d76f1f40267ddc5ac0b23635d0f29a0a10870af0
57 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
6a5ce12fab |
fix(vk): friend-code link as ?hash, Android safe-area via bridge insets, landscape home-bar colour
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 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m22s
Contour review of the VK Bridge group: - #6 invite link: VK's documented '#' direct-link payload is eaten by the vk.com SPA before it reaches the app, so the friend-code link now carries the payload as a query param (vk.com/app<id>?hash=f<code>); the recipient already reads the `hash` query param (vkStartParam). (Whether VK forwards the '?' through to the iframe is being confirmed on the contour.) - #8 Android: the VK mobile webview does not surface the home-bar inset via CSS env() (config insets are iOS-only), so subscribe to the bridge insets (VKWebAppUpdateConfig + VKWebAppUpdateInsets) and set --tg-safe-* to max(env(), the VK value). - #8 landscape colour: the home-indicator strip was the (grey) page background because the two-pane landscape game has no bottom bar. The left-panel controls bar now paints its own chrome into the inset (Screen gains a selfInset flag that drops the shell's detached padding strip), and the game-land runs flush to the edge. Verified: svelte-check, 347 unit, build, bundle-gate; the landscape safe-area painting reproduced in the mock (controls bar + board reach the edge, strip takes the bar colour). The VK-Bridge / VK launch behaviours (Android insets, the ?hash forward) need the live contour. |
||
|
|
35705f7d1e |
fix(telegram): defer deep-link notices until the loading cover clears
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 23s
CI / ui (pull_request) Successful in 56s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m28s
The stale-invite / welcome-on-redeem notices are raised during boot, so the native popup fired over the loading splash. Gate both the native popup and the in-app Modal on the current route's loading cover being gone — the tile splash on the lobby (splashDone), the plain loading screen elsewhere (app.ready) — so the notice appears with the settled screen on every build (Telegram and native/web alike). |
||
|
|
4f0cc81dfb |
fix(telegram): evaluate native-dialog availability at fire time
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Successful in 56s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m27s
The deep-link info modals (stale invite, welcome-on-redeem) captured
insideTelegram() && telegramDialogsAvailable() in a const at component init, but they
mount in App before bootstrap loads the SDK, so the value was always false and they
fell back to the in-app Modal even inside Telegram. Evaluate it at fire time (in the
effect and the {#if} guard), as the destructive confirms already do at click time.
|
||
|
|
2ba7cc3086 |
feat(telegram): native dialogs for confirms and deep-link notices
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 56s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Inside the Mini App, route the destructive confirmations (resign, block, unfriend) through Telegram's native showConfirm, and present the deep-link info modals (stale invite, welcome-on-redeem) as a native showPopup whose button opens the bot chat. Outside Telegram, or on a client predating the dialogs, the existing in-app Modal is used unchanged; offline also keeps the modal so the action retains its disabled state. Adds showConfirm/showPopup wrappers to telegram.ts and a pure popup-params builder (nativedialogs.ts) with unit tests; the deep-link modal components choose native vs in-app via an effect gated on insideTelegram + dialog availability. |
||
|
|
d0f60ee41d |
fix(telegram): paint the home-indicator strip with the bottom bar's colour
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 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m15s
The safe-area bottom inset was reserved on the Screen wrapper, so the strip that holds space for the home indicator showed the content background and read as detached from the coloured bottom bar / header above it. Move the bottom inset onto the bottom bar: the Screen .tabbar wrapper now paints --bg-elev and pads itself by --tg-safe-bottom, so the strip continues the TabBar's chrome; a screen with no tab bar pads its bottom-most content (.content:last-child) instead, so the strip takes that content's own colour. |
||
|
|
b84bd1297e |
feat(telegram): clear bottom and side safe-area insets
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 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m17s
Only the device safe-area TOP inset was mirrored, so on phones with a home indicator the rack / bottom bar sat under it, and in landscape the notch clipped the screen edges. Mirror the full device safe-area inset (bottom / left / right) into new --tg-safe-bottom / --tg-safe-left / --tg-safe-right CSS vars (0 outside Telegram) and pad the shared Screen wrapper by them, so every screen clears the home indicator and the landscape notch; the top inset stays owned by the header. Replace telegramSafeAreaTop with telegramSafeAreaInset (the full inset object), with a unit test. |
||
|
|
c02262fcf7 |
style(ui): halve custom header top/bottom padding
The custom title bar was too tall. Halve the standard bar padding (10->5px) and, in the Telegram path, the notch gap (16->8px) and bottom (6->3px); the notch safe-area inset is unchanged. Title and back chevron stay vertically centred. |
||
|
|
37070c3cb7 |
feat(ui): drop Telegram fullscreen; own back chevron everywhere; hidden debug panel
