Commit Graph

9 Commits

Author SHA1 Message Date
Ilia Denisov 70110effd9 Chat + word-check as their own screens; in-game unread badge (review item 7)
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- 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
Ilia Denisov 35666e1705 Stage 17 round 6 fixes: pin the nudge button right; schematic USSR flag emblem
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- Chat: always render the (possibly empty) flex:1 caption before the nudge button, so the
  nudge stays pinned right whether or not the cooldown text shows (it drifted left when
  available).
- USSR flag: redraw the hammer & sickle as a thin schematic sketch — an elongated
  semicircle sickle with a handle, crossed by a T-shaped hammer (per the original's
  structure), instead of the bold over-filled emblem; the star is a touch smaller.
2026-06-07 12:10:52 +02:00
Ilia Denisov 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.
2026-06-07 11:18:25 +02:00
Ilia Denisov 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.
2026-06-07 09:17:35 +02:00
Ilia Denisov c94cd3c3bf Stage 17 (contour round 2): Grafana Live/reload, rate-limit, iOS reconnect, hint/plaque/make-move UX
- Grafana: disable Live (GF_LIVE_MAX_CONNECTIONS=0) so its WebSocket no longer trips caddy Basic-Auth and re-prompts; admin console gains a Grafana nav link
- deploy: force-recreate config-only services so reseeded Grafana dashboards / Caddyfile are actually picked up (the move-duration panel was invisible because the bind-mount went stale)
- rate-limit: raise per-user budget 120/40 -> 300/80; UI skips reloading on the echo of the player's own move (fewer requests, no double-load)
- iOS/Telegram reconnect: suppress the connection banner while backgrounded and for a short grace after resume; reconnect silently; wire visibilitychange + pageshow/pagehide + Telegram activated/deactivated (Bot API 8.0)
- hint button disabled when 0 hints remain; nudge button shows a disabled state on your own turn
- players plaque: invert so the active seat pops (accent chip, raised) and others recede
- make-move UX: a direct  commit button (no hold/popover); the Shuffle tab becomes ↩️ Reset while tiles are pending
2026-06-06 12:33:52 +02:00
Ilia Denisov 1d0bafaabb Stage 17: UI defect fixes (russian variant, Telegram theme/nav/banner, reconnect, hint zoom, plaque, history, transitions, per-game cache)
- #6 align the UI variant id to the backend canonical 'russian_scrabble' (type, variants, Lobby, mock, tests) — fixes the New->Russian 400
- #11/#12 inside Telegram force the colour scheme from WebApp.colorScheme (over OS prefers-color-scheme, fixing the Telegram Desktop breakage) and hide the theme switcher
- #14/#15 nav bar takes Telegram's bg; announcement banner gets a dedicated subtle --ad-bg accent token
- #16 suppress the reconnect banner while backgrounded and silently reconnect the live stream on return to the foreground
- #17 hint zoom scrolls to the placement's bounding box, not the top-left
- #19/#20 players plaque: active seat raised with side shadows, others sunk; tap toggles history
- #21/#23 history: scrollbar-gutter:stable (no word jitter); fixed-height drawer pins the bottom shadow to the board
- #3 (UI) disable nudge on the player's own turn
- #18a directional screen slide transitions (forward in from the right, back reveals the lobby)
- #13 per-game in-memory cache: instant render on re-entry + background refresh
- e2e: openGame waits for the slide transition to settle
2026-06-06 10:23:42 +02:00
Ilia Denisov 1d795e0acf Stage 8 polish: iPhone refinements (keyboard, native pickers, compact invite)
Tests · UI / test (push) Successful in 17s
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.
2026-06-03 22:47:22 +02:00
Ilia Denisov acbb2d8254 Stage 8 polish: profile validation, finished-game UI, badge + Safari fixes
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 17s
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.
2026-06-03 22:12:59 +02:00
Ilia Denisov 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
2026-06-03 00:32:50 +02:00