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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@@ -88,8 +88,13 @@ seatsLength():number {
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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lastActivityUnix():bigint {
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const offset = this.bb!.__offset(this.bb_pos, 24);
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return offset ? this.bb!.readInt64(this.bb_pos + offset) : BigInt('0');
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}
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static startGameView(builder:flatbuffers.Builder) {
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builder.startObject(10);
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builder.startObject(11);
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}
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static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
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@@ -144,12 +149,16 @@ static startSeatsVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(4, numElems, 4);
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}
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static addLastActivityUnix(builder:flatbuffers.Builder, lastActivityUnix:bigint) {
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builder.addFieldInt64(10, lastActivityUnix, BigInt('0'));
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}
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static endGameView(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset):flatbuffers.Offset {
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static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint):flatbuffers.Offset {
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GameView.startGameView(builder);
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GameView.addId(builder, idOffset);
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GameView.addVariant(builder, variantOffset);
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@@ -161,6 +170,7 @@ static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset,
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GameView.addMoveCount(builder, moveCount);
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GameView.addEndReason(builder, endReasonOffset);
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GameView.addSeats(builder, seatsOffset);
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GameView.addLastActivityUnix(builder, lastActivityUnix);
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return GameView.endGameView(builder);
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}
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}
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