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Replace the temporary on-device boot diagnostic (the always-on overlay, the
console.error mirror and the handleError console hook) with a permanent boot-capability
guard in index.html. Before the deferred module, in plain ES5, it:
- hard-gates on the unpolyfillable essentials the app cannot run without — BigInt (the
64-bit FlatBuffers wire decode) and Proxy (Svelte 5 runes) — and, when one is
missing, shows a friendly full-screen "this device's OS/browser can't run the app"
screen instead of a white screen;
- soft-gates the polyfillable es2020+ globals, pulling core-js (polyfills.js) only
when needed (the previous behaviour, folded in);
- keeps a reactive net: an uncaught error during boot with no window.__booted signal
within 8s raises the same screen with the captured cause.
Inside a Telegram/VK Mini App the screen also points to the web version
(https://<host>/app/). A "Diagnostic information" button reveals the engine, the
feature table, the reason and the app version, with a Copy button.
App.svelte sets window.__booted once bootstrap resolves. vite.config drops the
now-unneeded strip-boot-diag plugin and adds inject-boot-version (stamps the guard's
diagnostic with VITE_APP_VERSION). The es2019 target, the core-js loader and the board
cqw->vmin glyph fallback stay. The speculative Chrome-74 pan change is reverted — it did
not fix the judder and added nothing on modern engines.
Verified: svelte-check clean, unit + mock e2e green (the guard is inert on a capable
engine, so the size budget and the smoke are untouched), and the screen + diagnostic +
stamped version render on a forced hard-gate (BigInt removed via addInitScript).
The unsupported-engine telemetry beacon (dedup + edge rate-limit + a Prometheus counter)
is a separate follow-up PR, per the agreed split.
1171 lines
50 KiB
TypeScript
1171 lines
50 KiB
TypeScript
// Central app state + actions. Holds the session/profile, client preferences, a
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// transient toast, and the latest live event (screens react to it via $effect). All
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// gateway calls funnel through here so errors map to one user-facing toast and an
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// expired session logs out.
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import type { BlockStatus, LinkResult, Profile, PushEvent, Session } from './model';
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import { gateway } from './gateway';
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import { GatewayError } from './client';
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import { navigate, router } from './router.svelte';
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import { errorKey, localeFrom, setLocale, t, type Locale } from './i18n/index.svelte';
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import { languageNeedsServerSync } from './language';
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import { startLocalEvalMetrics } from './localeval-metrics';
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import { applyReduceMotion, applyTelegramTheme, applyTheme, type ThemePref, type TelegramThemeParams } from './theme';
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import {
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insideTelegram,
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telegramClose,
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collectTelegramDiag,
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type TelegramDiag,
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onTelegramPath,
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hasLaunchFragment,
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loadTelegramSDK,
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telegramColorScheme,
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telegramThemeParams,
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telegramContentSafeAreaTop,
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telegramSafeAreaInset,
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telegramDisableVerticalSwipes,
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telegramShowSettingsButton,
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telegramLaunch,
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type TelegramLaunch,
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telegramOnEvent,
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telegramSetChrome,
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telegramCloudAvailable,
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telegramCloudGet,
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telegramCloudSet,
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} from './telegram';
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import { onVKPath, insideVK, vkInit, vkClose, vkDisableSwipeBack, vkLaunchParams, vkUserName, vkStartParam, vkOnScheme, vkOnInsets, vkSetViewSettings, appearanceForBg } from './vk';
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import { pendingVKLink, type VKLinkCallback } from './vkid';
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import { haptic } from './haptics';
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import { CLOUD_PREFS_KEY, decodeClientPrefs, encodeClientPrefs } from './cloudprefs';
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import { parseStartParam } from './deeplink';
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import {
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clearOnboarding,
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clearSession,
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loadOnboarding,
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loadPrefs,
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loadSession,
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type OnboardingState,
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saveOnboarding,
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saveSession,
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savePrefs,
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} from './session';
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import type { CoachSeries } from './coachmark';
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import { connection, reportOffline, reportOnline, resetConnection } from './connection.svelte';
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import { isConnectionCode } from './retry';
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import { clearGameCache, getCachedGame, setCachedGame } from './gamecache';
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import { advanceCached } from './gamedelta';
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import { clearLobby, patchLobbyGame, patchLobbyInvitation } from './lobbycache';
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import type { BoardLabelMode } from './boardlabels';
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export interface Toast {
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kind: 'error' | 'info';
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text: string;
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/** A monotonic id bumped on every showToast, so the Toast component re-keys and replays its
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* entrance — the freshest toast cancels the previous one and starts its own appear cycle. */
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seq: number;
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}
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export const app = $state<{
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ready: boolean;
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/** Inside a Mini App, set when the launch failed to authenticate after its retries (e.g. the
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* backend was down during a deploy). App.svelte then renders the boot-error retry screen
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* instead of the web login — a Mini App has no manual sign-in to fall back to. */
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bootError: boolean;
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/** On the dedicated /telegram/ entry, set to a privacy-safe diagnostic snapshot when a Mini App
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* launch carried no sign-in data (empty initData). App.svelte then renders the compact
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* launch-error screen (screens/TelegramLaunchError) — a shareable probe for why Telegram
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* delivered no initData (seen on some Android clients) — instead of bouncing to the landing. */
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launchError: TelegramDiag | null;
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/** Whether the hidden on-device debug panel (components/DebugPanel) is open — toggled by tapping
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* the header title ten times in quick succession. A support aid; carries no secrets. */
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debugOpen: boolean;
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/** Whether the lobby's first cold load has settled (success or error). The loading splash
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* (components/Splash.svelte) watches it to know when to dismiss; set by screens/Lobby. */
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lobbyReady: boolean;
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/** Whether the loading splash has finished and removed itself. Gates the App-level overlay
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* so a warm intra-session return to the lobby shows no splash again. */
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splashDone: boolean;
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/** Whether the live-event stream is connected. The event hub is best-effort and never replays a
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* missed event, so an open game waiting for an opponent uses this to recover: it polls the game
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* state while the stream is down and refetches once on reconnect (see game/Game.svelte). */
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streamAlive: boolean;
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session: Session | null;
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profile: Profile | null;
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/** The caller's active manual block, or null. When set, App.svelte replaces every screen with
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* the terminal blocked screen and all push/poll is stopped. */
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blocked: BlockStatus | null;
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/** Set once the account has been deleted: App.svelte shows the terminal "account deleted"
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* screen and all push/poll is stopped. Reopening the app just creates a fresh account. */
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accountDeleted: boolean;
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/** A VK ID web-link authorization callback captured on boot (see lib/vkid): the browser
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* returned from VK with an auth code. Profile consumes it on mount to finish the link or
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* merge (a full-page redirect loses the route, so boot routes here). Null on a normal load. */
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vkLinkPending: VKLinkCallback | null;
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toast: Toast | null;
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lastEvent: PushEvent | null;
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theme: ThemePref;
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locale: Locale;
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reduceMotion: boolean;
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boardLabels: BoardLabelMode;
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/** Completion flags for the two first-run coachmark series (components/Coachmark.svelte). */
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onboarding: OnboardingState;
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/** Whether a first-run coachmark overlay is currently on screen. While set, the scrolling promo
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* banner (components/PromoBanner) hides so it does not run above the dimmed onboarding layer,
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* and reappears (per its own show logic) once onboarding closes. */
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coachActive: boolean;
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/** Pending incoming friend requests, for the lobby ⚙️ badge and the Settings Friends tab. */
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notifications: number;
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/** Per-game flag: the player has at least one unread chat entry (message or nudge) in that
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* game, for the lobby and in-game unread dot. Seeded from the authoritative REST views and
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* raised by live chat/nudge events; cleared (with a backend ack) on opening the history/chat. */
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chatUnread: Record<string, boolean>;
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/** Per-game flag: at least one unread entry is a real message (not just a nudge), so the dot
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* can be coloured apart from the nudge-only case. Same lifecycle as chatUnread; nudge events
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* raise only chatUnread, message events raise both. */
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messageUnread: Record<string, boolean>;
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/** Whether an operator feedback reply awaits the player, for the lobby ⚙️ badge (combined
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* with friend requests) and the Settings → Info badge. */
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feedbackReplyUnread: boolean;
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/** Whether to show the "outdated invite link" notice: set when a Telegram deep-link friend
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* code is already used/expired, so the visitor lands in the lobby with a gentle pointer to
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* the bot instead of a scary error on the Friends screen. */
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staleInvite: boolean;
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/** Whether to show the Telegram "welcome" window: set when a deep-link friend code is
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* redeemed successfully inside Telegram, greeting the arriving player and pointing them at
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* the bot for the most convenient way to play. */
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welcomeRedeem: boolean;
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/** Monotonic counter bumped when the app returns to the foreground without the live stream
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* having dropped. An open game watches it to refetch once, recovering an in-game event shed
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* from a full hub buffer while suspended (the stream-drop case is covered by streamAlive). */
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resync: number;
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}>({
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ready: false,
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bootError: false,
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launchError: null,
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debugOpen: false,
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lobbyReady: false,
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splashDone: false,
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streamAlive: false,
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session: null,
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profile: null,
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blocked: null,
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accountDeleted: false,
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vkLinkPending: null,
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toast: null,
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lastEvent: null,
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theme: 'auto',
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locale: 'en',
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reduceMotion: false,
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boardLabels: 'beginner',
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onboarding: { lobbyDone: false, gameDone: false },
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coachActive: false,
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notifications: 0,
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chatUnread: {},
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messageUnread: {},
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feedbackReplyUnread: false,
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staleInvite: false,
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welcomeRedeem: false,
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resync: 0,
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});
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let unsubscribeStream: (() => void) | null = null;
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let reconnectTimer: ReturnType<typeof setTimeout> | null = null;
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let toastTimer: ReturnType<typeof setTimeout> | null = null;
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let toastSeq = 0;
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// Background/foreground tracking, to silence the reconnect banner during a normal app
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// suspend (iOS lock / home, Telegram tab switch) and reconnect quietly on return.
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let backgrounded = false;
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let foregroundedAt = 0;
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const reconnectGraceMs = 4000;
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/** documentHidden reports whether the page is currently hidden. */
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function documentHidden(): boolean {
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return typeof document !== 'undefined' && document.visibilityState === 'hidden';
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}
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/**
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* bannerSuppressed reports whether the connection banner should stay hidden: while
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* backgrounded, and for a short grace after returning to the foreground — a connection
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* dropped while suspended surfaces its error on resume, before the silent reconnect lands.
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*/
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function bannerSuppressed(): boolean {
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return backgrounded || documentHidden() || Date.now() - foregroundedAt < reconnectGraceMs;
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}
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function goBackground(): void {
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backgrounded = true;
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}
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function goForeground(): void {
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backgrounded = false;
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foregroundedAt = Date.now();
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if (!app.session) return;
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if (!app.streamAlive) {
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openStream(); // re-establish a stream dropped while away (its reconnect refetch then runs)
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} else {
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// The stream stayed alive across the suspend, so the reconnect refetch will not fire — but an
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// event may have been shed from a full hub buffer while away; nudge an open game to refetch.
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app.resync++;
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}
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void refreshNotifications();
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}
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export function showToast(text: string, kind: Toast['kind'] = 'info'): void {
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app.toast = { kind, text, seq: ++toastSeq };
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if (toastTimer) clearTimeout(toastTimer);
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// An info bubble lives exactly as long as its rise-and-fade animation (2s); an error
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// dwells longer (4s) so it is not missed.
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toastTimer = setTimeout(() => (app.toast = null), kind === 'error' ? 4000 : 2000);
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}
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/** dismissToast hides the current toast at once — a tap on the bubble dismisses it. */
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export function dismissToast(): void {
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if (toastTimer) {
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clearTimeout(toastTimer);
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toastTimer = null;
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}
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app.toast = null;
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}
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/** dismissStaleInvite hides the outdated-invite-link notice (the user acknowledged it). */
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export function dismissStaleInvite(): void {
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app.staleInvite = false;
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}
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/** dismissWelcomeRedeem hides the Telegram welcome window (the user acknowledged it). */
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export function dismissWelcomeRedeem(): void {
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app.welcomeRedeem = false;
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}
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/** openDebug / closeDebug toggle the hidden on-device debug panel (components/DebugPanel), opened
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* by tapping the header title ten times — a support aid that shows and shares client diagnostics. */
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export function openDebug(): void {
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app.debugOpen = true;
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}
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export function closeDebug(): void {
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app.debugOpen = false;
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}
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/**
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* seedChatUnread sets a game's unread flags from an authoritative per-viewer REST view (the lobby
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* list, a game's state, or a move result): unread is any unread entry, message whether one of them
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* is a real message (the badge colour). The live-event GameView omits both, so the live stream
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* raises them on receive rather than seeding from a GameView.
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*/
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export function seedChatUnread(gameId: string, unread: boolean, message: boolean): void {
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if ((app.chatUnread[gameId] ?? false) !== unread) {
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app.chatUnread = { ...app.chatUnread, [gameId]: unread };
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}
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if ((app.messageUnread[gameId] ?? false) !== message) {
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app.messageUnread = { ...app.messageUnread, [gameId]: message };
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}
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}
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/**
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* markChatRead clears a game's unread badge and tells the backend the player has read the chat —
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* called when the move history or the chat opens. It hits the backend only when something is
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* actually unread, so opening the history does not call the backend on every tap. The clear is
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* optimistic and the ack is best-effort: a failed ack leaves the server bit set, which the next
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* authoritative REST view (lobby list / game state) re-seeds, so the badge self-heals — it is
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* deliberately not restored here, since the in-game effect re-runs while the history is shown and
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* a restore would loop on a persistently failing ack.
