feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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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.
This commit is contained in:
+1
-1
@@ -73,7 +73,7 @@
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--board-bg: #2a3330;
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--cell-bg: #222a27;
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--cell-line: #56655c;
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--tile-bg: #d9c79a;
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--tile-bg: #cdba88;
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--tile-edge: #b6a473;
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--tile-text: #20190d;
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--tile-pending: #d8b75e;
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+16
-8
@@ -932,6 +932,10 @@
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// re-send and disable the 🤝).
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let friends = $state(new Set<string>());
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let requested = $state(new Set<string>());
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// `requestedRobotSeats` are the seat indices of disguised-robot opponents already requested in
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// THIS game: a robot request is recorded per game+seat (never the shared robot account), so the
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// 🤝 disables for just this seat and never leaks across the requester's other games.
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let requestedRobotSeats = $state(new Set<number>());
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// `blocked` are the opponents the viewer has blocked: their 🤝 and ✖️ controls disappear and
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// their name is struck. Derived from the server so it is correct across reloads and live-updates
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// on a user_blocked / user_unblocked event. `blockedRobotSeats` are the seat indices of blocked
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@@ -952,7 +956,8 @@
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try {
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const [fl, out] = await Promise.all([gateway.friendsList(), gateway.friendsOutgoing()]);
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friends = new Set(fl.map((f) => f.accountId));
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requested = new Set(out.map((f) => f.accountId));
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requested = new Set(out.requests.map((f) => f.accountId));
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requestedRobotSeats = new Set(out.robots.filter((r) => r.gameId === id).map((r) => r.seat));
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} catch {
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/* best-effort */
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}
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@@ -981,14 +986,17 @@
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// caption update the instant the confirm fires) and roll back to the prior state if the command
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// fails to reach the server. The confirming user_blocked / user_added event then just reconciles
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// the same state in place (no flicker).
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async function addFriend(accountId: string) {
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const had = requested.has(accountId);
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requested = new Set([...requested, accountId]);
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async function addFriend(s: { accountId: string; seat: number }) {
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// Optimistically mark this seat requested (disables the 🤝 for both a human and a disguised
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// robot until the server confirms). The request carries the game id so a robot opponent is
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// recorded as a per-game request pinned to this seat, not against the shared robot account.
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const hadSeat = requestedRobotSeats.has(s.seat);
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requestedRobotSeats = new Set([...requestedRobotSeats, s.seat]);
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try {
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await gateway.friendRequest(accountId);
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await gateway.friendRequest(s.accountId, id);
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showToast(t('friends.requestSent'));
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} catch (e) {
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if (!had) requested = new Set([...requested].filter((id) => id !== accountId));
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if (!hadSeat) requestedRobotSeats = new Set([...requestedRobotSeats].filter((x) => x !== s.seat));
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handleError(e);
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}
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}
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@@ -1118,9 +1126,9 @@
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<span class="addfriend">
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<TapConfirm
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label={t('friends.addFromGame')}
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disabled={requested.has(s.accountId)}
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disabled={requested.has(s.accountId) || requestedRobotSeats.has(s.seat)}
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onConfirming={(v) => (addConfirm[s.seat] = v)}
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onconfirm={() => addFriend(s.accountId)}
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onconfirm={() => addFriend(s)}
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>
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<span class="fico">🤝</span>
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</TapConfirm>
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@@ -60,6 +60,7 @@ export { Profile } from './scrabblefb/profile.js';
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export { RedeemCodeRequest } from './scrabblefb/redeem-code-request.js';
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export { RedeemResult } from './scrabblefb/redeem-result.js';
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export { RobotBlockRef } from './scrabblefb/robot-block-ref.js';
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export { RobotFriendRef } from './scrabblefb/robot-friend-ref.js';
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export { SeatView } from './scrabblefb/seat-view.js';
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export { Session } from './scrabblefb/session.js';
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export { StateRequest } from './scrabblefb/state-request.js';
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@@ -3,6 +3,7 @@
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import * as flatbuffers from 'flatbuffers';
