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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@@ -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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