feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics #88

Merged
developer merged 3 commits from feature/robot-friend-request into development 2026-06-19 20:06:20 +00:00
32 changed files with 854 additions and 65 deletions
Showing only changes of commit c127bc9f0e - Show all commits
+3
View File
@@ -45,6 +45,9 @@ including obfuscated forms) and stored with the sender's IP. Each message carrie
`unread_seats` read bitmask (a set bit per recipient seat still to read it); `MarkRead`
clears a reader's bit when they open the move history or chat, and a wired `NudgeClearer`
clears a nudge when its recipient moves — both record the publish-to-read latency.
A friend request (or block) aimed at a **disguised pooled robot** is recorded per game+seat
in `robot_friend_requests` / `robot_blocks`, never against the shared robot account; a
background reaper drops a robot friend request once its game has been finished for **7 days**.
`internal/account`
gains profile editing and the email confirm-code flow (a `Mailer` seam: SMTP or a
development log mailer). The engine now also handles **multi-player drop-out**: in
+7
View File
@@ -171,6 +171,13 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
socialSvc.SetMetrics(tel.MeterProvider().Meter("scrabble/backend/social"))
// A nudge the recipient answered by moving is marked read on the move path.
games.SetNudgeClearer(socialSvc.ClearNudges)
// Reap per-game disguised-robot friend requests once their game is long finished
// (the robot ignores them; the row only pins the in-game "request sent" state).
robotReqReaper := social.NewRobotFriendRequestReaper(socialSvc, logger)
go robotReqReaper.Run(ctx)
logger.Info("robot friend request reaper started",
zap.Duration("interval", robotReqReaper.Interval()),
zap.Duration("retention", robotReqReaper.Retention()))
feedbackSvc := feedback.NewService(feedback.NewStore(db), accounts)
feedbackSvc.SetNotifier(hub)
@@ -0,0 +1,82 @@
//go:build integration
package inttest
import (
"context"
"testing"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
)
// TestRobotFriendRequestIsPerGameAndReaped checks that sending a friend request to a
// disguised-robot opponent is recorded per-game in robot_friend_requests — never in the
// friendships table or against the shared robot account — that a re-send is idempotent, and
// that the reaper deletes the row once its game has been finished past the retention window
// while keeping the row for an active game.
func TestRobotFriendRequestIsPerGameAndReaped(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
accs := account.NewStore(testDB)
human := provisionAccount(t)
robot, err := accs.ProvisionRobot(ctx, "robot-friend-"+uuid.NewString(), "Robbie")
if err != nil {
t.Fatalf("provision robot: %v", err)
}
g, err := newGameService().Create(ctx, game.CreateParams{
Variant: engine.VariantEnglish, Seats: []uuid.UUID{human, robot.ID},
TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
})
if err != nil {
t.Fatalf("create game: %v", err)
}
if err := svc.RequestInGame(ctx, human, robot.ID, g.ID); err != nil {
t.Fatalf("request robot: %v", err)
}
rfr, err := svc.ListRobotFriendRequests(ctx, human)
if err != nil {
t.Fatalf("list robot friend requests: %v", err)
}
if len(rfr) != 1 || rfr[0].GameID != g.ID || rfr[0].Seat != 1 {
t.Fatalf("robot friend requests = %v, want one for game %s seat 1", rfr, g.ID)
}
// The friendships table must stay empty: no outgoing request against the shared robot account.
if out, _ := svc.ListOutgoingRequests(ctx, human); len(out) != 0 {
t.Errorf("friendships outgoing must be empty for a robot request, got %v", out)
}
// A re-send to the same game+seat is idempotent (the UNIQUE constraint collapses it).
if err := svc.RequestInGame(ctx, human, robot.ID, g.ID); err != nil {
t.Fatalf("re-request robot: %v", err)
}
if rfr, _ := svc.ListRobotFriendRequests(ctx, human); len(rfr) != 1 {
t.Fatalf("re-request must not duplicate, got %v", rfr)
}
// While the game is active the reaper keeps the row.
if n, err := svc.ReapExpiredRobotFriendRequests(ctx); err != nil || n != 0 {
t.Fatalf("reap on active game = (%d, %v), want (0, nil)", n, err)
}
if rfr, _ := svc.ListRobotFriendRequests(ctx, human); len(rfr) != 1 {
t.Fatalf("active-game request must survive the reaper, got %v", rfr)
}
// Finish the game well past the retention window: the reaper now deletes the row.
finished := time.Now().UTC().Add(-8 * 24 * time.Hour)
if _, err := testDB.ExecContext(ctx,
`UPDATE backend.games SET status='finished', finished_at=$1 WHERE game_id=$2`, finished, g.ID); err != nil {
t.Fatalf("finish game: %v", err)
}
if n, err := svc.ReapExpiredRobotFriendRequests(ctx); err != nil || n != 1 {
t.Fatalf("reap on long-finished game = (%d, %v), want (1, nil)", n, err)
}
if rfr, _ := svc.ListRobotFriendRequests(ctx, human); len(rfr) != 0 {
t.Errorf("long-finished request not reaped: %v", rfr)
}
}
@@ -0,0 +1,28 @@
-- +goose Up
-- Per-game friend requests sent to a disguised-robot opponent. A disguised robot is a
-- shared pool account reused across games under different per-game names, so such a
-- request must never go into `friendships` (that would befriend/await the shared robot
-- account, leak that it is a bot across the requester's other games under other names,
-- and pin the in-game "request sent" state to the shared account instead of this seat).
-- Each request is recorded here against the specific game + seat, snapshotting the name
-- the player saw, so the in-game scoreboard can re-mark that one seat as already
-- requested. The robot ignores it (it never becomes a friendship); a background reaper
-- deletes a row once its game has been finished for more than the retention window.
SET search_path = backend, pg_catalog;
CREATE TABLE robot_friend_requests (
id uuid PRIMARY KEY,
requester_id uuid NOT NULL REFERENCES accounts (account_id) ON DELETE CASCADE,
game_id uuid NOT NULL REFERENCES games (game_id) ON DELETE CASCADE,
seat smallint NOT NULL,
robot_id uuid NOT NULL REFERENCES accounts (account_id) ON DELETE CASCADE,
display_name text NOT NULL,
created_at timestamptz NOT NULL DEFAULT now(),
UNIQUE (requester_id, game_id, seat)
);
CREATE INDEX robot_friend_requests_requester_idx ON robot_friend_requests (requester_id);
-- +goose Down
SET search_path = backend, pg_catalog;
DROP TABLE robot_friend_requests;
+40 -5
View File
@@ -32,9 +32,22 @@ type incomingListDTO struct {
}
// outgoingListDTO is the addressees the caller has already requested (a live pending
// request or one the addressee declined) and therefore cannot re-request.
