Files
scrabble-game/ui/src/lib/app.svelte.ts
T
Ilia Denisov 00129414e5
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m15s
feat(ui): force Mini App fullscreen on mobile, not via the share link
Replace the shared-link &mode=fullscreen (which would also force fullscreen on
desktop) with an imperative requestFullscreen() on launch, gated to mobile
clients (ios/android/android_x) — mirroring how Telegram's own Mini Apps go
immersive on phones while desktop keeps the bot's full-size window. It triggers
the existing fullscreenChanged -> safe-area resync; a no-op on clients predating
Bot API 8.0.
2026-06-15 17:34:07 +02:00

671 lines
26 KiB
TypeScript

// Central app state + actions. Holds the session/profile, client preferences, a
// transient toast, and the latest live event (screens react to it via $effect). All
// gateway calls funnel through here so errors map to one user-facing toast and an
// expired session logs out.
import type { BlockStatus, LinkResult, Profile, PushEvent, Session } from './model';
import { gateway } from './gateway';
import { GatewayError } from './client';
import { navigate, router } from './router.svelte';
import { errorKey, localeFrom, setLocale, t, type Locale } from './i18n/index.svelte';
import { applyReduceMotion, applyTelegramTheme, applyTheme, type ThemePref } from './theme';
import {
insideTelegram,
onTelegramPath,
telegramColorScheme,
telegramContentSafeAreaTop,
telegramSafeAreaTop,
telegramDisableVerticalSwipes,
telegramHaptic,
telegramLaunch,
telegramOnEvent,
telegramRequestFullscreen,
telegramSetChrome,
} from './telegram';
import { parseStartParam } from './deeplink';
import { clearSession, loadPrefs, loadSession, saveSession, savePrefs } from './session';
import { connection, reportOffline, reportOnline, resetConnection } from './connection.svelte';
import { isConnectionCode } from './retry';
import { clearGameCache, getCachedGame, setCachedGame } from './gamecache';
import { advanceCached } from './gamedelta';
import { clearLobby, patchLobbyGame, patchLobbyInvitation } from './lobbycache';
import type { BoardLabelMode } from './boardlabels';
export interface Toast {
kind: 'error' | 'info';
text: string;
}
export const app = $state<{
ready: boolean;
/** Whether the live-event stream is connected. The event hub is best-effort and never replays a
* missed event, so an open game waiting for an opponent uses this to recover: it polls the game
* state while the stream is down and refetches once on reconnect (see game/Game.svelte). */
streamAlive: boolean;
session: Session | null;
profile: Profile | null;
/** The caller's active manual block, or null. When set, App.svelte replaces every screen with
* the terminal blocked screen and all push/poll is stopped. */
blocked: BlockStatus | null;
toast: Toast | null;
lastEvent: PushEvent | null;
theme: ThemePref;
locale: Locale;
reduceMotion: boolean;
boardLabels: BoardLabelMode;
/** Draw grid lines between board cells; off (default) is a gapless checkerboard. */
boardLines: boolean;
localeLocked: boolean;
/** Pending incoming friend requests, for the lobby ⚙️ badge and the Settings Friends tab. */
notifications: number;
/** Unread chat-message count per game id, for the in-game score-bar and 💬 badges. */
chatUnread: Record<string, number>;
/** Whether an operator feedback reply awaits the player, for the lobby ⚙️ badge (combined
* with friend requests) and the Settings → Info badge. */
feedbackReplyUnread: boolean;
/** Whether to show the "outdated invite link" notice: set when a Telegram deep-link friend
* code is already used/expired, so the visitor lands in the lobby with a gentle pointer to
* the bot instead of a scary error on the Friends screen. */
staleInvite: boolean;
/** Monotonic counter bumped when the app returns to the foreground without the live stream
* having dropped. An open game watches it to refetch once, recovering an in-game event shed
* from a full hub buffer while suspended (the stream-drop case is covered by streamAlive). */
resync: number;
}>({
ready: false,
streamAlive: false,
session: null,
profile: null,
blocked: null,
toast: null,
lastEvent: null,
theme: 'auto',
locale: 'en',
reduceMotion: false,
boardLabels: 'beginner',
boardLines: false,
localeLocked: false,
notifications: 0,
chatUnread: {},
feedbackReplyUnread: false,
staleInvite: false,
resync: 0,
});
let unsubscribeStream: (() => void) | null = null;
let reconnectTimer: ReturnType<typeof setTimeout> | null = null;
let toastTimer: ReturnType<typeof setTimeout> | null = null;
// Background/foreground tracking, to silence the reconnect banner during a normal app
// suspend (iOS lock / home, Telegram tab switch) and reconnect quietly on return.