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*/
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export function markChatRead(gameId: string): void {
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if (!app.chatUnread[gameId]) return;
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app.chatUnread = { ...app.chatUnread, [gameId]: false };
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if (app.messageUnread[gameId]) app.messageUnread = { ...app.messageUnread, [gameId]: false };
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void gateway.markChatRead(gameId).catch(() => {});
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}
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/** handleError maps a GatewayError to a toast; an invalid session logs out. A connectivity
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* failure — or anything raised while the app is mid-reconnect — is shown by the "Connecting…"
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* header indicator (and auto-retried), never a red toast. */
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export function handleError(err: unknown): void {
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const code = err instanceof GatewayError ? err.code : '';
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if (code === 'session_invalid' || code === 'unauthenticated') {
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void logout();
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return;
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}
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if (code === 'account_blocked') {
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void enterBlocked();
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return;
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}
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if (isConnectionCode(code) || !connection.online) return;
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haptic('error');
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showToast(t(code ? errorKey(code) : 'error.generic'), 'error');
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}
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/**
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* enterBlocked switches the app to the terminal blocked screen and stops all push/poll. It is
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* triggered whenever any call reports the "account_blocked" code. It flips the screen
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* synchronously (a generic placeholder), then fetches the block's expiry and reason — the one
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* endpoint a blocked client may still reach — to render the precise message. If that fetch reports
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* the block was already lifted (a race), it recovers: clears the blocked screen and reopens the
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* stream.
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*/
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export async function enterBlocked(): Promise<void> {
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closeStream(); // stop the live stream; the blocked screen makes no further calls
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app.blocked ??= { blocked: true, permanent: true, until: '', reason: '' };
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try {
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const s = await gateway.blockStatus();
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if (s.blocked) {
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app.blocked = s;
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} else {
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app.blocked = null;
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if (app.session) openStream();
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}
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} catch {
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// Keep the placeholder blocked screen even if the details cannot be fetched.
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}
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}
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/**
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* viewingGame reports whether the game board for the given game id is the current route. That screen
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* maintains its own cache from live events, so the global stream handler must not also advance it (a
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* double application). The chat / dictionary sub-screens leave the board unmounted, so they do not
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* count as viewing — there the global handler keeps the cache warm for the return to the board.
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*/
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function viewingGame(gameId: string): boolean {
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return router.route.name === 'game' && router.route.params.id === gameId;
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}
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function openStream(): void {
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closeStream();
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app.streamAlive = true;
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unsubscribeStream = gateway.subscribe(
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(e) => {
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reportOnline(); // a delivered event proves the gateway is reachable
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app.lastEvent = e;
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if (e.kind === 'chat_message' && e.message.senderId !== app.session?.userId) {
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// While the player is in that game's comms hub (chat or dictionary tab), neither
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// toast nor bump the unread — the chat is a tap away and reloads on open.
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const inComms =
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(router.route.name === 'gameChat' || router.route.name === 'gameCheck') &&
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router.route.params.id === e.message.gameId;
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if (!inComms) {
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app.chatUnread = { ...app.chatUnread, [e.message.gameId]: true };
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// Only a real message colours the badge; a nudge delivered as a chat_message must not
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// raise the message flag (the separate nudge event below also leaves it untouched).
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if (e.message.kind !== 'nudge') {
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app.messageUnread = { ...app.messageUnread, [e.message.gameId]: true };
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}
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showToast(e.message.kind === 'nudge' ? t('chat.nudge') : e.message.body, 'info');
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}
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} else if (e.kind === 'nudge') {
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// A nudge only reaches the awaited player; raise their unread badge for the game (unless
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// they are already in its chat), then toast — naming the nudger (their per-game seat name,
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// carried on the event), so it reads "<opponent>: …" like the your-turn toast; fall back to
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// the plain phrase when absent.
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const inComms =
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(router.route.name === 'gameChat' || router.route.name === 'gameCheck') &&
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router.route.params.id === e.gameId;
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if (!inComms) app.chatUnread = { ...app.chatUnread, [e.gameId]: true };
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showToast(e.senderName ? t('chat.nudgeBy', { name: e.senderName }) : t('chat.nudge'), 'info');
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} else if (e.kind === 'your_turn') {
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// Name the player who moved just before this one (the previous seat in turn order), so the
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// toast reads the same in games with any number of players. Fall back to the bare label when
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// no name is present (an older peer, or a gap event without one).
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showToast(e.opponentName ? t('game.yourTurnBy', { name: e.opponentName }) : t('game.yourTurn'), 'info');
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} else if (e.kind === 'opponent_moved' || e.kind === 'game_over') {
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|
// Keep both caches fresh from any screen, so neither the lobby nor the game flashes a stale
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|
// frame on the next navigation. The lobby snapshot is patched from the event's own GameView
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|
// (independent of whether this device has the game cached). The per-game cache is advanced
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|
// only for a game not currently in view — the mounted game board owns its own cache (see
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|
// game/Game.svelte), so skipping it avoids a double apply.
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if (e.game) patchLobbyGame(e.game);
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if (!viewingGame(e.gameId)) {
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const c = advanceCached(getCachedGame(e.gameId), e);
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if (c) setCachedGame(e.gameId, c.view, c.moves);
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}
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|
} else if (e.kind === 'opponent_joined') {
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|
// The opponent took an open game's empty seat: mirror the new status into the lobby snapshot,
|
|
// and warm a not-currently-viewed game's own cache, so opening it from any screen is flash-free.
|
|
// The mounted game board owns its cache (game/Game.svelte), so skip the game in view.
|
|
if (e.state) {
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patchLobbyGame(e.state.game);
|
|
if (!viewingGame(e.gameId)) {
|
|
const c = advanceCached(getCachedGame(e.gameId), e);
|
|
if (c) setCachedGame(e.gameId, c.view, c.moves);
|
|
}
|
|
}
|
|
} else if (e.kind === 'match_found') {
|
|
// Seed both caches from the event's initial state so the game renders instantly on arrival
|
|
// and the new game is already in the lobby on a later return, then navigate.
|
|
if (e.state) {
|
|
setCachedGame(e.state.game.id, e.state, []);
|
|
patchLobbyGame(e.state.game);
|
|
}
|
|
navigate(`/game/${e.gameId}`);
|
|
} else if (e.kind === 'notify') {
|
|
// A started invited game seeds its cache so opening it is instant and lands in the lobby
|
|
// snapshot from any screen; the lobby badge stays on the authoritative refresh.
|
|
if (e.sub === 'game_started' && e.state) {
|
|
setCachedGame(e.state.game.id, e.state, []);
|
|
patchLobbyGame(e.state.game);
|
|
}
|
|
// An invitation created / updated / withdrawn elsewhere: keep the lobby's invitations list
|
|
// fresh from any screen — a new pending one is added, a consumed (started), declined,
|
|
// cancelled or expired one is removed (see patchLobbyInvitation).
|
|
if ((e.sub === 'invitation' || e.sub === 'invitation_update') && e.invitation) {
|
|
patchLobbyInvitation(e.invitation);
|
|
}
|
|
// An operator answered the player's feedback: raise the Settings/Info badge.
|
|
if (e.sub === 'admin_reply') {
|
|
app.feedbackReplyUnread = true;
|
|
}
|
|
// The viewer's ad-banner eligibility may have changed (paid/hints/no_banner): re-fetch
|
|
// the profile, which carries the banner block, so the banner shows or hides in place.
|
|
if (e.sub === 'banner') {
|
|
void refreshProfile();
|
|
}
|
|
// The viewer's own profile changed out of band (an email confirmed via the
|
|
// one-tap deeplink opened in another browser): re-fetch it.
