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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@@ -243,6 +243,32 @@ func (s *Server) handleHistory(c *gin.Context) {
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c.JSON(http.StatusOK, historyDTO{GameID: gameID.String(), Moves: moves})
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}
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// gcgDTO is a game's GCG export: a suggested filename plus the GCG text.
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type gcgDTO struct {
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GameID string `json:"game_id"`
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Filename string `json:"filename"`
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Content string `json:"content"`
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}
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// handleExportGCG returns a finished game's GCG transcript for download/share. The
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// service refuses an active game (ErrGameActive) to avoid leaking the live journal.
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func (s *Server) handleExportGCG(c *gin.Context) {
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_, gameID, ok := s.userGame(c)
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if !ok {
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return
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}
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gcg, err := s.games.ExportGCG(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, gcgDTO{
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GameID: gameID.String(),
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Filename: "game-" + gameID.String() + ".gcg",
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Content: gcg,
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})
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}
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// handleListGames returns the caller's active and finished games for the lobby.
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func (s *Server) handleListGames(c *gin.Context) {
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uid, ok := userID(c)
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