feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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Builds on the cross-screen cache work: the global stream handler now keeps both caches current no matter which screen is mounted, and invitations become a live delta channel so the lobby's invitations list is fresh from any screen too. Client (boundary already started): - advanceCached now also folds opponent_joined into a not-currently-viewed game's cache via a new pure reducer applyOpponentJoined (extracted and reused by the mounted game board), so opening an open game that filled while you were elsewhere is flash-free. - patchLobbyInvitation upserts a still-pending invitation and removes a terminal one (started/declined/cancelled/expired); the global notify handler calls it on the invitation / invitation_update sub-kinds. Invitations delta channel (no wire/gateway/connector change — the notification already carries the full invitation with id/status/game_id end to end): - notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate constructor (shares encoding with NotificationInvitation). The Telegram connector renders no message for it, so a decline/cancel never becomes an out-of-app push. - lobby: emit the changed invitation to every participant on respond (accept/decline), on the final accept's game start, and on cancel — so each participant's lobby patches its list in place. The authoritative list holds only pending invitations, so the client's pending-vs-terminal rule matches it exactly. Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the NotificationInvitationUpdate encoding unit test, and integration assertions that decline/cancel/accept publish invitation_update to every participant. Full local suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs: ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated.
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@@ -182,8 +182,21 @@ func NotificationGameStarted(userID uuid.UUID, state PlayerState) Intent {
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// NotificationInvitation builds the NotifyInvitation notification carrying the new invitation,
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// so the client adds it to its lobby invitations list without a refetch.
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func NotificationInvitation(userID uuid.UUID, inv InvitationSummary) Intent {
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return notificationInvitation(userID, NotifyInvitation, inv)
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}
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// NotificationInvitationUpdate builds the NotifyInvitationUpdate notification carrying a changed
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// invitation, so the client patches its lobby invitations list without a refetch — upserting a
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// still-pending one (an updated response) and removing one that reached a terminal status.
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func NotificationInvitationUpdate(userID uuid.UUID, inv InvitationSummary) Intent {
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return notificationInvitation(userID, NotifyInvitationUpdate, inv)
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}
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// notificationInvitation builds a KindNotification intent of the given sub-kind carrying the
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// invitation summary; it backs both the new-invitation and invitation-update notifications.
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func notificationInvitation(userID uuid.UUID, sub string, inv InvitationSummary) Intent {
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b := flatbuffers.NewBuilder(512)
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k := b.CreateString(NotifyInvitation)
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k := b.CreateString(sub)
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invOff := buildInvitation(b, inv)
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fb.NotificationEventStart(b)
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fb.NotificationEventAddKind(b, k)
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