// request or one the addressee declined) and therefore cannot re-request, plus the
// per-game disguised-robot requests (not real accounts), which keep the in-game
// "request sent" state pinned to a seat.
type outgoingListDTO struct {
Requests []accountRefDTO `json:"requests"`
Requests []accountRefDTO `json:"requests"`
Robots []robotFriendRequestDTO `json:"robots"`
}
// robotFriendRequestDTO is one per-game disguised-robot friend request: the row id, the
// game name the player saw, and the game + seat it was sent in (so the in-game card can
// re-mark that seat as already requested).
type robotFriendRequestDTO struct {
ID string `json:"id"`
DisplayName string `json:"display_name"`
GameID string `json:"game_id"`
Seat int `json:"seat"`
}
// friendCodeDTO is a freshly issued one-time friend code (returned once).
@@ -123,7 +136,19 @@ func (s *Server) handleFriendRequest(c *gin.Context) {
abortBadRequest(c, "invalid account id")
return
}
if err := s.social.SendFriendRequest(c.Request.Context(), uid, target); err != nil {
// An in-game request carries the game id, so a disguised-robot opponent is recorded as a
// per-game request (RequestInGame); a request without a game (or to a human) goes through
// SendFriendRequest directly.
var err error
if strings.TrimSpace(req.GameID) == "" {
err = s.social.SendFriendRequest(c.Request.Context(), uid, target)
} else if gameID, ok := parseUUIDField(req.GameID); !ok {
abortBadRequest(c, "invalid game id")
return
} else {
err = s.social.RequestInGame(c.Request.Context(), uid, target, gameID)
}
if err != nil {
s.abortErr(c, err)
return
}
@@ -235,12 +260,22 @@ func (s *Server) handleOutgoingRequests(c *gin.Context) {
abortBadRequest(c, "missing identity")
return
}
ids, err := s.social.ListOutgoingRequests(c.Request.Context(), uid)
ctx := c.Request.Context()
ids, err := s.social.ListOutgoingRequests(ctx, uid)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, outgoingListDTO{Requests: s.accountRefs(c.Request.Context(), ids)})
robots, err := s.social.ListRobotFriendRequests(ctx, uid)
if err != nil {
s.abortErr(c, err)
return
}
dto := outgoingListDTO{Requests: s.accountRefs(ctx, ids)}
for _, r := range robots {
dto.Robots = append(dto.Robots, robotFriendRequestDTO{ID: r.ID.String(), DisplayName: r.DisplayName, GameID: r.GameID.String(), Seat: r.Seat})
}
c.JSON(http.StatusOK, dto)
}
// handleIssueFriendCode issues a one-time add-a-friend code for the caller.
+175
View File
@@ -0,0 +1,175 @@
package social
import (
"context"
"fmt"
"slices"
"time"
"github.com/google/uuid"
"go.uber.org/zap"
)
// robotFriendRequestTTL is how long a per-game disguised-robot friend request is kept
// after its game has finished before the reaper deletes it. It is a sibling of
// friendRequestTTL; the request is housekeeping for the in-game "request sent" state,
// so it is purged once the finished game is well past its lobby lifetime.
const robotFriendRequestTTL = 7 * 24 * time.Hour
// robotFriendRequestReapInterval is how often the reaper sweeps expired rows.
const robotFriendRequestReapInterval = time.Hour
// RobotFriendRequest is one per-game friend request to a disguised-robot opponent: the
// row id, the game name the player saw, and the game + seat it was sent in (so the
// in-game scoreboard can re-mark that seat as already requested).
type RobotFriendRequest struct {
ID uuid.UUID
DisplayName string
GameID uuid.UUID
Seat int
}
// RequestInGame sends a friend request to addresseeID for requesterID from within gameID.
// A human is requested normally (the friendships table, via SendFriendRequest). A
// disguised-robot opponent is instead recorded per-game in robot_friend_requests — never
// the shared robot account — so the matchmaker keeps robots free, the same robot stays
// un-requested in the requester's other games (under its other names), and the in-game
// "request sent" state is pinned to this seat rather than the shared account. The robot
// ignores the request (it never becomes a friendship); the reaper deletes the row once
// the game is long finished. It is the entry point for the in-game add-friend control;
// the friend-code path goes elsewhere.
func (svc *Service) RequestInGame(ctx context.Context, requesterID, addresseeID, gameID uuid.UUID) error {
if requesterID == addresseeID {
return ErrSelfRelation
}
isRobot, err := svc.accounts.IsRobot(ctx, addresseeID)
if err != nil {
return err
}
if !isRobot {
return svc.SendFriendRequest(ctx, requesterID, addresseeID)
}
if gameID == uuid.Nil {
return ErrNotParticipant
}
seats, _, _, err := svc.games.Participants(ctx, gameID)
if err != nil {
return err
}
seat := slices.Index(seats, addresseeID)
if seat < 0 {
return ErrNotParticipant
}
name, _ := svc.games.SeatName(ctx, gameID, addresseeID)
return svc.store.insertRobotFriendRequest(ctx, requesterID, gameID, seat, addresseeID, name)
}
// ListRobotFriendRequests returns requesterID's per-game disguised-robot friend
// requests, newest first.
func (svc *Service) ListRobotFriendRequests(ctx context.Context, requesterID uuid.UUID) ([]RobotFriendRequest, error) {
return svc.store.listRobotFriendRequests(ctx, requesterID)
}
// insertRobotFriendRequest records a per-game robot friend request; a duplicate (same
// requester, game, seat) is ignored.
func (s *Store) insertRobotFriendRequest(ctx context.Context, requester, gameID uuid.UUID, seat int, robotID uuid.UUID, name string) error {
id, err := uuid.NewV7()
if err != nil {
return fmt.Errorf("social: new robot friend request id: %w", err)
}
const q = `INSERT INTO backend.robot_friend_requests (id, requester_id, game_id, seat, robot_id, display_name)
VALUES ($1, $2, $3, $4, $5, $6)
ON CONFLICT (requester_id, game_id, seat) DO NOTHING`
if _, err := s.db.ExecContext(ctx, q, id, requester, gameID, int16(seat), robotID, name); err != nil {
return fmt.Errorf("social: insert robot friend request: %w", err)
}
return nil
}
// listRobotFriendRequests returns requester's robot friend requests, newest first.
func (s *Store) listRobotFriendRequests(ctx context.Context, requester uuid.UUID) ([]RobotFriendRequest, error) {
const q = `SELECT id, display_name, game_id, seat FROM backend.robot_friend_requests
WHERE requester_id = $1 ORDER BY created_at DESC`
rows, err := s.db.QueryContext(ctx, q, requester)
if err != nil {
return nil, fmt.Errorf("social: list robot friend requests: %w", err)
}
defer rows.Close()
var out []RobotFriendRequest
for rows.Next() {
var r RobotFriendRequest
var seat int16
if err := rows.Scan(&r.ID, &r.DisplayName, &r.GameID, &seat); err != nil {
return nil, fmt.Errorf("social: scan robot friend request: %w", err)
}
r.Seat = int(seat)
out = append(out, r)
}
return out, rows.Err()
}
// ReapExpiredRobotFriendRequests deletes every per-game robot friend request whose game has
// been finished for longer than robotFriendRequestTTL, reporting how many rows were removed.