|
|
if (e.sub === 'profile') {
|
|
void refreshProfile();
|
|
}
|
|
void refreshNotifications();
|
|
}
|
|
},
|
|
() => {
|
|
app.streamAlive = false;
|
|
// A background suspend drops the single-shot stream. Keep the indicator hidden while
|
|
// backgrounded or just-resumed (bannerSuppressed); otherwise show "Connecting…" (the
|
|
// reachability watcher and this scheduled retry recover it). Always schedule a retry.
|
|
if (!bannerSuppressed()) reportOffline();
|
|
scheduleReconnect();
|
|
},
|
|
);
|
|
}
|
|
|
|
/** scheduleReconnect reopens a dropped stream once, after a short delay, while the
|
|
* app is in the foreground (a single pending attempt at a time). */
|
|
function scheduleReconnect(): void {
|
|
if (reconnectTimer || !app.session) return;
|
|
reconnectTimer = setTimeout(() => {
|
|
reconnectTimer = null;
|
|
if (app.session && !app.streamAlive && !backgrounded && !documentHidden()) openStream();
|
|
}, 4000);
|
|
}
|
|
|
|
/**
|
|
* refreshProfile re-fetches the account profile (which carries the ad-banner block),
|
|
* after a `banner` notify signals the viewer's banner eligibility changed. Best-effort:
|
|
* a transient failure leaves the previous profile in place.
|
|
*/
|
|
export async function refreshProfile(): Promise<void> {
|
|
if (!app.session) return;
|
|
try {
|
|
app.profile = await gateway.profileGet();
|
|
} catch {
|
|
// Best-effort; the banner just stays as it was until the next fetch.
|
|
}
|
|
}
|
|
|
|
/**
|
|
* refreshNotifications recomputes the badge count (incoming friend requests).
|
|
* Authoritative poll, complementing the live 'notify' push. Game invitations have
|
|
* their own lobby section, so they are not counted here. Guests have no social
|
|
* surfaces, so it is a no-op for them.
|
|
*/
|
|
export async function refreshNotifications(): Promise<void> {
|
|
if (!app.session || app.profile?.isGuest) {
|
|
app.notifications = 0;
|
|
return;
|
|
}
|
|
try {
|
|
app.notifications = (await gateway.friendsIncoming()).length;
|
|
} catch {
|
|
// Best-effort; leave the previous count on a transient failure.
|
|
}
|
|
}
|
|
|
|
/**
|
|
* refreshFeedbackBadge recomputes whether an operator feedback reply awaits the
|
|
* player (the Settings → Info badge, folded into the lobby ⚙️ badge). Authoritative
|
|
* poll, complementing the live 'admin_reply' push. Guests cannot submit feedback, so
|
|
* it is a no-op for them.
|
|
*/
|
|
export async function refreshFeedbackBadge(): Promise<void> {
|
|
if (!app.session || app.profile?.isGuest) {
|
|
app.feedbackReplyUnread = false;
|
|
return;
|
|
}
|
|
try {
|
|
app.feedbackReplyUnread = await gateway.feedbackUnread();
|
|
} catch {
|
|
// Best-effort; leave the previous flag on a transient failure.
|
|
}
|
|
}
|
|
|
|
function closeStream(): void {
|
|
if (reconnectTimer) {
|
|
clearTimeout(reconnectTimer);
|
|
reconnectTimer = null;
|
|
}
|
|
unsubscribeStream?.();
|
|
unsubscribeStream = null;
|
|
app.streamAlive = false;
|
|
}
|
|
|
|
async function adoptSession(s: Session): Promise<void> {
|
|
gateway.setToken(s.token);
|
|
app.session = s;
|
|
await saveSession(s);
|
|
try {
|
|
app.profile = await gateway.profileGet();
|
|
// The live interface language follows the device — the explicit local choice (saved in
|
|
// prefs) or the system guess made at bootstrap — and is no longer overridden from the
|
|
// account here: the Telegram bot a user signs in through must not dictate the UI, so a
|
|
// ru-bot launch on an English system stays English.
|
|
//
|
|
// The banner and out-of-app push are resolved server-side from preferred_language, so it
|
|
// must track whatever language the UI actually shows — the explicit choice AND the system
|
|
// guess. Reconcile it to the active locale on every adopt, not only after an explicit
|
|
// Settings choice: a user who never opened Settings would otherwise be stuck on the
|
|
// creation-time seed — e.g. an English banner under a Russian UI. This keeps every
|
|
// server-rendered, language-dependent surface (banner, out-of-app push) aligned with the
|
|
// interface, not just one. persistLanguageToServer self-gates (a no-op for guests and when
|
|
// already equal), so there is no write in the steady state.
|
|
void persistLanguageToServer(app.locale);
|
|
} catch (err) {
|
|
handleError(err);
|
|
}
|
|
// A blocked account stays on the blocked screen: no live stream, no notification poll.
|
|
if (app.blocked) return;
|
|
openStream();
|
|
void refreshNotifications();
|
|
}
|
|
|
|
/**
|
|
* applyLinkResult applies a completed account link or merge: it adopts a
|
|
* switched session (a guest initiator whose durable counterpart won, so the active
|
|
* account changed) or, otherwise, refreshes the current profile in place.
|
|
*/
|
|
export async function applyLinkResult(r: LinkResult): Promise<void> {
|
|
if (r.session && r.session.token) {
|
|
await adoptSession(r.session);
|
|
return;
|
|
}
|
|
app.profile = await gateway.profileGet();
|
|
// A guest who linked in place now has a durable account: push the active interface language
|
|
// so the banner + push routing follow it (see adoptSession — reconciled regardless of an
|
|
// explicit Settings choice).
|
|
void persistLanguageToServer(app.locale);
|
|
}
|
|
|
|
/**
|
|
* requestDeleteAccount starts account deletion and reports which step-up the account uses:
|
|
* 'email' (a code was mailed) or 'phrase' (type the confirmation phrase).
|
|
*/
|
|
export async function requestDeleteAccount(): Promise<'email' | 'phrase'> {
|
|
return (await gateway.deleteRequest()).method;
|
|
}
|
|
|
|
/**
|
|
* confirmDeleteAccount confirms deletion with the mailed code or the typed phrase. On
|
|
* success it switches to the terminal "account deleted" screen and stops all push/poll; it
|
|
* throws on a bad code/phrase so the caller can let the user retry.
|
|
*/
|
|
export async function confirmDeleteAccount(code: string, phrase: string): Promise<void> {
|
|
await gateway.deleteConfirm(code, phrase);
|
|
closeStream();
|
|
app.accountDeleted = true;
|
|
}
|
|
|
|
/**
|
|
* closeDeletedApp closes the host Mini App from the terminal deleted screen (Telegram / VK).
|
|
* A plain browser has nothing to close, so it is a no-op there — the terminal screen stays.
|
|
*/
|
|
export function closeDeletedApp(): void {
|
|
if (insideTelegram()) {
|
|
telegramClose();
|
|
return;
|
|
}
|
|
if (insideVK()) {
|
|
void vkClose();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* syncTelegramChrome paints Telegram's header/background/bottom bar from the app's live
|
|
* theme tokens, so the surrounding chrome matches the UI. Called after the theme is applied.