let backgrounded = false;
let foregroundedAt = 0;
const reconnectGraceMs = 4000;
/** documentHidden reports whether the page is currently hidden. */
function documentHidden(): boolean {
return typeof document !== 'undefined' && document.visibilityState === 'hidden';
}
/**
* bannerSuppressed reports whether the connection banner should stay hidden: while
* backgrounded, and for a short grace after returning to the foreground — a connection
* dropped while suspended surfaces its error on resume, before the silent reconnect lands.
*/
function bannerSuppressed(): boolean {
return backgrounded || documentHidden() || Date.now() - foregroundedAt < reconnectGraceMs;
}
function goBackground(): void {
backgrounded = true;
}
function goForeground(): void {
backgrounded = false;
foregroundedAt = Date.now();
if (!app.session) return;
if (!app.streamAlive) {
openStream(); // re-establish a stream dropped while away (its reconnect refetch then runs)
} else {
// The stream stayed alive across the suspend, so the reconnect refetch will not fire — but an
// event may have been shed from a full hub buffer while away; nudge an open game to refetch.
app.resync++;
}
void refreshNotifications();
}
export function showToast(text: string, kind: Toast['kind'] = 'info'): void {
app.toast = { kind, text };
if (toastTimer) clearTimeout(toastTimer);
toastTimer = setTimeout(() => (app.toast = null), 4000);
}
/** dismissStaleInvite hides the outdated-invite-link notice (the user acknowledged it). */
export function dismissStaleInvite(): void {
app.staleInvite = false;
}
/** clearChatUnread resets a game's unread chat-message count (called when its chat is opened). */
export function clearChatUnread(gameId: string): void {
if (app.chatUnread[gameId]) app.chatUnread = { ...app.chatUnread, [gameId]: 0 };
}
/** handleError maps a GatewayError to a toast; an invalid session logs out. A connectivity
* failure — or anything raised while the app is mid-reconnect — is shown by the "Connecting…"
* header indicator (and auto-retried), never a red toast. */
export function handleError(err: unknown): void {
const code = err instanceof GatewayError ? err.code : '';
if (code === 'session_invalid' || code === 'unauthenticated') {
void logout();
return;
}
if (code === 'account_blocked') {
void enterBlocked();
return;
}
if (isConnectionCode(code) || !connection.online) return;
telegramHaptic('error');
showToast(t(code ? errorKey(code) : 'error.generic'), 'error');
}
/**
* enterBlocked switches the app to the terminal blocked screen and stops all push/poll. It is
* triggered whenever any call reports the "account_blocked" code. It flips the screen
* synchronously (a generic placeholder), then fetches the block's expiry and reason — the one
* endpoint a blocked client may still reach — to render the precise message. If that fetch reports
* the block was already lifted (a race), it recovers: clears the blocked screen and reopens the
* stream.
*/
export async function enterBlocked(): Promise<void> {
closeStream(); // stop the live stream; the blocked screen makes no further calls
app.blocked ??= { blocked: true, permanent: true, until: '', reason: '' };
try {
const s = await gateway.blockStatus();
if (s.blocked) {
app.blocked = s;
} else {
app.blocked = null;
if (app.session) openStream();
}
} catch {
// Keep the placeholder blocked screen even if the details cannot be fetched.
}
}
/**
* viewingGame reports whether the game board for the given game id is the current route. That screen
* maintains its own cache from live events, so the global stream handler must not also advance it (a
* double application). The chat / dictionary sub-screens leave the board unmounted, so they do not
* count as viewing — there the global handler keeps the cache warm for the return to the board.
