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v1.15.0
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@@ -99,6 +99,14 @@ jobs:
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GRAFANA_ADMIN_PASSWORD: ${{ secrets.PROD_GRAFANA_ADMIN_PASSWORD }}
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TELEGRAM_BOT_TOKEN: ${{ secrets.PROD_TELEGRAM_BOT_TOKEN }}
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GATEWAY_VK_APP_SECRET: ${{ secrets.GATEWAY_VK_APP_SECRET }}
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# Robokassa direct-rail (backend BACKEND_ROBOKASSA_*): the prod shop login + the pass phrases
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# that sign the launch request / verify the Result callback, and the test-mode flag — a var so
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# go-live is a flag flip, not a secret redeploy ("1" runs test payments against the test
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# passwords; empty/"0" is live). An empty login leaves the direct rail disabled.
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ROBOKASSA_MERCHANT_LOGIN: ${{ secrets.PROD_BACKEND_ROBOKASSA_MERCHANT_LOGIN }}
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ROBOKASSA_PASSWORD1: ${{ secrets.PROD_BACKEND_ROBOKASSA_PASSWORD1 }}
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ROBOKASSA_PASSWORD2: ${{ secrets.PROD_BACKEND_ROBOKASSA_PASSWORD2 }}
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ROBOKASSA_TEST: ${{ vars.PROD_BACKEND_ROBOKASSA_TEST }}
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# VK ID web login: the "Web" app id (the gateway reuses it as GATEWAY_VK_ID_APP_ID at
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# runtime) + the app's protected key. Both shared across contours. The redirect URL is
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# derived from PUBLIC_BASE_URL in deploy/write-prod-env.sh.
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@@ -61,6 +61,12 @@ jobs:
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# the SAME env.sh (email / VK login / Grafana alerts survive a rollback). TELEGRAM_MINIAPP_URL
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# and GRAFANA_ROOT_URL are derived from PUBLIC_BASE_URL in deploy/write-prod-env.sh.
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GATEWAY_VK_APP_SECRET: ${{ secrets.GATEWAY_VK_APP_SECRET }}
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# Robokassa direct-rail: the rollback re-renders the same runtime env (write-prod-env.sh), so
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# it must carry the same credentials or the direct rail goes dark after a rollback.
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ROBOKASSA_MERCHANT_LOGIN: ${{ secrets.PROD_BACKEND_ROBOKASSA_MERCHANT_LOGIN }}
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ROBOKASSA_PASSWORD1: ${{ secrets.PROD_BACKEND_ROBOKASSA_PASSWORD1 }}
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ROBOKASSA_PASSWORD2: ${{ secrets.PROD_BACKEND_ROBOKASSA_PASSWORD2 }}
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ROBOKASSA_TEST: ${{ vars.PROD_BACKEND_ROBOKASSA_TEST }}
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VITE_VK_APP_ID: ${{ vars.VITE_VK_APP_ID }}
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GATEWAY_VK_ID_CLIENT_SECRET: ${{ secrets.GATEWAY_VK_ID_CLIENT_SECRET }}
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GATEWAY_HONEYTOKEN: ${{ secrets.PROD_GATEWAY_HONEYTOKEN }}
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@@ -36,8 +36,8 @@ status — without re-deriving decisions.
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| E4 | Durability (PITR) | 2 | DONE |
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| E5 | Payment intake | 2 | DONE |
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| E6 | Ads | 2 | DONE |
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| E7 | Admin, reports & catalog | 2 | TODO |
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| E8 | Guest limits | — | TODO |
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| E7 | Admin, reports & catalog | 2 | DONE |
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| E8 | Guest limits | — | DONE |
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| E9 | Tournament fee | future | TODO |
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**Release 1** = full mechanics with no real money, exercised via `admin_grant` (E0→E1→E2→E3).
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@@ -695,7 +695,7 @@ it tunes without a store release.
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## E7 — Admin, reports & catalog
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**Status:** TODO · **Release 2** · depends on: E2 (ledger/grant/spend), E5 (payments/refunds),
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**Status:** DONE · **Release 2** · depends on: E2 (ledger/grant/spend), E5 (payments/refunds),
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E6 (D31 retired the legacy `hint_balance`/`paid_account`) · mechanics: PAYMENTS §11, §12, D32.
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**Delivery & baked decisions (this planning round).** A linear PR stack into `development`.
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@@ -763,15 +763,16 @@ ledger export — plus the **configurable product catalog editor** (D32).
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products + prices and delete only never-transacted ones; grant concrete values raw or by-product
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(origin-picked, never chips/tournament); refund an order in full; export the ledger.
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**PR stack (linear into `development`).**
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**PR stack (linear into `development`, all merged).**
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1. **Per-user financial panel** (read-only ledger/segments/benefits on the user card; retires the
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`PaidAccount`/`HintBalance` display).
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2. **Catalog editor** (product/atom/price CRUD + archive/unarchive + delete-if-clean + shape
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validation).
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3. **Admin grant** (raw + by-product, refuse chips/tournament, origin-picked, `admin_grant` +
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snapshot).
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4. **Manual refund** (full order via E5 `Refund`) + **ledger export** (CSV/JSON).
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1. ~~**Per-user financial panel**~~ (#230) — read-only ledger/segments/benefits on the user card;
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retired the `PaidAccount`/`HintBalance` display.
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2. ~~**Catalog editor**~~ (#231) — product/atom/price CRUD + archive/unarchive + delete-if-clean +
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shape validation.
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3. ~~**Admin grant**~~ (#232, + the D31 hint-wallet wire cleanup that surfaced there) — raw +
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by-product, refuse chips/tournament, origin-picked, `admin_grant` + snapshot.
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4. ~~**Manual refund** (full order via E5 `Refund`) + **ledger CSV export**~~ — `RefundOrderFull`
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(idempotent, floor-0 revoke) on each fund row; `/_gm/ledger.csv`.
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**Notes/risks.** High-blast-radius (money, ledger — append-only, trigger-enforced). No mixed-in
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refactors. The catalog editor becomes the source of truth for products; the contour SQL seeds
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@@ -781,38 +782,88 @@ become bootstrap-only.
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## E8 — Guest limits
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**Status:** TODO · **standalone** (game-behaviour change; can run in parallel) · depends on:
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none · mechanics: PAYMENTS §6.
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**Status:** DONE · **standalone** (game-behaviour change) · depends on: none · mechanics: PAYMENTS §6.
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**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today the
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gating is UI-only).
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**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today UI-only),
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with configurable per-tier × per-kind limits so the pressure tunes without a release.
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**Finding (verified).** The friend/invitation paths do **not** check `is_guest` on the
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server — only the UI hides them: `social/friends.go:50` `SendFriendRequest`,
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`robotfriends.go:41` `RequestInGame`, `friendcodes.go:67` `RedeemFriendCode`,
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`lobby/invitations.go:208` `CreateInvitation`. A guest with a valid `X-User-ID` can call them
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in the UI's stead.
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**Finding (verified).** Two gaps. (a) The friend/invitation paths do **not** check `is_guest` on the
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server — only the UI hides them: `social/friends.go`, `robotfriends.go`, `friendcodes.go`,
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`lobby/invitations.go`. A guest with a valid `X-User-ID` can call them. (b) A **pre-existing** flat
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cap already existed: `game.MaxActiveQuickGames`=10 — a **combined** cap on `active`+`open` quick
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games (vs_ai+random together, friend games excluded), counted by `CountActiveQuickGames`, enforced at
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the handler (`ensureUnderGameLimit`) with **409 `game_limit_reached`**, surfaced as `at_game_limit`.
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E8's per-tier × per-kind config **subsumes and replaces** it (decided: option A).
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**Delivery & baked decisions (this planning round).** A linear PR stack; E8 is game-behaviour, no
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payments mixed in.
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- **`games.game_kind smallint DEFAULT 0`** (0=unknown — pre-E8 games, never gated; 1=vs_ai; 2=random;
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3=friends), set on creation (`StartVsAI`=1, `Enqueue`=2, a friend invitation=3). Existing games
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stay 0 and fall outside the gate.
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- **Limits are per-tier × per-kind**, in a **new single-row `backend.config`** table:
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`guest_{vs_ai,random,friends}_limit` + `durable_{vs_ai,random,friends}_limit` (smallint,
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**`-1`=unlimited**), seeded `(1,1,0, 10,10,10)`. A guest is capped at 1 vs_ai + 1 random (friends
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is moot — the guest gate blocks friend games); a durable account is **10 per kind** — the old flat
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MaxActiveQuickGames=10, now split per kind. Editable in the admin.
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- **The old flat cap is removed** (option A, owner-agreed): `MaxActiveQuickGames`,
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`CountActiveQuickGames`, `atGameLimit` deleted; the per-tier/kind config is the single mechanism,
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enforced at the **same handler gate** (`ensureUnderGameLimit(kind)` for `enqueue`
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random/vs_ai) plus the durable **friends cap** inside `CreateInvitation`. The gate stays out of the
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game domain — `game.Service.AtGameLimit(account, kind)` only resolves tier + counts.
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- **A hot in-memory cache** fronts the config (read once on start, invalidated on the admin edit —
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mirrors the payments read-cache) so a login / game-create never queries it.
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- **"Active" = `open` + `active`** (an open, unmatched random game holds a slot); the limit is on
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**creation** — an existing game is grandfathered, never interrupted.
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- **Limits ride the wire (forward-compat, no double break):** `Profile.game_limits`
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(`GameLimits{vs_ai, random, friends}` — the caller's tier resolved server-side) + `GameView.kind`,
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so the client counts active games **per kind** from its lobby and locks the right start button. On
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a guest → durable upgrade (register / link) the client **re-fetches the profile** so the new
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(durable) limits apply. The client picks the lock's message by tier: a **guest** → the login funnel;
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a **durable** account at its cap → a plain "finish a current game first" notice.
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**Work.**
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- **Server guest gate** on friend-request / redeem-code / invitation-create: refuse when the
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caller `is_guest` (add an `ErrGuestForbidden`-style guard, as `feedback` already has).
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- **Active-game limits** for guests: at most **1 random-opponent game + 1 vs_ai** concurrently
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(enforce on game/invitation creation in `lobby`/`game`; today no such limit exists).
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- Keep the existing UI gating; this adds the server as the source of truth.
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- ~~**PR1 — backend + admin (server-side)** — DONE.~~ The migration (`game_kind` + `backend.config`,
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seeded `1,1,0 / 10,10,10` + jetgen); `game_kind` set on creation and projected onto `game.Game`;
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the **guest gate** (`ErrGuestForbidden`, mapped to **403 `guest_forbidden`**) on friend-request /
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redeem-code / befriend-in-game / invitation-create; the **active-limit enforce** — the old flat
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`MaxActiveQuickGames` mechanism removed and replaced by `ensureUnderGameLimit(kind)` on `enqueue`
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(random/vs_ai) plus the durable friends cap in `CreateInvitation`, keyed off
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`game.Service.AtGameLimit`; the **`internal/gamelimits` config + hot cache** (loaded at boot,
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invalidated on edit); the admin **kind column** in both game lists (`/_gm/games` + the user card)
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and a **config editor** (`/_gm/limits`) for the six limits.
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- ~~**PR2 — wire + client** — DONE.~~ `Profile.game_limits` (the caller's tier) + `GameView.kind` (FBS
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+ gateway transcode + client codec, committed regen); the client counts active games per kind from
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the lobby cache (`gamelimits.ts`) and locks a capped new-game start — an **outline 🔒** button that
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opens `GameLimitModal` instead of a game, native (Telegram `showPopup`) or the in-app `Modal`
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elsewhere, with two messages by tier: a **guest** sign-in funnel ("Войдите или создайте учётную
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запись…", Отмена / Вход→`/settings`) and, for a **durable** account at its cap, a plain notice
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("Вы достигли лимита одновременных игр, сначала завершите текущие", ОК). The lock lifts via the
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existing profile re-fetch after a guest→durable upgrade.
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- **Decision (owner-agreed): the lobby's old `at_game_limit` New-Game tab-disable + notice is
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removed.** The `at_game_limit` flag (now the random-kind cap) conflicted with the per-kind lock —
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it hid the New-Game screen where the lock lives, and wrongly blocked starting an unfulfilled kind.
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The tab is always enabled; the per-kind lock on the start button is the only gate. The wire field
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`GameList.at_game_limit` stays (unused by the client) for a later cleanup.
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**Tests.**
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- integration: guest is refused friend/redeem/invitation server-side; guest blocked from a
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2nd random / 2nd vs_ai; durable account unaffected.
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- UI: guest sees the funnel (existing hides + any new messaging).
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- integration (PR1, done): `game_kind` persisted per path; guest refused friend/redeem/invitation
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(domain + HTTP 403); guest blocked from a 2nd vs_ai / 2nd random (+ `at_game_limit`); durable on the
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higher tier; the durable friends cap + config cache reflecting an admin edit; accept stays exempt.
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- unit (PR1, done): the per-tier/kind limit resolution (`Cap`, `LimitsFor`).
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- unit + UI (PR2, done): the client lock logic (`gamelimits.ts` — count/cap/lock), the codec kind +
|
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game_limits roundtrip, the gateway transcode game_limits encode, the popup builders, and a mock e2e
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(`gamelimit.spec.ts`) — a capped start shows 🔒, opens the modal without navigating, and the lock
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clears when the profile refetch lifts the cap.
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**Done-criteria.** Guests are server-limited to 1 random + 1 vs_ai and cannot friend/invite;
|
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durable accounts unchanged; regression that this does not break existing durable flows.
|
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**Done-criteria.** A guest is server-capped (default 1 vs_ai + 1 random, configurable) and cannot
|
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friend/invite; a durable account is capped at 10 per kind (configurable); the client shows the lock +
|
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the tier-appropriate modal and the cap lifts on registration; durable flows otherwise unchanged.
|
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|
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**Notes/risks.** This changes existing game behaviour — its own tests, its own PR, no
|
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mixed-in payments changes. Decide whether a guest may finish an already-started game (limit
|
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on creation, not mid-game) at implementation and record it here.
|
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**Notes/risks.** Game-behaviour change — own PRs, own tests, no payments mixed in. The limit is on
|
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creation (existing games grandfathered). The config cache is single-instance (matching the deploy).
|
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|
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---
|
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|
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|
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+15
-6
@@ -33,11 +33,16 @@ real game seating the caller with an **empty opponent seat** (status `open`) or,
|
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another player already waits for the same variant and per-turn word rule, seats the
|
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caller into that open game and starts it — and
|
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friend-game invitations (invite → accept, starting a 2–4 player game once every
|
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invitee accepts). A **simultaneous-game cap** (`game.MaxActiveQuickGames` = 10) limits a
|
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player's active quick games — status `active`/`open`, excluding invitation-linked friend
|
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games (`game.Service.CountActiveQuickGames`); the server refuses `lobby/enqueue` and
|
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`invitations` creation with **409 `game_limit_reached`** at the cap (accepting an invitation
|
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is exempt), and the `games.list` response carries an `at_game_limit` flag for the lobby.
|
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invitee accepts). **Per-tier, per-kind active-game caps** limit a player's simultaneous
|
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unfinished games by kind — `vs_ai`, `random` (quick auto-match), `friends` — with separate
|
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guest and durable-account tiers held in the single-row `backend.config` table (a `-1` means
|
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unlimited), read through an in-memory cache (`internal/gamelimits`) and tuned live in the admin
|
||||
(`/_gm/limits`, no redeploy). Each game is tagged with its `games.game_kind` on creation;
|
||||
`game.Service.AtGameLimit` counts the account's `active`/`open` games of a kind against the
|
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tier's cap. The server refuses `lobby/enqueue` (random/vs_ai) with **409 `game_limit_reached`**
|
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at the cap, and the `invitations` (friends) path enforces the durable friends cap and refuses a
|
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**guest** outright (guests cannot use friends); accepting an invitation is exempt. The
|
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`games.list` response carries an `at_game_limit` flag (the random-kind cap) for the lobby.
|
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`internal/social` owns the friend graph (request/accept),
|
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per-user blocks, and per-game chat with nudges folded in as a message kind; chat
|
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messages are length-capped, content-filtered (no links/emails/phone numbers,
|
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@@ -150,7 +155,11 @@ backed by the FK); a `tournament`-bearing product is composable but not sellable
|
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also carries an admin **grant** panel: grant raw benefit atoms (hints / no-ads days / forever) or a
|
||||
defined **value product** (a reward bundle, including an archived one), origin-picked; both write an
|
||||
`admin_grant` ledger row via `payments.Grant` / `GrantProduct` and **refuse** a chips or `tournament`
|
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atom (never grant currency; no tournament target yet). The shared wire
|
||||
atom (never grant currency; no tournament target yet). Each fund row in the panel carries a **Refund**
|
||||
action (`payments.RefundOrderFull`): a full-order refund the operator records after refunding on the
|
||||
rail — a `refund` ledger row + a floor-0 chip revoke, idempotent. A **ledger CSV export**
|
||||
(`/_gm/ledger.csv`, `payments.LedgerExport`) dumps the whole append-only ledger for tax +
|
||||
reconciliation. The shared wire
|
||||
contracts live in the sibling [`../pkg`](../pkg) module.
|
||||
|
||||
**Account linking & merge** (`/api/v1/user/link/*`). `internal/link`
|
||||
|
||||
@@ -28,6 +28,7 @@ import (
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/feedback"
|
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"scrabble/backend/internal/game"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
"scrabble/backend/internal/link"
|
||||
"scrabble/backend/internal/lobby"
|
||||
"scrabble/backend/internal/notify"
|
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@@ -156,6 +157,17 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
|
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logger.Info("active dictionary version", zap.String("version", games.ActiveVersion()))
|
||||
games.SetNotifier(hub)
|
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games.SetMetrics(tel.MeterProvider().Meter("scrabble/backend/game"))
|
||||
|
||||
// Active-game limit config: the per-tier, per-kind caps in backend.config, read once into an
|
||||
// in-memory cache at boot and refreshed when the admin edits them. A boot-time load fails fast if
|
||||
// the single config row is missing; the game domain reads the cache on every new-game gate.
|
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gameLimits := gamelimits.NewService(gamelimits.NewStore(db))
|
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if err := gameLimits.Load(ctx); err != nil {
|
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return fmt.Errorf("load game-limit config: %w", err)
|
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}
|
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games.SetGameLimits(gameLimits)
|
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logger.Info("game-limit config loaded")
|
||||
|
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go games.RunSweeper(ctx, cfg.Game.TimeoutSweepInterval)
|
||||
logger.Info("game turn-timeout sweeper started",
|
||||
zap.Duration("interval", cfg.Game.TimeoutSweepInterval))
|
||||
@@ -305,6 +317,7 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
|
||||
BanView: banView,
|
||||
Ads: adsSvc,
|
||||
Payments: paymentsSvc,
|
||||
GameLimits: gameLimits,
|
||||
Notifier: hub,
|
||||
ExportSignKey: cfg.ExportSignKey,
|
||||
Renderer: renderer,
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
<a href="/_gm/"{{if eq .ActiveNav "dashboard"}} class="active"{{end}}>Dashboard</a>
|
||||
<a href="/_gm/users"{{if eq .ActiveNav "users"}} class="active"{{end}}>Users</a>
|
||||
<a href="/_gm/games"{{if eq .ActiveNav "games"}} class="active"{{end}}>Games</a>
|
||||
<a href="/_gm/limits"{{if eq .ActiveNav "limits"}} class="active"{{end}}>Limits</a>
|
||||
<a href="/_gm/complaints"{{if eq .ActiveNav "complaints"}} class="active"{{end}}>Complaints</a>
|
||||
<a href="/_gm/feedback"{{if eq .ActiveNav "feedback"}} class="active"{{end}}>Feedback</a>
|
||||
<a href="/_gm/messages"{{if eq .ActiveNav "messages"}} class="active"{{end}}>Messages</a>
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
<li><b>Dictionary</b> {{.DictVersion}}</li>
|
||||
<li><b>Status</b> {{.Status}}{{if .EndReason}} ({{.EndReason}}){{end}}</li>
|
||||
<li><b>AI game</b> {{if .VsAI}}🤖 yes{{else}}no{{end}}</li>
|
||||
<li><b>Word rule</b> {{if .MultipleWordsPerTurn}}multiple words per turn{{else}}single word per turn{{end}}</li>
|
||||
<li><b>Players</b> {{.Players}}</li>
|
||||
<li><b>To move</b> seat {{.ToMove}}</li>
|
||||
<li><b>Moves</b> {{.MoveCount}}</li>
|
||||
|
||||
@@ -8,11 +8,11 @@
|
||||
<a href="/_gm/games?status=finished"{{if eq .Status "finished"}} class="active"{{end}}>finished</a>
|
||||
</nav>
|
||||
<table class="list">
|
||||
<thead><tr><th>Game</th><th>Variant</th><th>Status</th><th>🤖</th><th class="num">Players</th><th>Updated</th></tr></thead>
|
||||
<thead><tr><th>Game</th><th>Variant</th><th>Kind</th><th>Status</th><th>🤖</th><th class="num">Players</th><th>Updated</th></tr></thead>
|
||||
<tbody>
|
||||
{{range .Items}}
|
||||
<tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Status}}</td><td>{{if .VsAI}}🤖{{end}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
|
||||
{{else}}<tr><td colspan="6"><span class="note">no games</span></td></tr>{{end}}
|
||||
<tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Kind}}</td><td>{{.Status}}</td><td>{{if .VsAI}}🤖{{end}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
|
||||
{{else}}<tr><td colspan="7"><span class="note">no games</span></td></tr>{{end}}
|
||||
</tbody>
|
||||
</table>
|
||||
<nav class="pager">
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
{{define "content" -}}
|
||||
<h1>Active-game limits</h1>
|
||||
{{with .Data}}
|
||||
<p class="note">Per-tier, per-kind caps on a player's simultaneous unfinished games. <strong>-1</strong> = unlimited, <strong>0</strong> = the kind is blocked, a positive number caps concurrent games of that kind. Guests are additionally blocked from friend games outright. Changes apply immediately (no redeploy); games already in progress are never affected.</p>
|
||||
<section class="panel">
|
||||
<form class="form col" method="post" action="/_gm/limits">
|
||||
<h2>Guest</h2>
|
||||
<label>vs AI <input type="number" name="guest_vs_ai" min="-1" value="{{.GuestVsAI}}" required></label>
|
||||
<label>Random <input type="number" name="guest_random" min="-1" value="{{.GuestRandom}}" required></label>
|
||||
<label>Friends <input type="number" name="guest_friends" min="-1" value="{{.GuestFriends}}" required></label>
|
||||
<h2>Durable account</h2>
|
||||
<label>vs AI <input type="number" name="durable_vs_ai" min="-1" value="{{.DurableVsAI}}" required></label>
|
||||
<label>Random <input type="number" name="durable_random" min="-1" value="{{.DurableRandom}}" required></label>
|
||||
<label>Friends <input type="number" name="durable_friends" min="-1" value="{{.DurableFriends}}" required></label>
|
||||
<div><button type="submit">Save</button></div>
|
||||
</form>
|
||||
</section>
|
||||
{{end}}
|
||||
{{- end}}
|
||||
@@ -73,15 +73,18 @@
|
||||
</ul>
|
||||
{{else}}<p class="note">no balances or benefits</p>{{end}}
|
||||
<h3>Ledger</h3>
|
||||
{{$uid := .ID}}
|
||||
{{if .Finance.Ledger}}
|
||||
<table class="list">
|
||||
<thead><tr><th>Time</th><th>Kind</th><th>Source</th><th>Origin</th><th>Chips</th><th>Order</th><th>Provider</th><th>Detail</th></tr></thead>
|
||||
<thead><tr><th>Time</th><th>Kind</th><th>Source</th><th>Origin</th><th>Chips</th><th>Order</th><th>Provider</th><th>Detail</th><th></th></tr></thead>
|
||||
<tbody>
|
||||
{{range .Finance.Ledger}}
|
||||
<tr><td>{{.At}}</td><td>{{.Kind}}</td><td>{{.Source}}</td><td>{{.Origin}}</td><td>{{.ChipsDelta}}</td><td>{{if .Order}}<code>{{.Order}}</code>{{end}}</td><td>{{.Provider}}</td><td>{{if .Snapshot}}<code>{{.Snapshot}}</code>{{end}}</td></tr>
|
||||
<tr><td>{{.At}}</td><td>{{.Kind}}</td><td>{{.Source}}</td><td>{{.Origin}}</td><td>{{.ChipsDelta}}</td><td>{{if .Order}}<code>{{.Order}}</code>{{end}}</td><td>{{.Provider}}</td><td>{{if .Snapshot}}<code>{{.Snapshot}}</code>{{end}}</td>
|
||||
<td>{{if and (eq .Kind "fund") .Order}}<form class="form" method="post" action="/_gm/users/{{$uid}}/refund" onsubmit="return confirm('Refund this order in full? Record the money refund on the rail first; this revokes the chips (floored at 0).')"><input type="hidden" name="order_id" value="{{.Order}}"><button type="submit">Refund</button></form>{{end}}</td></tr>
|
||||
{{end}}
|
||||
</tbody>
|
||||
</table>
|
||||
<p class="note"><a href="/_gm/ledger.csv">Export the full ledger (CSV)</a> — all accounts, for tax + reconciliation.</p>
|
||||
{{else}}<p class="note">no ledger entries</p>{{end}}
|
||||
{{else}}<p class="note">payments not enabled</p>{{end}}
|
||||
</section>
|
||||
@@ -208,11 +211,11 @@
|
||||
{{end}}
|
||||
<section class="panel"><h2>Games</h2>
|
||||
<table class="list">
|
||||
<thead><tr><th>Game</th><th>Variant</th><th>Status</th><th class="num">Players</th><th>Updated</th></tr></thead>
|
||||
<thead><tr><th>Game</th><th>Variant</th><th>Kind</th><th>Status</th><th class="num">Players</th><th>Updated</th></tr></thead>
|
||||
<tbody>
|
||||
{{range .Games}}
|
||||
<tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Status}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
|
||||
{{else}}<tr><td colspan="5"><span class="note">no games</span></td></tr>{{end}}
|
||||
<tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Kind}}</td><td>{{.Status}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
|
||||
{{else}}<tr><td colspan="6"><span class="note">no games</span></td></tr>{{end}}
|
||||
</tbody>
|
||||
</table>
|
||||
</section>
|
||||
|
||||
@@ -312,6 +312,8 @@ type GameRow struct {
|
||||
UpdatedAt string
|
||||
// VsAI marks an honest-AI game (rendered as 🤖 in the list's AI column).
|
||||
VsAI bool
|
||||
// Kind is the game's origin tag label: vs_ai / random / friends / unknown.
|
||||
Kind string
|
||||
}
|
||||
|
||||
// GamesView is the paginated games list, optionally filtered by status.
|
||||
@@ -321,6 +323,17 @@ type GamesView struct {
|
||||
Pager Pager
|
||||
}
|
||||
|
||||
// GameLimitsView is the per-tier, per-kind active-game limit form: each field is a cap where -1
|
||||
// is unlimited, 0 blocks the kind, and a positive value caps concurrent games of that kind.
|
||||
type GameLimitsView struct {
|
||||
GuestVsAI int
|
||||
GuestRandom int
|
||||
GuestFriends int
|
||||
DurableVsAI int
|
||||
DurableRandom int
|
||||
DurableFriends int
|
||||
}
|
||||
|
||||
// GameDetailView is one game with its seats.
|
||||
type GameDetailView struct {
|
||||
ID string
|
||||
@@ -335,8 +348,12 @@ type GameDetailView struct {
|
||||
UpdatedAt string
|
||||
FinishedAt string
|
||||
// VsAI marks an honest-AI game (shown as a 🤖 flag in the summary).
|
||||
VsAI bool
|
||||
Seats []SeatRow
|
||||
VsAI bool
|
||||
// MultipleWordsPerTurn is the game's cross-word rule: true = standard Scrabble (every cross-word
|
||||
// is validated and scored), false = the single-word rule (only the main word along the play
|
||||
// direction counts). Shown in the summary so an operator can tell the rule at a glance.
|
||||
MultipleWordsPerTurn bool
|
||||
Seats []SeatRow
|
||||
// HasRobot is true when any seat is a robot, gating the robot-target caption;
|
||||
// RobotTargetPct is the configured global play-to-win rate, in percent.
|
||||
HasRobot bool
|
||||
|
||||
@@ -52,6 +52,7 @@ func gameSummary(g Game, names []string) notify.GameSummary {
|
||||
TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
|
||||
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
|
||||
VsAI: g.VsAI,
|
||||
Kind: int(g.Kind),
|
||||
MoveCount: g.MoveCount,
|
||||
EndReason: g.EndReason,
|
||||
Seats: seats,
|
||||
|
||||
@@ -17,6 +17,7 @@ import (
|
||||
|
||||
"scrabble/backend/internal/account"
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
"scrabble/backend/internal/notify"
|
||||
"scrabble/backend/internal/payments"
|
||||
"scrabble/backend/internal/session"
|
||||
@@ -57,6 +58,9 @@ type Service struct {
|
||||
// nil, only the free per-game allowance is served (no purchased hints). vs_ai hints are
|
||||
// wallet-free and never touch it.
|
||||
hintWallet HintWallet
|
||||
// limits is the per-tier active-game cap config (cached). Set by SetGameLimits during wiring;
|
||||
// when nil, no active-game limit is enforced (a game is always creatable).
|
||||
limits *gamelimits.Service
|
||||
// clearNudges, when set, marks the actor's pending nudges in a game read once they
|
||||
// have committed a move (a nudge answered by moving stops counting as unread). It is
|
||||
// best-effort and kept as a func so the game package never imports the social package.
|
||||
@@ -126,6 +130,37 @@ func (svc *Service) SetHintWallet(w HintWallet) {
|
||||
svc.hintWallet = w
|
||||
}
|
||||
|
||||
// SetGameLimits installs the active-game limit config (cached), enabling the per-tier caps. When
|
||||
// unset (nil), a game is always creatable.
|
||||
func (svc *Service) SetGameLimits(l *gamelimits.Service) {
|
||||
svc.limits = l
|
||||
}
|
||||
|
||||
// AtGameLimit reports whether accountID has reached its tier's active-game cap for kind — the
|
||||
// per-tier, per-kind limits held in backend.config, read from the in-memory cache. It resolves
|
||||
// the caller's tier (guest vs durable) from the account, then counts its open+active games of that
|
||||
// kind. It reports false (not at the limit) when the limits config is not wired, the account is nil,
|
||||
// or the resolved cap is gamelimits.Unlimited. It backs the new-game gate (the handler aborts 409
|
||||
// game_limit_reached) and the lobby's at-limit flag.
|
||||
func (svc *Service) AtGameLimit(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (bool, error) {
|
||||
if svc.limits == nil || accountID == uuid.Nil {
|
||||
return false, nil
|
||||
}
|
||||
acc, err := svc.accounts.GetByID(ctx, accountID)
|
||||
if err != nil {
|
||||
return false, err
|
||||
}
|
||||
limit := svc.limits.LimitsFor(acc.IsGuest).Cap(kind)
|
||||
if limit == gamelimits.Unlimited {
|
||||
return false, nil
|
||||
}
|
||||
n, err := svc.store.CountActiveByKind(ctx, accountID, kind)
|
||||
if err != nil {
|
||||
return false, err
|
||||
}
|
||||
return n >= limit, nil
|
||||
}
|
||||
|
||||
// walletContext resolves the payments gate inputs for an account on the current request: the
|
||||
// trusted execution context (from the session platform carried on ctx; absent ⇒ untrusted) and
|
||||
// the account's present identity sources (which chip/benefit segments are awake, §6).
|
||||
@@ -338,6 +373,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
|
||||
dropoutTiles: params.DropoutTiles.String(),
|
||||
multipleWordsPerTurn: params.MultipleWordsPerTurn,
|
||||
vsAI: params.VsAI,
|
||||
kind: params.Kind,
|
||||
}
|
||||
if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil {
|
||||
return Game{}, err
|
||||
@@ -401,6 +437,7 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
|
||||
multipleWordsPerTurn: params.MultipleWordsPerTurn,
|
||||
status: StatusOpen,
|
||||
openDeadline: &deadline,
|
||||
kind: gamelimits.KindRandom,
|
||||
}
|
||||
// Decide the first move now by the official draw, with the not-yet-arrived opponent as a
|
||||
// synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves
|
||||
@@ -1386,14 +1423,6 @@ func (svc *Service) ListForLobby(ctx context.Context, accountID uuid.UUID) ([]Ga
|
||||
return kept, nil
|
||||
}
|
||||
|
||||
// CountActiveQuickGames reports how many in-progress quick games the account holds —
|
||||
// the count the simultaneous-game limit (MaxActiveQuickGames) is checked against. It
|
||||
// counts active and still-open quick games (including honest-AI ones) and excludes
|
||||
// friend games created by invitation and finished games. See Store.CountActiveQuickGames.
|
||||
func (svc *Service) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
|
||||
return svc.store.CountActiveQuickGames(ctx, accountID)
|
||||
}
|
||||
|
||||
// HideGame hides a finished game from accountID's own lobby (it stays visible to the other
|
||||
// players); it is irreversible by design. Only a player of a finished game may hide it
|
||||
// (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op.
|
||||
|
||||
@@ -15,6 +15,7 @@ import (
|
||||
|
||||
"scrabble/backend/internal/account"
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
"scrabble/backend/internal/postgres/jet/backend/model"
|
||||
"scrabble/backend/internal/postgres/jet/backend/table"
|
||||
)
|
||||
@@ -45,6 +46,8 @@ type gameInsert struct {
|
||||
multipleWordsPerTurn bool
|
||||
// vsAI marks an honest-AI game (games.vs_ai).
|
||||
vsAI bool
|
||||
// kind tags the game's origin (games.game_kind) for the active-game limits.
|
||||
kind gamelimits.Kind
|
||||
// status is the lifecycle state to create the game in: StatusActive for a normal
|
||||
// seated game, StatusOpen for an auto-match game still awaiting an opponent. An
|
||||
// empty string defaults to StatusActive.
|
||||
@@ -138,6 +141,20 @@ func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInse
|
||||
})
|
||||
}
|
||||
|
||||
// CountActiveByKind counts the account's active (open or in-progress) games of the given kind — the
|
||||
// per-tier active-game limit is checked against it before a new game of that kind is created.
|
||||
func (s *Store) CountActiveByKind(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (int, error) {
|
||||
var n int
|
||||
if err := s.db.QueryRowContext(ctx,
|
||||
`SELECT count(*) FROM backend.games g
|
||||
JOIN backend.game_players p ON p.game_id = g.game_id
|
||||
WHERE p.account_id = $1 AND g.game_kind = $2 AND g.status IN ('open', 'active')`,
|
||||
accountID, int16(kind)).Scan(&n); err != nil {
|
||||
return 0, fmt.Errorf("game: count active by kind %s: %w", accountID, err)
|
||||
}
|
||||
return n, nil
|
||||
}
|
||||
|
||||
// insertGameTx inserts the games row and one game_players row per seat (seat 0
|
||||
// first) on tx, stamping each seat's display-name snapshot. A seat whose account id is
|
||||
// uuid.Nil is written with a NULL account_id (and an empty snapshot) — the still-empty
|
||||
@@ -155,9 +172,9 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatI
|
||||
table.Games.GameID, table.Games.Variant, table.Games.DictVersion, table.Games.Seed,
|
||||
table.Games.Status, table.Games.Players, table.Games.TurnTimeoutSecs,
|
||||
table.Games.HintsAllowed, table.Games.HintsPerPlayer, table.Games.OpenDeadlineAt,
|
||||
table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi,
|
||||
table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi, table.Games.GameKind,
|
||||
).VALUES(ins.id, ins.variant, ins.dictVersion, ins.seed, status, ins.players,
|
||||
ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI)
|
||||
ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI, int16(ins.kind))
|
||||
if _, err := gi.ExecContext(ctx, tx); err != nil {
|
||||
return fmt.Errorf("insert game: %w", err)
|
||||
}
|
||||
@@ -501,28 +518,6 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
|
||||
return out, nil
|
||||
}
|
||||
|
||||
// CountActiveQuickGames counts the account's in-progress quick games — the ones the
|
||||
// simultaneous-game limit (MaxActiveQuickGames) is checked against. It includes both
|
||||
// active and still-open (awaiting-opponent) games, the honest-AI ones among them, and
|
||||
// excludes friend games (those linked to a game_invitations row) and finished games.
