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65 Commits
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bf46b9492d |
fix(ui): one-word games must not highlight phantom cross words; review polish
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Board-highlight bug (reported on the contour): formedGeometry walked cross words
unconditionally, so in a single-word (one-word-per-turn) game a staged tile sitting
next to a committed tile lit up a green "cross word" the engine ignores — and which
need not even be a real word (the reported "БО lights up green in a one-word ПОПА
play"). Gate the cross-word walk on the game's multipleWordsPerTurn flag. The score
(8) was already correct — a premium square under the main word.
Also, from review:
- the turn strip reads the staged play's "WORD+WORD = N" while composing a legal move,
reverting to the turn / result text otherwise;
- the Exchange/Pass dialog shows the bag count ("In the bag: N" / "Bag is empty")
right-aligned in the title row, via a new optional Modal `titleAside`;
- cosmetics: half the turn strip's bottom padding (the plaques below carry their own
top pad); a top gap above the landscape rack (it sat flush under the docked history);
more horizontal padding on tab count badges so a 2-3 digit bag count clears the pill
ends;
- admin console: the game Summary now shows the single-word / multiple-words rule.
Tests: formed single-word case added; full unit (584) + e2e (chromium + webkit, 113
each) green; backend build + adminconsole templates parse. Docs (FUNCTIONAL +_ru,
UI_DESIGN) updated.
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77a690fcf6 |
feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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Remove the under-board status strip and relocate its signals: - bag count -> a badge on the exchange/pass control + the foot of the move table - whose-turn / win-lose -> a thin strip above the score plaques - the tentative-move caption -> the board itself: staged tiles tint green (legal) or pink (illegal), the board tiles a formed word runs through go a shade darker, and an orange score badge sits on the main word (digit sized like a tile value, clamped on-board) The word geometry (covered cells + badge anchor) is a new pure client-side helper (ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or network preview path alike; the badge's number still comes from the preview score. Rack: a seven-column grid filling the tray width in both layouts — square, full-width tiles — with the confirm control in the fixed 7th slot. Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted hint word is never left off-screen. Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated. |
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3306a016a0 |
feat(ui): per-kind active-game limit lock on the New Game screen
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Carry the caller's per-tier active-game caps and each game's kind on the wire (Profile.game_limits + GameView.kind, additive FBS + gateway transcode + client codec, committed regen). The New Game screen counts the player's active games per kind from the lobby and locks a capped start: an outline button with a lock that opens a funnel modal instead of a game -- a sign-in prompt for a guest, a "finish a current game first" notice for a signed-in account (native Telegram popup, in-app modal elsewhere). The lock lifts via the existing profile refetch after a guest->durable upgrade. Remove the lobby's old at_game_limit New-Game tab disable + notice: the flag (now the random-kind cap) conflicted with the per-kind lock -- it hid the screen where the lock lives and wrongly blocked an unfulfilled kind. The New Game tab is always enabled; the per-kind start lock is the only gate. The at_game_limit wire field stays (unused by the client) for a later cleanup. Tests: client lock logic + codec kind/game_limits roundtrip + gateway transcode encode + native popup builders (unit); a mock e2e for the lock badge and the modal. |
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6db9178449 |
feat(banner): per-campaign colour overrides and urgent alerts
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Non-default campaigns gain an optional colour override (background / text / link) in two sets — one for every theme, one for the dark theme only — and an "urgent" flag. - Colours ride profile.get as six trailing FlatBuffers strings on BannerCampaign (backward-compatible). The client resolves the cascade (dark <- dark ?? all, light <- all) per rendered theme and derives the strip border from the background in JS (no CSS color-mix, for the old Android WebView floor); AdBanner applies them as inline vars scoped to the strip. - Urgent is resolved entirely server-side: while any enabled, in-window urgent campaign exists, computeActiveSet returns only the urgent campaigns and bannerFor skips the eligibility gate — so a system notice reaches every viewer (paid / hint-holding / no_banner included) and preempts the ordinary feed. No wire field; it appears on each viewer's next profile.get. - Admin console (/_gm/banners): native colour pickers + a live light/dark preview of the strip, and an urgent toggle. The default campaign stays plain, enforced by the service and a DB CHECK. Migration 00009 is additive (nullable colour columns + a bool default + all-or-nothing / hex / default-plain CHECKs) — expand-contract, rollback-safe. Docs: ARCHITECTURE §10, UI_DESIGN, FUNCTIONAL (+ru). Tests: ads unit (urgent preempt + colour validation), codec + resolver unit, gateway transcode, and integration (colour round-trip + urgent bypass against real Postgres). |
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d5fbaa3034 |
feat(export): server-rendered artifacts behind one signed download URL (#160)
