41a642ef97
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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.
432 lines
12 KiB
Svelte
432 lines
12 KiB
Svelte
<script lang="ts">
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import { onDestroy, onMount } from 'svelte';
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import Screen from '../components/Screen.svelte';
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import { gateway } from '../lib/gateway';
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import { app, handleError, showToast } from '../lib/app.svelte';
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import { connection } from '../lib/connection.svelte';
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import { navigate } from '../lib/router.svelte';
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import { t, type MessageKey } from '../lib/i18n/index.svelte';
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import type { AccountRef, Variant } from '../lib/model';
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import { availableVariants, VARIANT_FLAG, VARIANT_RULES } from '../lib/variants';
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// The auto-match move clock (mirrors backend game.DefaultTurnTimeout = 24h).
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const AUTO_MATCH_HOURS = 24;
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// The offered variants are gated by the languages the sign-in service supports
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// (Stage 15); the auto-match list and the friend-invite picker both use this.
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const variants = $derived(availableVariants(app.session?.supportedLanguages));
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const timeouts = [
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{ secs: 300, key: 'time.minutes' as MessageKey, n: 5 },
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{ secs: 1800, key: 'time.minutes' as MessageKey, n: 30 },
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{ secs: 3600, key: 'time.hours' as MessageKey, n: 1 },
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{ secs: 86400, key: 'time.hours' as MessageKey, n: 24 },
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];
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const guest = $derived(app.profile?.isGuest ?? true);
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let mode = $state<'auto' | 'friends'>('auto');
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// --- auto-match ---
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let searching = $state(false);
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// matched guards the teardown: once a match arrives (immediately, via the match_found push, or
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// via the fallback poll) onDestroy must not dequeue the game we just got.
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let matched = $state(false);
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let poll: ReturnType<typeof setInterval> | null = null;
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function stop() {
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if (poll) {
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clearInterval(poll);
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poll = null;
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}
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}
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// startPoll is the matchmaking fallback used only while the live stream is down: with the stream
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// up the match_found push drives navigation (R4). It polls lobby.poll every 2.5s.
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function startPoll() {
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if (poll) return;
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poll = setInterval(async () => {
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try {
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const p = await gateway.lobbyPoll();
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if (p.matched && p.game) {
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matched = true;
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searching = false;
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stop();
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navigate(`/game/${p.game.id}`);
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}
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} catch (e) {
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handleError(e);
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}
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}, 2500);
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}
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// cancelSearch leaves the auto-match pool on the backend too, so a cancelled quick-match
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// is actually dequeued — otherwise the account stays queued (blocking a re-queue) and the
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// reaper later substitutes a robot for a game the player abandoned (Stage 17 fix).
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function cancelSearch() {
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stop();
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searching = false;
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void gateway.lobbyCancel().catch(() => {});
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navigate('/');
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}
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async function find(v: Variant) {
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searching = true;
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matched = false;
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try {
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const r = await gateway.lobbyEnqueue(v);
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if (r.matched && r.game) {
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matched = true;
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searching = false;
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navigate(`/game/${r.game.id}`);
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}
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} catch (e) {
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searching = false;
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handleError(e);
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}
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// No immediate match: wait for the match_found push; the effect below polls only when the
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// stream is down.
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}
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// Poll for the match only while searching and the stream is down (the push cannot reach us);
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// stop once the stream is back or the search ends.
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$effect(() => {
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if (searching && !app.streamAlive) startPoll();
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else stop();
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});
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// match_found is handled globally (app.svelte navigates); end the search here too so onDestroy
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// does not cancel the match we just received.
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$effect(() => {
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if (app.lastEvent?.kind === 'match_found' && searching) {
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matched = true;
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searching = false;
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}
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});
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// --- friend game ---
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let friends = $state<AccountRef[]>([]);
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let selected = $state<string[]>([]);
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let friendFilter = $state('');
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// No default game type yet — the player must pick one (a smarter default from play
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// history / language is TODO-6). '' renders the disabled placeholder option.