|
||||
// A hidden game still occupies a slot, so this is a dedicated count rather than a
|
||||
// filter over ListGamesForAccount (which drops hidden games). Joining on the account's
|
||||
// own seat counts each game once (an open game's empty opponent seat has no account).
|
||||
func (s *Store) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
|
||||
// The status literals are game.StatusActive / game.StatusOpen, matching the
|
||||
// games.status CHECK in the baseline migration.
|
||||
const q = `
|
||||
SELECT COUNT(*) FROM backend.games g
|
||||
JOIN backend.game_players gp ON gp.game_id = g.game_id
|
||||
LEFT JOIN backend.game_invitations gi ON gi.game_id = g.game_id
|
||||
WHERE gp.account_id = $1 AND g.status IN ('active', 'open') AND gi.game_id IS NULL`
|
||||
var n int
|
||||
if err := s.db.QueryRowContext(ctx, q, accountID).Scan(&n); err != nil {
|
||||
return 0, fmt.Errorf("game: count active quick games: %w", err)
|
||||
}
|
||||
return n, nil
|
||||
}
|
||||
|
||||
// HideGame hides a game from the account's own lobby list (idempotent). The caller validates the
|
||||
// game is finished and the account is a player.
|
||||
func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
|
||||
@@ -1361,6 +1356,7 @@ func projectGame(g model.Games, seats []model.GamePlayers) (Game, error) {
|
||||
}
|
||||
out.MultipleWordsPerTurn = g.MultipleWordsPerTurn
|
||||
out.VsAI = g.VsAi
|
||||
out.Kind = gamelimits.Kind(g.GameKind)
|
||||
if g.EndReason != nil {
|
||||
out.EndReason = *g.EndReason
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ import (
|
||||
"github.com/google/uuid"
|
||||
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
)
|
||||
|
||||
// Status values persisted in the games.status column.
|
||||
@@ -94,15 +95,6 @@ const DefaultTurnTimeout = 24 * time.Hour
|
||||
// one of AllowedTurnTimeouts (never offered in the creation UI).
|
||||
const AIInactivityTimeout = 7 * 24 * time.Hour
|
||||
|
||||
// MaxActiveQuickGames is the cap on a player's simultaneous quick games (human
|
||||
// auto-match and honest-AI), counting both in-progress (StatusActive) and
|
||||
// still-open, awaiting-opponent (StatusOpen) games. Friend games created by
|
||||
// invitation are not counted. At the cap the backend refuses to create a new game
|
||||
// of any kind — quick or by invitation — and the lobby disables "New Game";
|
||||
// accepting an incoming invitation is always allowed. See
|
||||
// Store.CountActiveQuickGames.
|
||||
const MaxActiveQuickGames = 10
|
||||
|
||||
// aiPlayerName labels the robot seat in an honest-AI game's GCG export, so a downloaded
|
||||
// game file shows a clean "AI" rather than the robot's human-like pool name (the in-app
|
||||
// UI shows 🤖 from the game's vs_ai flag).
|
||||
@@ -125,6 +117,10 @@ type CreateParams struct {
|
||||
// robot is seated at once, the move clock is AIInactivityTimeout, and chat/nudge
|
||||
// and finish-time statistics are suppressed. Set by the lobby's AI-match path.
|
||||
VsAI bool
|
||||
// Kind tags the game's origin (games.game_kind) for the active-game limits: vs_ai / random /
|
||||
// friends. The lobby sets it; a zero (unknown) kind is never gated. The active-game limit itself
|
||||
// is enforced at the new-game handler (Server.ensureUnderGameLimit), not here.
|
||||
Kind gamelimits.Kind
|
||||
}
|
||||
|
||||
// Game is the persisted state of a match: the games row joined with its seats.
|
||||
@@ -151,6 +147,9 @@ type Game struct {
|
||||
// VsAI is true for an honest-AI game (games.vs_ai): the opponent is a robot the
|
||||
// player knowingly chose, shown as 🤖, with chat/nudge disabled and no statistics.
|
||||
VsAI bool
|
||||
// Kind is the game's origin tag (games.game_kind) for the active-game limits: vs_ai / random /
|
||||
// friends, or unknown for an untagged game. Read-only projection; set once on creation.
|
||||
Kind gamelimits.Kind
|
||||
}
|
||||
|
||||
// Seat is one player's standing in a game.
|
||||
|
||||
@@ -0,0 +1,149 @@
|
||||
// Package gamelimits holds the per-tier, per-kind active-game caps (a guest funnel) with a hot
|
||||
// in-memory cache over the single-row backend.config, so a login or a game-create never queries it.
|
||||
package gamelimits
|
||||
|
||||
import (
|
||||
"context"
|
||||
"database/sql"
|
||||
"fmt"
|
||||
"sync"
|
||||
|
||||
"github.com/go-jet/jet/v2/postgres"
|
||||
|
||||
"scrabble/backend/internal/postgres/jet/backend/model"
|
||||
"scrabble/backend/internal/postgres/jet/backend/table"
|
||||
)
|
||||
|
||||
// Kind is a game's kind, mirroring backend.games.game_kind. 0 (unknown) is an untagged game, never gated.
|
||||
type Kind int16
|
||||
|
||||
const (
|
||||
KindUnknown Kind = 0
|
||||
KindVsAI Kind = 1
|
||||
KindRandom Kind = 2
|
||||
KindFriends Kind = 3
|
||||
)
|
||||
|
||||
// String returns the kind's label for admin game lists and logs.
|
||||
func (k Kind) String() string {
|
||||
switch k {
|
||||
case KindVsAI:
|
||||
return "vs_ai"
|
||||
case KindRandom:
|
||||
return "random"
|
||||
case KindFriends:
|
||||
return "friends"
|
||||
default:
|
||||
return "unknown"
|
||||
}
|
||||
}
|
||||
|
||||
// Unlimited is the limit sentinel meaning no cap.
|
||||
const Unlimited = -1
|
||||
|
||||
// Limits is a tier's active-game caps per kind (-1 = unlimited).
|
||||
type Limits struct {
|
||||
VsAI int
|
||||
Random int
|
||||
Friends int
|
||||
}
|
||||
|
||||
// Cap returns the limit for kind; the unknown kind is never capped.
|
||||
func (l Limits) Cap(kind Kind) int {
|
||||
switch kind {
|
||||
case KindVsAI:
|
||||
return l.VsAI
|
||||
case KindRandom:
|
||||
return l.Random
|
||||
case KindFriends:
|
||||
return l.Friends
|
||||
default:
|
||||
return Unlimited
|
||||
}
|
||||
}
|
||||
|
||||
// Config is the per-tier limit config (the single backend.config row).
|
||||
type Config struct {
|
||||
Guest Limits
|
||||
Durable Limits
|
||||
}
|
||||
|
||||
// Store reads and writes the single-row backend.config.
|
||||
type Store struct{ db *sql.DB }
|
||||
|
||||
// NewStore constructs a Store over db.
|
||||
func NewStore(db *sql.DB) *Store { return &Store{db: db} }
|
||||
|
||||
func (s *Store) load(ctx context.Context) (Config, error) {
|
||||
var c model.Config
|
||||
if err := postgres.SELECT(table.Config.AllColumns).FROM(table.Config).LIMIT(1).
|
||||
QueryContext(ctx, s.db, &c); err != nil {
|
||||
return Config{}, fmt.Errorf("gamelimits: load config: %w", err)
|
||||
}
|
||||
return Config{
|
||||
Guest: Limits{VsAI: int(c.GuestVsAiLimit), Random: int(c.GuestRandomLimit), Friends: int(c.GuestFriendsLimit)},
|
||||
Durable: Limits{VsAI: int(c.DurableVsAiLimit), Random: int(c.DurableRandomLimit), Friends: int(c.DurableFriendsLimit)},
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (s *Store) save(ctx context.Context, c Config) error {
|
||||
if _, err := s.db.ExecContext(ctx,
|
||||
`UPDATE backend.config SET guest_vs_ai_limit=$1, guest_random_limit=$2, guest_friends_limit=$3,
|
||||
durable_vs_ai_limit=$4, durable_random_limit=$5, durable_friends_limit=$6 WHERE only_row`,
|
||||
c.Guest.VsAI, c.Guest.Random, c.Guest.Friends, c.Durable.VsAI, c.Durable.Random, c.Durable.Friends); err != nil {
|
||||
return fmt.Errorf("gamelimits: save config: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// Service fronts the config with an in-memory cache (single-instance, matching the deploy). Load
|
||||
// once at startup; Update after an admin edit refreshes it in place.
|
||||
type Service struct {
|
||||
store *Store
|
||||
mu sync.RWMutex
|
||||
cfg Config
|
||||
}
|
||||
|
||||
// NewService constructs a Service over store. Call Load before serving.
|
||||
func NewService(store *Store) *Service { return &Service{store: store} }
|
||||
|
||||
// Load reads the config into the cache. Call once at startup.
|
||||
func (s *Service) Load(ctx context.Context) error {
|
||||
c, err := s.store.load(ctx)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
s.set(c)
|
||||
return nil
|
||||
}
|
||||
|
||||
func (s *Service) set(c Config) {
|
||||
s.mu.Lock()
|
||||
s.cfg = c
|
||||
s.mu.Unlock()
|
||||
}
|
||||
|
||||
// Get returns the cached config.
|
||||
func (s *Service) Get() Config {
|
||||
s.mu.RLock()
|
||||
defer s.mu.RUnlock()
|
||||
return s.cfg
|
||||
}
|
||||
|
||||
// LimitsFor returns the cached limits for the account tier (guest or durable).
|
||||
func (s *Service) LimitsFor(isGuest bool) Limits {
|
||||
c := s.Get()
|
||||
if isGuest {
|
||||
return c.Guest
|
||||
}
|
||||
return c.Durable
|
||||
}
|
||||
|
||||
// Update saves the config and refreshes the cache in place (the admin edit).
|
||||
func (s *Service) Update(ctx context.Context, c Config) error {
|
||||
if err := s.store.save(ctx, c); err != nil {
|
||||
return err
|
||||
}
|
||||
s.set(c)
|
||||
return nil
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
package gamelimits
|
||||
|
||||
import "testing"
|
||||
|
||||
// TestLimitsCap checks Cap maps each kind to its field and leaves the unknown kind uncapped, so a
|
||||
// untagged game (game_kind 0) is never gated.
|
||||
func TestLimitsCap(t *testing.T) {
|
||||
l := Limits{VsAI: 1, Random: 2, Friends: 3}
|
||||
for _, tc := range []struct {
|
||||
kind Kind
|
||||
want int
|
||||
}{
|
||||
{KindVsAI, 1},
|
||||
{KindRandom, 2},
|
||||
{KindFriends, 3},
|
||||
{KindUnknown, Unlimited},
|
||||
{Kind(99), Unlimited},
|
||||
} {
|
||||
if got := l.Cap(tc.kind); got != tc.want {
|
||||
t.Errorf("Cap(%d) = %d, want %d", tc.kind, got, tc.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestServiceLimitsForTier checks LimitsFor selects the guest or durable tier from the cached config.
|
||||
func TestServiceLimitsForTier(t *testing.T) {
|
||||
svc := NewService(nil)
|
||||
svc.set(Config{
|
||||
Guest: Limits{VsAI: 1, Random: 1, Friends: 0},
|
||||
Durable: Limits{VsAI: 10, Random: 10, Friends: 10},
|
||||
})
|
||||
|
||||
if got := svc.LimitsFor(true); got != (Limits{VsAI: 1, Random: 1, Friends: 0}) {
|
||||
t.Errorf("guest limits = %+v, want {1 1 0}", got)
|
||||
}
|
||||
if got := svc.LimitsFor(false); got != (Limits{VsAI: 10, Random: 10, Friends: 10}) {
|
||||
t.Errorf("durable limits = %+v, want {10 10 10}", got)
|
||||
}
|
||||
// The unlimited sentinel resolves through the tier too.
|
||||
svc.set(Config{Durable: Limits{VsAI: Unlimited, Random: Unlimited, Friends: Unlimited}})
|
||||
if got := svc.LimitsFor(false).Cap(KindVsAI); got != Unlimited {
|
||||
t.Errorf("durable vs_ai cap = %d, want unlimited (-1)", got)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,77 @@
|
||||
//go:build integration
|
||||
|
||||
package inttest
|
||||
|
||||
import (
|
||||
"context"
|
||||
"net/http"
|
||||
"strings"
|
||||
"testing"
|
||||
|
||||
"scrabble/backend/internal/payments"
|
||||
)
|
||||
|
||||
// TestConsoleRefundAndExport drives the manual refund and the ledger CSV export: a funded order is
|
||||
// refunded in full (chips revoked, a refund row), the refund is idempotent, and the export carries
|
||||
// the fund + refund rows; the refund POST is CSRF-guarded.
|
||||
func TestConsoleRefundAndExport(t *testing.T) {
|
||||
ctx := context.Background()
|
||||
srv, _, pay := bannerServer(t)
|
||||
h := srv.Handler()
|
||||
id := provisionAccount(t)
|
||||
const origin = "http://admin.test"
|
||||
base := "http://admin.test/_gm/users/" + id.String()
|
||||
|
||||
// Fund a pack: 100 chips + a fund ledger row.
|
||||
prod := seedPackProduct(t, 100, methodPrice{method: "direct", currency: "RUB", amount: 14900})
|
||||
res, err := pay.CreateOrder(ctx, id, payments.NewContext("direct", "web"), []payments.Source{payments.SourceDirect}, prod, "robokassa")
|
||||
if err != nil {
|
||||
t.Fatalf("order: %v", err)
|
||||
}
|
||||
paid, _ := payments.MoneyFromMinor(14900, payments.CurrencyRUB)
|
||||
if _, err := pay.Fund(ctx, res.OrderID, "robokassa", res.OrderID.String(), paid); err != nil {
|
||||
t.Fatalf("fund: %v", err)
|
||||
}
|
||||
|
||||
// CSRF: a refund without the origin header is refused.
|
||||
if code, _ := consoleDo(h, http.MethodPost, base+"/refund", "order_id="+res.OrderID.String(), ""); code != http.StatusForbidden {
|
||||
t.Fatalf("refund without origin = %d, want 403", code)
|
||||
}
|
||||
|
||||
// Refund the order in full → 100 chips revoked (none spent).
|
||||
if code, body := consoleDo(h, http.MethodPost, base+"/refund", "order_id="+res.OrderID.String(), origin); code != http.StatusOK || !strings.Contains(body, "revoked 100 chips") {
|
||||
t.Fatalf("refund = %d, has 'revoked 100 chips' = %v", code, strings.Contains(body, "revoked 100 chips"))
|
||||
}
|
||||
stmt, err := pay.AccountStatement(ctx, id)
|
||||
if err != nil {
|
||||
t.Fatalf("statement: %v", err)
|
||||
}
|
||||
for _, sg := range stmt.Segments {
|
||||
if sg.Source == payments.SourceDirect && sg.Chips != 0 {
|
||||
t.Errorf("after refund: direct chips = %d, want 0", sg.Chips)
|
||||
}
|
||||
}
|
||||
kinds := map[string]int{}
|
||||
for _, e := range stmt.Ledger {
|
||||
kinds[e.Kind]++
|
||||
}
|
||||
if kinds["fund"] != 1 || kinds["refund"] != 1 {
|
||||
t.Errorf("ledger kinds = %v, want one fund + one refund", kinds)
|
||||
}
|
||||
|
||||
// A second refund of the same order is idempotent.
|
||||
if code, body := consoleDo(h, http.MethodPost, base+"/refund", "order_id="+res.OrderID.String(), origin); code != http.StatusOK || !strings.Contains(body, "Already refunded") {
|
||||
t.Fatalf("second refund = %d, has 'Already refunded' = %v", code, strings.Contains(body, "Already refunded"))
|
||||
}
|
||||
|
||||
// Export the whole ledger as CSV: the header, this account, and its fund + refund rows.
|
||||
code, body := consoleDo(h, http.MethodGet, "http://admin.test/_gm/ledger.csv", "", "")
|
||||
if code != http.StatusOK {
|
||||
t.Fatalf("export = %d, want 200", code)
|
||||
}
|
||||
for _, want := range []string{"created_at,account_id,kind", id.String(), ",fund,", ",refund,"} {
|
||||
if !strings.Contains(body, want) {
|
||||
t.Errorf("ledger CSV missing %q", want)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,6 +5,7 @@ package inttest
|
||||
import (
|
||||
"context"
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"fmt"
|
||||
"net/http"
|
||||
"net/http/httptest"
|
||||
@@ -18,59 +19,119 @@ import (
|
||||
"scrabble/backend/internal/account"
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/game"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
"scrabble/backend/internal/lobby"
|
||||
"scrabble/backend/internal/server"
|
||||
"scrabble/backend/internal/social"
|
||||
)
|
||||
|
||||
// The game-limit suite covers the simultaneous quick-game cap (game.MaxActiveQuickGames):
|
||||
// the counting rule (Store/Service.CountActiveQuickGames) and the HTTP gate that refuses a
|
||||
// new game once the cap is reached, while accepting an incoming invitation stays allowed.
|
||||
// The game-limit suite covers the per-tier, per-kind active-game caps (backend.config): the
|
||||
// game_kind tag persisted per creation path, the tier resolution + counting rule
|
||||
// (game.Service.AtGameLimit), the HTTP gate + lobby at_game_limit flag, the guest gate on friend
|
||||
// actions, and the config hot-cache reflecting an admin edit. Accepting an invitation stays exempt.
|
||||
|
||||
// TestCountActiveQuickGames checks the count includes active and open quick games (the
|
||||
// honest-AI ones among them) and excludes finished games, friend games (created by
|
||||
// invitation) and games the account is not seated in.
|
||||
func TestCountActiveQuickGames(t *testing.T) {
|
||||
// newGameLimits builds a gamelimits service over the shared pool and loads the seeded config
|
||||
// (guest 1/1/0, durable 10/10/10).
|
||||
func newGameLimits(t *testing.T) *gamelimits.Service {
|
||||
t.Helper()
|
||||
gl := gamelimits.NewService(gamelimits.NewStore(testDB))
|
||||
if err := gl.Load(context.Background()); err != nil {
|
||||
t.Fatalf("load game limits: %v", err)
|
||||
}
|
||||
return gl
|
||||
}
|
||||
|
||||
// restoreDefaultLimits resets the single config row to the migration seed on cleanup, so a test that
|
||||
// edited it never leaks its values into another (the row is a shared singleton).
|
||||
func restoreDefaultLimits(t *testing.T, gl *gamelimits.Service) {
|
||||
t.Helper()
|
||||
t.Cleanup(func() {
|
||||
_ = gl.Update(context.Background(), gamelimits.Config{
|
||||
Guest: gamelimits.Limits{VsAI: 1, Random: 1, Friends: 0},
|
||||
Durable: gamelimits.Limits{VsAI: 10, Random: 10, Friends: 10},
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
// gameKind reads a game's persisted game_kind tag.
|
||||
func gameKind(t *testing.T, gameID uuid.UUID) int16 {
|
||||
t.Helper()
|
||||
var k int16
|
||||
if err := testDB.QueryRowContext(context.Background(),
|
||||
`SELECT game_kind FROM backend.games WHERE game_id=$1`, gameID).Scan(&k); err != nil {
|
||||
t.Fatalf("read game_kind: %v", err)
|
||||
}
|
||||
return k
|
||||
}
|
||||
|
||||
// mustCreateKind creates an active game seating the accounts, tagged with kind, and returns its id.
|
||||
func mustCreateKind(t *testing.T, games *game.Service, seats []uuid.UUID, kind gamelimits.Kind) uuid.UUID {
|
||||
t.Helper()
|
||||
g, err := games.Create(context.Background(), game.CreateParams{
|
||||
Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Kind: kind,
|
||||
})
|
||||
if err != nil {
|
||||
t.Fatalf("create game (kind=%d): %v", kind, err)
|
||||
}
|
||||
return g.ID
|
||||
}
|
||||
|
||||
// startFriendGameID has inviter invite invitee to a friend game and the invitee accept, returning
|
||||
// the started game's id.
|
||||
func startFriendGameID(t *testing.T, inv *lobby.InvitationService, inviter, invitee uuid.UUID) uuid.UUID {
|
||||
t.Helper()
|
||||
ctx := context.Background()
|
||||
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
|
||||
if err != nil {
|
||||
t.Fatalf("create invitation: %v", err)
|
||||
}
|
||||
got, err := inv.RespondInvitation(ctx, invitation.ID, invitee, true)
|
||||
if err != nil {
|
||||
t.Fatalf("accept invitation: %v", err)
|
||||
}
|
||||
if got.GameID == nil {
|
||||
t.Fatal("accepted invitation has no game id")
|
||||
}
|
||||
return *got.GameID
|
||||
}
|
||||
|
||||
// TestGameKindPersisted checks each creation path stamps the right game_kind: random (auto-match)
|
||||
// =2, vs_ai =1, friend (by invitation) =3.
|
||||
func TestGameKindPersisted(t *testing.T) {
|
||||
ctx := context.Background()
|
||||
clearOpenGames(t)
|
||||
games := newGameService()
|
||||
human := provisionAccount(t)
|
||||
opp := provisionAccount(t)
|
||||
inv := newInvitationService()
|
||||
human, opp := provisionAccount(t), provisionAccount(t)
|
||||
|
||||
if n := mustCount(t, games, human); n != 0 {
|
||||
t.Fatalf("fresh account count = %d, want 0", n)
|
||||
rnd, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour}, time.Now().Add(time.Minute), nil)
|
||||
if err != nil {
|
||||
t.Fatalf("open random game: %v", err)
|
||||
}
|
||||
if k := gameKind(t, rnd.ID); k != int16(gamelimits.KindRandom) {
|
||||
t.Errorf("random game_kind = %d, want %d", k, gamelimits.KindRandom)
|
||||
}
|
||||
|
||||
// An open (awaiting-opponent) quick game counts.
|
||||
if _, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{
|
||||
Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour,
|
||||
}, time.Now().Add(time.Minute), nil); err != nil {
|
||||
t.Fatalf("open quick game: %v", err)
|
||||
ai := mustCreateKind(t, games, []uuid.UUID{human, opp}, gamelimits.KindVsAI)
|
||||
if k := gameKind(t, ai); k != int16(gamelimits.KindVsAI) {
|
||||
t.Errorf("vs_ai game_kind = %d, want %d", k, gamelimits.KindVsAI)
|
||||
}
|
||||
// An active quick game and an honest-AI quick game both count (neither has an invitation row).
|
||||
mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 1)
|
||||
mustCreateQuick(t, games, []uuid.UUID{human, opp}, true, 2)
|
||||
|
||||
// A finished quick game does NOT count.
|
||||
fin := mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 3)
|
||||
if _, err := testDB.ExecContext(ctx, `UPDATE backend.games SET status='finished' WHERE game_id=$1`, fin); err != nil {
|
||||
t.Fatalf("finish game: %v", err)
|
||||
}
|
||||
// A game the human is not seated in does NOT count.
|
||||
mustCreateQuick(t, games, []uuid.UUID{opp, provisionAccount(t)}, false, 4)
|
||||
// A friend game (created by invitation) does NOT count, even though it is active.
|
||||
startFriendGame(t, human)
|
||||
|
||||
if n := mustCount(t, games, human); n != 3 {
|
||||
t.Fatalf("active quick count = %d, want 3 (active + AI + open)", n)
|
||||
friend := startFriendGameID(t, inv, human, opp)
|
||||
if k := gameKind(t, friend); k != int16(gamelimits.KindFriends) {
|
||||
t.Errorf("friend game_kind = %d, want %d", k, gamelimits.KindFriends)
|
||||
}
|
||||
}
|
||||
|
||||
// TestGameLimitGate drives the cap through the assembled HTTP server: under the cap the lobby
|
||||
// reports at_game_limit false; at the cap it flips to true and both new-game endpoints (quick
|
||||
// enqueue and invitation creation) are refused with 409 game_limit_reached, while accepting an
|
||||
// incoming invitation is still allowed.
|
||||
func TestGameLimitGate(t *testing.T) {
|
||||
// TestGuestActiveGameLimitHTTP drives the guest random cap through the assembled server: the first
|
||||
// auto-match opens a game, the lobby then flags at_game_limit, and a second enqueue is refused 409
|
||||
// game_limit_reached. It also checks the guest vs_ai and friends caps resolve at the domain level.
|
||||
func TestGuestActiveGameLimitHTTP(t *testing.T) {
|
||||
ctx := context.Background()
|
||||
clearOpenGames(t)
|
||||
gl := newGameLimits(t)
|
||||
games := newGameService()
|
||||
games.SetGameLimits(gl)
|
||||
srv := server.New(":0", server.Deps{
|
||||
Logger: zaptest.NewLogger(t),
|
||||
DB: testDB,
|
||||
@@ -78,88 +139,110 @@ func TestGameLimitGate(t *testing.T) {
|
||||
Games: games,
|
||||
Matchmaker: newMatchmaker(t, newRobotService(t, newGameService()), time.Minute, 0),
|
||||
Invitations: newInvitationService(),
|
||||
GameLimits: gl,
|
||||
})
|
||||
|
||||
human := provisionAccount(t)
|
||||
guest := provisionGuest(t)
|
||||
if gamesListAtLimit(t, srv, guest) {
|
||||
t.Fatal("a fresh guest must be under the random game limit")
|
||||
}
|
||||
// The first auto-match opens a random game (guest random cap = 1).
|
||||
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", guest, `{"variant":"erudit_ru"}`); rec.Code != http.StatusOK {
|
||||
t.Fatalf("first enqueue = %d (%s), want 200", rec.Code, rec.Body.String())
|
||||
}
|
||||
// At the cap: the lobby flags it and a second enqueue is refused with the stable code.
|
||||
if !gamesListAtLimit(t, srv, guest) {
|
||||
t.Fatal("after one random game the guest must be at the limit")
|
||||
}
|
||||
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", guest, `{"variant":"erudit_ru"}`); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
|
||||
t.Fatalf("second enqueue = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
|
||||
}
|
||||
|
||||
// A guest is refused the friends flow outright at the HTTP edge (403 guest_forbidden).
|
||||
opp := provisionAccount(t)
|
||||
|
||||
// Under the cap: the lobby reports the player is not limited.
|
||||
if gamesListAtLimit(t, srv, human) {
|
||||
t.Fatal("a fresh account must be under the game limit")
|
||||
}
|
||||
|
||||
// Reach the cap with active quick games seating the human (no invitation row → quick).
|
||||
for i := 0; i < game.MaxActiveQuickGames; i++ {
|
||||
mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, int64(i+1))
|
||||
}
|
||||
|
||||
// At the cap: the lobby flags it and both create paths are refused with the stable code.
|
||||
if !gamesListAtLimit(t, srv, human) {
|
||||
t.Fatalf("at %d games at_game_limit must be true", game.MaxActiveQuickGames)
|
||||
}
|
||||
// erudit_ru is in the default variant preferences, so the variant gate passes and the
|
||||
// game-limit gate is what fires here.
|
||||
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", human, `{"variant":"erudit_ru"}`); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
|
||||
t.Fatalf("enqueue at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
|
||||
}
|
||||
invBody := fmt.Sprintf(`{"variant":"erudit_ru","invitee_ids":[%q]}`, opp.String())
|
||||
if rec := userPost(t, srv, "/api/v1/user/invitations", human, invBody); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
|
||||
t.Fatalf("invitation at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
|
||||
if rec := userPost(t, srv, "/api/v1/user/invitations", guest, invBody); rec.Code != http.StatusForbidden || errorCode(t, rec) != "guest_forbidden" {
|
||||
t.Fatalf("guest invitation = (%d, %q), want (403, guest_forbidden)", rec.Code, errorCode(t, rec))
|
||||
}
|
||||
|
||||
// Accepting an incoming invitation is never blocked, even at the cap: another player invites
|
||||
// the capped human, who accepts over HTTP and the game starts (friend games do not count).
|
||||
inviter := provisionAccount(t)
|
||||
inv := newInvitationService()
|
||||
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{human}, englishInvite())
|
||||
if err != nil {
|
||||
t.Fatalf("create invitation: %v", err)
|
||||
// The guest vs_ai cap is 1: one vs_ai game puts the guest at the vs_ai limit.
|
||||
mustCreateKind(t, games, []uuid.UUID{guest, opp}, gamelimits.KindVsAI)
|
||||
if at, err := games.AtGameLimit(ctx, guest, gamelimits.KindVsAI); err != nil || !at {
|
||||
t.Fatalf("guest vs_ai at-limit = (%v, %v), want (true, nil)", at, err)
|
||||
}
|
||||
if rec := userPost(t, srv, "/api/v1/user/invitations/"+invitation.ID.String()+"/accept", human, ""); rec.Code != http.StatusOK {
|
||||
t.Fatalf("accept at limit = %d (%s), want 200 — accept must bypass the cap", rec.Code, rec.Body.String())
|
||||
// The guest friends cap is 0: a guest is always at the friends limit (the 403 gate blocks first).
|
||||
if at, err := games.AtGameLimit(ctx, guest, gamelimits.KindFriends); err != nil || !at {
|
||||
t.Fatalf("guest friends at-limit = (%v, %v), want (true, nil)", at, err)
|
||||
}
|
||||
}
|
||||
|
||||
// mustCount returns the account's active-quick-game count, failing on error.
|
||||
func mustCount(t *testing.T, games *game.Service, id uuid.UUID) int {
|
||||
t.Helper()
|
||||
n, err := games.CountActiveQuickGames(context.Background(), id)
|
||||
if err != nil {
|
||||
t.Fatalf("count active quick games: %v", err)
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
// mustCreateQuick creates an active quick game (no invitation) seating the given accounts and
|
||||
// returns its id; vsAI flags an honest-AI game (the service then applies the 7-day clock).
|
||||
func mustCreateQuick(t *testing.T, games *game.Service, seats []uuid.UUID, vsAI bool, seed int64) uuid.UUID {
|
||||
t.Helper()
|
||||
p := game.CreateParams{Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Seed: seed}
|
||||
if vsAI {
|
||||
p.VsAI = true
|
||||
p.TurnTimeout = 0 // the service applies the 7-day AI inactivity clock for vs_ai games
|
||||
}
|
||||
g, err := games.Create(context.Background(), p)
|
||||
if err != nil {
|
||||
t.Fatalf("create quick game (vsAI=%v): %v", vsAI, err)
|
||||
}
|
||||
return g.ID
|
||||
}
|
||||
|
||||
// startFriendGame has a fresh inviter invite the given account to a friend game and the invitee
|
||||
// accept it, so the (active) friend game exists with its game_invitations row.
|
||||
func startFriendGame(t *testing.T, invitee uuid.UUID) {
|
||||
t.Helper()
|
||||
// TestDurableTierHigherLimit checks a durable account resolves the durable tier, not the guest one:
|
||||
// one random game leaves it well under the durable cap (10).
|
||||
func TestDurableTierHigherLimit(t *testing.T) {
|
||||
ctx := context.Background()
|
||||
gl := newGameLimits(t)
|
||||
games := newGameService()
|
||||
games.SetGameLimits(gl)
|
||||
durable, opp := provisionAccount(t), provisionAccount(t)
|
||||
|
||||
mustCreateKind(t, games, []uuid.UUID{durable, opp}, gamelimits.KindRandom)
|
||||
if at, err := games.AtGameLimit(ctx, durable, gamelimits.KindRandom); err != nil || at {
|
||||
t.Fatalf("durable random at-limit after one game = (%v, %v), want (false, nil)", at, err)
|
||||
}
|
||||
}
|
||||
|
||||
// TestGuestForbiddenFriendActions checks a guest is refused every friend action server-side (the UI
|
||||
// hides them; this is the source of truth): creating an invitation, sending a friend request, and
|
||||
// redeeming a friend code.
|
||||
func TestGuestForbiddenFriendActions(t *testing.T) {
|
||||
ctx := context.Background()
|
||||
guest := provisionGuest(t)
|
||||
other := provisionAccount(t)
|
||||
|
||||
inv := newInvitationService()
|
||||
if _, err := inv.CreateInvitation(ctx, guest, []uuid.UUID{other}, englishInvite()); !errors.Is(err, lobby.ErrGuestForbidden) {
|
||||
t.Fatalf("guest CreateInvitation err = %v, want ErrGuestForbidden", err)
|
||||
}
|
||||
|
||||
soc := newSocialService()
|
||||
if err := soc.SendFriendRequest(ctx, guest, other); !errors.Is(err, social.ErrGuestForbidden) {
|
||||
t.Fatalf("guest SendFriendRequest err = %v, want ErrGuestForbidden", err)
|
||||
}
|
||||
if _, err := soc.RedeemFriendCode(ctx, guest, "000000"); !errors.Is(err, social.ErrGuestForbidden) {
|
||||
t.Fatalf("guest RedeemFriendCode err = %v, want ErrGuestForbidden", err)
|
||||
}
|
||||
}
|
||||
|
||||
// TestDurableFriendsCapAndConfigCache lowers the durable friends cap to 1 through the service (the
|
||||
// admin-edit path), checks a durable inviter is refused a second friend game with 409, and that
|
||||
// accepting an incoming invitation is still exempt from the cap.
|
||||
func TestDurableFriendsCapAndConfigCache(t *testing.T) {
|
||||
ctx := context.Background()
|
||||
gl := newGameLimits(t)
|
||||
restoreDefaultLimits(t, gl)
|
||||
cfg := gl.Get()
|
||||
cfg.Durable.Friends = 1
|
||||
if err := gl.Update(ctx, cfg); err != nil {
|
||||
t.Fatalf("update durable friends cap: %v", err)
|
||||
}
|
||||
games := newGameService()
|
||||
games.SetGameLimits(gl)
|
||||
inv := lobby.NewInvitationService(lobby.NewStore(testDB), games, account.NewStore(testDB), newSocialService())
|
||||
|
||||
inviter := provisionAccount(t)
|
||||
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
|
||||
if err != nil {
|
||||
t.Fatalf("create invitation: %v", err)
|
||||
d2, d3 := provisionAccount(t), provisionAccount(t)
|
||||
|
||||
// The inviter's first friend game reaches the (lowered) cap of 1.
|
||||
startFriendGameID(t, inv, inviter, d2)
|
||||
if at, err := games.AtGameLimit(ctx, inviter, gamelimits.KindFriends); err != nil || !at {
|
||||
t.Fatalf("inviter friends at-limit = (%v, %v), want (true, nil)", at, err)
|
||||
}
|
||||
if _, err := inv.RespondInvitation(ctx, invitation.ID, invitee, true); err != nil {
|
||||
t.Fatalf("accept invitation: %v", err)
|
||||
// A second invitation is refused: the cache reflects the edit.
|
||||
if _, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{d3}, englishInvite()); !errors.Is(err, game.ErrGameLimitReached) {
|
||||
t.Fatalf("second invitation err = %v, want ErrGameLimitReached", err)
|
||||
}
|
||||
// Accept stays exempt: someone else invites the capped inviter, who accepts and the game starts.
|
||||
startFriendGameID(t, inv, d3, inviter)
|
||||
}
|
||||
|
||||
// gamesListAtLimit fetches /api/v1/user/games and returns its at_game_limit flag.
|
||||
|
||||
@@ -15,6 +15,7 @@ import (
|
||||
"scrabble/backend/internal/account"
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/game"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
"scrabble/backend/internal/notify"
|
||||
"scrabble/backend/internal/postgres/jet/backend/model"
|
||||
"scrabble/backend/internal/postgres/jet/backend/table"
|
||||
@@ -218,6 +219,20 @@ func (svc *InvitationService) CreateInvitation(ctx context.Context, inviterID uu
|
||||
if !slices.Contains(game.AllowedTurnTimeouts, settings.TurnTimeout) {
|
||||
return Invitation{}, fmt.Errorf("%w: turn timeout %s not allowed", ErrInvalidInvitation, settings.TurnTimeout)
|
||||
}
|
||||
// A guest cannot invite: friend games are a durable-account feature. The UI hides the flow;
|
||||
// this is the server source of truth.
