da17c18895b0af43b7f176f8ab575a1be8f0936d
193 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
f3914af793 |
fix(ui): recentre the board on a hint taken while already zoomed in
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 57s
The board only scrolled to the hint's word when the hint also toggled zoom (the zoom-out case): the recenter effect tracked `zoomed` and read `focus` untracked, so a hint taken while ALREADY zoomed in — no zoom change — never recentred and the board stayed parked where the player was looking. Add a `recenter` nonce the hint bumps; the board's scroll effect tracks it and, when it fires without a zoom toggle, pans straight to `focus` (the board width is stable, so the width-driven zoom tween has nothing to ride). Placing a 2nd+ tile or hovering a dragged tile still set `focus` without the nonce, so the board never jumps on those — the original no-jump intent is preserved. e2e: zoom into the corner, then hint (the mock plays at the centre) — the board pans toward the centre. Verified RED without the fix (both engines), GREEN with. |
||
|
|
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. |
||
|
|
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. |
||
|
|
4409253dce |
fix(ui): also resync an open game on a foreground regain without a stream drop
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 0s
CI / deploy (pull_request) Successful in 59s
Closes the residual tail of the previous commit: when the live stream stays alive across a brief suspend (Telegram/iOS can pause the socket without tearing it down), an in-game event shed from a full hub buffer is never recovered by the reconnect refetch (no reconnect) or the open-game poll (it only runs while the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a foreground regain that did not drop the stream, and have Game.svelte refetch the open game once per resync. Also rescues a missed move/game_over after a suspend. Add a silent-join mock seam + an e2e isolating this path; extend the ARCHITECTURE §10 fallback note. |
||
|
|
16402e64c0 |
fix(ui): poll/refetch fallback for a missed opponent_joined in the open-game wait
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 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 57s
PR #51 moved the auto-match "wait for an opponent" from the lobby matchmaking screen into the open game but did not carry over that screen's poll fallback. The notify hub is best-effort and never replays, the live-stream resubscribe sends no cursor, and the game screen refreshed only from push events — so an opponent_joined dropped while the stream was down (e.g. a mobile suspend) left the starter stuck on "searching for opponent" until they re-entered the game. Unlike opponent_moved/game_over, opponent_joined has no follow-up event to trigger the existing move-count gap refetch. Recover it in Game.svelte: (A) refetch once on stream reconnect (covers the common suspend/resume case and rescues a missed move/game_over too), and (B) poll game.state every 2.5s while still waiting with the stream down (mirrors the old matchmaking startPoll). Add a mock-mode __stream e2e seam and two specs isolating each path, fix the now-stale streamAlive comment, and document the fallback in ARCHITECTURE §10. |
||
|
|
a4e6727c70 |
feat(ui): merge Exchange/Pass into one action; drop dead Tournaments tab
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 1m0s
Lobby: remove the inert 🏆 Tournaments tab (it only raised a 'coming soon' toast); the lobby is back to three tabs, matching docs/FUNCTIONAL.md. Game: fold the separate 🥺 Skip (pass) tab into the 🔄 tab, now Exchange/Pass. Its dialog passes when no tile is selected (button 'Pass without exchanging') and exchanges when tiles are ('Exchange N'). The tab is no longer gated on an empty bag (pass must stay reachable in the endgame); inside the dialog tile selection is disabled while the bag is below a full rack (bagLen >= RACK_SIZE). The merge is UI-only. A pass is NOT an exchange of zero tiles: the rules allow an exchange only with a full rack left in the bag and forbid a zero-tile swap, while a pass is always legal; GCG (Poslfit) writes a pass as a bare '-' and an exchange as '-TILES'. Pass and exchange stay distinct end-to-end (wire, engine, history/GCG); the dialog dispatches the existing gateway.pass / gateway.exchange. No backend/wire/history/GCG change. Docs: docs/UI_DESIGN.md, docs/FUNCTIONAL.md (+_ru), PRERELEASE.md. Tests: ui/e2e/game.spec.ts. |
||
|
|
a3cb917ec7 |
fix(lobby): land in the opened game on enqueue + keep open games active in the lobby
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 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 58s