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 56s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m13s
Finalises the Telegram Mini App navigation work after on-device testing (Pixel 10 / Android 17 + iOS, fresh beta clients): - Remove requestFullscreen entirely. Immersive fullscreen hid Telegram's native header (and its BackButton) and the Android system swipe-back minimised the app; the owner prefers the windowed full-size (expand) presentation, so the app never requests fullscreen on any platform now. - The app's own back chevron (Header, showBack = !!back) drives back-navigation on every platform; the native Telegram BackButton is dropped — it does not render in the windowed Mini App (backVisible=false on iOS and Android), so relying on it lost back navigation (notably none on iOS). - Replace the temporary always-on diagnostic overlay with a hidden debug panel (components/DebugPanel): ten quick taps on the header title open it; it shows a privacy-safe client diagnostic snapshot (app version, locale, online, userId, Telegram chrome / viewport / SDK state — no secrets, no IP) and shares it via the OS share sheet / clipboard; a tap anywhere except Share dismisses it. - Drop the now-dead telegramRequestFullscreen / telegramBackButton / isTelegramAndroid helpers and the iOS-fullscreen unit test. Telegram has no native non-modal notification API (only modal showPopup / showAlert), so in-app toasts stay ours. Docs: UI_DESIGN.md. |
||
|
|
53d6883ffd |
fix(ui): own back chevron in Telegram on all platforms; drop the native BackButton
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 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m30s
The Telegram native BackButton does not render in the windowed Mini App (the owner's emulator + a fresh beta TG report backVisible=false on both iOS and Android), so relying on it lost back navigation — iOS had no back affordance at all. Show the app's own back chevron whenever there is a back target, on every platform (Header showBack = !!back), and drop the now-dead native BackButton effect (App.svelte). The native close control stays — a windowed Mini App cannot hide it (no Telegram API). WIP: the temp lobby diagnostic overlay and the requestFullscreen no-op remain for the owner's emulator test; finalize after confirmation. |
||
|
|
6f00c2f41d |
chore(ui): TEMP disable fullscreen for testing + Android back chevron + BackButton diag
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) Failing after 8s
CI / gate (pull_request) Failing after 0s
CI / deploy (pull_request) Has been skipped
WIP for the Android nav investigation (TEMP bits reverted before merge): - telegramRequestFullscreen: temporarily a no-op (incl. iOS) so the owner can confirm the Android "fullscreen look" is Telegram's own Mini App presentation, not our requestFullscreen (isFullscreen is already false on Android). - Header: show the app's own back chevron in Telegram on Android, where the native BackButton does not render — a reliable tap-back. [keep] - Diagnostic overlay moved app-wide (pointer-events:none) and now reports BackButton state (req/present/visible) + viewport geometry, to see whether the native BackButton can capture the Android system swipe-back. |
||
|
|
a393561d79 |
fix(ui): align the Erudit blank star with neighbouring tiles
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 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
Rack: the empty-blank star is now top-anchored level with the letters and a touch larger (was centred, sitting low). Board and Stats best-move tiles: the placed-blank star's ink is centred on the value digits' line (was slightly high). CSS-only nudges; pixel offsets measured against the rendered glyphs. |
||
|
|
e3e4cedc77 |
feat(ui): Erudit blank tiles carry the star (✻) mark
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 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m17s
The Erudit variant's blank is the "звёздочка", so render it with a star. An empty rack blank (and its drag ghost) shows ✻ centred; a placed blank keeps its designated letter and carries ✻ where the (absent) point value sits — on the board and in the Stats best-move tiles. The Scrabble variants are unchanged. Gated by usesStarBlank() in lib/variants.ts. |
||
|
|
ba6ee90278 |
feat(ui): tile-crossword loading splash for cold lobby open
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 57s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m17s
On a cold app open the lobby's game list arrives over the network; on a slow link the empty "no games yet" line flashed before the games loaded. Add a full-screen tile splash that lays a Scrabble crossword of ЭРУДИТ / ЗАГРУЗКА / ОЖИДАНИЕ (Эрудит point values, hardcoded since the alphabet table is not cached at boot) until the lobby's first load settles, then removes itself to reveal the populated list. - lib/splash.ts: pure layout + reveal schedule (unit-tested). - components/Splash.svelte: App-level overlay; per-tile drop-in; loops ЗАГРУЗКА → ОЖИДАНИЕ until ready, dismisses on a word boundary. Static ЭРУДИТ under reduced motion / the mock build. - app state: lobbyReady (set by Lobby on first settle) + splashDone, reset on logout. - App.svelte: overlay while routeIsLobby && !splashDone; the plain text splash now only covers non-lobby deep-links during bootstrap. - docs: UI_DESIGN + FUNCTIONAL (+ _ru). |
||
|
|
57c778f9b2 |
feat(telegram,game): single bot + per-user variant preferences
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 57s
Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.
