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9 Commits

Author SHA1 Message Date
Ilia Denisov 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).
2026-07-05 15:36:35 +02:00
Ilia Denisov dd45af20ef fix(ads): fade the scroll rewind + keep the banner strip height constant
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Two polish fixes (owner feedback):

- Scroll loop: a long message that scrolled to its right edge rewound with a hard
  jump (no fade). It now runs the same fade as a message change at each rewind:
  fade out at the edge, reset the scroll while hidden, fade the same message back
  in, then scroll again.
- Strip height: during the fade gap the message layer is removed, which let the
  strip collapse by ~1-2px. An always-present invisible spacer now reserves one
  line of height and the message is overlaid absolutely, so the strip height is
  constant whether or not the message is showing.

Verified live: opacity sampling shows a full fade-out → gap → fade-in at each
scroll rewind (~every 6s), and the .ad height stays a single constant value
(30.31px) across the whole cycle including the gap. Loop-fade unit-tested.
2026-06-16 07:18:50 +02:00
Ilia Denisov 115c92b39a fix(ads): pulse a lone banner message through the fade cycle
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A single campaign message (e.g. the default campaign's one message) faded in once
on load and then sat frozen — the rotator only ran the fade/advance cycle when
more than one message existed, so with one message there were no further fades.
Drop the `total > 1` guards: every message now runs the full hold → fade-out →
gap → fade-in cycle, so a lone message pulses (the same message fades back in)
and a lone long message fades at each scroll-loop boundary. Multi-message
rotation is unchanged. Verified by opacity sampling (single message pulses
1→0→gap→0→1 without navigation); the single-message test now asserts the pulse.
2026-06-16 06:39:12 +02:00
Ilia Denisov 9f83962bf7 feat(ads): carry the banner scroll position across navigation
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Per the owner's idea: instead of moving the banner out of the per-screen header
(which would change its position), remember the banner's "life stage" and resume
it on the next screen. The engine already keeps the message + rotation timing;
this adds the scroll offset:

- bannerEngine tracks the in-flight scroll (target, duration, start). On attach,
  if a scroll is still running, it computes the current offset and calls the new
  host's resumeScroll(fromTx, toPx, remaining) — the view jumps to the carried
  offset and continues to the end over the remaining time, instead of restarting
  at the left.
- A finished scroll is left at its end; the rotator's own loop then takes over.

Verified: spot-checked in the browser (a long message at offset -785 resumes at
-788 on the next screen, not 0) and unit-tested (attach mid-scroll calls
resumeScroll with a partial offset and the remaining duration).
2026-06-16 06:26:12 +02:00
Ilia Denisov 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.
2026-06-16 05:45:38 +02:00
Ilia Denisov 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.
2026-06-16 00:35:11 +02:00
Ilia Denisov 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.
2026-06-15 23:25:27 +02:00
Ilia Denisov f8f7d39364 Stage 7: regression tests for the polished UI (logic + behaviour)
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Lock the polish branch's behaviour so a future UI edit surfaces as a failing
assertion to re-agree or fix.

Unit (vitest, node env):
- placement: recallIndex, cellOccupied/isBlankSlot, non-linear direction, the
  single-tile submit default, and placementFromHint blank-fallback / rack-exhausted.
- banner: the marquee scroll-cycle repeat-then-advance, stop(), root-relative and
  multiple links.
- client.GatewayError. Extract the check-word constraints out of Game.svelte into a
  pure lib/checkword.ts (sanitize + canCheck) and cover them.

E2E (playwright mock, Chromium + WebKit):
- commit via the 🏁 control, history slide-down + close, the exchange dialog,
  check-word input sanitising + verdict, resign-to-finished, and the Settings
  board-label mode changing the on-board labels.
2026-06-03 17:33:47 +02:00
Ilia Denisov 2c96c19aac Stage 7 polish: game rework + board zoom + tests (Parts D/E/F/I)
- Board: fixed-viewport transform-scale zoom (animated) with counter-scaled cqw labels, corner letters, bonus-label modes (boardlabels), contrasting grid lines
- Game: Screen shell + game tab-bar (Draw/Skip/Hint/Shuffle) via HoldConfirm popovers; MakeMove 🏁 + compact popup; rack collapses used slots; hint places tiles on board (placementFromHint) + no_hint_available toast; Scores:N replaces Hints; history slide-down (swipe/click, scroll-locked); check-word alphabet/length limit + in-memory cache + 5s throttle
- backend: no_hint_available result code split + test
- vitest: banner rotator + linkify, resultBadge, boardlabels, placementFromHint (29 tests); Playwright smoke updated; prod bundle ~74 KB gzip
2026-06-03 13:33:03 +02:00