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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+41
-16
@@ -9,6 +9,7 @@
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import { t, type MessageKey } from '../lib/i18n/index.svelte';
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import { resultBadge } from '../lib/result';
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import { getLobby, setLobby } from '../lib/lobbycache';
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import { groupGames } from '../lib/lobbysort';
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import type { AccountRef, GameView, Invitation } from '../lib/model';
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let games = $state<GameView[]>([]);
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@@ -46,8 +47,7 @@
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});
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const myId = $derived(app.session?.userId ?? '');
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const active = $derived(games.filter((g) => g.status === 'active'));
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const finished = $derived(games.filter((g) => g.status !== 'active'));
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const groups = $derived(groupGames(games, myId));
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function opponents(g: GameView): string {
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return g.seats
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@@ -129,25 +129,26 @@
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</section>
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{/if}
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{#each [{ h: 'lobby.activeGames', list: active }, { h: 'lobby.finishedGames', list: finished }] as group (group.h)}
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{#each [{ h: 'lobby.yourTurn', list: groups.yourTurn }, { h: 'lobby.theirTurn', list: groups.theirTurn }, { h: 'lobby.finishedGames', list: groups.finished }] as group (group.h)}
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{#if group.list.length}
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<section>
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<h2>{t(group.h as 'lobby.activeGames')}</h2>
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{#each group.list as g (g.id)}
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{@const b = resultBadge(g, myId)}
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<button class="row" onclick={() => navigate(`/game/${g.id}`)}>
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<span class="info">
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<span class="who">{opponents(g) || '—'}</span>
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<span class="sub">{t(b.key)} · {scoreline(g)}</span>
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</span>
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<span class="emoji">{b.emoji}</span>
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</button>
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{/each}
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<h2>{t(group.h as 'lobby.yourTurn')}</h2>
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<div class="list">
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{#each group.list as g (g.id)}
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<button class="row" onclick={() => navigate(`/game/${g.id}`)}>
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<span class="info">
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<span class="who">{opponents(g) || '—'}</span>
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<span class="sub">{scoreline(g)}</span>
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</span>
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<span class="emoji">{resultBadge(g, myId).emoji}</span>
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</button>
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{/each}
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</div>
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</section>
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{/if}
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{/each}
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{#if !active.length && !finished.length && !invitations.length}
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{#if !games.length && !invitations.length}
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<p class="empty">{t('lobby.noActive')}</p>
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{/if}
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</div>
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@@ -186,7 +187,6 @@
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font-size: 0.9rem;
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margin: 0;
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}
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.row,
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.invite {
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display: flex;
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align-items: center;
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@@ -202,6 +202,31 @@
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border-radius: var(--radius);
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user-select: none;
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}
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/* Game rows are a compact, flat list: no per-card frame, a hairline divider between
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consecutive rows (Stage 17). */
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.list {
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display: flex;
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flex-direction: column;
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}
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.row {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: 12px;
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width: 100%;
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text-align: left;
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padding: 10px 6px;
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border: none;
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background: none;
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color: var(--text);
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user-select: none;
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}
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.row + .row {
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border-top: 1px solid var(--border);
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}
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.row:active {
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background: var(--surface-2);
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}
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.info {
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display: flex;
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flex-direction: column;
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