Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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Lobby: group the my-games list into your-turn / opponent-turn / finished (empty sections hidden), ordered by last activity (your-turn oldest-first, the other two newest-first), as a compact line-separated list. gameDTO and FB GameView gain last_activity_unix (turn start while active, finish time once finished); a pure lib/lobbysort.ts holds the grouping/ordering. Friends: the in-game 'add to friends' item is now server-derived via a new GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with a pending OR declined request (both read as 'request sent'), so it is correct across reloads; it shows a disabled '✓ in friends' once accepted. It live-updates when the opponent answers: RespondFriendRequest now publishes friend_added (accept) / friend_declined (new notify sub-kind, decline) to the original requester, whose open game re-derives its friend state. Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests; backend integration ListOutgoingRequests + respond-publishes-to-requester; e2e updated for the new lobby section labels + a non-friend active opponent. Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN.
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@@ -6,6 +6,7 @@ import (
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"context"
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"errors"
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"strings"
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"sync"
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"testing"
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"time"
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@@ -14,9 +15,36 @@ import (
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/notify"
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"scrabble/backend/internal/social"
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fb "scrabble/pkg/fbs/scrabblefb"
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)
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// capturePublisher records every published intent for assertions on live events.
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type capturePublisher struct {
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mu sync.Mutex
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intents []notify.Intent
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}
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func (c *capturePublisher) Publish(in ...notify.Intent) {
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c.mu.Lock()
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defer c.mu.Unlock()
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c.intents = append(c.intents, in...)
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}
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// notified reports whether a Notification with the given sub-kind was published to user.
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func (c *capturePublisher) notified(user uuid.UUID, sub string) bool {
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c.mu.Lock()
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defer c.mu.Unlock()
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for _, in := range c.intents {
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if in.UserID == user && in.Kind == notify.KindNotification &&
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string(fb.GetRootAsNotificationEvent(in.Payload, 0).Kind()) == sub {
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return true
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}
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}
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return false
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}
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// newSocialService builds a social service over the shared pool, reading game
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// state through a real game service.
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func newSocialService() *social.Service {
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@@ -383,3 +411,93 @@ func TestNudgeCooldownResetsOnAction(t *testing.T) {
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t.Fatalf("nudge after acting = %v, want allowed (cooldown reset)", err)
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}
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}
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// TestListOutgoingRequests checks the requester-side list that backs the in-game "add to
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// friends" item (Stage 17): a pending request shows for the requester only; an accepted one
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// clears (it is a friendship now); a declined one stays (cannot be re-sent, so it reads as
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// still "sent"); a lazily expired pending one drops (it may be re-sent).
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func TestListOutgoingRequests(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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// Pending: outgoing for the requester, not the addressee.
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_, s1 := newGameWithSeats(t, 2)
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a, b := s1[0], s1[1]
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if err := svc.SendFriendRequest(ctx, a, b); err != nil {
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t.Fatalf("send: %v", err)
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}
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if got, _ := svc.ListOutgoingRequests(ctx, a); len(got) != 1 || got[0] != b {
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t.Fatalf("outgoing pending = %v, want [b]", got)
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}
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if got, _ := svc.ListOutgoingRequests(ctx, b); len(got) != 0 {
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t.Fatalf("addressee outgoing = %v, want none", got)
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}
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// Accepted: a friendship, no longer an outgoing request.
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if err := svc.RespondFriendRequest(ctx, b, a, true); err != nil {
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t.Fatalf("accept: %v", err)
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}
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if got, _ := svc.ListOutgoingRequests(ctx, a); len(got) != 0 {
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t.Fatalf("outgoing after accept = %v, want none", got)
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}
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// Declined: stays outgoing (reads as sent; cannot re-send).
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_, s2 := newGameWithSeats(t, 2)
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c, d := s2[0], s2[1]
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if err := svc.SendFriendRequest(ctx, c, d); err != nil {
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t.Fatalf("send2: %v", err)
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}
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if err := svc.RespondFriendRequest(ctx, d, c, false); err != nil {
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t.Fatalf("decline: %v", err)
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}
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if got, _ := svc.ListOutgoingRequests(ctx, c); len(got) != 1 || got[0] != d {
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t.Fatalf("outgoing after decline = %v, want [d]", got)
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}
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// Lazily expired pending: omitted (may be re-sent).
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_, s3 := newGameWithSeats(t, 2)
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e, f := s3[0], s3[1]
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if err := svc.SendFriendRequest(ctx, e, f); err != nil {
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t.Fatalf("send3: %v", err)
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}
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if _, err := testDB.ExecContext(ctx,
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`UPDATE backend.friendships SET created_at = now() - interval '31 days' WHERE requester_id = $1 AND addressee_id = $2`, e, f); err != nil {
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t.Fatalf("backdate: %v", err)
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}
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if got, _ := svc.ListOutgoingRequests(ctx, e); len(got) != 0 {
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t.Fatalf("expired outgoing = %v, want none", got)
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}
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}
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// TestRespondPublishesToRequester checks that answering a request notifies the original
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// requester over the live channel (Stage 17): accept -> friend_added, decline ->
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// friend_declined, so a game screen watching that opponent re-derives its friend state.
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func TestRespondPublishesToRequester(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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pub := &capturePublisher{}
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svc.SetNotifier(pub)
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_, s1 := newGameWithSeats(t, 2)
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a, b := s1[0], s1[1]
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if err := svc.SendFriendRequest(ctx, a, b); err != nil {
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t.Fatalf("send: %v", err)
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}
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if err := svc.RespondFriendRequest(ctx, b, a, true); err != nil {
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t.Fatalf("accept: %v", err)
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}
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if !pub.notified(a, notify.NotifyFriendAdded) {
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t.Errorf("accept did not notify requester with %q", notify.NotifyFriendAdded)
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}
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_, s2 := newGameWithSeats(t, 2)
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c, d := s2[0], s2[1]
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if err := svc.SendFriendRequest(ctx, c, d); err != nil {
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t.Fatalf("send2: %v", err)
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}
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if err := svc.RespondFriendRequest(ctx, d, c, false); err != nil {
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t.Fatalf("decline: %v", err)
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}
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if !pub.notified(c, notify.NotifyFriendDeclined) {
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t.Errorf("decline did not notify requester with %q", notify.NotifyFriendDeclined)
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}
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}
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