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The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
158 lines
5.9 KiB
Go
158 lines
5.9 KiB
Go
// Package render turns a backend push event into a localized Telegram message with
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// a Mini App deep-link. Only the out-of-app push set is rendered (your_turn, game_over,
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// nudge, match_found, and the invitation / friend_request notify sub-kinds); every other
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// kind returns ok=false so the connector skips it (the in-app stream still carries
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// it).
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package render
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import (
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"fmt"
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"scrabble/pkg/fbs/scrabblefb"
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"scrabble/platform/telegram/internal/deeplink"
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)
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// Message is a rendered notification: the body text, the launch-button label and
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// the deep-link start parameter (empty opens the lobby).
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type Message struct {
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Text string
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ButtonText string
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StartParam string
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}
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// Render builds the localized message for a backend push event of the given kind
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// and FlatBuffers payload, in language lang ("ru" selects Russian; anything else
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// is English). It returns ok=false for a kind that is not delivered out-of-app.
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func Render(kind string, payload []byte, lang string) (Message, bool) {
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p := english
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if lang == "ru" {
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p = russian
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}
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switch kind {
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case "your_turn":
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ev := scrabblefb.GetRootAsYourTurnEvent(payload, 0)
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return Message{Text: yourTurnText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "game_over":
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ev := scrabblefb.GetRootAsGameOverEvent(payload, 0)
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return Message{Text: gameOverText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "nudge":
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ev := scrabblefb.GetRootAsNudgeEvent(payload, 0)
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return Message{Text: nudgeText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "match_found":
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ev := scrabblefb.GetRootAsMatchFoundEvent(payload, 0)
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return Message{Text: p.matchFound, ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "notify":
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ev := scrabblefb.GetRootAsNotificationEvent(payload, 0)
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switch string(ev.Kind()) {
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case "invitation":
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return Message{Text: p.invitation, ButtonText: p.open}, true
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case "friend_request":
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return Message{Text: p.friendRequest, ButtonText: p.open}, true
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}
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}
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return Message{}, false
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}
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// yourTurnText renders the enriched "your turn" body, voiced as the opponent who
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// just moved ("{name}: my move — «WORD». Score 120:95"). It falls back to the plain phrase when
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// the opponent name is missing (an older backend, or an unresolved name).
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func yourTurnText(ev *scrabblefb.YourTurnEvent, p phrases) string {
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name := string(ev.OpponentName())
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if name == "" {
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return p.yourTurn
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}
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switch string(ev.LastAction()) {
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case "play":
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if word := string(ev.LastWord()); word != "" {
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return fmt.Sprintf(p.yourTurnPlay, name, word, string(ev.ScoreLine()))
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}
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return fmt.Sprintf(p.yourTurnMoved, name)
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case "exchange":
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return fmt.Sprintf(p.yourTurnExchange, name)
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case "pass":
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return fmt.Sprintf(p.yourTurnPass, name)
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default:
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return p.yourTurn
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}
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}
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// nudgeText renders the nudge body, voiced as the sender who is waiting ("{name}: Waiting for
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// your move 🤭"). It falls back to the plain phrase when the sender name is missing (an older
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// backend, or an unresolved name).
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func nudgeText(ev *scrabblefb.NudgeEvent, p phrases) string {
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if name := string(ev.SenderName()); name != "" {
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return fmt.Sprintf(p.nudgeBy, name)
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}
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return p.nudge
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}
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// gameOverText renders the "game over" body from the recipient's own perspective.
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func gameOverText(ev *scrabblefb.GameOverEvent, p phrases) string {
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score := string(ev.ScoreLine())
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switch string(ev.Result()) {
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case "won":
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return fmt.Sprintf(p.gameOverWon, score)
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case "lost":
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return fmt.Sprintf(p.gameOverLost, score)
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default:
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return fmt.Sprintf(p.gameOverDraw, score)
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}
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}
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// phrases is one language's message catalog. The yourTurn*/gameOver*/nudgeBy entries are fmt
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// format strings: yourTurnPlay takes (name, word, scoreLine); yourTurnExchange/Pass/Moved and
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// nudgeBy take (name); the gameOver* entries take (scoreLine).
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type phrases struct {
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yourTurn string
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yourTurnPlay string
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yourTurnExchange string
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yourTurnPass string
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yourTurnMoved string
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gameOverWon string
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gameOverLost string
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gameOverDraw string
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nudge string
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nudgeBy string
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matchFound string
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invitation string
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friendRequest string
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openGame string
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open string
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}
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var english = phrases{
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yourTurn: "It's your turn.",
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yourTurnPlay: "%s: my move — «%s». Score %s",
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yourTurnExchange: "%s: swapping tiles, your turn.",
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yourTurnPass: "%s: passing, your turn.",
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yourTurnMoved: "%s moved, your turn.",
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gameOverWon: "Game over — you won! Score %s",
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gameOverLost: "Game over — you lost. Score %s",
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gameOverDraw: "Game over — a draw. Score %s",
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nudge: "You were nudged — it's your turn.",
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nudgeBy: "%s: Waiting for your move 🤭",
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matchFound: "Your game is ready.",
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invitation: "You have a new game invitation.",
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friendRequest: "You have a new friend request.",
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openGame: "Open game",
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open: "Open",
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}
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var russian = phrases{
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yourTurn: "Ваш ход.",
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yourTurnPlay: "%s: мой ход — «%s». Счёт %s",
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yourTurnExchange: "%s: меняю фишки, ваш ход.",
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yourTurnPass: "%s: пропускаю ход, ваш ход.",
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yourTurnMoved: "%s сходил(а), ваш ход.",
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gameOverWon: "Игра окончена — вы выиграли! Счёт %s",
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gameOverLost: "Игра окончена — вы проиграли. Счёт %s",
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gameOverDraw: "Игра окончена — ничья. Счёт %s",
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nudge: "Вас поторопили — ваш ход.",
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nudgeBy: "%s: Жду Вашего хода 🤭",
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matchFound: "Игра найдена.",
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invitation: "Вас пригласили в игру.",
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friendRequest: "Вам пришла заявка в друзья.",
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openGame: "Открыть игру",
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open: "Открыть",
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}
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