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import { AccountRef } from '../scrabblefb/account-ref.js';
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import { RobotFriendRef } from '../scrabblefb/robot-friend-ref.js';
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export class OutgoingRequestList {
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@@ -33,8 +34,18 @@ requestsLength():number {
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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robots(index: number, obj?:RobotFriendRef):RobotFriendRef|null {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? (obj || new RobotFriendRef()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
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}
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robotsLength():number {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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static startOutgoingRequestList(builder:flatbuffers.Builder) {
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builder.startObject(1);
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builder.startObject(2);
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}
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static addRequests(builder:flatbuffers.Builder, requestsOffset:flatbuffers.Offset) {
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@@ -53,14 +64,31 @@ static startRequestsVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(4, numElems, 4);
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}
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static addRobots(builder:flatbuffers.Builder, robotsOffset:flatbuffers.Offset) {
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builder.addFieldOffset(1, robotsOffset, 0);
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}
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static createRobotsVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
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builder.startVector(4, data.length, 4);
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for (let i = data.length - 1; i >= 0; i--) {
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builder.addOffset(data[i]!);
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}
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return builder.endVector();
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}
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static startRobotsVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(4, numElems, 4);
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}
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static endOutgoingRequestList(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 createOutgoingRequestList(builder:flatbuffers.Builder, requestsOffset:flatbuffers.Offset):flatbuffers.Offset {
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static createOutgoingRequestList(builder:flatbuffers.Builder, requestsOffset:flatbuffers.Offset, robotsOffset:flatbuffers.Offset):flatbuffers.Offset {
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OutgoingRequestList.startOutgoingRequestList(builder);
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OutgoingRequestList.addRequests(builder, requestsOffset);
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OutgoingRequestList.addRobots(builder, robotsOffset);
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return OutgoingRequestList.endOutgoingRequestList(builder);
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}
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}
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@@ -0,0 +1,82 @@
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// automatically generated by the FlatBuffers compiler, do not modify
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import * as flatbuffers from 'flatbuffers';
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export class RobotFriendRef {
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bb: flatbuffers.ByteBuffer|null = null;
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bb_pos = 0;
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__init(i:number, bb:flatbuffers.ByteBuffer):RobotFriendRef {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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static getRootAsRobotFriendRef(bb:flatbuffers.ByteBuffer, obj?:RobotFriendRef):RobotFriendRef {
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return (obj || new RobotFriendRef()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static getSizePrefixedRootAsRobotFriendRef(bb:flatbuffers.ByteBuffer, obj?:RobotFriendRef):RobotFriendRef {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new RobotFriendRef()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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id():string|null
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id(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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id(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 4);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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displayName():string|null
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displayName(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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displayName(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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gameId():string|null
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gameId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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gameId(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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seat():number {
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const offset = this.bb!.__offset(this.bb_pos, 10);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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static startRobotFriendRef(builder:flatbuffers.Builder) {
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builder.startObject(4);
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}
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static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
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builder.addFieldOffset(0, idOffset, 0);
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}
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static addDisplayName(builder:flatbuffers.Builder, displayNameOffset:flatbuffers.Offset) {
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builder.addFieldOffset(1, displayNameOffset, 0);
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}
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static addGameId(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset) {
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builder.addFieldOffset(2, gameIdOffset, 0);
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}
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static addSeat(builder:flatbuffers.Builder, seat:number) {
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builder.addFieldInt32(3, seat, 0);
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}