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The finished-game export (GCG + a new PNG of the final position) is one signed, short-lived relative URL (game.export_url; HMAC-SHA256, 10-min TTL, BACKEND_EXPORT_SIGN_KEY) resolved against the client's own origin and delivered by the best affordance each platform has (five on-device review rounds): - TG Android/desktop: native showPopup chooser -> native downloadFile dialog (bridge-only chain, activation-safe). - TG iOS: app-modal chooser -> OS share sheet with the fetched file (a popup callback cannot supply the activation the sheet needs). - VK iOS: VKWebAppDownloadFile for both formats. - VK Android: the PNG opens in VK's native image viewer, the GCG copies to the clipboard (the VK Android downloader hangs on any download, Content-Length/Range notwithstanding). - VK desktop iframe / desktop browsers: plain anchor downloads. - Mobile browsers: the OS share sheet (fetch-then-share). - Legacy TG (< Bot API 8.0): app modal + GCG clipboard, no image option. The PNG is rasterized on demand by the new internal `renderer` sidecar (node:22-slim + skia-canvas + baked Liberation/Noto Color Emoji fonts) executing the SAME ui/src/lib/gameimage.ts the ui project unit-tests; the backend rebuilds the render payload from the journal + engine.AlphabetTable, and the device date locale, IANA time zone and localized non-play labels ride the signed URL. Nothing is stored — the artifact re-derives from the immutable journal on each GET. The gateway forwards /dl/* (caddy @gateway matcher extended) behind the per-IP public rate limiter and serves bytes via http.ServeContent. Deploy: renderer service in compose + prod overlay + rolling order + prod push list; TEST_/PROD_EXPORT_SIGN_KEY secrets; the sidecar smoke runs in the ui CI job. Docs: ARCHITECTURE, FUNCTIONAL(+_ru), UI_DESIGN, TESTING, deploy/README, renderer/README. |
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946420db93 |
fix(game): own export chooser modal; PNG option outside in-app webviews only
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Telegram's native showPopup delivers its callback with no user activation, so navigator.share (TG iOS) and clipboard writes (TG Android GCG copy) silently fail from it — the chooser is now always the app's own modal, keeping the button click's gesture alive for the delivery APIs. The data:URL preview modal is dropped: the Android TG/VK long-press menu mangles data: URLs (dead download, black-screen open, base64 clipboard garbage), so a binary PNG has no working client-side route in those webviews at all. The image option is withheld there until the server-rendered signed-URL delivery (Telegram downloadFile / VKWebAppDownloadFile) lands; the plain web and mobile browsers keep it. On-device findings by the owner on the test contour (TG iOS, TG Android, VK Android). |
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a0eacf3011 |
feat(game): finished-game export as a PNG image behind a format chooser
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The history header's export button now opens a chooser — Telegram's native popup inside Telegram, the app's own modal elsewhere — offering the GCG file and a new client-rendered PNG of the final position (lib/gameimage, Canvas 2D, lazy dynamic import, zero dependencies): light theme, classic A..O/1..15 axes, label-free premium fills, and a fixed-typography per-seat scoresheet with GCG-style move coordinates, multi-word sub-lines, endgame rack-settlement row, winner trophy and a hostname + device-locale finish date footer; a long game stretches the board, never the typography. Delivery mirrors the GCG rules (Web Share with no blob fallback, else download) except on Android Telegram/VK WebViews and the desktop VK iframe, where a binary PNG has no clipboard-text fallback: those get a preview modal with a long-press/right-click save hint and a copy-image button where ClipboardItem exists. |
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aec915d5c1 |
feat(ui): drop the one-word status-bar badge
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The small 1️⃣ in the status bar's score-preview slot read as noise; the
single-word rule keeps its spelled-out label in the history header and
the lobby invitation card.
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5689f7f6a3 |
feat: on-device move preview (local eval) with network fallback
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Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
IndexedDB (best-effort, self-healing on a rejected blob) and reused across
sessions; a warm-up overlay covers a cold load, then the network preview is the
fallback; a bad-connection breaker stops warming after repeated misses; the move
preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
CI against the release dictionaries. A hidden debug readout lists the cached
dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
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5f9b4a7a38 |
feat(ui): paint VK status bar to the app theme (VKWebAppSetViewSettings)
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Parity with the Telegram chrome painting: on a VK Mini App launch and on every theme change, set VK's status-bar appearance (and, on Android, the action/navigation bar colours) from the app's live theme tokens, so the VK chrome matches the UI instead of clashing. syncVKChrome mirrors syncTelegramChrome; the status-bar appearance is derived from the --bg token's luminance (appearanceForBg, unit-tested). Wired into the VK onScheme handler (fires on launch + on theme change) and setTheme. Docs: UI_DESIGN VK integration. |
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4458f0e545 | Merge pull request 'fix(ui): copy GCG to clipboard on Android in-app WebViews' (#151) from feature/gcg-export-android-fix into development | ||
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88b6761e28 |
fix(ui): copy GCG to clipboard on Android in-app WebViews
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On-device diagnostics from Android Telegram and VK confirmed both expose no navigator.share AND no navigator.canShare, so the export fell to a Blob <a download> that those WebViews silently ignore — nothing happened. pickGcgDelivery is now a 3-way decision: Web Share where available (iOS), a clipboard copy in an Android in-app WebView (Telegram/VK: no share, dead download), else a desktop Blob download. shareOrDownloadGcg reports the outcome so the game shows a "GCG copied" toast; the copy is VKWebAppCopyText inside VK (which also covers the desktop VK iframe, where navigator.clipboard is blocked) and navigator.clipboard otherwise. Unit tests cover the 3-way choice and the copy/failed outcomes; new i18n key game.gcgCopied (en+ru); docs ARCHITECTURE/FUNCTIONAL(+ru)/UI_DESIGN/TESTING. |
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71c3411276 |
fix(ui): mobile in-app WebView polish (tap-flash, VK haptics, swipe-back)
