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scrabble-game/ui/src/screens/NewGame.svelte
T
Ilia Denisov 41a642ef97
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R4: push enrichment — events carry a state delta, kill the last poll
Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback.

- pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS.
- backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size.
- gateway: MoveResult transcode carries rack+bag_len.
- ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false.
- docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
2026-06-10 08:01:50 +02:00

432 lines
12 KiB
Svelte

<script lang="ts">
import { onDestroy, onMount } from 'svelte';
import Screen from '../components/Screen.svelte';
import { gateway } from '../lib/gateway';
import { app, handleError, showToast } from '../lib/app.svelte';
import { connection } from '../lib/connection.svelte';
import { navigate } from '../lib/router.svelte';
import { t, type MessageKey } from '../lib/i18n/index.svelte';
import type { AccountRef, Variant } from '../lib/model';
import { availableVariants, VARIANT_FLAG, VARIANT_RULES } from '../lib/variants';
// The auto-match move clock (mirrors backend game.DefaultTurnTimeout = 24h).
const AUTO_MATCH_HOURS = 24;
// The offered variants are gated by the languages the sign-in service supports
// (Stage 15); the auto-match list and the friend-invite picker both use this.
const variants = $derived(availableVariants(app.session?.supportedLanguages));
const timeouts = [
{ secs: 300, key: 'time.minutes' as MessageKey, n: 5 },
{ secs: 1800, key: 'time.minutes' as MessageKey, n: 30 },
{ secs: 3600, key: 'time.hours' as MessageKey, n: 1 },
{ secs: 86400, key: 'time.hours' as MessageKey, n: 24 },
];
const guest = $derived(app.profile?.isGuest ?? true);
let mode = $state<'auto' | 'friends'>('auto');
// --- auto-match ---
let searching = $state(false);
// matched guards the teardown: once a match arrives (immediately, via the match_found push, or
// via the fallback poll) onDestroy must not dequeue the game we just got.
let matched = $state(false);
let poll: ReturnType<typeof setInterval> | null = null;
function stop() {
if (poll) {
clearInterval(poll);
poll = null;
}
}
// startPoll is the matchmaking fallback used only while the live stream is down: with the stream
// up the match_found push drives navigation (R4). It polls lobby.poll every 2.5s.
function startPoll() {
if (poll) return;
poll = setInterval(async () => {
try {
const p = await gateway.lobbyPoll();
if (p.matched && p.game) {
matched = true;
searching = false;
stop();
navigate(`/game/${p.game.id}`);
}
} catch (e) {
handleError(e);
}
}, 2500);
}
// cancelSearch leaves the auto-match pool on the backend too, so a cancelled quick-match
// is actually dequeued — otherwise the account stays queued (blocking a re-queue) and the
// reaper later substitutes a robot for a game the player abandoned (Stage 17 fix).
function cancelSearch() {
stop();
searching = false;
void gateway.lobbyCancel().catch(() => {});
navigate('/');
}
async function find(v: Variant) {
searching = true;
matched = false;
try {
const r = await gateway.lobbyEnqueue(v);
if (r.matched && r.game) {
matched = true;
searching = false;
navigate(`/game/${r.game.id}`);
}
} catch (e) {
searching = false;
handleError(e);
}
// No immediate match: wait for the match_found push; the effect below polls only when the
// stream is down.
}
// Poll for the match only while searching and the stream is down (the push cannot reach us);
// stop once the stream is back or the search ends.
$effect(() => {
if (searching && !app.streamAlive) startPoll();
else stop();
});
// match_found is handled globally (app.svelte navigates); end the search here too so onDestroy
// does not cancel the match we just received.
