Stage 8: UI social/account/history surfaces
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
Tests · UI / test (push) Successful in 16s

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.
This commit is contained in:
Ilia Denisov
2026-06-03 19:47:40 +02:00
parent 539e24fba1
commit d733ce3119
114 changed files with 8210 additions and 149 deletions
+36
View File
@@ -5,18 +5,25 @@
// message.
import type {
AccountRef,
ChatMessage,
EvalResult,
FriendCode,
GameList,
GameView,
GcgExport,
History,
HintResult,
Invitation,
InvitationSettings,
MatchResult,
MoveResult,
Profile,
ProfileUpdate,
PushEvent,
Session,
StateView,
Stats,
Tile,
Variant,
WordCheckResult,
@@ -74,6 +81,35 @@ export interface GatewayClient {
chatList(gameId: string): Promise<ChatMessage[]>;
nudge(gameId: string): Promise<ChatMessage>;
// --- friends (Stage 8) ---
friendsList(): Promise<AccountRef[]>;
friendsIncoming(): Promise<AccountRef[]>;
friendRequest(accountId: string): Promise<void>;
friendRespond(requesterId: string, accept: boolean): Promise<void>;
friendCancel(accountId: string): Promise<void>;
unfriend(accountId: string): Promise<void>;
friendCodeIssue(): Promise<FriendCode>;
friendCodeRedeem(code: string): Promise<AccountRef>;
// --- blocks (Stage 8) ---
blocksList(): Promise<AccountRef[]>;
block(accountId: string): Promise<void>;
unblock(accountId: string): Promise<void>;
// --- invitations (Stage 8) ---
invitationsList(): Promise<Invitation[]>;
invitationCreate(inviteeIds: string[], settings: InvitationSettings): Promise<Invitation>;
invitationAccept(invitationId: string): Promise<Invitation>;
invitationDecline(invitationId: string): Promise<Invitation>;
invitationCancel(invitationId: string): Promise<void>;
// --- profile / stats / history (Stage 8) ---
profileUpdate(p: ProfileUpdate): Promise<Profile>;
emailBindRequest(email: string): Promise<void>;
emailBindConfirm(email: string, code: string): Promise<Profile>;
statsGet(): Promise<Stats>;
exportGcg(gameId: string): Promise<GcgExport>;
// --- live stream ---
subscribe(onEvent: (e: PushEvent) => void, onError?: (err: unknown) => void): Unsubscribe;