5648f4a0bbc1d5bcef57c504e6c3cf6655fa56d3
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92f48a3b12 |
Backend infers play direction; UI previews words and gates submit on legality
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A single tile that only extended a word perpendicular to the client-declared direction was rejected: the UI always sent dir=H for one-tile plays (the dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing "А" above "БАК" to form "АБАК" failed the solver's main-word-length check even though the word is in the dictionary. Make the backend infer a play's orientation from the placed tiles and the board (internal/engine.resolveDirection): two or more tiles by the line they share, a lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V" (SubmitPlayDir) so a rebuilt game matches the one committed. UI: stop computing/sending direction; the preview now shows the words a move forms with its total score (game.previewWords); the make-move control is disabled until the play is confirmed legal; the "your turn" label hides while tiles are pending. Delete the orphaned Controls.svelte. Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode and the loadtest edge client to the new contract. Bake the decision into ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README. |
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e68fe61e39 |
UI: render move history as a per-seat column grid + swipe-down to open
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Replace the flat chronological move list with a ruled matrix aligned under the score plaque: one column per seat, each seat's moves filling its column top to bottom. A cell is the move's word(s) and its score, "WORD (12)", centred; the player names and the running total are dropped (the plaque heads the column and shows the live total). Non-play moves keep their dim parenthesised tag; the awaited opponent's next cell shows a dim "thinking..." (never the viewer's own turn). Thin 1px rules between columns and rows match the panel's separator. Re-introduce a swipe-down-on-the-board gesture to open the history, gated to the zoom-out board scrolled to its top so it never fights the zoomed board's pan or the stage's own vertical scroll (the conflict that retired this gesture before). Grid layout extracted to lib/history.ts (unit-tested); add game.thinking to the EN/RU catalogs; e2e covers the gesture and the grid on Chromium and WebKit. |
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b14cc38919 |
UI: render non-play history moves as a dim lowercase tag
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Per owner feedback: pass/exchange/resign/timeout rows in the move history now read as a dim, parenthesised, lowercase tag — e.g. «(обмен)» — so they stand apart from a scored word. The move.* catalog values are lowercased (resign RU → «сдаюсь»); the parentheses and the muted colour (var(--text-muted)) are applied in the view via a .ha.sys modifier. |
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ac29dca865 |
UI: fix last-move highlight, localize move history, clamp zoom overscroll
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- Highlight tracks the last move overall (not the last word): a trailing pass/exchange now highlights nothing, so the board no longer lights up the opponent's old word after our own empty move. - Make the highlight event-driven: refreshed only on a real game event (open/refresh, opponent move, our own committed move) and dismissed the moment composing starts, so recalling a just-placed tile never re-triggers it. - Localize non-play move-history labels via new move.* catalog keys (pass/exchange/resign/timeout); the label printed the raw English action. - Clamp the zoomed board's pan at its edge (overscroll-behavior: none), removing the native rubber-band past the content. Tests: lastMoveCells unit coverage (trailing pass/exchange -> empty), i18n RU label assertions, an e2e overscroll-contract check on the zoomed viewport. |
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ad91bc728b |
UI: taller tg-fullscreen header + labelled hub tabs
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- tg-fullscreen: +20px header height — without the (removed) hamburger the title bar lost its bulk and sat flush on Telegram's native nav band. - Settings/Comms hub tabs gain text labels under the icons (Settings / Profile / Friends / Info and Chat / Dictionary); the icon is aria-hidden so the label names the button. New i18n keys about.tab, game.dictionary. |
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fc1261e078 |
UI: tab-bar navigation — drop the hamburger