- Telegram: one bot; drop service_language and the supported_languages
set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
connector proto). The single bot renders chat and out-of-app push in
the recipient's preferred_language; remove the game-language push
routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
{erudit_ru}, CHECK non-empty + subset of the three variants). Gates
the New Game picker, vs-AI and the friend invitation the player
creates, enforced server-side (HTTP 400 otherwise); an invited friend
may still accept any variant. Edited on the Settings screen; variants
are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
backend, ui, UI_DESIGN, PRERELEASE).
The migration squash is deferred to a follow-up PR.
|
||
|
|
ab1ad998aa |
feat(ui): batch of UI polish tweaks
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 52s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
- admin dashboard "Users" count excludes robots (CountUsers, humans only) - lobby finished-game delete reveal: background matches header/tab-bar (--bg-elev) - mobile: swipe up on the zoom-out board (no staged tiles) shuffles the rack - lobby: status icons -25%, game-row top/bottom padding halved - toast: info tier drifts up ~a tab-bar height while fading over 2s and dismisses on tap; error tier unchanged - game: confirm-move button stays pinned at the right edge; rack tiles shrink to fit so a full rack never overflows onto it - telegram: a successful invite-link redeem shows a welcome window pointing at the bot - settings: remove the grid-lines toggle; the board is always a gapless checkerboard - settings/comms hubs: the selected tab highlight wraps icon + label as a pill Docs: UI_DESIGN (toast, board surface, selected tab), PLAN; e2e updated for the removed grid-lines toggle. |
||
|
|
8793bd34f2 |
feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
The statistics screen gains real depth, plus a hint-count bug fix found along the way. - Best move per variant: the screen shows the actual best-move word (drawn as game tiles; a wildcard shows its letter but no value), broken down by game variant, empty variants omitted. New account_best_move table, written at game finish. - Moves & hint share: two new lifetime tiles — the player's play count and the share of plays that used a hint — from summed account_stats counters (moves, hints_used). Honest-AI games are excluded, like the rest of the stats. - Hint-count fix: the in-game hint badge no longer goes stale across games. The global wallet now rides the wire apart from the per-game allowance (wallet_balance on StateView/HintResult/StatsView), so the client reads the live wallet rather than a per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet), its true per-game total. - Account merge: sums the new moves/hints_used counters and merges the per-variant best moves (higher score kept), which it previously dropped. - Admin: the user card shows Moves and Hints used. - UI polish: tab/label wording, game-over text, and e2e selectors hardened against label changes. All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru, UISN_DESIGN) updated in step. |
||
|
|
7cd4474945 |
fix(ui): pin the in-game ad-banner height on a short viewport
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 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m0s
The ad banner lives inside the grown game header (`.nav.grow`, portrait game only). That rule carried `flex: 1 1 auto`, so on a short viewport the flex algorithm shrank the header — clipping the banner (`.ad` is `overflow:hidden`) — *and* the board's scroll area at the same time. The banner and the board ended up splitting the vertical squeeze. Drop the shrink (`flex: 1 0 auto`): the header still grows into spare height (banner under the title, board pinned to the bottom), but on a short viewport it holds its natural height and the board's own scroll (`.stage`) absorbs the whole squeeze. The banner now keeps a constant height. Portrait-only: in landscape and on every other screen `.nav` is already `flex: 0 0 auto`, so the banner never shrank there. Verified in the mock UI (portrait, live banner): at 440px tall the banner held 30px (was clipped to 14px) while the board scrolled; the tall-viewport layout is unchanged. Full UI suite green locally (check, 272 unit, build, bundle-size, 140 e2e). |
||
|
|
12d128f1cc |
feat(nudge): name the sender; blink lobby cards; re-animate toasts
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
|
||
|
|
dd45af20ef |
fix(ads): fade the scroll rewind + keep the banner strip height constant
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 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m3s
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. |
||
|
|
9f83962bf7 |
feat(ads): carry the banner scroll position across navigation
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 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 57s
