feat(chat): unread read-receipts with lobby/game dot and history-open ack
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).
UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
This commit is contained in:
@@ -2,7 +2,7 @@
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import { onMount } from 'svelte';
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import Chat from './Chat.svelte';
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import { gateway } from '../lib/gateway';
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import { app, handleError, clearChatUnread } from '../lib/app.svelte';
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import { app, handleError, markChatRead } from '../lib/app.svelte';
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import { canSendChat, sentThisTurn } from '../lib/chatlimit';
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import type { ChatMessage, StateView } from '../lib/model';
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@@ -50,7 +50,7 @@
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async function refresh() {
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try {
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messages = await gateway.chatList(id);
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clearChatUnread(id);
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markChatRead(id);
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} catch {
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/* best-effort */
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}
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+46
-20
@@ -8,7 +8,7 @@
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import Rack from './Rack.svelte';
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import { gateway } from '../lib/gateway';
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import { navigate } from '../lib/router.svelte';
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import { app, handleError, showToast } from '../lib/app.svelte';
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import { app, handleError, showToast, markChatRead, seedChatUnread } from '../lib/app.svelte';
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import { connection } from '../lib/connection.svelte';
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import { GatewayError } from '../lib/client';
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import { t, type MessageKey } from '../lib/i18n/index.svelte';
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@@ -71,6 +71,19 @@
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// landscape, where it is docked open in the left panel. Gates the per-seat add-friend
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// affordance and its confirm reset so both work regardless of layout.
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const historyShown = $derived(historyOpen || landscape);
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// A nonce bumped to replay the 💬 fade-blink each time the history is shown with unread chat.
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let chatBlink = $state(0);
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// Opening the move history counts as reading the chat (even without entering it): when the
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// history is shown with unread present, play the 💬 fade-blink (a two-cycle nudge) and mark the
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// chat read. In landscape the history is docked open, so a message arriving while it is visible
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// blinks and is read at once. markChatRead clears the flag (and acks the backend), so this
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// settles after one pass and re-fires only when a new message raises unread again.
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$effect(() => {
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if (historyShown && app.chatUnread[id]) {
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chatBlink++;
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markChatRead(id);
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}
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});
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const variant = $derived(view?.game.variant ?? 'scrabble_en');
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const board = $derived(replay(moves));
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@@ -154,6 +167,8 @@
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gateway.draftGet(id).catch(() => ''),
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]);
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view = st;
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// Seed the unread flag from the authoritative state (the live stream only raises it).
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seedChatUnread(id, st.game.unreadChat);
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moves = hist.moves;
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setCachedGame(id, st, hist.moves, draft);
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// Mirror the fresh status into the lobby snapshot so returning there shows it without a
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@@ -601,6 +616,9 @@
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// post-move game and the refilled rack — without a follow-up game.state + game.history.
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function applyMoveResult(r: MoveResult) {
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view = { game: r.game, seat: r.move.player, rack: r.rack, bagLen: r.bagLen, hintsRemaining: view?.hintsRemaining ?? 0 };
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// The move result is an authoritative per-viewer view: a nudge the actor just answered by
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// moving is already cleared server-side, so reconcile the unread flag from it.
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seedChatUnread(id, r.game.unreadChat);
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moves = [...moves, r.move];
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// A committed move clears the actor's draft on the server, so clear the cached draft too;
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// otherwise a same-session re-entry would briefly re-apply the now-stale composition.