|
||||
if acc, err := svc.accounts.GetByID(ctx, inviterID); err != nil {
|
||||
return Invitation{}, err
|
||||
} else if acc.IsGuest {
|
||||
return Invitation{}, ErrGuestForbidden
|
||||
}
|
||||
// A durable inviter is still capped: refuse a new friend game once the per-tier friends limit is
|
||||
// reached. The guest branch above short-circuits before here, so this is the durable cap.
|
||||
if atLimit, err := svc.games.AtGameLimit(ctx, inviterID, gamelimits.KindFriends); err != nil {
|
||||
return Invitation{}, err
|
||||
} else if atLimit {
|
||||
return Invitation{}, game.ErrGameLimitReached
|
||||
}
|
||||
seen := map[uuid.UUID]bool{inviterID: true}
|
||||
// suppressed collects invitees who have blocked the inviter: the invitation is still
|
||||
// created and persisted for them, but they are never notified and never see it (their
|
||||
@@ -336,6 +351,7 @@ func (svc *InvitationService) startGame(ctx context.Context, invitationID uuid.U
|
||||
HintsPerPlayer: inv.Settings.HintsPerPlayer,
|
||||
DropoutTiles: inv.Settings.DropoutTiles,
|
||||
MultipleWordsPerTurn: inv.Settings.MultipleWordsPerTurn,
|
||||
Kind: gamelimits.KindFriends,
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
|
||||
@@ -15,17 +15,22 @@ import (
|
||||
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/game"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
"scrabble/backend/internal/notify"
|
||||
)
|
||||
|
||||
// GameCreator is the slice of the game domain the lobby needs: starting a seated
|
||||
// game and reading a player's initial view of it. game.Service satisfies it.
|
||||
// game, reading a player's initial view of it, and testing a caller's active-game
|
||||
// cap. game.Service satisfies it.
|
||||
type GameCreator interface {
|
||||
Create(ctx context.Context, params game.CreateParams) (game.Game, error)
|
||||
// InitialState returns a seated player's full initial view of a started game, used
|
||||
// to enrich the game_started event so the client renders the new game without a
|
||||
// follow-up fetch.
|
||||
InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
|
||||
// AtGameLimit reports whether accountID has reached its tier's active-game cap for kind. The
|
||||
// invitation path uses it to enforce the friends limit before opening one.
|
||||
AtGameLimit(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (bool, error)
|
||||
}
|
||||
|
||||
// RobotProvider supplies a robot account to substitute for a missing human in
|
||||
@@ -62,6 +67,9 @@ var (
|
||||
// ErrInvalidInvitation is returned for a malformed invitation (bad player
|
||||
// count, duplicate or self invitee, or unacceptable settings).
|
||||
ErrInvalidInvitation = errors.New("lobby: invalid invitation")
|
||||
// ErrGuestForbidden is returned when a guest attempts a durable-only action (invite a
|
||||
// friend); the friend flow is gated to durable accounts.
|
||||
ErrGuestForbidden = errors.New("lobby: guests cannot invite")
|
||||
// ErrInvitationBlocked is returned when a block stands between the inviter and
|
||||
// an invitee.
|
||||
ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts")
|
||||
|
||||
@@ -10,6 +10,7 @@ import (
|
||||
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/game"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
"scrabble/backend/internal/notify"
|
||||
)
|
||||
|
||||
@@ -141,6 +142,7 @@ func (m *Matchmaker) StartVsAI(ctx context.Context, accountID uuid.UUID, variant
|
||||
if rand.IntN(2) == 1 {
|
||||
params.Seats = []uuid.UUID{robotID, accountID}
|
||||
}
|
||||
params.Kind = gamelimits.KindVsAI
|
||||
g, err := m.games.Create(ctx, params)
|
||||
if err != nil {
|
||||
return EnqueueResult{}, err
|
||||
|
||||
@@ -37,6 +37,7 @@ func toWireGame(g GameSummary) wire.GameView {
|
||||
TurnTimeoutSecs: g.TurnTimeoutSecs,
|
||||
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
|
||||
VsAI: g.VsAI,
|
||||
Kind: g.Kind,
|
||||
MoveCount: g.MoveCount,
|
||||
EndReason: g.EndReason,
|
||||
Seats: seats,
|
||||
|
||||
@@ -115,7 +115,7 @@ func TestGameOverPayloadRoundTrips(t *testing.T) {
|
||||
func TestOpponentMovedPayloadRoundTrips(t *testing.T) {
|
||||
uid, gid := uuid.New(), uuid.New()
|
||||
move := engine.MoveRecord{Player: 1, Action: engine.ActionPlay, Words: []string{"STOOL"}, Score: 24, Total: 130}
|
||||
summary := notify.GameSummary{ID: gid.String(), MoveCount: 9, ToMove: 0, Seats: []notify.SeatStanding{{Seat: 1, Score: 130}}}
|
||||
summary := notify.GameSummary{ID: gid.String(), MoveCount: 9, ToMove: 0, Kind: 2, Seats: []notify.SeatStanding{{Seat: 1, Score: 130}}}
|
||||
in := notify.OpponentMoved(uid, gid, move, summary, 42)
|
||||
if in.Kind != notify.KindOpponentMoved {
|
||||
t.Fatalf("kind = %q", in.Kind)
|
||||
@@ -132,7 +132,7 @@ func TestOpponentMovedPayloadRoundTrips(t *testing.T) {
|
||||
if m == nil || m.Player() != 1 || string(m.Action()) != "play" || m.Total() != 130 {
|
||||
t.Fatalf("move wrong: %+v", m)
|
||||
}
|
||||
if g := ev.Game(nil); g == nil || g.MoveCount() != 9 || g.ToMove() != 0 {
|
||||
if g := ev.Game(nil); g == nil || g.MoveCount() != 9 || g.ToMove() != 0 || g.Kind() != 2 {
|
||||
t.Fatalf("game summary wrong: %+v", ev.Game(nil))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,6 +35,9 @@ type GameSummary struct {
|
||||
EndReason string
|
||||
Seats []SeatStanding
|
||||
LastActivityUnix int64
|
||||
// Kind is the game's origin for the active-game limits (0 unknown, 1 vs_ai, 2 random, 3 friends);
|
||||
// it rides live events so a lobby patch keeps the per-kind count correct.
|
||||
Kind int
|
||||
}
|
||||
|
||||
// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
package payments
|
||||
|
||||
import (
|
||||
"context"
|
||||
|
||||
"github.com/google/uuid"
|
||||
)
|
||||
|
||||
// providerAdmin tags an operator-initiated refund in the ledger, distinct from a rail's own refund
|
||||
// (robokassa / vk / telegram). The refund idempotency key (providerAdmin, order id) allows exactly
|
||||
// one manual full refund per order.
|
||||
const providerAdmin = "admin"
|
||||
|
||||
// RefundOrderFull refunds a paid order in full at the operator's request: it revokes the funded
|
||||
// chips best-effort (floored at 0, never negative — D27), records a refund ledger row, and is
|
||||
// idempotent (a second call reports AlreadyRefunded). The operator performs the actual money refund
|
||||
// on the rail (Robokassa cabinet / VK support / Telegram refundStarPayment); this records it.
|
||||
func (s *Service) RefundOrderFull(ctx context.Context, orderID uuid.UUID) (RefundOutcome, error) {
|
||||
o, err := s.store.orderByID(ctx, orderID)
|
||||
if err != nil {
|
||||
return RefundOutcome{}, err
|
||||
}
|
||||
refunded, err := MoneyFromMinor(o.expectedAmount, Currency(o.currency))
|
||||
if err != nil {
|
||||
return RefundOutcome{}, err
|
||||
}
|
||||
return s.store.refund(ctx, orderID, providerAdmin, orderID.String(), refunded, s.clock())
|
||||
}
|
||||
|
||||
// LedgerExportRow is one append-only ledger row for the tax / reconciliation export, carrying the
|
||||
// account it belongs to alongside the entry fields.
|
||||
type LedgerExportRow struct {
|
||||
AccountID string
|
||||
LedgerEntry
|
||||
}
|
||||
|
||||
// LedgerExport reads the entire append-only ledger (all accounts, newest first) for a CSV/JSON
|
||||
// export — tax reporting and future rail reconciliation. Uncached, admin-only.
|
||||
func (s *Service) LedgerExport(ctx context.Context) ([]LedgerExportRow, error) {
|
||||
return s.store.allLedger(ctx)
|
||||
}
|
||||
@@ -77,6 +77,36 @@ func (s *Store) accountStatement(ctx context.Context, accountID uuid.UUID) (Stat
|
||||
return out, nil
|
||||
}
|
||||
|
||||
// allLedger reads the entire append-only ledger (all accounts, newest first) for the admin export.
|
||||
func (s *Store) allLedger(ctx context.Context) ([]LedgerExportRow, error) {
|
||||
var rows []model.Ledger
|
||||
if err := postgres.SELECT(table.Ledger.AllColumns).
|
||||
FROM(table.Ledger).
|
||||
ORDER_BY(table.Ledger.CreatedAt.DESC()).
|
||||
QueryContext(ctx, s.db, &rows); err != nil {
|
||||
return nil, fmt.Errorf("payments: export ledger: %w", err)
|
||||
}
|
||||
out := make([]LedgerExportRow, 0, len(rows))
|
||||
for _, r := range rows {
|
||||
out = append(out, LedgerExportRow{
|
||||
AccountID: r.AccountID.String(),
|
||||
LedgerEntry: LedgerEntry{
|
||||
Kind: r.Kind,
|
||||
Source: derefStr(r.Source),
|
||||
Origin: derefStr(r.Origin),
|
||||
ChipsDelta: int(r.ChipsDelta),
|
||||
ProductID: derefUUID(r.ProductID),
|
||||
OrderID: derefUUID(r.OrderID),
|
||||
Provider: derefStr(r.Provider),
|
||||
ProviderPaymentID: derefStr(r.ProviderPaymentID),
|
||||
Snapshot: derefStr(r.Snapshot),
|
||||
CreatedAt: r.CreatedAt,
|
||||
},
|
||||
})
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
|
||||
// derefStr returns the pointed-to string, or "" when the pointer is nil (a NULL column).
|
||||
func derefStr(p *string) string {
|
||||
if p == nil {
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
//
|
||||
// Code generated by go-jet DO NOT EDIT.
|
||||
//
|
||||
// WARNING: Changes to this file may cause incorrect behavior
|
||||
// and will be lost if the code is regenerated
|
||||
//
|
||||
|
||||
package model
|
||||
|
||||
type Config struct {
|
||||
OnlyRow bool `sql:"primary_key"`
|
||||
GuestVsAiLimit int16
|
||||
GuestRandomLimit int16
|
||||
GuestFriendsLimit int16
|
||||
DurableVsAiLimit int16
|
||||
DurableRandomLimit int16
|
||||
DurableFriendsLimit int16
|
||||
}
|
||||
@@ -33,4 +33,5 @@ type Games struct {
|
||||
DropoutTiles string
|
||||
MultipleWordsPerTurn bool
|
||||
VsAi bool
|
||||
GameKind int16
|
||||
}
|
||||
|
||||
@@ -0,0 +1,96 @@
|
||||
//
|
||||
// Code generated by go-jet DO NOT EDIT.
|
||||
//
|
||||
// WARNING: Changes to this file may cause incorrect behavior
|
||||
// and will be lost if the code is regenerated
|
||||
//
|
||||
|
||||
package table
|
||||
|
||||
import (
|
||||
"github.com/go-jet/jet/v2/postgres"
|
||||
)
|
||||
|
||||
var Config = newConfigTable("backend", "config", "")
|
||||
|
||||
type configTable struct {
|
||||
postgres.Table
|
||||
|
||||
// Columns
|
||||
OnlyRow postgres.ColumnBool
|
||||
GuestVsAiLimit postgres.ColumnInteger
|
||||
GuestRandomLimit postgres.ColumnInteger
|
||||
GuestFriendsLimit postgres.ColumnInteger
|
||||
DurableVsAiLimit postgres.ColumnInteger
|
||||
DurableRandomLimit postgres.ColumnInteger
|
||||
DurableFriendsLimit postgres.ColumnInteger
|
||||
|
||||
AllColumns postgres.ColumnList
|
||||
MutableColumns postgres.ColumnList
|
||||
DefaultColumns postgres.ColumnList
|
||||
}
|
||||
|
||||
type ConfigTable struct {
|
||||
configTable
|
||||
|
||||
EXCLUDED configTable
|
||||
}
|
||||
|
||||
// AS creates new ConfigTable with assigned alias
|
||||
func (a ConfigTable) AS(alias string) *ConfigTable {
|
||||
return newConfigTable(a.SchemaName(), a.TableName(), alias)
|
||||
}
|
||||
|
||||
// Schema creates new ConfigTable with assigned schema name
|
||||
func (a ConfigTable) FromSchema(schemaName string) *ConfigTable {
|
||||
return newConfigTable(schemaName, a.TableName(), a.Alias())
|
||||
}
|
||||
|
||||
// WithPrefix creates new ConfigTable with assigned table prefix
|
||||
func (a ConfigTable) WithPrefix(prefix string) *ConfigTable {
|
||||
return newConfigTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
|
||||
}
|
||||
|
||||
// WithSuffix creates new ConfigTable with assigned table suffix
|
||||
func (a ConfigTable) WithSuffix(suffix string) *ConfigTable {
|
||||
return newConfigTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
|
||||
}
|
||||
|
||||
func newConfigTable(schemaName, tableName, alias string) *ConfigTable {
|
||||
return &ConfigTable{
|
||||
configTable: newConfigTableImpl(schemaName, tableName, alias),
|
||||
EXCLUDED: newConfigTableImpl("", "excluded", ""),
|
||||
}
|
||||
}
|
||||
|
||||
func newConfigTableImpl(schemaName, tableName, alias string) configTable {
|
||||
var (
|
||||
OnlyRowColumn = postgres.BoolColumn("only_row")
|
||||
GuestVsAiLimitColumn = postgres.IntegerColumn("guest_vs_ai_limit")
|
||||
GuestRandomLimitColumn = postgres.IntegerColumn("guest_random_limit")
|
||||
GuestFriendsLimitColumn = postgres.IntegerColumn("guest_friends_limit")
|
||||
DurableVsAiLimitColumn = postgres.IntegerColumn("durable_vs_ai_limit")
|
||||
DurableRandomLimitColumn = postgres.IntegerColumn("durable_random_limit")
|
||||
DurableFriendsLimitColumn = postgres.IntegerColumn("durable_friends_limit")
|
||||
allColumns = postgres.ColumnList{OnlyRowColumn, GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
|
||||
mutableColumns = postgres.ColumnList{GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
|
||||
defaultColumns = postgres.ColumnList{OnlyRowColumn, GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
|
||||
)
|
||||
|
||||
return configTable{
|
||||
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
|
||||
|
||||
//Columns
|
||||
OnlyRow: OnlyRowColumn,
|
||||
GuestVsAiLimit: GuestVsAiLimitColumn,
|
||||
GuestRandomLimit: GuestRandomLimitColumn,
|
||||
GuestFriendsLimit: GuestFriendsLimitColumn,
|
||||
DurableVsAiLimit: DurableVsAiLimitColumn,
|
||||
DurableRandomLimit: DurableRandomLimitColumn,
|
||||
DurableFriendsLimit: DurableFriendsLimitColumn,
|
||||
|
||||
AllColumns: allColumns,
|
||||
MutableColumns: mutableColumns,
|
||||
DefaultColumns: defaultColumns,
|
||||
}
|
||||
}
|
||||
@@ -37,6 +37,7 @@ type gamesTable struct {
|
||||
DropoutTiles postgres.ColumnString
|
||||
MultipleWordsPerTurn postgres.ColumnBool
|
||||
VsAi postgres.ColumnBool
|
||||
GameKind postgres.ColumnInteger
|
||||
|
||||
AllColumns postgres.ColumnList
|
||||
MutableColumns postgres.ColumnList
|
||||
@@ -98,9 +99,10 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
|
||||
DropoutTilesColumn = postgres.StringColumn("dropout_tiles")
|
||||
MultipleWordsPerTurnColumn = postgres.BoolColumn("multiple_words_per_turn")
|
||||
VsAiColumn = postgres.BoolColumn("vs_ai")
|
||||
allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn}
|
||||
mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn}
|
||||
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn}
|
||||
GameKindColumn = postgres.IntegerColumn("game_kind")
|
||||
allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
|
||||
mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
|
||||
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
|
||||
)
|
||||
|
||||
return gamesTable{
|
||||
@@ -127,6 +129,7 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
|
||||
DropoutTiles: DropoutTilesColumn,
|
||||
MultipleWordsPerTurn: MultipleWordsPerTurnColumn,
|
||||
VsAi: VsAiColumn,
|
||||
GameKind: GameKindColumn,
|
||||
|
||||
AllColumns: allColumns,
|
||||
MutableColumns: mutableColumns,
|
||||
|
||||
@@ -21,6 +21,7 @@ func UseSchema(schema string) {
|
||||
Blocks = Blocks.FromSchema(schema)
|
||||
ChatMessages = ChatMessages.FromSchema(schema)
|
||||
Complaints = Complaints.FromSchema(schema)
|
||||
Config = Config.FromSchema(schema)
|
||||
DictionaryState = DictionaryState.FromSchema(schema)
|
||||
EmailConfirmations = EmailConfirmations.FromSchema(schema)
|
||||
FeedbackMessages = FeedbackMessages.FromSchema(schema)
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
-- Guest-limit foundation (E8): tag each game with its kind so the per-tier, per-kind active-game
|
||||
-- limits are enforceable, and add the single-row config that holds those limits (tuned in the admin,
|
||||
-- no release). It replaces the old hardcoded MaxActiveQuickGames=10 combined cap with a per-tier,
|
||||
-- per-kind config. game_kind: 0=unknown (pre-E8 games, never gated), 1=vs_ai, 2=random, 3=friends —
|
||||
-- set on creation. The limits are smallint with -1 = unlimited; a guest defaults to 1 vs_ai + 1
|
||||
-- random (friends 0, moot — the guest gate blocks friend games), a durable account to 10 per kind
|
||||
-- (the old cap, now per kind). Additive only — applies forward via goose with no data rewrite (no
|
||||
-- contour wipe); an image rollback ignores the column + table.
|
||||
-- +goose Up
|
||||
|
||||
ALTER TABLE backend.games
|
||||
ADD COLUMN game_kind smallint DEFAULT 0 NOT NULL;
|
||||
ALTER TABLE backend.games
|
||||
ADD CONSTRAINT games_game_kind_chk CHECK (game_kind >= 0 AND game_kind <= 3);
|
||||
|
||||
CREATE TABLE backend.config (
|
||||
only_row boolean DEFAULT true NOT NULL,
|
||||
guest_vs_ai_limit smallint DEFAULT 1 NOT NULL,
|
||||
guest_random_limit smallint DEFAULT 1 NOT NULL,
|
||||
guest_friends_limit smallint DEFAULT 0 NOT NULL,
|
||||
durable_vs_ai_limit smallint DEFAULT 10 NOT NULL,
|
||||
durable_random_limit smallint DEFAULT 10 NOT NULL,
|
||||
durable_friends_limit smallint DEFAULT 10 NOT NULL,
|
||||
CONSTRAINT config_pkey PRIMARY KEY (only_row),
|
||||
CONSTRAINT config_single_row_chk CHECK (only_row),
|
||||
CONSTRAINT config_limits_chk CHECK (
|
||||
guest_vs_ai_limit >= -1 AND guest_random_limit >= -1 AND guest_friends_limit >= -1 AND
|
||||
durable_vs_ai_limit >= -1 AND durable_random_limit >= -1 AND durable_friends_limit >= -1)
|
||||
);
|
||||
|
||||
INSERT INTO backend.config (only_row) VALUES (true);
|
||||
|
||||
-- +goose Down
|
||||
|
||||
DROP TABLE backend.config;
|
||||
ALTER TABLE backend.games DROP COLUMN game_kind;
|
||||
@@ -72,6 +72,7 @@ func (s *Server) profileResponse(ctx context.Context, acc account.Account) profi
|
||||
}
|
||||
r.Banner = s.bannerFor(ctx, acc, cxt, present)
|
||||
r.Ads = s.adsFor(ctx, acc, cxt, present)
|
||||
r.GameLimits = s.gameLimitsDTOFor(acc.IsGuest)
|
||||
s.fillLinkedIdentities(ctx, &r, acc.ID)
|
||||
r.DictVersions = s.currentDictVersions()
|
||||
return r
|
||||
|
||||
@@ -78,6 +78,18 @@ type profileResponse struct {
|
||||
// Filled outside the pure projection (it reads the dictionary registry), so it is empty
|
||||
// for callers that build the DTO without a Server. See Server.profileResponse.
|
||||
DictVersions []dictVersion `json:"dict_versions,omitempty"`
|
||||
// GameLimits carries the caller's tier active-game caps per kind (-1 = unlimited); the client
|
||||
// counts its active games per kind from the lobby and locks a capped New-Game start. Filled
|
||||
// outside the pure projection (it reads the limits config). See Server.profileResponse.
|
||||
GameLimits *gameLimitsDTO `json:"game_limits,omitempty"`
|
||||
}
|
||||
|
||||
// gameLimitsDTO is the caller's tier active-game caps per kind (-1 = unlimited), for the client's
|
||||
// per-kind New-Game lock. profileResponse.GameLimits carries it.
|
||||
type gameLimitsDTO struct {
|
||||
VsAI int `json:"vs_ai"`
|
||||
Random int `json:"random"`
|
||||
Friends int `json:"friends"`
|
||||
}
|
||||
|
||||
// dictVersion pairs a game variant's stable label (engine.Variant.String) with its current
|
||||
@@ -134,7 +146,11 @@ type gameDTO struct {
|
||||
MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
|
||||
// VsAI marks an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend
|
||||
// are suppressed in the client.
|
||||
VsAI bool `json:"vs_ai"`
|
||||
VsAI bool `json:"vs_ai"`
|
||||
// Kind is the game's origin for the active-game limits (game.Kind): 0 unknown (a pre-existing
|
||||
// game), 1 vs_ai, 2 random, 3 friends. The lobby counts active games per kind to lock a capped
|
||||
// New-Game start.
|
||||
Kind int `json:"kind"`
|
||||
MoveCount int `json:"move_count"`
|
||||
EndReason string `json:"end_reason"`
|
||||
// LastActivityUnix is the lobby sort key: the current turn's start for an active
|
||||
@@ -277,6 +293,7 @@ func gameDTOFromGame(g game.Game) gameDTO {
|
||||
TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
|
||||
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
|
||||
VsAI: g.VsAI,
|
||||
Kind: int(g.Kind),
|
||||
MoveCount: g.MoveCount,
|
||||
EndReason: g.EndReason,
|
||||
LastActivityUnix: last.Unix(),
|
||||
|
||||
@@ -319,6 +319,8 @@ func statusForError(err error) (int, string) {
|
||||
return http.StatusConflict, "request_declined"
|
||||
case errors.Is(err, social.ErrFriendCodeInvalid):
|
||||
return http.StatusUnprocessableEntity, "friend_code_invalid"
|
||||
case errors.Is(err, social.ErrGuestForbidden), errors.Is(err, lobby.ErrGuestForbidden):
|
||||
return http.StatusForbidden, "guest_forbidden"
|
||||
case errors.Is(err, feedback.ErrGuestForbidden):
|
||||
return http.StatusForbidden, "feedback_guest_forbidden"
|
||||
case errors.Is(err, feedback.ErrBanned):
|
||||
|
||||
@@ -60,6 +60,7 @@ func (s *Server) registerConsole(router *gin.Engine) {
|
||||
gm.POST("/users/:id/remove-email", s.consoleRemoveEmail)
|
||||
gm.POST("/users/:id/grant", s.consoleGrant)
|
||||
gm.POST("/users/:id/grant-product", s.consoleGrantProduct)
|
||||
gm.POST("/users/:id/refund", s.consoleRefund)
|
||||
gm.POST("/users/:id/delete", s.consoleDeleteUser)
|
||||
gm.GET("/reasons", s.consoleReasons)
|
||||
gm.POST("/reasons", s.consoleCreateReason)
|
||||
@@ -69,6 +70,10 @@ func (s *Server) registerConsole(router *gin.Engine) {
|
||||
gm.POST("/bans/unban", s.consoleUnban)
|
||||
gm.GET("/games", s.consoleGames)
|
||||
gm.GET("/games/:id", s.consoleGameDetail)
|
||||
if s.gamelimits != nil {
|
||||
gm.GET("/limits", s.consoleLimits)
|
||||
gm.POST("/limits", s.consoleUpdateLimits)
|
||||
}
|
||||
gm.GET("/complaints", s.consoleComplaints)
|
||||
gm.GET("/complaints/:id", s.consoleComplaintDetail)
|
||||
gm.POST("/complaints/:id/resolve", s.consoleResolveComplaint)
|
||||
@@ -111,6 +116,7 @@ func (s *Server) registerConsole(router *gin.Engine) {
|
||||
gm.POST("/catalog/:id", s.consoleUpdateProduct)
|
||||
gm.POST("/catalog/:id/archive", s.consoleArchiveProduct)
|
||||
gm.POST("/catalog/:id/delete", s.consoleDeleteProductAction)
|
||||
gm.GET("/ledger.csv", s.consoleLedgerExport)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -560,6 +566,7 @@ func (s *Server) consoleGameDetail(c *gin.Context) {
|
||||
Status: g.Status, Players: g.Players, ToMove: g.ToMove, EndReason: g.EndReason,
|
||||
MoveCount: g.MoveCount, CreatedAt: fmtTime(g.CreatedAt), UpdatedAt: fmtTime(g.UpdatedAt),
|
||||
FinishedAt: fmtTimePtr(g.FinishedAt), VsAI: g.VsAI,
|
||||
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
|
||||
}
|
||||
// Resolve seats and detect robot seats; capture the human opponent's timezone, which
|
||||
// anchors the robot's sleep window for the next-move ETA.
|
||||
@@ -1242,7 +1249,7 @@ func (s *Server) consoleUUID(c *gin.Context, back string) (uuid.UUID, bool) {
|
||||
|
||||
// gameRow projects a game summary into its console row.
|
||||
func gameRow(g game.Game) adminconsole.GameRow {
|
||||
return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt), VsAI: g.VsAI}
|
||||
return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt), VsAI: g.VsAI, Kind: g.Kind.String()}
|
||||
}
|
||||
|
||||
// trimForm returns the trimmed value of a posted form field.
|
||||
|
||||
@@ -0,0 +1,75 @@
|
||||
package server
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/gin-gonic/gin"
|
||||
|
||||
"scrabble/backend/internal/adminconsole"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
)
|
||||
|
||||
// gameLimitsDTOFor resolves the caller's tier active-game caps into the profile DTO, so the client
|
||||
// can lock a capped New-Game start per kind. It returns nil when the limits config is not wired.
|
||||
func (s *Server) gameLimitsDTOFor(isGuest bool) *gameLimitsDTO {
|
||||
if s.gamelimits == nil {
|
||||
return nil
|
||||
}
|
||||
l := s.gamelimits.LimitsFor(isGuest)
|
||||
return &gameLimitsDTO{VsAI: l.VsAI, Random: l.Random, Friends: l.Friends}
|
||||
}
|
||||
|
||||
// consoleLimits renders the per-tier, per-kind active-game limit form (backend.config), read from
|
||||
// the in-memory cache.
|
||||
func (s *Server) consoleLimits(c *gin.Context) {
|
||||
cfg := s.gamelimits.Get()
|
||||
s.renderConsole(c, "limits", "limits", "Game limits", adminconsole.GameLimitsView{
|
||||
GuestVsAI: cfg.Guest.VsAI,
|
||||
GuestRandom: cfg.Guest.Random,
|
||||
GuestFriends: cfg.Guest.Friends,
|
||||
DurableVsAI: cfg.Durable.VsAI,
|
||||
DurableRandom: cfg.Durable.Random,
|
||||
DurableFriends: cfg.Durable.Friends,
|
||||
})
|
||||
}
|
||||
|
||||
// consoleUpdateLimits saves the active-game limits and refreshes the hot cache in place. Each
|
||||
// field is a per-kind cap: -1 is unlimited, 0 blocks the kind, a positive value caps concurrent games.
|
||||
func (s *Server) consoleUpdateLimits(c *gin.Context) {
|
||||
cfg := gamelimits.Config{
|
||||
Guest: gamelimits.Limits{
|
||||
VsAI: atoiForm(c, "guest_vs_ai"),
|
||||
Random: atoiForm(c, "guest_random"),
|
||||
Friends: atoiForm(c, "guest_friends"),
|
||||
},
|
||||
Durable: gamelimits.Limits{
|
||||
VsAI: atoiForm(c, "durable_vs_ai"),
|
||||
Random: atoiForm(c, "durable_random"),
|
||||
Friends: atoiForm(c, "durable_friends"),
|
||||
},
|
||||
}
|
||||
if err := validateGameLimits(cfg); err != nil {
|
||||
s.renderConsoleMessage(c, "Invalid", err.Error(), "/_gm/limits")
|
||||
return
|
||||
}
|
||||
if err := s.gamelimits.Update(c.Request.Context(), cfg); err != nil {
|
||||
s.consoleError(c, err)
|
||||
return
|
||||
}
|
||||
s.renderConsoleMessage(c, "Saved", "game limits updated", "/_gm/limits")
|
||||
}
|
||||
|
||||
// validateGameLimits rejects a limit below -1 (the unlimited sentinel); -1, 0 and any positive count
|
||||
// are valid. It mirrors the backend.config CHECK so a bad value is refused with a clean message
|
||||
// rather than a raw database error.
|
||||
func validateGameLimits(cfg gamelimits.Config) error {
|
||||
for _, v := range []int{
|
||||
cfg.Guest.VsAI, cfg.Guest.Random, cfg.Guest.Friends,
|
||||
cfg.Durable.VsAI, cfg.Durable.Random, cfg.Durable.Friends,
|
||||
} {
|
||||
if v < gamelimits.Unlimited {
|
||||
return fmt.Errorf("a limit must be -1 (unlimited), 0, or a positive count")
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
package server
|
||||
|
||||
import (
|
||||
"encoding/csv"
|
||||
"fmt"
|
||||
"strconv"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"github.com/gin-gonic/gin"
|
||||
"github.com/google/uuid"
|
||||
)
|
||||
|
||||
// consoleRefund refunds a paid order in full at the operator's request. The operator performs the
|
||||
// actual money refund on the rail (Robokassa cabinet / VK support / Telegram refundStarPayment);
|
||||
// this records it — a refund ledger row and a floor-0 chip revoke (never negative, D27). Idempotent.
|
||||
func (s *Server) consoleRefund(c *gin.Context) {
|
||||
id, ok := s.consoleUUID(c, "/_gm/users")
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
back := "/_gm/users/" + id.String()
|
||||
if s.payments == nil {
|
||||
s.renderConsoleMessage(c, "Unavailable", "payments are not enabled", back)
|
||||
return
|
||||
}
|
||||
orderID, err := uuid.Parse(strings.TrimSpace(c.PostForm("order_id")))
|
||||
if err != nil {
|
||||
s.renderConsoleMessage(c, "Refund failed", "no order to refund", back)
|
||||
return
|
||||
}
|
||||
out, err := s.payments.RefundOrderFull(c.Request.Context(), orderID)
|
||||
if err != nil {
|
||||
s.renderConsoleMessage(c, "Refund failed", err.Error(), back)
|
||||
return
|
||||
}
|
||||
if out.AlreadyRefunded {
|
||||
s.renderConsoleMessage(c, "Already refunded", "this order was already refunded", back)
|
||||
return
|
||||
}
|
||||
s.publishBannerChange(id)
|
||||
msg := fmt.Sprintf("revoked %d chips", out.Revoked)
|
||||
if out.Loss > 0 {
|
||||
msg += fmt.Sprintf("; %d chips were already spent (recorded as a loss + abuse flag)", out.Loss)
|
||||
}
|
||||
s.renderConsoleMessage(c, "Refunded", msg, back)
|
||||
}
|
||||
|
||||
// consoleLedgerExport streams the entire append-only ledger as a CSV attachment for tax reporting
|
||||
// and rail reconciliation. The snapshot column carries the raw purchase/refund JSON.
|
||||
func (s *Server) consoleLedgerExport(c *gin.Context) {
|
||||
rows, err := s.payments.LedgerExport(c.Request.Context())
|
||||
if err != nil {
|
||||
s.consoleError(c, err)
|
||||
return
|
||||
}
|
||||
c.Header("Content-Type", "text/csv; charset=utf-8")
|
||||
c.Header("Content-Disposition", `attachment; filename="ledger.csv"`)
|
||||
w := csv.NewWriter(c.Writer)
|
||||
_ = w.Write([]string{
|
||||
"created_at", "account_id", "kind", "source", "origin", "chips_delta",
|
||||
"product_id", "order_id", "provider", "provider_payment_id", "snapshot",
|
||||
})
|
||||
for _, r := range rows {
|
||||
_ = w.Write([]string{
|
||||
r.CreatedAt.UTC().Format(time.RFC3339), r.AccountID, r.Kind, r.Source, r.Origin,
|
||||
strconv.Itoa(r.ChipsDelta), r.ProductID, r.OrderID, r.Provider, r.ProviderPaymentID, r.Snapshot,
|
||||
})
|
||||
}
|
||||
w.Flush()
|
||||
}
|
||||
@@ -10,6 +10,7 @@ import (
|
||||
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/game"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
)
|
||||
|
||||
// The handlers below cover the game and chat operations the UI needs. They follow
|
||||
@@ -46,10 +47,11 @@ type historyDTO struct {
|
||||
}
|
||||
|
||||
// gameListDTO is the caller's games (active and finished) for the lobby. AtGameLimit
|
||||
// reports whether the caller has reached the simultaneous quick-game cap
|
||||
// (game.MaxActiveQuickGames); while it is true the lobby disables "New Game" and shows a
|
||||
// notice. It rides the lobby response — which the lobby re-fetches on every game event —
|
||||
// instead of a separate request.
|
||||
// reports whether the caller has reached its tier's active-game cap for the random
|
||||
// (quick auto-match) kind (the per-tier, per-kind limits in backend.config); while
|
||||
// it is true the lobby disables "New Game" and shows a notice. It rides the lobby
|
||||
// response — which the lobby re-fetches on every game event — instead of a separate
|
||||
// request.
|
||||
type gameListDTO struct {
|
||||
Games []gameDTO `json:"games"`
|
||||
AtGameLimit bool `json:"at_game_limit"`
|
||||
@@ -395,23 +397,13 @@ func (s *Server) handleSaveDraft(c *gin.Context) {
|
||||
c.JSON(http.StatusOK, okResponse{OK: true})
|
||||
}
|
||||
|
||||
// atGameLimit reports whether uid already holds the maximum number of simultaneous
|
||||
// quick games (game.MaxActiveQuickGames). It backs both the lobby's at_game_limit flag
|
||||
// and the new-game gate; friend games created by invitation are not counted.
|
||||
func (s *Server) atGameLimit(ctx context.Context, uid uuid.UUID) (bool, error) {
|
||||
n, err := s.games.CountActiveQuickGames(ctx, uid)
|
||||
if err != nil {
|
||||
return false, err
|
||||
}
|
||||
return n >= game.MaxActiveQuickGames, nil
|
||||
}
|
||||
|
||||
// ensureUnderGameLimit aborts the request with 409 game_limit_reached when uid is at the
|
||||
// simultaneous quick-game cap, and reports whether the caller may proceed. It guards
|
||||
// every new-game entry point — quick auto-match/AI and invitation creation; accepting an
|
||||
// incoming invitation is deliberately exempt.
|
||||
func (s *Server) ensureUnderGameLimit(c *gin.Context, uid uuid.UUID) bool {
|
||||
atLimit, err := s.atGameLimit(c.Request.Context(), uid)
|
||||
// ensureUnderGameLimit aborts the request with 409 game_limit_reached when uid has reached its
|
||||
// tier's active-game cap for kind (the per-tier, per-kind limits in backend.config), and reports
|
||||
// whether the caller may proceed. It guards the quick new-game entry points — auto-match (random)
|
||||
// and AI (vs_ai). Friend-invitation limits are enforced in the lobby's CreateInvitation, and
|
||||
// accepting an incoming invitation is deliberately exempt.