|
|
*/
|
|
function syncTelegramChrome(): void {
|
|
if (typeof document === 'undefined') return;
|
|
const cs = getComputedStyle(document.documentElement);
|
|
telegramSetChrome(
|
|
cs.getPropertyValue('--bg-elev').trim(),
|
|
cs.getPropertyValue('--bg').trim(),
|
|
cs.getPropertyValue('--bg-elev').trim(),
|
|
);
|
|
}
|
|
|
|
/**
|
|
* syncVKChrome paints VK's status bar (and, on Android, the action/navigation bars) from the app's
|
|
* live theme tokens, so the surrounding VK chrome matches the UI. A no-op outside VK. Parity with
|
|
* syncTelegramChrome.
|
|
*/
|
|
function syncVKChrome(): void {
|
|
if (!insideVK() || typeof document === 'undefined') return;
|
|
const cs = getComputedStyle(document.documentElement);
|
|
const bg = cs.getPropertyValue('--bg').trim();
|
|
const bgElev = cs.getPropertyValue('--bg-elev').trim();
|
|
void vkSetViewSettings(appearanceForBg(bg), bgElev, bg);
|
|
}
|
|
|
|
/**
|
|
* syncTelegramSafeArea mirrors Telegram's safe-area insets into CSS vars: the content-safe-area top
|
|
* (the height Telegram's native nav overlays the viewport in fullscreen) into --tg-content-top
|
|
* (which also toggles the `tg-fullscreen` class so the header drops below the nav and centres the
|
|
* title in its band), and the device safe-area insets — notch / status bar (top), home indicator
|
|
* (bottom) and the landscape notch sides (left / right) — into --tg-safe-top / --tg-safe-bottom /
|
|
* --tg-safe-left / --tg-safe-right, so the header, rack and screen edges clear the device cut-outs.
|
|
* Called on launch and on Telegram's safe-area / fullscreen change events.
|
|
*/
|
|
function syncTelegramSafeArea(): void {
|
|
if (typeof document === 'undefined') return;
|
|
const root = document.documentElement;
|
|
const top = telegramContentSafeAreaTop();
|
|
const safe = telegramSafeAreaInset();
|
|
root.style.setProperty('--tg-content-top', `${top}px`);
|
|
root.style.setProperty('--tg-safe-top', `${safe.top}px`);
|
|
root.style.setProperty('--tg-safe-bottom', `${safe.bottom}px`);
|
|
root.style.setProperty('--tg-safe-left', `${safe.left}px`);
|
|
root.style.setProperty('--tg-safe-right', `${safe.right}px`);
|
|
root.classList.toggle('tg-fullscreen', top > 0);
|
|
}
|
|
|
|
/**
|
|
* syncViewportHeight mirrors the visual-viewport height into the --vvh CSS var so a screen can
|
|
* fit the visible area above an open soft keyboard (iOS does not shrink dvh for the keyboard).
|
|
* On a screen whose input sits at the bottom (chat, word-check) this keeps the input visible
|
|
* without the page scrolling, so the layout no longer jumps when the keyboard appears.
|
|
*/
|
|
function syncViewportHeight(): void {
|
|
if (typeof document === 'undefined') return;
|
|
const vv = typeof window !== 'undefined' ? window.visualViewport : null;
|
|
const h = vv ? vv.height : typeof window !== 'undefined' ? window.innerHeight : 0;
|
|
if (h > 0) document.documentElement.style.setProperty('--vvh', `${h}px`);
|
|
}
|
|
|
|
/**
|
|
* syncTelegramTheme re-applies Telegram's theme integration — the themeParams token overrides,
|
|
* Telegram's authoritative colour scheme, and the matching chrome — from theme, or from the SDK's
|
|
* current themeParams when omitted. Called on launch with the launch snapshot and live on the
|
|
* themeChanged event, so switching Telegram's light/dark theme while the app is open is picked up
|
|
* without a relaunch.
|
|
*/
|
|
function syncTelegramTheme(theme: TelegramThemeParams | undefined = telegramThemeParams()): void {
|
|
if (theme) applyTelegramTheme(theme);
|
|
// Inside Telegram the colour scheme is Telegram's to decide; force it explicitly so the OS
|
|
// prefers-color-scheme (which leaks into the Telegram Desktop webview) cannot fight it. Falls
|
|
// back to the stored preference when the SDK omits it.
|
|
applyTheme(telegramColorScheme() ?? app.theme);
|
|
syncTelegramChrome();
|
|
}
|
|
|
|
/**
|
|
* applyTelegramChrome applies a Mini App launch's visual integration: Telegram's authoritative
|
|
* colour scheme and theme (syncTelegramTheme), the matching header / background / bottom chrome,
|
|
* the safe-area insets, and the swipe-down-to-minimise guard. It is idempotent, so both the
|
|
* initial bootstrap and a manual launch retry call it.
|
|
*/
|
|
function applyTelegramChrome(launch: TelegramLaunch): void {
|
|
syncTelegramTheme(launch.theme);
|
|
// Mirror the safe-area insets and stop Telegram's swipe-down-to-minimise from fighting tile drag
|
|
// / board scroll.
|
|
syncTelegramSafeArea();
|
|
telegramDisableVerticalSwipes();
|
|
}
|
|
|
|
/** How long to wait for the dynamically loaded Telegram Mini App SDK before giving up and showing
|
|
* the launch-error screen. A network that blocks telegram.org makes the script hang rather than
|
|
* fail fast (a connection refusal resolves immediately via the script's error event), so this only
|
|
* bounds a true hang; it is generous enough not to misfire on a slow but working network. */
|
|
const TELEGRAM_SDK_TIMEOUT_MS = 10000;
|
|
|
|
export async function bootstrap(): Promise<void> {
|
|
// Record the cold start and start the adoption beacon (skipped under the mock harness, which
|
|
// has no real backend). Deliberately before any await, so even an early-return launch path
|
|
// (e.g. the Telegram launch-error screen) still counts as an app open.
|
|
if (import.meta.env.MODE !== 'mock') startLocalEvalMetrics();
|
|
const prefs = await loadPrefs();
|
|
app.theme = prefs.theme ?? 'auto';
|
|
app.reduceMotion = prefs.reduceMotion ?? false;
|
|
app.boardLabels = prefs.boardLabels ?? 'beginner';
|
|
app.onboarding = await loadOnboarding();
|
|
applyTheme(app.theme);
|
|
applyReduceMotion(app.reduceMotion);
|
|
if (prefs.locale) {
|
|
app.locale = prefs.locale;
|
|
setLocale(prefs.locale);
|
|
} else {
|
|
const guess = localeFrom(typeof navigator !== 'undefined' ? navigator.language : 'en');
|
|
app.locale = guess;
|
|
setLocale(guess);
|
|
}
|
|
|
|
// Track the visual-viewport height so screens fit above an open soft keyboard (--vvh).
|
|
syncViewportHeight();
|
|
if (typeof window !== 'undefined' && window.visualViewport) {
|
|
window.visualViewport.addEventListener('resize', syncViewportHeight);
|
|
window.visualViewport.addEventListener('scroll', syncViewportHeight);
|
|
}
|
|
|
|
// Load the Telegram Mini App SDK dynamically, with a timeout, on a Telegram entry — it is no
|
|
// longer a render-blocking <script> in index.html, so a network that blocks telegram.org (common
|
|
// where Telegram itself reaches users only over a proxy) cannot hang the page and strand the app
|
|
// or the diagnostic screen below. Skipped on a plain web / native entry, which never needs it.