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Replace Menu.svelte (hamburger) everywhere with tab-bar navigation: - Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/ Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts incoming friend requests (invitations keep their own lobby section). - Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs, back → game; Dictionary only while the game is active. - Game menu items relocate into the open history: 🏁 leave / 📤 export in the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is badged on the score bar + the 💬. - TapConfirm (tap → fading ✅ → tap) replaces the Skip/Hint press-and-hold popovers and drives the add-friend confirm. - Fix the move-history "jump": the slid board is inert and the stage can't scroll, so a swipe up genuinely closes the history. Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru), PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green. |
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ef61b778fc |
Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
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Connectivity failures become state, not a toast on every attempt. A global online signal (lib/connection.svelte.ts) flips on a transport unavailable / rate_limited and on the live stream's drop, driving a pure-CSS header spinner + 'Connecting…' in place of the title and softly disabling the in-game server actions (commit / exchange / pass / hint; local board/rack/reset stay live). - transport: exec auto-retries with capped exponential backoff — every op on a rate-limit (rejected before processing, safe), reads only on unavailable (a mutation is never blindly re-sent, to avoid double-applying one whose response was lost; its button is disabled while offline so the player re-issues on reconnect). A reachability watcher (profile.get probe) and any successful traffic clear the signal. - the old red error.unavailable toast is gone (handleError suppresses connection codes; the indicator replaces it). A server-data screen still opens with the spinner and fills on reconnect (global indicator + read auto-retry), so navigation is never dead. - pure retry policy unit-tested (retry.ts); a mock-only window.__conn hook drives a Chromium+WebKit e2e (indicator shows offline, the action disables, both clear on reconnect). Full suite + build green. - docs: ARCHITECTURE transport note, FUNCTIONAL (+ _ru), PLAN tracker (incl. #1 — the bot already drains all updates, no change). Also records #1 as investigated/no-change in PLAN. Other server-action buttons (chat send, profile save, …) still degrade to a safe no-op offline; visual disable is easy to extend. |
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4999478ded |
Stage 17 #5: hide finished games from your own lobby list
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A player can remove a finished game from their own 'my games' list. The action is per-account, finished-only and irreversible (the game stays for the other players; there is no un-hide). - backend: migration 00012 game_hidden(account_id, game_id); store HideGame + hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide. - gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame. - ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop), active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache sync; mock + transport + client wiring; lobby.hideGame label (en/ru). - tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account, idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a pre-existing chat-screen .back transition flake surfaced by the new test's timing. - docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker. |
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6b6baf5710 |
Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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Lobby: group the my-games list into your-turn / opponent-turn / finished (empty sections hidden), ordered by last activity (your-turn oldest-first, the other two newest-first), as a compact line-separated list. gameDTO and FB GameView gain last_activity_unix (turn start while active, finish time once finished); a pure lib/lobbysort.ts holds the grouping/ordering. Friends: the in-game 'add to friends' item is now server-derived via a new GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with a pending OR declined request (both read as 'request sent'), so it is correct across reloads; it shows a disabled '✓ in friends' once accepted. It live-updates when the opponent answers: RespondFriendRequest now publishes friend_added (accept) / friend_declined (new notify sub-kind, decline) to the original requester, whose open game re-derives its friend state. Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests; backend integration ListOutgoingRequests + respond-publishes-to-requester; e2e updated for the new lobby section labels + a non-friend active opponent. Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN. |
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3fd279cf8c |
Landing v2: icon switchers, ephemeral theme, channel link, drop browser CTA
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Owner review-pass rework of the landing page: - Rename the per-language Telegram link build var VITE_TELEGRAM_LINK_EN/_RU -> VITE_TELEGRAM_GAME_CHANNEL_NAME_EN/_RU (it carries a channel username; the landing builds https://t.me/<name> -- the same channels the connector posts to via TELEGRAM_GAME_CHANNEL_ID_*). - Language switcher -> a globe icon dropdown (flags + names), saved + synced to the app prefs. - Theme switcher -> a sun/moon icon toggle, ephemeral (follows the system scheme, no auto, never persisted) -- galaxy-game style. - Drop the "Play in browser" CTA (no standalone-web onboarding yet). Docs: FUNCTIONAL(+ru), PLAN, deploy + ui READMEs. |
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e16076c89e |
Stage 17 round 6 (#16-20): landing page, /app/ move, cache + stream fixes
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Close out Stage 17 round 6: - Landing page at / — one Vite build with two entries (index.html = game SPA, landing.html = a lightweight landing reusing the theme/i18n/ aboutContent leaf modules, not the app store). - Move the web game SPA to /app/; the Telegram Mini App stays at /telegram/ (gateway webui.Handler(stripPrefix, indexName): landing at /, SPA at /app/ + /telegram/). Per-language "Play in Telegram" link via new VITE_TELEGRAM_LINK_EN/_RU build vars (button hides when unset). - Cache headers: hash-named /assets/* immutable, HTML shells no-cache (the go:embed zero modtime emitted no validators, so the client re-downloaded the whole bundle every launch). - Live-stream 15s abort fix: an immediate heartbeat on open + a 10s default interval (the first tick at 15s raced the edge idle timeout -> reconnect storm). PLAN/ARCHITECTURE(§13)/FUNCTIONAL(+ru)/gateway+ui+deploy READMEs updated; round 6 closed. Tests: gateway webui/connectsrv units, ui landing unit + e2e, full e2e (60) green. |
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d3657fdf5c |
Stage 17 round 6 (#11/#12): quick-game variant plaques with rules, flag, and move-limit
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Each auto-match variant is now a lobby-style plaque: the display name with a flag on the right (🇺🇸 / 🇷🇺; Erudit uses a bundled minimalist USSR flag SVG) and a one-line rules summary below — bag size, the ё rule, and bonus differences, sourced from the engine rulesets (Scrabble 100 · Скрэббл 104, ё a letter · Эрудит 131, ё=е, no centre ×2, +15). The move-time limit (24h auto-match clock) is shown under the buttons. e2e locks it. (Multiple-words-per-move is the same for every variant, so it is described in About/landing rather than repeated on each button.) |
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2cb2b57cdb |
Stage 17 round 6 (#10 backend): enforce chat only on your turn
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PostMessage now rejects a chat sent on a finished game or when it is not the sender's turn (ErrChatNotYourTurn -> 409 chat_not_your_turn), matching the UI where the message field is hidden off-turn and only the nudge shows. Existing chat tests post on the to-move seat and are unaffected; adds an off-turn-rejection integration test + the dto mapping case + the UI error message. |
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512ad4dfb9 |
Stage 17 round 6 (cluster 1): profile, tap flash, variant naming, chat/nudge by turn
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- Profile: drop the hint-balance line. - Board: no mobile tap flash on a cell tap (-webkit-tap-highlight-color: transparent), matching the web click; the only intentional cell animation stays the last-word flash. - Variant names keyed by the game's alphabet, not the UI language: english -> Scrabble always, russian_scrabble -> Скрэббл always (unlocalized, never collide), erudit localized. - Chat/nudge are mutually exclusive by turn: the message field + Send show on your turn, the nudge replaces them on the opponent's turn; while the nudge cooldown is active the button is disabled with a grey 'awaiting reply' caption to its left. |
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29d1193a0a |
Stage 17 round 5 — board interaction & UI polish
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- Even zoom: interpolate the board scroll toward a pre-clamped target as the real width grows/shrinks, so it magnifies A->B in one motion instead of lurching and snapping back near the edges/centre. Recentre only on a zoom toggle, never on a focus change — so a 2nd+ placed tile and a hovered dragged tile no longer jump the board. - Drag: highlight the aimed-at empty cell as a drop target; hover-hold auto-zoom now fires only for the first (zoom-in) hold. - Pinch zoom: two-finger spread/close toggles zoom toward the pinch midpoint (preventDefault only for two touches, so one-finger scroll stays native); a second finger aborts a drag. - Shuffle hop capped at 0.3s and disabled under reduce-motion. - Make-move is a borderless icon button, disabled while the pending word is known illegal. - Variant display names: english & russian_scrabble -> Scrabble/Скрэббл, erudit -> Erudite/Эрудит; the in-game title shows the variant name (was always 'Scrabble'). |
