fix(ui): local-game history (hide social, keep dictionary); Enter dismisses keyboard; email-code autosubmit
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- History drawer in a local (offline) game: the seat plaques no longer
  show the add-friend/block controls — canAddFriend/canBlock now exclude a
  local game (hotseat seats have synthetic account ids that slipped past
  the vs_ai-only guard) — and the Dictionary entry is restored: an active
  hotseat game keeps the comms button, and CommsHub is Dictionary-only for
  a chatless vs_ai OR hotseat game (ChatScreen never mounts offline).
- Enter on any single-line <input> now dismisses the soft keyboard (blur);
  a <textarea> (feedback) keeps Enter for newlines. One global handler.
- Login email code: the friend-code spread-digit style (.codein), a
  6-char cap, auto-submit on the 6th digit, and Enter to submit.
- e2e: the local-game history has no social controls and keeps the
  dictionary entry.
This commit is contained in:
Ilia Denisov
2026-07-07 14:45:53 +02:00
parent beda6ccd3d
commit 52d0c559f9
5 changed files with 57 additions and 17 deletions
+12 -9
View File
@@ -16,18 +16,21 @@
// The game is rendered (and cached) before its comms open, so the cache tells us whether
// it is still active without another fetch; an unknown game keeps the Dictionary offered.
const active = $derived(getCachedGame(id)?.view.game.status !== 'finished');
// An honest-AI game has no chat at all, so its hub is Dictionary-only.
const vsAi = $derived(getCachedGame(id)?.view.game.vsAi ?? false);
// A local game has NO chat: an honest-AI game (vs_ai) and an offline pass-and-play (hotseat) game.
// Its hub is Dictionary-only.
const chatless = $derived(
(getCachedGame(id)?.view.game.vsAi ?? false) || (getCachedGame(id)?.view.game.hotseat ?? false),
);
// Seeded once from the entry route's tab, then owned locally. The effect keeps the tab valid:
// an AI game has only the Dictionary; a finished non-AI game has only Chat (a stale Dictionary
// a chatless game has only the Dictionary; a finished non-AI game has only Chat (a stale Dictionary
// deep-link falls back to Chat).
// An honest-AI game has only the Dictionary, so start there regardless of the entry route — this
// keeps ChatScreen (which fetches chat over the network) from mounting even for a beat, which would
// otherwise raise an error toast in offline mode.
// A chatless game starts on the Dictionary regardless of the entry route — this keeps ChatScreen
// (which fetches chat over the network) from mounting even for a beat, which would otherwise raise
// an error toast in offline mode.
// svelte-ignore state_referenced_locally
let tab = $state<CommsTab>(vsAi ? 'dictionary' : initialTab);
let tab = $state<CommsTab>(chatless ? 'dictionary' : initialTab);
$effect(() => {
if (vsAi) tab = 'dictionary';
if (chatless) tab = 'dictionary';
else if (tab === 'dictionary' && !active) tab = 'chat';
});
</script>
@@ -46,7 +49,7 @@
{#snippet tabbar()}
<TabBar>
{#if !vsAi}
{#if !chatless}
<button class="tab" class:active={tab === 'chat'} onclick={() => (tab = 'chat')}>
<span class="face"><span class="sq" aria-hidden="true">💬</span><span class="lbl">{t('game.chat')}</span></span>
</button>
+9 -7
View File
@@ -1422,8 +1422,9 @@
// (not the still-empty seat of an open game) who is not yet a friend (an already-requested
// opponent still shows it, but disabled).
function canAddFriend(s: { accountId: string; seat: number }): boolean {
// Never offer add-friend against an AI opponent, an existing friend, or a blocked player.
if (view?.game.vsAi) return false;
// Never offer add-friend against an AI opponent, an existing friend, or a blocked player — nor in
// a local (offline) game, whose seats are account-less: vs_ai, and hotseat's synthetic seat ids.
if (view?.game.vsAi || isLocalGameId(id)) return false;
return (
!!s.accountId &&
!app.profile?.isGuest &&
@@ -1437,7 +1438,7 @@
// may still be blocked (the block overrides the friendship), so it omits the friend exclusion.
