fc1261e078
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Replace Menu.svelte (hamburger) everywhere with tab-bar navigation: - Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/ Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts incoming friend requests (invitations keep their own lobby section). - Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs, back → game; Dictionary only while the game is active. - Game menu items relocate into the open history: 🏁 leave / 📤 export in the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is badged on the score bar + the 💬. - TapConfirm (tap → fading ✅ → tap) replaces the Skip/Hint press-and-hold popovers and drives the add-friend confirm. - Fix the move-history "jump": the slid board is inert and the stage can't scroll, so a swipe up genuinely closes the history. Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru), PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green.
503 lines
17 KiB
TypeScript
503 lines
17 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 { 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 { applyReduceMotion, applyTelegramTheme, applyTheme, type ThemePref } from './theme';
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import {
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insideTelegram,
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onTelegramPath,
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telegramColorScheme,
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telegramContentSafeAreaTop,
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telegramSafeAreaTop,
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telegramDisableVerticalSwipes,
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telegramHaptic,
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telegramLaunch,
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telegramOnEvent,
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telegramSetChrome,
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} from './telegram';
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import { parseStartParam } from './deeplink';
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import { clearSession, loadPrefs, loadSession, saveSession, savePrefs } from './session';
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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, setCachedGame } from './gamecache';
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import { clearLobby } 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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}
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export const app = $state<{
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ready: boolean;
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/** Whether the live-event stream is connected; drives the matchmaking poll fallback. */
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streamAlive: boolean;
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session: Session | null;
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profile: Profile | 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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/** Draw grid lines between board cells; off (default) is a gapless checkerboard. */
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boardLines: boolean;
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localeLocked: 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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/** Unread chat-message count per game id, for the in-game score-bar and 💬 badges. */
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chatUnread: Record<string, number>;
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}>({
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ready: false,
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streamAlive: false,
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session: null,
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profile: 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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boardLines: false,
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localeLocked: false,
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notifications: 0,
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chatUnread: {},
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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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// 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) openStream(); // silently re-establish a stream dropped while away
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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 };
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if (toastTimer) clearTimeout(toastTimer);
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toastTimer = setTimeout(() => (app.toast = null), 4000);
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}
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/** clearChatUnread resets a game's unread chat-message count (called when its chat is opened). */
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export function clearChatUnread(gameId: string): void {
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if (app.chatUnread[gameId]) app.chatUnread = { ...app.chatUnread, [gameId]: 0 };
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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 (isConnectionCode(code) || !connection.online) return;
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telegramHaptic('error');
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showToast(t(code ? errorKey(code) : 'error.generic'), 'error');
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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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if (e.message.kind !== 'nudge') {
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const gid = e.message.gameId;
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app.chatUnread = { ...app.chatUnread, [gid]: (app.chatUnread[gid] ?? 0) + 1 };
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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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showToast(t('chat.nudge'), 'info');
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} else if (e.kind === 'your_turn') {
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showToast(t('game.yourTurn'), 'info');
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} else if (e.kind === 'match_found') {
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// Seed the cache from the event's initial state so the game renders instantly on arrival,
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// then navigate.
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if (e.state) setCachedGame(e.state.game.id, e.state, []);
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navigate(`/game/${e.gameId}`);
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} else if (e.kind === 'notify') {
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// A started invited game seeds its cache so opening it is instant; the lobby badge stays
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// on the authoritative refresh.
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if (e.sub === 'game_started' && e.state) setCachedGame(e.state.game.id, e.state, []);
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void refreshNotifications();
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}
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},
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() => {
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app.streamAlive = false;
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// A background suspend drops the single-shot stream. Keep the indicator hidden while
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// backgrounded or just-resumed (bannerSuppressed); otherwise show "Connecting…" (the
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// reachability watcher and this scheduled retry recover it). Always schedule a retry.
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if (!bannerSuppressed()) reportOffline();
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scheduleReconnect();
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},
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);
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}
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/** scheduleReconnect reopens a dropped stream once, after a short delay, while the
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* app is in the foreground (a single pending attempt at a time). */
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function scheduleReconnect(): void {
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if (reconnectTimer || !app.session) return;
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reconnectTimer = setTimeout(() => {
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reconnectTimer = null;
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if (app.session && !app.streamAlive && !backgrounded && !documentHidden()) openStream();
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}, 4000);
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}
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/**
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* refreshNotifications recomputes the badge count (incoming friend requests).
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* Authoritative poll, complementing the live 'notify' push. Game invitations have
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* their own lobby section, so they are not counted here. Guests have no social
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* surfaces, so it is a no-op for them.
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*/
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export async function refreshNotifications(): Promise<void> {
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if (!app.session || app.profile?.isGuest) {
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app.notifications = 0;
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return;
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}
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try {
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app.notifications = (await gateway.friendsIncoming()).length;
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} catch {
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// Best-effort; leave the previous count on a transient failure.