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@@ -937,7 +955,7 @@
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<!-- svelte-ignore a11y_no_static_element_interactions -->
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<!-- svelte-ignore a11y_click_events_have_key_events -->
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<div class="scoreboard" class:flat={landscape} onclick={landscape ? undefined : toggleHistory}>
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{#if (app.chatUnread[id] ?? 0) > 0}<span class="cbadge sbadge">{app.chatUnread[id]}</span>{/if}
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{#if app.chatUnread[id]}<span class="unread-dot sbadge-dot"></span>{/if}
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{#each view.game.seats as s (s.seat)}
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<div class="seat" class:turn={view.game.toMove === s.seat && !gameOver} class:win={s.isWinner}>
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<div class="nm">{seatName(s)}</div>
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@@ -970,7 +988,7 @@
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{/if}
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{#if !view.game.multipleWordsPerTurn}<span class="oneword-label">{t('game.oneWordRule')}</span>{/if}
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<button class="hicon" onclick={() => navigate(`/game/${id}/chat`)} aria-label={t('game.chat')}>
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💬{#if (app.chatUnread[id] ?? 0) > 0}<span class="cbadge">{app.chatUnread[id]}</span>{/if}
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{#key chatBlink}<span class="chat-ico" class:blink={chatBlink > 0 && !app.reduceMotion}>💬</span>{/key}
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</button>
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</div>
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<div class="hgridwrap">
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@@ -1378,26 +1396,34 @@
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.fico {
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line-height: 1;
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}
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/* The unread-chat count: on the score bar's corner and on the history's 💬 icon. */
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.cbadge {
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/* The unread-chat dot on the score bar's corner; the history's 💬 icon fade-blinks (two cycles)
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when the history is opened with unread present, rather than carrying a count badge. */
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.unread-dot {
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width: 8px;
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height: 8px;
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border-radius: 50%;
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background: var(--danger);
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}
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.sbadge-dot {
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position: absolute;
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font-size: 0.68rem;
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font-weight: 700;
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background: var(--accent);
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color: var(--accent-text);
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border-radius: 999px;
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min-width: 15px;
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padding: 0 3px;
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line-height: 1.4;
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text-align: center;
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top: 4px;
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right: 6px;
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}
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.sbadge {
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top: 2px;
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right: 4px;
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.chat-ico {
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display: inline-block;
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line-height: 1;
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}
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.hicon .cbadge {
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top: -1px;
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right: -1px;
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.chat-ico.blink {
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animation: chat-blink 1s ease-in-out 2;
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}
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@keyframes chat-blink {
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0%,
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100% {
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opacity: 1;
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}
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50% {
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opacity: 0;
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}
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}
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.loading {
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text-align: center;
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@@ -103,8 +103,13 @@ vsAi():boolean {
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return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
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}
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unreadChat():boolean {
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const offset = this.bb!.__offset(this.bb_pos, 30);
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return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
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}
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static startGameView(builder:flatbuffers.Builder) {
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builder.startObject(13);
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builder.startObject(14);
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}
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static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
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@@ -171,12 +176,16 @@ static addVsAi(builder:flatbuffers.Builder, vsAi:boolean) {
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builder.addFieldInt8(12, +vsAi, +false);
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}
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static addUnreadChat(builder:flatbuffers.Builder, unreadChat:boolean) {
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builder.addFieldInt8(13, +unreadChat, +false);
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}
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static endGameView(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, multipleWordsPerTurn:boolean, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint, vsAi:boolean):flatbuffers.Offset {
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static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, multipleWordsPerTurn:boolean, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint, vsAi:boolean, unreadChat:boolean):flatbuffers.Offset {
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GameView.startGameView(builder);
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GameView.addId(builder, idOffset);
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GameView.addVariant(builder, variantOffset);
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@@ -191,6 +200,7 @@ static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset,
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GameView.addSeats(builder, seatsOffset);
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GameView.addLastActivityUnix(builder, lastActivityUnix);
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GameView.addVsAi(builder, vsAi);
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GameView.addUnreadChat(builder, unreadChat);
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return GameView.endGameView(builder);
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}
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}
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+36
-11
@@ -61,8 +61,10 @@ export const app = $state<{
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localeLocked: boolean;
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/** Pending incoming friend requests, for the lobby ⚙️ badge and the Settings Friends tab. */
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notifications: number;
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/** Unread chat-message count per game id, for the in-game score-bar and 💬 badges. */
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chatUnread: Record<string, number>;
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/** Per-game flag: the player has at least one unread chat entry (message or nudge) in that
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* game, for the lobby and in-game unread dot. Seeded from the authoritative REST views and
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* raised by live chat/nudge events; cleared (with a backend ack) on opening the history/chat. */
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chatUnread: Record<string, boolean>;
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/** Whether an operator feedback reply awaits the player, for the lobby ⚙️ badge (combined
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* with friend requests) and the Settings → Info badge. */
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feedbackReplyUnread: boolean;
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@@ -149,9 +151,29 @@ export function dismissStaleInvite(): void {
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app.staleInvite = false;
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}
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/** clearChatUnread resets a game's unread chat-message count (called when its chat is opened). */
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export function clearChatUnread(gameId: string): void {
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if (app.chatUnread[gameId]) app.chatUnread = { ...app.chatUnread, [gameId]: 0 };
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/**
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* seedChatUnread sets a game's unread flag from an authoritative per-viewer REST view (the lobby
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* list, a game's state, or a move result). The live-event GameView omits the flag, so the live
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* stream raises unread (bumpChatUnread) rather than seeding it from a GameView.