Review fixes for open-game auto-match: decodeMatchResult dropped the game when matched=false (an open game awaiting an opponent), so the client never navigated into it - decode the game whenever present. The lobby grouped open games (status != 'active') into 'finished'; treat 'open' as in progress in groupGames/isMyTurn and resultBadge. The under-board status bar now reads "Opponent's turn" while the empty opponent seat is to move (instead of the searching placeholder). The New Game rule toggle is shown from the start when a Russian variant is available, so selecting a variant no longer shifts the layout. Regression tests: codec (game decoded with matched=false), lobbysort + result (open is in progress), and the new-game e2e updated. UI-only; no backend or schema change. |
||
|
|
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. |
||
|
|
cb75623677 |
feat(ui): lighten the light-theme last-word highlight to a brighter burgundy
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 57s
At #8c4a3c the highlight blended into the lighter board in the light theme. Give the light theme a lighter burgundy #9c5849 while the dark theme keeps #8c4a3c — the two are tuned per theme because perceived contrast depends on the surrounding board tone. |
||
|
|
107add13b6 |
feat(ui): use a warm burgundy for the last-word highlight in both themes
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
The gold/brown recent colour shared the tile's warm hue, so it could not separate from both the near-black glyph (when dark) and the tan tile (when light) at once. Switch --tile-recent to a burgundy #8c4a3c whose red hue stays distinct from both, in light and dark, and unify the value across all three theme blocks. |
||
|
|
359758a01a |
feat(ui): tint last-word letters for the recent highlight; lift dark bonus contrast
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 1m1s
Dark theme: the 2x/3x bonus-square pairs were too close to tell apart. Soften the 2x squares (sky blue #4a779b, rose #a8636b) and deepen the 3x squares (#2c527a, #9c3f34) so each pair reads as two distinct steps. Light theme is unchanged. Last-word highlight (both themes): stop tinting the tile background — the tile keeps its normal fill, and instead the placed letters (not the point values) are drawn in the recent-move colour. The opponent-just-moved flash now pulses the letter between its normal colour and the recent colour, with no background animation and no white peak. Reconcile the explicit [data-theme=dark] --tile-recent with the OS-dark value so the highlight reads the same however dark is selected, and darken --tile-recent a step in every theme. Update docs/UI_DESIGN.md. |
||
|
|
f73f76220d |
test(ui): cover the invitation-card single-word indicator
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 46s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 58s
Make the mock invitation a Russian single-word game so the card's "One word per turn" line renders, and assert it in the lobby e2e. |
||
|
|
0b57400c6f |
feat(ui): single-word rule indicators + auto-match select redesign
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 46s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m9s
Surface the per-game "single word" rule to the client and refine the random-opponent New Game screen. - Wire: thread multiple_words_per_turn into the GameView and Invitation FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both the backend push-event and gateway REST paths. - In-game indicators (single-word games only): a small 1 in the status bar's score-preview slot (yields to the live preview) and a centred "One word per turn" label in the history-drawer header. Standard games show neither. - Invitation card gains a "One word per turn" line for single-word invitations. - Auto-match redesign: variant plaques are mutually-exclusive selects (highlight on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom "Start game" button (disabled until a variant is chosen) confirms. The rule toggle appears once a Russian variant is selected. - Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN. |
||
|
|
74455c7b12 |
feat: "multiple words per turn" rule for Russian games
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 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m10s
Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).
- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
+ rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
|
||
|
|
390b4c756f |
UI: soften the board checkerboard's dark cells
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 1m1s
The gapless-board dark cells mixed 12% black into --cell-bg, which read too contrasty and competed visually with the bonus cells. Halve the tint to 6% (both themes, keyed off --cell-bg as before) for a gentler checkerboard. |
||
|
|
c32a15730a |
UI: fix the lobby slide on Telegram cold launch (correct the cause)
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 57s
The first attempt (the App.svelte `started` gate) targeted the first pane mount,
but the slide is a second render. On a Telegram cold launch the URL fragment is
Telegram's #tgWebAppData=... launch params, which the router parsed as notfound;
bootstrap's navigate('/') then corrected it to the lobby asynchronously, re-keying
the route pane (notfound -> lobby) and sliding the lobby in as if returning from a
screen. A reload was static because the hash was already #/.