// Rows for active (not-yet-finished) games are kept so the in-game "request sent" state
// survives. It backs the RobotFriendRequestReaper and is directly callable in tests.
func (svc *Service) ReapExpiredRobotFriendRequests(ctx context.Context) (int64, error) {
return svc.store.deleteExpiredRobotFriendRequests(ctx, svc.now().Add(-robotFriendRequestTTL))
}
// deleteExpiredRobotFriendRequests removes robot friend requests whose game has been
// finished since before cutoff, reporting how many rows were deleted.
func (s *Store) deleteExpiredRobotFriendRequests(ctx context.Context, cutoff time.Time) (int64, error) {
const q = `DELETE FROM backend.robot_friend_requests r
USING backend.games g
WHERE r.game_id = g.game_id AND g.status = 'finished' AND g.finished_at < $1`
res, err := s.db.ExecContext(ctx, q, cutoff)
if err != nil {
return 0, fmt.Errorf("social: delete expired robot friend requests: %w", err)
}
n, err := res.RowsAffected()
if err != nil {
return 0, fmt.Errorf("social: delete expired robot friend requests rows: %w", err)
}
return n, nil
}
// RobotFriendRequestReaper periodically reaps expired per-game disguised-robot friend
// requests via Service.ReapExpiredRobotFriendRequests. It mirrors the account.GuestReaper:
// one background goroutine, started once from main.
type RobotFriendRequestReaper struct {
svc *Service
log *zap.Logger
}
// NewRobotFriendRequestReaper constructs a reaper over svc. log may be nil.
func NewRobotFriendRequestReaper(svc *Service, log *zap.Logger) *RobotFriendRequestReaper {
if log == nil {
log = zap.NewNop()
}
return &RobotFriendRequestReaper{svc: svc, log: log}
}
// Interval is the reaper's sweep cadence, for the startup log line.
func (r *RobotFriendRequestReaper) Interval() time.Duration { return robotFriendRequestReapInterval }
// Retention is the reaper's post-finish retention window, for the startup log line.
func (r *RobotFriendRequestReaper) Retention() time.Duration { return robotFriendRequestTTL }
// Run reaps expired robot friend requests on each tick until ctx is cancelled.
func (r *RobotFriendRequestReaper) Run(ctx context.Context) {
ticker := time.NewTicker(robotFriendRequestReapInterval)
defer ticker.Stop()
for {
select {
case <-ctx.Done():
return
case <-ticker.C:
n, err := r.svc.ReapExpiredRobotFriendRequests(ctx)
if err != nil {
r.log.Warn("robot friend request reap failed", zap.Error(err))
} else if n > 0 {
r.log.Info("reaped expired robot friend requests", zap.Int64("count", n))
}
}
}
}
+7 -1
View File
@@ -519,7 +519,13 @@ in either direction (the enqueue excludes the caller's `BlockedWith` set);
expires after **30 days** and may be re-sent), or **decline** — a decline is
remembered (`status='declined'`) and blocks further requests from that sender,
unless they hand them a code, which overrides it. The requester's own cancel still
deletes the row. (Discovery by friend list or platform deep-link is future work.)
deletes the row. A request sent in-game to an **auto-match opponent who is secretly a
pooled robot** is recorded instead in a separate **`robot_friend_requests`** table, keyed on
the requester + game + seat with the seen name snapshotted (`RequestInGame`): the shared robot
account is never put in `friendships` (so it is not befriended/awaited under its other per-game
names and the in-game 🤝 stays pinned to that seat as *sent*), the robot never accepts, the row
is not surfaced in Settings → Friends, and a background reaper deletes it once its game has been
finished for **7 days**. (Discovery by friend list or platform deep-link is future work.)
- **Block**: two independent **global** account toggles (`block_chat`,
`block_friend_requests`) **plus** a **per-user block list**. A per-user block is
**asymmetric and non-destructive**: the blocker stops receiving everything **from** the
+4 -1
View File
@@ -207,7 +207,10 @@ Blocking an **auto-match opponent who is secretly a robot** behaves the same in
(struck name, hidden composer) and lists the blocked opponent under the name you saw, but is
recorded only against that game — the disguise holds, the shared robot is never globally
blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out
of opponents). Per-game chat is for quick reactions: messages are short
of opponents). Sending the 🤝 to such a **disguised robot** likewise records the request only
against that game (pinned to the seat, so it stays *sent* there without touching that robot in
your other games); the robot **ignores it**, the request never appears in **Settings → Friends**,
and it drops automatically about a week after the game ends. Per-game chat is for quick reactions: messages are short
(up to 60 characters) and may not contain links, email addresses or phone numbers,
even disguised. You may send **one message per turn, on your own turn**; once it is sent
the field gives way to a short caption until your next turn. Nudge the player whose turn
+5 -1
View File
@@ -212,7 +212,11 @@ nudge) приходят от бота **этой партии** — по язы
(зачёркнутое имя, скрытый «подвал») и в списке заблокированных показывается под тем именем,
которое ты видел, но записывается только для этой партии — маскировка сохраняется, общий
аккаунт робота глобально не блокируется, и матчмейкер продолжает давать роботов (так что
заблокировать себя без соперников нельзя). Чат
заблокировать себя без соперников нельзя). Отправка 🤝 такому **замаскированному роботу** так же
записывает заявку только для этой партии (привязанной к месту, поэтому она читается как
*отправленная* здесь, не затрагивая этого робота в твоих других играх); робот её **игнорирует**,
заявка не показывается в **Настройки → Друзья** и автоматически удаляется примерно через неделю
после завершения партии. Чат
партии — для быстрых реакций: сообщения короткие (до 60 символов) и не должны
содержать ссылок, email и телефонов, даже завуалированных. В свой ход можно отправить
**одно сообщение за ход**; после отправки поле сменяется короткой подписью до следующего
+9 -5
View File
@@ -237,7 +237,11 @@ and a long message does not scroll.