|
|
if (onTelegramPath() || hasLaunchFragment()) {
|
|
await loadTelegramSDK(TELEGRAM_SDK_TIMEOUT_MS);
|
|
}
|
|
// Telegram Mini App launch: apply the platform theme, authenticate via initData, and route any
|
|
// deep-link start parameter. On the dedicated /telegram/ entry without sign-in data (no/empty
|
|
// initData — outside Telegram, or a Mini App launch that delivered none, as seen on some Android
|
|
// clients), render the compact launch-error screen with a diagnostic snapshot the user can share
|
|
// with the developer, instead of bouncing the visitor to the marketing landing.
|
|
if (onTelegramPath() && !insideTelegram()) {
|
|
app.launchError = collectTelegramDiag();
|
|
app.ready = true;
|
|
return;
|
|
}
|
|
if (insideTelegram()) {
|
|
const launch = telegramLaunch();
|
|
applyTelegramChrome(launch);
|
|
// Pull the device-independent display prefs (theme / reduce-motion / board labels) from
|
|
// CloudStorage in the background so a change on another device follows the user here; the local
|
|
// values applied above render instantly, so this reconciles without blocking launch.
|
|
void reconcileCloudPrefs();
|
|
// Re-sync the safe-area insets whenever Telegram's chrome changes (registered once per load).
|
|
telegramOnEvent('contentSafeAreaChanged', syncTelegramSafeArea);
|
|
telegramOnEvent('safeAreaChanged', syncTelegramSafeArea);
|
|
telegramOnEvent('fullscreenChanged', syncTelegramSafeArea);
|
|
// Re-apply the theme live when the user switches Telegram's light/dark mode while the app is open.
|
|
telegramOnEvent('themeChanged', () => syncTelegramTheme());
|
|
// Telegram's native Settings button (Bot API 7.0) opens our Settings screen; the in-app gear
|
|
// entry stays the primary path. No-op on clients predating the button.
|
|
telegramShowSettingsButton(() => navigate('/settings'));
|
|
await bootTelegram(launch);
|
|
app.ready = true;
|
|
return;
|
|
}
|
|
|
|
// VK Mini App launch: signal readiness to the VK client (which dismisses its loading cover), then
|
|
// authenticate from the signed launch parameters in the URL — the display name comes from
|
|
// VKWebAppGetUserInfo, since VK omits it from the signed params. The /vk/ entry opened outside VK
|
|
// (no signed params — e.g. a developer hitting the URL directly) falls through to the web flow.
|
|
if (onVKPath() && insideVK()) {
|
|
// Follow the VK client's light/dark appearance while the user keeps the app's "auto" theme (the
|
|
// VK mobile webview's prefers-color-scheme does not track it).
|
|
void vkOnScheme((scheme) => {
|
|
if (app.theme === 'auto') applyTheme(scheme);
|
|
// Repaint VK's status/nav bars to the resolved theme; this handler also fires on launch, so it
|
|
// covers the initial paint (auto → the VK scheme just applied, explicit → the theme from boot).
|
|
syncVKChrome();
|
|
});
|
|
// Clear the device safe area from VK's insets — the VK mobile webview does not surface them via
|
|
// CSS env() (notably the Android home bar). max() keeps whichever of env() / the VK value is real.
|
|
void vkOnInsets((i) => {
|
|
const root = document.documentElement;
|
|
root.style.setProperty('--tg-safe-top', `max(env(safe-area-inset-top, 0px), ${i.top}px)`);
|
|
root.style.setProperty('--tg-safe-bottom', `max(env(safe-area-inset-bottom, 0px), ${i.bottom}px)`);
|
|
root.style.setProperty('--tg-safe-left', `max(env(safe-area-inset-left, 0px), ${i.left}px)`);
|
|
root.style.setProperty('--tg-safe-right', `max(env(safe-area-inset-right, 0px), ${i.right}px)`);
|
|
});
|
|
await vkInit();
|
|
// The app owns navigation (its own back chevron), so silence VK's horizontal swipe-back to keep
|
|
// it off our edge-swipe-back and on-board tile drag — parity with telegramDisableVerticalSwipes.
|
|
void vkDisableSwipeBack();
|
|
await bootVK();
|
|
app.ready = true;
|
|
return;
|
|
}
|
|
|
|
const saved = await loadSession();
|
|
// A VK ID web-link callback (?code&device_id&state) rides the URL after the redirect back
|
|
// from VK; capture and clear it here (it needs the restored session to link against).
|
|
const vkcb = pendingVKLink();
|
|
if (saved) {
|
|
await adoptSession(saved);
|
|
if (vkcb) {
|
|
// The full-page redirect lost the in-app route, so hand the callback to Profile, which
|
|
// finishes the link or merge on mount.
|
|
app.vkLinkPending = vkcb;
|
|
navigate('/profile');
|
|
} else if (router.route.name === 'login') {
|
|
navigate('/');
|
|
}
|
|
} else if (router.route.name !== 'login' && router.route.name !== 'confirm') {
|
|
navigate('/login');
|
|
}
|
|
app.ready = true;
|
|
}
|
|
|
|
// Inside a Mini App the only identity is the platform session (Telegram or VK), so a failed launch
|
|
// must never fall back to the web login screen. A transient backend outage (a deploy rolling over)
|
|
// is retried a few times in silence; only then does the boot-error screen surface, from which Retry
|
|
// re-runs the same path (retryMiniAppBoot).
|
|
const TELEGRAM_BOOT_RETRIES = 2;
|
|
const TELEGRAM_BOOT_RETRY_MS = 1200;
|
|
|
|
function delay(ms: number): Promise<void> {
|
|
return new Promise((resolve) => setTimeout(resolve, ms));
|
|
}
|
|
|
|
/**
|
|
* bootTelegram authenticates a Mini App launch from its initData and routes any deep-link start
|
|
* parameter, retrying a few times on a transient failure before raising the boot-error screen
|
|
* (app.bootError). A blocked account is terminal — it switches straight to the blocked screen
|
|
* without retrying.
|
|
*/
|
|
async function bootTelegram(launch: TelegramLaunch): Promise<void> {
|
|
for (let attempt = 0; ; attempt++) {
|
|
try {
|
|
await adoptSession(await gateway.authTelegram(launch.initData));
|
|
// A blocked account skips deep-link routing — the blocked screen overlays every route.
|
|
if (!app.blocked) await routeStartParam(launch.startParam);
|
|
app.bootError = false;
|
|
return;
|
|
} catch (err) {
|
|
if (err instanceof GatewayError && err.code === 'account_blocked') {
|
|
await enterBlocked();
|
|
return;
|
|
}
|
|
if (attempt >= TELEGRAM_BOOT_RETRIES) {
|
|
app.bootError = true;
|
|
return;
|
|
}
|
|
await delay(TELEGRAM_BOOT_RETRY_MS);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* bootVK authenticates a VK Mini App launch from the signed launch parameters in the URL, seeding a
|
|
* brand-new account's display name from VKWebAppGetUserInfo. Like bootTelegram it retries a few
|
|
* times on a transient failure before raising the boot-error screen, and a blocked account is
|
|
* terminal. This MVP carries no VK deep-link routing.
