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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@@ -119,6 +119,73 @@ export function createTransport(baseUrl: string): GatewayClient {
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return codec.decodeChatMessage(await exec('chat.nudge', codec.encodeGameAction(id)));
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},
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async friendsList() {
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return codec.decodeFriendList(await exec('friends.list', codec.empty()));
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},
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async friendsIncoming() {
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return codec.decodeIncomingList(await exec('friends.incoming', codec.empty()));
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},
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async friendRequest(accountId) {
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await exec('friends.request', codec.encodeTarget(accountId));
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},
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async friendRespond(requesterId, accept) {
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await exec('friends.respond', codec.encodeFriendRespond(requesterId, accept));
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},
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async friendCancel(accountId) {
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await exec('friends.cancel', codec.encodeTarget(accountId));
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},
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async unfriend(accountId) {
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await exec('friends.unfriend', codec.encodeTarget(accountId));
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},
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async friendCodeIssue() {
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return codec.decodeFriendCode(await exec('friends.code.issue', codec.empty()));
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},
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async friendCodeRedeem(code) {
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return codec.decodeRedeemResult(await exec('friends.code.redeem', codec.encodeRedeemCode(code)));
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},
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async blocksList() {
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return codec.decodeBlockList(await exec('blocks.list', codec.empty()));
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},
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async block(accountId) {
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await exec('blocks.add', codec.encodeTarget(accountId));
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},
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async unblock(accountId) {
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await exec('blocks.remove', codec.encodeTarget(accountId));
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},
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async invitationsList() {
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return codec.decodeInvitationList(await exec('invitation.list', codec.empty()));
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},
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async invitationCreate(inviteeIds, settings) {
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return codec.decodeInvitation(await exec('invitation.create', codec.encodeCreateInvitation(inviteeIds, settings)));
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},
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async invitationAccept(invitationId) {
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return codec.decodeInvitation(await exec('invitation.accept', codec.encodeInvitationAction(invitationId)));
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},
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async invitationDecline(invitationId) {
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return codec.decodeInvitation(await exec('invitation.decline', codec.encodeInvitationAction(invitationId)));
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},
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async invitationCancel(invitationId) {
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await exec('invitation.cancel', codec.encodeInvitationAction(invitationId));
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},
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async profileUpdate(p) {
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return codec.decodeProfile(await exec('profile.update', codec.encodeUpdateProfile(p)));
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},
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async emailBindRequest(email) {
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await exec('email.bind.request', codec.encodeEmailBind(email));
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},
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async emailBindConfirm(email, code) {
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return codec.decodeProfile(await exec('email.bind.confirm', codec.encodeEmailConfirm(email, code)));
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},
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async statsGet() {
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return codec.decodeStats(await exec('stats.get', codec.empty()));
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},
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async exportGcg(gameId) {
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return codec.decodeGcg(await exec('game.gcg', codec.encodeGameAction(gameId)));
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},
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subscribe(onEvent, onError) {
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const ctrl = new AbortController();
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void (async () => {
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