Lobby rows show two lines (opponents, then result + score) with a large place-based emoji
on the right: Victory 🏆 / Defeat 🥈 / Draw 🏅, and for 34-player games II 🥈 / III 🥉 /
IV 🏅; active games show Your move 🟢 / Opponent's move ⏳; invitations use 💌. When a listed
IV 🏅; active games show Your move 🟢 / Opponent's move ⏳; invitations use 💌. The score line
lists seats in **seat-number order** (matching the over-the-board scoreboard); on an
**in-progress** game the viewer's **own** number is tinted `--ok` when leading or tied and
`--danger` when trailing (other numbers stay muted; no bold), a quick "am I ahead" read that
finished games leave to the place emoji. When a listed
game **becomes your turn or finishes** while the lobby is open, that status emoji **blinks
twice** (a two-cycle opacity fade, ~2 s; suppressed under reduce-motion) to draw the eye — the
opponent's-turn change is silent. Each card's blink is keyed by game id, so overlapping
@@ -294,11 +298,11 @@ enabled on the first, uncached load) and flip in place when an event refreshes t
pure numbers, no charts; hint-share is a one-decimal percentage in the active locale's
notation (e.g. "4.8%" / "4,8%") — followed by a **full-width "best move" card** that
breaks the best move
down per variant: one row per played variant (catalogue order, empty variants
omitted) with the variant name on the left, the **word drawn as game tiles**
down per variant: two lines per played variant (catalogue order, empty variants
omitted) the variant name on its own line, then below it the score (right-aligned
in a shared column so the scores align) and the **word drawn as game tiles**
(`components/WordTiles.svelte`, the board's placed-tile look at a small fixed size;
a wildcard shows its letter but no value) right-aligned to a shared edge, and the
score right-aligned in its own column.
a wildcard shows its letter but no value) left-aligned, so long words get the full width.
- **Profile editing** (`screens/Profile.svelte`): an inline form — display name, a
**UTC-offset** timezone dropdown (defaulting to the browser's offset), the away
window as hour + 10-minute dropdowns (24-hour, ≤ 12 h), and block toggles — plus an
+18 -5
View File
@@ -26,9 +26,20 @@ type IncomingListResp struct {
}
// OutgoingListResp is the addressees the caller has already requested (a live pending
// request or one the addressee declined) and cannot re-request.
// request or one the addressee declined) and cannot re-request, plus the per-game
// disguised-robot requests (not real accounts).
type OutgoingListResp struct {
Requests []AccountRefResp `json:"requests"`
Requests []AccountRefResp `json:"requests"`
Robots []RobotFriendReqResp `json:"robots"`
}
// RobotFriendReqResp is one per-game disguised-robot friend request: the row id, the game
// name the player saw, and the game + seat it was sent in.
type RobotFriendReqResp struct {
ID string `json:"id"`
DisplayName string `json:"display_name"`
GameID string `json:"game_id"`
Seat int `json:"seat"`
}
// FriendCodeResp is a freshly issued one-time friend code.
@@ -137,10 +148,12 @@ type InvitationParams struct {
// --- friends ---
// SendFriendRequest sends a friend request to a played opponent.
func (c *Client) SendFriendRequest(ctx context.Context, userID, targetID string) error {
// SendFriendRequest sends a friend request to a played opponent. A non-empty gameID
// marks an in-game request, so a disguised-robot opponent is recorded as a per-game
// request; it is empty for any non-game path.
func (c *Client) SendFriendRequest(ctx context.Context, userID, targetID, gameID string) error {
return c.do(ctx, http.MethodPost, "/api/v1/user/friends/request", userID, "",
map[string]string{"account_id": targetID}, nil)
map[string]string{"account_id": targetID, "game_id": gameID}, nil)
}
// RespondFriendRequest accepts or declines an incoming request.
@@ -50,12 +50,36 @@ func encodeIncomingList(r backendclient.IncomingListResp) []byte {
return b.FinishedBytes()
}
// buildRobotFriendVector builds the OutgoingRequestList robots vector (per-game
// disguised-robot friend requests).
func buildRobotFriendVector(b *flatbuffers.Builder, robots []backendclient.RobotFriendReqResp) flatbuffers.UOffsetT {
offs := make([]flatbuffers.UOffsetT, len(robots))
for i, r := range robots {
id := b.CreateString(r.ID)
name := b.CreateString(r.DisplayName)
gid := b.CreateString(r.GameID)
fb.RobotFriendRefStart(b)
fb.RobotFriendRefAddId(b, id)
fb.RobotFriendRefAddDisplayName(b, name)
fb.RobotFriendRefAddGameId(b, gid)
fb.RobotFriendRefAddSeat(b, int32(r.Seat))
offs[i] = fb.RobotFriendRefEnd(b)
}
fb.OutgoingRequestListStartRobotsVector(b, len(offs))
for i := len(offs) - 1; i >= 0; i-- {
b.PrependUOffsetT(offs[i])
}
return b.EndVector(len(offs))
}
// encodeOutgoingList builds an OutgoingRequestList payload.
func encodeOutgoingList(r backendclient.OutgoingListResp) []byte {
b := flatbuffers.NewBuilder(256)
v := buildAccountRefVector(b, r.Requests, fb.OutgoingRequestListStartRequestsVector)
rv := buildRobotFriendVector(b, r.Robots)
fb.OutgoingRequestListStart(b)
fb.OutgoingRequestListAddRequests(b, v)
fb.OutgoingRequestListAddRobots(b, rv)
b.Finish(fb.OutgoingRequestListEnd(b))
return b.FinishedBytes()
}
@@ -93,7 +93,9 @@ func friendsOutgoingHandler(backend *backendclient.Client) Handler {
func friendRequestHandler(backend *backendclient.Client) Handler {
return func(ctx context.Context, req Request) ([]byte, error) {
in := fb.GetRootAsTargetRequest(req.Payload, 0)
if err := backend.SendFriendRequest(ctx, req.UserID, string(in.AccountId())); err != nil {
// game_id is set only by an in-game request, so a disguised-robot opponent is recorded
// per-game; it is empty for any non-game path.
if err := backend.SendFriendRequest(ctx, req.UserID, string(in.AccountId()), string(in.GameId())); err != nil {
return nil, err
}
return encodeAck(true), nil
@@ -59,7 +59,8 @@ func TestFriendsOutgoingRoundTrip(t *testing.T) {
if r.URL.Path != "/api/v1/user/friends/outgoing" {
t.Errorf("unexpected path %q", r.URL.Path)
}
_, _ = w.Write([]byte(`{"requests":[{"account_id":"o-1","display_name":"Pat"}]}`))
_, _ = w.Write([]byte(`{"requests":[{"account_id":"o-1","display_name":"Pat"}],` +
`"robots":[{"id":"r-1","display_name":"Robbie","game_id":"g-1","seat":1}]}`))
})
defer cleanup()
@@ -81,6 +82,15 @@ func TestFriendsOutgoingRoundTrip(t *testing.T) {
if string(ref.AccountId()) != "o-1" || string(ref.DisplayName()) != "Pat" {
t.Fatalf("outgoing[0] = (%q, %q), want (o-1, Pat)", ref.AccountId(), ref.DisplayName())
}
// The per-game disguised-robot requests round-trip in their own vector.