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- Tap-highlight: add -webkit-tap-highlight-color: transparent on #app. Android in-app WebViews (Telegram, VK) flashed a momentary selection-like box on tappable nodes on tap — seen on the header title and the back chevron; user-select (already none) does not govern it. Inherited, so this clears it app-wide. - VK haptics: mirror the Telegram haptic set on VK via VK Bridge taptic (impact / notification / selection), routed through a new shared lib/haptics.ts dispatcher. VK users previously got no haptics; the game and error call sites now fire haptic() instead of telegramHaptic(). - VK swipe-back: disable VK's horizontal swipe-back at launch (VKWebAppSetSwipeSettings history:false) so it does not fight the app's own edge-swipe-back and on-board tile drag — parity with Telegram's disabled vertical swipes; the app owns navigation via its back chevron. Docs: UI_DESIGN (no-select / tap-highlight, VK integration). |
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6636d7c309 |
feat(ui): first-run onboarding coachmarks
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A one-time coachmark overlay walks a new player through the lobby and their first game board: a light dimmed layer draws one tail-pointed hint bubble at a time, advancing on a tap anywhere and removing itself for good after the last hint. Two independent series (lobby: settings/stats/new game; game: header/pass-exchange/hints/shuffle/rack), gated by a per-device persisted flag and marked done only after the last hint, so an interrupted run replays from the start. A deep-link into Settings -> Friends still triggers the lobby series on the first trip back to the lobby. Targets carry a data-coach attribute, so one positioning engine anchors the bubble in both portrait and landscape, re-measuring each frame until the geometry settles (route slide, hidden-banner reflow, fonts). The promo banner hides while the overlay is up (app.coachActive); a hidden DebugPanel "Reset visited" control replays the walk-through. Off by default in the mock build so the Playwright smoke is unaffected; ?coach forces it on for the dedicated e2e. Pure geometry (step lists, nextVisibleStep, placeBubble) in lib/coachmark.ts (unit-tested); Coachmark.svelte renders. Docs: FUNCTIONAL(+ru) onboarding story, UI_DESIGN coachmark section. |
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373aa2aa6d |
docs: sync VK theme-follow + home-bar safe-area into FUNCTIONAL/UI_DESIGN/.claude
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The #142 polish shipped three VK behaviours the docs never picked up (they were written for the #140 auth MVP): - the "auto" theme follows the VK client light/dark (VKWebAppUpdateConfig), not the VK webview's prefers-color-scheme; - the layout clears the VK mobile home bar via CSS env() max'd with the VK bridge insets (VKWebAppUpdateInsets) — the bridge value is needed on Android, where the VK webview exposes no env() inset (.claude said env() handled it alone); - share/copy route through the bridge (VKWebAppShare/VKWebAppCopyText). FUNCTIONAL (+_ru) VK paragraph gains theme+home-bar parity with the Telegram one; UI_DESIGN gets a VK-integration note beside the Telegram one. |
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4a6fe318be |
docs: correct VK invite-link reality + note desktop board drag-to-pan
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Two doc edits that did not land alongside their code:
- FUNCTIONAL (+_ru) claimed a friend invitation is shareable as a Telegram
*or VK* deep link "that opens it directly". On VK that is false: vkShareLink
emits a plain vk.com/app<id> link (VK forwards no payload to the Mini App),
so the recipient enters the copied code by hand (#142, commit
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37070c3cb7 |
feat(ui): drop Telegram fullscreen; own back chevron everywhere; hidden debug panel
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Finalises the Telegram Mini App navigation work after on-device testing (Pixel 10 / Android 17 + iOS, fresh beta clients): - Remove requestFullscreen entirely. Immersive fullscreen hid Telegram's native header (and its BackButton) and the Android system swipe-back minimised the app; the owner prefers the windowed full-size (expand) presentation, so the app never requests fullscreen on any platform now. - The app's own back chevron (Header, showBack = !!back) drives back-navigation on every platform; the native Telegram BackButton is dropped — it does not render in the windowed Mini App (backVisible=false on iOS and Android), so relying on it lost back navigation (notably none on iOS). - Replace the temporary always-on diagnostic overlay with a hidden debug panel (components/DebugPanel): ten quick taps on the header title open it; it shows a privacy-safe client diagnostic snapshot (app version, locale, online, userId, Telegram chrome / viewport / SDK state — no secrets, no IP) and shares it via the OS share sheet / clipboard; a tap anywhere except Share dismisses it. - Drop the now-dead telegramRequestFullscreen / telegramBackButton / isTelegramAndroid helpers and the iOS-fullscreen unit test. Telegram has no native non-modal notification API (only modal showPopup / showAlert), so in-app toasts stay ours. Docs: UI_DESIGN.md. |
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6aa5023b24 |
fix(ui): Android Telegram nav — windowed mode, no close guard
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Three Android Mini App issues, all in the Telegram chrome: - Entering a game showed no native back button, and the Android system swipe-back minimised the app instead of navigating. Root cause: immersive fullscreen (requestFullscreen). On Android, fullscreen replaces the native header — and its BackButton, which also captures the system back — with a bare close/menu pill, so back navigation has no control to land on. Request fullscreen on iOS only; Android stays windowed, keeping the native header + BackButton (and the system swipe-back that routes to it). iOS is unchanged. - Closing the game board always prompted "changes that you made may not be saved", even on a board just opened and untouched. The close-confirmation was armed unconditionally on game mount. Remove it entirely: move drafts auto-save (debounced during play + flushed on destroy), so nothing is lost on close. Drops the now-unused telegramClosingConfirmation + isMobilePlatform helpers and their SDK interface fields. Docs: UI_DESIGN.md. |