|
||||
func (s *Server) ensureUnderGameLimit(c *gin.Context, uid uuid.UUID, kind gamelimits.Kind) bool {
|
||||
atLimit, err := s.games.AtGameLimit(c.Request.Context(), uid, kind)
|
||||
if err != nil {
|
||||
s.abortErr(c, err)
|
||||
return false
|
||||
@@ -437,7 +429,7 @@ func (s *Server) handleListGames(c *gin.Context) {
|
||||
s.abortErr(c, err)
|
||||
return
|
||||
}
|
||||
atLimit, err := s.atGameLimit(c.Request.Context(), uid)
|
||||
atLimit, err := s.games.AtGameLimit(c.Request.Context(), uid, gamelimits.KindRandom)
|
||||
if err != nil {
|
||||
s.abortErr(c, err)
|
||||
return
|
||||
|
||||
@@ -133,9 +133,6 @@ func (s *Server) handleCreateInvitation(c *gin.Context) {
|
||||
}
|
||||
inviteeIDs = append(inviteeIDs, id)
|
||||
}
|
||||
if !s.ensureUnderGameLimit(c, uid) {
|
||||
return
|
||||
}
|
||||
inv, err := s.invitations.CreateInvitation(c.Request.Context(), uid, inviteeIDs, settings)
|
||||
if err != nil {
|
||||
s.abortErr(c, err)
|
||||
|
||||
@@ -8,6 +8,7 @@ import (
|
||||
"github.com/google/uuid"
|
||||
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
)
|
||||
|
||||
// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
|
||||
@@ -189,13 +190,15 @@ func (s *Server) handleEnqueue(c *gin.Context) {
|
||||
if !s.ensureVariantAllowed(c, uid, variant.String()) {
|
||||
return
|
||||
}
|
||||
if !s.ensureUnderGameLimit(c, uid) {
|
||||
return
|
||||
}
|
||||
kind := gamelimits.KindRandom
|
||||
enter := s.matchmaker.Enqueue
|
||||
if req.VsAI {
|
||||
kind = gamelimits.KindVsAI
|
||||
enter = s.matchmaker.StartVsAI
|
||||
}
|
||||
if !s.ensureUnderGameLimit(c, uid, kind) {
|
||||
return
|
||||
}
|
||||
res, err := enter(c.Request.Context(), uid, variant, req.MultipleWordsPerTurn)
|
||||
if err != nil {
|
||||
s.abortErr(c, err)
|
||||
|
||||
@@ -25,6 +25,7 @@ import (
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/feedback"
|
||||
"scrabble/backend/internal/game"
|
||||
"scrabble/backend/internal/gamelimits"
|
||||
"scrabble/backend/internal/link"
|
||||
"scrabble/backend/internal/lobby"
|
||||
"scrabble/backend/internal/notify"
|
||||
@@ -100,6 +101,10 @@ type Deps struct {
|
||||
// console routes are registered when the wallet surface lands. A nil Payments
|
||||
// omits them.
|
||||
Payments *payments.Service
|
||||
// GameLimits is the per-tier, per-kind active-game limit config, cached in memory. The
|
||||
// game domain reads it through game.Service (SetGameLimits) for the new-game gate; the admin
|
||||
// console reads and edits it here. A nil GameLimits omits the limits console section.
|
||||
GameLimits *gamelimits.Service
|
||||
// Notifier publishes live-event intents — here the banner-eligibility re-poll
|
||||
// signal the banner/hint/role console actions emit. A nil Notifier discards
|
||||
// them (notify.Nop).
|
||||
@@ -140,6 +145,7 @@ type Server struct {
|
||||
banview *banview.View
|
||||
ads *ads.Service
|
||||
payments *payments.Service
|
||||
gamelimits *gamelimits.Service
|
||||
robokassa robokassa.Config
|
||||
notifier notify.Publisher
|
||||
console *adminconsole.Renderer
|
||||
@@ -194,6 +200,7 @@ func New(addr string, deps Deps) *Server {
|
||||
banview: deps.BanView,
|
||||
ads: deps.Ads,
|
||||
payments: deps.Payments,
|
||||
gamelimits: deps.GameLimits,
|
||||
robokassa: deps.Robokassa,
|
||||
notifier: notifier,
|
||||
renderer: deps.Renderer,
|
||||
|
||||
@@ -65,6 +65,12 @@ func (svc *Service) IssueFriendCode(ctx context.Context, accountID uuid.UUID) (F
|
||||
// ErrRequestBlocked (a block stands between the pair). A redeem bypasses any prior
|
||||
// decline between the two: it clears the old row and writes a fresh friendship.
|
||||
func (svc *Service) RedeemFriendCode(ctx context.Context, redeemerID uuid.UUID, code string) (uuid.UUID, error) {
|
||||
// A guest cannot use friends: a durable-account feature (the UI hides it).
|
||||
if acc, err := svc.accounts.GetByID(ctx, redeemerID); err != nil {
|
||||
return uuid.UUID{}, err
|
||||
} else if acc.IsGuest {
|
||||
return uuid.UUID{}, ErrGuestForbidden
|
||||
}
|
||||
issuerID, codeID, err := svc.store.liveFriendCodeByHash(ctx, hashFriendCode(code), svc.now())
|
||||
if err != nil {
|
||||
return uuid.UUID{}, err
|
||||
|
||||
@@ -51,6 +51,13 @@ func (svc *Service) SendFriendRequest(ctx context.Context, requesterID, addresse
|
||||
if requesterID == addresseeID {
|
||||
return ErrSelfRelation
|
||||
}
|
||||
// A guest cannot use friends — friends are a durable-account feature; the UI hides the
|
||||
// flow, this is the server source of truth.
|
||||
if acc, err := svc.accounts.GetByID(ctx, requesterID); err != nil {
|
||||
return err
|
||||
} else if acc.IsGuest {
|
||||
return ErrGuestForbidden
|
||||
}
|
||||
iBlockThem, err := svc.store.blockExists(ctx, requesterID, addresseeID)
|
||||
if err != nil {
|
||||
return err
|
||||
|
||||
@@ -42,6 +42,12 @@ func (svc *Service) RequestInGame(ctx context.Context, requesterID, addresseeID,
|
||||
if requesterID == addresseeID {
|
||||
return ErrSelfRelation
|
||||
}
|
||||
// A guest cannot use friends: a durable-account feature (the UI hides it).
|
||||
if acc, err := svc.accounts.GetByID(ctx, requesterID); err != nil {
|
||||
return err
|
||||
} else if acc.IsGuest {
|
||||
return ErrGuestForbidden
|
||||
}
|
||||
isRobot, err := svc.accounts.IsRobot(ctx, addresseeID)
|
||||
if err != nil {
|
||||
return err
|
||||
|
||||
@@ -59,6 +59,9 @@ var (
|
||||
// ErrRequestBlocked is returned when the addressee does not accept friend
|
||||
// requests (their global toggle) or a block stands between the two accounts.
|
||||
ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests")
|
||||
// ErrGuestForbidden is returned when a guest attempts a durable-only action (send a friend
|
||||
// request, redeem a friend code); friends are a durable-account feature.
|
||||
ErrGuestForbidden = errors.New("social: guests cannot use friends")
|
||||
// ErrRequestNotFound is returned when no pending friend request matches.
|
||||
ErrRequestNotFound = errors.New("social: no pending friend request")
|
||||
// ErrNoSharedGame is returned when a friend request targets someone the
|
||||
|
||||
@@ -125,6 +125,17 @@ GATEWAY_VK_APP_SECRET=
|
||||
# come from VITE_VK_APP_ID / VITE_VK_ID_REDIRECT_URL above. All three empty disables link.vk.*.
|
||||
GATEWAY_VK_ID_CLIENT_SECRET=
|
||||
|
||||
# --- Payments: Robokassa (direct RUB rail) ----------------------------------
|
||||
# The shop's merchant login + the two pass phrases (Password1 signs the launch request,
|
||||
# Password2 signs/verifies the Result callback). An empty login leaves the direct rail off.
|
||||
# ROBOKASSA_TEST=1 runs test payments against the shop's TEST pass phrases (no real money);
|
||||
# empty/0 is live. Mapped in compose to BACKEND_ROBOKASSA_*; Gitea TEST_/PROD_ secrets, with
|
||||
# PROD_BACKEND_ROBOKASSA_TEST a variable so go-live is a flag flip, not a secret redeploy.
|
||||
ROBOKASSA_MERCHANT_LOGIN=
|
||||
ROBOKASSA_PASSWORD1=
|
||||
ROBOKASSA_PASSWORD2=
|
||||
ROBOKASSA_TEST=
|
||||
|
||||
# --- Gateway anti-abuse ------------------------------------------------------
|
||||
# Planted honeytoken bearer value: any request presenting it is flagged — a 24h IP ban
|
||||
# where the IP ban is on (prod), logs + a ban metric otherwise (test). Plant the value
|
||||
|
||||
+7
-2
@@ -76,6 +76,9 @@ compose binds from this directory.
|
||||
| `GM_BASICAUTH_HASH` | secret | bcrypt hash gating `/_gm` (admin console + Grafana). Generate with `docker run --rm caddy:2-alpine caddy hash-password --plaintext '<pw>'`. |
|
||||
| `TELEGRAM_MINIAPP_URL` | derived | The Mini App URL the bot hands out in deep links / buttons. The deploy derives `PUBLIC_BASE_URL + /telegram/`; set it directly only for a local run (compose still `:?`-requires it). |
|
||||
| `EXPORT_SIGN_KEY` | secret | HMAC key signing the public finished-game export download URLs (`/dl/*`). Generate with `openssl rand -base64 32`. |
|
||||
| `BACKEND_ROBOKASSA_MERCHANT_LOGIN` | secret | Robokassa shop login for the direct RUB rail. Empty leaves the rail off. |
|
||||
| `BACKEND_ROBOKASSA_PASSWORD1` / `…_PASSWORD2` | secret | Robokassa pass phrases: Password1 signs the launch request, Password2 signs/verifies the Result callback. Use the shop's **test** pair while `…_ROBOKASSA_TEST=1`, the **live** pair for real money. (Password3 — Robokassa's JWT-invoice API — is unused.) |
|
||||
| `BACKEND_ROBOKASSA_TEST` | **variable** | `1` runs test payments against the test pass phrases (no real money); empty/`0` is live. A variable, not a secret, so go-live is a flag flip + redeploy, not a secret rotation. |
|
||||
|
||||
**Plus the bot token** — `TELEGRAM_BOT_TOKEN` (secret), shared by the validator (HMAC
|
||||
secret) and the bot (Bot API). It defaults to empty in compose, but both **fail at
|
||||
@@ -252,8 +255,10 @@ shipping or redeploying this stack does **not** start archiving — the artifact
|
||||
armed, which is why an un-armed prod deploy can never pile WAL onto the disk. The base-backup
|
||||
timer is provisioned by the Ansible `main` role behind `pitr_enabled` (also default off). Two
|
||||
Grafana alerts watch health: `WAL archiving failing` (`pg_stat_archiver_failed_count` rising)
|
||||
and `WAL archiving stalled` (`pg_stat_archiver_last_archive_age` over 30 min) — both
|
||||
absent/NaN-safe, so they stay quiet until archiving is armed.
|
||||
and `WAL archiving stalled` (last archive over 30 min old **while `pg_wal_size_bytes` is growing**
|
||||
— the pg_wal-growth guard keeps an idle database, which archives nothing because it writes nothing,
|
||||
from false-triggering during quiet hours) — both absent/NaN-safe, so they stay quiet until
|
||||
archiving is armed.
|
||||
|
||||
**Assessment (owner-reviewed; the gate before the first real money).** Measured on prod
|
||||
`pg_stat_wal`: WAL is generated at **~0.77 MB/day** and the database is **~9.6 MB**. At
|
||||
|
||||
@@ -213,6 +213,20 @@
|
||||
loop:
|
||||
- ""
|
||||
- config
|
||||
- certs
|
||||
- dumps
|
||||
- images
|
||||
|
||||
# The certs dir holds the reverse-mTLS bot-link keypair, bind-mounted into the gateway (and
|
||||
# backend) which run as the distroless nonroot UID 65532 — not the deploy user. The dir must be
|
||||
# traversable by "other" (0755) or the nonroot process cannot open the 0644 keypair and crash-loops
|
||||
# at startup ("mtls: load server keypair: ... permission denied") — a latent failure that only bites
|
||||
# on a container restart (e.g. a host reboot), not while a long-running container holds the keypair
|
||||
# in memory. The keys themselves are 0644 by design (see the gateway compose); the host is
|
||||
# single-tenant and SSH-access-controlled, so a traversable certs dir adds no meaningful exposure.
|
||||
- name: Create the scrabble certs directory (traversable by the nonroot gateway UID)
|
||||
ansible.builtin.file:
|
||||
path: "{{ scrabble_base_dir }}/certs"
|
||||
state: directory
|
||||
owner: "{{ deploy_user }}"
|
||||
group: "{{ deploy_user }}"
|
||||
mode: "0755"
|
||||
|
||||
@@ -245,8 +245,14 @@ groups:
|
||||
conditions:
|
||||
- evaluator: { type: gt, params: [0] }
|
||||
labels: { severity: critical }
|
||||
annotations: { summary: 'pgBackRest archive_command is failing — PITR is degrading and pg_wal can fill the disk. Run `docker exec scrabble-postgres pgbackrest --stanza=scrabble check`.' }
|
||||
annotations: { summary: 'pgBackRest archive_command is failing — PITR is degrading and pg_wal can fill the disk. Run `docker exec scrabble-postgres pgbackrest --stanza=scrabble --pg1-user=scrabble check`.' }
|
||||
|
||||
# Fires only when the last archive is >30 min old AND pg_wal is actually growing (WAL is being
|
||||
# produced but not archived). A genuinely idle database archives nothing — Postgres does not
|
||||
# force-switch an empty segment on archive_timeout — so `last_archive_age` alone false-triggers
|
||||
# during quiet hours; the pg_wal-growth guard removes that. `and on()` bridges the differing
|
||||
# label sets (last_archive_age has a server label, the pg_wal gauge does not); delta() (not
|
||||
# increase) suits the pg_wal_size_bytes gauge. Real archive failures are caught by pg_archive_failing.
|
||||
- uid: pg_archive_stalled
|
||||
title: WAL archiving stalled
|
||||
condition: C
|
||||
@@ -255,11 +261,11 @@ groups:
|
||||
execErrState: OK
|
||||
data:
|
||||
- refId: A
|
||||
relativeTimeRange: { from: 300, to: 0 }
|
||||
relativeTimeRange: { from: 2100, to: 0 }
|
||||
datasourceUid: prometheus
|
||||
model:
|
||||
refId: A
|
||||
expr: pg_stat_archiver_last_archive_age
|
||||
expr: (pg_stat_archiver_last_archive_age > 1800) and on() (delta(pg_wal_size_bytes[35m]) > 16777216)
|
||||
instant: true
|
||||
- refId: C
|
||||
datasourceUid: __expr__
|
||||
@@ -270,4 +276,4 @@ groups:
|
||||
conditions:
|
||||
- evaluator: { type: gt, params: [1800] }
|
||||
labels: { severity: critical }
|
||||
annotations: { summary: 'No WAL segment archived for over 30 minutes (archive_timeout is 5m) — archiving is stalled; the PITR recovery point is frozen and pg_wal may grow.' }
|
||||
annotations: { summary: 'No WAL archived for over 30 minutes while pg_wal keeps growing — archiving is genuinely stalled; the PITR recovery point is frozen and pg_wal will fill the disk. Run `docker exec scrabble-postgres pgbackrest --stanza=scrabble --pg1-user=scrabble check`.' }
|
||||
|
||||
@@ -52,6 +52,10 @@ export APP_VERSION='$APP_VERSION'
|
||||
export TELEGRAM_BOT_TOKEN='$TELEGRAM_BOT_TOKEN'
|
||||
export TELEGRAM_MINIAPP_URL='$TELEGRAM_MINIAPP_URL'
|
||||
export GATEWAY_VK_APP_SECRET='$GATEWAY_VK_APP_SECRET'
|
||||
export ROBOKASSA_MERCHANT_LOGIN='$ROBOKASSA_MERCHANT_LOGIN'
|
||||
export ROBOKASSA_PASSWORD1='$ROBOKASSA_PASSWORD1'
|
||||
export ROBOKASSA_PASSWORD2='$ROBOKASSA_PASSWORD2'
|
||||
export ROBOKASSA_TEST='$ROBOKASSA_TEST'
|
||||
export VITE_VK_APP_ID='$VITE_VK_APP_ID'
|
||||
export VITE_VK_ID_REDIRECT_URL='$VITE_VK_ID_REDIRECT_URL'
|
||||
export GATEWAY_VK_ID_CLIENT_SECRET='$GATEWAY_VK_ID_CLIENT_SECRET'
|
||||
|
||||
+29
-13
@@ -435,7 +435,11 @@ Key points:
|
||||
through a **session-gated `GET /dict/{variant}/{version}`** edge route
|
||||
(immutable; cached in IndexedDB best-effort) and reused across sessions; any
|
||||
miss, storage eviction or a bad-connection breaker falls back to the network
|
||||
`evaluate`. The warm-up overlay is `docs/UI_DESIGN.md`.
|
||||
`evaluate`. The warm-up overlay is `docs/UI_DESIGN.md`. The **on-board rendering** of a staged
|
||||
play — the legality tint, the cells a formed word covers, and where the score badge anchors — is a
|
||||
separate **pure geometry helper** (`ui/src/lib/formed.ts`) derived from the board and the staged
|
||||
tiles, so it works regardless of which eval path produced the preview (the badge's number still
|
||||
comes from the preview's score): legality and score stay with the eval, geometry with the board.
|
||||
|
||||
## 6. Game rules
|
||||
|
||||
@@ -650,18 +654,30 @@ in either direction (the enqueue excludes the caller's `BlockedWith` set);
|
||||
game is `open` the starter may move on their turn, but resign, chat and nudge are
|
||||
refused (no opponent yet) and the lobby and opponent card show a "searching for
|
||||
opponent" placeholder.
|
||||
- **Simultaneous-game cap**: a player may hold at most `game.MaxActiveQuickGames`
|
||||
(**10**) active quick games. `game.Service.CountActiveQuickGames` counts the games
|
||||
seating the account in status `active` or `open` **without** a linked
|
||||
`game_invitations` row — friend games are excluded, and hidden games still occupy a
|
||||
slot, so it is a dedicated count rather than a filter over the lobby list. The backend
|
||||
**gate** (`Server.ensureUnderGameLimit`) refuses **both** new-game entry points at the
|
||||
cap — `POST /lobby/enqueue` and `POST /invitations` — with **409 `game_limit_reached`**;
|
||||
**accepting** an invitation (`POST /invitations/:id/accept`) is never gated, so friend
|
||||
games are capped only at initiation. The lobby learns the state from a boolean
|
||||
**`at_game_limit`** carried on the `games.list` response — the lobby already re-fetches
|
||||
that on entry and on every game event, so the flag needs no separate request or
|
||||
per-event payload; while it is set the client disables **New Game** and shows a notice.
|
||||
- **Active-game caps (per tier, per kind)**: a player's simultaneous unfinished games are
|
||||
capped per **kind** — `vs_ai`, `random` (quick auto-match), `friends` — with independent
|
||||
**guest** and **durable-account** tiers. The caps live in the single-row `backend.config`
|
||||
table (`-1` = unlimited), read once at boot into an in-memory cache (`internal/gamelimits`)
|
||||
and refreshed in place when an operator edits them in the admin (`/_gm/limits`) — so a
|
||||
login or game-create never queries the table. The seeded defaults are guest **1 vs_ai / 1
|
||||
random / 0 friends** and durable **10 / 10 / 10** (this replaced the earlier flat
|
||||
`MaxActiveQuickGames`=10 combined cap). Each game is tagged with `games.game_kind` on
|
||||
creation (0 = an untagged game, never gated). `game.Service.AtGameLimit` resolves the
|
||||
account's tier, then counts its `active`/`open` games of the kind (hidden games still
|
||||
occupy a slot) against the cap. The gate (`Server.ensureUnderGameLimit`) refuses
|
||||
`POST /lobby/enqueue` — random or vs_ai per the request — with **409 `game_limit_reached`**;
|
||||
the `POST /invitations` (friends) path enforces the durable friends cap the same way and
|
||||
refuses a **guest** outright with **403** (guests cannot use friends — the same guest gate
|
||||
covers friend requests and friend-code redemption). **Accepting** an invitation
|
||||
(`POST /invitations/:id/accept`) is never gated, so friend games are capped only at
|
||||
initiation. The client counts its lobby games per kind against the per-tier caps it reads on
|
||||
the profile (`Profile.game_limits`, carrying `GameView.kind`), and locks a capped kind's
|
||||
New-Game start — a 🔒 outline button that opens a prompt instead of a game: a sign-in funnel
|
||||
for a guest, a "finish a current game first" notice for a durable account (native inside
|
||||
Telegram, an in-app modal elsewhere), lifting when the profile is re-fetched after a
|
||||
guest→durable upgrade. The `games.list` `at_game_limit` boolean (now the random-kind cap) is
|
||||
still carried but no longer drives the UI — the per-kind start lock superseded the old
|
||||
New-Game-tab disable.
|
||||
- **Friends**: two add paths over one `friendships` table. A **one-time
|
||||
code** the to-be-added player issues (a `friend_codes` row: 6-digit numeric,
|
||||
SHA-256-hashed, **12 h** TTL, one live code per issuer, single-use, redeem
|
||||
|
||||
+42
-25
@@ -190,24 +190,31 @@ Mini App, the link only opens the app and the recipient enters the copied code b
|
||||
settings and the game starts once every invitee has accepted — any decline cancels it, and an unanswered invitation
|
||||
expires after seven days.
|
||||
|
||||
**Simultaneous-game cap.** A player may hold at most **10 active quick games** at once —
|
||||
counting both in-progress and still-searching auto-match/AI games, but **not** friend games
|
||||
created by invitation. At the cap the **New Game** button is disabled (greyed) and a plain,
|
||||
low-emphasis line under the lists reads *"You've reached the simultaneous games limit."*; both
|
||||
clear automatically once an active game finishes and the count drops below ten. The cap blocks
|
||||
**starting** any game (a quick game or a friend invitation, which share the New Game entry), but
|
||||
**accepting an incoming invitation is never blocked** — so friend games are capped from the other
|
||||
end (you cannot initiate one while at the cap) while you can always join a game you are invited to.
|
||||
**Active-game caps (per kind).** A player's simultaneous unfinished games are capped **per kind** —
|
||||
against the AI, in a random match, and by friend invitation — with separate limits for a **guest**
|
||||
and a signed-in (durable) account, tuned by the operator without a release. A **guest** may hold **1**
|
||||
game against the AI and **1** random match at once and cannot start friend games at all; a signed-in
|
||||
account holds up to **10** of each kind. Only in-progress and still-searching games count; a finished
|
||||
game frees its slot, and games already in progress are never interrupted. On the **New Game** screen a
|
||||
start whose kind is at its cap shows a **🔒** and, when tapped, opens a short prompt instead of a game:
|
||||
a **guest** is invited to sign in or create an account (to play several games at once), a signed-in
|
||||
player is told to finish a current game first. **Accepting an incoming invitation is never blocked** —
|
||||
friend games are capped only when you start one. The server enforces every cap regardless of the
|
||||
client, and refuses a guest's friend request, friend code or invitation outright.
|
||||
|
||||
### Playing a game
|
||||
Place tiles, pass, exchange, or resign. Pass and exchange share one control —
|
||||
choosing no tiles passes the turn, choosing tiles exchanges them. Tiles are laid
|
||||
choosing no tiles passes the turn, choosing tiles exchanges them. The tiles left in the
|
||||
bag are shown as a count on that control and at the foot of the move table. Tiles are laid
|
||||
without choosing a direction — the game infers the play's orientation, so a single
|
||||
tile that extends
|
||||
an existing word (down a column or across a row) is accepted. A play is validated
|
||||
against the game's dictionary at submit time and scored; an unlimited preview
|
||||
reports the word(s) a tentative move would form and its score, or that it is not
|
||||
legal, and the move is offered for submission only once it is confirmed legal. The preview is
|
||||
against the game's dictionary at submit time and scored; an unlimited preview shows
|
||||
**on the board itself** whether the tentative move is legal — the staged tiles turn a light
|
||||
green once they form a word, a shade darker on the board tiles the word runs through (in a
|
||||
one-word-per-turn game only the main word), or a calm pink when they form none — and an
|
||||
**orange badge** on the main word carries the move's
|
||||
score. The confirm control is offered only once the move is legal. The preview is
|
||||
computed **on-device** for an instant response once the game's dictionary has loaded — a
|
||||
brief warm-up shows on the first open otherwise — and falls back to the server whenever the
|
||||
local dictionary is unavailable. The dictionary check tool is
|
||||
@@ -369,7 +376,9 @@ an email or Telegram and merging accounts are covered under "Accounts, linking &
|
||||
merge". Inside the Telegram Mini App, Telegram's own ⋮ menu also offers a **Settings**
|
||||
entry that opens this screen, and your display preferences (theme, board-label style and
|
||||
reduce-motion — not the interface language, which follows your account) sync across your
|
||||
Telegram devices.
|
||||
Telegram devices. On a touch device the settings also offer a **Zoom the board** toggle (on by
|
||||
default): with it off, dropping a tile no longer auto-magnifies the board toward it. It is a
|
||||
per-device preference and is hidden on desktop, where the board already fits and never auto-zooms.
|
||||
|
||||
**Preferences (which variants you can be matched into).** A profile setting picks the game
|
||||
variants — Erudite, Russian Scrabble and English Scrabble, shown **Erudite-first** — you allow
|
||||
@@ -525,21 +534,29 @@ shown defensively (text escaped, attachments downloaded rather than rendered).
|
||||
### Wallet
|
||||
|
||||
Durable players have a **Wallet** — a tab in the Settings hub, between Friends and About; guests have
|
||||
none. It shows their **chips** (the in-game currency, split by where they were funded — VK, Telegram
|
||||
or the web), their **active benefits** (ads off until a date or forever, and the available hint
|
||||
count), and a **store**. What is visible and spendable depends on **where the app runs**, by the
|
||||
store-compliance rules in [`PAYMENTS.md`](PAYMENTS.md): inside a store only that store's chips are
|
||||
usable; on the open web all attached chips are, drawn web → VK → Telegram; on VK-iOS the balance is
|
||||
shown but frozen for spending.
|
||||
none. A compact **balance** leads the screen: the running context's own **chips** (the in-game
|
||||
currency) first, then any linked other-platform chips behind that platform's logo — VK, Telegram or
|
||||
the web, split by where they were funded. What is visible and spendable depends on **where the app
|
||||
runs**, by the store-compliance rules in [`PAYMENTS.md`](PAYMENTS.md): inside a store only that
|
||||
store's chips are usable; on the open web all attached chips are, drawn web → VK → Telegram; on
|
||||
VK-iOS the balance is shown but frozen for spending.
|
||||
|
||||
Below the balance an **Active** line lists what the player currently holds — the remaining hint count
|
||||
and, if bought, the ad-free end date (or "forever"); it is hidden when nothing is active. The
|
||||
**store** then splits, by a two-way toggle, into **Buy chips** and **Spend chips**:
|
||||
|
||||
- **Buy chips** — the **chip packs** bought with real money, priced in the running context's currency
|
||||
(VK Votes, Telegram Stars, or roubles on the web), plus, at the top, a **watch-an-ad-for-chips**
|
||||
option where it is offered. Paying opens the provider's payment page (accepting the public offer).
|
||||
- **Spend chips** — the **values** bought with chips (extra hints, days without ads) at a fixed chip
|
||||
price. Their action reads **Exchange**, and a value the balance cannot cover is disabled. Tapping
|
||||
Exchange asks the player to **confirm** (the spend is instant, with no provider window to stand in
|
||||
for a confirmation); that same dialog also carries the store-compliance **warning** when a web
|
||||
spend would draw VK/Telegram chips — the benefit then works only on the web and in the app.
|
||||
|
||||
The **store** lists **values** bought with chips (extra hints, days without ads) at a fixed chip
|
||||
price shown in every context, and **chip packs** bought with real money, priced in the running
|
||||
context's currency (VK Votes, Telegram Stars, or roubles on the web). Buying a value applies its
|
||||
benefit at once. Before a web purchase that would draw VK/Telegram chips, the app **warns** that the
|
||||
benefit will then work only on the web and in the app — a store rule — and asks the player to confirm.
|
||||
On the **Google Play** build the money purchases are hidden behind a note pointing to the RuStore
|
||||
build (Google's in-app-currency rule); spending already-earned chips still works. The wallet keeps
|
||||
**no purchase history** — only the current balances, benefits and store.
|
||||
**no purchase history** — only the current balances, active benefits and store.
|
||||
|
||||
### Advertising banner
|
||||
|
||||
|
||||
+47
-28
@@ -197,25 +197,32 @@ e-mail) либо ввод фразы. Активные игры форфейтя
|
||||
выбирает настройки, и партия стартует, когда приняли все приглашённые — любой отказ отменяет приглашение, а без
|
||||
ответа приглашение протухает через семь дней.
|
||||
|
||||
**Лимит одновременных партий.** Игрок может держать одновременно не более **10 активных
|
||||
быстрых партий** — считаются и идущие, и ещё ищущие соперника авто-подбор/AI-партии, но **не**
|
||||
игры с друзьями, созданные приглашением. На лимите кнопка **«Новая игра»** становится неактивной
|
||||
(серой), а под списками появляется ненавязчивая строка *«Вы достигли лимита одновременных
|
||||
партий»*; и кнопка, и надпись снимаются автоматически, как только активная партия завершается и
|
||||
счётчик опускается ниже десяти. Лимит запрещает **создавать** любую партию (быструю или
|
||||
приглашение в игру с друзьями — у них общий вход «Новая игра»), но **принимать входящее
|
||||
приглашение никогда не запрещено** — так игры с друзьями ограничиваются «с другого конца» (на
|
||||
лимите их нельзя инициировать), а присоединиться к партии по приглашению можно всегда.
|
||||
**Лимит одновременных партий (по видам).** Число одновременных незавершённых партий игрока
|
||||
ограничено **по видам** — против AI, в случайном подборе и по приглашению друзей — с раздельными
|
||||
лимитами для **гостя** и для вошедшего (постоянного) аккаунта; оператор настраивает их без релиза.
|
||||
**Гость** может держать **1** партию против AI и **1** случайную одновременно и вовсе не может
|
||||
создавать игры с друзьями; вошедший аккаунт — до **10** каждого вида. Считаются только идущие и ещё
|
||||
ищущие соперника партии; завершённая освобождает слот, а уже идущие партии никогда не прерываются.
|
||||
На экране **«Новая игра»** старт того вида, что достиг лимита, показывает **🔒** и по нажатию
|
||||
открывает короткое сообщение вместо партии: **гостю** предлагают войти или создать учётную запись
|
||||
(чтобы играть несколько партий сразу), вошедшему — сначала завершить текущую. **Принимать входящее
|
||||
приглашение никогда не запрещено** — игры с друзьями ограничиваются только при создании. Сервер
|
||||
применяет все лимиты независимо от клиента и напрямую отклоняет заявку в друзья, код друга или
|
||||
приглашение от гостя.
|
||||
|
||||
### Игровой процесс
|
||||
Выкладывание фишек, пас, обмен или сдача. Пас и обмен — один элемент управления:
|
||||
без выбранных фишек — пас, с выбранными — обмен. Фишки кладутся без выбора
|
||||
без выбранных фишек — пас, с выбранными — обмен. Число оставшихся в мешке фишек
|
||||
показано счётчиком на этом элементе и внизу таблицы ходов. Фишки кладутся без выбора
|
||||
направления — игра сама определяет ориентацию хода, поэтому одна фишка, продолжающая
|
||||
уже лежащее
|
||||
слово (по столбцу или по строке), принимается. Ход проверяется по словарю партии при
|
||||
сдаче и считается; безлимитный предпросмотр показывает слово (или слова), которое
|
||||
образует предполагаемый ход, и его очки — либо что ход недопустим, — и ход можно
|
||||
отправить только после подтверждения, что он допустим. Предпросмотр считается **на устройстве**
|
||||
сдаче и считается; безлимитный предпросмотр показывает **прямо на доске**, допустим ли
|
||||
предполагаемый ход: выложенные фишки становятся светло-зелёными, когда образуют слово
|
||||
(и чуть темнее — фишки доски, через которые проходит слово; в партии «одно слово за ход»
|
||||
подсвечивается только основное слово), или спокойно-розовыми, когда слова нет, — а
|
||||
**оранжевый бейдж** на основном слове несёт очки хода. Кнопка
|
||||
подтверждения появляется только когда ход допустим. Предпросмотр считается **на устройстве**
|
||||
и отвечает мгновенно, как только словарь партии загружен — иначе при первом открытии показывается
|
||||
короткий прогрев, — и уходит на сервер, если локальный словарь недоступен. Инструмент проверки слова безлимитный и
|
||||
предлагает пожаловаться на любой результат; для найденного слова он также даёт ссылку на
|
||||
@@ -378,7 +385,10 @@ UTC; при создании аккаунта она подставляется
|
||||
Mini App пункт **Settings** в системном меню «⋮» Telegram также открывает этот экран, а
|
||||
ваши настройки отображения (тема, стиль подписей клеток и reduce-motion — кроме языка
|
||||
интерфейса, который следует за аккаунтом) синхронизируются между вашими устройствами в
|
||||
Telegram.
|
||||
Telegram. На сенсорном устройстве в настройках также есть переключатель **«Приближать
|
||||
доску»** (по умолчанию включён): если выключить, при кидании фишки доска больше не
|
||||
приближается к ней автоматически. Это настройка на устройство, и она скрыта на десктопе,
|
||||
где доска и так помещается целиком и авто-зума нет.
|
||||
|
||||
**Предпочтения (в какие варианты тебя можно подбирать).** Настройка профиля задаёт варианты
|
||||
игры — Эрудит, русский Scrabble и английский Scrabble, показанные **сначала Эрудит**, — в
|
||||
@@ -538,21 +548,30 @@ high-rate флага. С карточки пользователя операт
|
||||
### Кошелёк
|
||||
|
||||
У постоянных (не гостевых) игроков есть **Кошелёк** — вкладка в разделе настроек, между «Друзьями» и
|
||||
«О программе»; у гостей его нет. Он показывает **фишки** (внутриигровую валюту, разделённую по тому,
|
||||
где она была пополнена — VK, Telegram или веб), **активные блага** (реклама выключена до даты или
|
||||
навсегда, и число доступных подсказок) и **магазин**. Что видно и что можно потратить, зависит от
|
||||
того, **где запущено приложение**, по правилам соответствия магазинам из [`PAYMENTS.md`](PAYMENTS.md):
|
||||
внутри магазина доступны только его фишки; в открытом вебе — все привязанные, списываются в порядке
|
||||
веб → VK → Telegram; на VK-iOS баланс показан, но трата заморожена.
|
||||
«О программе»; у гостей его нет. Экран открывает компактный **баланс**: сначала собственные **фишки**
|
||||
(внутриигровая валюта) текущего контекста, затем привязанные фишки других платформ за их логотипом —
|
||||
VK, Telegram или веб, разделённые по тому, где они были пополнены. Что видно и что можно потратить,
|
||||
зависит от того, **где запущено приложение**, по правилам соответствия магазинам из
|
||||
[`PAYMENTS.md`](PAYMENTS.md): внутри магазина доступны только его фишки; в открытом вебе — все
|
||||
привязанные, списываются в порядке веб → VK → Telegram; на VK-iOS баланс показан, но трата заморожена.
|
||||
|
||||
**Магазин** перечисляет **ценности**, покупаемые за фишки (дополнительные подсказки, дни без рекламы),
|
||||
по фиксированной цене в фишках, одинаковой во всех контекстах, и **наборы фишек**, покупаемые за
|
||||
настоящие деньги, в валюте текущего контекста (голоса VK, звёзды Telegram или рубли в вебе). Покупка
|
||||
ценности сразу применяет её благо. Перед покупкой в вебе, которая списала бы фишки VK/Telegram,
|
||||
приложение **предупреждает**, что благо будет работать только в вебе и в приложении — это правило
|
||||
магазинов — и просит подтверждения. В сборке для **Google Play** покупки за деньги скрыты за подсказкой
|
||||
установить сборку из RuStore (правило Google о внутриигровой валюте); трата уже заработанных фишек
|
||||
по-прежнему работает. Кошелёк **не хранит историю покупок** — только текущие балансы, блага и магазин.
