Stage 8: UI social/account/history surfaces #9

Merged
developer merged 7 commits from feature/stage-8-social-account-history into master 2026-06-03 21:25:28 +00:00

7 Commits

Author SHA1 Message Date
Ilia Denisov 695508042a Stage 8: regression tests for the review-round refinements
Tests · Go / test (push) Successful in 6s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 18s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 12s
Tests · UI / test (pull_request) Successful in 18s
Lock the polish behaviours so a future edit surfaces as a failing test:
- backend: UpdateProfile now rejects a bad name layout, an away window over 12h, and
  a malformed offset timezone (confirming it wires the Stage 8 validators); a new
  integration test accepts and resolves a "+03:00" offset timezone.
- e2e (mock): the lobby notification badge count, the play-with-friends required
  game type + invitation send, the in-game add-to-friends flipping to a disabled
  "request sent", the profile-edit invalid-name Save guard, and the chat send/nudge
  icon buttons.
2026-06-03 23:22:50 +02:00
Ilia Denisov b7d469a06e Stage 8 polish: keyboard-aware modals, consistent select pickers, required game type
Tests · UI / test (push) Successful in 17s
Third owner-review pass (iPhone):
- Modals (and the chat) size their backdrop to window.visualViewport, so they stay
  fully above the software keyboard (dvh alone left the sheet partly behind it).
- On the owner's call, every profile / new-game picker is a native <select> for
  consistent cross-platform behaviour: the away window returns to hour + 10-minute
  selects (which also avoids the iOS time-wheel "clear" button), alongside the offset
  timezone and the game-type / move-time / hints selects. Native time/wheel inputs
  render differently per OS and cannot be forced to match.
- New-game "play with friends" has no preselected game type — an explicit, required
  pick (empty placeholder); Send invitation stays disabled until both a type and a
  friend are chosen. A smart default (from play history / language) is TODO-6.
2026-06-03 23:14:51 +02:00
Ilia Denisov 8b83543632 Stage 8: note the iPhone polish pass in PLAN refinements 2026-06-03 22:49:06 +02:00
Ilia Denisov 1d795e0acf Stage 8 polish: iPhone refinements (keyboard, native pickers, compact invite)
Tests · UI / test (push) Successful in 17s
Second owner-review pass (iPhone simulator):
- Chat (and the modal) are sized in dvh so they shrink above the software keyboard,
  keeping the start of the conversation on screen instead of pushed off the top.
- The profile away window returns to a native <input type="time" step="600"> (the iOS
  wheel with 10-minute steps) instead of separate dropdowns; the timezone stays a
  native offset <select>.
- A finished game reserves the rack's height (min-height) so the footer no longer
  collapses when the final rack is empty — no layout jump versus an active game.
- New-game "play with friends" is made compact: a searchable, bounded-scroll friend
  list, the game-type / move-time / hints controls as native selects in one row
  (labels above), and Send invitation pinned at the bottom — it scales to many friends.
2026-06-03 22:47:22 +02:00
Ilia Denisov acbb2d8254 Stage 8 polish: profile validation, finished-game UI, badge + Safari fixes
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 17s
Owner-review follow-up on the Stage 8 branch:
- Friend code is copyable (📋 + toast). The lobby notification badge is fixed —
  it had inherited the hamburger-bar style — into a proper round count dot.
- Safari: min-width:0 on flex text inputs (friend code, profile, chat) so they
  shrink instead of pushing the adjacent button off-screen.
- Profile editing is validated on both the UI and the backend: display-name format
  (letters joined by single space/./_ separators, no leading/trailing/adjacent
  separators, <=32 runes), a UTC-offset timezone picker (account.ResolveZone parses
  ±HH:MM or a legacy IANA name), a 10-minute away grid capped at 12h (wrap-aware),
  and email format; Save is disabled and invalid fields red-bordered until valid.
  Language stays in Settings.
- In a game, an "add to friends" menu item flips to a disabled "request sent"; chat
  send/nudge became ⬆️/🛎️ icon buttons.
- A finished game drops its last-word highlight, hides Check word / Drop game,
  disables zoom, and draws an inert (greyed) footer instead of hiding it.

Tests: account validators (name/away/zone), UI profileValidation, e2e for the
finished-game footer/menu and the copy control. Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +ru, UI_DESIGN) updated for the display-name rule, UTC-offset timezone
and the 12h away window.
2026-06-03 22:12:59 +02:00
Ilia Denisov 2d82c75f0b Stage 8: document the friend-code brute-force mitigation (ARCHITECTURE §12) 2026-06-03 19:51:58 +02:00
Ilia Denisov d733ce3119 Stage 8: UI social/account/history surfaces
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
Tests · UI / test (push) Successful in 16s
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode ->
backend REST -> existing domain services): friends (incl. one-time friend
codes), per-user blocks, friend-game invitations, profile editing + email
binding, the statistics screen, and the in-game history + GCG export.

Friends gain two add paths (interview decision, a deliberate plan change):
one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited
redeem); and play-gated requests (shared game required) where an explicit
decline is permanent, an ignored request lapses after 30 days, and a code
bypasses a decline. Migration 00006 widens friendships_status_chk and adds
friend_codes.

Lobby notification badge is poll + push: a new generic `notify` event drives
it live; the client polls on open/focus. Language stays a single Settings
control that writes through to the durable account's preferred_language. GCG
export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file.

Tests: backend unit + inttest (friend gate/decline/code, ListInvitations,
GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI
vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN
(Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN,
TESTING, module READMEs.
2026-06-03 19:47:40 +02:00