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ae5090b851 |
fix(ui): load telegram-web-app.js dynamically with a timeout
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The Telegram SDK was a render-blocking <script src="telegram.org/..."> in the shared index.html shell, so it ran on every entry (/telegram/, /app/, native). On a network that blocks telegram.org — common where Telegram itself reaches users only over a proxy — the script hangs forever, stranding the whole page, including the launch-diagnostic screen meant to surface exactly this failure. This is the likely root cause of the Android "won't open" reports (all launch methods fail identically; iOS on a different network works). Remove the head <script> and load the SDK dynamically (lib/telegram.ts loadTelegramSDK) with a 10s timeout, only on a Telegram entry (the /telegram/ path or a tgWebApp launch fragment). The SPA — served from our own reachable origin — boots first and controls the load: on a block/error it falls through to the diagnostic screen (reporting sdk: no) instead of hanging, and Retry re-attempts. /app/ and the native build no longer touch telegram.org. Pin the SDK to the version the official page recommends (?62) for the newer client features the app already uses (fullscreen, safe areas, swipe guard). Tests: loadTelegramSDK unit tests (present / error / timeout); an e2e that aborts the script fetch and asserts the diagnostic still renders. |
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0c5d3808d7 |
feat(ui): diagnostic screen on /telegram/ instead of the landing bounce
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A Mini App launch on /telegram/ without sign-in data (empty initData) used to
location.replace('/') — bouncing the visitor to the marketing landing. That
destroyed all diagnosability and, on some Android clients that reach the entry
with no initData, simply looked like the app refusing to open.
Replace the bounce with a compact, privacy-safe launch-error screen
(screens/TelegramLaunchError.svelte) that renders a one-screenshot diagnostic
snapshot captured at the moment of failure: SDK/WebApp presence, Telegram
platform/version, whether initData is empty, whether the URL fragment carried
tgWebAppData, the initData field NAMES present/missing (never the signed
values, never an IP), and OS/mobile/browser via User-Agent Client Hints plus
the full User-Agent. A Share button delivers it through the OS share sheet
(clipboard copy on desktop, reusing the GCG no-webview-strand guard); Retry
re-checks in place to recover a late initData without a reload (which would
discard the launch fragment).
This is the instrument to root-cause the Android empty-initData failure, which
is not reproducible in Playwright.
Tests: collectTelegramDiag + shareText/pickTextShare unit tests; the /telegram/
e2e now asserts the diagnostic screen, not a redirect. Docs: ARCHITECTURE.md +
UI_DESIGN.md updated.
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e3e4cedc77 |
feat(ui): Erudit blank tiles carry the star (✻) mark
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The Erudit variant's blank is the "звёздочка", so render it with a star. An empty rack blank (and its drag ghost) shows ✻ centred; a placed blank keeps its designated letter and carries ✻ where the (absent) point value sits — on the board and in the Stats best-move tiles. The Scrabble variants are unchanged. Gated by usesStarBlank() in lib/variants.ts. |
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9642cafc1f |
fix(ui): hold each splash word for the pause before the readiness check
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The dismiss check fired at the instant a word finished laying, so a word was never held: ЭРУДИТ fell straight into the lobby (too fast) and ЗАГРУЗКА got no readable pause. The pause was a *leading* gap before the next word, not a hold after the current one. Move the hold to after each word and run the check after it: every word (ЭРУДИТ included) now stays up for PAUSE_MS before the splash either dismisses or lays the next word. prefixMs = WORD_MS + PAUSE_MS, cycleMs = 2*(WORD_MS + PAUSE_MS). |
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ba6ee90278 |
feat(ui): tile-crossword loading splash for cold lobby open
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On a cold app open the lobby's game list arrives over the network; on a slow link the empty "no games yet" line flashed before the games loaded. Add a full-screen tile splash that lays a Scrabble crossword of ЭРУДИТ / ЗАГРУЗКА / ОЖИДАНИЕ (Эрудит point values, hardcoded since the alphabet table is not cached at boot) until the lobby's first load settles, then removes itself to reveal the populated list. - lib/splash.ts: pure layout + reveal schedule (unit-tested). - components/Splash.svelte: App-level overlay; per-tile drop-in; loops ЗАГРУЗКА → ОЖИДАНИЕ until ready, dismisses on a word boundary. Static ЭРУДИТ under reduced motion / the mock build. - app state: lobbyReady (set by Lobby on first settle) + splashDone, reset on logout. - App.svelte: overlay while routeIsLobby && !splashDone; the plain text splash now only covers non-lobby deep-links during bootstrap. - docs: UI_DESIGN + FUNCTIONAL (+ _ru). |
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264097bbf6 |
fix(ui): green both lobby scores on a tie, mute a 0:0 board
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The lobby tinted only the viewer's own number, and a tie counted as "leading" — so an even score showed only the viewer's number green, reading as if the viewer were ahead. A fresh 0:0 board did the same, accenting the start of a game where nobody has scored. scoreStanding is now per-seat: the viewer's seat stays green when leading or tied and red when trailing; an opponent's seat greens only when it ties the viewer for the lead, so an equal non-zero score paints both numbers green. When the top score is 0 (nobody has moved) every number is left muted, like a finished game. |
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57c778f9b2 |
feat(telegram,game): single bot + per-user variant preferences
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Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.