|
||||
Под балансом строка **«Активные»** перечисляет, что у игрока есть сейчас — остаток подсказок и, если
|
||||
куплено, дату окончания «без рекламы» (или «навсегда»); она скрыта, когда активного ничего нет. Далее
|
||||
**магазин** двухпозиционным переключателем делится на **«Купить фишки»** и **«Потратить фишки»**:
|
||||
|
||||
- **Купить фишки** — **наборы фишек** за настоящие деньги, в валюте текущего контекста (голоса VK,
|
||||
звёзды Telegram или рубли в вебе), а сверху — вариант **«ролик за фишки»**, где он предлагается.
|
||||
Оплата открывает страницу провайдера (с принятием публичной оферты).
|
||||
- **Потратить фишки** — **ценности** за фишки (дополнительные подсказки, дни без рекламы) по
|
||||
фиксированной цене в фишках. Их действие называется **«Обмен»**, а ценность, на которую не хватает
|
||||
баланса, недоступна. Тап по «Обмену» просит **подтверждения** (трата мгновенна, окна провайдера,
|
||||
которое сошло бы за подтверждение, нет); это же окно несёт и **предупреждение** соответствия
|
||||
магазинам, когда трата в вебе списала бы фишки VK/Telegram — благо тогда работает только в вебе и в
|
||||
приложении.
|
||||
|
||||
В сборке для **Google Play** покупки за деньги скрыты за подсказкой установить сборку из RuStore
|
||||
(правило Google о внутриигровой валюте); трата уже заработанных фишек по-прежнему работает. Кошелёк
|
||||
**не хранит историю покупок** — только текущие балансы, активные блага и магазин.
|
||||
|
||||
### Рекламный баннер
|
||||
|
||||
|
||||
+42
-26
@@ -179,16 +179,16 @@ e2e and the screenshots.
|
||||
back near the edges. It **recentres only on a zoom-in** — placing a 2nd+ tile or
|
||||
hovering a dragged tile never jumps the board. On touch the first tile placement auto-zooms
|
||||
in centred on the target, and **holding a dragged tile over a cell ~1 s** auto-zooms there
|
||||
the first time. A **swipe down on the zoom-out board** opens the history, but only when the
|
||||
the first time — both gated by the **Zoom the board** setting (on by default; the toggle is
|
||||
shown only on a touch device). A **swipe down on the zoom-out board** opens the history, but only when the
|
||||
board is scrolled to its top so it never fights the stage's own vertical scroll (the conflict
|
||||
that once retired this gesture) — and it is suppressed on the zoomed board, where the
|
||||
one-finger drag pans (and on desktop / the landscape iframe, where a mouse cannot drag-scroll the
|
||||
viewport natively, a **drag-to-pan** handler moves the zoomed board instead — active only while
|
||||
zoomed, off pending tiles, past a small threshold, swallowing the trailing click). History also
|
||||
opens on a **tap of the score bar** and closes on a tap or
|
||||
an **upward swipe** of the then-inert board (below). A **hint** auto-zooms centred on the
|
||||
hint's placement, not
|
||||
the top-left.
|
||||
an **upward swipe** of the then-inert board (below). Taking a **hint** while zoomed in **zooms
|
||||
out** to the whole board, so the hint's word — highlighted (below) — is never left off-screen.
|
||||
- **Placing & recall** (`Game.svelte`): a rack tile is placed by tap-then-tap or by
|
||||
dragging it onto a cell; while a dragged tile is carried over the board, the aimed-at empty
|
||||
cell is **highlighted as a drop target** (an accent ring). A pending tile is taken back by a
|
||||
@@ -224,7 +224,7 @@ e2e and the screenshots.
|
||||
are pinned to the card's edges.
|
||||
Unread chat is also badged on the score bar itself, so it shows with the history closed.
|
||||
- **Vertical fit & keyboard**: when the game does not fit the viewport, only the
|
||||
board area scrolls vertically (`Screen` `column` mode; the score bar, status, rack and tab
|
||||
board area scrolls vertically (`Screen` `column` mode; the turn strip, score bar, rack and tab
|
||||
bar stay fixed), while zoom keeps its own scroll. The check-word dialog opens in
|
||||
`Modal` keyboard-overlay mode — the small sheet is top-anchored and the soft keyboard
|
||||
overlays the empty area below, so the layout doesn't resize/jank; other modals stay
|
||||
@@ -235,23 +235,32 @@ e2e and the screenshots.
|
||||
(`min(100cqw, 100cqh)`, height-driven in `Board.svelte`'s `.scaler.land`) inside a
|
||||
`container-type: size` pane, shrinking by width when the column is narrow — the board has the
|
||||
**lowest priority**, so the left panel is never squeezed. The **left panel** stacks, top to
|
||||
bottom: the score plaques, the **always-open** history (docked and scrolling with its header
|
||||
sticky — no slide-down drawer, no score-bar toggle), the status line (bag · turn · score
|
||||
preview), the rack (+ the ✅ make control) and, pinned at the bottom, the controls tab bar. Board
|
||||
bottom: the **turn/result strip**, the score plaques, the **always-open** history (docked and
|
||||
scrolling with its header sticky and the **bag count** pinned at its foot — no slide-down drawer,
|
||||
no score-bar toggle), the rack (with the ✅ confirm control in its fixed 7th slot) and, pinned at
|
||||
the bottom, the controls tab bar. Board
|
||||
**zoom works as in portrait** (double-tap / pinch / placement auto-zoom), but the viewport is the
|
||||
full pane: zoom-out shows the height-fitted square centred, and zoom-in magnifies the board past
|
||||
the pane and pans within it, occupying the full width up to the left panel (the focus-centred
|
||||
scroll is set directly, without the portrait width-progress tween). Only the history open/close
|
||||
swipes are dropped (it is always open) and the nav bar does not grow (`growNav` off). The
|
||||
portrait layout is byte-for-byte unchanged; both layouts render from the same snippets, so the
|
||||
behaviour and markup stay single-sourced. The rack tiles size to the (fixed-width) panel rather
|
||||
than the viewport width so seven tiles never overflow the column.
|
||||
- **Highlights**: pending tiles use a slightly darker tile background (no outline). The
|
||||
behaviour and markup stay single-sourced. The rack is a **seven-column grid** filling the tray
|
||||
width in both layouts, so the tiles are square and as large as the row allows (the confirm ✅ takes
|
||||
the fixed 7th slot while a play is staged).
|
||||
- **Highlights**: while composing a play the staged tiles are **tinted by legality** — a light
|
||||
green once they form a word (a shade darker on the committed board tiles the word runs through —
|
||||
in a **single-word game** only the main word lights up, since the engine ignores cross words),
|
||||
a calm pink when they form none — and an **orange score badge** sits on a corner of the main
|
||||
word's tile, its digit sized like a tile's point value (so it scales with the zoom) and clamped
|
||||
to stay on the board. Off-turn or with no preview the staged tiles keep the plain pending fill.
|
||||
The colours are theme tokens in `app.css` (`--tile-pending-legal` / `-illegal`, `--tile-formed`,
|
||||
`--score-badge`); the geometry — which cells a word covers and where the badge anchors — is a
|
||||
pure client-side helper (`lib/formed.ts`), independent of the move evaluator. The
|
||||
last completed word keeps the normal tile background; instead its letters — not the point
|
||||
values — are drawn in the recent-move colour, in both themes. It is static while it is the
|
||||
opponent's turn (our word), and a 1 s flash (the letter pulses between its normal colour
|
||||
and the recent-move colour) when it is our turn (their word). While placing, only the
|
||||
pending tiles are highlighted.
|
||||
and the recent-move colour) when it is our turn (their word).
|
||||
- **Bonus-square labels** — a Settings choice (`boardlabels.ts`): `beginner` shows a
|
||||
split `3×` / `word` (localized слово/буква), `classic` a single `3W` / `3С`, `none`
|
||||
nothing. Default **beginner**.
|
||||
@@ -267,18 +276,22 @@ e2e and the screenshots.
|
||||
otherwise it reverts. Used by the **Hint** tab (the icon morphs to ✅, no label — replacing
|
||||
the old press-and-hold popover) and the in-game **add-friend 🤝** and **block ✖️** card
|
||||
controls. The **Drop game** action keeps its `Modal` confirmation (a destructive, less-frequent action).
|
||||
- **MakeMove / Reset**: when ≥1 tile is pending the rack collapses its used slots
|
||||
and shifts left, a **borderless ✅ icon button** (styled like a tab, not a filled accent
|
||||
button) beside the rack commits the move — no popover, and disabled while the pending word
|
||||
is known illegal; the 🔀 Shuffle tab is replaced by a **↩️ Reset** tab.
|
||||
- **Game tab bar**: 🔄 Exchange/Pass (opens a dialog — pick tiles to **Exchange N**, or pick
|
||||
- **Confirm / Reset**: while ≥1 tile is pending a **borderless ✅ icon button** (styled like a
|
||||
tab, not a filled accent button) takes the rack's **fixed 7th slot** and commits the move — no
|
||||
popover, and disabled while the pending word is known illegal; the 🔀 Shuffle tab is replaced by
|
||||
a **↩️ Reset** tab.
|
||||
- **Game tab bar**: 🔄 Exchange/Pass (a **bag-count badge** on its icon while the bag is non-empty;
|
||||
opens a dialog — pick tiles to **Exchange N**, or pick
|
||||
none to **Pass without exchanging**; pass is always available on your turn, exchange only
|
||||
while the bag still holds a full rack, below which the tiles disable and only the pass
|
||||
remains), 🛟 Hint (with a remaining-count badge, disabled at zero); 🔀 Shuffle (no label,
|
||||
no confirm), which
|
||||
**animates** — tiles hop along a low parabola to their new slots (duration scaled by the
|
||||
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. The
|
||||
under-board slot shows the **Scores: N** preview. The screen **title** is the variant's
|
||||
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. A **thin strip
|
||||
above the score plaques** reads, while composing a legal play, the formed word(s) and the move
|
||||
score ("WORD+WORD = N"); otherwise whose turn it is, or the viewer's result once the game ends. The
|
||||
move score also rides the board badge (above), never an under-board caption.
|
||||
The screen **title** is the variant's
|
||||
display name (Scrabble / Скрэббл / Erudite / Эрудит), not a constant "Scrabble".
|
||||
|
||||
## Advertising banner (`components/AdBanner.svelte` in `components/Header.svelte`, `lib/banner.ts` + `lib/bannerEngine.ts`)
|
||||
@@ -347,12 +360,15 @@ its entrance (`components/Toast.svelte`, re-keyed on a per-message sequence). An
|
||||
lives ~2 s, drifting up by about the tab-bar height as it fades (a plain fade, no travel, under
|
||||
reduce-motion); an **error** toast dwells longer (~4 s). Either dismisses instantly on tap.
|
||||
|
||||
**Simultaneous-game cap.** When the player is at the active-quick-game cap (`games.list`
|
||||
`at_game_limit`), the lobby's **New Game** tab is **disabled** (greyed via the shared
|
||||
`.tab:disabled` opacity) and a plain, low-emphasis line — muted, centred, no accent — sits
|
||||
under the lists with the localized "limit reached" notice. Both follow the flag carried in the
|
||||
cached lobby snapshot, so they render in their last-known state on entry (the button stays
|
||||
enabled on the first, uncached load) and flip in place when an event refreshes the lobby.
|
||||
**Active-game caps.** A player's simultaneous unfinished games are capped per kind (vs AI / random /
|
||||
friends) against the caller's per-tier limits (`Profile.game_limits`), counted client-side from the
|
||||
lobby games. The lobby's **New Game** tab is **always enabled** — the lock lives on the per-kind
|
||||
start, not the tab. On the **New Game** screen a start whose kind is at its cap renders as an
|
||||
**outline** button with a **🔒** (not the filled accent CTA), so it reads as gated rather than ready;
|
||||
tapped, it opens a short prompt instead of a game — inside Telegram a **native popup**, elsewhere the
|
||||
in-app **Modal**. A **guest** sees a sign-in funnel (Cancel / Sign in → the account screen); a
|
||||
signed-in account at its cap sees a plain "finish a current game first" notice (OK). The lock lifts in
|
||||
place when the profile is re-fetched after a guest→durable upgrade.
|
||||
|
||||
## Social, account & history surfaces
|
||||
|
||||
|
||||
@@ -47,6 +47,16 @@ type ProfileResp struct {
|
||||
// DictVersions is the current dictionary version per game variant, forwarded verbatim
|
||||
// into the Profile payload so an offline-capable client preloads the matching dawg.
|
||||
DictVersions []DictVersion `json:"dict_versions,omitempty"`
|
||||
// GameLimits is the caller's tier active-game caps per kind (-1 = unlimited), forwarded verbatim
|
||||
// into the Profile payload for the client's per-kind New-Game lock.
|
||||
GameLimits *GameLimitsResp `json:"game_limits,omitempty"`
|
||||
}
|
||||
|
||||
// GameLimitsResp is the caller's tier active-game caps per kind (-1 = unlimited) in the profile.
|
||||
type GameLimitsResp struct {
|
||||
VsAI int `json:"vs_ai"`
|
||||
Random int `json:"random"`
|
||||
Friends int `json:"friends"`
|
||||
}
|
||||
|
||||
// AdsResp is the post-move interstitial config in the profile: the client-mirrored cooldowns
|
||||
@@ -170,6 +180,7 @@ type GameResp struct {
|
||||
Seats []SeatResp `json:"seats"`
|
||||
UnreadChat bool `json:"unread_chat"`
|
||||
UnreadMessages bool `json:"unread_messages"`
|
||||
Kind int `json:"kind"`
|
||||
}
|
||||
|
||||
// MoveResultResp is the outcome of a committed move. Rack carries the actor's refilled rack as
|
||||
|
||||
@@ -194,6 +194,15 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
|
||||
fb.AdsInfoAddSuppressed(b, p.Ads.Suppressed)
|
||||
ads = fb.AdsInfoEnd(b)
|
||||
}
|
||||
// The active-game limits table (scalars only), built before Profile is opened.
|
||||
var gameLimits flatbuffers.UOffsetT
|
||||
if p.GameLimits != nil {
|
||||
fb.GameLimitsStart(b)
|
||||
fb.GameLimitsAddVsAi(b, int32(p.GameLimits.VsAI))
|
||||
fb.GameLimitsAddRandom(b, int32(p.GameLimits.Random))
|
||||
fb.GameLimitsAddFriends(b, int32(p.GameLimits.Friends))
|
||||
gameLimits = fb.GameLimitsEnd(b)
|
||||
}
|
||||
fb.ProfileStart(b)
|
||||
fb.ProfileAddUserId(b, uid)
|
||||
fb.ProfileAddDisplayName(b, name)
|
||||
@@ -219,6 +228,9 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
|
||||
if p.Ads != nil {
|
||||
fb.ProfileAddAds(b, ads)
|
||||
}
|
||||
if p.GameLimits != nil {
|
||||
fb.ProfileAddGameLimits(b, gameLimits)
|
||||
}
|
||||
b.Finish(fb.ProfileEnd(b))
|
||||
return b.FinishedBytes()
|
||||
}
|
||||
@@ -624,6 +636,7 @@ func toWireGame(g backendclient.GameResp) wire.GameView {
|
||||
LastActivityUnix: g.LastActivityUnix,
|
||||
UnreadChat: g.UnreadChat,
|
||||
UnreadMessages: g.UnreadMessages,
|
||||
Kind: g.Kind,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
package transcode_test
|
||||
|
||||
import (
|
||||
"context"
|
||||
"net/http"
|
||||
"testing"
|
||||
|
||||
"scrabble/gateway/internal/transcode"
|
||||
fb "scrabble/pkg/fbs/scrabblefb"
|
||||
)
|
||||
|
||||
// TestProfileGetEncodesGameLimits verifies the gateway forwards the backend's per-kind active-game
|
||||
// caps into the Profile payload — the caps the client's New-Game lock reads. The encode is not
|
||||
// exercised by the mock e2e (it bypasses the codec), so a dropped field would only surface here.
|
||||
func TestProfileGetEncodesGameLimits(t *testing.T) {
|
||||
backend, cleanup := fakeBackend(t, func(w http.ResponseWriter, r *http.Request) {
|
||||
if r.Method != http.MethodGet || r.URL.Path != "/api/v1/user/profile" {
|
||||
t.Errorf("unexpected %s %q", r.Method, r.URL.Path)
|
||||
}
|
||||
_, _ = w.Write([]byte(`{"user_id":"u-1","display_name":"Kaya","preferred_language":"en",` +
|
||||
`"game_limits":{"vs_ai":1,"random":1,"friends":0}}`))
|
||||
})
|
||||
defer cleanup()
|
||||
|
||||
reg := transcode.NewRegistry(backend, nil)
|
||||
op, ok := reg.Lookup(transcode.MsgProfileGet)
|
||||
if !ok {
|
||||
t.Fatal("profile.get not registered")
|
||||
}
|
||||
payload, err := op.Handler(context.Background(), transcode.Request{UserID: "u-1"})
|
||||
if err != nil {
|
||||
t.Fatalf("handler: %v", err)
|
||||
}
|
||||
|
||||
gl := fb.GetRootAsProfile(payload, 0).GameLimits(nil)
|
||||
if gl == nil {
|
||||
t.Fatal("profile carries no game_limits block")
|
||||
}
|
||||
if gl.VsAi() != 1 || gl.Random() != 1 || gl.Friends() != 0 {
|
||||
t.Errorf("game limits = %d/%d/%d, want 1/1/0", gl.VsAi(), gl.Random(), gl.Friends())
|
||||
}
|
||||
}
|
||||
|
||||
// TestProfileGetNoGameLimits verifies a profile without a game_limits block encodes none (the
|
||||
// backend omits it only when the limits config is unwired; normally the block is present).
|
||||
func TestProfileGetNoGameLimits(t *testing.T) {
|
||||
backend, cleanup := fakeBackend(t, func(w http.ResponseWriter, r *http.Request) {
|
||||
_, _ = w.Write([]byte(`{"user_id":"u-1","display_name":"Kaya","preferred_language":"en"}`))
|
||||
})
|
||||
defer cleanup()
|
||||
|
||||
reg := transcode.NewRegistry(backend, nil)
|
||||
op, _ := reg.Lookup(transcode.MsgProfileGet)
|
||||
payload, err := op.Handler(context.Background(), transcode.Request{UserID: "u-1"})
|
||||
if err != nil {
|
||||
t.Fatalf("handler: %v", err)
|
||||
}
|
||||
if p := fb.GetRootAsProfile(payload, 0); p.GameLimits(nil) != nil {
|
||||
t.Error("profile without a game_limits block unexpectedly carries one")
|
||||
}
|
||||
}
|
||||
@@ -80,6 +80,11 @@ table GameView {
|
||||
// message (not just a nudge). With unread_chat it colours the badge — both set is the regular
|
||||
// badge, unread_chat alone is the softer nudge-only badge.
|
||||
unread_messages:bool;
|
||||
// kind is the game's origin for the active-game limits: 0 unknown (a pre-existing game, never
|
||||
// gated), 1 vs_ai, 2 random, 3 friends. The lobby counts active games per kind against the
|
||||
// caller's per-kind limits (Profile.game_limits) to lock a capped New-Game start (added
|
||||
// trailing — backward-compatible).
|
||||
kind:int;
|
||||
}
|
||||
|
||||
// MoveRecord is one decoded move (a committed play, or a hint preview).
|
||||
@@ -267,6 +272,10 @@ table Profile {
|
||||
// ads carries the post-move interstitial config (cooldowns + suppressed) for the client-mirrored
|
||||
// gate (added trailing — backward-compatible).
|
||||
ads:AdsInfo;
|
||||
// game_limits carries the caller's tier active-game caps per kind (-1 = unlimited); the client
|
||||
// counts its active games per kind from the lobby and locks a capped New-Game start (added
|
||||
// trailing — backward-compatible).
|
||||
game_limits:GameLimits;
|
||||
}
|
||||
|
||||
// AdsInfo is the post-move interstitial config: the client-mirrored cooldowns (seconds) and whether
|
||||
@@ -278,6 +287,15 @@ table AdsInfo {
|
||||
suppressed:bool;
|
||||
}
|
||||
|
||||
// GameLimits is the caller's tier active-game caps per kind (-1 = unlimited), resolved to the
|
||||
// guest or durable tier server-side. It rides Profile.game_limits for the client's per-kind
|
||||
// New-Game lock.
|
||||
table GameLimits {
|
||||
vs_ai:int;
|
||||
random:int;
|
||||
friends:int;
|
||||
}
|
||||
|
||||
// BlockStatus reports the caller's current manual block. The UI fetches it after any operation
|
||||
// returns the "account_blocked" result code, then replaces every screen with the terminal blocked
|
||||
// screen and stops all push/poll. permanent is false for a temporary block; until is an RFC3339
|
||||
|
||||
@@ -0,0 +1,94 @@
|
||||
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
|
||||
|
||||
package scrabblefb
|
||||
|
||||
import (
|
||||
flatbuffers "github.com/google/flatbuffers/go"
|
||||
)
|
||||
|
||||
type GameLimits struct {
|
||||
_tab flatbuffers.Table
|
||||
}
|
||||
|
||||
func GetRootAsGameLimits(buf []byte, offset flatbuffers.UOffsetT) *GameLimits {
|
||||
n := flatbuffers.GetUOffsetT(buf[offset:])
|
||||
x := &GameLimits{}
|
||||
x.Init(buf, n+offset)
|
||||
return x
|
||||
}
|
||||
|
||||
func FinishGameLimitsBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
|
||||
builder.Finish(offset)
|
||||
}
|
||||
|
||||
func GetSizePrefixedRootAsGameLimits(buf []byte, offset flatbuffers.UOffsetT) *GameLimits {
|
||||
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
|
||||
x := &GameLimits{}
|
||||
x.Init(buf, n+offset+flatbuffers.SizeUint32)
|
||||
return x
|
||||
}
|
||||
|
||||
func FinishSizePrefixedGameLimitsBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
|
||||
builder.FinishSizePrefixed(offset)
|
||||
}
|
||||
|
||||
func (rcv *GameLimits) Init(buf []byte, i flatbuffers.UOffsetT) {
|
||||
rcv._tab.Bytes = buf
|
||||
rcv._tab.Pos = i
|
||||
}
|
||||
|
||||
func (rcv *GameLimits) Table() flatbuffers.Table {
|
||||
return rcv._tab
|
||||
}
|
||||
|
||||
func (rcv *GameLimits) VsAi() int32 {
|
||||
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
|
||||
if o != 0 {
|
||||
return rcv._tab.GetInt32(o + rcv._tab.Pos)
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (rcv *GameLimits) MutateVsAi(n int32) bool {
|
||||
return rcv._tab.MutateInt32Slot(4, n)
|
||||
}
|
||||
|
||||
func (rcv *GameLimits) Random() int32 {
|
||||
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
|
||||
if o != 0 {
|
||||
return rcv._tab.GetInt32(o + rcv._tab.Pos)
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (rcv *GameLimits) MutateRandom(n int32) bool {
|
||||
return rcv._tab.MutateInt32Slot(6, n)
|
||||
}
|
||||
|
||||
func (rcv *GameLimits) Friends() int32 {
|
||||
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
|
||||
if o != 0 {
|
||||
return rcv._tab.GetInt32(o + rcv._tab.Pos)
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (rcv *GameLimits) MutateFriends(n int32) bool {
|
||||
return rcv._tab.MutateInt32Slot(8, n)
|
||||
}
|
||||
|
||||
func GameLimitsStart(builder *flatbuffers.Builder) {
|
||||
builder.StartObject(3)
|
||||
}
|
||||
func GameLimitsAddVsAi(builder *flatbuffers.Builder, vsAi int32) {
|
||||
builder.PrependInt32Slot(0, vsAi, 0)
|
||||
}
|
||||
func GameLimitsAddRandom(builder *flatbuffers.Builder, random int32) {
|
||||
builder.PrependInt32Slot(1, random, 0)
|
||||
}
|
||||
func GameLimitsAddFriends(builder *flatbuffers.Builder, friends int32) {
|
||||
builder.PrependInt32Slot(2, friends, 0)
|
||||
}
|
||||
func GameLimitsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
|
||||
return builder.EndObject()
|
||||
}
|
||||
@@ -209,8 +209,20 @@ func (rcv *GameView) MutateUnreadMessages(n bool) bool {
|
||||
return rcv._tab.MutateBoolSlot(32, n)
|
||||
}
|
||||
|
||||
func (rcv *GameView) Kind() int32 {
|
||||
o := flatbuffers.UOffsetT(rcv._tab.Offset(34))
|
||||
if o != 0 {
|
||||
return rcv._tab.GetInt32(o + rcv._tab.Pos)
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (rcv *GameView) MutateKind(n int32) bool {
|
||||
return rcv._tab.MutateInt32Slot(34, n)
|
||||
}
|
||||
|
||||
func GameViewStart(builder *flatbuffers.Builder) {
|
||||
builder.StartObject(15)
|
||||
builder.StartObject(16)
|
||||
}
|
||||
func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
|
||||
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
|
||||
@@ -260,6 +272,9 @@ func GameViewAddUnreadChat(builder *flatbuffers.Builder, unreadChat bool) {
|
||||
func GameViewAddUnreadMessages(builder *flatbuffers.Builder, unreadMessages bool) {
|
||||
builder.PrependBoolSlot(14, unreadMessages, false)
|
||||
}
|
||||
func GameViewAddKind(builder *flatbuffers.Builder, kind int32) {
|
||||
builder.PrependInt32Slot(15, kind, 0)
|
||||
}
|
||||
func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
|
||||
return builder.EndObject()
|
||||
}
|
||||
|
||||
@@ -244,8 +244,21 @@ func (rcv *Profile) Ads(obj *AdsInfo) *AdsInfo {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (rcv *Profile) GameLimits(obj *GameLimits) *GameLimits {
|
||||
o := flatbuffers.UOffsetT(rcv._tab.Offset(40))
|
||||
if o != 0 {
|
||||
x := rcv._tab.Indirect(o + rcv._tab.Pos)
|
||||
if obj == nil {
|
||||
obj = new(GameLimits)
|
||||
}
|
||||
obj.Init(rcv._tab.Bytes, x)
|
||||
return obj
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func ProfileStart(builder *flatbuffers.Builder) {
|
||||
builder.StartObject(18)
|
||||
builder.StartObject(19)
|
||||
}
|
||||
func ProfileAddUserId(builder *flatbuffers.Builder, userId flatbuffers.UOffsetT) {
|
||||
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(userId), 0)
|
||||
@@ -307,6 +320,9 @@ func ProfileStartDictVersionsVector(builder *flatbuffers.Builder, numElems int)
|
||||
func ProfileAddAds(builder *flatbuffers.Builder, ads flatbuffers.UOffsetT) {
|
||||
builder.PrependUOffsetTSlot(17, flatbuffers.UOffsetT(ads), 0)
|
||||
}
|
||||
func ProfileAddGameLimits(builder *flatbuffers.Builder, gameLimits flatbuffers.UOffsetT) {
|
||||
builder.PrependUOffsetTSlot(18, flatbuffers.UOffsetT(gameLimits), 0)
|
||||
}
|
||||
func ProfileEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
|
||||
return builder.EndObject()
|
||||
}
|
||||
|
||||
@@ -49,6 +49,9 @@ type GameView struct {
|
||||
// UnreadMessages is a per-viewer flag: at least one unread entry is a real message (not just
|
||||
// a nudge), so the badge can be coloured apart from the nudge-only case.
|
||||
UnreadMessages bool
|
||||
// Kind is the game's origin for the active-game limits: 0 unknown (a pre-existing game), 1 vs_ai,
|
||||
// 2 random, 3 friends. The lobby counts active games per kind to lock a capped New-Game start.
|
||||
Kind int
|
||||
}
|
||||
|
||||
// TileRecord is one tile in a decoded MoveRecord (the concrete letter, "?" for a blank
|
||||
@@ -169,6 +172,7 @@ func BuildGameView(b *flatbuffers.Builder, g GameView) flatbuffers.UOffsetT {
|
||||
fb.GameViewAddVsAi(b, g.VsAI)
|
||||
fb.GameViewAddUnreadChat(b, g.UnreadChat)
|
||||
fb.GameViewAddUnreadMessages(b, g.UnreadMessages)
|
||||
fb.GameViewAddKind(b, int32(g.Kind))
|
||||
return fb.GameViewEnd(b)
|
||||
}
|
||||
|
||||
|
||||
+2
-2
@@ -261,7 +261,7 @@ test('dropping the game ends it and shows the result', async ({ page }) => {
|
||||
await page.locator('.scoreboard').click(); // open the history
|
||||
await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁 in the history header
|
||||
await page.locator('button.danger').click(); // confirm in the modal
|
||||
await expect(page.locator('.status .over')).toBeVisible();
|
||||
await expect(page.locator('.turnstrip.result')).toBeVisible();
|
||||
});
|
||||
|
||||
test('resigning reveals the full board: closes the history and zooms out', async ({ page }) => {
|
||||
@@ -283,7 +283,7 @@ test('resigning reveals the full board: closes the history and zooms out', async
|
||||
await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁
|
||||
await page.locator('button.danger').click(); // confirm
|
||||
|
||||
await expect(page.locator('.status .over')).toBeVisible(); // the game ended
|
||||
await expect(page.locator('.turnstrip.result')).toBeVisible(); // the game ended
|
||||
await expect(page.locator('.history')).toHaveCount(0); // history auto-closed (portrait)
|
||||
await expect(page.locator('.viewport.zoomed')).toHaveCount(0); // board zoomed out
|
||||
});
|
||||
|
||||
+31
-22
@@ -1,31 +1,40 @@
|
||||
import { expect, test } from './fixtures';
|
||||
|
||||
// The simultaneous quick-game cap. When the backend reports the player is at the limit
|
||||
// (games.list at_game_limit), the lobby disables the "New Game" tab and shows a plain,
|
||||
// low-emphasis notice under the lists; when it clears, the button re-enables and the
|
||||
// notice goes. Driven by the mock transport's __mock.setGameLimit seam (no backend), which
|
||||
// also nudges the lobby to re-fetch (the lobby refreshes on any live event).
|
||||
// The active-game limit lock on the New Game screen. When a start's kind is at the caller's per-kind
|
||||
// cap (Profile.game_limits), the start button shows a 🔒 and opens a funnel modal instead of a game;
|
||||
// when the cap lifts (the profile refetch a guest→durable upgrade would trigger), the lock clears and
|
||||
// the button starts a game again. Driven by the mock's __mock.setGameLimits seam (no backend). The
|
||||
// native Telegram popup path is verified on the contour; here the cross-platform in-app modal shows
|
||||
// (the mock profile is a durable account, so it is the "finish a current game first" notice).
|
||||
|
||||
test('lobby: New Game disables and a notice shows at the simultaneous-game limit', async ({ page }) => {
|
||||
type Limits = { vsAi: number; random: number; friends: number };
|
||||
function setLimits(l: Limits) {
|
||||
(window as unknown as { __mock: { setGameLimits(l: Limits): void } }).__mock.setGameLimits(l);
|
||||
}
|
||||
|
||||
test('new game: a start locks at its per-kind cap and the funnel modal opens', async ({ page }) => {
|
||||
await page.goto('/');
|
||||
await page.getByRole('button', { name: /guest/i }).click();
|
||||
|
||||
// Below the limit: the New Game tab is enabled and no notice is shown.
|
||||
const newGame = page.getByRole('button', { name: /🎲/ });
|
||||
await expect(newGame).toBeEnabled();
|
||||
await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);
|
||||
// The New Game button always opens the screen now — the per-kind lock lives on the start button.
|
||||
await page.getByRole('button', { name: /🎲/ }).click();
|
||||
|
||||
// Reach the limit: the button greys out (disabled) and the notice appears under the lists.
|
||||
await page.evaluate(() =>
|
||||
(window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(true),
|
||||
);
|
||||
await expect(newGame).toBeDisabled();
|
||||
await expect(page.getByText(/reached the simultaneous games limit/i)).toBeVisible();
|
||||
const start = page.getByRole('button', { name: /start game/i });
|
||||
await expect(start).not.toContainText('🔒');
|
||||
|
||||
// Drop back below the limit (a game finished): the button re-enables and the notice clears.
|
||||
await page.evaluate(() =>
|
||||
(window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(false),
|
||||
);
|
||||
await expect(newGame).toBeEnabled();
|
||||
await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);
|
||||
// Cap every kind: the AI start (the default opponent) locks.
|
||||
await page.evaluate(setLimits, { vsAi: 0, random: 0, friends: 0 });
|
||||
await expect(start).toContainText('🔒');
|
||||
|
||||
// Tapping the locked start opens the modal instead of a game, and does not navigate away.
|
||||
await start.click();
|
||||
const notice = page.getByText(/reached the limit/i);
|
||||
await expect(notice).toBeVisible();
|
||||
await expect(page).toHaveURL(/\/new$/);
|
||||
await page.getByRole('button', { name: /^ok$/i }).click();
|
||||
await expect(notice).toHaveCount(0);
|
||||
|
||||
// Lift the cap (the same profile-refetch path a registration takes): the lock clears.
|
||||
await page.evaluate(setLimits, { vsAi: 10, random: 10, friends: 10 });
|
||||
await expect(start).not.toContainText('🔒');
|
||||
});
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
import { expect, test } from './fixtures';
|
||||
|
||||
// The in-game composition UX after the under-board status strip was removed:
|
||||
// - whose turn (or the final result) shows in a thin strip above the score plaques;
|
||||
// - the tiles left in the bag ride the exchange control as a badge and repeat at the foot of the
|
||||
// move table;
|
||||
// - staging a play tints its tiles on the board and shows the orange move-score badge, and the
|
||||
// confirm control sits in the rack's fixed 7th slot.
|
||||
// Mock transport only: the mock has no dictionary (Game.svelte skips the local evaluator under the
|
||||
// mock mode) and its network evaluator accepts any placement, so a staged tile always reads as legal.
|
||||
|
||||
test('in-game UX: turn strip, bag badge + table footer, staged-play highlight and score badge', async ({ page }) => {
|
||||
await page.goto('/');
|
||||
await page.getByRole('button', { name: /guest/i }).click();
|
||||
await page.getByRole('button', { name: /🎲/ }).click();
|
||||
await page.getByRole('button', { name: 'Random player' }).click();
|
||||
await page.locator('.variant').first().click();
|
||||
await page.getByRole('button', { name: /Start game/i }).click();
|
||||
// Attach the opponent deterministically, then it is the player's turn.
|
||||
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
|
||||
await expect(page.getByText('Robo')).toBeVisible();
|
||||
|
||||
// The old under-board status line is gone; a thin turn strip sits above the plaques instead.
|
||||
await expect(page.locator('.turnstrip')).toBeVisible();
|
||||
await expect(page.locator('.status')).toHaveCount(0);
|
||||
|
||||
// The bag count rides the exchange control (the first tab) as a badge, and repeats at the foot of
|
||||
// the move table, out of the scrolling grid.
|
||||
await expect(page.locator('.tab').first().locator('.badge')).toBeVisible();
|
||||
await page.locator('.scoreboard').click(); // open the history drawer
|
||||
await expect(page.locator('.hbagfoot')).toContainText(/bag/i);
|
||||
await page.locator('.scoreboard').click(); // close it again
|
||||
|
||||
// Stage a play: the pending tile reads as legal (green), the orange move-score badge shows on the
|
||||
// board, and the confirm control takes the rack's 7th slot.
|
||||
await page.locator('.rack .tile').first().click();
|
||||
await page.locator('[data-cell]:not(.filled)').nth(112).click(); // centre (row 7, col 7)
|
||||
await expect(page.locator('[data-cell].pending.legal')).toHaveCount(1);
|
||||
await expect(page.locator('.scorebadge')).toBeVisible();
|
||||
await expect(page.locator('.make')).toBeVisible();
|
||||
});
|
||||
@@ -75,7 +75,7 @@ test('AI game: after it ends, no GCG export and no comms entry', async ({ page }
|
||||
await page.locator('.scoreboard').click();
|
||||
await page.getByRole('button', { name: 'Drop game' }).click();
|
||||
await page.locator('button.danger').click();
|
||||
await expect(page.locator('.status .over')).toBeVisible();
|
||||
await expect(page.locator('.turnstrip.result')).toBeVisible();
|
||||
|
||||
// Reopen the history (resigning auto-closed it): the finished AI game offers no GCG export and
|
||||
// no comms entry at all.