Treat a Telegram launch fragment as the lobby root in the router, so the route is
correct from the first pane (no re-key, no slide). Extract the pure hash->Route
parsing into routeparse.ts so it unit-tests without a DOM, and revert the gate
(the first pane never slid — local transitions skip the initial mount, as clean
browser launches showed).
Tests: routeparse unit tests (incl. the tgWebApp fragment); an e2e that launches
with the fragment in the URL and asserts the lobby plus the normalised #/ hash.
|
||
|
|
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.
|
||
|
|
883212f9d1 |
UI: remove the lobby game-row tap highlight
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 44s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 56s
A tap/click on a lobby game row flashed a highlight on both tappable areas (the open body and the right chevron/kebab), and the .open:active background lingered while the finger was held — pointless feedback that only spoiled the look. Drop the held :active background and set -webkit-tap-highlight-color: transparent on the row's buttons. |
||
|
|
92f48a3b12 |
Backend infers play direction; UI previews words and gates submit on legality
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 44s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m9s
A single tile that only extended a word perpendicular to the client-declared direction was rejected: the UI always sent dir=H for one-tile plays (the dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing "А" above "БАК" to form "АБАК" failed the solver's main-word-length check even though the word is in the dictionary. Make the backend infer a play's orientation from the placed tiles and the board (internal/engine.resolveDirection): two or more tiles by the line they share, a lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V" (SubmitPlayDir) so a rebuilt game matches the one committed. UI: stop computing/sending direction; the preview now shows the words a move forms with its total score (game.previewWords); the make-move control is disabled until the play is confirmed legal; the "your turn" label hides while tiles are pending. Delete the orphaned Controls.svelte. Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode and the loadtest edge client to the new contract. Bake the decision into ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README. |
||
|
|
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. |
||
|
|
6268b9d2a2 |
UI: pin the SPA document so iOS/WKWebView cannot rubber-band the page
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 43s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m1s
On iOS (notably the Telegram Mini App) the document elastic-overscrolls on a vertical drag even with overscroll-behavior:none — the whole page stretches and bounces, and it fought the board's swipe-to-open-history. Telegram's own swipe-to-minimise is already disabled at launch; this removes the remaining WebKit document bounce by pinning the document (position:fixed + overflow:hidden) for the game SPA only. Every screen already fits the visual viewport (--vvh) and scrolls its own inner areas, so the document never needed to scroll. Scoped to the app via an `app-shell` class set in main.ts; the standalone landing page (landing.ts) keeps its normal scrolling document. e2e locks the contract on both entries. |
||
|
|
e68fe61e39 |
UI: render move history as a per-seat column grid + swipe-down to open
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 42s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 58s
Replace the flat chronological move list with a ruled matrix aligned under the score plaque: one column per seat, each seat's moves filling its column top to bottom. A cell is the move's word(s) and its score, "WORD (12)", centred; the player names and the running total are dropped (the plaque heads the column and shows the live total). Non-play moves keep their dim parenthesised tag; the awaited opponent's next cell shows a dim "thinking..." (never the viewer's own turn). Thin 1px rules between columns and rows match the panel's separator. Re-introduce a swipe-down-on-the-board gesture to open the history, gated to the zoom-out board scrolled to its top so it never fights the zoomed board's pan or the stage's own vertical scroll (the conflict that retired this gesture before). Grid layout extracted to lib/history.ts (unit-tested); add game.thinking to the EN/RU catalogs; e2e covers the gesture and the grid on Chromium and WebKit. |
||
|
|
b14cc38919 |
UI: render non-play history moves as a dim lowercase tag
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
Per owner feedback: pass/exchange/resign/timeout rows in the move history now read as a dim, parenthesised, lowercase tag — e.g. «(обмен)» — so they stand apart from a scored word. The move.* catalog values are lowercased (resign RU → «сдаюсь»); the parentheses and the muted colour (var(--text-muted)) are applied in the view via a .ha.sys modifier. |
||
|
|
ac29dca865 |
UI: fix last-move highlight, localize move history, clamp zoom 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 41s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 57s