- Telegram: one bot; drop service_language and the supported_languages
set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
connector proto). The single bot renders chat and out-of-app push in
the recipient's preferred_language; remove the game-language push
routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
{erudit_ru}, CHECK non-empty + subset of the three variants). Gates
the New Game picker, vs-AI and the friend invitation the player
creates, enforced server-side (HTTP 400 otherwise); an invited friend
may still accept any variant. Edited on the Settings screen; variants
are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
backend, ui, UI_DESIGN, PRERELEASE).
The migration squash is deferred to a follow-up PR.
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9644bd6e5e |
style(lobby): bold the score line, a touch smaller
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Per owner follow-up: the whole lobby score line is now bold (font-weight 700, matching the over-the-board score plaques) and a hair smaller (0.8rem) to offset the heavier weight. The viewer's own number keeps its green/red standing tint. |
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c127bc9f0e |
feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is secretly a pooled robot now records the request per (game, seat) in a new robot_friend_requests table -- never against the shared robot account -- mirroring the robot_blocks pattern. The shared account stays out of friendships, the "requested" state is pinned to the seat (not leaked across the player's other games), the robot ignores it, and a background reaper drops the row 7 days after its game finishes. The outgoing-requests list carries these per-game rows so the seat control stays disabled across reloads. No withdraw UI, per owner decision. Cosmetics: - Lobby: an in-progress game tints the viewer's own score number green when leading or tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order, matching the over-the-board scoreboard. - Stats: the per-variant best move is laid out on two lines -- the variant label, then the score (right-aligned in its column) and the word tiles (left-aligned) below it. - Dark theme: the played-tile background is a touch darker so a player-placed tile reads with more contrast (light theme unchanged). Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the same change. |
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4adb608ad1 |
feat(ui): vs-AI comms trim, overlay confirm button, recall-to-slot drag
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- vs-AI: the comms hub drops the Chat tab (Dictionary only); a finished AI game has no comms at all, so its 💬 history-header entry is hidden too. - Confirm-move ✅: redone as an absolute overlay pinned to the right edge (its right edge sits under the preview caption), so the rack keeps a fixed tile size — this reverts the tile-shrink that resized the letters at 6 tiles. - Recall: dragging a placed tile back to the rack now drops it at the slot the pointer is over (drag-to-position, a gap opens), instead of snapping to its original slot; double-tap still recalls to the origin. New pure recallToSlot. Tests: placement recallToSlot units; e2e recall-to-position; vs-AI comms e2e updated. Docs: UI_DESIGN + FUNCTIONAL (+ru). |
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ab1ad998aa |
feat(ui): batch of UI polish tweaks
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- admin dashboard "Users" count excludes robots (CountUsers, humans only) - lobby finished-game delete reveal: background matches header/tab-bar (--bg-elev) - mobile: swipe up on the zoom-out board (no staged tiles) shuffles the rack - lobby: status icons -25%, game-row top/bottom padding halved - toast: info tier drifts up ~a tab-bar height while fading over 2s and dismisses on tap; error tier unchanged - game: confirm-move button stays pinned at the right edge; rack tiles shrink to fit so a full rack never overflows onto it - telegram: a successful invite-link redeem shows a welcome window pointing at the bot - settings: remove the grid-lines toggle; the board is always a gapless checkerboard - settings/comms hubs: the selected tab highlight wraps icon + label as a pill Docs: UI_DESIGN (toast, board surface, selected tab), PLAN; e2e updated for the removed grid-lines toggle. |
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81b9e1529e |
feat(social): asymmetric per-user block, in-game block control, admin lists
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Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
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8793bd34f2 |
feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
The statistics screen gains real depth, plus a hint-count bug fix found along the way. - Best move per variant: the screen shows the actual best-move word (drawn as game tiles; a wildcard shows its letter but no value), broken down by game variant, empty variants omitted. New account_best_move table, written at game finish. - Moves & hint share: two new lifetime tiles — the player's play count and the share of plays that used a hint — from summed account_stats counters (moves, hints_used). Honest-AI games are excluded, like the rest of the stats. - Hint-count fix: the in-game hint badge no longer goes stale across games. The global wallet now rides the wire apart from the per-game allowance (wallet_balance on StateView/HintResult/StatsView), so the client reads the live wallet rather than a per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet), its true per-game total. - Account merge: sums the new moves/hints_used counters and merges the per-variant best moves (higher score kept), which it previously dropped. - Admin: the user card shows Moves and Hints used. - UI polish: tab/label wording, game-over text, and e2e selectors hardened against label changes. All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru, UISN_DESIGN) updated in step. |
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fb0ddab0f1 |
feat(ui): hide GCG export in honest-AI games
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A vs_ai game is throwaway practice, so its finished history header no longer
offers the 📤 GCG export (an empty slot keeps the comms icon pinned right).
