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.
This commit is contained in:
Ilia Denisov
2026-06-08 19:23:48 +02:00
parent b720907db2
commit 6b6baf5710
40 changed files with 743 additions and 81 deletions
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// Pure grouping + ordering of the lobby's game list (Stage 17). The lobby shows three
// sections — games awaiting the caller's move, games awaiting the opponent, and finished
// games — each ordered by last activity: your-turn oldest-first (the longest-neglected on
// top), the other two newest-first.
import type { GameView } from './model';
/** isMyTurn reports whether an active game's seat-to-move belongs to the caller. */
export function isMyTurn(game: GameView, myId: string): boolean {
const me = game.seats.find((s) => s.accountId === myId);
return game.status === 'active' && !!me && game.toMove === me.seat;
}
/** LobbyGroups holds the three ordered lobby sections. */
export interface LobbyGroups {
yourTurn: GameView[];
theirTurn: GameView[];
finished: GameView[];
}
/**
* groupGames partitions games for myId into the three lobby sections and orders each: the
* your-turn games by ascending last activity (the longest-waiting first), the opponent-turn
* and finished games by descending last activity (the most recent first).
*/
export function groupGames(games: GameView[], myId: string): LobbyGroups {
const yourTurn: GameView[] = [];
const theirTurn: GameView[] = [];
const finished: GameView[] = [];
for (const g of games) {
if (g.status !== 'active') finished.push(g);
else if (isMyTurn(g, myId)) yourTurn.push(g);
else theirTurn.push(g);
}
yourTurn.sort((a, b) => a.lastActivityUnix - b.lastActivityUnix);
theirTurn.sort((a, b) => b.lastActivityUnix - a.lastActivityUnix);
finished.sort((a, b) => b.lastActivityUnix - a.lastActivityUnix);
return { yourTurn, theirTurn, finished };
}