if ol.RobotsLength() != 1 {
t.Fatalf("robots length = %d, want 1", ol.RobotsLength())
}
var rr fb.RobotFriendRef
ol.Robots(&rr, 0)
if string(rr.Id()) != "r-1" || string(rr.DisplayName()) != "Robbie" || string(rr.GameId()) != "g-1" || rr.Seat() != 1 {
t.Fatalf("robot[0] = (%q, %q, %q, %d), want (r-1, Robbie, g-1, 1)", rr.Id(), rr.DisplayName(), rr.GameId(), rr.Seat())
}
}
func TestFriendRequestForwardsTarget(t *testing.T) {
+14 -1
View File
@@ -532,11 +532,24 @@ table IncomingRequestList {
requests:[AccountRef];
}
// RobotFriendRef is one per-game friend request to a disguised-robot opponent: a
// per-game record (not a real account) carrying the game name the player saw and the
// game/seat it was sent in, so the in-game card can re-mark that seat as already
// requested. Its id is the robot_friend_requests row.
table RobotFriendRef {
id:string;
display_name:string;
game_id:string;
seat:int;
}
// OutgoingRequestList is the accounts the caller has already requested and cannot
// (re-)request: a live pending request or one the addressee declined. The game's
// "add to friends" item reads it to stay disabled across reloads.
// "add to friends" item reads it to stay disabled across reloads. robots are the
// per-game disguised-robot requests (not real accounts), added trailing.
table OutgoingRequestList {
requests:[AccountRef];
robots:[RobotFriendRef];
}
// FriendCode is a freshly issued one-time add-a-friend code (returned once).
+27 -1
View File
@@ -61,8 +61,28 @@ func (rcv *OutgoingRequestList) RequestsLength() int {
return 0
}
func (rcv *OutgoingRequestList) Robots(obj *RobotFriendRef, j int) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
x := rcv._tab.Vector(o)
x += flatbuffers.UOffsetT(j) * 4
x = rcv._tab.Indirect(x)
obj.Init(rcv._tab.Bytes, x)
return true
}
return false
}
func (rcv *OutgoingRequestList) RobotsLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func OutgoingRequestListStart(builder *flatbuffers.Builder) {
builder.StartObject(1)
builder.StartObject(2)
}
func OutgoingRequestListAddRequests(builder *flatbuffers.Builder, requests flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(requests), 0)
@@ -70,6 +90,12 @@ func OutgoingRequestListAddRequests(builder *flatbuffers.Builder, requests flatb
func OutgoingRequestListStartRequestsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func OutgoingRequestListAddRobots(builder *flatbuffers.Builder, robots flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(robots), 0)
}
func OutgoingRequestListStartRobotsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func OutgoingRequestListEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+97
View File
@@ -0,0 +1,97 @@
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type RobotFriendRef struct {
_tab flatbuffers.Table
}
func GetRootAsRobotFriendRef(buf []byte, offset flatbuffers.UOffsetT) *RobotFriendRef {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &RobotFriendRef{}
x.Init(buf, n+offset)
return x
}
func FinishRobotFriendRefBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsRobotFriendRef(buf []byte, offset flatbuffers.UOffsetT) *RobotFriendRef {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &RobotFriendRef{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedRobotFriendRefBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *RobotFriendRef) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *RobotFriendRef) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *RobotFriendRef) Id() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *RobotFriendRef) DisplayName() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *RobotFriendRef) GameId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *RobotFriendRef) Seat() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *RobotFriendRef) MutateSeat(n int32) bool {
return rcv._tab.MutateInt32Slot(10, n)
}
func RobotFriendRefStart(builder *flatbuffers.Builder) {
builder.StartObject(4)
}
func RobotFriendRefAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
}
func RobotFriendRefAddDisplayName(builder *flatbuffers.Builder, displayName flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(displayName), 0)
}
func RobotFriendRefAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(gameId), 0)
}
func RobotFriendRefAddSeat(builder *flatbuffers.Builder, seat int32) {
builder.PrependInt32Slot(3, seat, 0)
}
func RobotFriendRefEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+1 -1
View File
@@ -73,7 +73,7 @@
--board-bg: #2a3330;
--cell-bg: #222a27;
--cell-line: #56655c;
--tile-bg: #d9c79a;
--tile-bg: #cdba88;
--tile-edge: #b6a473;
--tile-text: #20190d;
--tile-pending: #d8b75e;
+16 -8
View File
@@ -932,6 +932,10 @@
// re-send and disable the 🤝).
let friends = $state(new Set<string>());
let requested = $state(new Set<string>());
// `requestedRobotSeats` are the seat indices of disguised-robot opponents already requested in
// THIS game: a robot request is recorded per game+seat (never the shared robot account), so the
// 🤝 disables for just this seat and never leaks across the requester's other games.
let requestedRobotSeats = $state(new Set<number>());
// `blocked` are the opponents the viewer has blocked: their 🤝 and ✖️ controls disappear and
// their name is struck. Derived from the server so it is correct across reloads and live-updates
// on a user_blocked / user_unblocked event. `blockedRobotSeats` are the seat indices of blocked
@@ -952,7 +956,8 @@
try {
const [fl, out] = await Promise.all([gateway.friendsList(), gateway.friendsOutgoing()]);
friends = new Set(fl.map((f) => f.accountId));
requested = new Set(out.map((f) => f.accountId));
requested = new Set(out.requests.map((f) => f.accountId));
requestedRobotSeats = new Set(out.robots.filter((r) => r.gameId === id).map((r) => r.seat));
} catch {
/* best-effort */
}
@@ -981,14 +986,17 @@
// caption update the instant the confirm fires) and roll back to the prior state if the command
// fails to reach the server. The confirming user_blocked / user_added event then just reconciles
// the same state in place (no flicker).
async function addFriend(accountId: string) {
const had = requested.has(accountId);
requested = new Set([...requested, accountId]);
async function addFriend(s: { accountId: string; seat: number }) {
// Optimistically mark this seat requested (disables the 🤝 for both a human and a disguised
// robot until the server confirms). The request carries the game id so a robot opponent is
// recorded as a per-game request pinned to this seat, not against the shared robot account.