|
||||
|
||||
@@ -22,8 +22,8 @@ test('guest reaches a board and previews a placement', async ({ page }) => {
|
||||
await rackTile.click();
|
||||
await page.locator('[data-cell]:not(.filled)').nth(30).click();
|
||||
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
|
||||
// The score preview appears where the hints count used to be.
|
||||
await expect(page.locator('.scores')).toContainText(/\d/);
|
||||
// The move-score badge appears on the board for the staged play.
|
||||
await expect(page.locator('.scorebadge')).toContainText(/\d/);
|
||||
|
||||
// The contextual MakeMove control (✅) appears once a tile is pending.
|
||||
await expect(page.locator('.make')).toBeVisible();
|
||||
|
||||
+41
-24
@@ -1,9 +1,10 @@
|
||||
import { expect, test, type Page } from './fixtures';
|
||||
|
||||
// The Wallet section against the mock transport (no backend). The mock seeds a web/native (direct)
|
||||
// account holding a direct + vk chip segment and a small catalog (two chip-priced values and one
|
||||
// rouble-priced chip pack — see lib/mock/client.ts), so the storefront, the store-compliance
|
||||
// warning and the Google Play stub are all exercisable without a backend.
|
||||
// account holding a direct (120) + vk (400) chip segment and a small catalog (two chip-priced values
|
||||
// and one rouble-priced chip pack — see lib/mock/client.ts), so the compact balance, the split
|
||||
// storefront, the exchange-confirm dialog (with its store-compliance warning) and the Google Play
|
||||
// stub are all exercisable without a backend.
|
||||
|
||||
async function loginLobby(page: Page): Promise<void> {
|
||||
await page.goto('/');
|
||||
@@ -22,24 +23,33 @@ async function openWallet(page: Page): Promise<void> {
|
||||
await expect(page.getByTestId('wallet')).toBeVisible();
|
||||
}
|
||||
|
||||
test('wallet: balances, benefits and the storefront render for a durable account', async ({ page }) => {
|
||||
test('wallet: balance, active benefits and the split storefront render for a durable account', async ({ page }) => {
|
||||
await loginLobby(page);
|
||||
await openWallet(page);
|
||||
|
||||
// Balances: the seeded direct ("Web") and vk segments.
|
||||
await expect(page.getByRole('heading', { name: 'Balance' })).toBeVisible();
|
||||
await expect(page.getByText('Web', { exact: true })).toBeVisible();
|
||||
await expect(page.getByText('VK', { exact: true })).toBeVisible();
|
||||
// The compact balance leads with the context's own (direct/"Web") chips, then the linked vk
|
||||
// segment behind its logo.
|
||||
const balance = page.getByTestId('balance');
|
||||
await expect(balance).toContainText('120');
|
||||
await expect(balance).toContainText('400');
|
||||
await expect(balance.locator('.plogo')).toHaveCount(1); // the one linked (vk) platform
|
||||
|
||||
// Benefits + the storefront: two values priced in chips, one pack priced in roubles.
|
||||
await expect(page.getByRole('heading', { name: 'Benefits' })).toBeVisible();
|
||||
// The active benefits (the seeded 5 hints) sit above the store.
|
||||
await expect(page.getByRole('heading', { name: 'Active' })).toBeVisible();
|
||||
await expect(page.getByTestId('active')).toContainText('Hints: 5');
|
||||
await expect(page.getByRole('heading', { name: 'Store' })).toBeVisible();
|
||||
await expect(page.getByTestId('product')).toHaveCount(3);
|
||||
const pack = page.locator('[data-kind="pack"]');
|
||||
await expect(pack).toContainText('₽');
|
||||
// The pack purchase is wired to money intake: an enabled Buy action, with the public-offer link.
|
||||
await expect(pack.getByTestId('buy-pack')).toBeEnabled();
|
||||
|
||||
// Default tab — Buy chips: one rouble-priced pack + the public offer, and no values.
|
||||
await expect(page.locator('[data-kind="pack"]')).toHaveCount(1);
|
||||
await expect(page.locator('[data-kind="pack"]')).toContainText('₽');
|
||||
await expect(page.locator('[data-kind="pack"]').getByTestId('buy-pack')).toBeEnabled();
|
||||
await expect(page.getByTestId('offer')).toContainText('Public offer');
|
||||
await expect(page.locator('[data-kind="value"]')).toHaveCount(0);
|
||||
|
||||
// Spend chips tab: the two chip-priced values, exchanged (not bought) with the "Exchange" button.
|
||||
await page.getByTestId('tab-spend').click();
|
||||
await expect(page.locator('[data-kind="value"]')).toHaveCount(2);
|
||||
await expect(page.locator('[data-kind="value"]').first().getByTestId('buy')).toHaveText('Exchange');
|
||||
});
|
||||
|
||||
test('wallet: buying a chip pack opens the provider payment page', async ({ page }) => {
|
||||
@@ -87,32 +97,39 @@ test('wallet: the Google Play build hides the money purchases behind the RuStore
|
||||
await expect(page.getByText('Your turn')).toBeVisible();
|
||||
await openWallet(page);
|
||||
|
||||
// The chip pack is gone; the stub points at the RuStore build. Spending earned chips still works.
|
||||
// Buy chips: the chip pack is gone; the stub points at the RuStore build.
|
||||
await expect(page.getByTestId('gp-stub')).toBeVisible();
|
||||
await expect(page.locator('[data-kind="pack"]')).toHaveCount(0);
|
||||
// Spending earned chips still works — the values live in the Spend tab.
|
||||
await page.getByTestId('tab-spend').click();
|
||||
await expect(page.locator('[data-kind="value"]').first().getByTestId('buy')).toBeVisible();
|
||||
});
|
||||
|
||||
test('wallet: a web spend that would draw store chips warns first, then completes', async ({ page }) => {
|
||||
test('wallet: a web spend that would draw store chips confirms with a warning, then completes', async ({ page }) => {
|
||||
await loginLobby(page);
|
||||
await openWallet(page);
|
||||
await page.getByTestId('tab-spend').click();
|
||||
|
||||
// The 300-chip value drains direct (120) then reaches into vk (180) → a store segment → warn.
|
||||
// The 300-chip value drains direct (120) then reaches into vk (180) → a store segment → the confirm
|
||||
// dialog carries the cross-platform warning.
|
||||
await page.locator('[data-pid="val-noads-30"]').getByTestId('buy').click();
|
||||
await expect(page.getByTestId('warn')).toBeVisible();
|
||||
await page.getByTestId('warn-confirm').click();
|
||||
await expect(page.getByTestId('warn')).toBeHidden();
|
||||
// The spend applied: the no-ads benefit now shows an end date.
|
||||
await page.getByTestId('spend-confirm').click();
|
||||
// The spend applied: the no-ads benefit now shows an end date in the Active section.
|
||||
await expect(page.getByTestId('wallet')).toContainText('No ads until');
|
||||
});
|
||||
|
||||
test('wallet: a spend the direct segment covers alone does not warn', async ({ page }) => {
|
||||
test('wallet: a spend the direct segment covers alone confirms without a warning', async ({ page }) => {
|
||||
await loginLobby(page);
|
||||
await openWallet(page);
|
||||
await page.getByTestId('tab-spend').click();
|
||||
|
||||
// The 100-chip value is covered by the direct segment (120) alone → no store draw, no warning.
|
||||
// The 100-chip value is covered by the direct segment (120) alone → the confirm dialog shows, but
|
||||
// with no cross-platform warning.
|
||||
await page.locator('[data-pid="val-hints-50"]').getByTestId('buy').click();
|
||||
await expect(page.getByTestId('spend-body')).toBeVisible();
|
||||
await expect(page.getByTestId('warn')).toBeHidden();
|
||||
await page.getByTestId('spend-confirm').click();
|
||||
// The hints benefit rose from 5 to 55.
|
||||
await expect(page.getByTestId('wallet')).toContainText('Hints 55');
|
||||
await expect(page.getByTestId('wallet')).toContainText('Hints: 55');
|
||||
});
|
||||
|
||||
+12
-14
@@ -74,11 +74,11 @@ test.describe('touch placement', () => {
|
||||
});
|
||||
});
|
||||
|
||||
// A hint taken while the board is ALREADY zoomed in must still scroll to the played word — the
|
||||
// zoom state does not change, so without an explicit recenter the board stays parked where the
|
||||
// player was looking (the reported rough edge). The mock hint plays at the centre star (7,7), so
|
||||
// zooming into the top-left corner first and then hinting must pan the board toward the centre.
|
||||
test('a hint recentres an already-zoomed board on the played word', async ({ page }) => {
|
||||
// A hint taken while the board is ALREADY zoomed in now zooms OUT to the whole board, so the played
|
||||
// word — highlighted while composing — is guaranteed visible rather than parked off-screen under the
|
||||
// old zoom (the owner changed this from the former recentre-on-the-word behaviour, so the word can
|
||||
// never be lost off-screen). The mock hint plays at the centre star (7,7).
|
||||
test('a hint zooms out an already-zoomed board so the played word is visible', async ({ page }) => {
|
||||
await page.goto('/');
|
||||
await page.getByRole('button', { name: /guest/i }).click();
|
||||
await page.getByRole('button', { name: /Ann/ }).click();
|
||||
@@ -91,19 +91,17 @@ test('a hint recentres an already-zoomed board on the played word', async ({ pag
|
||||
el.click();
|
||||
el.click();
|
||||
});
|
||||
const viewport = page.locator('.viewport.zoomed');
|
||||
await expect(viewport).toBeVisible();
|
||||
await page.waitForTimeout(400); // let the zoom-in settle near the top-left corner
|
||||
const before = await viewport.evaluate((el) => ({ left: el.scrollLeft, top: el.scrollTop }));
|
||||
await expect(page.locator('.viewport.zoomed')).toBeVisible();
|
||||
|
||||
// Take a hint (the control confirms on a second tap), which plays at the centre.
|
||||
const hint = page.getByRole('button', { name: 'Hint' });
|
||||
await hint.click();
|
||||
await hint.click();
|
||||
await page.waitForTimeout(300); // the board pans to the hint word
|
||||
|
||||
const after = await viewport.evaluate((el) => ({ left: el.scrollLeft, top: el.scrollTop }));
|
||||
// The board panned from the top-left toward the centre word: both offsets grew.
|
||||
expect(after.left).toBeGreaterThan(before.left + 20);
|
||||
expect(after.top).toBeGreaterThan(before.top + 20);
|
||||
// The board zoomed out — no zoomed viewport — with the hint's play staged (the confirm control
|
||||
// shows). The mock hint plays on the centre star, which the seeded game already occupies, so the
|
||||
// staged tile hides under the committed one; the confirm control is the reliable "a play is
|
||||
// staged" signal.
|
||||
await expect(page.locator('.viewport.zoomed')).toHaveCount(0);
|
||||
await expect(page.locator('.make')).toBeVisible();
|
||||
});
|
||||
|
||||
@@ -32,9 +32,13 @@ const DIST = 'dist';
|
||||
// storefront logic and the catalog codec load with the always-mounted settings hub (its i18n lands
|
||||
// in the shared chunk) — and to 125 for the payment intake rails: the wallet order flow, the
|
||||
// Telegram Stars openInvoice / VK order-box launch and the per-button in-flight state ride the same
|
||||
// always-loaded Wallet screen, then to 126 for the in-game board-feedback UX — the staged-play
|
||||
// highlight geometry (lib/formed.ts), the on-board score badge and the bag / turn-strip / board-zoom
|
||||
// wiring live in the always-loaded Game / Board / Rack screens, then to 127 for the wallet storefront
|
||||
// redesign — its buy/spend toggle, compact balance and exchange-confirm dialog ride the same
|
||||
// always-loaded Wallet screen. The heavy parts — the dict loader, the move generator and the preload
|
||||
// orchestration — still stay in lazy chunks. Scoped CSS lands in the CSS chunk, not this JS budget.
|
||||
const BUDGET = { app: 125, shared: 31, landing: 5 };
|
||||
const BUDGET = { app: 127, shared: 31, landing: 5 };
|
||||
|
||||
// gzipped returns the gzipped byte size of a built asset, or 0 when the reference is not a
|
||||
// local file (e.g. the Telegram SDK loaded from a CDN) or is missing.
|
||||
|
||||
@@ -55,6 +55,7 @@
|
||||
locale: lc,
|
||||
reduceMotion: prefs.reduceMotion ?? false,
|
||||
boardLabels: prefs.boardLabels ?? 'beginner',
|
||||
zoomBoard: prefs.zoomBoard ?? true,
|
||||
});
|
||||
prefs = { ...prefs, locale: lc };
|
||||
}
|
||||
|
||||
@@ -29,6 +29,14 @@
|
||||
--tile-edge: #d8c190;
|
||||
--tile-text: #2a2113;
|
||||
--tile-pending: #f2cf73;
|
||||
/* In-composition highlight of the staged play (see game/Board.svelte): a calm reddish-pink
|
||||
when the tiles form no word, a light green for the player's own tiles once they do, a
|
||||
deeper green for the board tiles a formed word runs through, and the orange move-score
|
||||
badge. Tuned per theme; refined on the contour. */
|
||||
--tile-pending-illegal: #f2c7bf;
|
||||
--tile-pending-legal: #c9e7bd;
|
||||
--tile-formed: #a5cf93;
|
||||
--score-badge: #e5811d;
|
||||
/* Last-word highlight letter — a lighter burgundy than the dark theme on purpose: against
|
||||
the lighter tile the perceived contrast needs it, so the two are tuned per theme. */
|
||||
--tile-recent: #9c5849;
|
||||
@@ -84,6 +92,10 @@
|
||||
--tile-edge: #b6a473;
|
||||
--tile-text: #20190d;
|
||||
--tile-pending: #d8b75e;
|
||||
--tile-pending-illegal: #d8a99f;
|
||||
--tile-pending-legal: #a9cf94;
|
||||
--tile-formed: #83b571;
|
||||
--score-badge: #e88f31;
|
||||
--tile-recent: #8c4a3c;
|
||||
--prem-tw: #9c3f34; /* 3x word: a touch darker red */
|
||||
--prem-dw: #a8636b; /* 2x word: softer, pinker */
|
||||
@@ -115,6 +127,10 @@
|
||||
--tile-edge: #b6a473;
|
||||
--tile-text: #20190d;
|
||||
--tile-pending: #f0d98f;
|
||||
--tile-pending-illegal: #d8a99f;
|
||||
--tile-pending-legal: #a9cf94;
|
||||
--tile-formed: #83b571;
|
||||
--score-badge: #e88f31;
|
||||
/* Last-word highlight letter — a warm burgundy whose red hue stays distinct from both the
|
||||
near-black glyph and the warm tile. The light theme uses a lighter burgundy (tuned per
|
||||
theme; perceived contrast depends on the surrounding board). */
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
<script lang="ts">
|
||||
import { t } from '../lib/i18n/index.svelte';
|
||||
import { insideTelegram, telegramDialogsAvailable, telegramShowPopup } from '../lib/telegram';
|
||||
import { LOGIN_BUTTON_ID, gameLimitGuestPopup, gameLimitDurablePopup } from '../lib/nativedialogs';
|
||||
import Modal from './Modal.svelte';
|
||||
|
||||
// The New-Game screen raises this when the player taps a start whose kind is at its cap. guest
|
||||
// picks the message: a sign-in funnel (a guest plays more by registering) vs a durable account's
|
||||
// plain "finish a current game first" notice. onclose dismisses; onlogin routes a guest to sign-in.
|
||||
let { open, guest, onclose, onlogin }: { open: boolean; guest: boolean; onclose: () => void; onlogin: () => void } = $props();
|
||||
|
||||
const title = $derived(guest ? t('new.limitGuestTitle') : t('new.limitDurableTitle'));
|
||||
const body = $derived(guest ? t('new.limitGuestBody') : t('new.limitDurableBody'));
|
||||
|
||||
// Native path: inside the Mini App with native dialogs, present Telegram's own popup instead of
|
||||
// the in-app modal (evaluated at fire time — the SDK loads after mount). A guest popup's login
|
||||
// button routes to sign-in; any other dismissal closes. The message here is a plain notice with
|
||||
// no gesture-gated follow-up, so a native popup is safe (unlike share/clipboard flows).
|
||||
let shown = false;
|
||||
$effect(() => {
|
||||
if (open && !shown && insideTelegram() && telegramDialogsAvailable()) {
|
||||
shown = true;
|
||||
const params = guest
|
||||
? gameLimitGuestPopup(title, body, t('common.cancel'), t('new.limitLogin'))
|
||||
: gameLimitDurablePopup(title, body, t('common.ok'));
|
||||
void telegramShowPopup(params).then((id) => (guest && id === LOGIN_BUTTON_ID ? onlogin() : onclose()));
|
||||
} else if (!open) {
|
||||
shown = false;
|
||||
}
|
||||
});
|
||||
</script>
|
||||
|
||||
{#if open && !(insideTelegram() && telegramDialogsAvailable())}
|
||||
<Modal {title} onclose={onclose}>
|
||||
<p class="msg">{body}</p>
|
||||
<div class="actions">
|
||||
{#if guest}
|
||||
<button class="cancel" onclick={onclose}>{t('common.cancel')}</button>
|
||||
<button class="primary" onclick={onlogin}>{t('new.limitLogin')}</button>
|
||||
{:else}
|
||||
<button class="primary" onclick={onclose}>{t('common.ok')}</button>
|
||||
{/if}
|
||||
</div>
|
||||
</Modal>
|
||||
{/if}
|
||||
|
||||
<style>
|
||||
.msg {
|
||||
margin: 0 0 16px;
|
||||
line-height: 1.5;
|
||||
}
|
||||
.actions {
|
||||
display: flex;
|
||||
gap: 8px;
|
||||
}
|
||||
.actions button {
|
||||
flex: 1;
|
||||
padding: 10px 12px;
|
||||
border-radius: var(--radius-sm);
|
||||
border: 1px solid var(--accent);
|
||||
}
|
||||
.cancel {
|
||||
background: transparent;
|
||||
color: var(--accent);
|
||||
}
|
||||
.primary {
|
||||
background: var(--accent);
|
||||
color: var(--accent-text);
|
||||
}
|
||||
</style>
|
||||
@@ -3,12 +3,16 @@
|
||||
|
||||
let {
|
||||
title = '',
|
||||
titleAside = '',
|
||||
onclose,
|
||||
overlayKeyboard = false,
|
||||
bottomSheet = false,
|
||||
children,
|
||||
}: {
|
||||
title?: string;
|
||||
/** Optional secondary text pinned to the right of the title row, in a lighter (non-bold)
|
||||
* muted style — e.g. the bag count beside the "Exchange or pass" title. */
|
||||
titleAside?: string;
|
||||
onclose?: () => void;
|
||||
overlayKeyboard?: boolean;
|
||||
bottomSheet?: boolean;
|
||||
@@ -65,7 +69,12 @@
|
||||
style:--kb={bottomSheet ? `${kb}px` : null}
|
||||
onclick={(e) => e.stopPropagation()}
|
||||
>
|
||||
{#if title}<h2>{title}</h2>{/if}
|
||||
{#if title}
|
||||
<div class="titlerow">
|
||||
<h2>{title}</h2>
|
||||
{#if titleAside}<span class="aside">{titleAside}</span>{/if}
|
||||
</div>
|
||||
{/if}
|
||||
{@render children?.()}
|
||||
</div>
|
||||
</div>
|
||||
@@ -121,8 +130,21 @@
|
||||
max-height: 86dvh;
|
||||
overflow: auto;
|
||||
}
|
||||
.titlerow {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: baseline;
|
||||
gap: 8px;
|
||||
}
|
||||
h2 {
|
||||
margin: 0 0 10px;
|
||||
font-size: 1.05rem;
|
||||
}
|
||||
/* Secondary title-row text (e.g. the bag count): lighter and muted so the title still leads. */
|
||||
.aside {
|
||||
font-weight: 400;
|
||||
font-size: 0.9rem;
|
||||
color: var(--text-muted);
|
||||
white-space: nowrap;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -85,7 +85,9 @@
|
||||
color: var(--accent-text);
|
||||
border-radius: 999px;
|
||||
min-width: 15px;
|
||||
padding: 0 3px;
|
||||
/* Enough horizontal room that a two/three-digit count (e.g. the bag count) does not touch the
|
||||
pill's rounded ends. */
|
||||
padding: 0 5px;
|
||||
line-height: 1.4;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
@@ -23,6 +23,9 @@
|
||||
focus,
|
||||
recenter,
|
||||
dropTarget,
|
||||
previewLegal,
|
||||
formed,
|
||||
scoreBadge,
|
||||
oncell,
|
||||
ontogglezoom,
|
||||
onrecall,
|
||||
@@ -48,6 +51,15 @@
|
||||
recenter: number;
|
||||
/** The cell a dragged tile is currently aimed at, highlighted as a drop target. */
|
||||
dropTarget: { row: number; col: number } | null;
|
||||
/** While composing: true when the staged tiles form a legal play, false when not, null when
|
||||
* there is no preview (off-turn, nothing staged, or a recall drag) — tints the pending tiles
|
||||
* green vs a calm pink. */
|
||||
previewLegal: boolean | null;
|
||||
/** "row,col" keys of every committed board cell a formed word runs through, greened a shade
|
||||
* darker than the player's own staged tiles. */
|
||||
formed: Set<string>;
|
||||
/** The orange move-score badge for the legal play being composed, or null. */
|
||||
scoreBadge: { row: number; col: number; corner: 'tr' | 'bl'; score: number } | null;
|
||||
oncell: (row: number, col: number) => void;
|
||||
ontogglezoom: (row: number, col: number) => void;
|
||||
/** Recall the pending tile at (row, col) — fired on a double-tap of a pending cell. */
|
||||
@@ -60,6 +72,20 @@
|
||||
const z = $derived(zoomed ? Z : 1);
|
||||
const premClass: Record<Premium, string> = { '': '', TW: 'tw', DW: 'dw', TL: 'tl', DL: 'dl' };
|
||||
|
||||
// The score badge sits on a corner of its anchor cell, clamped so the whole pill stays on the
|
||||
// board. Its position is a percentage of the (15-cell) board; CSS centres the pill on the point.
|
||||
const BADGE_MARGIN = 2.4;
|
||||
const badgePos = $derived.by(() => {
|
||||
const b = scoreBadge;
|
||||
if (!b) return null;
|
||||
const cell = 100 / 15;
|
||||
let x = b.corner === 'tr' ? (b.col + 1) * cell : b.col * cell;
|
||||
let y = b.corner === 'tr' ? b.row * cell : (b.row + 1) * cell;
|
||||
x = Math.max(BADGE_MARGIN, Math.min(100 - BADGE_MARGIN, x));
|
||||
y = Math.max(BADGE_MARGIN, Math.min(100 - BADGE_MARGIN, y));
|
||||
return { x, y };
|
||||
});
|
||||
|
||||
let viewport = $state<HTMLElement>();
|
||||
|
||||
// Genuine layout zoom (the board grows; cqw labels stay constant), so native scroll
|
||||
@@ -315,6 +341,9 @@
|
||||
class="cell {premClass[premium[r][c]]}"
|
||||
class:filled={!!cell}
|
||||
class:pending={!!p && !cell}
|
||||
class:legal={!!p && !cell && previewLegal === true}
|
||||
class:illegal={!!p && !cell && previewLegal === false}
|
||||
class:formed={!!cell && formed.has(key(r, c))}
|
||||
class:hl={!!cell && highlight.has(key(r, c)) && !flash}
|
||||
class:flash={!!cell && flash && highlight.has(key(r, c))}
|
||||
class:dark={premium[r][c] === '' && !cell && !p && (r + c) % 2 === 1}
|
||||
@@ -342,6 +371,9 @@
|
||||
</button>
|
||||
{/each}
|
||||
{/each}
|
||||
{#if scoreBadge && badgePos}
|
||||
<span class="scorebadge" style="left:{badgePos.x}%; top:{badgePos.y}%">{scoreBadge.score}</span>
|
||||
{/if}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@@ -397,6 +429,8 @@
|
||||
gap: 0;
|
||||
background: var(--board-bg);
|
||||
padding: 0;
|
||||
/* Anchor for the absolutely-positioned score badge (its percentages resolve against the board). */
|
||||
position: relative;
|
||||
}
|
||||
.cell {
|
||||
position: relative;
|
||||
@@ -445,6 +479,19 @@
|
||||
board) instead of the touch starting a board pan. */
|
||||
touch-action: none;
|
||||
}
|
||||
/* While composing, the staged play recolours its tiles: a calm reddish-pink when they form no
|
||||
word, a light green for the player's own tiles once they do; committed board tiles a formed
|
||||
word runs through go a shade darker (see lib/formed + Game.svelte). .formed sits after .filled
|
||||
so it wins on committed cells (equal specificity). */
|
||||
.cell.pending.illegal {
|
||||
background: var(--tile-pending-illegal);
|
||||
}
|
||||
.cell.pending.legal {
|
||||
background: var(--tile-pending-legal);
|
||||
}
|
||||
.cell.formed {
|
||||
background: var(--tile-formed);
|
||||
}
|
||||
.cell.droptarget {
|
||||
/* The cell a carried tile is aimed at: an accent ring plus a light accent wash, so the
|
||||
target reads clearly while dragging without obscuring the bonus label underneath. */
|
||||
@@ -545,4 +592,25 @@
|
||||
font-weight: 700;
|
||||
white-space: nowrap;
|
||||
}
|
||||
/* The move-score badge for the legal play being composed: an orange pill centred on a corner of
|
||||
the main word's tile (see lib/formed.badgePlacement + Game.svelte), its digit sized like a
|
||||
tile's point value so it scales with the zoom. Decorative — no pointer events — and drawn above
|
||||
the tiles. */
|
||||
.scorebadge {
|
||||
position: absolute;
|
||||
transform: translate(-50%, -50%);
|
||||
z-index: 5;
|
||||
pointer-events: none;
|
||||
border-radius: 999px;
|
||||
background: var(--score-badge);
|
||||
color: #fff;
|
||||
font-weight: 700;
|
||||
line-height: 1;
|
||||
white-space: nowrap;
|
||||
padding: 2px 5px; /* px fallback for Chrome < 105 (no cqw) */
|
||||
padding: 0.4cqw 0.9cqw;
|
||||
font-size: calc(2.4vmin * var(--z, 1)); /* cqw fallback for Chrome < 105 — see .letter */
|
||||
font-size: 2.4cqw;
|
||||
box-shadow: 0 0 0 1px rgba(0, 0, 0, 0.25);
|
||||
}
|
||||
</style>
|
||||
|
||||
+120
-102
@@ -49,6 +49,7 @@
|
||||
type Placement,
|
||||
} from '../lib/placement';
|
||||
import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
|
||||
import { badgePlacement, formedGeometry } from '../lib/formed';
|
||||
|
||||
let { id }: { id: string } = $props();
|
||||
|
||||
@@ -483,6 +484,23 @@
|
||||
// move's ✅ confirm and its preview caption are hidden so they don't sit over the opening gap;
|
||||
// they return the moment the tile is dragged back out over the board.
|
||||
const recallOverRack = $derived(draggingPend != null && reorderTo != null);
|
||||
// The composed play's word geometry (client-side, independent of the move evaluator): the cells a
|
||||
// formed word runs through — greened on the board — and the main word that anchors the score
|
||||
// badge. Derived only for a legal preview, and never while dragging a staged tile back over the
|
||||
// rack (recallOverRack), so the highlight and badge clear the instant a recall begins.
|
||||
const EMPTY_FORMED = new Set<string>();
|
||||
const formedGeom = $derived(
|
||||
preview?.legal && !recallOverRack
|
||||
? formedGeometry(board, placement.pending, !!view?.game.multipleWordsPerTurn)
|
||||
: null,
|
||||
);
|
||||
const formedCells = $derived(formedGeom?.cells ?? EMPTY_FORMED);
|
||||
const boardBadge = $derived(
|
||||
formedGeom && preview?.legal ? { ...badgePlacement(formedGeom.main), score: preview.score } : null,
|
||||
);
|
||||
// The pending-tile tint: null (default colour) with no preview or during a recall drag, otherwise
|
||||
// the play's legality — green when legal, a calm pink when not.
|
||||
const previewLegal: boolean | null = $derived(recallOverRack ? null : preview ? preview.legal : null);
|
||||
|
||||
let dragPointerId = -1;
|
||||
function beginDrag(src: DragSrc, e: PointerEvent) {
|
||||
@@ -610,7 +628,7 @@
|
||||
? setTimeout(() => {
|
||||
// Still holding the tile over this cell: magnify into it. Only the first
|
||||
// (zoom-in) hold centres; once zoomed we never move the board on hover.
|
||||
if (drag && isCoarse() && !landscape && !zoomed) {
|
||||
if (drag && isCoarse() && !landscape && !zoomed && app.zoomBoard) {
|
||||
focus = c;
|
||||
zoomed = true;
|
||||
haptic('light');
|
||||
@@ -729,8 +747,8 @@
|
||||
if (pendingMap.has(`${row},${col}`)) return;
|
||||
focus = { row, col };
|
||||
// Auto-zoom is portrait-only: landscape fits the whole board, magnifying it there
|
||||
// only hides the rest of the position.
|
||||
if (isCoarse() && !landscape && !zoomed) zoomed = true;
|
||||
// only hides the rest of the position. The "Zoom the board" setting can turn it off.
|
||||
if (isCoarse() && !landscape && !zoomed && app.zoomBoard) zoomed = true;
|
||||
if (placement.rack[index] === BLANK) {
|
||||
blankPrompt = { rackIndex: index, row, col };
|
||||
return;
|
||||
@@ -1030,23 +1048,11 @@
|
||||
// Mark the turn as hinted: the interstitial fires when the player CONFIRMS the move (commit),
|
||||
// not now — showing it here would interrupt placing the preview and revert the board on close.
|
||||
hintUsedThisTurn = true;
|
||||
// Scroll the (zoomed) board to the hint's placement rather than the top-left:
|
||||
// focus the centre of the laid tiles' bounding box.
|
||||
const p = placement.pending;
|
||||
if (p.length) {
|
||||
const rows = p.map((tt) => tt.row);
|
||||
const cols = p.map((tt) => tt.col);
|
||||
focus = {
|
||||
row: Math.round((Math.min(...rows) + Math.max(...rows)) / 2),
|
||||
col: Math.round((Math.min(...cols) + Math.max(...cols)) / 2),
|
||||
};
|
||||
// Ask the board to scroll to the hint word. A zoomed-out board zooms in (and centres)
|
||||
// on the next line (portrait only); this nonce also recentres a board that is already
|
||||
// zoomed in, where the unchanged zoom state would otherwise leave it parked where the
|
||||
// player was looking.
|
||||
recenter++;
|
||||
}
|
||||
if (isCoarse() && !landscape) zoomed = true;
|
||||
// A hint just landed: if the board was zoomed in, zoom OUT to the whole board so the hint's
|
||||
// word — highlighted green while composing — is guaranteed visible rather than possibly
|
||||
// parked off-screen under the old zoom. A full board needs no scroll-to-word, so the former
|
||||
// focus/recenter step is gone with the zoom-in.
