Stage 8 polish: profile validation, finished-game UI, badge + Safari fixes
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Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 17s

Owner-review follow-up on the Stage 8 branch:
- Friend code is copyable (📋 + toast). The lobby notification badge is fixed —
  it had inherited the hamburger-bar style — into a proper round count dot.
- Safari: min-width:0 on flex text inputs (friend code, profile, chat) so they
  shrink instead of pushing the adjacent button off-screen.
- Profile editing is validated on both the UI and the backend: display-name format
  (letters joined by single space/./_ separators, no leading/trailing/adjacent
  separators, <=32 runes), a UTC-offset timezone picker (account.ResolveZone parses
  ±HH:MM or a legacy IANA name), a 10-minute away grid capped at 12h (wrap-aware),
  and email format; Save is disabled and invalid fields red-bordered until valid.
  Language stays in Settings.
- In a game, an "add to friends" menu item flips to a disabled "request sent"; chat
  send/nudge became ⬆️/🛎️ icon buttons.
- A finished game drops its last-word highlight, hides Check word / Drop game,
  disables zoom, and draws an inert (greyed) footer instead of hiding it.

Tests: account validators (name/away/zone), UI profileValidation, e2e for the
finished-game footer/menu and the copy control. Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +ru, UI_DESIGN) updated for the display-name rule, UTC-offset timezone
and the 12h away window.
This commit is contained in:
Ilia Denisov
2026-06-03 22:12:59 +02:00
parent 2d82c75f0b
commit acbb2d8254
21 changed files with 602 additions and 115 deletions
+36 -22
View File
@@ -66,7 +66,7 @@
// Highlight the last word with a dark tile bg; while placing, only the pending tiles
// are highlighted. It flashes when the opponent just moved and it is now our turn.
const highlight = $derived(
placement.pending.length > 0 || !lastPlay
placement.pending.length > 0 || !lastPlay || (!!view && view.game.status !== 'active')
? new Set<string>()
: new Set(lastPlay.tiles.map((tt) => `${tt.row},${tt.col}`)),
);
@@ -378,9 +378,13 @@
}
}
let requested = $state(new Set<string>());
const noop = () => {};
async function addFriend(accountId: string) {
try {
await gateway.friendRequest(accountId);
requested = new Set([...requested, accountId]);
showToast(t('friends.requestSent'));
} catch (e) {
handleError(e);
@@ -391,15 +395,21 @@
view ? view.game.seats.filter((s) => s.accountId !== app.session?.userId) : [],
);
// In a finished game the menu drops Check word and Drop game, gains Export GCG, and
// an "add to friends" item flips to a disabled "request sent" once tapped.
const menuItems = $derived([
{ label: t('game.history'), onclick: () => (historyOpen = true) },
{ label: t('game.chat'), onclick: openChat },
{ label: t('game.checkWord'), onclick: openCheck },
...(gameOver ? [] : [{ label: t('game.checkWord'), onclick: openCheck }]),
...(view?.game.status === 'finished' ? [{ label: t('game.exportGcg'), onclick: exportGcg }] : []),
...(!app.profile?.isGuest
? opponents.map((s) => ({ label: `${t('friends.addFromGame')}: ${s.displayName}`, onclick: () => addFriend(s.accountId) }))
? opponents.map((s) =>
requested.has(s.accountId)
? { label: t('game.requestSent'), onclick: noop, disabled: true }
: { label: `${t('friends.addFromGame')}: ${s.displayName}`, onclick: () => addFriend(s.accountId) },
)
: []),
{ label: t('game.dropGame'), onclick: () => (resignOpen = true) },
...(gameOver ? [] : [{ label: t('game.dropGame'), onclick: () => (resignOpen = true) }]),
]);
</script>
@@ -454,7 +464,7 @@
locale={app.locale}
{focus}
oncell={onCell}
ontogglezoom={() => (zoomed = !zoomed)}
ontogglezoom={() => { if (!gameOver) zoomed = !zoomed; }}
/>
</div>
</div>
@@ -471,28 +481,28 @@
</span>
</div>
{#if !gameOver}
<div class="rack-row">
<div class="rack-wrap">
<Rack {slots} {variant} {selected} ondown={onRackDown} />
</div>
{#if placement.pending.length > 0}
<HoldConfirm triggerClass="make" onhold={commit}>
{#snippet trigger()}<span class="flag">🏁</span>{/snippet}
{#snippet popover(close)}
<button class="pop go" onclick={() => { close(); commit(); }}>{t('game.makeMove')} ✅</button>
<button class="pop rs" onclick={() => { close(); resetPlacement(); }}>{t('game.reset')} ❌</button>
{/snippet}
</HoldConfirm>
{/if}
<!-- The footer is drawn even when the game is over (rack + tab bar), but inert:
a finished game shows the final rack greyed out and the controls disabled. -->
<div class="rack-row" class:inert={gameOver}>
<div class="rack-wrap">
<Rack {slots} {variant} {selected} ondown={onRackDown} />
</div>
{/if}
{#if !gameOver && placement.pending.length > 0}
<HoldConfirm triggerClass="make" onhold={commit}>
{#snippet trigger()}<span class="flag">🏁</span>{/snippet}
{#snippet popover(close)}
<button class="pop go" onclick={() => { close(); commit(); }}>{t('game.makeMove')} ✅</button>
<button class="pop rs" onclick={() => { close(); resetPlacement(); }}>{t('game.reset')} ❌</button>
{/snippet}
</HoldConfirm>
{/if}
</div>
{:else}
<p class="loading">{t('common.loading')}</p>
{/if}
{#snippet tabbar()}
{#if view && !gameOver}
{#if view}
<TabBar>
<button class="tab" disabled={busy || !isMyTurn || bagEmpty} onclick={openExchange}>
<span class="sq">🔄</span><span class="lbl">{t('game.draw')}</span>
@@ -508,7 +518,7 @@
{/snippet}
{#snippet popover(close)}<button class="pop go" onclick={() => { close(); doHint(); }}>{t('game.confirm')} ✅</button>{/snippet}
</HoldConfirm>
<button class="tab" disabled={busy || placement.pending.length > 0} onclick={shuffle}>
<button class="tab" disabled={busy || gameOver || placement.pending.length > 0} onclick={shuffle}>
<span class="sq">🔀</span>
</button>
</TabBar>
@@ -697,6 +707,10 @@
align-items: stretch;
padding: 0 var(--pad) 6px;
}
.rack-row.inert {
pointer-events: none;
opacity: 0.55;
}
.rack-wrap {
flex: 1;
min-width: 0;