Docs note the AI exclusion; UI_DESIGN also records that confirming a resign
reveals the full board (closes the history drawer, zooms out).
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63ab85a5e5 |
feat(lobby): cap simultaneous quick games at 10
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Limit a player to 10 active quick games (auto-match + AI); friend games created by invitation are not counted. At the cap the backend refuses both new-game entry points — quick enqueue and invitation creation — with 409 game_limit_reached, while accepting an incoming invitation stays allowed, so friend games are capped from the other end. The lobby disables "New Game" and shows a low-emphasis notice, driven by a new at_game_limit flag on games.list (no per-event payload: a turn change does not move the count, and the lobby already re-fetches games.list on entry and every game event). - game.MaxActiveQuickGames + Store/Service.CountActiveQuickGames (active/open seats, no game_invitations row; hidden games still count -> dedicated count) - Server.ensureUnderGameLimit gating handleEnqueue + handleCreateInvitation; game.ErrGameLimitReached -> 409 game_limit_reached - FB GameList.at_game_limit (regenerated Go + TS) through the gateway transcode and UI codec; gameListDTO + lobbycache snapshot + Lobby.svelte + i18n - tests: integration count rule + HTTP gate + accept bypass; server error map; gateway transcode round-trip; UI codec + lobbycache unit; e2e gamelimit - docs: PRERELEASE (GL), FUNCTIONAL(+ru), ARCHITECTURE 8, UI_DESIGN, backend README |
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12d128f1cc |
feat(nudge): name the sender; blink lobby cards; re-animate toasts
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The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
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52f2caae51 |
docs(ui): correct the banner section to the shipped rotation behaviour
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The banner UX evolved across the PR2 polish iterations past what UI_DESIGN described. Bring the section in line with the shipped behaviour: - a lone message pulses (fades out and back in) instead of sitting frozen; - a long message's scroll rewind fades (out → rewind hidden → fade the same message back in) instead of every-message-only fades; - the scroll position carries across a navigation (resumeScroll), rather than restarting at the left; - the strip reserves a constant line height (invisible spacer + absolute message layer) so it does not jump while the message is gone during the gap. ARCHITECTURE §10 already deferred these client-fade details to UI_DESIGN, so this is the only doc that drifted. Docs-only, no code change. |
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5fb0daa746 |
fix(ads): banner truly continuous across navigation + re-measure on resize
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The previous engine kept the scheduler running but the view re-`show()`-ed the
current message on every (re)mount, replaying the fade on each navigation — which
looked like the cycle restarting (especially for a single message). Now:
- A mounted AdBanner reads the engine's live message (bannerCurrent) and renders
it immediately, with no fade; attach no longer re-shows. Only a real advance
fades. Verified: opacity stays 1.0 across a navigation, message preserved.
- The fade is manual opacity on a .fadewrap layer (not transition:fade), kept
independent of the scroll (inner track transform), so a long message still
fades at both ends and a {#key} remount cannot force an intro fade.
- A viewport size change (portrait↔landscape) re-measures the current message
(remeasureBanner on resize/orientationchange, debounced) so the scroll
re-evaluates for the new width — the owner accepts the restart on resize.
Rotator gains restart(); engine gains bannerCurrent()/remeasureBanner().
Engine continuity + remeasure unit-tested.
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3b20abe0bd |
feat(ads): banner under the header, continuous across navigation, robust fades
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Banner UX refinements (owner feedback):
- Position: render the banner inside Header (under the title) instead of in
Screen, so it sits in the same place on every screen. In the game the grown
nav's spare height now falls below the banner (banner under title, board
pinned to the bottom) — it no longer jumps to the game area.
- Continuity: move the rotation into a persistent module engine
(lib/bannerEngine) — the scheduler + timer live outside the components, so a
navigation (which remounts the view) continues the cycle instead of restarting
it. Each AdBanner only attaches as the DOM host and resyncs to the live message.
- Fades: a long, scrolling message now fades at both ends. The fade is a
{#if} transition:fade layer, independent of the scroll (the inner track's
transform), so the two no longer interfere.
Verified live (mock + Playwright): same position in lobby and game; the cycle
continues across lobby↔game; opacity sampling shows fade-out + fade-in for the
long message. Engine continuity unit-tested.