|
|
*/
|
|
async function bootVK(): Promise<void> {
|
|
const params = vkLaunchParams();
|
|
const displayName = await vkUserName();
|
|
for (let attempt = 0; ; attempt++) {
|
|
try {
|
|
await adoptSession(await gateway.authVK(params, displayName));
|
|
// VK forwards only the signed vk_* params to the iframe — a custom payload on the app link
|
|
// (whether after '#', eaten by the vk.com SPA, or as a '?' query, dropped) never reaches it,
|
|
// confirmed on the contour. So there is no friend-code auto-redeem on VK in test mode: the
|
|
// launch lands on the lobby. vkStartParam stays as the reader for a future (post-moderation)
|
|
// deep-link channel, and routes the lobby for an empty payload today.
|
|
if (!app.blocked) await routeStartParam(vkStartParam());
|
|
app.bootError = false;
|
|
return;
|
|
} catch (err) {
|
|
if (err instanceof GatewayError && err.code === 'account_blocked') {
|
|
await enterBlocked();
|
|
return;
|
|
}
|
|
if (attempt >= TELEGRAM_BOOT_RETRIES) {
|
|
app.bootError = true;
|
|
return;
|
|
}
|
|
await delay(TELEGRAM_BOOT_RETRY_MS);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* retryMiniAppBoot re-attempts a Mini App launch from the boot-error screen's Retry button — the VK
|
|
* boot on the /vk/ entry, the Telegram boot otherwise. It clears the error and shows the loading
|
|
* state again, then runs the same retrying boot; on success the app renders normally, otherwise the
|
|
* boot-error screen returns.
|
|
*/
|
|
export async function retryMiniAppBoot(): Promise<void> {
|
|
app.bootError = false;
|
|
app.ready = false;
|
|
if (onVKPath()) {
|
|
await vkInit();
|
|
await bootVK();
|
|
} else {
|
|
await bootTelegram(telegramLaunch());
|
|
}
|
|
app.ready = true;
|
|
}
|
|
|
|
/**
|
|
* retryTelegramLaunch re-attempts a Mini App launch from the launch-error screen's Retry button. If
|
|
* sign-in data is present now (e.g. it arrived late on a slow client) it clears the error and runs
|
|
* the normal launch; otherwise it refreshes the diagnostic snapshot so the screen reflects the
|
|
* current state. It never reloads — telegram-web-app.js consumes the launch fragment on first load,
|
|
* so a reload could discard the very data we are waiting for.
|
|
*/
|
|
export async function retryTelegramLaunch(): Promise<void> {
|
|
// Re-attempt the SDK load — the network may have recovered since the launch-error screen showed.
|
|
await loadTelegramSDK(TELEGRAM_SDK_TIMEOUT_MS);
|
|
if (!insideTelegram()) {
|
|
app.launchError = collectTelegramDiag();
|
|
return;
|
|
}
|
|
app.launchError = null;
|
|
app.ready = false;
|
|
const launch = telegramLaunch();
|
|
applyTelegramChrome(launch);
|
|
await bootTelegram(launch);
|
|
app.ready = true;
|
|
}
|
|
|
|
/**
|
|
* routeStartParam navigates a Telegram deep-link start parameter to its target: a
|
|
* specific game, the friends screen with a friend-code redemption, or the lobby
|
|
* (where invitations surface as a badge).
|
|
*/
|
|
async function routeStartParam(param: string): Promise<void> {
|
|
const link = parseStartParam(param);
|
|
switch (link.kind) {
|
|
case 'game':
|
|
navigate(`/game/${link.id}`);
|
|
return;
|
|
case 'friendCode':
|
|
try {
|
|
const friend = await gateway.friendCodeRedeem(link.code);
|
|
navigate('/friends');
|
|
// Inside Telegram a successful invite-link redeem welcomes the arriving player and
|
|
// points them at the bot (its native convenience); elsewhere a quiet toast suffices.
|
|
if (insideTelegram()) {
|
|
app.welcomeRedeem = true;
|
|
} else {
|
|
showToast(t('friends.added', { name: friend.displayName }));
|
|
}
|
|
void refreshNotifications();
|
|
} catch (err) {
|
|
const code = err instanceof GatewayError ? err.code : '';
|
|
if (code === 'self_relation') {
|
|
// Tapping your own invite link redeems your own code: a friendly note, not the
|
|
// scary "can't do that to yourself" error.
|
|
navigate('/friends');
|
|
showToast(t('friends.selfInvite'));
|
|
} else if (code === 'friend_code_invalid') {
|
|
// A previously shared link whose single-use, 12h code is already spent or expired:
|
|
// land in the lobby and gently point at the bot, rather than a red error on Friends.
|
|
navigate('/');
|
|
app.staleInvite = true;
|
|
} else {
|
|
navigate('/friends');
|
|
handleError(err);
|
|
}
|
|
}
|
|
return;
|
|
default:
|
|
navigate('/');
|
|
}
|
|
}
|
|
|
|
export async function loginGuest(): Promise<void> {
|
|
try {
|
|
const s = await gateway.authGuest(app.locale);
|
|
await adoptSession(s);
|
|
navigate('/');
|
|
} catch (err) {
|
|
handleError(err);
|
|
}
|
|
}
|
|
|
|
export async function requestEmailCode(email: string): Promise<boolean> {
|
|
try {
|
|
await gateway.authEmailRequest(email, app.locale);
|
|
return true;
|
|
} catch (err) {
|
|
handleError(err);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
export async function loginEmail(email: string, code: string): Promise<void> {
|
|
try {
|
|
const s = await gateway.authEmailLogin(email, code);
|
|
await adoptSession(s);
|
|
navigate('/');
|
|
} catch (err) {
|
|
handleError(err);
|
|
}
|
|
}
|
|
|
|
// confirmDeeplink verifies a one-tap email deeplink token opened from a confirmation
|
|
// email. A login adopts the minted session and enters the app; a link reports whether
|
|
// it confirmed or needs the interactive merge. It throws on an invalid/expired token,
|
|
// which the confirm screen surfaces. This browser need not be signed in.
|
|
export async function confirmDeeplink(token: string): Promise<'login' | 'linked' | 'merge_required'> {
|
|
const r = await gateway.confirmEmailLink(token);
|
|
if (r.purpose === 'login' && r.session) {
|
|
await adoptSession(r.session);
|
|
navigate('/');
|
|
return 'login';
|
|
}
|
|
return r.status === 'merge_required' ? 'merge_required' : 'linked';
|
|
}
|
|
|
|
export async function logout(): Promise<void> {
|
|
closeStream();
|
|
resetConnection();
|
|
clearGameCache();
|
|
clearLobby();
|
|
// Replay the loading splash on the next cold lobby load after a re-login.