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). |
||
|
|
dc582e9f73 |
fix(ads): restore reliable banner fades + keep banner on profile update
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
Two regressions from the previous banner pass: - Fade (#2): the manual-opacity fade could paint opacity 0 and 1 in one frame and skip the transition — most visible for a single (default) campaign message, whose only fade is the first show. Revert the fade to Svelte transition:fade (which forces the from-state, so even the first/only message fades), keeping it on its own {#if} layer independent of the scroll. A freshly-mounted view onto a running cycle still renders the live message instantly (inFade duration 0 once), so navigation does not replay the fade. Verified by opacity sampling: advances fade, navigation stays at opacity 1. - Profile update (#3): the banner block was attached only to GET /profile, so a profile.update (e.g. a language switch) returned a profile without it and the banner vanished until reload. A shared profileResponse() now attaches the banner to GET, PUT and the link/merge profile responses. Regression test added (TestBannerSurvivesProfileUpdate). Still open: the scroll position is not preserved across navigation (the view remounts); discussed separately. |
||
|
|
5fb0daa746 |
fix(ads): banner truly continuous across navigation + re-measure on resize
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 8s
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 1m6s
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.
|
||
|
|
3b20abe0bd |
feat(ads): banner under the header, continuous across navigation, robust fades
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 1m1s
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.
|
||
|
|
cb4a31a860 |
feat(ads): client banner rotation, fade UX & live toggle (PR2)
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 50s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 58s
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. |
||
|
|
bd0482c376 |
feat(ui): route all in-app external links through Telegram openLink
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 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 59s
Extend the openLink routing from the dictionary lookup to every external
link shown inside the Mini App, so none triggers the WebView's 'open this
link?' confirmation. A shared onExternalLinkClick handler resolves the anchor
via closest() (so it also works delegated on {@html} content), backed by a
pure routeExternalLinkInTelegram decision: only inside Telegram, only an
external http(s) target=_blank link, excluding same-origin/in-app and t.me
links (t.me keeps openTelegramLink). Applied to the word-check lookup, the
About rules link, the Feedback operator-reply links, and the feature-gated
announcement banner.
Outside Telegram every anchor keeps its native target=_blank.
|
||
|
|
4d6df4bd8b | Merge pull request 'feat(ui): настоящий share friend-code + ссылка по текущему боту (service_language)' (#66) from feat/friend-invite-share into development | ||
|
|
853730823b |
feat(ui): refine Telegram invite & close UX
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 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m2s
- Shared invite links open the Mini App fullscreen (mode=fullscreen), so a shared link matches the bot's own fullscreen launch. - A used or expired invite deep-link now lands the visitor in the lobby with a gentle notice pointing at the right bot (@<username>, by service language), instead of a red "code invalid/expired" error on the Friends screen. - The in-game close confirmation is armed only on Telegram mobile clients; on desktop (tdesktop/macOS/web) it is skipped, where the "changes may not be saved" dialog is just noise (drafts auto-save). |
||
|
|
800a692766 |
fix(ui): a board pinch-zoom no longer triggers swipe-back
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 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 58s
The edge swipe-back armed on the first finger and fired on release even when a second finger had joined (a pinch-zoom — the board is not .zoomed yet at the first touch, so the hit-test could not skip it). Track the live pointer count in the capture phase and cancel the swipe the moment a second pointer joins; the back navigation fires only for a lone finger. Synthetic-PointerEvent e2e covers both. |
||
|
|
9277a70565 |
UI: drop tab-bar tap highlight; don't slide the first screen on launch
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 44s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m0s
Tab bar: tapping a bottom-tab icon flashed a background — the icon square's
:active press tint plus the default WebKit tap flash, the same pair removed from
the lobby rows. Drop the press tint and set -webkit-tap-highlight-color:
transparent on .tab. The selected-tab highlight (Settings / Comms hubs) stays.
