feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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CI / changes (pull_request) Successful in 1s
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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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@@ -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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});
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});
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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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});
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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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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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it('compares against the strongest opponent in a multiplayer game', () => {
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const g3: GameView = {
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...game('g', 'active', 0, 0),
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players: 3,
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seats: [
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{ ...seat(0, ME), score: 40 },
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{ ...seat(1, 'a'), score: 35 },
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{ ...seat(2, 'b'), score: 50 }, // b is ahead -> losing
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],
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};
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expect(scoreStanding(g3, ME)).toBe('lose');
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});
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});
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describe('orderedSeats', () => {
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it('returns seats in seat-number order without mutating the source', () => {
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const g: GameView = {
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...game('g', 'active', 0, 0),
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seats: [seat(2, 'c'), seat(0, ME), seat(1, 'b')],
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};
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const src = g.seats;
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expect(orderedSeats(g).map((s) => s.seat)).toEqual([0, 1, 2]);
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expect(g.seats).toBe(src); // the source array is left untouched
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expect(g.seats.map((s) => s.seat)).toEqual([2, 0, 1]);
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});
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});
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describe('shouldBlink', () => {
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it('blinks on a transition into mine or finished', () => {
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expect(shouldBlink('theirs', 'mine')).toBe(true);
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@@ -12,6 +12,29 @@ export function isMyTurn(game: GameView, myId: string): boolean {
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return (game.status === 'active' || game.status === 'open') && !!me && game.toMove === me.seat;
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}
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/**
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* scoreStanding colours the viewer's own score on an in-progress game: 'win' when leading or
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* tied (green), 'lose' when trailing (red). It is null for any game that is not active (open or
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* finished — finished games show the result emoji instead) or where myId is not seated against
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* an opponent, so the lobby leaves those numbers in the muted default.
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*/
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export function scoreStanding(game: GameView, myId: string): 'win' | 'lose' | null {
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if (game.status !== 'active') return null;
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const me = game.seats.find((s) => s.accountId === myId);
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if (!me) return null;
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const others = game.seats.filter((s) => s.accountId && s.accountId !== myId).map((s) => s.score);
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if (!others.length) return null;
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return me.score >= Math.max(...others) ? 'win' : 'lose';
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}
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/**
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* orderedSeats returns a game's seats in seat-number order (matching the over-the-board
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* scoreboard), without mutating the source array.
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*/
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export function orderedSeats(game: GameView): GameView['seats'] {
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return [...game.seats].sort((a, b) => a.seat - b.seat);
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}
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/** LobbyPhase is a game's lobby bucket — which of the three card sections it currently sits in. */
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export type LobbyPhase = 'mine' | 'theirs' | 'finished';
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@@ -29,6 +29,7 @@ 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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@@ -527,10 +528,11 @@ export class MockGateway implements GatewayClient {
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async friendsIncoming(): Promise<AccountRef[]> {
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return this.incoming.map((f) => ({ ...f }));
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}
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async friendsOutgoing(): Promise<AccountRef[]> {
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return this.outgoing.map((f) => ({ ...f }));
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async friendsOutgoing(): Promise<OutgoingList> {
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// The mock models human outgoing requests only (no disguised robots); robots stays empty.
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return { requests: this.outgoing.map((f) => ({ ...f })), robots: [] };
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}
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async friendRequest(accountId: string): Promise<void> {
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async friendRequest(accountId: string, _gameId?: string): Promise<void> {
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// The real backend requires a shared game; the mock records the outgoing request so
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// the game's "add to friends" item reads as sent across reloads.
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if (!this.outgoing.some((o) => o.accountId === accountId)) {
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@@ -225,6 +225,23 @@ export interface BlockList {
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robots: RobotBlockEntry[];
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}
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// RobotFriendRequestEntry is one per-game friend request to a disguised-robot opponent: a
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// per-game record (not a real account) carrying the game name the player saw and the
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// game/seat it was sent in, so the in-game card can re-mark that seat as already requested.
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export interface RobotFriendRequestEntry {
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id: string;
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displayName: string;
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gameId: string;
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seat: number;
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}
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// OutgoingList is the caller's outgoing friend requests: human addressees already requested
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// (pending or declined) plus the per-game disguised-robot requests.
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export interface OutgoingList {
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requests: AccountRef[];
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robots: RobotFriendRequestEntry[];
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}
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/** A freshly issued one-time friend code (the plaintext is returned once). */
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export interface FriendCode {
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code: string;
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@@ -165,8 +165,8 @@ export function createTransport(baseUrl: string): GatewayClient {
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async friendsOutgoing() {
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return codec.decodeOutgoingList(await exec('friends.outgoing', codec.empty()));
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},
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async friendRequest(accountId) {
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await exec('friends.request', codec.encodeTarget(accountId));
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async friendRequest(accountId, gameId) {
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await exec('friends.request', codec.encodeTarget(accountId, gameId));
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},
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async friendRespond(requesterId, accept) {
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await exec('friends.respond', codec.encodeFriendRespond(requesterId, accept));
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