|
||||
if (zoomed) zoomed = false;
|
||||
view = { ...view, hintsRemaining: h.hintsRemaining };
|
||||
syncWallet(h.walletBalance);
|
||||
// The hint is the engine's own top-ranked, fully scored legal move: reuse it as the
|
||||
@@ -1486,15 +1492,16 @@
|
||||
{#if landscape}
|
||||
<div class="game-land">
|
||||
<div class="leftpane">
|
||||
{@render turnStrip()}
|
||||
{@render scoreboardBlock()}
|
||||
<div class="history land">{@render historyBody()}</div>
|
||||
{@render statusBlock()}
|
||||
{@render rackRow()}
|
||||
<TabBar>{@render controlButtons()}</TabBar>
|
||||
</div>
|
||||
<div class="rightpane">{@render boardBlock()}</div>
|
||||
</div>
|
||||
{:else}
|
||||
{@render turnStrip()}
|
||||
{@render scoreboardBlock()}
|
||||
<div class="stage" class:histopen={historyOpen} bind:this={stageEl}>
|
||||
{#if historyOpen}
|
||||
@@ -1502,7 +1509,6 @@
|
||||
{/if}
|
||||
{@render boardBlock()}
|
||||
</div>
|
||||
{@render statusBlock()}
|
||||
{@render rackRow()}
|
||||
{/if}
|
||||
{:else}
|
||||
@@ -1517,6 +1523,24 @@
|
||||
|
||||
<!-- Reusable game-screen pieces, arranged differently by the portrait and landscape branches
|
||||
above so the markup and logic stay single-sourced (see the {#if landscape} split). -->
|
||||
{#snippet turnStrip()}
|
||||
<!-- A thin line above the score plaques: while composing a legal play it reads the formed
|
||||
word(s) and the move score ("WORD+WORD = N"); otherwise whose turn it is during play, or the
|
||||
viewer's result once the game ends. A hotseat game shows its result as per-seat medals on the
|
||||
plaques (2-4 local players have no single "you"), so the strip is hidden when it is over. -->
|
||||
{#if view && !(gameOver && view.game.hotseat)}
|
||||
<div class="turnstrip" class:result={gameOver}>
|
||||
{#if gameOver}
|
||||
{resultText()}
|
||||
{:else if preview?.legal && !recallOverRack}
|
||||
{preview.words.map((w) => w.toUpperCase()).join('+')} = {preview.score}
|
||||
{:else}
|
||||
{view.game.hotseat ? t('hotseat.turnOf', { name: hotseatName(view.game.toMove) }) : isMyTurn ? t('game.yourTurn') : turnLabel()}
|
||||
{/if}
|
||||
</div>
|
||||
{/if}
|
||||
{/snippet}
|
||||
|
||||
{#snippet scoreboardBlock()}
|
||||
{#if view}
|
||||
{@const badge = badgeKind(app.chatUnread[id] ?? false, app.messageUnread[id] ?? false)}
|
||||
@@ -1603,10 +1627,11 @@
|
||||
{/each}
|
||||
{/each}
|
||||
</div>
|
||||
{#if view.game.endReason === 'aborted'}
|
||||
<p class="horganizer">{t('game.abortedNote')}</p>
|
||||
{/if}
|
||||
</div>
|
||||
{#if view.game.endReason === 'aborted'}
|
||||
<p class="horganizer">{t('game.abortedNote')}</p>
|
||||
{/if}
|
||||
<div class="hbagfoot">{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</div>
|
||||
{/if}
|
||||
{/snippet}
|
||||
|
||||
@@ -1639,6 +1664,9 @@
|
||||
{focus}
|
||||
{recenter}
|
||||
{dropTarget}
|
||||
{previewLegal}
|
||||
formed={formedCells}
|
||||
scoreBadge={boardBadge}
|
||||
oncell={onCell}
|
||||
ontogglezoom={(r, c) => { focus = { row: r, col: c }; if (!gameOver) zoomed = !zoomed; }}
|
||||
onrecall={onRecall}
|
||||
@@ -1647,25 +1675,6 @@
|
||||
</div>
|
||||
{/snippet}
|
||||
|
||||
{#snippet statusBlock()}
|
||||
{#if view}
|
||||
<div class="status">
|
||||
<span>{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</span>
|
||||
{#if gameOver}
|
||||
<!-- A hotseat game shows its result as per-seat medals on the plaques (below), not a
|
||||
viewer-centric "you won/lost" — with 2-4 local players there is no single "you". A vs_ai
|
||||
game keeps the "you won/lost" text (one human). -->
|
||||
{#if !view.game.hotseat}<strong class="over">{resultText()}</strong>{/if}
|
||||
{:else if placement.pending.length === 0}
|
||||
<span class="turn-ind">{view.game.hotseat ? t('hotseat.turnOf', { name: hotseatName(view.game.toMove) }) : isMyTurn ? t('game.yourTurn') : turnLabel()}</span>
|
||||
{/if}
|
||||
<span class="scores">
|
||||
{#if recallOverRack}{:else if preview}{preview.legal ? t('game.previewWords', { words: preview.words.join(', '), n: preview.score }) : t('game.previewIllegal')}{/if}
|
||||
</span>
|
||||
</div>
|
||||
{/if}
|
||||
{/snippet}
|
||||
|
||||
{#snippet rackRow()}
|
||||
<!-- The footer is drawn even when the game is over (rack + controls), but inert:
|
||||
a finished game shows the final rack greyed out and the controls disabled. -->
|
||||
@@ -1680,23 +1689,26 @@
|
||||
slots={rackSlots}
|
||||
{variant}
|
||||
{selected}
|
||||
{landscape}
|
||||
shuffling={shuffling && !app.reduceMotion}
|
||||
draggingId={reorderDragId}
|
||||
dropIndex={reorderTo}
|
||||
confirm={!gameOver && placement.pending.length > 0 && !recallOverRack ? confirmBtn : undefined}
|
||||
ondown={onRackDown}
|
||||
/>
|
||||
{/if}
|
||||
</div>
|
||||
{#if !gameOver && placement.pending.length > 0 && !recallOverRack}
|
||||
<button class="make" onclick={commit} disabled={busy || !canMove || !netReady || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
|
||||
{/if}
|
||||
</div>
|
||||
{/snippet}
|
||||
|
||||
{#snippet confirmBtn()}
|
||||
<!-- The confirm-move control lives in the rack's fixed 7th slot (see Rack). Shown only while a
|
||||
play is staged; disabled until the preview says it is legal. -->
|
||||
<button class="make" onclick={commit} disabled={busy || !canMove || !netReady || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
|
||||
{/snippet}
|
||||
|
||||
{#snippet controlButtons()}
|
||||
<button class="tab" disabled={busy || !canMove || !netReady} onclick={openExchange}>
|
||||
<span class="sq" data-coach="game-turn">🔄</span><span class="lbl">{t('game.draw')}</span>
|
||||
<span class="sq" data-coach="game-turn">🔄{#if view && view.bagLen > 0}<span class="badge">{view.bagLen}</span>{/if}</span><span class="lbl">{t('game.draw')}</span>
|
||||
</button>
|
||||
{#if view?.game.hotseat}
|
||||
<!-- Hotseat: no hints. The freed slot becomes the host (referee) button — always available
|
||||
@@ -1757,7 +1769,11 @@
|
||||
{/if}
|
||||
|
||||
{#if exchangeOpen && view}
|
||||
<Modal title={t('game.exchangeTitle')} onclose={() => (exchangeOpen = false)}>
|
||||
<Modal
|
||||
title={t('game.exchangeTitle')}
|
||||
titleAside={view.bagLen === 0 ? t('game.bagEmpty') : t('game.bagCount', { n: view.bagLen })}
|
||||
onclose={() => (exchangeOpen = false)}
|
||||
>
|
||||
<div class="exch">
|
||||
{#each view.rack as letter, i (i)}
|
||||
<button class="etile" class:sel={exchangeSel.includes(i)} disabled={!canExchange} onclick={() => toggleExch(i)}>
|
||||
@@ -1906,6 +1922,25 @@
|
||||
font-weight: 700;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
/* The thin turn/result line above the score plaques (see turnStrip): whose turn it is during
|
||||
play, accented for the viewer's win/lose result once the game ends. */
|
||||
.turnstrip {
|
||||
flex: none;
|
||||
/* A smaller bottom pad than top: the score plaques below carry their own top padding, so an
|
||||
even strip read as too tall with the text pushed up. */
|
||||
padding: 4px var(--pad) 2px;
|
||||
text-align: center;
|
||||
font-size: 0.85rem;
|
||||
font-weight: 600;
|
||||
color: var(--text);
|
||||
background: var(--bg-elev);
|
||||
white-space: nowrap;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
.turnstrip.result {
|
||||
color: var(--accent);
|
||||
}
|
||||
.stage {
|
||||
position: relative;
|
||||
/* The board is the only part that scrolls vertically when the game does not fit;
|
||||
@@ -1924,16 +1959,12 @@
|
||||
position: absolute;
|
||||
inset: 0 0 auto 0;
|
||||
z-index: 2;
|
||||
/* A fixed-height drawer matching the board's slid offset, so the bottom border
|
||||
and its shadow pin to the board immediately instead of tracking the table as
|
||||
moves accumulate. scrollbar-gutter reserves the scrollbar so the centred word
|
||||
column does not jump left/right when the list overflows. */
|
||||
/* A fixed-height drawer matching the board's slid offset, so the bottom border and its shadow
|
||||
pin to the board immediately instead of tracking the table as moves accumulate. It is a flex
|
||||
column: the header and the pinned bag footer stay put while the grid (.hgridwrap) scrolls. */
|
||||
height: 62%;
|
||||
overflow: auto;
|
||||
/* No iOS rubber-band inside the drawer: the moves list does not elastically bounce past its
|
||||
ends (the document is already pinned; this stops the inner scroller's own bounce). */
|
||||
overscroll-behavior: none;
|
||||
scrollbar-gutter: stable;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
background: var(--surface-2);
|
||||
box-shadow: inset 0 -6px 10px -8px rgba(0, 0, 0, 0.5);
|
||||
border-bottom: 1px solid var(--border);
|
||||
@@ -1945,8 +1976,26 @@
|
||||
The wrapper's horizontal padding matches the scoreboard so the columns line up under the
|
||||
plaques. */
|
||||
.hgridwrap {
|
||||
flex: 1 1 auto;
|
||||
min-height: 0;
|
||||
overflow: auto;
|
||||
/* No iOS rubber-band inside the scroller: the moves list does not elastically bounce past its
|
||||
ends (the document is already pinned; this stops the inner scroller's own bounce). */
|
||||
overscroll-behavior: none;
|
||||
/* Reserve the scrollbar so the centred word column does not jump left/right on overflow. */
|
||||
scrollbar-gutter: stable;
|
||||
padding: 8px var(--pad);
|
||||
}
|
||||
/* The bag count pinned bottom-left of the move table, out of the scrolling grid, so it stays put
|
||||
as moves accumulate. The same count also rides the exchange control as a badge (see
|
||||
controlButtons), which is the always-visible indicator when the table is closed. */
|
||||
.hbagfoot {
|
||||
flex: none;
|
||||
padding: 6px var(--pad);
|
||||
color: var(--text-muted);
|
||||
font-size: 0.85rem;
|
||||
border-top: 1px solid var(--border);
|
||||
}
|
||||
.hgrid {
|
||||
display: grid;
|
||||
gap: 1px;
|
||||
@@ -1991,28 +2040,6 @@
|
||||
.boardwrap.slid :global(.viewport) {
|
||||
pointer-events: none;
|
||||
}
|
||||
.status {
|
||||
display: flex;
|
||||
flex: none;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
padding: 2px var(--pad) 6px;
|
||||
color: var(--text-muted);
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
.turn-ind {
|
||||
font-weight: 600;
|
||||
color: var(--text);
|
||||
}
|
||||
.over {
|
||||
color: var(--accent);
|
||||
}
|
||||
.scores {
|
||||
font-weight: 600;
|
||||
color: var(--ok);
|
||||
min-width: 64px;
|
||||
text-align: right;
|
||||
}
|
||||
/* The single-word-rule label centred in the history header between its two icons. */
|
||||
.oneword-label {
|
||||
flex: 1;
|
||||
@@ -2033,40 +2060,31 @@
|
||||
pointer-events: none;
|
||||
opacity: 0.55;
|
||||
}
|
||||
/* Landscape: the rack sits directly under the docked history (no board between them), so give it a
|
||||
small gap above; portrait gets its spacing from the board's own padding. */
|
||||
.game-land .rack-row {
|
||||
padding-top: 6px;
|
||||
}
|
||||
.rack-wrap {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
}
|
||||
/* A borderless icon button (like the tab bar), not a filled accent button — and disabled
|
||||
while the pending word is known to be illegal. It is an overlay, NOT a flex sibling of the
|
||||
rack: the rack keeps the full row width with a fixed tile size (no reflow or tile resize
|
||||
when a tile is staged), and the button is absolutely pinned over the slots a staged tile
|
||||
frees on the right. Its right edge sits at var(--pad) — directly under the right edge of the
|
||||
preview caption above (.status shares that padding). */
|
||||
/* The confirm-move control occupies the rack's fixed 7th column while a play is staged (a
|
||||
borderless icon button, like the tab bar). It is rendered inside the rack grid (see Rack), so it
|
||||
lines up with the tiles and stays the rightmost slot no matter how many tiles remain. */
|
||||
.make {
|
||||
position: absolute;
|
||||
right: var(--pad);
|
||||
top: 0;
|
||||
bottom: 6px;
|
||||
width: 56px;
|
||||
grid-column: 7;
|
||||
align-self: stretch;
|
||||
display: grid;
|
||||
place-items: center;
|
||||
background: none;
|
||||
color: var(--text);
|
||||
border: none;
|
||||
display: grid;
|
||||
place-items: center end;
|
||||
font-size: 1.8rem;
|
||||
}
|
||||
.make:disabled {
|
||||
opacity: 0.4;
|
||||
}
|
||||
/* Landscape: the rack fills a narrow fixed-width panel with exactly seven tile slots, so the 56px
|
||||
button (sized for the roomy portrait rack) is wider than the single slot a staged tile frees and
|
||||
overlaps the now-rightmost tile. Match the button to one landscape tile slot (its width formula),
|
||||
so it sits inside the freed slot with its right edge level with the rack's right edge — the
|
||||
mirror of the first tile's left edge. */
|
||||
.game-land .make {
|
||||
width: calc((100% - 2 * var(--pad) - 6 * 5px) / 7);
|
||||
}
|
||||
/* The move-history header: leave (active) / export (finished) on the left, comms on the
|
||||
right, icon-only. Sticky so it stays atop the scrolling move list. */
|
||||
.hhead {
|
||||
|
||||
+23
-43
@@ -4,15 +4,16 @@
|
||||
import { valueForLetter } from '../lib/alphabet';
|
||||
import type { Variant } from '../lib/model';
|
||||
import { usesStarBlank, BLANK_STAR } from '../lib/variants';
|
||||
import type { Snippet } from 'svelte';
|
||||
|
||||
let {
|
||||
slots,
|
||||
variant,
|
||||
selected,
|
||||
landscape = false,
|
||||
shuffling = false,
|
||||
draggingId = null,
|
||||
dropIndex = null,
|
||||
confirm,
|
||||
ondown,
|
||||
}: {
|
||||
// Each slot carries a stable id that travels with its tile through a shuffle, so the
|
||||
@@ -20,14 +21,14 @@
|
||||
slots: (RackSlot & { id: number })[];
|
||||
variant: Variant;
|
||||
selected: number | null;
|
||||
/** Landscape layout: size the tiles to share the (narrow) left-panel width instead of the
|
||||
* viewport-width measure, so seven tiles never overflow the panel. */
|
||||
landscape?: boolean;
|
||||
shuffling?: boolean;
|
||||
// While a rack tile is being dragged to reorder it, draggingId is its id (hidden here —
|
||||
// the drag ghost stands in) and dropIndex is the slot where a gap opens.
|
||||
draggingId?: number | null;
|
||||
dropIndex?: number | null;
|
||||
/** The confirm-move control, rendered as the fixed 7th slot of the rack while a play is staged
|
||||
* (the parent owns the button and its enablement; the rack only positions it). */
|
||||
confirm?: Snippet;
|
||||
ondown: (e: PointerEvent, index: number) => void;
|
||||
} = $props();
|
||||
|
||||
@@ -57,7 +58,7 @@
|
||||
}
|
||||
</script>
|
||||
|
||||
<div class="rack" class:reordering={draggingId != null || dropIndex != null} class:landscape data-rack>
|
||||
<div class="rack" class:reordering={draggingId != null || dropIndex != null} data-rack>
|
||||
{#each shown as slot, i (slot.id)}
|
||||
<button
|
||||
class="tile"
|
||||
@@ -75,21 +76,26 @@
|
||||
{/if}
|
||||
</button>
|
||||
{/each}
|
||||
{@render confirm?.()}
|
||||
</div>
|
||||
|
||||
<style>
|
||||
/* Seven equal columns filling the whole tray width, so the tiles are square and as large as the
|
||||
row allows — the same in portrait and landscape. The tile glyphs use cqw against the rack width
|
||||
(the query container) so they track the tile size, the way the board sizes its labels on its
|
||||
.scaler. */
|
||||
.rack {
|
||||
display: flex;
|
||||
display: grid;
|
||||
grid-template-columns: repeat(7, 1fr);
|
||||
gap: 5px;
|
||||
align-items: center;
|
||||
/* Reserve one tile's height so an empty rack (e.g. a finished game) keeps the
|
||||
footer the same size as during play — no layout jump between states. */
|
||||
align-items: start;
|
||||
container-type: inline-size;
|
||||
/* Reserve about one tile's height so an empty rack (e.g. a finished game) keeps the footer the
|
||||
same size as during play — no layout jump between states. */
|
||||
min-height: min(12.5vw, 46px);
|
||||
}
|
||||
.tile {
|
||||
position: relative;
|
||||
flex: 0 0 auto;
|
||||
width: min(12.5vw, 46px);
|
||||
aspect-ratio: 1;
|
||||
background: var(--tile-bg);
|
||||
color: var(--tile-text);
|
||||
@@ -97,7 +103,6 @@
|
||||
border-radius: 5px;
|
||||
box-shadow: inset 0 -3px 0 var(--tile-edge);
|
||||
font-weight: 700;
|
||||
font-size: 1.4rem;
|
||||
touch-action: none;
|
||||
user-select: none;
|
||||
-webkit-user-select: none;
|
||||
@@ -109,35 +114,6 @@
|
||||
outline: 3px solid var(--accent);
|
||||
outline-offset: -3px;
|
||||
}
|
||||
/* Landscape: the rack sits in a fixed-width left panel, so the tiles share the panel width
|
||||
(capped at the portrait size) and shrink below it when the panel is narrow, instead of the
|
||||
viewport-width measure that would overflow seven tiles in a column. */
|
||||
.rack.landscape {
|
||||
/* Size the tile glyphs relative to the rack (the board sizes its labels the same way, on its
|
||||
.scaler container). The tile is a flex + aspect-ratio item whose OWN container-query size
|
||||
resolves unreliably, so the rack — which has a definite width — is the query container. A
|
||||
fixed-rem letter overflowed the tile once it shrank below 46px in a narrow left panel and
|
||||
dropped into the bottom-left corner. The cqw values track the rack≈7×tile relation. */
|
||||
container-type: inline-size;
|
||||
}
|
||||
.rack.landscape .tile {
|
||||
/* Fixed tile size (1/7 of the fixed-width rack, accounting for the six 5px gaps), NOT flex-grow:
|
||||
so placing a tile leaves the remaining ones put instead of growing them to refill the row —
|
||||
matching the portrait rack. The constant rack width also keeps the cqw glyphs above steady as
|
||||
tiles leave. */
|
||||
flex: 0 0 auto;
|
||||
width: calc((100% - 6 * 5px) / 7);
|
||||
max-width: 46px;
|
||||
}
|
||||
.rack.landscape .letter {
|
||||
font-size: 6cqw;
|
||||
}
|
||||
.rack.landscape .val {
|
||||
font-size: 3.1cqw;
|
||||
}
|
||||
.rack.landscape .star {
|
||||
font-size: 7.6cqw;
|
||||
}
|
||||
/* While reordering, tiles at/after the drop slot slide right to open a gap there (one
|
||||
tile width plus the rack gap), so the drop position is visible. */
|
||||
.rack.reordering .tile {
|
||||
@@ -150,12 +126,15 @@
|
||||
position: absolute;
|
||||
top: 8%;
|
||||
left: 14%;
|
||||
font-size: 6vmin; /* cqw fallback for Chrome < 105 — approximates the portrait rack ≈ viewport width */
|
||||
font-size: 6cqw;
|
||||
}
|
||||
.val {
|
||||
position: absolute;
|
||||
right: 4px;
|
||||
bottom: 1px;
|
||||
font-size: 0.7rem;
|
||||
font-size: 3.1vmin; /* cqw fallback for Chrome < 105 */
|
||||
font-size: 3.1cqw;
|
||||
font-weight: 600;
|
||||
}
|
||||
/* Erudit's blank ("звёздочка") shows its star horizontally centred on the otherwise empty
|
||||
@@ -167,6 +146,7 @@
|
||||
left: 0;
|
||||
right: 0;
|
||||
text-align: center;
|
||||
font-size: 1.7rem;
|
||||
font-size: 7.6vmin; /* cqw fallback for Chrome < 105 */
|
||||
font-size: 7.6cqw;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -42,6 +42,7 @@ export { FriendCode } from './scrabblefb/friend-code.js';
|
||||
export { FriendList } from './scrabblefb/friend-list.js';
|
||||
export { FriendRespondRequest } from './scrabblefb/friend-respond-request.js';
|
||||
export { GameActionRequest } from './scrabblefb/game-action-request.js';
|
||||
export { GameLimits } from './scrabblefb/game-limits.js';
|
||||
export { GameList } from './scrabblefb/game-list.js';
|
||||
export { GameOverEvent } from './scrabblefb/game-over-event.js';
|
||||
export { GameView } from './scrabblefb/game-view.js';
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
// automatically generated by the FlatBuffers compiler, do not modify
|
||||
|
||||
import * as flatbuffers from 'flatbuffers';
|
||||
|
||||
export class GameLimits {
|
||||
bb: flatbuffers.ByteBuffer|null = null;
|
||||
bb_pos = 0;
|
||||
__init(i:number, bb:flatbuffers.ByteBuffer):GameLimits {
|
||||
this.bb_pos = i;
|
||||
this.bb = bb;
|
||||
return this;
|
||||
}
|
||||
|
||||
static getRootAsGameLimits(bb:flatbuffers.ByteBuffer, obj?:GameLimits):GameLimits {
|
||||
return (obj || new GameLimits()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
|
||||
}
|
||||
|
||||
static getSizePrefixedRootAsGameLimits(bb:flatbuffers.ByteBuffer, obj?:GameLimits):GameLimits {
|
||||
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
|
||||
return (obj || new GameLimits()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
|
||||
}
|
||||
|
||||
vsAi():number {
|
||||
const offset = this.bb!.__offset(this.bb_pos, 4);
|
||||
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
|
||||
}
|
||||
|
||||
random():number {
|
||||
const offset = this.bb!.__offset(this.bb_pos, 6);
|
||||
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
|
||||
}
|
||||
|
||||
friends():number {
|
||||
const offset = this.bb!.__offset(this.bb_pos, 8);
|
||||
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
|
||||
}
|
||||
|
||||
static startGameLimits(builder:flatbuffers.Builder) {
|
||||
builder.startObject(3);
|
||||
}
|
||||
|
||||
static addVsAi(builder:flatbuffers.Builder, vsAi:number) {
|
||||
builder.addFieldInt32(0, vsAi, 0);
|
||||
}
|
||||
|
||||
static addRandom(builder:flatbuffers.Builder, random:number) {
|
||||
builder.addFieldInt32(1, random, 0);
|
||||
}
|
||||
|
||||
static addFriends(builder:flatbuffers.Builder, friends:number) {
|
||||
builder.addFieldInt32(2, friends, 0);
|
||||
}
|
||||
|
||||
static endGameLimits(builder:flatbuffers.Builder):flatbuffers.Offset {
|
||||
const offset = builder.endObject();
|
||||
return offset;
|
||||
}
|
||||
|
||||
static createGameLimits(builder:flatbuffers.Builder, vsAi:number, random:number, friends:number):flatbuffers.Offset {
|
||||
GameLimits.startGameLimits(builder);
|
||||
GameLimits.addVsAi(builder, vsAi);
|
||||
GameLimits.addRandom(builder, random);
|
||||
GameLimits.addFriends(builder, friends);
|
||||
return GameLimits.endGameLimits(builder);
|
||||
}
|
||||
}
|
||||
@@ -113,8 +113,13 @@ unreadMessages():boolean {
|
||||
return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
|
||||
}
|
||||
|
||||
kind():number {
|
||||
const offset = this.bb!.__offset(this.bb_pos, 34);
|
||||
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
|
||||
}
|
||||
|
||||
static startGameView(builder:flatbuffers.Builder) {
|
||||
builder.startObject(15);
|
||||
builder.startObject(16);
|
||||
}
|
||||
|
||||
static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
|
||||
@@ -189,12 +194,16 @@ static addUnreadMessages(builder:flatbuffers.Builder, unreadMessages:boolean) {
|
||||
builder.addFieldInt8(14, +unreadMessages, +false);
|
||||
}
|
||||
|
||||
static addKind(builder:flatbuffers.Builder, kind:number) {
|
||||
builder.addFieldInt32(15, kind, 0);
|
||||
}
|
||||
|
||||
static endGameView(builder:flatbuffers.Builder):flatbuffers.Offset {
|
||||
const offset = builder.endObject();
|
||||
return offset;
|
||||
}
|
||||
|
||||
static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, multipleWordsPerTurn:boolean, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint, vsAi:boolean, unreadChat:boolean, unreadMessages:boolean):flatbuffers.Offset {
|
||||
static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, multipleWordsPerTurn:boolean, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint, vsAi:boolean, unreadChat:boolean, unreadMessages:boolean, kind:number):flatbuffers.Offset {
|
||||
GameView.startGameView(builder);
|
||||
GameView.addId(builder, idOffset);
|
||||
GameView.addVariant(builder, variantOffset);
|
||||
@@ -211,6 +220,7 @@ static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset,
|
||||
GameView.addVsAi(builder, vsAi);
|
||||
GameView.addUnreadChat(builder, unreadChat);
|
||||
GameView.addUnreadMessages(builder, unreadMessages);
|
||||
GameView.addKind(builder, kind);
|
||||
return GameView.endGameView(builder);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ import * as flatbuffers from 'flatbuffers';
|
||||
import { AdsInfo } from '../scrabblefb/ads-info.js';
|
||||
import { BannerInfo } from '../scrabblefb/banner-info.js';
|
||||
import { DictVersion } from '../scrabblefb/dict-version.js';
|
||||
import { GameLimits } from '../scrabblefb/game-limits.js';
|
||||
|
||||
|
||||
export class Profile {
|
||||
@@ -141,8 +142,13 @@ ads(obj?:AdsInfo):AdsInfo|null {
|
||||
return offset ? (obj || new AdsInfo()).__init(this.bb!.__indirect(this.bb_pos + offset), this.bb!) : null;
|
||||
}
|
||||
|
||||
gameLimits(obj?:GameLimits):GameLimits|null {
|
||||
const offset = this.bb!.__offset(this.bb_pos, 40);
|
||||
return offset ? (obj || new GameLimits()).__init(this.bb!.__indirect(this.bb_pos + offset), this.bb!) : null;
|
||||
}
|
||||
|
||||
static startProfile(builder:flatbuffers.Builder) {
|
||||
builder.startObject(18);
|
||||
builder.startObject(19);
|
||||
}
|
||||
|
||||
static addUserId(builder:flatbuffers.Builder, userIdOffset:flatbuffers.Offset) {
|
||||
@@ -241,6 +247,10 @@ static addAds(builder:flatbuffers.Builder, adsOffset:flatbuffers.Offset) {
|
||||
builder.addFieldOffset(17, adsOffset, 0);
|
||||
}
|
||||
|
||||
static addGameLimits(builder:flatbuffers.Builder, gameLimitsOffset:flatbuffers.Offset) {
|
||||
builder.addFieldOffset(18, gameLimitsOffset, 0);
|
||||
}
|
||||
|
||||
static endProfile(builder:flatbuffers.Builder):flatbuffers.Offset {
|
||||
const offset = builder.endObject();
|
||||
return offset;
|
||||
|
||||
@@ -118,6 +118,9 @@ export const app = $state<{
|
||||
locale: Locale;
|
||||
reduceMotion: boolean;
|
||||
boardLabels: BoardLabelMode;
|
||||
/** Auto-zoom the board toward a tile when it is placed (touch/mobile only; the wide desktop and
|
||||
* landscape layouts already fit the whole board and never auto-zoom). On by default. */
|
||||
zoomBoard: boolean;
|
||||
/** Completion flags for the two first-run coachmark series (components/Coachmark.svelte). */
|
||||
onboarding: OnboardingState;
|
||||
/** Whether a first-run coachmark overlay is currently on screen. While set, the scrolling promo
|
||||
@@ -172,6 +175,7 @@ export const app = $state<{
|
||||
locale: 'en',
|
||||
reduceMotion: false,
|
||||
boardLabels: 'beginner',
|
||||
zoomBoard: true,
|
||||
onboarding: { lobbyDone: false, gameDone: false },
|
||||
coachActive: false,
|
||||
notifications: 0,
|
||||
@@ -813,6 +817,7 @@ export async function bootstrap(): Promise<void> {
|
||||
app.theme = prefs.theme ?? 'auto';
|
||||
app.reduceMotion = prefs.reduceMotion ?? false;
|
||||
app.boardLabels = prefs.boardLabels ?? 'beginner';
|
||||
app.zoomBoard = prefs.zoomBoard ?? true;
|
||||
app.onboarding = await loadOnboarding();
|
||||
applyTheme(app.theme);
|
||||
applyReduceMotion(app.reduceMotion);
|
||||
@@ -1232,6 +1237,7 @@ function persistPrefs(): void {
|
||||
locale: app.locale,
|
||||
reduceMotion: app.reduceMotion,
|
||||
boardLabels: app.boardLabels,
|
||||
zoomBoard: app.zoomBoard,
|
||||
});
|
||||
// Mirror the device-independent display prefs to Telegram CloudStorage so they follow the user
|
||||
// across devices (no-op outside Telegram / on a client predating it). Locale is excluded — it
|
||||
@@ -1321,6 +1327,11 @@ export function setBoardLabels(mode: BoardLabelMode): void {
|
||||
persistPrefs();
|
||||
}
|
||||
|
||||
export function setZoomBoard(on: boolean): void {
|
||||
app.zoomBoard = on;
|
||||
persistPrefs();
|
||||
}
|
||||
|
||||
// Background/foreground lifecycle: silence the reconnect banner during a suspend and
|
||||
// reconnect quietly on return (and refresh the lobby badge for any push missed while
|
||||
// hidden, §10). Several signals cover the platforms: the page Visibility API, the
|
||||
|
||||
@@ -421,6 +421,7 @@ describe('codec', () => {
|
||||
fb.GameView.addLastActivityUnix(b, BigInt(1717000000));
|
||||
fb.GameView.addVsAi(b, true);
|
||||
fb.GameView.addUnreadChat(b, true);
|
||||
fb.GameView.addKind(b, 2);
|
||||
const game = fb.GameView.endGameView(b);
|
||||
const games = fb.GameList.createGamesVector(b, [game]);
|
||||
fb.GameList.startGameList(b);
|
||||
@@ -436,6 +437,7 @@ describe('codec', () => {
|
||||
expect(gl.games[0].lastActivityUnix).toBe(1717000000);
|
||||
expect(gl.games[0].vsAi).toBe(true);
|
||||
expect(gl.games[0].unreadChat).toBe(true);
|
||||
expect(gl.games[0].kind).toBe(2);
|
||||
expect(gl.atGameLimit).toBe(true);
|
||||
});
|
||||
|
||||
@@ -830,6 +832,26 @@ describe('codec', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('decodes the profile active-game limits (guest tier)', () => {
|
||||
const b = new Builder(64);
|
||||
const uid = b.createString('u-1');
|
||||
const limits = fb.GameLimits.createGameLimits(b, 1, 1, 0);
|
||||
fb.Profile.startProfile(b);
|
||||
fb.Profile.addUserId(b, uid);
|
||||
fb.Profile.addGameLimits(b, limits);
|
||||
b.finish(fb.Profile.endProfile(b));
|
||||
expect(decodeProfile(b.asUint8Array()).gameLimits).toEqual({ vsAi: 1, random: 1, friends: 0 });
|
||||
});
|
||||
|
||||
it('leaves the profile game limits undefined when absent', () => {
|
||||
const b = new Builder(64);
|
||||
const uid = b.createString('u-1');
|
||||
fb.Profile.startProfile(b);
|
||||
fb.Profile.addUserId(b, uid);
|
||||
b.finish(fb.Profile.endProfile(b));
|
||||
expect(decodeProfile(b.asUint8Array()).gameLimits).toBeUndefined();
|
||||
});
|
||||
|
||||
it('carries the suppressed flag through the ad config', () => {
|
||||
const b = new Builder(64);
|
||||
const uid = b.createString('u-1');
|
||||
|
||||
@@ -15,6 +15,7 @@ import type {
|
||||
RobotFriendRequestEntry,
|
||||
Banner,
|
||||
AdsConfig,
|
||||
GameLimits,
|
||||
BannerCampaign,
|
||||
BestMove,
|
||||
BestMoveTile,
|
||||
@@ -314,6 +315,7 @@ function decodeGameView(g: fb.GameView): GameView {
|
||||
vsAi: g.vsAi(),
|
||||
unreadChat: g.unreadChat(),
|
||||
unreadMessages: g.unreadMessages(),
|
||||
kind: g.kind(),
|
||||
seats,
|
||||
};
|
||||
}
|
||||
@@ -467,9 +469,18 @@ export function decodeProfile(buf: Uint8Array): Profile {
|
||||
telegramLinked: p.telegramLinked(),
|
||||
vkLinked: p.vkLinked(),
|
||||
dictVersions: decodeDictVersions(p),
|
||||
gameLimits: decodeGameLimits(p),
|
||||
};
|
||||
}
|
||||
|
||||
// decodeGameLimits projects the caller's tier active-game caps (per kind, -1 = unlimited), or
|
||||
// undefined when absent (an old backend); the New-Game screen then applies no lock.
|
||||
function decodeGameLimits(p: fb.Profile): GameLimits | undefined {
|
||||
const g = p.gameLimits();
|
||||
if (!g) return undefined;
|
||||
return { vsAi: g.vsAi(), random: g.random(), friends: g.friends() };
|
||||
}
|
||||
|
||||
// decodeDictVersions reads the profile's per-variant current dictionary versions into a
|
||||
// variant-keyed map, so the offline preloader can look up the version for each enabled
|
||||
// variant. An entry with an unknown variant or empty version is skipped.
|
||||
@@ -1137,6 +1148,7 @@ function emptyGame(): GameView {
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
unreadMessages: false,
|
||||
kind: 0,
|
||||
seats: [],
|
||||
};
|
||||
}
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { formedGeometry, badgePlacement } from './formed';
|
||||
import type { Board } from './board';
|
||||
|
||||
const SIZE = 15;
|
||||
|
||||
// board builds a 15×15 empty board with the given committed tiles placed.
|
||||
function board(tiles: Array<[number, number, string]> = []): Board {
|
||||
const b: Board = [];
|
||||
for (let r = 0; r < SIZE; r++) {
|
||||
const row: (Board[number][number])[] = [];
|
||||
for (let c = 0; c < SIZE; c++) row.push(null);
|
||||
b.push(row);
|
||||
}
|
||||
for (const [r, c, letter] of tiles) b[r][c] = { letter, blank: false };
|
||||
return b;
|
||||
}
|
||||
|
||||
const cells = (g: ReturnType<typeof formedGeometry>) => [...(g?.cells ?? new Set())].sort();
|
||||
|
||||
describe('formedGeometry', () => {
|
||||
it('returns null with nothing staged', () => {
|
||||
expect(formedGeometry(board(), [], true)).toBeNull();
|
||||
});
|
||||
|
||||
it('finds a fresh horizontal word with no cross words', () => {
|
||||
const g = formedGeometry(board(), [
|
||||
{ row: 7, col: 7 },
|
||||
{ row: 7, col: 8 },
|
||||
], true);
|
||||
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
|
||||
expect(cells(g)).toEqual(['7,7', '7,8']);
|
||||
});
|
||||
|
||||
it('finds a fresh vertical word', () => {
|
||||
const g = formedGeometry(board(), [
|
||||
{ row: 7, col: 7 },
|
||||
{ row: 8, col: 7 },
|
||||
], true);
|
||||
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'V', len: 2 });
|
||||
expect(cells(g)).toEqual(['7,7', '8,7']);
|
||||
});
|
||||
|
||||
it('extends a committed tile into the main word (committed cell in the set)', () => {
|
||||
// A committed A at (7,7); a lone tile to its right forms the two-letter main word.
|
||||
const g = formedGeometry(board([[7, 7, 'A']]), [{ row: 7, col: 8 }], true);
|
||||
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
|
||||
expect(cells(g)).toEqual(['7,7', '7,8']);
|
||||
});
|
||||
|
||||
it('collects a cross word through a staged tile, committed cells included', () => {
|
||||
// Committed X above and Y below (7,8) leave a one-cell gap; a horizontal play through it also
|
||||
// completes the vertical X-_-Y cross word.
|
||||
const g = formedGeometry(board([[6, 8, 'X'], [8, 8, 'Y']]), [
|
||||
{ row: 7, col: 7 },
|
||||
{ row: 7, col: 8 },
|
||||
], true);
|
||||
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
|
||||
expect(cells(g)).toEqual(['6,8', '7,7', '7,8', '8,8']);
|
||||
});
|
||||
|
||||
it('omits cross words under the single-word rule (multipleWords = false)', () => {
|
||||
// The same board as the cross-word case, but a single-word game: the engine ignores the vertical
|
||||
// X-_-Y run (and it need not be a real word), so the geometry must highlight only the main
|
||||
// (horizontal) word — the reported "БО lights up green in a one-word game" bug.
|
||||
const g = formedGeometry(board([[6, 8, 'X'], [8, 8, 'Y']]), [
|
||||
{ row: 7, col: 7 },
|
||||
{ row: 7, col: 8 },
|
||||
], false);
|
||||
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
|
||||
expect(cells(g)).toEqual(['7,7', '7,8']);
|
||||
});
|
||||
|
||||
it('takes the longer axis as the main word for a lone connecting tile', () => {
|
||||
// (7,8) joins a length-3 horizontal (cols 6-8) and a length-4 vertical (rows 5-8): the vertical
|
||||
// is longer, so it is the main word and the horizontal becomes a cross word.
|
||||
const g = formedGeometry(
|
||||
board([
|
||||
[7, 6, 'A'],
|
||||
[7, 7, 'B'],
|
||||
[5, 8, 'C'],
|
||||
[6, 8, 'D'],
|
||||
[8, 8, 'E'],
|
||||
]),
|
||||
[{ row: 7, col: 8 }],
|
||||
true,
|
||||
);
|
||||
expect(g?.main).toEqual({ row: 5, col: 8, dir: 'V', len: 4 });
|
||||
expect(cells(g)).toEqual(['5,8', '6,8', '7,6', '7,7', '7,8', '8,8']);
|
||||
});
|
||||
});
|
||||
|
||||
describe('badgePlacement', () => {
|
||||
it('anchors a mid-board horizontal word at the last letter, top-right', () => {
|
||||
expect(badgePlacement({ row: 7, col: 5, dir: 'H', len: 3 })).toEqual({ row: 7, col: 7, corner: 'tr' });
|
||||
});
|
||||
|
||||
it('anchors a right-edge horizontal word at the first letter, bottom-left', () => {
|
||||
expect(badgePlacement({ row: 7, col: 12, dir: 'H', len: 3 })).toEqual({ row: 7, col: 12, corner: 'bl' });
|
||||
});
|
||||
|
||||
it('anchors a top-edge horizontal word at the first letter, bottom-left', () => {
|
||||
expect(badgePlacement({ row: 0, col: 5, dir: 'H', len: 3 })).toEqual({ row: 0, col: 5, corner: 'bl' });
|
||||
});
|
||||
|
||||
it('anchors a left-edge horizontal word at the last letter, top-right', () => {
|
||||
expect(badgePlacement({ row: 7, col: 0, dir: 'H', len: 3 })).toEqual({ row: 7, col: 2, corner: 'tr' });
|
||||
});
|
||||
|
||||
it('anchors a bottom-edge horizontal word at the last letter, top-right', () => {
|
||||
expect(badgePlacement({ row: 14, col: 5, dir: 'H', len: 3 })).toEqual({ row: 14, col: 7, corner: 'tr' });
|
||||
});
|
||||
|
||||
it('anchors a mid-board vertical word at the first letter, top-right', () => {
|
||||
expect(badgePlacement({ row: 5, col: 7, dir: 'V', len: 3 })).toEqual({ row: 5, col: 7, corner: 'tr' });
|
||||
});
|
||||
|
||||
it('anchors a top-edge vertical word at the last letter, bottom-left', () => {
|
||||
expect(badgePlacement({ row: 0, col: 7, dir: 'V', len: 3 })).toEqual({ row: 2, col: 7, corner: 'bl' });
|
||||
});
|
||||
|
||||
it('anchors a right-edge vertical word at the last letter, bottom-left', () => {
|
||||
expect(badgePlacement({ row: 5, col: 14, dir: 'V', len: 3 })).toEqual({ row: 7, col: 14, corner: 'bl' });
|
||||
});
|
||||
|
||||
it('anchors a full-width horizontal word at the last letter, top-right (clamped by the board)', () => {
|
||||
expect(badgePlacement({ row: 7, col: 0, dir: 'H', len: 15 })).toEqual({ row: 7, col: 14, corner: 'tr' });
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,174 @@
|
||||
// Client-side geometry of the play being composed: which cells the formed word(s) cover, and
|
||||
// where to anchor the move-score badge. This is deliberately independent of the move evaluator
|
||||
// (lib/dict/eval.ts) — the network `evaluate` returns legality/score/word strings but no cell
|
||||
// coordinates, and the board highlight plus the score badge must work even while the local
|
||||
// dictionary is still warming up. Legality and the score come from the preview; the geometry is
|
||||
// derived here purely from the board and the staged tiles. Both functions are pure (testable in
|
||||
// lib/formed.test.ts); the board stays the source of truth for legality.
