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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import { describe, expect, it } from 'vitest';
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import { groupGames, isMyTurn } from './lobbysort';
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import type { GameView, Seat } from './model';
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const ME = 'me';
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const seat = (s: number, accountId: string): Seat => ({
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seat: s,
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accountId,
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displayName: accountId,
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score: 0,
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hintsUsed: 0,
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isWinner: false,
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});
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function game(id: string, status: GameView['status'], toMove: number, lastActivityUnix: number): GameView {
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return {
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id,
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variant: 'english',
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dictVersion: 'v1',
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status,
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players: 2,
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toMove,
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turnTimeoutSecs: 0,
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moveCount: 0,
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endReason: '',
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lastActivityUnix,
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seats: [seat(0, ME), seat(1, 'opp')],
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};
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}
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describe('groupGames', () => {
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it('partitions into your-turn, their-turn and finished', () => {
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const g = groupGames(
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[
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game('a', 'active', 0, 100), // toMove 0 == my seat -> my turn
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game('b', 'active', 1, 100), // their turn
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game('c', 'finished', 0, 100),
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],
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ME,
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);
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expect(g.yourTurn.map((x) => x.id)).toEqual(['a']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['b']);
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expect(g.finished.map((x) => x.id)).toEqual(['c']);
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});
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it('orders your-turn oldest-first, the other two newest-first', () => {
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const g = groupGames(
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[
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game('y_new', 'active', 0, 200),
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game('y_old', 'active', 0, 100),
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game('t_new', 'active', 1, 200),
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game('t_old', 'active', 1, 100),
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game('f_new', 'finished', 0, 200),
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game('f_old', 'finished', 0, 100),
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],
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ME,
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);
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expect(g.yourTurn.map((x) => x.id)).toEqual(['y_old', 'y_new']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['t_new', 't_old']);
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expect(g.finished.map((x) => x.id)).toEqual(['f_new', 'f_old']);
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});
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it('isMyTurn is false for a finished game even at my seat', () => {
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expect(isMyTurn(game('x', 'finished', 0, 0), ME)).toBe(false);
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expect(isMyTurn(game('x', 'active', 0, 0), ME)).toBe(true);
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expect(isMyTurn(game('x', 'active', 1, 0), ME)).toBe(false);
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});
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});
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