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scrabble-game/ui/src/lib/client.ts
T
Ilia Denisov 4999478ded
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Stage 17 #5: hide finished games from your own lobby list
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.
2026-06-09 00:26:35 +02:00

144 lines
5.3 KiB
TypeScript

// GatewayClient — the typed facade the screens call. Both the real Connect/
// FlatBuffers transport and the in-memory mock implement it. Domain failures (the
// gateway's result_code) and edge failures (Connect error codes) are normalised
// into a thrown GatewayError carrying a stable `code` the UI maps to an i18n
// message.
import type {
AccountRef,
ChatMessage,
EvalResult,
FriendCode,
GameList,
GameView,
GcgExport,
History,
HintResult,
Invitation,
InvitationSettings,
LinkResult,
MatchResult,
MoveResult,
Profile,
ProfileUpdate,
PushEvent,
Session,
StateView,
Stats,
Tile,
Variant,
WordCheckResult,
} from './model';
/** GatewayError carries a stable code (the gateway result_code, or an edge code). */
export class GatewayError extends Error {
readonly code: string;
constructor(code: string, message?: string) {
super(message ?? code);
this.name = 'GatewayError';
this.code = code;
}
}
/** A tile the player is submitting (rack/blank already resolved to a letter). */
export interface PlacedTile {
row: number;
col: number;
letter: string;
blank: boolean;
}
/** Unsubscribe handle for the live stream. */
export type Unsubscribe = () => void;
export interface GatewayClient {
// --- auth (unauthenticated) ---
authTelegram(initData: string): Promise<Session>;
authGuest(locale?: string): Promise<Session>;
authEmailRequest(email: string): Promise<void>;
authEmailLogin(email: string, code: string): Promise<Session>;
// --- profile / lists ---
profileGet(): Promise<Profile>;
gamesList(): Promise<GameList>;
// --- lobby ---
lobbyEnqueue(variant: Variant): Promise<MatchResult>;
lobbyPoll(): Promise<MatchResult>;
/** Leave the auto-match pool (idempotent); a cancelled quick-match must not stay queued. */
lobbyCancel(): Promise<void>;
// --- game ---
// Stage 13: the play loop exchanges alphabet indices, so submit/evaluate/exchange/
// check-word take the game's variant (to map letters<->indices via the cached alphabet
// table), and gameState's includeAlphabet asks the server to embed that table.
gameState(gameId: string, includeAlphabet: boolean): Promise<StateView>;
gameHistory(gameId: string): Promise<History>;
submitPlay(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], variant: Variant): Promise<MoveResult>;
pass(gameId: string): Promise<MoveResult>;
exchange(gameId: string, tiles: string[], variant: Variant): Promise<MoveResult>;
resign(gameId: string): Promise<MoveResult>;
hint(gameId: string): Promise<HintResult>;
evaluate(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], variant: Variant): Promise<EvalResult>;
checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
complaint(gameId: string, word: string, note: string): Promise<void>;
/** Hide a finished game from the caller's own lobby list (Stage 17); per-account, irreversible. */
hideGame(gameId: string): Promise<void>;
// --- draft (Stage 17) ---
/** The player's server-persisted client-side composition (rack order + board tiles), so a
* reload or a second device resumes the same arrangement. The JSON is opaque to the
* gateway; the client owns the {rack_order, board_tiles} shape. */
draftGet(gameId: string): Promise<string>;
draftSave(gameId: string, json: string): Promise<void>;
// --- chat ---
chatPost(gameId: string, body: string): Promise<ChatMessage>;
chatList(gameId: string): Promise<ChatMessage[]>;
nudge(gameId: string): Promise<ChatMessage>;
// --- friends (Stage 8) ---
friendsList(): Promise<AccountRef[]>;
friendsIncoming(): Promise<AccountRef[]>;
/** Addressees the caller has already requested (pending or declined); cannot re-request. */
friendsOutgoing(): Promise<AccountRef[]>;
friendRequest(accountId: string): Promise<void>;
friendRespond(requesterId: string, accept: boolean): Promise<void>;
friendCancel(accountId: string): Promise<void>;
unfriend(accountId: string): Promise<void>;
friendCodeIssue(): Promise<FriendCode>;
friendCodeRedeem(code: string): Promise<AccountRef>;
// --- blocks (Stage 8) ---
blocksList(): Promise<AccountRef[]>;
block(accountId: string): Promise<void>;
unblock(accountId: string): Promise<void>;
// --- invitations (Stage 8) ---
invitationsList(): Promise<Invitation[]>;
invitationCreate(inviteeIds: string[], settings: InvitationSettings): Promise<Invitation>;
invitationAccept(invitationId: string): Promise<Invitation>;
invitationDecline(invitationId: string): Promise<Invitation>;
invitationCancel(invitationId: string): Promise<void>;
// --- profile / stats / history (Stage 8) ---
profileUpdate(p: ProfileUpdate): Promise<Profile>;
statsGet(): Promise<Stats>;
exportGcg(gameId: string): Promise<GcgExport>;
// --- account linking & merge (Stage 11) ---
linkEmailRequest(email: string): Promise<void>;
linkEmailConfirm(email: string, code: string): Promise<LinkResult>;
linkEmailMerge(email: string, code: string): Promise<LinkResult>;
linkTelegram(data: string): Promise<LinkResult>;
linkTelegramMerge(data: string): Promise<LinkResult>;
// --- live stream ---
subscribe(onEvent: (e: PushEvent) => void, onError?: (err: unknown) => void): Unsubscribe;
/** Set or clear the bearer token used for authenticated calls and the stream. */
setToken(token: string | null): void;
}
export type { GameView, Tile };