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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@@ -90,6 +90,7 @@ export class MockGateway implements GatewayClient {
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private pendingMatch: string | null = null;
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private friends: AccountRef[] = MOCK_FRIENDS.map((f) => ({ ...f }));
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private incoming: AccountRef[] = MOCK_INCOMING.map((f) => ({ ...f }));
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private outgoing: AccountRef[] = [];
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private blocks: AccountRef[] = [];
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private invitations: Invitation[] = mockInvitations();
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private readonly stats: Stats = { ...MOCK_STATS };
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@@ -155,6 +156,7 @@ export class MockGateway implements GatewayClient {
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turnTimeoutSecs: 86400,
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moveCount: 0,
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endReason: '',
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lastActivityUnix: Math.floor(Date.now() / 1000),
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seats: [
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{ seat: 0, accountId: ME, displayName: 'You', score: 0, hintsUsed: 0, isWinner: false },
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{ seat: 1, accountId: 'robot', displayName: 'Robo', score: 0, hintsUsed: 0, isWinner: false },
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@@ -372,8 +374,15 @@ export class MockGateway implements GatewayClient {
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async friendsIncoming(): Promise<AccountRef[]> {
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return this.incoming.map((f) => ({ ...f }));
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}
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async friendRequest(_accountId: string): Promise<void> {
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// The real backend requires a shared game; the mock simply acknowledges.
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async friendsOutgoing(): Promise<AccountRef[]> {
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return this.outgoing.map((f) => ({ ...f }));
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}
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async friendRequest(accountId: string): Promise<void> {
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// The real backend requires a shared game; the mock records the outgoing request so
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// the game's "add to friends" item reads as sent across reloads.
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if (!this.outgoing.some((o) => o.accountId === accountId)) {
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this.outgoing.push({ accountId, displayName: this.nameFor(accountId) });
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}
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}
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async friendRespond(requesterId: string, accept: boolean): Promise<void> {
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const i = this.incoming.findIndex((r) => r.accountId === requesterId);
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