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static endRobotFriendRef(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 createRobotFriendRef(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, displayNameOffset:flatbuffers.Offset, gameIdOffset:flatbuffers.Offset, seat:number):flatbuffers.Offset {
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RobotFriendRef.startRobotFriendRef(builder);
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RobotFriendRef.addId(builder, idOffset);
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RobotFriendRef.addDisplayName(builder, displayNameOffset);
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RobotFriendRef.addGameId(builder, gameIdOffset);
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RobotFriendRef.addSeat(builder, seat);
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return RobotFriendRef.endRobotFriendRef(builder);
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}
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}
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@@ -22,6 +22,7 @@ import type {
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LinkResult,
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MatchResult,
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MoveResult,
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OutgoingList,
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Profile,
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ProfileUpdate,
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PushEvent,
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@@ -118,9 +119,12 @@ export interface GatewayClient {
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// --- friends ---
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friendsList(): Promise<AccountRef[]>;
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friendsIncoming(): Promise<AccountRef[]>;
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/** Addressees the caller has already requested (pending or declined); cannot re-request. */
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friendsOutgoing(): Promise<AccountRef[]>;
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friendRequest(accountId: string): Promise<void>;
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/** Addressees the caller has already requested (pending or declined; cannot re-request),
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* plus the per-game disguised-robot requests that keep the in-game 🤝 disabled by seat. */
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friendsOutgoing(): Promise<OutgoingList>;
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/** Send a friend request. A non-empty gameId marks an in-game request, so a disguised-robot
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* opponent is recorded as a per-game request rather than against the shared robot account. */
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friendRequest(accountId: string, gameId?: string): Promise<void>;
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friendRespond(requesterId: string, accept: boolean): Promise<void>;
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friendCancel(accountId: string): Promise<void>;
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unfriend(accountId: string): Promise<void>;
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@@ -256,7 +256,7 @@ describe('codec', () => {
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expect(gl.atGameLimit).toBe(true);
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});
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it('decodes an OutgoingRequestList of account refs', () => {
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it('decodes an OutgoingRequestList of account refs plus per-game robot requests', () => {
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const b = new Builder(128);
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const id = b.createString('o-1');
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const dn = b.createString('Pat');
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@@ -264,11 +264,20 @@ describe('codec', () => {
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fb.AccountRef.addAccountId(b, id);
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fb.AccountRef.addDisplayName(b, dn);
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const ref = fb.AccountRef.endAccountRef(b);
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const vec = fb.OutgoingRequestList.createRequestsVector(b, [ref]);
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const reqVec = fb.OutgoingRequestList.createRequestsVector(b, [ref]);
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const rid = b.createString('r-1');
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const rdn = b.createString('Robbie');
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const rgid = b.createString('g-1');
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const robot = fb.RobotFriendRef.createRobotFriendRef(b, rid, rdn, rgid, 1);
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const robVec = fb.OutgoingRequestList.createRobotsVector(b, [robot]);
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fb.OutgoingRequestList.startOutgoingRequestList(b);
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fb.OutgoingRequestList.addRequests(b, vec);
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fb.OutgoingRequestList.addRequests(b, reqVec);
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fb.OutgoingRequestList.addRobots(b, robVec);
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b.finish(fb.OutgoingRequestList.endOutgoingRequestList(b));
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expect(decodeOutgoingList(b.asUint8Array())).toEqual([{ accountId: 'o-1', displayName: 'Pat' }]);
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expect(decodeOutgoingList(b.asUint8Array())).toEqual({
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requests: [{ accountId: 'o-1', displayName: 'Pat' }],
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robots: [{ id: 'r-1', displayName: 'Robbie', gameId: 'g-1', seat: 1 }],
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});
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});
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it('encodes a TargetRequest', () => {
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+17
-4
@@ -10,7 +10,9 @@ import type { PlacedTile } from './client';
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import type {
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AccountRef,
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BlockList,
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OutgoingList,
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RobotBlockEntry,
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RobotFriendRequestEntry,
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Banner,
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BannerCampaign,
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BestMove,
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@@ -719,14 +721,25 @@ export function decodeIncomingList(buf: Uint8Array): AccountRef[] {
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return out;
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}
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export function decodeOutgoingList(buf: Uint8Array): AccountRef[] {
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export function decodeOutgoingList(buf: Uint8Array): OutgoingList {