*/
function viewingGame(gameId: string): boolean {
return router.route.name === 'game' && router.route.params.id === gameId;
}
function openStream(): void {
closeStream();
app.streamAlive = true;
unsubscribeStream = gateway.subscribe(
(e) => {
reportOnline(); // a delivered event proves the gateway is reachable
app.lastEvent = e;
if (e.kind === 'chat_message' && e.message.senderId !== app.session?.userId) {
// While the player is in that game's comms hub (chat or dictionary tab), neither
// toast nor bump the unread — the chat is a tap away and reloads on open.
const inComms =
(router.route.name === 'gameChat' || router.route.name === 'gameCheck') &&
router.route.params.id === e.message.gameId;
if (!inComms) {
if (e.message.kind !== 'nudge') {
const gid = e.message.gameId;
app.chatUnread = { ...app.chatUnread, [gid]: (app.chatUnread[gid] ?? 0) + 1 };
}
showToast(e.message.kind === 'nudge' ? t('chat.nudge') : e.message.body, 'info');
}
} else if (e.kind === 'nudge') {
showToast(t('chat.nudge'), 'info');
} else if (e.kind === 'your_turn') {
// Name the player who moved just before this one (the previous seat in turn order), so the
// toast reads the same in games with any number of players. Fall back to the bare label when
// no name is present (an older peer, or a gap event without one).
showToast(e.opponentName ? t('game.yourTurnBy', { name: e.opponentName }) : t('game.yourTurn'), 'info');
} else if (e.kind === 'opponent_moved' || e.kind === 'game_over') {
// Keep both caches fresh from any screen, so neither the lobby nor the game flashes a stale
// frame on the next navigation. The lobby snapshot is patched from the event's own GameView
// (independent of whether this device has the game cached). The per-game cache is advanced
// only for a game not currently in view — the mounted game board owns its own cache (see
// game/Game.svelte), so skipping it avoids a double apply.
if (e.game) patchLobbyGame(e.game);
if (!viewingGame(e.gameId)) {
const c = advanceCached(getCachedGame(e.gameId), e);
if (c) setCachedGame(e.gameId, c.view, c.moves);
}
} else if (e.kind === 'opponent_joined') {
// The opponent took an open game's empty seat: mirror the new status into the lobby snapshot,
// and warm a not-currently-viewed game's own cache, so opening it from any screen is flash-free.
// The mounted game board owns its cache (game/Game.svelte), so skip the game in view.
if (e.state) {
patchLobbyGame(e.state.game);
if (!viewingGame(e.gameId)) {
const c = advanceCached(getCachedGame(e.gameId), e);
if (c) setCachedGame(e.gameId, c.view, c.moves);
}
}
} else if (e.kind === 'match_found') {
// Seed both caches from the event's initial state so the game renders instantly on arrival
// and the new game is already in the lobby on a later return, then navigate.
if (e.state) {
setCachedGame(e.state.game.id, e.state, []);
patchLobbyGame(e.state.game);
}
navigate(`/game/${e.gameId}`);
} else if (e.kind === 'notify') {
// A started invited game seeds its cache so opening it is instant and lands in the lobby
// snapshot from any screen; the lobby badge stays on the authoritative refresh.
if (e.sub === 'game_started' && e.state) {
setCachedGame(e.state.game.id, e.state, []);
patchLobbyGame(e.state.game);
}
// An invitation created / updated / withdrawn elsewhere: keep the lobby's invitations list
// fresh from any screen — a new pending one is added, a consumed (started), declined,
// cancelled or expired one is removed (see patchLobbyInvitation).
if ((e.sub === 'invitation' || e.sub === 'invitation_update') && e.invitation) {
patchLobbyInvitation(e.invitation);
}
// An operator answered the player's feedback: raise the Settings/Info badge.
if (e.sub === 'admin_reply') {
app.feedbackReplyUnread = true;
}
void refreshNotifications();
}
},
() => {
app.streamAlive = false;
// A background suspend drops the single-shot stream. Keep the indicator hidden while
// backgrounded or just-resumed (bannerSuppressed); otherwise show "Connecting…" (the
// reachability watcher and this scheduled retry recover it). Always schedule a retry.
if (!bannerSuppressed()) reportOffline();
scheduleReconnect();
},
);
}
/** scheduleReconnect reopens a dropped stream once, after a short delay, while the
* app is in the foreground (a single pending attempt at a time). */
function scheduleReconnect(): void {
if (reconnectTimer || !app.session) return;
reconnectTimer = setTimeout(() => {
reconnectTimer = null;
if (app.session && !app.streamAlive && !backgrounded && !documentHidden()) openStream();
}, 4000);
}
/**
* refreshNotifications recomputes the badge count (incoming friend requests).
