Stage 8: UI social/account/history surfaces
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode -> backend REST -> existing domain services): friends (incl. one-time friend codes), per-user blocks, friend-game invitations, profile editing + email binding, the statistics screen, and the in-game history + GCG export. Friends gain two add paths (interview decision, a deliberate plan change): one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited redeem); and play-gated requests (shared game required) where an explicit decline is permanent, an ignored request lapses after 30 days, and a code bypasses a decline. Migration 00006 widens friendships_status_chk and adds friend_codes. Lobby notification badge is poll + push: a new generic `notify` event drives it live; the client polls on open/focus. Language stays a single Settings control that writes through to the durable account's preferred_language. GCG export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file. Tests: backend unit + inttest (friend gate/decline/code, ListInvitations, GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN (Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, TESTING, module READMEs.
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@@ -566,6 +566,16 @@ func (svc *Service) Participants(ctx context.Context, gameID uuid.UUID) ([]uuid.
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return seats, g.ToMove, g.Status, nil
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}
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// SharedGame reports whether accounts a and b are seated together in any game
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// (active or finished). It backs the social package's "befriend an opponent"
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// request gate without exposing the games tables; a self-pair is never shared.
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func (svc *Service) SharedGame(ctx context.Context, a, b uuid.UUID) (bool, error) {
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if a == b {
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return false, nil
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}
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return svc.store.SharedGameExists(ctx, a, b)
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}
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// ListForAccount returns every game the account is seated in, newest first, for the
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// lobby's active/finished lists. The live position is not loaded — the summaries come
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// straight from the durable rows.
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@@ -586,12 +596,17 @@ func (svc *Service) History(ctx context.Context, gameID uuid.UUID) (HistoryView,
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return HistoryView{Game: g, Moves: moves}, nil
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}
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// ExportGCG renders a game as GCG text from the journal alone (no dictionary).
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// ExportGCG renders a game as GCG text from the journal alone (no dictionary). It
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// is allowed only on a finished game: exporting an in-progress game would leak the
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// full move journal mid-play, so an active game yields ErrGameActive.
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func (svc *Service) ExportGCG(ctx context.Context, gameID uuid.UUID) (string, error) {
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g, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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return "", err
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}
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if g.Status != StatusFinished {
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return "", ErrGameActive
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}
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moves, err := svc.store.GetJournal(ctx, gameID)
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if err != nil {
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return "", err
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@@ -135,6 +135,24 @@ func (s *Store) GetGame(ctx context.Context, id uuid.UUID) (Game, error) {
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return projectGame(grow, srows)
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}
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// SharedGameExists reports whether accounts a and b are both seated in at least
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// one game (active or finished). It backs the social package's "befriend an
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// opponent" gate via a self-join on game_players.
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func (s *Store) SharedGameExists(ctx context.Context, a, b uuid.UUID) (bool, error) {
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other := table.GamePlayers.AS("other")
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stmt := postgres.SELECT(table.GamePlayers.GameID).
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FROM(table.GamePlayers.INNER_JOIN(other, other.GameID.EQ(table.GamePlayers.GameID))).
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WHERE(
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table.GamePlayers.AccountID.EQ(postgres.UUID(a)).
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AND(other.AccountID.EQ(postgres.UUID(b))),
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).LIMIT(1)
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var rows []model.GamePlayers
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if err := stmt.QueryContext(ctx, s.db, &rows); err != nil {
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return false, fmt.Errorf("game: shared game exists: %w", err)
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}
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return len(rows) > 0, nil
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}
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// ListGamesForAccount loads every game the account is seated in (active and
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// finished), newest first, each joined with its ordered seats. It backs the lobby's
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// "my games" lists.
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@@ -29,6 +29,9 @@ var (
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ErrNotYourTurn = errors.New("game: not the player's turn")
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// ErrFinished is returned when a transition is attempted on a finished game.
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ErrFinished = errors.New("game: game is finished")
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// ErrGameActive is returned when an operation allowed only on a finished game
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// (such as a GCG export) is attempted while the game is still active.
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ErrGameActive = errors.New("game: game is still active")
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// ErrNotAPlayer is returned when an account is not seated in the game.
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ErrNotAPlayer = errors.New("game: account is not a player in this game")
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// ErrInvalidConfig is returned when CreateParams are not acceptable.
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