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const l = fb.OutgoingRequestList.getRootAsOutgoingRequestList(new ByteBuffer(buf));
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const out: AccountRef[] = [];
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const requests: AccountRef[] = [];
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for (let i = 0; i < l.requestsLength(); i++) {
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const r = l.requests(i);
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if (r) out.push(decodeAccountRef(r));
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if (r) requests.push(decodeAccountRef(r));
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}
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return out;
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const robots: RobotFriendRequestEntry[] = [];
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for (let i = 0; i < l.robotsLength(); i++) {
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const r = l.robots(i);
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if (r)
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robots.push({
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id: r.id() ?? '',
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displayName: r.displayName() ?? '',
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gameId: r.gameId() ?? '',
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seat: r.seat(),
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});
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}
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return { requests, robots };
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}
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export function decodeBlockList(buf: Uint8Array): BlockList {
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@@ -1,5 +1,5 @@
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import { describe, expect, it } from 'vitest';
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import { gamePhase, groupGames, isMyTurn, shouldBlink } from './lobbysort';
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import { gamePhase, groupGames, isMyTurn, orderedSeats, scoreStanding, shouldBlink } from './lobbysort';
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import type { GameView, Seat } from './model';
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const ME = 'me';
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@@ -118,6 +118,59 @@ describe('gamePhase', () => {
|
||||
});
|
||||
});
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describe('scoreStanding', () => {
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const withScores = (status: GameView['status'], myScore: number, oppScore: number): GameView => ({
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...game('g', status, 0, 0),
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seats: [
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{ ...seat(0, ME), score: myScore },
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{ ...seat(1, 'opp'), score: oppScore },
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],
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});
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it('greens a leading or tied active game, reds a losing one', () => {
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expect(scoreStanding(withScores('active', 30, 10), ME)).toBe('win');
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expect(scoreStanding(withScores('active', 10, 10), ME)).toBe('win'); // a tie counts as green
|
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expect(scoreStanding(withScores('active', 5, 10), ME)).toBe('lose');
|
||||
});
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it('is null for any non-active game (open or finished)', () => {
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expect(scoreStanding(withScores('finished', 30, 10), ME)).toBeNull();
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expect(scoreStanding(withScores('open', 0, 0), ME)).toBeNull();
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||||
});
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||||
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it('is null when the viewer is not seated or has no opponent', () => {
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expect(scoreStanding(withScores('active', 30, 10), 'stranger')).toBeNull();
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||||
const solo: GameView = { ...game('g', 'active', 0, 0), seats: [{ ...seat(0, ME), score: 9 }] };
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||||
expect(scoreStanding(solo, ME)).toBeNull();
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||||
});
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||||
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||||
it('compares against the strongest opponent in a multiplayer game', () => {
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||||
const g3: GameView = {
|
||||
...game('g', 'active', 0, 0),
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||||
players: 3,
|
||||
seats: [
|
||||
{ ...seat(0, ME), score: 40 },
|
||||
{ ...seat(1, 'a'), score: 35 },
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||||
{ ...seat(2, 'b'), score: 50 }, // b is ahead -> losing
|
||||
],
|
||||
};
|
||||
expect(scoreStanding(g3, ME)).toBe('lose');
|
||||
});
|
||||
});
|
||||
|
||||
describe('orderedSeats', () => {
|
||||
it('returns seats in seat-number order without mutating the source', () => {
|
||||
const g: GameView = {
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||||
...game('g', 'active', 0, 0),
|
||||
seats: [seat(2, 'c'), seat(0, ME), seat(1, 'b')],
|
||||
};
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||||
const src = g.seats;
|
||||
expect(orderedSeats(g).map((s) => s.seat)).toEqual([0, 1, 2]);
|
||||
expect(g.seats).toBe(src); // the source array is left untouched
|
||||
expect(g.seats.map((s) => s.seat)).toEqual([2, 0, 1]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('shouldBlink', () => {
|
||||
it('blinks on a transition into mine or finished', () => {
|
||||
expect(shouldBlink('theirs', 'mine')).toBe(true);
|
||||
|
||||
@@ -12,6 +12,29 @@ export function isMyTurn(game: GameView, myId: string): boolean {
|
||||
return (game.status === 'active' || game.status === 'open') && !!me && game.toMove === me.seat;
|
||||
}
|
||||
|
||||
/**
|
||||
* scoreStanding colours the viewer's own score on an in-progress game: 'win' when leading or
|
||||
* tied (green), 'lose' when trailing (red). It is null for any game that is not active (open or
|
||||
* finished — finished games show the result emoji instead) or where myId is not seated against
|
||||
* an opponent, so the lobby leaves those numbers in the muted default.
|
||||
*/
|
||||
export function scoreStanding(game: GameView, myId: string): 'win' | 'lose' | null {
|
||||
if (game.status !== 'active') return null;
|
||||
const me = game.seats.find((s) => s.accountId === myId);
|
||||
if (!me) return null;
|
||||
const others = game.seats.filter((s) => s.accountId && s.accountId !== myId).map((s) => s.score);
|
||||
if (!others.length) return null;
|
||||
return me.score >= Math.max(...others) ? 'win' : 'lose';
|
||||
}
|
||||
|
||||
/**
|
||||
* orderedSeats returns a game's seats in seat-number order (matching the over-the-board
|
||||
* scoreboard), without mutating the source array.
