Release v1.14.0 — monetization launch (E5-E8) #237
@@ -52,6 +52,7 @@ func gameSummary(g Game, names []string) notify.GameSummary {
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TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
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MultipleWordsPerTurn: g.MultipleWordsPerTurn,
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VsAI: g.VsAI,
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Kind: int(g.Kind),
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MoveCount: g.MoveCount,
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EndReason: g.EndReason,
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Seats: seats,
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@@ -37,6 +37,7 @@ func toWireGame(g GameSummary) wire.GameView {
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TurnTimeoutSecs: g.TurnTimeoutSecs,
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MultipleWordsPerTurn: g.MultipleWordsPerTurn,
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VsAI: g.VsAI,
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Kind: g.Kind,
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MoveCount: g.MoveCount,
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EndReason: g.EndReason,
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Seats: seats,
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@@ -115,7 +115,7 @@ func TestGameOverPayloadRoundTrips(t *testing.T) {
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func TestOpponentMovedPayloadRoundTrips(t *testing.T) {
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uid, gid := uuid.New(), uuid.New()
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move := engine.MoveRecord{Player: 1, Action: engine.ActionPlay, Words: []string{"STOOL"}, Score: 24, Total: 130}
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summary := notify.GameSummary{ID: gid.String(), MoveCount: 9, ToMove: 0, Seats: []notify.SeatStanding{{Seat: 1, Score: 130}}}
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summary := notify.GameSummary{ID: gid.String(), MoveCount: 9, ToMove: 0, Kind: 2, Seats: []notify.SeatStanding{{Seat: 1, Score: 130}}}
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in := notify.OpponentMoved(uid, gid, move, summary, 42)
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if in.Kind != notify.KindOpponentMoved {
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t.Fatalf("kind = %q", in.Kind)
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@@ -132,7 +132,7 @@ func TestOpponentMovedPayloadRoundTrips(t *testing.T) {
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if m == nil || m.Player() != 1 || string(m.Action()) != "play" || m.Total() != 130 {
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t.Fatalf("move wrong: %+v", m)
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}
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if g := ev.Game(nil); g == nil || g.MoveCount() != 9 || g.ToMove() != 0 {
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if g := ev.Game(nil); g == nil || g.MoveCount() != 9 || g.ToMove() != 0 || g.Kind() != 2 {
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t.Fatalf("game summary wrong: %+v", ev.Game(nil))
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}
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}
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@@ -35,6 +35,9 @@ type GameSummary struct {
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EndReason string
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Seats []SeatStanding
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LastActivityUnix int64
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// Kind is the game's origin for the active-game limits (0 unknown, 1 vs_ai, 2 random, 3 friends);
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// it rides live events so a lobby patch keeps the per-kind count correct.
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Kind int
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}
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// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
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@@ -28,7 +28,7 @@ test('new game: a start locks at its per-kind cap and the funnel modal opens', a
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// Tapping the locked start opens the modal instead of a game, and does not navigate away.
