feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 54s
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is secretly a pooled robot now records the request per (game, seat) in a new robot_friend_requests table -- never against the shared robot account -- mirroring the robot_blocks pattern. The shared account stays out of friendships, the "requested" state is pinned to the seat (not leaked across the player's other games), the robot ignores it, and a background reaper drops the row 7 days after its game finishes. The outgoing-requests list carries these per-game rows so the seat control stays disabled across reloads. No withdraw UI, per owner decision. Cosmetics: - Lobby: an in-progress game tints the viewer's own score number green when leading or tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order, matching the over-the-board scoreboard. - Stats: the per-variant best move is laid out on two lines -- the variant label, then the score (right-aligned in its column) and the word tiles (left-aligned) below it. - Dark theme: the played-tile background is a touch darker so a player-placed tile reads with more contrast (light theme unchanged). Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the same change.
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@@ -93,7 +93,9 @@ func friendsOutgoingHandler(backend *backendclient.Client) Handler {
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func friendRequestHandler(backend *backendclient.Client) Handler {
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return func(ctx context.Context, req Request) ([]byte, error) {
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in := fb.GetRootAsTargetRequest(req.Payload, 0)
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if err := backend.SendFriendRequest(ctx, req.UserID, string(in.AccountId())); err != nil {
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// game_id is set only by an in-game request, so a disguised-robot opponent is recorded
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// per-game; it is empty for any non-game path.
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if err := backend.SendFriendRequest(ctx, req.UserID, string(in.AccountId()), string(in.GameId())); err != nil {
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return nil, err
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}
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return encodeAck(true), nil
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