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*/
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export function seedChatUnread(gameId: string, unread: boolean): void {
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if ((app.chatUnread[gameId] ?? false) !== unread) {
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app.chatUnread = { ...app.chatUnread, [gameId]: unread };
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}
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}
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/**
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* markChatRead clears a game's unread badge and tells the backend the player has read the chat —
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* called when the move history or the chat opens. It hits the backend only when something is
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* actually unread, so opening the history does not call the backend on every tap. The clear is
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* optimistic; a failed ack restores the badge so a later open retries.
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*/
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export function markChatRead(gameId: string): void {
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if (!app.chatUnread[gameId]) return;
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app.chatUnread = { ...app.chatUnread, [gameId]: false };
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void gateway.markChatRead(gameId).catch(() => {
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app.chatUnread = { ...app.chatUnread, [gameId]: true };
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});
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}
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/** handleError maps a GatewayError to a toast; an invalid session logs out. A connectivity
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@@ -220,15 +242,18 @@ function openStream(): void {
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(router.route.name === 'gameChat' || router.route.name === 'gameCheck') &&
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router.route.params.id === e.message.gameId;
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if (!inComms) {
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if (e.message.kind !== 'nudge') {
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const gid = e.message.gameId;
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app.chatUnread = { ...app.chatUnread, [gid]: (app.chatUnread[gid] ?? 0) + 1 };
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}
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app.chatUnread = { ...app.chatUnread, [e.message.gameId]: true };
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showToast(e.message.kind === 'nudge' ? t('chat.nudge') : e.message.body, 'info');
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}
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} else if (e.kind === 'nudge') {
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// Name the nudger (their per-game seat name, carried on the event), so the toast reads
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// "<opponent>: …" like the your-turn toast; fall back to the plain phrase when absent.
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// A nudge only reaches the awaited player; raise their unread badge for the game (unless
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// they are already in its chat), then toast — naming the nudger (their per-game seat name,
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// carried on the event), so it reads "<opponent>: …" like the your-turn toast; fall back to
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// the plain phrase when absent.
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const inComms =
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(router.route.name === 'gameChat' || router.route.name === 'gameCheck') &&
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router.route.params.id === e.gameId;
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if (!inComms) app.chatUnread = { ...app.chatUnread, [e.gameId]: true };
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showToast(e.senderName ? t('chat.nudgeBy', { name: e.senderName }) : t('chat.nudge'), 'info');
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} else if (e.kind === 'your_turn') {
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// Name the player who moved just before this one (the previous seat in turn order), so the
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@@ -102,6 +102,9 @@ export interface GatewayClient {
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chatPost(gameId: string, body: string): Promise<ChatMessage>;
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chatList(gameId: string): Promise<ChatMessage[]>;
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nudge(gameId: string): Promise<ChatMessage>;
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/** Acknowledge the caller has read the game's chat (sent when they open the move history
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* or chat), so the backend clears their unread bits and records the read latency. */
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markChatRead(gameId: string): Promise<void>;
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// --- feedback ---
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/** feedbackSubmit sends a feedback message with an optional single attachment. */
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@@ -237,6 +237,7 @@ describe('codec', () => {
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fb.GameView.addSeats(b, seats);
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fb.GameView.addLastActivityUnix(b, BigInt(1717000000));
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fb.GameView.addVsAi(b, true);
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fb.GameView.addUnreadChat(b, true);
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const game = fb.GameView.endGameView(b);
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const games = fb.GameList.createGamesVector(b, [game]);