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await start.click();
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const notice = page.getByText(/reached the limit of simultaneous games/i);
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const notice = page.getByText(/reached the limit/i);
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await expect(notice).toBeVisible();
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await expect(page).toHaveURL(/\/new$/);
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await page.getByRole('button', { name: /^ok$/i }).click();
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@@ -74,4 +74,12 @@ describe('isKindLocked', () => {
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it('a durable account stays well under its higher cap', () => {
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expect(isKindLocked([game(GameKind.random, 'active')], durable, GameKind.random)).toBe(false);
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});
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it('locks only the reached kind: at the vs_ai cap, random with no games stays open', () => {
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const limits = { vsAi: 3, random: 2, friends: 1 };
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const games = [game(GameKind.vsAi, 'active'), game(GameKind.vsAi, 'active'), game(GameKind.vsAi, 'active')];
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expect(isKindLocked(games, limits, GameKind.vsAi)).toBe(true);
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expect(isKindLocked(games, limits, GameKind.random)).toBe(false);
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expect(isKindLocked(games, limits, GameKind.friends)).toBe(false);
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});
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});
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@@ -380,9 +380,9 @@ export const en = {
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'new.start': 'Start game',
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'new.invited': 'Invitation sent.',
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'new.limitGuestTitle': 'More games?',
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'new.limitGuestBody': 'Sign in or create an account to play several games at once.',
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'new.limitGuestBody': 'Sign in or create an account to use all the game features.',
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'new.limitDurableTitle': 'Game limit',
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'new.limitDurableBody': 'You have reached the limit of simultaneous games — finish a current one first.',
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'new.limitDurableBody': 'You have reached the limit. Finish your active games to start a new one.',
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'new.limitLogin': 'Sign in',
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'new.noFriends': 'Add friends first to invite them.',
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'new.opponentAI': 'AI',
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@@ -380,9 +380,9 @@ export const ru: Record<MessageKey, string> = {
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'new.start': 'Начать игру',
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'new.invited': 'Приглашение отправлено.',
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'new.limitGuestTitle': 'Больше партий?',
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'new.limitGuestBody': 'Войдите или создайте учётную запись, чтобы играть несколько партий одновременно.',
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'new.limitGuestBody': 'Войдите или создайте учётную запись, чтобы воспользоваться всеми функциями игры.',
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'new.limitDurableTitle': 'Лимит игр',
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'new.limitDurableBody': 'Вы достигли лимита одновременных игр, сначала завершите текущие.',
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'new.limitDurableBody': 'Вы достигли лимита. Доиграйте активные партии, чтобы начать новую.',
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'new.limitLogin': 'Вход',
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'new.noFriends': 'Сначала добавьте друзей, чтобы пригласить их.',
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'new.opponentAI': 'ИИ',
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@@ -18,7 +18,7 @@
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import { validDisplayName } from '../lib/profileValidation';
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import { verifyPin, type PinLock } from '../lib/pin';
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import { commitName, rosterReady, buildSeats, shuffleSeeded, type RosterRow } from '../lib/roster';
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import type { AccountRef, Variant } from '../lib/model';
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import type { AccountRef, GameView, Variant } from '../lib/model';
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import {
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availableVariants,
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VARIANT_FLAG,
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@@ -60,7 +60,10 @@
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// funnel modal instead of enqueuing (the server also refuses it); offline never locks (local
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// games are uncapped). The lock lifts when the profile is re-fetched after a guest→durable upgrade.
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const autoKind = $derived(opponent === 'ai' ? GameKind.vsAi : GameKind.random);
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const autoLocked = $derived(!offlineMode.active && isKindLocked(getLobby(false)?.games ?? [], app.profile?.gameLimits, autoKind));
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// The player's current games for the per-kind lock: seeded from the lobby snapshot for an instant
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// render, then refreshed on mount (below) so a game created since the last lobby visit is counted.
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let lobbyGames = $state<GameView[]>(getLobby(false)?.games ?? []);
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const autoLocked = $derived(!offlineMode.active && isKindLocked(lobbyGames, app.profile?.gameLimits, autoKind));
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let limitOpen = $state(false);
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// --- auto-match ---
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@@ -129,6 +132,16 @@
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);
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onMount(async () => {
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// Refresh the lobby games so the per-kind lock counts the current set — the cached snapshot can
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// lag a game created since the last lobby visit. Online only; the lock never applies offline, and
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// the server enforces every cap regardless.
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if (!offlineMode.active && connection.online) {
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try {
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lobbyGames = (await gateway.gamesList()).games;
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} catch {
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// Keep the cached seed on a transient failure.
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}
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}
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// Offline mode offers only the local vs_ai flow (the friends section is hidden), and the network
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// is off, so skip the friend fetch — it would be refused by the transport and toast an error.
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if (guest || offlineMode.active) return;
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@@ -349,7 +362,7 @@
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open={limitOpen}
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{guest}
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onclose={() => (limitOpen = false)}
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onlogin={() => { limitOpen = false; navigate('/settings'); }}
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onlogin={() => { limitOpen = false; navigate('/profile'); }}
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/>
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{:else if offlineMode.active}
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<!-- Offline pass-and-play (hotseat): a device-local 2-4 human game. The host sets a master
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