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let inviteVariant = $state<Variant | ''>('');
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let timeoutSecs = $state(86400);
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let hints = $state(1);
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const filteredFriends = $derived(
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friendFilter.trim()
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? friends.filter((f) => f.displayName.toLowerCase().includes(friendFilter.trim().toLowerCase()))
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: friends,
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);
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onMount(async () => {
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if (guest) return;
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try {
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friends = await gateway.friendsList();
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} catch (e) {
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handleError(e);
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}
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});
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function toggle(id: string) {
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selected = selected.includes(id) ? selected.filter((x) => x !== id) : [...selected, id];
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}
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async function sendInvite() {
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if (selected.length === 0 || selected.length > 3 || !inviteVariant) return;
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try {
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await gateway.invitationCreate(selected, {
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variant: inviteVariant,
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turnTimeoutSecs: timeoutSecs,
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hintsAllowed: hints > 0,
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hintsPerPlayer: hints,
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dropoutTiles: 'remove',
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});
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showToast(t('new.invited'));
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navigate('/');
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} catch (e) {
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handleError(e);
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}
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}
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onDestroy(() => {
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stop();
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// Abandoned mid-search without a match (navigated away without Cancel): dequeue so we don't
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// linger. A received match (matched) must not be cancelled.
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if (searching && !matched) void gateway.lobbyCancel().catch(() => {});
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});
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</script>
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<Screen title={t('new.title')} back="/">
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<div class="page">
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{#if searching}
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<div class="searching">
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<div class="spinner"></div>
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<p>{t('new.searching')}</p>
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<button class="cancel" onclick={cancelSearch}>{t('common.cancel')}</button>
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</div>
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{:else}
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{#if !guest}
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<div class="seg modes">
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<button class="opt" class:active={mode === 'auto'} onclick={() => (mode = 'auto')}>{t('new.auto')}</button>
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<button class="opt" class:active={mode === 'friends'} onclick={() => (mode = 'friends')}>{t('new.withFriends')}</button>
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</div>
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{/if}
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{#if mode === 'auto'}
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<p class="subtitle">{t('new.subtitle')}</p>
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<div class="variants">
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{#each variants as v (v.id)}
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<button class="variant" onclick={() => find(v.id)} disabled={!connection.online}>
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<span class="vmain">
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<span class="vname">{t(v.label)}</span>
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{#if VARIANT_FLAG[v.id]}
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<span class="vflag">{VARIANT_FLAG[v.id]}</span>
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{:else}
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<img class="vflag-img" src="flag-ussr.svg" alt="" />
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{/if}
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</span>
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<span class="vrules">{t(VARIANT_RULES[v.id])}</span>
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</button>
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{/each}
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</div>
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<p class="movelimit">{t('new.moveLimit', { n: AUTO_MATCH_HOURS })}</p>
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{:else if friends.length === 0}
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<p class="subtitle">{t('new.noFriends')}</p>
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{:else}
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<div class="fg">
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<div class="picked">
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<span class="ftitle">{t('new.pickFriends')} ({selected.length})</span>
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<input class="search" bind:value={friendFilter} placeholder={t('new.searchFriends')} />
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</div>
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<div class="friends-scroll">
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{#each filteredFriends as f (f.accountId)}
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<label class="friend">
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<input type="checkbox" checked={selected.includes(f.accountId)} onchange={() => toggle(f.accountId)} />
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<span>{f.displayName}</span>
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</label>
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{/each}
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{#if filteredFriends.length === 0}<p class="muted">—</p>{/if}
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</div>
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<div class="settings-row">
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<label class="field">
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<span>{t('new.gameType')}</span>
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<select bind:value={inviteVariant} class:placeholder={!inviteVariant}>
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<option value="" disabled>—</option>
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{#each variants as v (v.id)}<option value={v.id}>{t(v.label)}</option>{/each}
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</select>
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</label>
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<label class="field">
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<span>{t('new.moveTime')}</span>
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<select bind:value={timeoutSecs}>
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{#each timeouts as to (to.secs)}<option value={to.secs}>{t(to.key, { n: to.n })}</option>{/each}
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</select>
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</label>
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<label class="field">
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<span>{t('new.hintsPerPlayer')}</span>
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<select bind:value={hints}>
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{#each [0, 1, 2] as h (h)}<option value={h}>{h}</option>{/each}
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</select>
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</label>
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</div>
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<button class="invite" disabled={selected.length === 0 || !inviteVariant || !connection.online} onclick={sendInvite}>{t('new.invite')}</button>
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</div>
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{/if}
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{/if}
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</div>
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</Screen>
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<style>
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.page {
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padding: var(--pad);
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display: flex;
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flex-direction: column;
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gap: 14px;
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height: 100%;
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box-sizing: border-box;
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}
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.subtitle {
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color: var(--text-muted);
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margin: 0;
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}
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.variants {
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display: flex;
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flex-direction: column;
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gap: 10px;
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}
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/* A plaque per variant (like the lobby game cards): the name with its flag on the right,
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and a one-line rules summary below. */
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.variant {
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display: flex;
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flex-direction: column;
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gap: 4px;
