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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@@ -473,8 +473,10 @@ including the mover**, so the mover's own other devices and their lobby refresh
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in-app only, so the actor gets no out-of-app push for their own move), **chat-message** and **nudge**
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(from the social service), **match-found** (from the matchmaker, §8), and **notify**
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(Stage 8 — a lightweight "re-poll" signal carrying a sub-kind: friend-request,
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friend-added, invitation or game-started; emitted on a friend-request and invitation
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create and on an invitation's game start). Event payloads are FlatBuffers-encoded by
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friend-added, friend-declined, invitation or game-started; emitted on a friend-request,
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on answering one (accept → friend-added, decline → friend-declined — to the original
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requester, so a game screen watching that opponent re-derives its "add to friends" state,
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Stage 17), and on an invitation create or its game start). Event payloads are FlatBuffers-encoded by
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the backend and forwarded verbatim. A client that is not currently streaming falls
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back to the matchmaker's `Poll` for match-found and, for the lobby **notification
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badge** (incoming friend requests + open invitations), the client polls on lobby
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+9
-2
@@ -58,7 +58,11 @@ account is kept and the guest's games move into it. A merge is blocked only whil
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two accounts share a game still in progress.
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### Lobby & matchmaking *(Stage 4 / 15)*
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Bottom tab menu: **my games**, **profile**. The game types offered on **New Game** are
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Bottom tab menu: **my games**, **profile**. The **my games** list groups games into three
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sections — *your turn*, *opponent's turn* and *finished* (empty sections are hidden) — and
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orders them so the games awaiting your move come first, the longest-waiting on top, while
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opponent-turn and finished games are most-recent first; it renders as a compact,
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line-separated list (Stage 17). The game types offered on **New Game** are
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limited to the languages the player's sign-in service supports (English → Scrabble;
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Russian → Scrabble + Erudite; a bilingual service shows all three, and the web client is
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unrestricted). Variants are shown by their **display name** — both Scrabble variants read
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@@ -111,7 +115,10 @@ digits, valid for twelve hours), or send a **request to someone you have played
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with** — they accept, ignore it (a request lapses after thirty days and can then be
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re-sent), or decline (a decline blocks further requests from you until they hand you
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a code). Cancelling your own pending request withdraws it; unfriending removes the
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friendship. Block globally — switch off incoming chat
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friendship. In a game, an **add to friends** item for each opponent mirrors the live
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relationship: it reads *request sent* (disabled) while a request is pending or was
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declined, and *in friends* once accepted — updating in place the moment the opponent
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answers, and staying correct across reloads (Stage 17). Block globally — switch off incoming chat
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and/or friend requests — and block individual players (a per-user block hides that
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person's chat and stops requests and game invitations both ways; it also ends any
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existing friendship). Per-game chat is for quick reactions: messages are short
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@@ -59,7 +59,11 @@ Mini App** авторизует по подписанным `initData` плат
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запрещено, только пока у аккаунтов есть общая незавершённая игра.
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### Лобби и подбор *(Stage 4 / 15)*
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Нижнее tab-меню: **мои игры**, **профиль**. Типы партий на экране **Новая игра**
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Нижнее tab-меню: **мои игры**, **профиль**. Список **мои игры** разбит на три секции —
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*твой ход*, *ход соперника* и *завершённые* (пустые секции скрыты) — и упорядочен так,
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что игры, ждущие твоего хода, идут первыми, дольше всего ждущие сверху, а игры на ходу
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соперника и завершённые — самые свежие сверху; отображается компактным списком с
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линиями-разделителями (Stage 17). Типы партий на экране **Новая игра**
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ограничены языками, которые поддерживает сервис входа игрока (английский → Scrabble;
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русский → Scrabble + Erudite; двуязычный сервис показывает все три, а веб-клиент не
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ограничен). Варианты показываются под **отображаемым именем** — оба варианта Scrabble
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@@ -113,7 +117,10 @@ Mini App** авторизует по подписанным `initData` плат
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тому, с кем вы играли** — он принимает, игнорирует (заявка истекает через тридцать
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дней, после чего её можно отправить снова) или отклоняет (отказ блокирует ваши
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повторные заявки, пока он сам не передаст вам код). Отмена своей висящей заявки
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снимает её; удаление расторгает дружбу. Глобальная блокировка — отключить входящие
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снимает её; удаление расторгает дружбу. В партии пункт меню **в друзья** для каждого
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соперника отражает живое отношение: он показывает *заявка отправлена* (неактивный),
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пока заявка висит или была отклонена, и *в друзьях* после принятия — обновляясь на месте
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в момент ответа соперника и оставаясь верным после перезагрузки (Stage 17). Глобальная блокировка — отключить входящие
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чат и/или заявки —
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и блокировка конкретного игрока (пер-юзер блок скрывает его чат и запрещает заявки
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и приглашения в игру в обе стороны, а также расторгает уже имеющуюся дружбу). Чат
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