$effect(() => {
if (app.lastEvent?.kind === 'match_found' && searching) {
matched = true;
searching = false;
}
});
// --- friend game ---
let friends = $state<AccountRef[]>([]);
let selected = $state<string[]>([]);
let friendFilter = $state('');
// No default game type yet — the player must pick one (a smarter default from play
// history / language is TODO-6). '' renders the disabled placeholder option.
let inviteVariant = $state<Variant | ''>('');
let timeoutSecs = $state(86400);
let hints = $state(1);
const filteredFriends = $derived(
friendFilter.trim()
? friends.filter((f) => f.displayName.toLowerCase().includes(friendFilter.trim().toLowerCase()))
: friends,
);
onMount(async () => {
if (guest) return;
try {
friends = await gateway.friendsList();
} catch (e) {
handleError(e);
}
});
function toggle(id: string) {
selected = selected.includes(id) ? selected.filter((x) => x !== id) : [...selected, id];
}
async function sendInvite() {
if (selected.length === 0 || selected.length > 3 || !inviteVariant) return;
try {
await gateway.invitationCreate(selected, {
variant: inviteVariant,
turnTimeoutSecs: timeoutSecs,
hintsAllowed: hints > 0,
hintsPerPlayer: hints,
dropoutTiles: 'remove',
});
showToast(t('new.invited'));
navigate('/');
} catch (e) {
handleError(e);
}
}
onDestroy(() => {
stop();
// Abandoned mid-search without a match (navigated away without Cancel): dequeue so we don't
// linger. A received match (matched) must not be cancelled.
if (searching && !matched) void gateway.lobbyCancel().catch(() => {});
});
</script>
<Screen title={t('new.title')} back="/">
<div class="page">
{#if searching}
<div class="searching">
<div class="spinner"></div>
<p>{t('new.searching')}</p>
<button class="cancel" onclick={cancelSearch}>{t('common.cancel')}</button>
</div>
{:else}
{#if !guest}
<div class="seg modes">
<button class="opt" class:active={mode === 'auto'} onclick={() => (mode = 'auto')}>{t('new.auto')}</button>
<button class="opt" class:active={mode === 'friends'} onclick={() => (mode = 'friends')}>{t('new.withFriends')}</button>
</div>
{/if}
{#if mode === 'auto'}
<p class="subtitle">{t('new.subtitle')}</p>
<div class="variants">
{#each variants as v (v.id)}
<button class="variant" onclick={() => find(v.id)} disabled={!connection.online}>
<span class="vmain">
<span class="vname">{t(v.label)}</span>
{#if VARIANT_FLAG[v.id]}
<span class="vflag">{VARIANT_FLAG[v.id]}</span>
{:else}
<img class="vflag-img" src="flag-ussr.svg" alt="" />
{/if}
</span>
<span class="vrules">{t(VARIANT_RULES[v.id])}</span>
</button>
{/each}
</div>
<p class="movelimit">{t('new.moveLimit', { n: AUTO_MATCH_HOURS })}</p>
{:else if friends.length === 0}
<p class="subtitle">{t('new.noFriends')}</p>
{:else}
<div class="fg">
<div class="picked">
<span class="ftitle">{t('new.pickFriends')} ({selected.length})</span>
<input class="search" bind:value={friendFilter} placeholder={t('new.searchFriends')} />
</div>
<div class="friends-scroll">
{#each filteredFriends as f (f.accountId)}
<label class="friend">
<input type="checkbox" checked={selected.includes(f.accountId)} onchange={() => toggle(f.accountId)} />
<span>{f.displayName}</span>
</label>
{/each}
{#if filteredFriends.length === 0}<p class="muted"></p>{/if}
</div>
<div class="settings-row">
<label class="field">
<span>{t('new.gameType')}</span>
<select bind:value={inviteVariant} class:placeholder={!inviteVariant}>
<option value="" disabled></option>
{#each variants as v (v.id)}<option value={v.id}>{t(v.label)}</option>{/each}
</select>
</label>
<label class="field">
<span>{t('new.moveTime')}</span>