|
||||
*/
|
||||
export function orderedSeats(game: GameView): GameView['seats'] {
|
||||
return [...game.seats].sort((a, b) => a.seat - b.seat);
|
||||
}
|
||||
|
||||
/** LobbyPhase is a game's lobby bucket — which of the three card sections it currently sits in. */
|
||||
export type LobbyPhase = 'mine' | 'theirs' | 'finished';
|
||||
|
||||
|
||||
@@ -29,6 +29,7 @@ import type {
|
||||
LinkResult,
|
||||
MatchResult,
|
||||
MoveResult,
|
||||
OutgoingList,
|
||||
Profile,
|
||||
ProfileUpdate,
|
||||
PushEvent,
|
||||
@@ -527,10 +528,11 @@ export class MockGateway implements GatewayClient {
|
||||
async friendsIncoming(): Promise<AccountRef[]> {
|
||||
return this.incoming.map((f) => ({ ...f }));
|
||||
}
|
||||
async friendsOutgoing(): Promise<AccountRef[]> {
|
||||
return this.outgoing.map((f) => ({ ...f }));
|
||||
async friendsOutgoing(): Promise<OutgoingList> {
|
||||
// The mock models human outgoing requests only (no disguised robots); robots stays empty.
|
||||
return { requests: this.outgoing.map((f) => ({ ...f })), robots: [] };
|
||||
}
|
||||
async friendRequest(accountId: string): Promise<void> {
|
||||
async friendRequest(accountId: string, _gameId?: string): Promise<void> {
|
||||
// The real backend requires a shared game; the mock records the outgoing request so
|
||||
// the game's "add to friends" item reads as sent across reloads.
|
||||
if (!this.outgoing.some((o) => o.accountId === accountId)) {
|
||||
|
||||
@@ -225,6 +225,23 @@ export interface BlockList {
|
||||
robots: RobotBlockEntry[];
|
||||
}
|
||||
|
||||
// RobotFriendRequestEntry is one per-game friend request to a disguised-robot opponent: a
|
||||
// per-game record (not a real account) carrying the game name the player saw and the
|
||||
// game/seat it was sent in, so the in-game card can re-mark that seat as already requested.
|
||||
export interface RobotFriendRequestEntry {
|
||||
id: string;
|
||||
displayName: string;
|
||||
gameId: string;
|
||||
seat: number;
|
||||
}
|
||||
|
||||
// OutgoingList is the caller's outgoing friend requests: human addressees already requested
|
||||
// (pending or declined) plus the per-game disguised-robot requests.
|
||||
export interface OutgoingList {
|
||||
requests: AccountRef[];
|
||||
robots: RobotFriendRequestEntry[];
|
||||
}
|
||||
|
||||
/** A freshly issued one-time friend code (the plaintext is returned once). */
|
||||
export interface FriendCode {
|
||||
code: string;
|
||||
|
||||
@@ -165,8 +165,8 @@ export function createTransport(baseUrl: string): GatewayClient {
|
||||
async friendsOutgoing() {
|
||||
return codec.decodeOutgoingList(await exec('friends.outgoing', codec.empty()));
|
||||
},
|
||||
async friendRequest(accountId) {
|
||||
await exec('friends.request', codec.encodeTarget(accountId));
|
||||
async friendRequest(accountId, gameId) {
|
||||
await exec('friends.request', codec.encodeTarget(accountId, gameId));
|
||||
},
|
||||
async friendRespond(requesterId, accept) {
|
||||
await exec('friends.respond', codec.encodeFriendRespond(requesterId, accept));
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
import { badgeKind } from '../lib/unread';
|
||||
import { getLobby, setLobby } from '../lib/lobbycache';
|
||||
import { preloadGames } from '../lib/preload';
|
||||
import { gamePhase, groupGames, shouldBlink, type LobbyPhase } from '../lib/lobbysort';
|
||||
import { gamePhase, groupGames, orderedSeats, scoreStanding, shouldBlink, type LobbyPhase } from '../lib/lobbysort';
|
||||
import type { AccountRef, GameView, Invitation } from '../lib/model';
|
||||
|
||||
let games = $state<GameView[]>([]);
|
||||
@@ -130,11 +130,6 @@
|
||||
.map((s) => s.displayName)
|
||||
.join(', ');