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cb4a31a860 |
feat(ads): client banner rotation, fade UX & live toggle (PR2)
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Consume the server-driven banner block (PR1) in the UI and retire the gate. - banner.ts: createScheduler — a smooth weighted round-robin over campaigns (each appears its weight share per cycle, evenly interleaved) with round-robin over a campaign's messages; the rotator drives fade-in -> hold/scroll -> fade-out -> gap -> fade-in, a lone message stays put, reduce-motion swaps instantly without scroll. - model.ts/codec.ts: Profile.banner (Banner/BannerCampaign/BannerTimings) decoded from the fbs block. - Screen.svelte: drop the compile-time SHOW_AD_BANNER; render AdBanner from app.profile.banner (campaigns + timings + reduceMotion). - AdBanner.svelte: opacity-driven fades + scroll host; the rotator is recreated when the campaigns/timings change (a `banner` notify re-fetch swaps them in place). - app.svelte.ts: on the `notify` `banner` sub-kind, refreshProfile() so the banner shows/hides in place. - tests: scheduler distribution + round-robin, the fade sequence, single-message, reduce-motion, stop(); codec banner decode. UI_DESIGN.md + trackers updated. |
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aa765a0c06 |
feat: honest AI opponent in quick game
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New Game's quick game gains an explicit opponent selector — 🤖 AI (default) or 👤 Random player. AI starts a game seated with a pooled robot that joins and moves at once: no per-move timeout (a 7-day inactivity loss reusing the turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown as 🤖 everywhere. The random path (disguised robot) is unchanged. Driven by one game flag (games.vs_ai), set only on AI-started games so the disguised path is never revealed; Matchmaker.StartVsAI seats the robot directly (no open pool); the robot replies event-driven via the game service's after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView. |
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bd0482c376 |
feat(ui): route all in-app external links through Telegram openLink
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Extend the openLink routing from the dictionary lookup to every external
link shown inside the Mini App, so none triggers the WebView's 'open this
link?' confirmation. A shared onExternalLinkClick handler resolves the anchor
via closest() (so it also works delegated on {@html} content), backed by a
pure routeExternalLinkInTelegram decision: only inside Telegram, only an
external http(s) target=_blank link, excluding same-origin/in-app and t.me
links (t.me keeps openTelegramLink). Applied to the word-check lookup, the
About rules link, the Feedback operator-reply links, and the feature-gated
announcement banner.
Outside Telegram every anchor keeps its native target=_blank.
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8073971fca |
docs: bake Telegram invite & launch refinements into ARCHITECTURE/UI_DESIGN
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- UI_DESIGN: mobile immersive fullscreen on launch (desktop keeps full-size); the close confirmation is now mobile-only; friend-code share-via-Telegram deep-link (per-bot, by service language), the friendly self-redeem note, and the outdated-link lobby notice. - ARCHITECTURE: the service language rides the Session wire so the client builds the per-bot invite link; the friend code is shared as a startapp deep-link with graceful spent/expired handling. |
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419ea11b14 |
feat(feedback): in-app user feedback with admin review and account roles
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User-facing Feedback screen (Settings -> Info, registered accounts only): a message (<=1024 runes) plus one optional attachment, an anti-spam gate (one unreviewed message at a time), and the operator's inline reply with a Settings/Info badge. Server-rendered admin console section (/_gm/feedback): unread/read/archived queue with per-user search, detail with read/reply/ archive/delete/delete-all, safe attachment serving (nosniff, images inline via <img>, others download-only). Introduces account_roles, the first per-account role table; feedback_banned blocks only feedback submission, granted/revoked from /users and the delete-with-block action. - migration 00004_feedback (feedback_messages + account_roles) + jetgen - backend internal/feedback (store+service), internal/account/roles.go - wire: FlatBuffers feedback.submit/get/unread; gateway guest gate (Op.NonGuest, is_guest via session resolve) -> guest_forbidden before any backend call - reply push reuses NotificationEvent with a new admin_reply sub-kind - UI: /feedback route + screen, attachment picker, badge, channel detection, i18n - tests: feedback unit (Go+UI), gateway guest-gate, inttest lifecycle, e2e - docs: PLAN stage 19, ARCHITECTURE s15, FUNCTIONAL(+ru), TESTING, READMEs |
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02681ae9e0 |
feat(chat): limit in-game chat to one message per turn
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Enforce one chat message per turn on both ends. The backend rejects a second message in the same turn (ErrChatAlreadySentThisTurn -> 409 chat_already_sent), keyed on the move-driven turn start (turn_started_at). The UI derives "already wrote this turn" from the message list against GameView.lastActivityUnix (no counter, survives reopening, resets on turn change), hides the field behind a short caption once the limit is reached, and now reloads the game state on turn/game-state events so the toggle and the limit follow the live game. Enter is gated on !busy to avoid a double-send in the in-flight window. Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL (+ru), ARCHITECTURE, UI_DESIGN. |
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02ef31c464 |
feat(ui): landscape iteration — reorder left panel, enable board zoom
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Left panel order is now score / history / status / rack / controls (the history fills the middle and scrolls). Board zoom is re-enabled in landscape with the same gestures as portrait, but height-driven: the viewport is the full right pane, the board fits by height as a centred square when zoomed out, and on zoom-in it magnifies past the pane and pans within it (focus-centred scroll that rides the magnify transition), occupying the full width up to the left panel. Board.svelte gains a landscape prop; portrait stays width-driven and unchanged. landscape.spec.ts now asserts zoom works (the zoomed board overflows the pane). |
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9ec72c8377 |
feat(ui): landscape two-column game layout, board fitted by height
