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The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
110 lines
3.6 KiB
TypeScript
110 lines
3.6 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { gamePhase, groupGames, isMyTurn, shouldBlink } from './lobbysort';
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import type { GameView, Seat } from './model';
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const ME = 'me';
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const seat = (s: number, accountId: string): Seat => ({
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seat: s,
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accountId,
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displayName: accountId,
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score: 0,
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hintsUsed: 0,
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isWinner: false,
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});
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function game(id: string, status: GameView['status'], toMove: number, lastActivityUnix: number): GameView {
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return {
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id,
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variant: 'scrabble_en',
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dictVersion: 'v1',
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vsAi: false,
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status,
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players: 2,
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toMove,
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turnTimeoutSecs: 0,
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multipleWordsPerTurn: true,
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moveCount: 0,
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endReason: '',
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lastActivityUnix,
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seats: [seat(0, ME), seat(1, 'opp')],
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};
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}
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describe('groupGames', () => {
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it('partitions into your-turn, their-turn and finished', () => {
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const g = groupGames(
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[
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game('a', 'active', 0, 100), // toMove 0 == my seat -> my turn
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game('b', 'active', 1, 100), // their turn
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game('c', 'finished', 0, 100),
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],
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ME,
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);
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expect(g.yourTurn.map((x) => x.id)).toEqual(['a']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['b']);
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expect(g.finished.map((x) => x.id)).toEqual(['c']);
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});
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it('orders your-turn oldest-first, the other two newest-first', () => {
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const g = groupGames(
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[
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game('y_new', 'active', 0, 200),
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game('y_old', 'active', 0, 100),
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game('t_new', 'active', 1, 200),
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game('t_old', 'active', 1, 100),
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game('f_new', 'finished', 0, 200),
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game('f_old', 'finished', 0, 100),
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],
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ME,
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);
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expect(g.yourTurn.map((x) => x.id)).toEqual(['y_old', 'y_new']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['t_new', 't_old']);
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expect(g.finished.map((x) => x.id)).toEqual(['f_new', 'f_old']);
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});
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it('isMyTurn is false for a finished game even at my seat', () => {
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expect(isMyTurn(game('x', 'finished', 0, 0), ME)).toBe(false);
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expect(isMyTurn(game('x', 'active', 0, 0), ME)).toBe(true);
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expect(isMyTurn(game('x', 'active', 1, 0), ME)).toBe(false);
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});
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it('treats an open game (awaiting an opponent) as in progress, not finished', () => {
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const g = groupGames(
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[
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game('open_mine', 'open', 0, 100), // my turn while waiting
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game('open_wait', 'open', 1, 100), // the empty seat's turn
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],
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ME,
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);
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expect(g.yourTurn.map((x) => x.id)).toEqual(['open_mine']);
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expect(g.theirTurn.map((x) => x.id)).toEqual(['open_wait']);
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expect(g.finished).toEqual([]);
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expect(isMyTurn(game('x', 'open', 0, 0), ME)).toBe(true);
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});
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});
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describe('gamePhase', () => {
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it('maps each game to its lobby bucket (open folds into mine/theirs like active)', () => {
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expect(gamePhase(game('x', 'active', 0, 0), ME)).toBe('mine');
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expect(gamePhase(game('x', 'active', 1, 0), ME)).toBe('theirs');
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expect(gamePhase(game('x', 'open', 0, 0), ME)).toBe('mine');
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expect(gamePhase(game('x', 'open', 1, 0), ME)).toBe('theirs');
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expect(gamePhase(game('x', 'finished', 0, 0), ME)).toBe('finished');
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});
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});
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describe('shouldBlink', () => {
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it('blinks on a transition into mine or finished', () => {
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expect(shouldBlink('theirs', 'mine')).toBe(true);
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expect(shouldBlink('mine', 'finished')).toBe(true);
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expect(shouldBlink('theirs', 'finished')).toBe(true);
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});
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it('stays quiet on a transition into theirs, a no-op, or a first sighting', () => {
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expect(shouldBlink('mine', 'theirs')).toBe(false);
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expect(shouldBlink('mine', 'mine')).toBe(false);
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expect(shouldBlink(undefined, 'mine')).toBe(false);
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expect(shouldBlink(undefined, 'finished')).toBe(false);
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});
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});
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