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}
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}
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function closeStream(): void {
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if (reconnectTimer) {
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clearTimeout(reconnectTimer);
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reconnectTimer = null;
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}
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unsubscribeStream?.();
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unsubscribeStream = null;
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app.streamAlive = false;
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}
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async function adoptSession(s: Session): Promise<void> {
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gateway.setToken(s.token);
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app.session = s;
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await saveSession(s);
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try {
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app.profile = await gateway.profileGet();
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if (!app.localeLocked) setLocale(localeFrom(app.profile.preferredLanguage, app.locale));
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} catch (err) {
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handleError(err);
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}
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openStream();
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void refreshNotifications();
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}
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/**
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* applyLinkResult applies a completed account link or merge: it adopts a
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* switched session (a guest initiator whose durable counterpart won, so the active
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* account changed) or, otherwise, refreshes the current profile in place.
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*/
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export async function applyLinkResult(r: LinkResult): Promise<void> {
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if (r.session && r.session.token) {
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await adoptSession(r.session);
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return;
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}
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app.profile = await gateway.profileGet();
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}
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/**
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* syncTelegramChrome paints Telegram's header/background/bottom bar from the app's live
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* theme tokens, so the surrounding chrome matches the UI. Called after the theme is applied.
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*/
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function syncTelegramChrome(): void {
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if (typeof document === 'undefined') return;
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const cs = getComputedStyle(document.documentElement);
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telegramSetChrome(
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cs.getPropertyValue('--bg-elev').trim(),
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cs.getPropertyValue('--bg').trim(),
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cs.getPropertyValue('--bg-elev').trim(),
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);
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}
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/**
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* syncTelegramSafeArea mirrors Telegram's content-safe-area top inset (the height its native
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* nav overlays the viewport in fullscreen) into the --tg-content-top CSS var and toggles a
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* `tg-fullscreen` class, so the header can drop below the nav and centre the title in its
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* band. Called on launch and on Telegram's safe-area / fullscreen change events.
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*/
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function syncTelegramSafeArea(): void {
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if (typeof document === 'undefined') return;
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const top = telegramContentSafeAreaTop();
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document.documentElement.style.setProperty('--tg-content-top', `${top}px`);
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document.documentElement.style.setProperty('--tg-safe-top', `${telegramSafeAreaTop()}px`);
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document.documentElement.classList.toggle('tg-fullscreen', top > 0);
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}
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/**
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* syncViewportHeight mirrors the visual-viewport height into the --vvh CSS var so a screen can
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* fit the visible area above an open soft keyboard (iOS does not shrink dvh for the keyboard).
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* On a screen whose input sits at the bottom (chat, word-check) this keeps the input visible
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* without the page scrolling, so the layout no longer jumps when the keyboard appears.
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*/
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function syncViewportHeight(): void {
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if (typeof document === 'undefined') return;
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const vv = typeof window !== 'undefined' ? window.visualViewport : null;
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const h = vv ? vv.height : typeof window !== 'undefined' ? window.innerHeight : 0;
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if (h > 0) document.documentElement.style.setProperty('--vvh', `${h}px`);
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}
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export async function bootstrap(): Promise<void> {
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const prefs = await loadPrefs();
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app.theme = prefs.theme ?? 'auto';
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app.reduceMotion = prefs.reduceMotion ?? false;
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app.boardLabels = prefs.boardLabels ?? 'beginner';
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app.boardLines = prefs.boardLines ?? false;
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applyTheme(app.theme);
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applyReduceMotion(app.reduceMotion);
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if (prefs.locale) {
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app.locale = prefs.locale;
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app.localeLocked = true;
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setLocale(prefs.locale);
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} else {
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const guess = localeFrom(typeof navigator !== 'undefined' ? navigator.language : 'en');
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app.locale = guess;
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setLocale(guess);
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}
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// Track the visual-viewport height so screens fit above an open soft keyboard (--vvh).
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syncViewportHeight();
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if (typeof window !== 'undefined' && window.visualViewport) {
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window.visualViewport.addEventListener('resize', syncViewportHeight);
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window.visualViewport.addEventListener('scroll', syncViewportHeight);
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}
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// Telegram Mini App launch: apply the platform theme, authenticate via initData,
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// and route any deep-link start parameter. On the dedicated /telegram/ entry path
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// outside Telegram (no initData), refuse to render and send the visitor to the
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// site root.