|
||||
}
|
||||
function scoreline(g: GameView): string {
|
||||
const me = g.seats.find((s) => s.accountId === myId);
|
||||
const opp = g.seats.filter((s) => s.accountId !== myId).map((s) => s.score);
|
||||
return `${me?.score ?? 0} : ${opp.join(', ')}`;
|
||||
}
|
||||
|
||||
// Hiding a finished game. The delete action sits behind each finished row and is
|
||||
// revealed by swiping the row left (touch) or tapping its kebab (any pointer); the action is
|
||||
@@ -271,7 +266,14 @@
|
||||
<span class="who-name">{opponents(g) || '—'}</span>
|
||||
{#if badge}<span class="unread-dot" class:nudge={badge === 'nudge'}></span>{/if}
|
||||
</span>
|
||||
<span class="sub">{scoreline(g)}</span>
|
||||
<span class="sub scoreline"
|
||||
>{#each orderedSeats(g) as s, i (s.seat)}{#if i > 0}<span class="sep"> : </span
|
||||
>{/if}<span
|
||||
class="num"
|
||||
class:win={s.accountId === myId && scoreStanding(g, myId) === 'win'}
|
||||
class:lose={s.accountId === myId && scoreStanding(g, myId) === 'lose'}>{s.score}</span
|
||||
>{/each}</span
|
||||
>
|
||||
</span>
|
||||
<!-- Re-key on the per-card blink nonce so a repeat blink restarts the fade. -->
|
||||
{#key blinkNonce.get(g.id) ?? 0}
|
||||
@@ -476,6 +478,14 @@
|
||||
font-size: 0.85rem;
|
||||
color: var(--text-muted);
|
||||
}
|
||||
/* The viewer's own number on an in-progress game: green when leading or tied, red when
|
||||
losing. Other numbers and the separators keep the muted .sub colour; no bold. */
|
||||
.num.win {
|
||||
color: var(--ok);
|
||||
}
|
||||
.num.lose {
|
||||
color: var(--danger);
|
||||
}
|
||||
.emoji {
|
||||
font-size: 1.35rem;
|
||||
line-height: 1;
|
||||
|
||||
@@ -72,8 +72,8 @@
|
||||
<div class="rows">
|
||||
{#each bestMoves as bm (bm.variant)}
|
||||
<span class="variant">{t(variantNameKey(bm.variant))}</span>
|
||||
<span class="wordcell"><WordTiles word={bm.word} /></span>
|
||||
<span class="score">{bm.score}</span>
|
||||
<span class="wordcell"><WordTiles word={bm.word} /></span>
|
||||
{/each}
|
||||
</div>
|
||||
</div>
|
||||
@@ -115,23 +115,30 @@
|
||||
margin-top: 12px;
|
||||
gap: 12px;
|
||||
}
|
||||
/* One grid for all rows so columns align across them: variant on the left, the word
|
||||
tiles right-aligned to a shared edge, the score right-aligned in its own column. */
|
||||
/* Two lines per variant: the variant label on its own line, then the score and the word
|
||||
tiles below it. One shared grid so the score column aligns across all rows — the score
|
||||
right-aligned in its column, the word left-aligned. */
|
||||
.rows {
|
||||
display: grid;
|
||||
/* minmax(0, 1fr) lets the word column shrink below its tiles' intrinsic width on a
|
||||
narrow screen (the cell then scrolls) instead of overlapping the variant label. */
|
||||
grid-template-columns: auto minmax(0, 1fr) auto;
|
||||
/* score column (sized to the widest score) then the word; minmax(0, 1fr) lets the word
|
||||
shrink below its tiles' intrinsic width on a narrow screen (the cell then scrolls). */
|
||||
grid-template-columns: auto minmax(0, 1fr);
|
||||
align-items: center;
|
||||
row-gap: 12px;
|
||||
row-gap: 4px;
|
||||
column-gap: 8px;
|
||||
}
|
||||
.variant {
|
||||
grid-column: 1 / -1;
|
||||
color: var(--text-muted);
|
||||
font-size: 0.95rem;
|
||||
}
|
||||
/* Extra space above each variant after the first, separating the variant blocks while the
|
||||
variant-to-score gap stays tight (row-gap). */
|
||||
.variant:not(:first-child) {
|
||||
margin-top: 10px;
|
||||
}
|
||||
.wordcell {
|
||||
justify-self: end;
|
||||
justify-self: start;
|
||||
min-width: 0;
|
||||
overflow-x: auto;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user