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When the viewport is wider than tall (matchMedia orientation: landscape) the game screen switches from the portrait stack to a two-column layout: the board fills the right column as the largest square that fits the height (no zoom, shrinking by width when cramped — lowest priority), while the left panel stacks the rack (+ make), the status line, the score plaques, the always-open docked history and the controls. Board zoom, the history slide-drawer gestures and the growing nav bar are gated off in landscape; the portrait layout is unchanged and both render from the same snippets so behaviour stays single-sourced. The mock e2e now defaults to a portrait viewport (the mobile-first app the gesture/zoom/history specs are written for); landscape.spec.ts covers the wide layout in its own viewport. |
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56dbf86472 |
feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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Builds on the cross-screen cache work: the global stream handler now keeps both caches current no matter which screen is mounted, and invitations become a live delta channel so the lobby's invitations list is fresh from any screen too. Client (boundary already started): - advanceCached now also folds opponent_joined into a not-currently-viewed game's cache via a new pure reducer applyOpponentJoined (extracted and reused by the mounted game board), so opening an open game that filled while you were elsewhere is flash-free. - patchLobbyInvitation upserts a still-pending invitation and removes a terminal one (started/declined/cancelled/expired); the global notify handler calls it on the invitation / invitation_update sub-kinds. Invitations delta channel (no wire/gateway/connector change — the notification already carries the full invitation with id/status/game_id end to end): - notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate constructor (shares encoding with NotificationInvitation). The Telegram connector renders no message for it, so a decline/cancel never becomes an out-of-app push. - lobby: emit the changed invitation to every participant on respond (accept/decline), on the final accept's game start, and on cancel — so each participant's lobby patches its list in place. The authoritative list holds only pending invitations, so the client's pending-vs-terminal rule matches it exactly. Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the NotificationInvitationUpdate encoding unit test, and integration assertions that decline/cancel/accept publish invitation_update to every participant. Full local suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs: ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated. |
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cf70e6b1fc |
fix(ui): keep lobby/game caches fresh across screens (no stale-status flash)
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The per-screen in-memory caches (lobbycache, gamecache) were refreshed only by the screen that owns them while it was mounted, so a state change that crossed screens left the other screen's cache stale and it visibly redrew on the next navigation: - game -> lobby: the player's own move advanced the game cache but not the lobby snapshot, and an own move carries no self-directed push event, so returning to the lobby painted the pre-move status until the background refresh corrected it. - lobby -> game (and from any other screen): an opponent's move / game-over refreshed the lobby (while mounted) but never the per-game cache, so opening that game flashed the pre-move board. Make cache freshness cross-screen, owned by the single global stream handler that runs for every live event regardless of the mounted screen: - patchLobbyGame upserts the affected game's GameView into the lobby snapshot; the global handler calls it on opponent_moved / game_over / opponent_joined and on a match_found / game_started seed (so a game started elsewhere is present too). The game board still mirrors the player's own move and its own load() — the two updates no live event carries. - advanceCached (a pure wrapper over the existing delta reducers) advances a not-currently-viewed game's cache from opponent_moved / game_over; the game in view is skipped so its mounted board stays the sole owner (no double apply). End-state behaviour is unchanged (the background refresh always reconciled); this removes the transient stale frame. Unit-tested patchLobbyGame and advanceCached; docs/UI_DESIGN.md updated. |
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a4e6727c70 |
feat(ui): merge Exchange/Pass into one action; drop dead Tournaments tab
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Lobby: remove the inert 🏆 Tournaments tab (it only raised a 'coming soon' toast); the lobby is back to three tabs, matching docs/FUNCTIONAL.md. Game: fold the separate 🥺 Skip (pass) tab into the 🔄 tab, now Exchange/Pass. Its dialog passes when no tile is selected (button 'Pass without exchanging') and exchanges when tiles are ('Exchange N'). The tab is no longer gated on an empty bag (pass must stay reachable in the endgame); inside the dialog tile selection is disabled while the bag is below a full rack (bagLen >= RACK_SIZE). The merge is UI-only. A pass is NOT an exchange of zero tiles: the rules allow an exchange only with a full rack left in the bag and forbid a zero-tile swap, while a pass is always legal; GCG (Poslfit) writes a pass as a bare '-' and an exchange as '-TILES'. Pass and exchange stay distinct end-to-end (wire, engine, history/GCG); the dialog dispatches the existing gateway.pass / gateway.exchange. No backend/wire/history/GCG change. Docs: docs/UI_DESIGN.md, docs/FUNCTIONAL.md (+_ru), PRERELEASE.md. Tests: ui/e2e/game.spec.ts. |
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c305363ccd |
feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place. Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent". Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated. |
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359758a01a |
feat(ui): tint last-word letters for the recent highlight; lift dark bonus contrast
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Dark theme: the 2x/3x bonus-square pairs were too close to tell apart. Soften the 2x squares (sky blue #4a779b, rose #a8636b) and deepen the 3x squares (#2c527a, #9c3f34) so each pair reads as two distinct steps. Light theme is unchanged. Last-word highlight (both themes): stop tinting the tile background — the tile keeps its normal fill, and instead the placed letters (not the point values) are drawn in the recent-move colour. The opponent-just-moved flash now pulses the letter between its normal colour and the recent colour, with no background animation and no white peak. Reconcile the explicit [data-theme=dark] --tile-recent with the OS-dark value so the highlight reads the same however dark is selected, and darken --tile-recent a step in every theme. Update docs/UI_DESIGN.md. |