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fb.GameList.startGameList(b);
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@@ -251,6 +252,7 @@ describe('codec', () => {
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expect(gl.games[0].seats[0].score).toBe(13);
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expect(gl.games[0].lastActivityUnix).toBe(1717000000);
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expect(gl.games[0].vsAi).toBe(true);
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expect(gl.games[0].unreadChat).toBe(true);
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expect(gl.atGameLimit).toBe(true);
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});
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@@ -248,6 +248,7 @@ function decodeGameView(g: fb.GameView): GameView {
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endReason: s(g.endReason()),
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lastActivityUnix: Number(g.lastActivityUnix()),
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vsAi: g.vsAi(),
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unreadChat: g.unreadChat(),
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seats,
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};
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}
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@@ -813,6 +814,7 @@ function emptyGame(): GameView {
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endReason: '',
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lastActivityUnix: 0,
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vsAi: false,
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unreadChat: false,
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seats: [],
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};
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}
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@@ -8,6 +8,7 @@ function gameView(id: string): GameView {
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variant: 'scrabble_en',
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dictVersion: 'v1',
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vsAi: false,
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unreadChat: false,
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status: 'active',
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players: 2,
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toMove: 0,
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@@ -9,6 +9,7 @@ function gameView(moveCount: number, over = false): GameView {
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variant: 'scrabble_en',
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dictVersion: 'v1',
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vsAi: false,
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unreadChat: false,
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status: over ? 'finished' : 'active',
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players: 2,
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toMove: 1,
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@@ -25,6 +25,7 @@ function gameView(id: string, status: GameView['status'] = 'active', toMove = 0)
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variant: 'scrabble_en',
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dictVersion: 'v1',
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vsAi: false,
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unreadChat: false,
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status,
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players: 2,
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toMove,
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@@ -18,6 +18,7 @@ function game(id: string, status: GameView['status'], toMove: number, lastActivi
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variant: 'scrabble_en',
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dictVersion: 'v1',
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vsAi: false,
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unreadChat: false,
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||||
status,
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players: 2,
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toMove,
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@@ -180,6 +180,7 @@ export class MockGateway implements GatewayClient {
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endReason: '',
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||||
lastActivityUnix: Math.floor(Date.now() / 1000),
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vsAi: true,
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unreadChat: false,
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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: 'Robot', score: 0, hintsUsed: 0, isWinner: false },
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@@ -211,6 +212,7 @@ export class MockGateway implements GatewayClient {
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endReason: '',
|
||||
lastActivityUnix: Math.floor(Date.now() / 1000),
|
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vsAi: false,
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||||
unreadChat: false,
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seats: [
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{ seat: 0, accountId: ME, displayName: 'You', score: 0, hintsUsed: 0, isWinner: false },
|
||||
{ seat: 1, accountId: '', displayName: '', score: 0, hintsUsed: 0, isWinner: false },
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@@ -487,6 +489,10 @@ export class MockGateway implements GatewayClient {
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this.feedbackReplyUnread = true;
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this.emit({ kind: 'notify', sub: 'admin_reply' });
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}
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// The mock holds no server-side unread state; the read ack is a no-op (the client clears its
|
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// own unread flag optimistically).