<select bind:value={timeoutSecs}>
{#each timeouts as to (to.secs)}<option value={to.secs}>{t(to.key, { n: to.n })}</option>{/each}
</select>
</label>
<label class="field">
<span>{t('new.hintsPerPlayer')}</span>
<select bind:value={hints}>
{#each [0, 1, 2] as h (h)}<option value={h}>{h}</option>{/each}
</select>
</label>
</div>
<button class="invite" disabled={selected.length === 0 || !inviteVariant || !connection.online} onclick={sendInvite}>{t('new.invite')}</button>
</div>
{/if}
{/if}
</div>
</Screen>
<style>
.page {
padding: var(--pad);
display: flex;
flex-direction: column;
gap: 14px;
height: 100%;
box-sizing: border-box;
}
.subtitle {
color: var(--text-muted);
margin: 0;
}
.variants {
display: flex;
flex-direction: column;
gap: 10px;
}
/* A plaque per variant (like the lobby game cards): the name with its flag on the right,
and a one-line rules summary below. */
.variant {
display: flex;
flex-direction: column;
gap: 4px;
padding: 12px 14px;
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
border-radius: var(--radius);
text-align: left;
user-select: none;
}
.vmain {
display: flex;
align-items: center;
justify-content: space-between;
gap: 8px;
}
.vname {
font-size: 1.05rem;
font-weight: 600;
}
.vflag {
font-size: 1.3rem;
line-height: 1;
}
.vflag-img {
width: 1.6rem;
height: auto;
border-radius: 2px;
}
.vrules {
font-size: 0.8rem;
color: var(--text-muted);
}
.movelimit {
margin: 0;
text-align: center;
color: var(--text-muted);
font-size: 0.85rem;
}
.seg {
display: flex;
gap: 8px;
flex-wrap: wrap;
}
.modes {
margin-bottom: 4px;
}
.opt {
flex: 1;
min-width: 64px;
padding: 10px;
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
border-radius: var(--radius-sm);
user-select: none;
}
.opt.active {
background: var(--accent);
color: var(--accent-text);
border-color: var(--accent);
}
.fg {
flex: 1;
min-height: 0;
display: flex;
flex-direction: column;
gap: 10px;
}
.picked {
display: flex;
flex-direction: column;
gap: 8px;
}
.ftitle {
font-size: 0.9rem;
color: var(--text-muted);
}
.search {
min-width: 0;
padding: 9px 11px;
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
border-radius: var(--radius-sm);
}
.friends-scroll {
flex: 1;
min-height: 0;
overflow-y: auto;
display: flex;
flex-direction: column;
gap: 6px;
}
.friend {
display: flex;
align-items: center;
gap: 10px;
padding: 10px 12px;
border: 1px solid var(--border);
background: var(--surface);
border-radius: var(--radius-sm);
}
.settings-row {
display: flex;
gap: 8px;
}
.field {
flex: 1;
min-width: 0;
display: flex;
flex-direction: column;
gap: 4px;
}
.field span {
font-size: 0.78rem;
color: var(--text-muted);
}
.field select {
width: 100%;
box-sizing: border-box;
min-width: 0;
padding: 9px;
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
border-radius: var(--radius-sm);
}
.field select.placeholder {
color: var(--text-muted);
}
.muted {
color: var(--text-muted);
margin: 0;
}
.invite {
flex: 0 0 auto;
padding: 14px;
border: 1px solid var(--accent);
background: var(--accent);
color: var(--accent-text);
border-radius: var(--radius);
font-weight: 600;
}
.invite:disabled {
opacity: 0.5;
}
.searching {
display: grid;
place-items: center;
gap: 14px;
padding: 48px 0;
color: var(--text-muted);
}
.spinner {
width: 36px;
height: 36px;
border: 3px solid var(--border);
border-top-color: var(--accent);
border-radius: 50%;
animation: spin 0.8s linear infinite;
}
@keyframes spin {
to {
transform: rotate(360deg);
}
}
.cancel {
padding: 8px 16px;
border: 1px solid var(--border);
background: var(--surface);
color: var(--text);
border-radius: var(--radius-sm);
}
</style>