* Authoritative poll, complementing the live 'notify' push. Game invitations have
* their own lobby section, so they are not counted here. Guests have no social
* surfaces, so it is a no-op for them.
*/
export async function refreshNotifications(): Promise<void> {
if (!app.session || app.profile?.isGuest) {
app.notifications = 0;
return;
}
try {
app.notifications = (await gateway.friendsIncoming()).length;
} catch {
// Best-effort; leave the previous count on a transient failure.
}
}
/**
* refreshFeedbackBadge recomputes whether an operator feedback reply awaits the
* player (the Settings → Info badge, folded into the lobby ⚙️ badge). Authoritative
* poll, complementing the live 'admin_reply' push. Guests cannot submit feedback, so
* it is a no-op for them.
*/
export async function refreshFeedbackBadge(): Promise<void> {
if (!app.session || app.profile?.isGuest) {
app.feedbackReplyUnread = false;
return;
}
try {
app.feedbackReplyUnread = await gateway.feedbackUnread();
} catch {
// Best-effort; leave the previous flag on a transient failure.
}
}
function closeStream(): void {
if (reconnectTimer) {
clearTimeout(reconnectTimer);
reconnectTimer = null;
}
unsubscribeStream?.();
unsubscribeStream = null;
app.streamAlive = false;
}
async function adoptSession(s: Session): Promise<void> {
gateway.setToken(s.token);
app.session = s;
await saveSession(s);
try {
app.profile = await gateway.profileGet();
if (!app.localeLocked) setLocale(localeFrom(app.profile.preferredLanguage, app.locale));
} catch (err) {
handleError(err);
}
// A blocked account stays on the blocked screen: no live stream, no notification poll.
if (app.blocked) return;
openStream();
void refreshNotifications();
}
/**
* applyLinkResult applies a completed account link or merge: it adopts a
* switched session (a guest initiator whose durable counterpart won, so the active
* account changed) or, otherwise, refreshes the current profile in place.
*/
export async function applyLinkResult(r: LinkResult): Promise<void> {
if (r.session && r.session.token) {
await adoptSession(r.session);
return;
}
app.profile = await gateway.profileGet();
}
/**
* syncTelegramChrome paints Telegram's header/background/bottom bar from the app's live
* theme tokens, so the surrounding chrome matches the UI. Called after the theme is applied.
*/
function syncTelegramChrome(): void {
if (typeof document === 'undefined') return;
const cs = getComputedStyle(document.documentElement);
telegramSetChrome(
cs.getPropertyValue('--bg-elev').trim(),
cs.getPropertyValue('--bg').trim(),
cs.getPropertyValue('--bg-elev').trim(),
);
}
/**
* syncTelegramSafeArea mirrors Telegram's content-safe-area top inset (the height its native
* nav overlays the viewport in fullscreen) into the --tg-content-top CSS var and toggles a
* `tg-fullscreen` class, so the header can drop below the nav and centre the title in its
* band. Called on launch and on Telegram's safe-area / fullscreen change events.
*/
function syncTelegramSafeArea(): void {
if (typeof document === 'undefined') return;
const top = telegramContentSafeAreaTop();
document.documentElement.style.setProperty('--tg-content-top', `${top}px`);
document.documentElement.style.setProperty('--tg-safe-top', `${telegramSafeAreaTop()}px`);
document.documentElement.classList.toggle('tg-fullscreen', top > 0);
}
/**
* syncViewportHeight mirrors the visual-viewport height into the --vvh CSS var so a screen can
* fit the visible area above an open soft keyboard (iOS does not shrink dvh for the keyboard).
* On a screen whose input sits at the bottom (chat, word-check) this keeps the input visible
* without the page scrolling, so the layout no longer jumps when the keyboard appears.
