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scrabble-game/ui/src/game/ChatScreen.svelte
T
Ilia Denisov 02681ae9e0
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feat(chat): limit in-game chat to one message per turn
Enforce one chat message per turn on both ends. The backend rejects a
second message in the same turn (ErrChatAlreadySentThisTurn -> 409
chat_already_sent), keyed on the move-driven turn start (turn_started_at).
The UI derives "already wrote this turn" from the message list against
GameView.lastActivityUnix (no counter, survives reopening, resets on turn
change), hides the field behind a short caption once the limit is reached,
and now reloads the game state on turn/game-state events so the toggle and
the limit follow the live game. Enter is gated on !busy to avoid a
double-send in the in-flight window.

Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage
enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure
logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and
error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL
(+ru), ARCHITECTURE, UI_DESIGN.
2026-06-14 20:18:58 +02:00

114 lines
4.1 KiB
Svelte

<script lang="ts">
import { onMount } from 'svelte';
import Chat from './Chat.svelte';
import { gateway } from '../lib/gateway';
import { app, handleError, clearChatUnread } from '../lib/app.svelte';
import { canSendChat, sentThisTurn } from '../lib/chatlimit';
import type { ChatMessage, StateView } from '../lib/model';
// The Chat tab body, hosted by CommsHub (which supplies the nav bar + tab bar). The
// hub lays it out as a non-scrolling column, so the soft keyboard simply resizes the
// viewport with the input pinned to the bottom. It loads the game state (for the
// turn-based chat/nudge toggle) and the message list, and clears the unread while open.
let { id }: { id: string } = $props();
let view = $state<StateView | null>(null);
let messages = $state<ChatMessage[]>([]);
let busy = $state(false);
let tick = $state(0);
const myId = $derived(app.session?.userId ?? '');
const isMyTurn = $derived(
!!view && (view.game.status === 'active' || view.game.status === 'open') && view.game.toMove === view.seat,
);
// At most one chat message per turn: "already wrote this turn" is derived from the
// message list against the move-driven turn start (lastActivityUnix), so it resets when
// the turn advances. canSend hides the field once the limit is reached (and always on
// the opponent's turn).
const canSend = $derived(canSendChat(isMyTurn, view ? sentThisTurn(messages, myId, view.game.lastActivityUnix) : 0));
// While the auto-match game still has no opponent, chat and nudge are both disabled.
const waiting = $derived(!!view && view.game.status === 'open');
const nudgeCooldownSecs = 3600;
// The nudge is one-per-hour-per-game and clears once the player chats (engagement); the
// backend stays authoritative, so a move-based reset is left to it.
const nudgeOnCooldown = $derived.by(() => {
void tick;
let lastNudge = 0;
let lastChat = 0;
for (const m of messages) {
if (m.senderId !== myId) continue;
if (m.kind === 'nudge') lastNudge = Math.max(lastNudge, m.createdAtUnix);
else lastChat = Math.max(lastChat, m.createdAtUnix);
}
if (lastNudge === 0 || Date.now() / 1000 - lastNudge >= nudgeCooldownSecs) return false;
return lastChat <= lastNudge;
});
async function refresh() {
try {
messages = await gateway.chatList(id);
clearChatUnread(id);
} catch {
/* best-effort */
}
}
// loadState (re)reads the game state that drives the chat/nudge toggle and the per-turn
// limit. The initial load surfaces an error; live reloads are best-effort.
async function loadState(initial = false) {
try {
view = await gateway.gameState(id, false);
} catch (e) {
if (initial) handleError(e);
}
}
onMount(async () => {
await loadState(true);
await refresh();
});
// Live: refresh the message list on a chat / nudge for this game, and reload the state on
// a turn / game-state change so the chat/nudge toggle and the per-turn limit (keyed on the
// turn start) follow the live game.
$effect(() => {
const e = app.lastEvent;
if (!e) return;
if ((e.kind === 'chat_message' && e.message.gameId === id) || (e.kind === 'nudge' && e.gameId === id)) {
void refresh();
}
if (
(e.kind === 'your_turn' || e.kind === 'opponent_moved' || e.kind === 'game_over' || e.kind === 'opponent_joined') &&
e.gameId === id
) {
void loadState();
}
});
// Re-evaluate the nudge cooldown on a timer so the control re-enables on time.
$effect(() => {
const h = setInterval(() => (tick += 1), 20000);
return () => clearInterval(h);
});
async function sendChat(text: string) {
busy = true;
try {
messages = [...messages, await gateway.chatPost(id, text)];
} catch (e) {
handleError(e);
} finally {
busy = false;
}
}
async function nudge() {
busy = true;
try {
messages = [...messages, await gateway.nudge(id)];
} catch (e) {
handleError(e);
} finally {
busy = false;
}
}
</script>
<Chat {messages} {myId} {busy} myTurn={isMyTurn} {canSend} {waiting} {nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />