Commit Graph

4 Commits

Author SHA1 Message Date
Ilia Denisov 56dbf86472 feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 48s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
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.
2026-06-14 11:22:47 +02:00
Ilia Denisov cf70e6b1fc fix(ui): keep lobby/game caches fresh across screens (no stale-status flash)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 48s
CI / gate (pull_request) Successful in 1s
CI / deploy (pull_request) Successful in 58s
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.
2026-06-14 10:42:43 +02:00
Ilia Denisov 8881214213 R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN)
references from comments, doc-comments, service READMEs, the current-state docs
(ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the
.fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage
history.

- Rename the only stage-named identifiers: registerStage8 -> registerSocialOps,
  registerStage11 -> registerLinkOps (gateway transcode).
- Split stage6_test.go: TestEmailLoginFlow -> email_test.go,
  TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go.
- Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged
  .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments).

go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
2026-06-10 16:56:03 +02:00
Ilia Denisov 41a642ef97 R4: push enrichment — events carry a state delta, kill the last poll
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback.

- pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS.
- backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size.
- gateway: MoveResult transcode carries rack+bag_len.
- ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false.
- docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
2026-06-10 08:01:50 +02:00