|
|
app.lobbyReady = false;
|
|
app.splashDone = false;
|
|
gateway.setToken(null);
|
|
await clearSession();
|
|
app.session = null;
|
|
app.profile = null;
|
|
navigate('/login');
|
|
}
|
|
|
|
/**
|
|
* markOnboardingDone records that a first-run coachmark series has been completed (its last hint
|
|
* was shown) and persists the flag, so the series never replays for this client. A series
|
|
* interrupted before its last hint is left unmarked and replays from the start next launch.
|
|
*/
|
|
export function markOnboardingDone(series: CoachSeries): void {
|
|
if (series === 'lobby') app.onboarding.lobbyDone = true;
|
|
else app.onboarding.gameDone = true;
|
|
void saveOnboarding({ ...app.onboarding });
|
|
}
|
|
|
|
/**
|
|
* resetOnboarding clears both coachmark completion flags (the hidden DebugPanel control), so the
|
|
* onboarding replays on the next launch — a manual re-test aid.
|
|
*/
|
|
export function resetOnboarding(): void {
|
|
app.onboarding = { lobbyDone: false, gameDone: false };
|
|
void clearOnboarding();
|
|
}
|
|
|
|
function persistPrefs(): void {
|
|
void savePrefs({
|
|
theme: app.theme,
|
|
locale: app.locale,
|
|
reduceMotion: app.reduceMotion,
|
|
boardLabels: app.boardLabels,
|
|
});
|
|
// Mirror the device-independent display prefs to Telegram CloudStorage so they follow the user
|
|
// across devices (no-op outside Telegram / on a client predating it). Locale is excluded — it
|
|
// syncs via the durable account (Profile.preferredLanguage) instead.
|
|
void telegramCloudSet(
|
|
CLOUD_PREFS_KEY,
|
|
encodeClientPrefs({ theme: app.theme, reduceMotion: app.reduceMotion, boardLabels: app.boardLabels }),
|
|
);
|
|
}
|
|
|
|
/**
|
|
* reconcileCloudPrefs pulls the device-independent display prefs (theme / reduce-motion / board
|
|
* labels) from Telegram CloudStorage and applies any that differ from the current values, so a
|
|
* change made on another Telegram device follows the user here. The local store is the
|
|
* instant-render cache (read synchronously at boot); this runs once on launch after it and persists
|
|
* what it applied. Theme is not re-applied visually — inside Telegram the colour scheme is
|
|
* Telegram's to decide — only its stored value is updated. A no-op outside Telegram or when
|
|
* CloudStorage is unavailable; locale is never synced this way (it has its own server reconciler).
|
|
*/
|
|
async function reconcileCloudPrefs(): Promise<void> {
|
|
if (!telegramCloudAvailable()) return;
|
|
const cloud = decodeClientPrefs(await telegramCloudGet(CLOUD_PREFS_KEY));
|
|
let changed = false;
|
|
if (cloud.theme !== undefined && cloud.theme !== app.theme) {
|
|
app.theme = cloud.theme;
|
|
changed = true;
|
|
}
|
|
if (cloud.reduceMotion !== undefined && cloud.reduceMotion !== app.reduceMotion) {
|
|
app.reduceMotion = cloud.reduceMotion;
|
|
applyReduceMotion(app.reduceMotion);
|
|
changed = true;
|
|
}
|
|
if (cloud.boardLabels !== undefined && cloud.boardLabels !== app.boardLabels) {
|
|
app.boardLabels = cloud.boardLabels;
|
|
changed = true;
|
|
}
|
|
if (changed) persistPrefs();
|
|
}
|
|
|
|
export function setTheme(theme: ThemePref): void {
|
|
app.theme = theme;
|
|
applyTheme(theme);
|
|
syncVKChrome();
|
|
persistPrefs();
|
|
}
|
|
|
|
export function setLocalePref(locale: Locale): void {
|
|
app.locale = locale;
|
|
setLocale(locale);
|
|
persistPrefs();
|
|
void persistLanguageToServer(locale);
|
|
}
|
|
|
|
/**
|
|
* persistLanguageToServer writes the chosen interface language through to the
|
|
* durable account's preferred_language, so the single Settings control is the
|
|
* source of truth (guests keep only the client preference). Best-effort.
|
|
*/
|
|
async function persistLanguageToServer(locale: Locale): Promise<void> {
|
|
const p = app.profile;
|
|
if (!p || !languageNeedsServerSync(p, locale)) return;
|
|
try {
|
|
app.profile = await gateway.profileUpdate({
|
|
displayName: p.displayName,
|
|
preferredLanguage: locale,
|
|
timeZone: p.timeZone,
|
|
awayStart: p.awayStart,
|
|
awayEnd: p.awayEnd,
|
|
blockChat: p.blockChat,
|
|
blockFriendRequests: p.blockFriendRequests,
|
|
notificationsInAppOnly: p.notificationsInAppOnly,
|
|
variantPreferences: p.variantPreferences,
|
|
});
|
|
} catch {
|
|
// The client locale already changed; the server sync is best-effort.
|
|
}
|
|
}
|
|
|
|
export function setReduceMotion(on: boolean): void {
|
|
app.reduceMotion = on;
|
|
applyReduceMotion(on);
|
|
persistPrefs();
|
|
}
|
|
|
|
export function setBoardLabels(mode: BoardLabelMode): void {
|
|
app.boardLabels = mode;
|
|
persistPrefs();
|
|
}
|
|
|
|
// Background/foreground lifecycle: silence the reconnect banner during a suspend and
|
|
// reconnect quietly on return (and refresh the lobby badge for any push missed while
|
|
// hidden, §10). Several signals cover the platforms: the page Visibility API, the
|
|
// pageshow/pagehide pair (iOS), and Telegram's own activated/deactivated (Bot API 8.0).
|
|
if (typeof document !== 'undefined') {
|
|
document.addEventListener('visibilitychange', () =>
|
|
document.visibilityState === 'visible' ? goForeground() : goBackground(),
|
|
);
|
|
}
|
|
if (typeof window !== 'undefined') {
|
|
window.addEventListener('pageshow', goForeground);
|
|
window.addEventListener('pagehide', goBackground);
|
|
}
|
|
telegramOnEvent('activated', goForeground);
|
|
telegramOnEvent('deactivated', goBackground);
|
|
|
|
// Mock-mode e2e seam (tree-shaken from a production build): drive the live-stream lifecycle so the
|
|
// e2e can exercise the open-game fallbacks for a missed opponent_joined. `drop` tears the stream
|
|
// down without scheduling a reconnect — so only the in-game poll can then recover — and `restore`
|
|
// reopens it (the reconnect catch-up path). Never wired outside mock mode.
|
|
if (import.meta.env.MODE === 'mock' && typeof window !== 'undefined') {
|
|
(window as unknown as { __stream?: { drop(): void; restore(): void } }).__stream = {
|
|
drop: closeStream,
|
|
restore: openStream,
|
|
};
|
|
// Drive the terminal blocked screen from the e2e (the mock never blocks of its own accord). It
|
|
// mirrors enterBlocked: flip the screen and stop the live stream.
|
|
(window as unknown as { __block?: (b?: Partial<BlockStatus>) => void }).__block = (b) => {
|
|
closeStream();
|
|
app.blocked = { blocked: true, permanent: true, until: '', reason: '', ...b };
|
|
};
|
|
}
|