- Highlight tracks the last move overall (not the last word): a trailing pass/exchange now highlights nothing, so the board no longer lights up the opponent's old word after our own empty move. - Make the highlight event-driven: refreshed only on a real game event (open/refresh, opponent move, our own committed move) and dismissed the moment composing starts, so recalling a just-placed tile never re-triggers it. - Localize non-play move-history labels via new move.* catalog keys (pass/exchange/resign/timeout); the label printed the raw English action. - Clamp the zoomed board's pan at its edge (overscroll-behavior: none), removing the native rubber-band past the content. Tests: lastMoveCells unit coverage (trailing pass/exchange -> empty), i18n RU label assertions, an e2e overscroll-contract check on the zoomed viewport. |
||
|
|
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. |
||
|
|
1079878654 |
R6(c): drop dead opponent_moved scalars (seat/action/score/total)
These pre-R4 summary scalars on OpponentMovedEvent were redundant with the move/game delta and read by nobody — the UI codec and mock take only move/game/bag_len, and the gateway forwards the push payload verbatim. Removed from scrabble.fbs, the notify emit (notify/events.go) and the round-trip test; regenerated the FB Go + TS bindings. No prod data, so the wire-slot renumber is free and there is no DB change. |
||
|
|
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. |
||
|
|
d4ef951db9 |
R5: bundle slimming — retarget the budget to the app, no code slimming
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 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m0s
Analysed the real dist (gzip + sourcemap attribution): the bundle is already minified + tree-shaken and dominated by the Connect/FlatBuffers transport runtime + generated bindings + the Svelte runtime (~2/3 of main), so no in-scope code slimming is warranted. Lazy-loading was rejected (bundle-size.mjs sums every chunk -> zero total-size win, plus +N gateway fetches of latency); i18n lazy-load and chunk-collapsing likewise (caching/HTTP2). Instead bundle-size.mjs now measures per HTML entry with three independent gates (app entry <=100 KB, Svelte+i18n shared <=30 KB, landing-own <=5 KB): the app's real payload is its entry chunk + the shared chunk (~97 KB), never landing.js. Same CLI + exit-code contract, CI step unchanged. Fixed the stale ~82 KB figure in the script and ui/README.md. No app code change. |
||
|
|
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. |
||
|
|
26aa154547 |
R1: schema & naming reset — squash migrations, rename variants
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod data; verified schema-identical to the chain via a pg_dump diff + the green integration suite) and rename the game-variant labels english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the backend, the FlatBuffers wire values and the UI. dawg filenames and the Go enum identifiers are unchanged; the i18n display keys are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups. |
||
|
|
d87c0fb10b |
Stage 17: cap display-name special characters at 5 (ui + backend)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 35s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m3s
display_name validation gains a rule: at most 5 special characters — the '.' / '_' punctuation (spaces, which separate words, don't count) — so a still-well-formed name can't be mostly punctuation. Mirrored in the Go ValidateDisplayName and the UI validDisplayName; both unit-tested (5 ok, 6 rejected, 'J. R. R. Tolkien' ok). Docs: FUNCTIONAL (+ _ru). |
||
|
|
84ecc85f51 |
Stage 17 #2 fix: connection failures show only the spinner, never a toast
A dropped/reset/timed-out connection can surface as a Connect code other than Unavailable (Canceled/DeadlineExceeded/Unknown/…) which fell through to the generic 'internal' -> a red 'something went wrong' toast appeared alongside the Connecting spinner. Now toGatewayError (moved to the pure retry.ts, unit-tested) collapses every transport-level code to 'unavailable' so it is retried + flips offline; and handleError suppresses the toast for any connection code AND whenever the app is mid-reconnect (!connection.online), covering the race where a unary error lands before the stream reports the drop. Genuine server-internal / domain errors still toast while online. |
||
|
|
efa1d0bd22 |
Stage 17 #2: extend the offline soft-disable to all server-action buttons
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 35s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m6s
Following the in-game bar, the Connecting indicator now also visually disables the
other proactive (server-sending) controls while offline: chat send + nudge, profile
save / link email|telegram / merge-confirm, friends (redeem, get-code, accept/decline,
unfriend, block, unblock), New Game (auto-match variant + send-invitation) and the
lobby hide ❌. Purely local controls (board/rack/reset, menus, navigation, settings,
copy-code) stay live. Each reads the global connection.online signal; full e2e + 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. |
||
|
|
f166ff30fe |
Stage 17 #4: enrich the out-of-app your-turn push + add game-over
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 34s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m20s
The Telegram 'your turn' notification now names the opponent and recaps their last
move (voiced as the opponent: «{name}: my move — «WORD». Score 120:95» for a scoring
play; a short 'swapped / passed, your turn' otherwise), and a new game-over
notification reports the result + final score when a game ends by any path (closing
play, all-pass, resign, timeout). Scores are recipient-first (the reader's score
leads), 2-4 players (120:95:80).