|
||||
|
||||
import type { Board } from './board';
|
||||
import { BOARD_SIZE } from './premiums';
|
||||
|
||||
/** Play axis: horizontal or vertical. */
|
||||
export type Dir = 'H' | 'V';
|
||||
|
||||
/** MainWord locates the play's main word: its start cell, axis and length in cells. */
|
||||
export interface MainWord {
|
||||
row: number;
|
||||
col: number;
|
||||
dir: Dir;
|
||||
len: number;
|
||||
}
|
||||
|
||||
/** FormedGeometry is the composed play's shape: the main word plus the set of every cell (as a
|
||||
* "row,col" key) that the main word and any cross words cover — committed tiles included. */
|
||||
export interface FormedGeometry {
|
||||
main: MainWord;
|
||||
cells: Set<string>;
|
||||
}
|
||||
|
||||
/** A minimal cell reference; PendingTile satisfies it structurally. */
|
||||
interface Cell {
|
||||
row: number;
|
||||
col: number;
|
||||
}
|
||||
|
||||
const key = (r: number, c: number): string => `${r},${c}`;
|
||||
|
||||
/**
|
||||
* filledPredicate returns a test for whether a cell holds a tile once the staged play is on the
|
||||
* board: either a committed tile sits there or a pending tile is being placed there.
|
||||
*/
|
||||
function filledPredicate(board: Board, pending: readonly Cell[]): (r: number, c: number) => boolean {
|
||||
const pend = new Set(pending.map((p) => key(p.row, p.col)));
|
||||
return (r, c) =>
|
||||
r >= 0 &&
|
||||
r < BOARD_SIZE &&
|
||||
c >= 0 &&
|
||||
c < BOARD_SIZE &&
|
||||
(board[r]?.[c] != null || pend.has(key(r, c)));
|
||||
}
|
||||
|
||||
/**
|
||||
* span walks the maximal contiguous filled run through cell (row, col) along dir and returns the
|
||||
* run's start index and length on the moving axis (columns for H, rows for V).
|
||||
*/
|
||||
function span(
|
||||
filled: (r: number, c: number) => boolean,
|
||||
dir: Dir,
|
||||
row: number,
|
||||
col: number,
|
||||
): { start: number; len: number } {
|
||||
if (dir === 'H') {
|
||||
let s = col;
|
||||
while (filled(row, s - 1)) s--;
|
||||
let e = col;
|
||||
while (filled(row, e + 1)) e++;
|
||||
return { start: s, len: e - s + 1 };
|
||||
}
|
||||
let s = row;
|
||||
while (filled(s - 1, col)) s--;
|
||||
let e = row;
|
||||
while (filled(e + 1, col)) e++;
|
||||
return { start: s, len: e - s + 1 };
|
||||
}
|
||||
|
||||
/**
|
||||
* formedGeometry derives the composed play's word geometry from the board and the staged tiles.
|
||||
* It returns the main word (the maximal run along the play axis through the staged tiles) and the
|
||||
* set of every cell the main word and each cross word (a perpendicular run of two or more cells
|
||||
* through a staged tile) cover. Under the **single-word rule** (multipleWords = false) cross words
|
||||
* are omitted, matching the engine, which ignores them entirely — a perpendicular run there is
|
||||
* neither validated nor scored (and need not even be a real word), so highlighting it would be
|
||||
* misleading. It returns null when nothing is staged, or when the staged tiles are not on a single
|
||||
* line — a shape only an illegal play produces, which the caller never asks about (it is invoked
|
||||
* only for a legal preview). The play axis is fixed by the staged tiles when two or more are
|
||||
* colinear; a lone tile takes whichever axis forms the longer word.
|
||||
*/
|
||||
export function formedGeometry(
|
||||
board: Board,
|
||||
pending: readonly Cell[],
|
||||
multipleWords: boolean,
|
||||
): FormedGeometry | null {
|
||||
if (pending.length === 0) return null;
|
||||
const filled = filledPredicate(board, pending);
|
||||
const first = pending[0];
|
||||
|
||||
let dir: Dir;
|
||||
if (pending.length === 1) {
|
||||
const h = span(filled, 'H', first.row, first.col);
|
||||
const v = span(filled, 'V', first.row, first.col);
|
||||
dir = h.len >= v.len ? 'H' : 'V';
|
||||
} else if (pending.every((p) => p.row === first.row)) {
|
||||
dir = 'H';
|
||||
} else if (pending.every((p) => p.col === first.col)) {
|
||||
dir = 'V';
|
||||
} else {
|
||||
return null;
|
||||
}
|
||||
|
||||
const cells = new Set<string>();
|
||||
|
||||
// Main word: the maximal run along the play axis through the staged tiles (contiguous via any
|
||||
// committed tiles between them), collected from any one staged tile.
|
||||
const ms = span(filled, dir, first.row, first.col);
|
||||
let main: MainWord;
|
||||
if (dir === 'H') {
|
||||
main = { row: first.row, col: ms.start, dir, len: ms.len };
|
||||
for (let c = ms.start; c < ms.start + ms.len; c++) cells.add(key(first.row, c));
|
||||
} else {
|
||||
main = { row: ms.start, col: first.col, dir, len: ms.len };
|
||||
for (let r = ms.start; r < ms.start + ms.len; r++) cells.add(key(r, first.col));
|
||||
}
|
||||
|
||||
// Cross words: the perpendicular run through each staged tile, kept only when it is a real word
|
||||
// (two or more cells). Skipped under the single-word rule, where the engine ignores cross words,
|
||||
// so a perpendicular run must not be highlighted as if it were a formed word.
|
||||
if (multipleWords) {
|
||||
const cross: Dir = dir === 'H' ? 'V' : 'H';
|
||||
for (const p of pending) {
|
||||
const cs = span(filled, cross, p.row, p.col);
|
||||
if (cs.len < 2) continue;
|
||||
if (cross === 'H') {
|
||||
for (let c = cs.start; c < cs.start + cs.len; c++) cells.add(key(p.row, c));
|
||||
} else {
|
||||
for (let r = cs.start; r < cs.start + cs.len; r++) cells.add(key(r, p.col));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { main, cells };
|
||||
}
|
||||
|
||||
/** Where the move-score badge is anchored: a main-word cell and the tile corner it sits on. */
|
||||
export interface BadgeAnchor {
|
||||
row: number;
|
||||
col: number;
|
||||
corner: 'tr' | 'bl';
|
||||
}
|
||||
|
||||
/**
|
||||
* badgePlacement chooses the main-word tile and corner for the move-score badge, so the badge
|
||||
* points into the board and away from the nearest edge (the board clamps the final pill fully
|
||||
* on-board). The rules: a word touching the right or top edge anchors at a tile's bottom-left
|
||||
* corner (horizontal → its first letter, vertical → its last letter); a word touching the left or
|
||||
* bottom edge — and any mid-board word — anchors at the top-right corner (horizontal → its last
|
||||
* letter, vertical → its first letter). A full-width horizontal word (it touches both side edges)
|
||||
* anchors at the last letter's top-right, which the board then clamps leftward.
|
||||
*/
|
||||
export function badgePlacement(main: MainWord): BadgeAnchor {
|
||||
const last = BOARD_SIZE - 1;
|
||||
const h = main.dir === 'H';
|
||||
const minRow = main.row;
|
||||
const maxRow = h ? main.row : main.row + main.len - 1;
|
||||
const minCol = main.col;
|
||||
const maxCol = h ? main.col + main.len - 1 : main.col;
|
||||
|
||||
if (h && main.len === BOARD_SIZE) {
|
||||
return { row: main.row, col: maxCol, corner: 'tr' };
|
||||
}
|
||||
if (maxCol === last || minRow === 0) {
|
||||
return h ? { row: main.row, col: minCol, corner: 'bl' } : { row: maxRow, col: main.col, corner: 'bl' };
|
||||
}
|
||||
return h ? { row: main.row, col: maxCol, corner: 'tr' } : { row: minRow, col: main.col, corner: 'tr' };
|
||||
}
|
||||
@@ -10,6 +10,7 @@ function gameView(id: string): GameView {
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
unreadMessages: false,
|
||||
kind: 0,
|
||||
status: 'active',
|
||||
players: 2,
|
||||
toMove: 0,
|
||||
|
||||
@@ -11,6 +11,7 @@ function gameView(moveCount: number, over = false): GameView {
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
unreadMessages: false,
|
||||
kind: 0,
|
||||
status: over ? 'finished' : 'active',
|
||||
players: 2,
|
||||
toMove: 1,
|
||||
|
||||
@@ -14,6 +14,7 @@ function game(seats: Seat[], over = true): GameView {
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
unreadMessages: false,
|
||||
kind: 0,
|
||||
status: over ? 'finished' : 'active',
|
||||
players: seats.length,
|
||||
toMove: 0,
|
||||
|
||||
@@ -0,0 +1,85 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { activeByKind, capFor, isKindLocked } from './gamelimits';
|
||||
import { GameKind, type GameView, type GameLimits } from './model';
|
||||
|
||||
// game builds a minimal GameView for the count: only kind, status and (optionally) hotseat matter.
|
||||
function game(kind: number, status: string, extra: Partial<GameView> = {}): GameView {
|
||||
return {
|
||||
id: 'g',
|
||||
variant: 'scrabble_en',
|
||||
dictVersion: '',
|
||||
status,
|
||||
players: 2,
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 0,
|
||||
multipleWordsPerTurn: true,
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: 0,
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
unreadMessages: false,
|
||||
kind,
|
||||
seats: [],
|
||||
...extra,
|
||||
};
|
||||
}
|
||||
|
||||
describe('activeByKind', () => {
|
||||
it('counts open+active games per kind, skipping finished, hotseat and untagged (kind 0)', () => {
|
||||
const by = activeByKind([
|
||||
game(GameKind.vsAi, 'active'),
|
||||
game(GameKind.random, 'open'),
|
||||
game(GameKind.random, 'active'),
|
||||
game(GameKind.random, 'finished'), // finished → not counted
|
||||
game(GameKind.vsAi, 'active', { hotseat: true }), // local pass-and-play → not counted
|
||||
game(0, 'active'), // pre-existing / untagged → not counted
|
||||
]);
|
||||
expect(by[GameKind.vsAi]).toBe(1);
|
||||
expect(by[GameKind.random]).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('capFor', () => {
|
||||
const limits: GameLimits = { vsAi: 1, random: 10, friends: 0 };
|
||||
it('maps each kind to its tier cap; unknown kind and absent limits are unlimited (-1)', () => {
|
||||
expect(capFor(limits, GameKind.vsAi)).toBe(1);
|
||||
expect(capFor(limits, GameKind.random)).toBe(10);
|
||||
expect(capFor(limits, GameKind.friends)).toBe(0);
|
||||
expect(capFor(limits, 0)).toBe(-1);
|
||||
expect(capFor(undefined, GameKind.vsAi)).toBe(-1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('isKindLocked', () => {
|
||||
const guest: GameLimits = { vsAi: 1, random: 1, friends: 0 };
|
||||
const durable: GameLimits = { vsAi: 10, random: 10, friends: 10 };
|
||||
|
||||
it('locks a guest at the per-kind cap, not another kind', () => {
|
||||
const games = [game(GameKind.vsAi, 'active')];
|
||||
expect(isKindLocked(games, guest, GameKind.vsAi)).toBe(true);
|
||||
expect(isKindLocked(games, guest, GameKind.random)).toBe(false);
|
||||
});
|
||||
|
||||
it('a cap of 0 always locks (a guest cannot start friend games)', () => {
|
||||
expect(isKindLocked([], guest, GameKind.friends)).toBe(true);
|
||||
});
|
||||
|
||||
it('an unlimited cap (-1) or absent limits never lock', () => {
|
||||
const many = [game(GameKind.random, 'active'), game(GameKind.random, 'active')];
|
||||
expect(isKindLocked(many, { vsAi: -1, random: -1, friends: -1 }, GameKind.random)).toBe(false);
|
||||
expect(isKindLocked(many, undefined, GameKind.random)).toBe(false);
|
||||
});
|
||||
|
||||
it('a durable account stays well under its higher cap', () => {
|
||||
expect(isKindLocked([game(GameKind.random, 'active')], durable, GameKind.random)).toBe(false);
|
||||
});
|
||||
|
||||
it('locks only the reached kind: at the vs_ai cap, random with no games stays open', () => {
|
||||
const limits = { vsAi: 3, random: 2, friends: 1 };
|
||||
const games = [game(GameKind.vsAi, 'active'), game(GameKind.vsAi, 'active'), game(GameKind.vsAi, 'active')];
|
||||
expect(isKindLocked(games, limits, GameKind.vsAi)).toBe(true);
|
||||
expect(isKindLocked(games, limits, GameKind.random)).toBe(false);
|
||||
expect(isKindLocked(games, limits, GameKind.friends)).toBe(false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,50 @@
|
||||
// Client-side active-game limit logic: count the caller's active games per kind and test a kind
|
||||
// against the caller's per-tier cap so the New-Game screen can lock a capped start. The server is
|
||||
// the source of truth (it refuses a capped create); this only drives the pre-emptive UI lock. Kept
|
||||
// pure (no DOM / stores) so it unit-tests in the node environment.
|
||||
|
||||
import { GameKind, type GameLimits, type GameView } from './model';
|
||||
|
||||
/**
|
||||
* activeByKind counts the caller's active (status open or in-progress) games per kind. Finished
|
||||
* games, local pass-and-play (hotseat) games and untagged games (kind 0, pre-existing) do not
|
||||
* count — matching the server's per-kind cap, which is keyed on games.game_kind for open/active
|
||||
* games only.
|
||||
*/
|
||||
export function activeByKind(games: GameView[]): Record<number, number> {
|
||||
const out: Record<number, number> = {};
|
||||
for (const g of games) {
|
||||
if (g.hotseat) continue;
|
||||
if (g.kind === 0) continue;
|
||||
if (g.status !== 'active' && g.status !== 'open') continue;
|
||||
out[g.kind] = (out[g.kind] ?? 0) + 1;
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** capFor returns the caller's tier cap for a kind (-1 = unlimited), or -1 when the limits are
|
||||
* absent (an old backend) — the lock then never applies. */
|
||||
export function capFor(limits: GameLimits | undefined, kind: number): number {
|
||||
if (!limits) return -1;
|
||||
switch (kind) {
|
||||
case GameKind.vsAi:
|
||||
return limits.vsAi;
|
||||
case GameKind.random:
|
||||
return limits.random;
|
||||
case GameKind.friends:
|
||||
return limits.friends;
|
||||
default:
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* isKindLocked reports whether the caller has reached its cap for kind, so the New-Game start for
|
||||
* that kind is locked. An unlimited cap (-1) or absent limits never lock; a cap of 0 always locks
|
||||
* (the kind is disabled for the tier).
|
||||
*/
|
||||
export function isKindLocked(games: GameView[], limits: GameLimits | undefined, kind: number): boolean {
|
||||
const cap = capFor(limits, kind);
|
||||
if (cap < 0) return false;
|
||||
return (activeByKind(games)[kind] ?? 0) >= cap;
|
||||
}
|
||||
@@ -39,7 +39,7 @@ if (isMock && typeof window !== 'undefined') {
|
||||
joinOpponent(): void;
|
||||
joinOpponentSilently(): void;
|
||||
adminReply(): void;
|
||||
setGameLimit(v: boolean): void;
|
||||
setGameLimits(l: { vsAi: number; random: number; friends: number }): void;
|
||||
clearEmail(): void;
|
||||
confirmEmailOutOfBand(email: string): void;
|
||||
setLocalSeed(seed: string): void;
|
||||
@@ -49,7 +49,7 @@ if (isMock && typeof window !== 'undefined') {
|
||||
joinOpponent: () => (gateway as MockGateway).joinPendingOpponent(),
|
||||
joinOpponentSilently: () => (gateway as MockGateway).joinPendingOpponentSilently(),
|
||||
adminReply: () => (gateway as MockGateway).mockAdminReply(),
|
||||
setGameLimit: (v: boolean) => (gateway as MockGateway).setGameLimit(v),
|
||||
setGameLimits: (l: { vsAi: number; random: number; friends: number }) => (gateway as MockGateway).setGameLimits(l),
|
||||
clearEmail: () => (gateway as MockGateway).mockClearEmail(),
|
||||
confirmEmailOutOfBand: (email: string) => (gateway as MockGateway).mockConfirmEmailOutOfBand(email),
|
||||
// Pin the next local game's bag seed, so the offline e2e deals a known rack (a bigint as a
|
||||
|
||||
+17
-10
@@ -87,6 +87,7 @@ export const en = {
|
||||
'onboarding.gameRack': 'Pick a tile and place it on the board', // rack
|
||||
|
||||
'game.bag': '{n} in the bag',
|
||||
'game.bagCount': 'In the bag: {n}',
|
||||
'game.bagEmpty': 'Bag is empty',
|
||||
'game.hints': 'Hints {n}',
|
||||
'game.yourTurn': 'Your turn',
|
||||
@@ -104,8 +105,6 @@ export const en = {
|
||||
'game.checkWord': 'Check word',
|
||||
'game.dictionary': 'Dictionary',
|
||||
'game.dropGame': 'Drop game',
|
||||
'game.previewWords': '{words}: {n}',
|
||||
'game.previewIllegal': 'Not a legal move',
|
||||
'game.oneWordRule': 'One word per turn',
|
||||
'game.chooseBlank': 'Choose a letter for the blank',
|
||||
'game.exchangeTitle': 'Exchange or pass',
|
||||
@@ -215,6 +214,7 @@ export const en = {
|
||||
'settings.labelsClassic': 'Classic',
|
||||
'settings.labelsNone': 'None',
|
||||
'settings.reduceMotion': 'Reduce motion',
|
||||
'settings.zoomBoard': 'Zoom the board',
|
||||
'settings.offlineMode': 'Play mode',
|
||||
'settings.online': 'Online',
|
||||
'settings.offline': 'Offline',
|
||||
@@ -228,20 +228,19 @@ export const en = {
|
||||
// --- wallet ---
|
||||
'wallet.title': 'Wallet',
|
||||
'wallet.tab': 'Wallet',
|
||||
'wallet.balance': 'Balance',
|
||||
'wallet.noChips': 'No chips yet',
|
||||
'wallet.source.vk': 'VK',
|
||||
'wallet.source.telegram': 'Telegram',
|
||||
'wallet.source.direct': 'Web',
|
||||
'wallet.viewOnly': 'view only',
|
||||
'wallet.benefits': 'Benefits',
|
||||
'wallet.active': 'Active',
|
||||
'wallet.activeHints': 'Hints: {n}',
|
||||
'wallet.noAdsUntil': 'No ads until {date}',
|
||||
'wallet.noAdsForever': 'No ads forever',
|
||||
'wallet.adsOn': 'Ads are on',
|
||||
'wallet.hints': 'Hints {n}',
|
||||
'wallet.store': 'Store',
|
||||
'wallet.tabBuy': 'Buy chips',
|
||||
'wallet.tabSpend': 'Spend chips',
|
||||
'wallet.empty': 'The store is empty for now',
|
||||
'wallet.buy': 'Buy',
|
||||
'wallet.spend': 'Exchange',
|
||||
'wallet.rewardWatch': 'Watch an ad for {n} 🪙',
|
||||
'wallet.rewardCta': 'Watch',
|
||||
'wallet.rewardCredited': '+{n} 🪙 for watching',
|
||||
@@ -256,10 +255,11 @@ export const en = {
|
||||
'wallet.cur.RUB': '₽',
|
||||
'wallet.cur.VOTE': 'votes',
|
||||
'wallet.cur.XTR': '⭐',
|
||||
'wallet.warnTitle': 'Web-only purchase',
|
||||
'wallet.spendTitle': 'Confirm exchange',
|
||||
'wallet.spendBody': 'Exchange {n} 🪙 for “{title}”?',
|
||||
'wallet.spendConfirm': 'Exchange',
|
||||
'wallet.warnBody':
|
||||
'This spends your VK/Telegram chips, and the benefit will work on the web and in the app only — because of store rules.',
|
||||
'wallet.warnConfirm': 'Continue',
|
||||
'wallet.warnCancel': 'Cancel',
|
||||
'about.title': 'About',
|
||||
'about.tab': 'Info',
|
||||
@@ -313,6 +313,8 @@ export const en = {
|
||||
'error.invalid_email': 'Enter a valid email address.',
|
||||
'error.invalid_config': 'Invalid game settings.',
|
||||
'error.not_found': 'Not found.',
|
||||
'error.insufficient_chips': 'Not enough chips.',
|
||||
'error.product_not_found': 'This item is no longer available.',
|
||||
'error.session_invalid': 'Your session expired. Please sign in again.',
|
||||
'error.unauthenticated': 'Please sign in.',
|
||||
'error.rate_limited': 'Too many requests, slow down.',
|
||||
@@ -379,6 +381,11 @@ export const en = {
|
||||
'new.multipleWordsPerTurn': 'Multiple words per turn',
|
||||
'new.start': 'Start game',
|
||||
'new.invited': 'Invitation sent.',
|
||||
'new.limitGuestTitle': 'More games?',
|
||||
'new.limitGuestBody': 'Sign in or create an account to use all the game features.',
|
||||
'new.limitDurableTitle': 'Game limit',
|
||||
'new.limitDurableBody': 'You have reached the limit. Finish your active games to start a new one.',
|
||||
'new.limitLogin': 'Sign in',
|
||||
'new.noFriends': 'Add friends first to invite them.',
|
||||
'new.opponentAI': 'AI',
|
||||
'new.opponentRandom': 'Random player',
|
||||
|
||||
+17
-10
@@ -87,6 +87,7 @@ export const ru: Record<MessageKey, string> = {
|
||||
'onboarding.gameRack': 'Выбирайте фишку и ставьте на доску', // rack
|
||||
|
||||
'game.bag': '{n} в мешке',
|
||||
'game.bagCount': 'В мешке: {n}',
|
||||
'game.bagEmpty': 'Мешок пуст',
|
||||
'game.hints': 'Подсказки {n}',
|
||||
'game.yourTurn': 'Ваш ход',
|
||||
@@ -104,8 +105,6 @@ export const ru: Record<MessageKey, string> = {
|
||||
'game.checkWord': 'Проверить слово',
|
||||
'game.dictionary': 'Словарь',
|
||||
'game.dropGame': 'Покинуть игру',
|
||||
'game.previewWords': '{words}: {n}',
|
||||
'game.previewIllegal': 'Недопустимый ход',
|
||||
'game.oneWordRule': 'Одно слово за ход',
|
||||
'game.chooseBlank': 'Выберите букву для бланка',
|
||||
'game.exchangeTitle': 'Обмен или пас',
|
||||
@@ -215,6 +214,7 @@ export const ru: Record<MessageKey, string> = {
|
||||
'settings.labelsClassic': 'Классика',
|
||||
'settings.labelsNone': 'Без текста',
|
||||
'settings.reduceMotion': 'Меньше анимаций',
|
||||
'settings.zoomBoard': 'Приближать доску',
|
||||
'settings.offlineMode': 'Режим игры',
|
||||
'settings.online': 'Онлайн',
|
||||
'settings.offline': 'Оффлайн',
|
||||
@@ -228,20 +228,19 @@ export const ru: Record<MessageKey, string> = {
|
||||
// --- wallet ---
|
||||
'wallet.title': 'Кошелёк',
|
||||
'wallet.tab': 'Кошелёк',
|
||||
'wallet.balance': 'Баланс',
|
||||
'wallet.noChips': 'Пока нет фишек',
|
||||
'wallet.source.vk': 'VK',
|
||||
'wallet.source.telegram': 'Telegram',
|
||||
'wallet.source.direct': 'Веб',
|
||||
'wallet.viewOnly': 'просмотр',
|
||||
'wallet.benefits': 'Блага',
|
||||
'wallet.active': 'Активные',
|
||||
'wallet.activeHints': 'Подсказки: {n}',
|
||||
'wallet.noAdsUntil': 'Без рекламы до {date}',
|
||||
'wallet.noAdsForever': 'Без рекламы навсегда',
|
||||
'wallet.adsOn': 'Реклама включена',
|
||||
'wallet.hints': 'Подсказки {n}',
|
||||
'wallet.store': 'Магазин',
|
||||
'wallet.tabBuy': 'Купить фишки',
|
||||
'wallet.tabSpend': 'Потратить фишки',
|
||||
'wallet.empty': 'Магазин пока пуст',
|
||||
'wallet.buy': 'Купить',
|
||||
'wallet.spend': 'Обмен',
|
||||
'wallet.rewardWatch': 'Ролик за {n} 🪙',
|
||||
'wallet.rewardCta': 'Смотреть',
|
||||
'wallet.rewardCredited': '+{n} 🪙 за просмотр',
|
||||
@@ -256,10 +255,11 @@ export const ru: Record<MessageKey, string> = {
|
||||
'wallet.cur.RUB': '₽',
|
||||
'wallet.cur.VOTE': 'голосов',
|
||||
'wallet.cur.XTR': '⭐',
|
||||
'wallet.warnTitle': 'Покупка только для веба',
|
||||
'wallet.spendTitle': 'Подтверждение обмена',
|
||||
'wallet.spendBody': 'Обменять {n} 🪙 на «{title}»?',
|
||||
'wallet.spendConfirm': 'Обменять',
|
||||
'wallet.warnBody':
|
||||
'Оплата спишет фишки VK/Telegram, и благо будет работать только в вебе и приложении — из-за правил магазинов.',
|
||||
'wallet.warnConfirm': 'Продолжить',
|
||||
'wallet.warnCancel': 'Отмена',
|
||||
'about.title': 'О программе',
|
||||
'about.tab': 'Инфо',
|
||||
@@ -313,6 +313,8 @@ export const ru: Record<MessageKey, string> = {
|
||||
'error.invalid_email': 'Введите корректный адрес почты.',
|
||||
'error.invalid_config': 'Неверные настройки игры.',
|
||||
'error.not_found': 'Не найдено.',
|
||||
'error.insufficient_chips': 'Не хватает фишек.',
|
||||
'error.product_not_found': 'Этого товара больше нет.',
|
||||
'error.session_invalid': 'Сессия истекла. Войдите снова.',
|
||||
'error.unauthenticated': 'Пожалуйста, войдите.',
|
||||
'error.rate_limited': 'Слишком много запросов, помедленнее.',
|
||||
@@ -379,6 +381,11 @@ export const ru: Record<MessageKey, string> = {
|
||||
'new.multipleWordsPerTurn': 'Несколько слов за ход',
|
||||
'new.start': 'Начать игру',
|
||||
'new.invited': 'Приглашение отправлено.',
|
||||
'new.limitGuestTitle': 'Больше партий?',
|
||||
'new.limitGuestBody': 'Войдите или создайте учётную запись, чтобы воспользоваться всеми функциями игры.',
|
||||
'new.limitDurableTitle': 'Лимит игр',
|
||||
'new.limitDurableBody': 'Вы достигли лимита. Доиграйте активные партии, чтобы начать новую.',
|
||||
'new.limitLogin': 'Вход',
|
||||
'new.noFriends': 'Сначала добавьте друзей, чтобы пригласить их.',
|
||||
'new.opponentAI': 'ИИ',
|
||||
'new.opponentRandom': 'Случайный игрок',
|
||||
|
||||
@@ -27,6 +27,7 @@ function gameView(id: string, status: GameView['status'] = 'active', toMove = 0)
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
unreadMessages: false,
|
||||
kind: 0,
|
||||
status,
|
||||
players: 2,
|
||||
toMove,
|
||||
@@ -43,7 +44,7 @@ beforeEach(() => clearLobby());
|
||||
|
||||
describe('patchLobbyGame', () => {
|
||||
it('replaces the matching game by id and leaves the others untouched', () => {
|
||||
setLobby({ games: [gameView('a', 'active', 0), gameView('b', 'active', 0)], invitations: [], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games: [gameView('a', 'active', 0), gameView('b', 'active', 0)], invitations: [], incoming: [], offline: false });
|
||||
// The player's own move flipped game "a" to the opponent's turn.
|
||||
patchLobbyGame(gameView('a', 'active', 1));
|
||||
const snap = getLobby(false);
|
||||
@@ -54,14 +55,14 @@ describe('patchLobbyGame', () => {
|
||||
|
||||
it('preserves invitations and incoming when patching a game', () => {
|
||||
const incoming: AccountRef[] = [{ accountId: 'u9', displayName: 'Nine' }];
|
||||
setLobby({ games: [gameView('a')], invitations: [], incoming, atGameLimit: false, offline: false });
|
||||
setLobby({ games: [gameView('a')], invitations: [], incoming, offline: false });
|
||||
patchLobbyGame(gameView('a', 'finished'));
|
||||
expect(getLobby(false)?.incoming).toEqual(incoming);
|
||||
expect(getLobby(false)?.games[0].status).toBe('finished');
|
||||
});
|
||||
|
||||
it('adds the game when it is not yet in the cached lobby (a game started elsewhere)', () => {
|
||||
setLobby({ games: [gameView('a')], invitations: [], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games: [gameView('a')], invitations: [], incoming: [], offline: false });
|
||||
patchLobbyGame(gameView('z', 'active'));
|
||||
// Order is irrelevant — the lobby re-groups and re-sorts on render — so assert membership.
|
||||
expect(getLobby(false)?.games.map((g) => g.id).sort()).toEqual(['a', 'z']);
|
||||
@@ -74,29 +75,21 @@ describe('patchLobbyGame', () => {
|
||||
|
||||
it('does not mutate the previous snapshot array', () => {
|
||||
const games = [gameView('a', 'active', 0)];
|
||||
setLobby({ games, invitations: [], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games, invitations: [], incoming: [], offline: false });
|
||||
patchLobbyGame(gameView('a', 'active', 1));
|
||||
expect(games[0].toMove).toBe(0); // the original array/object is left intact
|
||||
});
|
||||
|
||||
it('preserves the at-game-limit flag across a game patch', () => {
|
||||
// A finished-game patch arriving while the lobby is unmounted must not drop the flag —
|
||||
// the lobby renders the "New Game" button from the cached snapshot before the refresh.
|
||||
setLobby({ games: [gameView('a')], invitations: [], incoming: [], atGameLimit: true, offline: false });
|
||||
patchLobbyGame(gameView('a', 'finished'));
|
||||
expect(getLobby(false)?.atGameLimit).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('patchLobbyInvitation', () => {
|
||||
it('adds a new pending invitation to the cached lobby', () => {
|
||||
setLobby({ games: [], invitations: [], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games: [], invitations: [], incoming: [], offline: false });
|
||||
patchLobbyInvitation(invitation('i1', 'pending'));
|
||||
expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i1']);
|
||||
});
|
||||
|
||||
it('replaces a pending invitation already in the list (e.g. an updated response)', () => {
|
||||
setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], offline: false });
|
||||
const updated = { ...invitation('i1', 'pending'), turnTimeoutSecs: 999 };
|
||||
patchLobbyInvitation(updated);
|
||||
expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i1', 'i2']);
|
||||
@@ -105,14 +98,14 @@ describe('patchLobbyInvitation', () => {
|
||||
|
||||
it('removes an invitation that reached a terminal status', () => {
|
||||
for (const terminal of ['declined', 'cancelled', 'started', 'expired']) {
|
||||
setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], offline: false });
|
||||
patchLobbyInvitation(invitation('i1', terminal));
|
||||
expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i2']);
|
||||
}
|
||||
});
|
||||
|
||||
it('is a no-op for a terminal invitation that is not in the list', () => {
|
||||
setLobby({ games: [], invitations: [invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games: [], invitations: [invitation('i2', 'pending')], incoming: [], offline: false });
|
||||
patchLobbyInvitation(invitation('i1', 'declined'));
|
||||
expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i2']);
|
||||
});
|
||||
@@ -124,7 +117,7 @@ describe('patchLobbyInvitation', () => {
|
||||
|
||||
it('preserves games and incoming when patching an invitation', () => {
|
||||
const incoming: AccountRef[] = [{ accountId: 'u9', displayName: 'Nine' }];
|
||||
setLobby({ games: [gameView('g1')], invitations: [], incoming, atGameLimit: false, offline: false });
|
||||
setLobby({ games: [gameView('g1')], invitations: [], incoming, offline: false });
|
||||
patchLobbyInvitation(invitation('i1', 'pending'));
|
||||
expect(getLobby(false)?.games.map((g) => g.id)).toEqual(['g1']);
|
||||
expect(getLobby(false)?.incoming).toEqual(incoming);
|
||||
@@ -133,15 +126,15 @@ describe('patchLobbyInvitation', () => {
|
||||
|
||||
describe('getLobby is mode-aware (a mode flip must not render the other mode’s games)', () => {
|
||||
it('returns the snapshot only for the mode it was stored under', () => {
|
||||
setLobby({ games: [gameView('online1')], invitations: [], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games: [gameView('online1')], invitations: [], incoming: [], offline: false });
|
||||
expect(getLobby(false)?.games.map((g) => g.id)).toEqual(['online1']);
|
||||
// Reading it as the OTHER (offline) mode must not surface the online snapshot.
|
||||
expect(getLobby(true)).toBeNull();
|
||||
});
|
||||
|
||||
it('replaces the snapshot when the mode changes, so the stale mode is dropped', () => {
|
||||
setLobby({ games: [gameView('online1')], invitations: [], incoming: [], atGameLimit: false, offline: false });
|
||||
setLobby({ games: [gameView('local1')], invitations: [], incoming: [], atGameLimit: false, offline: true });
|
||||
setLobby({ games: [gameView('online1')], invitations: [], incoming: [], offline: false });
|
||||
setLobby({ games: [gameView('local1')], invitations: [], incoming: [], offline: true });
|
||||
expect(getLobby(false)).toBeNull();
|
||||
expect(getLobby(true)?.games.map((g) => g.id)).toEqual(['local1']);
|
||||
});
|
||||
|
||||
@@ -10,9 +10,6 @@ interface LobbySnapshot {
|
||||
games: GameView[];
|
||||
invitations: Invitation[];
|
||||
incoming: AccountRef[];
|
||||
// atGameLimit rides the snapshot so the lobby renders the "New Game" button in its last
|
||||
// known enabled/disabled state instantly (no flicker), then refreshes it in the background.
|
||||
atGameLimit: boolean;
|
||||
// Which mode the snapshot belongs to (offline = device-local games, online = server games). The
|
||||
// lobby renders it instantly only when it matches the current mode, so a mode flip never flashes —
|
||||
// or lets the player open — the other mode's games before the background refresh replaces them.
|
||||
|
||||
@@ -20,6 +20,7 @@ function game(id: string, status: GameView['status'], toMove: number, lastActivi
|
||||
vsAi: false,
|
||||
unreadChat: false,
|
||||
unreadMessages: false,
|
||||
kind: 0,
|
||||
status,
|
||||
players: 2,
|
||||
toMove,
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user