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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@@ -165,3 +165,31 @@ func TestInvitationCancelByInviter(t *testing.T) {
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t.Fatalf("respond after cancel = %v, want ErrInvitationNotPending", err)
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}
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}
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func TestListInvitations(t *testing.T) {
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ctx := context.Background()
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svc := newInvitationService()
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inviter := provisionAccount(t)
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invitee := provisionAccount(t)
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inv, err := svc.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
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if err != nil {
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t.Fatalf("create: %v", err)
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}
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// An open invitation appears for both the inviter and the invitee.
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for _, who := range []uuid.UUID{inviter, invitee} {
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list, err := svc.ListInvitations(ctx, who)
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if err != nil {
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t.Fatalf("list for %s: %v", who, err)
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}
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if len(list) != 1 || list[0].ID != inv.ID {
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t.Fatalf("invitations for %s = %+v, want [%s]", who, list, inv.ID)
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}
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}
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// Once accepted (the game starts), it is no longer an open invitation.
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if _, err := svc.RespondInvitation(ctx, inv.ID, invitee, true); err != nil {
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t.Fatalf("accept: %v", err)
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}
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if list, _ := svc.ListInvitations(ctx, inviter); len(list) != 0 {
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t.Fatalf("started invitation still listed: %+v", list)
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}
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}
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