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padding: 12px 14px;
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border: 1px solid var(--border);
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background: var(--surface);
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color: var(--text);
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border-radius: var(--radius);
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text-align: left;
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user-select: none;
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}
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.vmain {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: 8px;
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}
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.vname {
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font-size: 1.05rem;
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font-weight: 600;
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}
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.vflag {
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font-size: 1.3rem;
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line-height: 1;
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}
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.vflag-img {
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width: 1.6rem;
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height: auto;
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border-radius: 2px;
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}
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.vrules {
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font-size: 0.8rem;
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color: var(--text-muted);
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}
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.movelimit {
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margin: 0;
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text-align: center;
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color: var(--text-muted);
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font-size: 0.85rem;
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}
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.seg {
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display: flex;
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gap: 8px;
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flex-wrap: wrap;
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}
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.modes {
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margin-bottom: 4px;
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}
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.opt {
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flex: 1;
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min-width: 64px;
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padding: 10px;
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border: 1px solid var(--border);
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background: var(--surface);
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color: var(--text);
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border-radius: var(--radius-sm);
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user-select: none;
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}
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.opt.active {
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background: var(--accent);
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color: var(--accent-text);
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border-color: var(--accent);
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}
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.fg {
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flex: 1;
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min-height: 0;
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display: flex;
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flex-direction: column;
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gap: 10px;
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}
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.picked {
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display: flex;
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flex-direction: column;
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gap: 8px;
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}
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.ftitle {
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font-size: 0.9rem;
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color: var(--text-muted);
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}
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.search {
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min-width: 0;
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padding: 9px 11px;
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border: 1px solid var(--border);
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background: var(--surface);
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color: var(--text);
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border-radius: var(--radius-sm);
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}
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.friends-scroll {
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flex: 1;
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min-height: 0;
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overflow-y: auto;
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display: flex;
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flex-direction: column;
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gap: 6px;
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}
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.friend {
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display: flex;
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align-items: center;
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gap: 10px;
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padding: 10px 12px;
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border: 1px solid var(--border);
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background: var(--surface);
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border-radius: var(--radius-sm);
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}
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.settings-row {
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display: flex;
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gap: 8px;
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}
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.field {
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flex: 1;
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min-width: 0;
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display: flex;
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flex-direction: column;
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gap: 4px;
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}
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.field span {
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font-size: 0.78rem;
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color: var(--text-muted);
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}
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.field select {
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width: 100%;
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box-sizing: border-box;
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min-width: 0;
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padding: 9px;
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border: 1px solid var(--border);
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background: var(--surface);
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color: var(--text);
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border-radius: var(--radius-sm);
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}
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.field select.placeholder {
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color: var(--text-muted);
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}
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.muted {
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color: var(--text-muted);
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margin: 0;
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}
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.invite {
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flex: 0 0 auto;
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padding: 14px;
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border: 1px solid var(--accent);
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background: var(--accent);
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color: var(--accent-text);
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border-radius: var(--radius);
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font-weight: 600;
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}
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.invite:disabled {
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opacity: 0.5;
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}
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.searching {
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display: grid;
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place-items: center;
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gap: 14px;
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padding: 48px 0;
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color: var(--text-muted);
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}
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.spinner {
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width: 36px;
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height: 36px;
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border: 3px solid var(--border);
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border-top-color: var(--accent);
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border-radius: 50%;
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animation: spin 0.8s linear infinite;
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}
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@keyframes spin {
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to {
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transform: rotate(360deg);
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}
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}
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.cancel {
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padding: 8px 16px;
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border: 1px solid var(--border);
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background: var(--surface);
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color: var(--text);
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border-radius: var(--radius-sm);
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}
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</style>
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