Startup slide: the route pane's in:slideX is local to its {#key} block, so it
plays on that block's own first mount when app.ready flips — the lobby slid in on
launch as if navigated into from another screen. Gate the slide duration to 0 for
the first pane shown after boot (a `started` flag set right after it mounts), so
launch is static while every later route change animates as before.
|
||
|
|
a41c35d5f9 |
UI: gesture & history polish — pinch/swipe fix, wider back-swipe, nudge align, history overscroll
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 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m10s
- Stop a two-finger pinch-out from also opening the history: the board wrapper arms its open/close pull only while a single pointer is down (a 2nd finger is a pinch, owned by Board). - Widen the edge-swipe-back activation band to the left half of the viewport (was 20%). - Align a chat nudge by sender like a bubble — your own to the right, the opponent's to the left (only the alignment changes). - Kill the iOS rubber-band inside the history drawer (overscroll-behavior: none). e2e: a two-finger pinch does not open the history; a back-swipe from the left half navigates back. |
||
|
|
fbd67c085c |
UI: widen the edge-swipe-back activation band
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 40s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 58s
Replace the very-narrow 24px edge-swipe trigger with a left band of ~20% of the viewport width (EDGE_FRACTION) so the back-swipe is easy to reach, keeping the simple instant-navigate behaviour (the route slide plays the animation). A hit-test keeps the wider band clear of the rack, a draggable pending tile, a zoomed-in board and text inputs, so it never hijacks those drags. Test: e2e (Chromium+WebKit) — the band swipe returns to the lobby; a swipe starting on the rack does not navigate. |
||
|
|
29f655aacd |
UI: tg-fullscreen header gap +10px (was +20) + font-scale regression test
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 55s
The +20px gap was too far; use +10px (padding-top safe-top+16). The gap is fixed px, so the clearance from Telegram's native nav stays constant when the user scales the font up — the title grows downward and the bar with it, no overflow. Locked by a new e2e test that asserts the title top is unchanged across font sizes and never overflows the bar. |
||
|
|
1b3d7dc256 |
UI: fix tg-fullscreen header height via padding-top
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 38s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 59s
min-height was the wrong lever: in Telegram the title is the bar's only child (the back chevron is hidden), so the bar is sized by padding+content and min-height (the nav-band height) never binds — the earlier bump did nothing. Drop the title clear of the native nav band with padding-top instead (notch + a 20px gap, was +6), and revert the min-height change. |
||
|
|
ad91bc728b |
UI: taller tg-fullscreen header + labelled hub tabs
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 38s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 56s
- 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. |
||
|
|
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. |
||
|
|
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. |
||
|
|
ef61b778fc |
Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
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 36s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 55s
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. |
||
|
|
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). |
||
|
|
295e45486d |
TG-fullscreen header: add height via padding (min-height wasn't binding), +12px breathing room
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 33s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m10s
|
||
|
|
a132edd40a |
TG-fullscreen header: +6px band height so native controls aren't flush (owner tweak)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 33s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m14s
|
||
|
|
7e34897d6d |
Review fixes: swipe (capture-phase, enabled in TG), TG header aligns to the nav band, DnD zoom delay 1s->0.7s
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
- Edge-swipe back now listens at the window in the CAPTURE phase (the board's pointer handlers can't swallow it) and is no longer skipped inside Telegram (where the owner tests it). - TG-fullscreen header: expose the device safe-area top (--tg-safe-top) and centre the title + menu pair within Telegram's nav band ([safe-top, content-top]) below the notch, keeping the band's height — lining up with Telegram's own controls. - DnD auto-zoom-on-hover delay reduced 1000ms -> 700ms. (Client-IP: diagnosed as the owner's home-router SNAT — the host caddy already receives 192.168.0.1 with no XFF, so the real IP is lost upstream of our stack; correct in prod. No code change.) |
||
|
|
645df52c0b |
Round-6 follow-up: UX polish + client-IP fix
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