*/
function syncViewportHeight(): void {
if (typeof document === 'undefined') return;
const vv = typeof window !== 'undefined' ? window.visualViewport : null;
const h = vv ? vv.height : typeof window !== 'undefined' ? window.innerHeight : 0;
if (h > 0) document.documentElement.style.setProperty('--vvh', `${h}px`);
}
export async function bootstrap(): Promise<void> {
const prefs = await loadPrefs();
app.theme = prefs.theme ?? 'auto';
app.reduceMotion = prefs.reduceMotion ?? false;
app.boardLabels = prefs.boardLabels ?? 'beginner';
app.boardLines = prefs.boardLines ?? false;
applyTheme(app.theme);
applyReduceMotion(app.reduceMotion);
if (prefs.locale) {
app.locale = prefs.locale;
app.localeLocked = true;
setLocale(prefs.locale);
} else {
const guess = localeFrom(typeof navigator !== 'undefined' ? navigator.language : 'en');
app.locale = guess;
setLocale(guess);
}
// Track the visual-viewport height so screens fit above an open soft keyboard (--vvh).
syncViewportHeight();
if (typeof window !== 'undefined' && window.visualViewport) {
window.visualViewport.addEventListener('resize', syncViewportHeight);
window.visualViewport.addEventListener('scroll', syncViewportHeight);
}
// Telegram Mini App launch: apply the platform theme, authenticate via initData,
// and route any deep-link start parameter. On the dedicated /telegram/ entry path
// outside Telegram (no initData), refuse to render and send the visitor to the
// site root.
if (onTelegramPath() && !insideTelegram()) {
if (typeof location !== 'undefined') location.replace('/');
return;
}
if (insideTelegram()) {
const launch = telegramLaunch();
if (launch.theme) applyTelegramTheme(launch.theme);
// Inside Telegram the colour scheme is Telegram's to decide; force it explicitly
// so the OS prefers-color-scheme (which leaks into the Telegram Desktop webview)
// cannot fight it. Falls back to the stored preference when the SDK omits it.
applyTheme(telegramColorScheme() ?? app.theme);
// Match Telegram's chrome to the app and stop its swipe-down-to-minimise from
// fighting tile drag / board scroll.
syncTelegramChrome();
syncTelegramSafeArea();
telegramOnEvent('contentSafeAreaChanged', syncTelegramSafeArea);
telegramOnEvent('safeAreaChanged', syncTelegramSafeArea);
telegramOnEvent('fullscreenChanged', syncTelegramSafeArea);
telegramDisableVerticalSwipes();
// On mobile, go immersive fullscreen like Telegram's own Mini Apps; the fullscreenChanged
// listener above then re-syncs the safe-area insets. Desktop keeps the bot's full-size
// window. No-op on clients predating Bot API 8.0.
telegramRequestFullscreen();
try {
await adoptSession(await gateway.authTelegram(launch.initData));
// A blocked account skips deep-link routing — the blocked screen overlays every route.
if (!app.blocked) await routeStartParam(launch.startParam);
} catch (err) {
handleError(err);
navigate('/login');
}
app.ready = true;
return;
}
const saved = await loadSession();
if (saved) {
await adoptSession(saved);
if (router.route.name === 'login') navigate('/');
} else if (router.route.name !== 'login') {
navigate('/login');
}
app.ready = true;
}
/**
* routeStartParam navigates a Telegram deep-link start parameter to its target: a
* specific game, the friends screen with a friend-code redemption, or the lobby
* (where invitations surface as a badge).
*/
async function routeStartParam(param: string): Promise<void> {
const link = parseStartParam(param);
switch (link.kind) {
case 'game':
navigate(`/game/${link.id}`);
return;
case 'friendCode':
try {
const friend = await gateway.friendCodeRedeem(link.code);
navigate('/friends');
showToast(t('friends.added', { name: friend.displayName }));
void refreshNotifications();
} catch (err) {
const code = err instanceof GatewayError ? err.code : '';
if (code === 'self_relation') {
// Tapping your own invite link redeems your own code: a friendly note, not the
// scary "can't do that to yourself" error.
navigate('/friends');
showToast(t('friends.selfInvite'));
} else if (code === 'friend_code_invalid') {
// A previously shared link whose single-use, 12h code is already spent or expired:
// land in the lobby and gently point at the bot, rather than a red error on Friends.
