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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@@ -189,6 +189,7 @@
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rackIds = cached.view.rack.map((_, i) => i);
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}
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void load();
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void loadFriends();
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});
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$effect(() => {
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@@ -201,6 +202,9 @@
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} else if (e.kind === 'your_turn' && e.gameId === id) void load();
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else if (e.kind === 'chat_message' && e.message.gameId === id && panel === 'chat') void loadChat();
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else if (e.kind === 'nudge' && e.gameId === id && panel === 'chat') void loadChat();
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// A request the player sent was answered (accepted -> now friends; declined -> stays
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// "request sent"): re-derive the in-game friend state.
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else if (e.kind === 'notify' && (e.sub === 'friend_added' || e.sub === 'friend_declined')) void loadFriends();
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});
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// Tick the nudge cooldown while the chat is open so the control re-enables on time.
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@@ -681,13 +685,31 @@
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}
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}
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// Friend state for the in-game "add to friends" item, derived from the server so it is
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// correct across reloads and live-updates when a request is answered (Stage 17):
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// `friends` are the caller's accepted friends; `requested` are the addressees already
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// requested (pending or declined — both block a re-send and read as "request sent").
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let friends = $state(new Set<string>());
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let requested = $state(new Set<string>());
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const noop = () => {};
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// loadFriends refreshes the friend/outgoing sets for a non-guest; guests have no social
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// surfaces, so the sets stay empty. Best-effort — a failure leaves the previous sets.
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async function loadFriends() {
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if (app.profile?.isGuest) return;
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try {
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const [fl, out] = await Promise.all([gateway.friendsList(), gateway.friendsOutgoing()]);
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friends = new Set(fl.map((f) => f.accountId));
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requested = new Set(out.map((f) => f.accountId));
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} catch {
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/* best-effort */
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}
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}
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async function addFriend(accountId: string) {
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try {
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await gateway.friendRequest(accountId);
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requested = new Set([...requested, accountId]);
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requested = new Set([...requested, accountId]); // optimistic; reconciled by loadFriends
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showToast(t('friends.requestSent'));
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} catch (e) {
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handleError(e);
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@@ -707,9 +729,11 @@
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...(view?.game.status === 'finished' ? [{ label: t('game.exportGcg'), onclick: exportGcg }] : []),
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...(!app.profile?.isGuest
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? opponents.map((s) =>
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requested.has(s.accountId)
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? { label: t('game.requestSent'), onclick: noop, disabled: true }
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: { label: `${t('friends.addFromGame')}: ${s.displayName}`, onclick: () => addFriend(s.accountId) },
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friends.has(s.accountId)
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? { label: t('game.alreadyFriends'), onclick: noop, disabled: true }
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: requested.has(s.accountId)
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? { label: t('game.requestSent'), onclick: noop, disabled: true }
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: { label: `${t('friends.addFromGame')}: ${s.displayName}`, onclick: () => addFriend(s.accountId) },
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)
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: []),
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...(gameOver ? [] : [{ label: t('game.dropGame'), onclick: () => (resignOpen = true) }]),
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