// An already-blocked opponent hides it (both controls go, and the name is struck).
function canBlock(s: { accountId: string; seat: number }): boolean {
if (view?.game.vsAi) return false;
if (view?.game.vsAi || isLocalGameId(id)) return false;
return !!s.accountId && !app.profile?.isGuest && s.accountId !== app.session?.userId && !seatBlocked(s);
}
</script>
@@ -1546,10 +1547,11 @@
<button class="hicon" onclick={onResignClick} disabled={waitingForOpponent} aria-label={t('game.dropGame')}>🏁</button>
{/if}
{#if !view.game.multipleWordsPerTurn}<span class="oneword-label">{t('game.oneWordRule')}</span>{/if}
<!-- A finished AI game has no comms at all (no chat, and the dictionary closes with the
game), so the entry is dropped; an active AI game keeps it (it opens the dictionary).
A hotseat game has no chat either (local players, no accounts). -->
{#if !(gameOver && view.game.vsAi) && !view.game.hotseat}
<!-- The comms entry opens Chat + the word Dictionary. A local game (vs_ai or hotseat) has no
chat, so its hub is Dictionary-only (CommsHub), and once finished the dictionary closes too
— so drop the entry only when a local game is finished; an active local game keeps it for
the Dictionary. An online game always keeps it (chat outlives the game). -->
{#if !(gameOver && (view.game.vsAi || view.game.hotseat))}
<button class="hicon" onclick={() => navigate(`/game/${id}/chat`)} aria-label={t('game.chat')}>
{#key chatBlink}<span class="chat-ico" class:blink={chatBlink > 0 && !app.reduceMotion}>💬</span>{/key}
</button>
+10
View File
@@ -824,6 +824,16 @@ export async function bootstrap(): Promise<void> {
window.visualViewport.addEventListener('scroll', syncViewport);
}
// Enter on a single-line <input> dismisses the soft keyboard (blur): the keyboard's default
// return/"Go" key otherwise does nothing on a bare input, which reads as stuck. A <textarea> (the
// feedback form) is excluded so Enter still inserts a newline; a form's own Enter→submit still
// fires first (this listener is on the document, so it runs after the field's own handler).
if (typeof document !== 'undefined') {
document.addEventListener('keydown', (e) => {
if (e.key === 'Enter' && e.target instanceof HTMLInputElement) e.target.blur();
});
}
// Load the Telegram Mini App SDK dynamically, with a timeout, on a Telegram entry — it is no
// longer a render-blocking <script> in index.html, so a network that blocks telegram.org (common
// where Telegram itself reaches users only over a proxy) cannot hang the page and strand the app
+19 -1
View File
@@ -17,10 +17,17 @@
}
async function signIn() {
if (busy || code.trim().length === 0) return;
busy = true;
await loginEmail(email.trim(), code.trim());
busy = false;
}
// Track the code and auto-submit once the 6-digit code is complete (Enter submits too).
function onCode(v: string): void {
code = v;
if (code.trim().length === 6) void signIn();
}
</script>
<main class="login">
@@ -46,10 +53,16 @@
{:else}
<p class="muted">{t('login.codeSent', { email })}</p>
<input
class="codein"
inputmode="numeric"
autocomplete="one-time-code"
maxlength="6"
placeholder={t('login.codePlaceholder')}
bind:value={code}
value={code}
oninput={(e) => onCode(e.currentTarget.value)}
onkeydown={(e) => {
if (e.key === 'Enter') void signIn();
}}
/>
<button class="secondary" disabled={busy || !code.trim()} onclick={signIn}>
{t('login.signIn')}
@@ -98,6 +111,11 @@
color: var(--text);
font-size: 1rem;
}
/* The email code: the same spread-digit look as the friend-code input elsewhere. */
.codein {
letter-spacing: 0.3em;
font-size: 1.1rem;
}
button {
padding: 12px;
border-radius: var(--radius-sm);