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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@@ -98,3 +98,15 @@ func TestChatMessagePayloadRoundTrips(t *testing.T) {
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t.Fatalf("decoded wrong chat message: %+v", ev)
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}
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}
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func TestNotificationPayloadRoundTrips(t *testing.T) {
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uid := uuid.New()
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in := notify.Notification(uid, notify.NotifyFriendRequest)
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if in.UserID != uid || in.Kind != notify.KindNotification || in.EventID == "" {
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t.Fatalf("intent metadata wrong: %+v", in)
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}
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ev := fb.GetRootAsNotificationEvent(in.Payload, 0)
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if got := string(ev.Kind()); got != notify.NotifyFriendRequest {
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t.Fatalf("notification sub-kind = %q, want %q", got, notify.NotifyFriendRequest)
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}
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}
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