const hadSeat = requestedRobotSeats.has(s.seat);
requestedRobotSeats = new Set([...requestedRobotSeats, s.seat]);
try {
await gateway.friendRequest(accountId);
await gateway.friendRequest(s.accountId, id);
showToast(t('friends.requestSent'));
} catch (e) {
if (!had) requested = new Set([...requested].filter((id) => id !== accountId));
if (!hadSeat) requestedRobotSeats = new Set([...requestedRobotSeats].filter((x) => x !== s.seat));
handleError(e);
}
}
@@ -1118,9 +1126,9 @@
<span class="addfriend">
<TapConfirm
label={t('friends.addFromGame')}
disabled={requested.has(s.accountId)}
disabled={requested.has(s.accountId) || requestedRobotSeats.has(s.seat)}
onConfirming={(v) => (addConfirm[s.seat] = v)}
onconfirm={() => addFriend(s.accountId)}
onconfirm={() => addFriend(s)}
>
<span class="fico">🤝</span>
</TapConfirm>
+1
View File
@@ -60,6 +60,7 @@ export { Profile } from './scrabblefb/profile.js';
export { RedeemCodeRequest } from './scrabblefb/redeem-code-request.js';
export { RedeemResult } from './scrabblefb/redeem-result.js';
export { RobotBlockRef } from './scrabblefb/robot-block-ref.js';
export { RobotFriendRef } from './scrabblefb/robot-friend-ref.js';
export { SeatView } from './scrabblefb/seat-view.js';
export { Session } from './scrabblefb/session.js';
export { StateRequest } from './scrabblefb/state-request.js';
@@ -3,6 +3,7 @@
import * as flatbuffers from 'flatbuffers';
import { AccountRef } from '../scrabblefb/account-ref.js';
import { RobotFriendRef } from '../scrabblefb/robot-friend-ref.js';
export class OutgoingRequestList {
@@ -33,8 +34,18 @@ requestsLength():number {
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
robots(index: number, obj?:RobotFriendRef):RobotFriendRef|null {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? (obj || new RobotFriendRef()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
}
robotsLength():number {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
static startOutgoingRequestList(builder:flatbuffers.Builder) {
builder.startObject(1);
builder.startObject(2);
}
static addRequests(builder:flatbuffers.Builder, requestsOffset:flatbuffers.Offset) {
@@ -53,14 +64,31 @@ static startRequestsVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
}
static addRobots(builder:flatbuffers.Builder, robotsOffset:flatbuffers.Offset) {
builder.addFieldOffset(1, robotsOffset, 0);
}
static createRobotsVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
builder.startVector(4, data.length, 4);
for (let i = data.length - 1; i >= 0; i--) {
builder.addOffset(data[i]!);
}
return builder.endVector();
}
static startRobotsVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
}
static endOutgoingRequestList(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createOutgoingRequestList(builder:flatbuffers.Builder, requestsOffset:flatbuffers.Offset):flatbuffers.Offset {
static createOutgoingRequestList(builder:flatbuffers.Builder, requestsOffset:flatbuffers.Offset, robotsOffset:flatbuffers.Offset):flatbuffers.Offset {
OutgoingRequestList.startOutgoingRequestList(builder);
OutgoingRequestList.addRequests(builder, requestsOffset);
OutgoingRequestList.addRobots(builder, robotsOffset);
return OutgoingRequestList.endOutgoingRequestList(builder);
}
}
@@ -0,0 +1,82 @@
// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
export class RobotFriendRef {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):RobotFriendRef {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsRobotFriendRef(bb:flatbuffers.ByteBuffer, obj?:RobotFriendRef):RobotFriendRef {
return (obj || new RobotFriendRef()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsRobotFriendRef(bb:flatbuffers.ByteBuffer, obj?:RobotFriendRef):RobotFriendRef {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new RobotFriendRef()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
id():string|null
id(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
id(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
displayName():string|null
displayName(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
displayName(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
gameId():string|null
gameId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
gameId(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 8);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
seat():number {
const offset = this.bb!.__offset(this.bb_pos, 10);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
static startRobotFriendRef(builder:flatbuffers.Builder) {
builder.startObject(4);
}
static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
builder.addFieldOffset(0, idOffset, 0);
}
static addDisplayName(builder:flatbuffers.Builder, displayNameOffset:flatbuffers.Offset) {
builder.addFieldOffset(1, displayNameOffset, 0);
}
static addGameId(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset) {
builder.addFieldOffset(2, gameIdOffset, 0);
}
static addSeat(builder:flatbuffers.Builder, seat:number) {
builder.addFieldInt32(3, seat, 0);
}
static endRobotFriendRef(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createRobotFriendRef(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, displayNameOffset:flatbuffers.Offset, gameIdOffset:flatbuffers.Offset, seat:number):flatbuffers.Offset {
RobotFriendRef.startRobotFriendRef(builder);
RobotFriendRef.addId(builder, idOffset);
RobotFriendRef.addDisplayName(builder, displayNameOffset);
RobotFriendRef.addGameId(builder, gameIdOffset);
RobotFriendRef.addSeat(builder, seat);
return RobotFriendRef.endRobotFriendRef(builder);
}
}
+7 -3
View File
@@ -22,6 +22,7 @@ import type {
LinkResult,
MatchResult,
MoveResult,
OutgoingList,
Profile,
ProfileUpdate,
PushEvent,
@@ -118,9 +119,12 @@ export interface GatewayClient {
// --- friends ---
friendsList(): Promise<AccountRef[]>;
friendsIncoming(): Promise<AccountRef[]>;
/** Addressees the caller has already requested (pending or declined); cannot re-request. */
friendsOutgoing(): Promise<AccountRef[]>;
friendRequest(accountId: string): Promise<void>;
/** Addressees the caller has already requested (pending or declined; cannot re-request),
* plus the per-game disguised-robot requests that keep the in-game 🤝 disabled by seat. */
friendsOutgoing(): Promise<OutgoingList>;
/** Send a friend request. A non-empty gameId marks an in-game request, so a disguised-robot
