409462fc09
Add the /confirm/<token> SPA route and Confirm screen: a prefetch-safe button POSTs the token via a new confirmEmailLink RPC (client/transport/mock/codec + ConfirmLinkResult model). A login adopts the minted session and enters the app; a link shows confirmed / merge-in-the-app; an invalid or expired token asks for a new code. Exempt /confirm from the no-session /login redirect. Forward the client locale on the email request (authEmailRequest gains language → app.locale) so a fresh web login email is localised. Handle the new 'profile' live-event sub-kind by re-fetching the profile, so a link confirmed in another browser reflects in-app at once. i18n en+ru.
189 lines
8.3 KiB
TypeScript
189 lines
8.3 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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BlockList,
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BlockStatus,
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ChatMessage,
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EvalResult,
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FeedbackState,
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FriendCode,
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GameList,
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GameView,
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ExportUrl,
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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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ConfirmLinkResult,
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LinkResult,
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MatchResult,
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MoveResult,
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OutgoingList,
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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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/** Authenticate a VK Mini App launch: params is the signed vk_* launch query string (the gateway
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* verifies its sign); displayName is the client-read VKWebAppGetUserInfo name (an unsigned,
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* cosmetic seed for a brand-new account). */
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authVK(params: string, displayName: string): Promise<Session>;
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authGuest(locale?: string): Promise<Session>;
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authEmailRequest(email: string, language: string): Promise<void>;
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authEmailLogin(email: string, code: string): Promise<Session>;
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/** Confirm a one-tap email deeplink token: a login returns a session to adopt; a
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* link returns a status ('confirmed' | 'merge_required'). */
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confirmEmailLink(token: string): Promise<ConfirmLinkResult>;
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// --- profile / lists ---
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profileGet(): Promise<Profile>;
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/** The caller's current manual block. Exempt from the backend's suspension gate, so a blocked
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* client can still fetch it to render the blocked screen. */
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blockStatus(): Promise<BlockStatus>;
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gamesList(): Promise<GameList>;
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// --- lobby ---
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/** Start a quick game: human auto-match, or an honest-AI game against a robot when vsAi. */
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lobbyEnqueue(variant: Variant, multipleWords: boolean, vsAi: boolean): 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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// 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, 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, tiles: PlacedTile[], variant: Variant, signal?: AbortSignal): 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; per-account, irreversible. */
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hideGame(gameId: string): Promise<void>;
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// --- dictionary (local move preview) ---
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/** Fetch the raw serialized dictionary blob for a (variant, version) pair. Session-gated;
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* lets the client validate and score a move locally instead of a network round trip.
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* opts.signal aborts a stalled download; opts.reload bypasses the browser HTTP cache (the
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* debug reset, for testing a cold load). */
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fetchDict(variant: Variant, version: string, opts?: { signal?: AbortSignal; reload?: boolean }): Promise<ArrayBuffer>;
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/** Post the client's local move-preview adoption telemetry — a small batch of counter deltas,
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* session-gated and fire-and-forget (never on the gameplay path). */
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reportLocalEval(counts: Record<string, number>): Promise<void>;
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// --- draft ---
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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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/** Acknowledge the caller has read the game's chat (sent when they open the move history
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* or chat), so the backend clears their unread bits and records the read latency. */
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markChatRead(gameId: string): Promise<void>;
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// --- feedback ---
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/** feedbackSubmit sends a feedback message with an optional single attachment. */
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feedbackSubmit(body: string, attachment: Uint8Array | null, attachmentName: string, channel: string): Promise<void>;
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/** feedbackGet returns the feedback screen state and marks any pending reply delivered. */
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feedbackGet(): Promise<FeedbackState>;
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/** feedbackUnread reports whether an operator reply awaits delivery (the badge). */
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feedbackUnread(): Promise<boolean>;
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// --- friends ---
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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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* plus the per-game disguised-robot requests that keep the in-game 🤝 disabled by seat. */
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friendsOutgoing(): Promise<OutgoingList>;
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/** Send a friend request. A non-empty gameId marks an in-game request, so a disguised-robot
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* opponent is recorded as a per-game request rather than against the shared robot account. */
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friendRequest(accountId: string, gameId?: 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 ---
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blocksList(): Promise<BlockList>;
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block(accountId: string, gameId?: string): Promise<void>;
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unblock(accountId: string): Promise<void>;
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// --- invitations ---
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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 ---
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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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/** Mints a signed download URL for a finished game's artifact. dateLocale and the
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* localized non-play labels (pass/exchange/resign/timeout, in that order) ride the
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* URL so the server-rendered image matches the player's presentation. */
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exportUrl(gameId: string, kind: 'png' | 'gcg', dateLocale: string, actionLabels: string[], timeZone: string): Promise<ExportUrl>;
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// --- account linking & merge ---
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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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