- schema: YourTurnEvent gains opponent_name/last_action/last_word/score_line
(appended, backward-compatible); new GameOverEvent{result, score_line}. Go + UI
bindings regenerated (flatc 23.5.26 + pnpm codegen).
- backend: notify.YourTurn enriched + notify.GameOver; emitMove resolves the mover's
name and emits per-recipient (your_turn to the next mover, game_over to every seat),
with recipient-first score lines built in one place.
- gateway: game_over joins the out-of-app whitelist (routing.go).
- connector: render builds the enriched your_turn + game_over text per language (en/ru).
- tests: notify round-trip (enriched + game_over), emit (enriched fields + game_over to
all seats / per-seat result), connector render (en/ru), routing; integration replay
(play → your_turn with real name; resign → game_over) green.
- docs: ARCHITECTURE push catalog + out-of-app set, FUNCTIONAL (+ _ru), PLAN tracker.
|
||
|
|
13361c098c |
Stage 17 #5: make the active-row chevron open the game (not a no-op)
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 36s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s
Owner review: the '>' on an active game row should be a real tap target that opens the game, like the rest of the row — not inert. The chevron now navigates (kept out of the tab order / a11y tree since the row's main button already does the same), and active-row swipes no longer suppress the tap. Adds an e2e for the chevron navigation. |
||
|
|
4999478ded |
Stage 17 #5: hide finished games from your own lobby list
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 35s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m16s
A player can remove a finished game from their own 'my games' list. The action is per-account, finished-only and irreversible (the game stays for the other players; there is no un-hide). - backend: migration 00012 game_hidden(account_id, game_id); store HideGame + hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide. - gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame. - ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop), active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache sync; mock + transport + client wiring; lobby.hideGame label (en/ru). - tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account, idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a pre-existing chat-screen .back transition flake surfaced by the new test's timing. - docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker. |
||
|
|
a84e9d8cb7 |
Fix screen-slide direction: by route depth, so back from chat/check slides back
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 35s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
The 'lobby is back' rule slid the chat/check back-to-the-game forward. Direction is now computed from route depth (lobby < game < chat/check): shallower = back, deeper = forward. |
||
|
|
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. |
||
|
|
6b6baf5710 |
Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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 1m19s
Lobby: group the my-games list into your-turn / opponent-turn / finished (empty sections hidden), ordered by last activity (your-turn oldest-first, the other two newest-first), as a compact line-separated list. gameDTO and FB GameView gain last_activity_unix (turn start while active, finish time once finished); a pure lib/lobbysort.ts holds the grouping/ordering. Friends: the in-game 'add to friends' item is now server-derived via a new GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with a pending OR declined request (both read as 'request sent'), so it is correct across reloads; it shows a disabled '✓ in friends' once accepted. It live-updates when the opponent answers: RespondFriendRequest now publishes friend_added (accept) / friend_declined (new notify sub-kind, decline) to the original requester, whose open game re-derives its friend state. Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests; backend integration ListOutgoingRequests + respond-publishes-to-requester; e2e updated for the new lobby section labels + a non-friend active opponent. Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN. |
||
|
|
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. |