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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@@ -54,6 +54,16 @@ func encodeIncomingList(r backendclient.IncomingListResp) []byte {
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return b.FinishedBytes()
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}
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// encodeOutgoingList builds an OutgoingRequestList payload.
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func encodeOutgoingList(r backendclient.OutgoingListResp) []byte {
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b := flatbuffers.NewBuilder(256)
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v := buildAccountRefVector(b, r.Requests, fb.OutgoingRequestListStartRequestsVector)
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fb.OutgoingRequestListStart(b)
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fb.OutgoingRequestListAddRequests(b, v)
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b.Finish(fb.OutgoingRequestListEnd(b))
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return b.FinishedBytes()
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}
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// encodeBlockList builds a BlockList payload.
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func encodeBlockList(r backendclient.BlockListResp) []byte {
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b := flatbuffers.NewBuilder(256)
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