Chat + word-check as their own screens; in-game unread badge (review item 7)
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 34s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m6s

- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a
  header back to the game and no tab-bar, replacing their modals. The soft keyboard just
  resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS
  does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal
  relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt.
- A new chat message raises an unread badge on the in-game hamburger + the Chat menu row
  (per game, cleared on opening the chat), mirroring the lobby badge.
- TG native back + the header back chevron return chat/check to their game.
- Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header.

Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru).
This commit is contained in:
Ilia Denisov
2026-06-08 23:23:05 +02:00
parent 295e45486d
commit 70110effd9
12 changed files with 330 additions and 187 deletions
+93
View File
@@ -0,0 +1,93 @@
<script lang="ts">
import { onMount } from 'svelte';
import Screen from '../components/Screen.svelte';
import Chat from './Chat.svelte';
import { gateway } from '../lib/gateway';
import { app, handleError, clearChatUnread } from '../lib/app.svelte';
import { t } from '../lib/i18n/index.svelte';
import type { ChatMessage, StateView } from '../lib/model';
// The chat is its own screen (Stage 17), so the soft keyboard simply resizes the viewport with
// the input pinned to the bottom — no modal relayout jank. It loads the game state (for the
// turn-based chat/nudge toggle) and the message list, and clears the unread badge while open.
let { id }: { id: string } = $props();
let view = $state<StateView | null>(null);
let messages = $state<ChatMessage[]>([]);
let busy = $state(false);
let tick = $state(0);
const myId = $derived(app.session?.userId ?? '');
const isMyTurn = $derived(!!view && view.game.status === 'active' && view.game.toMove === view.seat);
const nudgeCooldownSecs = 3600;
// The nudge is one-per-hour-per-game and clears once the player chats (engagement); the
// backend stays authoritative, so a move-based reset is left to it.
const nudgeOnCooldown = $derived.by(() => {
void tick;
let lastNudge = 0;
let lastChat = 0;
for (const m of messages) {
if (m.senderId !== myId) continue;
if (m.kind === 'nudge') lastNudge = Math.max(lastNudge, m.createdAtUnix);
else lastChat = Math.max(lastChat, m.createdAtUnix);
}
if (lastNudge === 0 || Date.now() / 1000 - lastNudge >= nudgeCooldownSecs) return false;
return lastChat <= lastNudge;
});
async function refresh() {
try {
messages = await gateway.chatList(id);
clearChatUnread(id);
} catch {
/* best-effort */
}
}
onMount(async () => {
try {
view = await gateway.gameState(id, false);
} catch (e) {
handleError(e);
}
await refresh();
});
// Live: refresh (and keep the unread cleared) on a chat / nudge for this game.
$effect(() => {
const e = app.lastEvent;
if (!e) return;
if ((e.kind === 'chat_message' && e.message.gameId === id) || (e.kind === 'nudge' && e.gameId === id)) {
void refresh();
}
});
// Re-evaluate the nudge cooldown on a timer so the control re-enables on time.
$effect(() => {
const h = setInterval(() => (tick += 1), 20000);
return () => clearInterval(h);
});
async function sendChat(text: string) {
busy = true;
try {
messages = [...messages, await gateway.chatPost(id, text)];
} catch (e) {
handleError(e);
} finally {
busy = false;
}
}
async function nudge() {
busy = true;
try {
messages = [...messages, await gateway.nudge(id)];
} catch (e) {
handleError(e);
} finally {
busy = false;
}
}
</script>
<Screen title={t('game.chat')} back={`/game/${id}`} scroll={false} column>
<Chat {messages} {myId} {busy} myTurn={isMyTurn} {nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />
</Screen>