navigate('/');
app.staleInvite = true;
} else {
navigate('/friends');
handleError(err);
}
}
return;
default:
navigate('/');
}
}
export async function loginGuest(): Promise<void> {
try {
const s = await gateway.authGuest(app.locale);
await adoptSession(s);
navigate('/');
} catch (err) {
handleError(err);
}
}
export async function requestEmailCode(email: string): Promise<boolean> {
try {
await gateway.authEmailRequest(email);
return true;
} catch (err) {
handleError(err);
return false;
}
}
export async function loginEmail(email: string, code: string): Promise<void> {
try {
const s = await gateway.authEmailLogin(email, code);
await adoptSession(s);
navigate('/');
} catch (err) {
handleError(err);
}
}
export async function logout(): Promise<void> {
closeStream();
resetConnection();
clearGameCache();
clearLobby();
gateway.setToken(null);
await clearSession();
app.session = null;
app.profile = null;
navigate('/login');
}
function persistPrefs(): void {
void savePrefs({
theme: app.theme,
locale: app.locale,
reduceMotion: app.reduceMotion,
boardLabels: app.boardLabels,
boardLines: app.boardLines,
});
}
export function setTheme(theme: ThemePref): void {
app.theme = theme;
applyTheme(theme);
persistPrefs();
}
export function setLocalePref(locale: Locale): void {
app.locale = locale;
app.localeLocked = true;
setLocale(locale);
persistPrefs();
void persistLanguageToServer(locale);
}
/**
* persistLanguageToServer writes the chosen interface language through to the
* durable account's preferred_language, so the single Settings control is the
* source of truth (guests keep only the client preference). Best-effort.
*/
async function persistLanguageToServer(locale: Locale): Promise<void> {
const p = app.profile;
if (!p || p.isGuest || p.preferredLanguage === locale) return;
try {
app.profile = await gateway.profileUpdate({
displayName: p.displayName,
preferredLanguage: locale,
timeZone: p.timeZone,
awayStart: p.awayStart,
awayEnd: p.awayEnd,
blockChat: p.blockChat,
blockFriendRequests: p.blockFriendRequests,
notificationsInAppOnly: p.notificationsInAppOnly,
});
} catch {
// The client locale already changed; the server sync is best-effort.
}
}
export function setReduceMotion(on: boolean): void {
app.reduceMotion = on;
applyReduceMotion(on);
persistPrefs();
}
export function setBoardLabels(mode: BoardLabelMode): void {
app.boardLabels = mode;
persistPrefs();
}
export function setBoardLines(on: boolean): void {
app.boardLines = on;
persistPrefs();
}
// Background/foreground lifecycle: silence the reconnect banner during a suspend and
// reconnect quietly on return (and refresh the lobby badge for any push missed while
// hidden, §10). Several signals cover the platforms: the page Visibility API, the
// pageshow/pagehide pair (iOS), and Telegram's own activated/deactivated (Bot API 8.0).
if (typeof document !== 'undefined') {
document.addEventListener('visibilitychange', () =>
document.visibilityState === 'visible' ? goForeground() : goBackground(),
);
}
if (typeof window !== 'undefined') {
window.addEventListener('pageshow', goForeground);
window.addEventListener('pagehide', goBackground);
}
telegramOnEvent('activated', goForeground);
telegramOnEvent('deactivated', goBackground);
// Mock-mode e2e seam (tree-shaken from a production build): drive the live-stream lifecycle so the
// e2e can exercise the open-game fallbacks for a missed opponent_joined. `drop` tears the stream
// down without scheduling a reconnect — so only the in-game poll can then recover — and `restore`
// reopens it (the reconnect catch-up path). Never wired outside mock mode.
if (import.meta.env.MODE === 'mock' && typeof window !== 'undefined') {
(window as unknown as { __stream?: { drop(): void; restore(): void } }).__stream = {
drop: closeStream,
restore: openStream,
};
// Drive the terminal blocked screen from the e2e (the mock never blocks of its own accord). It
// mirrors enterBlocked: flip the screen and stop the live stream.
(window as unknown as { __block?: (b?: Partial<BlockStatus>) => void }).__block = (b) => {
closeStream();
app.blocked = { blocked: true, permanent: true, until: '', reason: '', ...b };
};
}