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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// Pure grouping + ordering of the lobby's game list (Stage 17). The lobby shows three
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// sections — games awaiting the caller's move, games awaiting the opponent, and finished
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// games — each ordered by last activity: your-turn oldest-first (the longest-neglected on
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// top), the other two newest-first.
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import type { GameView } from './model';
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/** isMyTurn reports whether an active game's seat-to-move belongs to the caller. */
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export function isMyTurn(game: GameView, myId: string): boolean {
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const me = game.seats.find((s) => s.accountId === myId);
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return game.status === 'active' && !!me && game.toMove === me.seat;
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}
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/** LobbyGroups holds the three ordered lobby sections. */
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export interface LobbyGroups {
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yourTurn: GameView[];
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theirTurn: GameView[];
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finished: GameView[];
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}
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/**
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* groupGames partitions games for myId into the three lobby sections and orders each: the
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* your-turn games by ascending last activity (the longest-waiting first), the opponent-turn
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* and finished games by descending last activity (the most recent first).
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*/
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export function groupGames(games: GameView[], myId: string): LobbyGroups {
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const yourTurn: GameView[] = [];
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const theirTurn: GameView[] = [];
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const finished: GameView[] = [];
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for (const g of games) {
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if (g.status !== 'active') finished.push(g);
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else if (isMyTurn(g, myId)) yourTurn.push(g);
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else theirTurn.push(g);
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}
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yourTurn.sort((a, b) => a.lastActivityUnix - b.lastActivityUnix);
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theirTurn.sort((a, b) => b.lastActivityUnix - a.lastActivityUnix);
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finished.sort((a, b) => b.lastActivityUnix - a.lastActivityUnix);
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return { yourTurn, theirTurn, finished };
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}
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