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
+131 -1
View File
@@ -12,22 +12,39 @@ import type {
} from '../client';
import { GatewayError } from '../client';
import type {
AccountRef,
ChatMessage,
EvalResult,
FriendCode,
GameList,
GcgExport,
History,
HintResult,
Invitation,
InvitationSettings,
MatchResult,
MoveResult,
Profile,
ProfileUpdate,
PushEvent,
Session,
StateView,
Stats,
Variant,
WordCheckResult,
} from '../model';
import { tileValue } from '../premiums';
import { ME, PROFILE, SESSION, seedGames, type MockGame } from './data';
import {
ME,
MOCK_FRIENDS,
MOCK_INCOMING,
MOCK_STATS,
PROFILE,
SESSION,
mockInvitations,
seedGames,
type MockGame,
} from './data';
const POOL: Record<Variant, string> = {
english: 'AAAAEEEEIIIOONNRRTTLLSSUDGBCMPFHVWYK',
@@ -57,6 +74,11 @@ export class MockGateway implements GatewayClient {
private readonly profile: Profile = { ...PROFILE };
private readonly subs = new Set<(e: PushEvent) => void>();
private pendingMatch: string | null = null;
private friends: AccountRef[] = MOCK_FRIENDS.map((f) => ({ ...f }));
private incoming: AccountRef[] = MOCK_INCOMING.map((f) => ({ ...f }));
private blocks: AccountRef[] = [];
private invitations: Invitation[] = mockInvitations();
private readonly stats: Stats = { ...MOCK_STATS };
setToken(_token: string | null): void {
// The mock needs no auth; the real transport stores the bearer token.
@@ -300,6 +322,114 @@ export class MockGateway implements GatewayClient {
return msg;
}
// --- friends ---
private nameFor(id: string): string {
return this.friends.find((f) => f.accountId === id)?.displayName ?? id;
}
async friendsList(): Promise<AccountRef[]> {
return this.friends.map((f) => ({ ...f }));
}
async friendsIncoming(): Promise<AccountRef[]> {
return this.incoming.map((f) => ({ ...f }));
}
async friendRequest(_accountId: string): Promise<void> {
// The real backend requires a shared game; the mock simply acknowledges.
}
async friendRespond(requesterId: string, accept: boolean): Promise<void> {
const i = this.incoming.findIndex((r) => r.accountId === requesterId);
if (i < 0) throw new GatewayError('request_not_found');
const [r] = this.incoming.splice(i, 1);
if (accept) this.friends.push(r);
this.emit({ kind: 'notify', sub: 'friend_request' });
}
async friendCancel(_accountId: string): Promise<void> {}
async unfriend(accountId: string): Promise<void> {
this.friends = this.friends.filter((f) => f.accountId !== accountId);
}
async friendCodeIssue(): Promise<FriendCode> {
return { code: '246813', expiresAtUnix: Math.floor(Date.now() / 1000) + 12 * 3600 };
}
async friendCodeRedeem(code: string): Promise<AccountRef> {
const friend = { accountId: `code-${code}`, displayName: `Friend ${code}` };
this.friends.push(friend);
return { ...friend };
}
// --- blocks ---
async blocksList(): Promise<AccountRef[]> {
return this.blocks.map((b) => ({ ...b }));
}
async block(accountId: string): Promise<void> {
this.friends = this.friends.filter((f) => f.accountId !== accountId);
if (!this.blocks.some((b) => b.accountId === accountId)) {
this.blocks.push({ accountId, displayName: this.nameFor(accountId) });
}
}
async unblock(accountId: string): Promise<void> {
this.blocks = this.blocks.filter((b) => b.accountId !== accountId);
}
// --- invitations ---
async invitationsList(): Promise<Invitation[]> {
return this.invitations.map((i) => structuredClone(i));
}
async invitationCreate(inviteeIds: string[], settings: InvitationSettings): Promise<Invitation> {
const inv: Invitation = {
id: crypto.randomUUID(),
inviter: { accountId: ME, displayName: 'You' },
invitees: inviteeIds.map((id, k) => ({ accountId: id, displayName: this.nameFor(id), seat: k + 1, response: 'pending' })),
variant: settings.variant,
turnTimeoutSecs: settings.turnTimeoutSecs,
hintsAllowed: settings.hintsAllowed,
hintsPerPlayer: settings.hintsPerPlayer,
dropoutTiles: settings.dropoutTiles,
status: 'pending',
gameId: '',
expiresAtUnix: Math.floor(Date.now() / 1000) + 7 * 86400,
};
this.invitations.push(inv);
return structuredClone(inv);
}
private respondInvitation(invitationId: string, status: string): Invitation {
const inv = this.invitations.find((i) => i.id === invitationId);
if (!inv) throw new GatewayError('invitation_not_found');
inv.status = status;
this.invitations = this.invitations.filter((i) => i.id !== invitationId);
return structuredClone(inv);
}
async invitationAccept(invitationId: string): Promise<Invitation> {
return this.respondInvitation(invitationId, 'started');
}
async invitationDecline(invitationId: string): Promise<Invitation> {
return this.respondInvitation(invitationId, 'declined');
}
async invitationCancel(invitationId: string): Promise<void> {
this.invitations = this.invitations.filter((i) => i.id !== invitationId);
}
// --- profile / stats / history ---
async profileUpdate(p: ProfileUpdate): Promise<Profile> {
Object.assign(this.profile, p);
return { ...this.profile };
}
async emailBindRequest(_email: string): Promise<void> {}
async emailBindConfirm(_email: string, _code: string): Promise<Profile> {
this.profile.isGuest = false;
return { ...this.profile };
}
async statsGet(): Promise<Stats> {
return { ...this.stats };
}
async exportGcg(gameId: string): Promise<GcgExport> {
const g = this.game(gameId);
if (g.view.status !== 'finished') throw new GatewayError('game_active');
return {
gameId,
filename: `game-${gameId}.gcg`,
content: `#character-encoding UTF-8\n#player1 p1 You\n#player2 p2 Opp\n`,
};
}
// --- live stream ---
subscribe(onEvent: (e: PushEvent) => void): Unsubscribe {
this.subs.add(onEvent);