +36,7 @@ export const ru: Record<MessageKey, string> = {
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'lobby.about': 'О программе',
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'lobby.yourTurn': 'Ваш ход',
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'lobby.theirTurn': 'Ход соперника',
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'lobby.hideGame': 'Убрать из списка',
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'lobby.vs': 'против {opponents}',
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'lobby.soon': 'Скоро',
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@@ -324,6 +324,15 @@ export class MockGateway implements GatewayClient {
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}
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async complaint(): Promise<void> {}
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// Hide a finished game from the caller's list (Stage 17): drop it from the in-memory store so a
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// subsequent gamesList omits it, mirroring the backend's per-account, finished-only rule.
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async hideGame(gameId: string): Promise<void> {
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const g = this.game(gameId);
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if (g.view.status !== 'finished') throw new GatewayError('game_active');
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this.games.delete(gameId);
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this.drafts.delete(gameId);
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}
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// --- draft (Stage 17): an in-memory composition store, so the reload/off-turn flow is
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// exercised without a backend. A committed move clears the actor's own draft, as on the server.
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async draftGet(gameId: string): Promise<string> {
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@@ -114,6 +114,9 @@ export function createTransport(baseUrl: string): GatewayClient {
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async complaint(id, word, note) {
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await exec('game.complaint', codec.encodeComplaint(id, word, note));
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},
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async hideGame(id) {
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await exec('game.hide', codec.encodeGameAction(id));
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},
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async draftGet(id) {
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return codec.decodeDraftView(await exec('draft.get', codec.encodeGameAction(id)));
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},
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