4999478ded
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A player can remove a finished game from their own 'my games' list. The action is per-account, finished-only and irreversible (the game stays for the other players; there is no un-hide). - backend: migration 00012 game_hidden(account_id, game_id); store HideGame + hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide. - gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame. - ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop), active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache sync; mock + transport + client wiring; lobby.hideGame label (en/ru). - tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account, idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a pre-existing chat-screen .back transition flake surfaced by the new test's timing. - docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker.
144 lines
5.3 KiB
TypeScript
144 lines
5.3 KiB
TypeScript
// GatewayClient — the typed facade the screens call. Both the real Connect/
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// FlatBuffers transport and the in-memory mock implement it. Domain failures (the
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// gateway's result_code) and edge failures (Connect error codes) are normalised
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// into a thrown GatewayError carrying a stable `code` the UI maps to an i18n
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// message.
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import type {
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AccountRef,
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ChatMessage,
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EvalResult,
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FriendCode,
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GameList,
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GameView,
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GcgExport,
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History,
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HintResult,
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Invitation,
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InvitationSettings,
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LinkResult,
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MatchResult,
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MoveResult,
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Profile,
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ProfileUpdate,
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PushEvent,
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Session,
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StateView,
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Stats,
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Tile,
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Variant,
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WordCheckResult,
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} from './model';
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/** GatewayError carries a stable code (the gateway result_code, or an edge code). */
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export class GatewayError extends Error {
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readonly code: string;
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constructor(code: string, message?: string) {
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super(message ?? code);
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this.name = 'GatewayError';
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this.code = code;
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}
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}
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/** A tile the player is submitting (rack/blank already resolved to a letter). */
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export interface PlacedTile {
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row: number;
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col: number;
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letter: string;
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blank: boolean;
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}
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/** Unsubscribe handle for the live stream. */
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export type Unsubscribe = () => void;
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export interface GatewayClient {
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// --- auth (unauthenticated) ---
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authTelegram(initData: string): Promise<Session>;
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authGuest(locale?: string): Promise<Session>;
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authEmailRequest(email: string): Promise<void>;
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authEmailLogin(email: string, code: string): Promise<Session>;
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// --- profile / lists ---
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profileGet(): Promise<Profile>;
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gamesList(): Promise<GameList>;
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// --- lobby ---
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lobbyEnqueue(variant: Variant): Promise<MatchResult>;
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lobbyPoll(): Promise<MatchResult>;
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/** Leave the auto-match pool (idempotent); a cancelled quick-match must not stay queued. */
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lobbyCancel(): Promise<void>;
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// --- game ---
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// Stage 13: the play loop exchanges alphabet indices, so submit/evaluate/exchange/
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// check-word take the game's variant (to map letters<->indices via the cached alphabet
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// table), and gameState's includeAlphabet asks the server to embed that table.
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gameState(gameId: string, includeAlphabet: boolean): Promise<StateView>;
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gameHistory(gameId: string): Promise<History>;
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submitPlay(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], variant: Variant): Promise<MoveResult>;
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pass(gameId: string): Promise<MoveResult>;
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exchange(gameId: string, tiles: string[], variant: Variant): Promise<MoveResult>;
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resign(gameId: string): Promise<MoveResult>;
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hint(gameId: string): Promise<HintResult>;
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evaluate(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], variant: Variant): Promise<EvalResult>;
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checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
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complaint(gameId: string, word: string, note: string): Promise<void>;
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/** Hide a finished game from the caller's own lobby list (Stage 17); per-account, irreversible. */
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hideGame(gameId: string): Promise<void>;
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// --- draft (Stage 17) ---
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/** The player's server-persisted client-side composition (rack order + board tiles), so a
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* reload or a second device resumes the same arrangement. The JSON is opaque to the
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* gateway; the client owns the {rack_order, board_tiles} shape. */
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draftGet(gameId: string): Promise<string>;
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draftSave(gameId: string, json: string): Promise<void>;
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// --- chat ---
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chatPost(gameId: string, body: string): Promise<ChatMessage>;
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chatList(gameId: string): Promise<ChatMessage[]>;
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nudge(gameId: string): Promise<ChatMessage>;
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// --- friends (Stage 8) ---
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friendsList(): Promise<AccountRef[]>;
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friendsIncoming(): Promise<AccountRef[]>;
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/** Addressees the caller has already requested (pending or declined); cannot re-request. */
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friendsOutgoing(): Promise<AccountRef[]>;
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friendRequest(accountId: string): Promise<void>;
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friendRespond(requesterId: string, accept: boolean): Promise<void>;
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friendCancel(accountId: string): Promise<void>;
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unfriend(accountId: string): Promise<void>;
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friendCodeIssue(): Promise<FriendCode>;
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friendCodeRedeem(code: string): Promise<AccountRef>;
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// --- blocks (Stage 8) ---
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blocksList(): Promise<AccountRef[]>;
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block(accountId: string): Promise<void>;
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unblock(accountId: string): Promise<void>;
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// --- invitations (Stage 8) ---
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invitationsList(): Promise<Invitation[]>;
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invitationCreate(inviteeIds: string[], settings: InvitationSettings): Promise<Invitation>;
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invitationAccept(invitationId: string): Promise<Invitation>;
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invitationDecline(invitationId: string): Promise<Invitation>;
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invitationCancel(invitationId: string): Promise<void>;
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// --- profile / stats / history (Stage 8) ---
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profileUpdate(p: ProfileUpdate): Promise<Profile>;
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statsGet(): Promise<Stats>;
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exportGcg(gameId: string): Promise<GcgExport>;
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// --- account linking & merge (Stage 11) ---
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linkEmailRequest(email: string): Promise<void>;
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linkEmailConfirm(email: string, code: string): Promise<LinkResult>;
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linkEmailMerge(email: string, code: string): Promise<LinkResult>;
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linkTelegram(data: string): Promise<LinkResult>;
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linkTelegramMerge(data: string): Promise<LinkResult>;
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// --- live stream ---
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subscribe(onEvent: (e: PushEvent) => void, onError?: (err: unknown) => void): Unsubscribe;
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/** Set or clear the bearer token used for authenticated calls and the stream. */
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setToken(token: string | null): void;
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}
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export type { GameView, Tile };
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