* opponent is recorded as a per-game request rather than against the shared robot account. */
friendRequest(accountId: string, gameId?: string): Promise<void>;
friendRespond(requesterId: string, accept: boolean): Promise<void>;
friendCancel(accountId: string): Promise<void>;
unfriend(accountId: string): Promise<void>;
+13 -4
View File
@@ -256,7 +256,7 @@ describe('codec', () => {
expect(gl.atGameLimit).toBe(true);
});
it('decodes an OutgoingRequestList of account refs', () => {
it('decodes an OutgoingRequestList of account refs plus per-game robot requests', () => {
const b = new Builder(128);
const id = b.createString('o-1');
const dn = b.createString('Pat');
@@ -264,11 +264,20 @@ describe('codec', () => {
fb.AccountRef.addAccountId(b, id);
fb.AccountRef.addDisplayName(b, dn);
const ref = fb.AccountRef.endAccountRef(b);
const vec = fb.OutgoingRequestList.createRequestsVector(b, [ref]);
const reqVec = fb.OutgoingRequestList.createRequestsVector(b, [ref]);
const rid = b.createString('r-1');
const rdn = b.createString('Robbie');
const rgid = b.createString('g-1');
const robot = fb.RobotFriendRef.createRobotFriendRef(b, rid, rdn, rgid, 1);
const robVec = fb.OutgoingRequestList.createRobotsVector(b, [robot]);
fb.OutgoingRequestList.startOutgoingRequestList(b);
fb.OutgoingRequestList.addRequests(b, vec);
fb.OutgoingRequestList.addRequests(b, reqVec);
fb.OutgoingRequestList.addRobots(b, robVec);
b.finish(fb.OutgoingRequestList.endOutgoingRequestList(b));
expect(decodeOutgoingList(b.asUint8Array())).toEqual([{ accountId: 'o-1', displayName: 'Pat' }]);
expect(decodeOutgoingList(b.asUint8Array())).toEqual({
requests: [{ accountId: 'o-1', displayName: 'Pat' }],
robots: [{ id: 'r-1', displayName: 'Robbie', gameId: 'g-1', seat: 1 }],
});
});
it('encodes a TargetRequest', () => {
+17 -4
View File
@@ -10,7 +10,9 @@ import type { PlacedTile } from './client';
import type {
AccountRef,
BlockList,
OutgoingList,
RobotBlockEntry,
RobotFriendRequestEntry,
Banner,
BannerCampaign,
BestMove,
@@ -719,14 +721,25 @@ export function decodeIncomingList(buf: Uint8Array): AccountRef[] {
return out;
}
export function decodeOutgoingList(buf: Uint8Array): AccountRef[] {
export function decodeOutgoingList(buf: Uint8Array): OutgoingList {
const l = fb.OutgoingRequestList.getRootAsOutgoingRequestList(new ByteBuffer(buf));
const out: AccountRef[] = [];
const requests: AccountRef[] = [];
for (let i = 0; i < l.requestsLength(); i++) {
const r = l.requests(i);
if (r) out.push(decodeAccountRef(r));
if (r) requests.push(decodeAccountRef(r));
}
return out;
const robots: RobotFriendRequestEntry[] = [];
for (let i = 0; i < l.robotsLength(); i++) {
const r = l.robots(i);
if (r)
robots.push({
id: r.id() ?? '',
displayName: r.displayName() ?? '',
gameId: r.gameId() ?? '',
seat: r.seat(),
});
}
return { requests, robots };
}
export function decodeBlockList(buf: Uint8Array): BlockList {
+54 -1
View File
@@ -1,5 +1,5 @@
import { describe, expect, it } from 'vitest';
import { gamePhase, groupGames, isMyTurn, shouldBlink } from './lobbysort';
import { gamePhase, groupGames, isMyTurn, orderedSeats, scoreStanding, shouldBlink } from './lobbysort';
import type { GameView, Seat } from './model';
const ME = 'me';
@@ -118,6 +118,59 @@ describe('gamePhase', () => {
});
});
describe('scoreStanding', () => {
const withScores = (status: GameView['status'], myScore: number, oppScore: number): GameView => ({
...game('g', status, 0, 0),
seats: [
{ ...seat(0, ME), score: myScore },
{ ...seat(1, 'opp'), score: oppScore },
],
});
it('greens a leading or tied active game, reds a losing one', () => {
expect(scoreStanding(withScores('active', 30, 10), ME)).toBe('win');
expect(scoreStanding(withScores('active', 10, 10), ME)).toBe('win'); // a tie counts as green
expect(scoreStanding(withScores('active', 5, 10), ME)).toBe('lose');
});
it('is null for any non-active game (open or finished)', () => {
expect(scoreStanding(withScores('finished', 30, 10), ME)).toBeNull();
expect(scoreStanding(withScores('open', 0, 0), ME)).toBeNull();
});
it('is null when the viewer is not seated or has no opponent', () => {
expect(scoreStanding(withScores('active', 30, 10), 'stranger')).toBeNull();
const solo: GameView = { ...game('g', 'active', 0, 0), seats: [{ ...seat(0, ME), score: 9 }] };
expect(scoreStanding(solo, ME)).toBeNull();
});
it('compares against the strongest opponent in a multiplayer game', () => {
const g3: GameView = {
...game('g', 'active', 0, 0),
players: 3,
seats: [
{ ...seat(0, ME), score: 40 },
{ ...seat(1, 'a'), score: 35 },
{ ...seat(2, 'b'), score: 50 }, // b is ahead -> losing
],
};
expect(scoreStanding(g3, ME)).toBe('lose');
});
});
describe('orderedSeats', () => {
it('returns seats in seat-number order without mutating the source', () => {
const g: GameView = {
...game('g', 'active', 0, 0),
seats: [seat(2, 'c'), seat(0, ME), seat(1, 'b')],
};
const src = g.seats;
expect(orderedSeats(g).map((s) => s.seat)).toEqual([0, 1, 2]);
expect(g.seats).toBe(src); // the source array is left untouched
expect(g.seats.map((s) => s.seat)).toEqual([2, 0, 1]);
});
});
describe('shouldBlink', () => {
it('blinks on a transition into mine or finished', () => {
expect(shouldBlink('theirs', 'mine')).toBe(true);
+23
View File
@@ -12,6 +12,29 @@ export function isMyTurn(game: GameView, myId: string): boolean {
return (game.status === 'active' || game.status === 'open') && !!me && game.toMove === me.seat;
}
/**
* scoreStanding colours the viewer's own score on an in-progress game: 'win' when leading or
* tied (green), 'lose' when trailing (red). It is null for any game that is not active (open or
* finished finished games show the result emoji instead) or where myId is not seated against
* an opponent, so the lobby leaves those numbers in the muted default.
*/
export function scoreStanding(game: GameView, myId: string): 'win' | 'lose' | null {
if (game.status !== 'active') return null;
const me = game.seats.find((s) => s.accountId === myId);
if (!me) return null;
const others = game.seats.filter((s) => s.accountId && s.accountId !== myId).map((s) => s.score);
if (!others.length) return null;
return me.score >= Math.max(...others) ? 'win' : 'lose';
}
/**
* orderedSeats returns a game's seats in seat-number order (matching the over-the-board
* scoreboard), without mutating the source array.