- Client IP: the compose caddy trusts X-Forwarded-For from private-range upstreams (trusted_proxies private_ranges), so the real client IP survives the host-caddy hop (it was logging the docker caddy hop 172.18.0.x for chat moderation and bucketing the gateway per-IP rate limiter on it). Correct and spoof-safe in both contours (prod has no host caddy); peerIP unit-tested. - Ad banner gated off behind a compile-time SHOW_AD_BANNER=false (the if-branch, the AdBanner import and banner.ts are tree-shaken out of the prod bundle). - Landing: the Telegram entry is just the 64px logo (clickable, no button/text). - TG-fullscreen header: title + menu centred as a pair (hamburger right of the title), pinned to the bottom of the TG nav band. - Edge-swipe back (Screen): a left-edge rightward drag navigates to back (touch/pen only, armed from <=24px; skipped inside Telegram). - Chat soft-keyboard: a bottom-sheet Modal lifted above the keyboard by a visualViewport-driven transform (compositor-only, no page/sheet relayout). iOS-specific, needs on-device tuning; native resize=none awaits Capacitor. - Tests: e2e for the in-game '✓ in friends' item and a board→board tile relocation; codec units for last_activity_unix + OutgoingRequestList. Deferred to the next PR (agreed): #4 enrich the your-turn/game-end push; #5 hide finished games from the lobby. |
||
|
|
b720907db2 |
Review fixes #2: bigger flag star, TG header below nav, board-tile relocation
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 31s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
Addressing the review on #23: - Flag star scaled up ~25% (the hammer&sickle emblem unchanged, kept clear of it). - TG fullscreen header: drop the WHOLE header below the content-safe-area top inset (the hamburger stays to the right of the title), instead of pinning the hamburger to the physical top edge. - DnD: a placed (pending) tile can now be relocated by dragging it to another board cell (board->board); it lifts off its source cell while dragged; and it can be grabbed even on the zoomed board (touch-action:none on the pending cell, so the drag wins over the board pan). The manual-selection blue frame now clears on recall. |
||
|
|
34385240b9 |
Game/Telegram review polish: USSR flag, touch drag ghost, TG fullscreen header
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 31s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 55s
Backlog item 2 of ~4 (owner review pass): - USSR flag emblem redrawn (canonical hammer & sickle, scaled down 1.5x below the star). - Touch drag-and-drop: enlarge the drag ghost 1.5x on touch only (the finger hides the tile); suppress the iOS tap-highlight that lingered on a rack tile sliding into a dragged tile's slot. - Telegram fullscreen: its native nav no longer hides our header -- the header drops below the content-safe-area top inset and the menu (hamburger) lifts into the nav band, centred (--tg-content-top from the SDK inset + a tg-fullscreen class; new telegram.ts helper + app wiring). Tests: UI check/test:unit/build + full e2e (60) green. The iOS tap-highlight fix and the TG-fullscreen layout want on-device verification on the deploy. |
||
|
|
b15fd30c4f |
Stage 17 (contour round 4a): quick fixes
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 27s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m6s
- #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 |
||
|
|
f6bffd1f57 |
Stage 17 (contour round 3): Telegram Mini Apps polish, board scroll, keyboard overlay
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 10s
CI / ui (pull_request) Successful in 27s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 54s
- Telegram (lib/telegram.ts): chrome colours (setHeaderColor/setBackgroundColor/setBottomBarColor) match Telegram's header/bg/bottom bar to the app; native BackButton on sub-screens (app chevron hidden in TG); HapticFeedback on tile place/commit/error; enableClosingConfirmation while a game is open; disableVerticalSwipes so swipe-to-minimise doesn't fight tile drag / board scroll - #9 board-only vertical scroll: Screen 'column' mode lets the board area scroll while score/status/rack/tab bar stay fixed (zoom keeps its own scroll) - #10 check-word dialog opens in Modal keyboard-overlay mode (top-anchored, keyboard overlays the empty area) — no resize/relayout jank; other modals stay keyboard-aware - docs: UI_DESIGN Telegram integration + vertical fit/keyboard; PLAN round 2-3 follow-ups |
||
|
|
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 |
||
|
|
b7d469a06e |
Stage 8 polish: keyboard-aware modals, consistent select pickers, required game type
Tests · UI / test (push) Successful in 17s
Third owner-review pass (iPhone): - Modals (and the chat) size their backdrop to window.visualViewport, so they stay fully above the software keyboard (dvh alone left the sheet partly behind it). - On the owner's call, every profile / new-game picker is a native <select> for consistent cross-platform behaviour: the away window returns to hour + 10-minute selects (which also avoids the iOS time-wheel "clear" button), alongside the offset timezone and the game-type / move-time / hints selects. Native time/wheel inputs render differently per OS and cannot be forced to match. - New-game "play with friends" has no preselected game type — an explicit, required pick (empty placeholder); Send invitation stays disabled until both a type and a friend are chosen. A smart default (from play history / language) is TODO-6. |
||
|
|
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. |
||
|
|
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. |