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async markChatRead(): Promise<void> {}
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async nudge(gameId: string): Promise<ChatMessage> {
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const g = this.game(gameId);
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const msg: ChatMessage = {
|
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@@ -140,6 +140,7 @@ function activeGame(): MockGame {
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variant: 'scrabble_en',
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dictVersion: 'v1',
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
status: 'active',
|
||||
players: 2,
|
||||
toMove: 0,
|
||||
@@ -176,6 +177,7 @@ function finishedG2(): MockGame {
|
||||
variant: 'scrabble_en',
|
||||
dictVersion: 'v1',
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
status: 'finished',
|
||||
players: 2,
|
||||
toMove: 0,
|
||||
@@ -213,6 +215,7 @@ function finishedG3(): MockGame {
|
||||
variant: 'scrabble_ru',
|
||||
dictVersion: 'v1',
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
status: 'finished',
|
||||
players: 2,
|
||||
toMove: 0,
|
||||
|
||||
@@ -47,6 +47,10 @@ export interface GameView {
|
||||
lastActivityUnix: number;
|
||||
/** true = an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend are disabled. */
|
||||
vsAi: boolean;
|
||||
/** Per-viewer flag: the requesting player has at least one unread chat entry (message or
|
||||
* nudge) in this game. Set on the authoritative REST views (lobby list, game state,
|
||||
* move result); the live-event GameView leaves it false (events bump unread instead). */
|
||||
unreadChat: boolean;
|
||||
seats: Seat[];
|
||||
}
|
||||
|
||||
|
||||
@@ -20,6 +20,7 @@ function gameView(id: string, status: GameView['status'] = 'active'): GameView {
|
||||
variant: 'scrabble_en',
|
||||
dictVersion: 'v1',
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
status,
|
||||
players: 2,
|
||||
toMove: 0,
|
||||
|
||||
@@ -17,6 +17,7 @@ function game(seats: Seat[], status = 'finished', toMove = 0): GameView {
|
||||
variant: 'scrabble_en',
|
||||
dictVersion: 'v1',
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
status,
|
||||
players: seats.length,
|
||||
toMove,
|
||||
|
||||
@@ -143,6 +143,9 @@ export function createTransport(baseUrl: string): GatewayClient {
|
||||
async nudge(id) {
|
||||
return codec.decodeChatMessage(await exec('chat.nudge', codec.encodeGameAction(id)));
|
||||
},
|
||||
async markChatRead(id) {
|
||||
await exec('chat.read', codec.encodeGameAction(id));
|
||||
},
|
||||
async feedbackSubmit(body, attachment, attachmentName, channel) {
|
||||
await exec('feedback.submit', codec.encodeFeedbackSubmit(body, attachment, attachmentName, channel));
|
||||
},
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
import { SvelteMap, SvelteSet } from 'svelte/reactivity';
|
||||
import Screen from '../components/Screen.svelte';
|
||||
import TabBar from '../components/TabBar.svelte';
|
||||
import { app, handleError, refreshFeedbackBadge } from '../lib/app.svelte';
|
||||
import { app, handleError, refreshFeedbackBadge, seedChatUnread } from '../lib/app.svelte';
|
||||
import { connection } from '../lib/connection.svelte';
|
||||
import { gateway } from '../lib/gateway';
|
||||
import { navigate } from '../lib/router.svelte';
|
||||
@@ -33,6 +33,9 @@
|
||||
try {
|
||||
const list = await gateway.gamesList();
|
||||
games = list.games;
|
||||
// Seed the per-game unread badges from the authoritative list. The live stream only raises
|
||||
// unread (it never seeds it from a GameView), so a persisted unread survives a reload here.
|
||||
for (const g of games) seedChatUnread(g.id, g.unreadChat);
|
||||
atGameLimit = list.atGameLimit;
|
||||
if (!guest) {
|
||||
[invitations, incoming] = await Promise.all([gateway.invitationsList(), gateway.friendsIncoming()]);
|
||||
@@ -262,7 +265,10 @@
|
||||
onclick={() => openGame(g)}
|
||||
>
|
||||
<span class="info">
|
||||
<span class="who">{opponents(g) || '—'}</span>
|
||||
<span class="who">
|
||||
<span class="who-name">{opponents(g) || '—'}</span>
|
||||
{#if app.chatUnread[g.id]}<span class="unread-dot"></span>{/if}
|
||||
</span>
|
||||
<span class="sub">{scoreline(g)}</span>
|
||||
</span>
|
||||
<!-- Re-key on the per-card blink nonce so a repeat blink restarts the fade. -->
|
||||
@@ -441,11 +447,25 @@
|
||||
min-width: 0;
|
||||
}
|
||||
.who {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 6px;
|
||||
min-width: 0;
|
||||
font-weight: 600;
|
||||
}
|
||||
.who-name {
|
||||
white-space: nowrap;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
/* A small red dot beside the opponent name: this game has an unread chat entry. */
|
||||
.unread-dot {
|
||||
flex: 0 0 auto;
|
||||
width: 8px;
|
||||
height: 8px;
|
||||
border-radius: 50%;
|
||||
background: var(--danger);
|
||||
}
|
||||
.sub {
|
||||
font-size: 0.85rem;
|
||||
color: var(--text-muted);
|
||||
|
||||
Reference in New Issue
Block a user