64be0572b3
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Blocking an auto-match opponent who is secretly a pooled robot is recorded instead in a separate `robot_blocks` table. Now blocking behaves the same in that game (struck name, hidden composer) and lists the blocked opponent under the name you saw, but is recorded only against that game — the disguise holds, the shared robot is never globally blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out of opponents). - the shared robot account is never put in `blocks` - the matchmaker keeps it free and it is not blocked under its other per-game names - the blocked list and the in-game card still show it by joining that table; an unblock deletes the row
162 lines
6.0 KiB
Svelte
162 lines
6.0 KiB
Svelte
<script lang="ts">
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import { onMount } from 'svelte';
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import Chat from './Chat.svelte';
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import { gateway } from '../lib/gateway';
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import { app, handleError, markChatRead } from '../lib/app.svelte';
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import { canSendChat, sentThisTurn } from '../lib/chatlimit';
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import type { ChatMessage, StateView } from '../lib/model';
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// The Chat tab body, hosted by CommsHub (which supplies the nav bar + tab bar). The
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// hub lays it out as a non-scrolling column, so the soft keyboard simply resizes the
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// viewport with the input pinned to the bottom. It loads the game state (for the
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// turn-based chat/nudge toggle) and the message list, and clears the unread while open.
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let { id }: { id: string } = $props();
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let view = $state<StateView | null>(null);
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let messages = $state<ChatMessage[]>([]);
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let busy = $state(false);
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let tick = $state(0);
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// The opponents the viewer has blocked: when every opponent is blocked the composer is hidden
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// (only the chat log remains). blockedIds are blocked humans (by account); blockedRobotSeats are
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// the seats of blocked disguised robots in this game (a robot block is per game+seat).
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let blockedIds = $state(new Set<string>());
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let blockedRobotSeats = $state(new Set<number>());
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const myId = $derived(app.session?.userId ?? '');
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const isMyTurn = $derived(
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!!view && (view.game.status === 'active' || view.game.status === 'open') && view.game.toMove === view.seat,
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);
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// At most one chat message per turn: "already wrote this turn" is derived from the
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// message list against the move-driven turn start (lastActivityUnix), so it resets when
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// the turn advances. canSend hides the field once the limit is reached (and always on
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// the opponent's turn).
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const canSend = $derived(canSendChat(isMyTurn, view ? sentThisTurn(messages, myId, view.game.lastActivityUnix) : 0));
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// The nudge is offered only on the opponent's turn of an active game (you hurry the player
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// who is to move). A finished game is read-only: neither chat nor nudge is offered.
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const canNudge = $derived(!!view && view.game.status === 'active' && view.game.toMove !== view.seat);
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// While the auto-match game still has no opponent, chat and nudge are both disabled.
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const waiting = $derived(!!view && view.game.status === 'open');
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// peerBlocked is true when every seated opponent is one the viewer has blocked: the whole
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// composer is then hidden (a blocked opponent cannot be messaged).
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const peerBlocked = $derived.by(() => {
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const v = view;
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if (!v) return false;
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const opponents = v.game.seats.filter((s) => s.seat !== v.seat && !!s.accountId);
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return (
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opponents.length > 0 &&
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opponents.every((s) => blockedIds.has(s.accountId) || blockedRobotSeats.has(s.seat))
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);
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});
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const nudgeCooldownSecs = 3600;
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// The nudge is one-per-hour-per-game and clears once the player chats (engagement); the
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// backend stays authoritative, so a move-based reset is left to it.
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const nudgeOnCooldown = $derived.by(() => {
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void tick;
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let lastNudge = 0;
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let lastChat = 0;
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for (const m of messages) {
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if (m.senderId !== myId) continue;
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if (m.kind === 'nudge') lastNudge = Math.max(lastNudge, m.createdAtUnix);
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else lastChat = Math.max(lastChat, m.createdAtUnix);
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}
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if (lastNudge === 0 || Date.now() / 1000 - lastNudge >= nudgeCooldownSecs) return false;
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return lastChat <= lastNudge;
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});
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async function refresh() {
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try {
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messages = await gateway.chatList(id);
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markChatRead(id);
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} catch {
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/* best-effort */
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}
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}
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// loadState (re)reads the game state that drives the chat/nudge toggle and the per-turn
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// limit. The initial load surfaces an error; live reloads are best-effort.
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async function loadState(initial = false) {
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try {
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view = await gateway.gameState(id, false);
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} catch (e) {
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if (initial) handleError(e);
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}
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}
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// loadBlocked refreshes the viewer's blocked set (best-effort); guests have none.
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async function loadBlocked() {
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if (app.profile?.isGuest) return;
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try {
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const bl = await gateway.blocksList();
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blockedIds = new Set(bl.blocked.map((b) => b.accountId));
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blockedRobotSeats = new Set(bl.robots.filter((r) => r.gameId === id).map((r) => r.seat));
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} catch {
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/* best-effort */
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}
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}
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onMount(async () => {
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await loadState(true);
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await refresh();
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void loadBlocked();
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});
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// Live: refresh the message list on a chat / nudge for this game, and reload the state on
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// a turn / game-state change so the chat/nudge toggle and the per-turn limit (keyed on the
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// turn start) follow the live game.
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$effect(() => {
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const e = app.lastEvent;
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if (!e) return;
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if ((e.kind === 'chat_message' && e.message.gameId === id) || (e.kind === 'nudge' && e.gameId === id)) {
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void refresh();
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}
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if (
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(e.kind === 'your_turn' || e.kind === 'opponent_moved' || e.kind === 'game_over' || e.kind === 'opponent_joined') &&
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e.gameId === id
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) {
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void loadState();
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}
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// A block/unblock applied: re-derive whether the composer should be hidden.
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if (e.kind === 'notify' && (e.sub === 'user_blocked' || e.sub === 'user_unblocked')) {
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void loadBlocked();
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}
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});
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// Re-evaluate the nudge cooldown on a timer so the control re-enables on time.
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$effect(() => {
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const h = setInterval(() => (tick += 1), 20000);
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return () => clearInterval(h);
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});
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async function sendChat(text: string) {
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busy = true;
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try {
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messages = [...messages, await gateway.chatPost(id, text)];
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} catch (e) {
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handleError(e);
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} finally {
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busy = false;
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}
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}
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async function nudge() {
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busy = true;
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try {
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messages = [...messages, await gateway.nudge(id)];
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} catch (e) {
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handleError(e);
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} finally {
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busy = false;
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}
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}
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</script>
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<Chat
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{messages}
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{myId}
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{busy}
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myTurn={isMyTurn}
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{canSend}
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{canNudge}
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{waiting}
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{nudgeOnCooldown}
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vsAi={!!view && view.game.vsAi}
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blocked={peerBlocked}
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onsend={sendChat}
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onnudge={nudge}
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/>
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