feat: sparser robot nudges, typed unread badge, lobby unread bump
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Three owner-requested polish changes:

- robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a
  flat uniform 9-12 h wait before every nudge; the existing sleep-window gate
  still skips and defers a nudge that would land in the robot's night.
- ui: colour the lobby/in-game unread dot by type -- the regular danger colour
  when a chat message is unread, a softer amber (--warn) when only nudges are.
  Adds a per-viewer unread_messages flag (chat_messages.kind='message') across
  the backend DTO, FlatBuffers wire, gateway transcode and the UI store.
- ui: float games with any unread notification to the top of the lobby's
  your-turn and opponent-turn sections (finished keeps its order), reusing the
  existing unread_chat flag.

Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire
field is backward-compatible.
This commit is contained in:
Ilia Denisov
2026-06-19 16:50:48 +02:00
parent c67a5d51f1
commit 6e77de4c1e
34 changed files with 331 additions and 86 deletions
+4
View File
@@ -112,6 +112,10 @@ type gameDTO struct {
// entry (message or nudge) in this game. It seeds the lobby and in-game unread badge.
// gameDTOFromGame leaves it false (it has no viewer); the handlers fill it.
UnreadChat bool `json:"unread_chat"`
// UnreadMessages is a per-viewer flag: at least one of the unread entries is a real chat
// message (not just a nudge). It colours the badge — set with UnreadChat it is the regular
// badge, UnreadChat alone is the softer nudge-only badge. gameDTOFromGame leaves it false.
UnreadMessages bool `json:"unread_messages"`
}
// moveResultDTO is the outcome of a committed move. Rack carries the actor's refilled rack as
+12 -4
View File
@@ -443,16 +443,20 @@ func (s *Server) handleListGames(c *gin.Context) {
return
}
memo := map[string]string{}
// One query seeds the lobby's per-card unread badge for every listed game.
var unread map[uuid.UUID]bool
// Two queries seed the lobby's per-card unread badge for every listed game: which games have
// any unread entry, and which of those have a real message (so the badge can colour
// message-bearing games apart from nudge-only ones).
var unread, unreadMsg map[uuid.UUID]bool
if s.social != nil {
unread, _ = s.social.UnreadGames(c.Request.Context(), uid)
unreadMsg, _ = s.social.UnreadMessageGames(c.Request.Context(), uid)
}
out := make([]gameDTO, 0, len(games))
for _, g := range games {
dto := gameDTOFromGame(g)
s.fillSeatNames(c.Request.Context(), &dto, memo)
dto.UnreadChat = unread[g.ID]
dto.UnreadMessages = unreadMsg[g.ID]
out = append(out, dto)
}
c.JSON(http.StatusOK, gameListDTO{Games: out, AtGameLimit: atLimit})
@@ -536,8 +540,9 @@ func (s *Server) writeMoveResult(c *gin.Context, res game.MoveResult) {
c.JSON(http.StatusOK, dto)
}
// setUnreadChat fills the per-game unread-chat flag for viewer uid on one game's DTO,
// when the social domain is present. It is best-effort: a lookup error leaves the flag
// setUnreadChat fills the per-game unread-chat flags for viewer uid on one game's DTO, when the
// social domain is present: UnreadChat for any unread entry and UnreadMessages when one of them is
// a real message (so the badge can be coloured). It is best-effort: a lookup error leaves the flag
// false (a missing badge) rather than failing the surrounding game response.
func (s *Server) setUnreadChat(ctx context.Context, g *gameDTO, uid uuid.UUID) {
if s.social == nil {
@@ -550,4 +555,7 @@ func (s *Server) setUnreadChat(ctx context.Context, g *gameDTO, uid uuid.UUID) {
if unread, err := s.social.HasUnread(ctx, gid, uid); err == nil {
g.UnreadChat = unread
}
if msg, err := s.social.HasUnreadMessage(ctx, gid, uid); err == nil {
g.UnreadMessages = msg
}
}