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if (onTelegramPath() && !insideTelegram()) {
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if (typeof location !== 'undefined') location.replace('/');
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return;
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}
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if (insideTelegram()) {
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const launch = telegramLaunch();
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if (launch.theme) applyTelegramTheme(launch.theme);
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// Inside Telegram the colour scheme is Telegram's to decide; force it explicitly
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// so the OS prefers-color-scheme (which leaks into the Telegram Desktop webview)
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// cannot fight it. Falls back to the stored preference when the SDK omits it.
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applyTheme(telegramColorScheme() ?? app.theme);
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// Match Telegram's chrome to the app and stop its swipe-down-to-minimise from
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// fighting tile drag / board scroll.
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syncTelegramChrome();
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syncTelegramSafeArea();
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telegramOnEvent('contentSafeAreaChanged', syncTelegramSafeArea);
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telegramOnEvent('safeAreaChanged', syncTelegramSafeArea);
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telegramOnEvent('fullscreenChanged', syncTelegramSafeArea);
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telegramDisableVerticalSwipes();
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try {
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await adoptSession(await gateway.authTelegram(launch.initData));
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await routeStartParam(launch.startParam);
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} catch (err) {
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handleError(err);
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navigate('/login');
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}
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app.ready = true;
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return;
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}
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const saved = await loadSession();
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if (saved) {
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await adoptSession(saved);
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if (router.route.name === 'login') navigate('/');
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} else if (router.route.name !== 'login') {
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navigate('/login');
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}
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app.ready = true;
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}
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/**
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* routeStartParam navigates a Telegram deep-link start parameter to its target: a
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* specific game, the friends screen with a friend-code redemption, or the lobby
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* (where invitations surface as a badge).
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*/
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async function routeStartParam(param: string): Promise<void> {
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const link = parseStartParam(param);
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switch (link.kind) {
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case 'game':
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navigate(`/game/${link.id}`);
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return;
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case 'friendCode':
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navigate('/friends');
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try {
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const friend = await gateway.friendCodeRedeem(link.code);
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showToast(t('friends.added', { name: friend.displayName }));
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void refreshNotifications();
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} catch (err) {
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handleError(err);
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}
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return;
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default:
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navigate('/');
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}
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}
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export async function loginGuest(): Promise<void> {
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try {
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const s = await gateway.authGuest(app.locale);
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await adoptSession(s);
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navigate('/');
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} catch (err) {
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handleError(err);
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}
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}
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export async function requestEmailCode(email: string): Promise<boolean> {
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try {
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await gateway.authEmailRequest(email);
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return true;
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} catch (err) {
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handleError(err);
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return false;
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}
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}
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export async function loginEmail(email: string, code: string): Promise<void> {
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try {
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const s = await gateway.authEmailLogin(email, code);
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await adoptSession(s);
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navigate('/');
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} catch (err) {
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handleError(err);
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}
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}
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export async function logout(): Promise<void> {
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closeStream();
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resetConnection();
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clearGameCache();
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clearLobby();
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gateway.setToken(null);
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await clearSession();
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app.session = null;
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app.profile = null;
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navigate('/login');
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}
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function persistPrefs(): void {
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void savePrefs({
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theme: app.theme,
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locale: app.locale,
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reduceMotion: app.reduceMotion,
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boardLabels: app.boardLabels,
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boardLines: app.boardLines,
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});
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}
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export function setTheme(theme: ThemePref): void {
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app.theme = theme;
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applyTheme(theme);
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persistPrefs();
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}
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export function setLocalePref(locale: Locale): void {
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app.locale = locale;
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app.localeLocked = true;
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setLocale(locale);
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persistPrefs();
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void persistLanguageToServer(locale);
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}
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/**
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* persistLanguageToServer writes the chosen interface language through to the
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* durable account's preferred_language, so the single Settings control is the
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* source of truth (guests keep only the client preference). Best-effort.
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*/
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async function persistLanguageToServer(locale: Locale): Promise<void> {
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const p = app.profile;
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if (!p || p.isGuest || p.preferredLanguage === locale) return;
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try {
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app.profile = await gateway.profileUpdate({
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displayName: p.displayName,
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preferredLanguage: locale,
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timeZone: p.timeZone,
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awayStart: p.awayStart,
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awayEnd: p.awayEnd,
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blockChat: p.blockChat,
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blockFriendRequests: p.blockFriendRequests,
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notificationsInAppOnly: p.notificationsInAppOnly,
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});
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} catch {
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// The client locale already changed; the server sync is best-effort.
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}
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}
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export function setReduceMotion(on: boolean): void {
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app.reduceMotion = on;
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applyReduceMotion(on);
|
|
persistPrefs();
|
|
}
|
|
|
|
export function setBoardLabels(mode: BoardLabelMode): void {
|
|
app.boardLabels = mode;
|
|
persistPrefs();
|
|
}
|
|
|
|
export function setBoardLines(on: boolean): void {
|
|
app.boardLines = on;
|
|
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);
|