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10412fee8e |
Stage 17 round 5 — backend/correctness bug fixes
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- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat. - Quick-match cancel was a UI no-op (only stopped polling): add the full path (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no later robot-substituted game). NewGame dequeues on cancel and on abandon. - Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win. The winner now takes rank 1 and the viewer is placed from rank 2 — matching the game-detail screen. - Friend request to a robot: robots no longer block requests; the request stays pending and expires (friendRequestTTL), mirroring a human who ignores it. - Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a correct message; the chat nudge button disables during the hourly cooldown; the nudge note reads 'Waiting for your move!' (button keeps the Nudge action label). Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot inttest, result.ts 0-0 resignation, nudge_too_soon mapping. |
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71b054227a |
Stage 17 (#12): lines-off board variant (gapless checkerboard), Settings toggle
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Add a 'Grid lines' preference (default off): when off the board drops the 1px grid gaps for a gapless checkerboard (plain cells alternate shades; tiles get rounded corners and a soft right-side shadow so adjacent gapless tiles still read apart), saving ~14px of width. When on, the classic lined grid returns. Persisted with the other board-style prefs; wired through Board's new lines prop. e2e locks the default and the toggle. |
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b15fd30c4f |
Stage 17 (contour round 4a): quick fixes
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- #4 bag label: '{n} in the bag' / 'Bag is empty' (was 'Bag {n}') - #6 allow a single trailing dot in display names (backend + UI regex + tests) - #1 double-tap zooms toward the tapped cell, not the top-left - #8 shuffle fires a short multi-pulse haptic - #11 highlighted/flashing tiles darken their bottom edge too (shadow joins the flash) - #13 toast slides up from the bottom and fades out - #7 hide the logout button (kept wired behind `hidden`) - #16 admin game seats: left-align numeric columns, clarify the 'Hints used' header |
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635f2fd9fc |
Stage 17: backend defect fixes (nudge code, TG name, robot names/timing, multi-device push, move-duration metric + admin analytics)
- #3 nudge-on-own-turn: distinct result code nudge_own_turn + i18n (was reused 'not_your_turn') - #2 sanitize connector registration name to the editable format; Player/Игрок-XXXXX fallback - #5 variant-aware robot name pools (composed full/colloquial first + surname forms; ru gets <=20% latin) - #4 move-number-aware robot move timing (early 1-5min -> late 10-90min, skew k=4) - #7 emit move event to the actor too (multi-device sync); opponent_moved stays in-app only - #1 live game_move_duration{variant,phase} histogram + admin console per-user min/avg/max columns and an inline-SVG move-time-by-move-number chart (offline from the journal) - ProvisionRobot bypasses editor name validation (system names like 'Peter J.') |
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01485d8fc6 | Stage 11: account linking & merge (email + Telegram Login Widget) (#12) | ||
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cf66ed7e26 |
Stage 9: Telegram integration (connector side-service, Mini App, out-of-app push)
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New platform/telegram connector (own container, bot token only there): - go-telegram/bot long-poll loop: /start deep-links + Mini App launch button. - gRPC API pkg/proto/telegram/v1 (Telegram service): ValidateInitData, Notify (renders a localized message + deep-link button), SendToUser/SendToGameChannel (admin, wired in Stage 10). Generic methods are platform-agnostic (external_id). - Bot API base override for Telegram's test environment; Dockerfile + compose (VPN sidecar, no public ingress); README. Gateway: - initData validation relocated from the gateway into the connector; the gateway calls ValidateInitData over gRPC (GATEWAY_CONNECTOR_ADDR), drops the bot token, and deletes internal/auth. - Out-of-app