*/
export function orderedSeats(game: GameView): GameView['seats'] {
return [...game.seats].sort((a, b) => a.seat - b.seat);
}
/** LobbyPhase is a game's lobby bucket — which of the three card sections it currently sits in. */
export type LobbyPhase = 'mine' | 'theirs' | 'finished';
+5 -3
View File
@@ -29,6 +29,7 @@ import type {
LinkResult,
MatchResult,
MoveResult,
OutgoingList,
Profile,
ProfileUpdate,
PushEvent,
@@ -527,10 +528,11 @@ export class MockGateway implements GatewayClient {
async friendsIncoming(): Promise<AccountRef[]> {
return this.incoming.map((f) => ({ ...f }));
}
async friendsOutgoing(): Promise<AccountRef[]> {
return this.outgoing.map((f) => ({ ...f }));
async friendsOutgoing(): Promise<OutgoingList> {
// The mock models human outgoing requests only (no disguised robots); robots stays empty.
return { requests: this.outgoing.map((f) => ({ ...f })), robots: [] };
}
async friendRequest(accountId: string): Promise<void> {
async friendRequest(accountId: string, _gameId?: string): Promise<void> {
// The real backend requires a shared game; the mock records the outgoing request so
// the game's "add to friends" item reads as sent across reloads.
if (!this.outgoing.some((o) => o.accountId === accountId)) {
+17
View File
@@ -225,6 +225,23 @@ export interface BlockList {
robots: RobotBlockEntry[];
}
// RobotFriendRequestEntry is one per-game friend request to a disguised-robot opponent: a
// per-game record (not a real account) carrying the game name the player saw and the
// game/seat it was sent in, so the in-game card can re-mark that seat as already requested.
export interface RobotFriendRequestEntry {
id: string;
displayName: string;
gameId: string;
seat: number;
}
// OutgoingList is the caller's outgoing friend requests: human addressees already requested
// (pending or declined) plus the per-game disguised-robot requests.
export interface OutgoingList {
requests: AccountRef[];
robots: RobotFriendRequestEntry[];
}
/** A freshly issued one-time friend code (the plaintext is returned once). */
export interface FriendCode {
code: string;
+2 -2
View File
@@ -165,8 +165,8 @@ export function createTransport(baseUrl: string): GatewayClient {
async friendsOutgoing() {
return codec.decodeOutgoingList(await exec('friends.outgoing', codec.empty()));
},
async friendRequest(accountId) {
await exec('friends.request', codec.encodeTarget(accountId));
async friendRequest(accountId, gameId) {
await exec('friends.request', codec.encodeTarget(accountId, gameId));
},
async friendRespond(requesterId, accept) {
await exec('friends.respond', codec.encodeFriendRespond(requesterId, accept));
+17 -7
View File
@@ -12,7 +12,7 @@
import { badgeKind } from '../lib/unread';
import { getLobby, setLobby } from '../lib/lobbycache';
import { preloadGames } from '../lib/preload';
import { gamePhase, groupGames, shouldBlink, type LobbyPhase } from '../lib/lobbysort';
import { gamePhase, groupGames, orderedSeats, scoreStanding, shouldBlink, type LobbyPhase } from '../lib/lobbysort';
import type { AccountRef, GameView, Invitation } from '../lib/model';
let games = $state<GameView[]>([]);
@@ -130,11 +130,6 @@
.map((s) => s.displayName)
.join(', ');
}
function scoreline(g: GameView): string {
const me = g.seats.find((s) => s.accountId === myId);
const opp = g.seats.filter((s) => s.accountId !== myId).map((s) => s.score);
return `${me?.score ?? 0} : ${opp.join(', ')}`;
}
// Hiding a finished game. The delete action sits behind each finished row and is
// revealed by swiping the row left (touch) or tapping its kebab (any pointer); the action is
@@ -271,7 +266,14 @@
<span class="who-name">{opponents(g) || '—'}</span>
{#if badge}<span class="unread-dot" class:nudge={badge === 'nudge'}></span>{/if}
</span>
<span class="sub">{scoreline(g)}</span>
<span class="sub scoreline"
>{#each orderedSeats(g) as s, i (s.seat)}{#if i > 0}<span class="sep"> : </span
>{/if}<span
class="num"
class:win={s.accountId === myId && scoreStanding(g, myId) === 'win'}
class:lose={s.accountId === myId && scoreStanding(g, myId) === 'lose'}>{s.score}</span
>{/each}</span
>
</span>
<!-- Re-key on the per-card blink nonce so a repeat blink restarts the fade. -->
{#key blinkNonce.get(g.id) ?? 0}
@@ -476,6 +478,14 @@
font-size: 0.85rem;
color: var(--text-muted);
}
/* The viewer's own number on an in-progress game: green when leading or tied, red when
losing. Other numbers and the separators keep the muted .sub colour; no bold. */
.num.win {
color: var(--ok);
}
.num.lose {
color: var(--danger);
}
.emoji {
font-size: 1.35rem;
line-height: 1;
+15 -8
View File
@@ -72,8 +72,8 @@
<div class="rows">
{#each bestMoves as bm (bm.variant)}
<span class="variant">{t(variantNameKey(bm.variant))}</span>
<span class="wordcell"><WordTiles word={bm.word} /></span>
<span class="score">{bm.score}</span>
<span class="wordcell"><WordTiles word={bm.word} /></span>
{/each}
</div>
</div>
@@ -115,23 +115,30 @@
margin-top: 12px;
gap: 12px;
}
/* One grid for all rows so columns align across them: variant on the left, the word
tiles right-aligned to a shared edge, the score right-aligned in its own column. */
/* Two lines per variant: the variant label on its own line, then the score and the word
tiles below it. One shared grid so the score column aligns across all rows — the score
right-aligned in its column, the word left-aligned. */
.rows {
display: grid;
/* minmax(0, 1fr) lets the word column shrink below its tiles' intrinsic width on a
narrow screen (the cell then scrolls) instead of overlapping the variant label. */
grid-template-columns: auto minmax(0, 1fr) auto;
/* score column (sized to the widest score) then the word; minmax(0, 1fr) lets the word
shrink below its tiles' intrinsic width on a narrow screen (the cell then scrolls). */
grid-template-columns: auto minmax(0, 1fr);
align-items: center;
row-gap: 12px;
row-gap: 4px;
column-gap: 8px;
}
.variant {
grid-column: 1 / -1;
color: var(--text-muted);
font-size: 0.95rem;
}
/* Extra space above each variant after the first, separating the variant blocks while the
variant-to-score gap stays tight (row-gap). */
.variant:not(:first-child) {
margin-top: 10px;
}
.wordcell {
justify-self: end;
justify-self: start;
min-width: 0;
overflow-x: auto;
}