Commit Graph

11 Commits

Author SHA1 Message Date
Ilia Denisov 9471341a0e feat(social): hide social controls on a deleted opponent's seat
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 29s
CI / integration (pull_request) Successful in 20s
CI / ui (pull_request) Successful in 1m17s
CI / conformance (pull_request) Successful in 11s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m49s
A deleted account keeps its seats in every shared game, so its opponents
still saw the add-friend and block controls on the scoreboard (deletion
drops the friendship, so the 🤝 even reappeared for a former friend) and
a chat composer nobody was behind. A friend request sent that way was
accepted by the server and stayed pending forever.

The per-viewer game views now mark such a seat (SeatView.deleted,
resolved beside the seat display names by a batch accounts.deleted_at
lookup) and the client hides every control aimed at it: add-friend,
block, and the chat composer (message + nudge) once no reachable
opponent is left. Live events carry the game domain's seat standings and
so leave the mark unset, so the delta reducers preserve the cached one.
SendFriendRequest and Block against a tombstone are refused with
social.ErrAccountDeleted (410 account_deleted) — the source of truth for
an older client.
2026-07-27 17:06:10 +02:00
Ilia Denisov 64be0572b3 fix(social): robot blocks
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Successful in 52s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
Blocking an auto-match opponent who is secretly a pooled robot is recorded  instead in a separate `robot_blocks` table.

Now blocking behaves the same in that game (struck name, hidden composer) and lists the blocked opponent under the name you saw, but is recorded only against that game — the disguise holds, the shared robot is never globally blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out of opponents).

- the shared robot account is never put in `blocks`
- the matchmaker keeps it free and it is not blocked under its other per-game names
- the blocked list and the in-game card still show it by joining that table; an unblock deletes the row
2026-06-18 13:12:19 +02:00
Ilia Denisov 81b9e1529e feat(social): asymmetric per-user block, in-game block control, admin lists
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 51s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
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.
2026-06-18 11:50:34 +02:00
Ilia Denisov aaac816dc2 feat(chat): unread read-receipts with lobby/game dot and history-open ack
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m16s
Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).

UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
2026-06-17 11:12:38 +02:00
Ilia Denisov aa765a0c06 feat: honest AI opponent in quick game
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m12s
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.
2026-06-15 20:14:24 +02:00
Ilia Denisov 5f53ec81b9 fix(chat): no chat field or nudge on a finished game
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 59s
A finished game is read-only: gate the nudge behind canNudge (active game,
opponent's turn) so it no longer shows on a finished (or otherwise
non-active) game — where the backend rejects it anyway. The message field
is already hidden off your own turn. Extend the finished-game e2e to assert
neither Send nor Nudge is offered.
2026-06-14 20:29:47 +02:00
Ilia Denisov 02681ae9e0 feat(chat): limit in-game chat to one message per turn
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
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.
2026-06-14 20:18:58 +02:00
Ilia Denisov c305363ccd feat(lobby): enter the game immediately and wait for the opponent inside it
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 1s
CI / deploy (pull_request) Successful in 1m4s
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.
2026-06-12 16:00:22 +02:00
Ilia Denisov fc1261e078 UI: tab-bar navigation — drop the hamburger
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 39s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 59s
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.
2026-06-11 14:13:54 +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 70110effd9 Chat + word-check as their own screens; in-game unread badge (review item 7)
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 34s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m6s
- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a
  header back to the game and no tab-bar, replacing their modals. The soft keyboard just
  resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS
  does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal
  relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt.
- A new chat message raises an unread badge on the in-game hamburger + the Chat menu row
  (per game, cleared on opening the chat), mirroring the lobby badge.
- TG native back + the header back chevron return chat/check to their game.
- Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header.

Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru).
2026-06-08 23:23:05 +02:00