push: runPushPump routes events whose recipient has no live in-app stream to connector.Notify, gated by /internal/push-target + the in-app-only flag (race-free de-dup); HasSubscribers added to the push hub. Backend: - Migration 00007 accounts.notifications_in_app_only (default true) + jetgen. - ProvisionTelegram seeds a new account's language/display name from the launch fields; IdentityExternalID reverse lookup; /internal/push-target handler. UI: - Telegram Mini App launch: detect initData, apply themeParams, authTelegram, route the deep-link start_param (g/i/f); /telegram/ guard redirects outside Telegram. Vite relative base + telegram-web-app.js. In-app-only profile toggle; share-to-Telegram link for a friend code. Vitest + Playwright coverage. Wire/docs/CI: fbs Profile/UpdateProfileRequest gain notifications_in_app_only (Go + TS); go.work uses ./platform/telegram; go-unit.yaml covers it; PLAN, ARCHITECTURE, FUNCTIONAL (+ru), UI_DESIGN, READMEs updated. |
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1d795e0acf |
Stage 8 polish: iPhone refinements (keyboard, native pickers, compact invite)
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Second owner-review pass (iPhone simulator): - Chat (and the modal) are sized in dvh so they shrink above the software keyboard, keeping the start of the conversation on screen instead of pushed off the top. - The profile away window returns to a native <input type="time" step="600"> (the iOS wheel with 10-minute steps) instead of separate dropdowns; the timezone stays a native offset <select>. - A finished game reserves the rack's height (min-height) so the footer no longer collapses when the final rack is empty — no layout jump versus an active game. - New-game "play with friends" is made compact: a searchable, bounded-scroll friend list, the game-type / move-time / hints controls as native selects in one row (labels above), and Send invitation pinned at the bottom — it scales to many friends. |
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acbb2d8254 |
Stage 8 polish: profile validation, finished-game UI, badge + Safari fixes
Owner-review follow-up on the Stage 8 branch: - Friend code is copyable (📋 + toast). The lobby notification badge is fixed — it had inherited the hamburger-bar style — into a proper round count dot. - Safari: min-width:0 on flex text inputs (friend code, profile, chat) so they shrink instead of pushing the adjacent button off-screen. - Profile editing is validated on both the UI and the backend: display-name format (letters joined by single space/./_ separators, no leading/trailing/adjacent separators, <=32 runes), a UTC-offset timezone picker (account.ResolveZone parses ±HH:MM or a legacy IANA name), a 10-minute away grid capped at 12h (wrap-aware), and email format; Save is disabled and invalid fields red-bordered until valid. Language stays in Settings. - In a game, an "add to friends" menu item flips to a disabled "request sent"; chat send/nudge became ⬆️/🛎️ icon buttons. - A finished game drops its last-word highlight, hides Check word / Drop game, disables zoom, and draws an inert (greyed) footer instead of hiding it. Tests: account validators (name/away/zone), UI profileValidation, e2e for the finished-game footer/menu and the copy control. Docs (PLAN, ARCHITECTURE, FUNCTIONAL +ru, UI_DESIGN) updated for the display-name rule, UTC-offset timezone and the 12h away window. |
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d733ce3119 |
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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38be7fea96 |
Stage 7 polish: app shell + nav + lobby + settings (Parts A/B/C)
- Screen.svelte shell: nav bar grows, ad+content+tabbar pinned bottom (mobile feel) - AdBanner.svelte + banner.ts rotator (params, mock long/short, linkify); Header CSS chevron + grow; Menu (bigger CSS hamburger); TabBar + HoldConfirm shared components; user-select:none - Lobby: hide-empty sections, tab order New/Tournaments/Stats, place-based result badges (result.ts) - Settings: Board style > Labels (beginner/classic/none) + prefs plumbing (boardlabels.ts); i18n keys + ru mirror |
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453ddc5e94 |
Stage 7 (wip): UI shell, libs, mock transport, screens (lobby->game), e2e smoke
- plain Svelte 5 + TS + Vite (no SvelteKit); CSS-token design system (Telegram-ready), hash router, IndexedDB session - pure libs: domain model, premium/value maps ported from solver, board replay, placement state machine, i18n en/ru - in-memory mock transport + seed data; pnpm start runs lobby->active game->board with no backend - board: pointer-drag + tap placement, MakeMove (popup / 1s-hold commit), two-state zoom, blank chooser, exchange, hint, word-check, chat - Playwright smoke (mock) green; svelte-check clean; mock bundle ~37 KB gzip |