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scrabble-game/ui/src/game/ChatScreen.svelte
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Ilia Denisov 81b9e1529e
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feat(social): asymmetric per-user block, in-game block control, admin lists
Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.

- backend: a directional blockExists guard across chat/nudge/friends/invitations
  (store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
  the matchmaker excludes a block-related pair (both directions) from auto-match;
  user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
  (red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
  composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
2026-06-18 11:50:34 +02:00

156 lines
5.7 KiB
Svelte

<script lang="ts">
import { onMount } from 'svelte';
import Chat from './Chat.svelte';
import { gateway } from '../lib/gateway';
import { app, handleError, markChatRead } from '../lib/app.svelte';
import { canSendChat, sentThisTurn } from '../lib/chatlimit';
import type { ChatMessage, StateView } from '../lib/model';
// The Chat tab body, hosted by CommsHub (which supplies the nav bar + tab bar). The
// hub lays it out as a non-scrolling column, so the soft keyboard simply resizes the
// viewport with the input pinned to the bottom. It loads the game state (for the
// turn-based chat/nudge toggle) and the message list, and clears the unread while open.
let { id }: { id: string } = $props();
let view = $state<StateView | null>(null);
let messages = $state<ChatMessage[]>([]);
let busy = $state(false);
let tick = $state(0);
// The opponents the viewer has blocked: when every opponent is blocked the composer is hidden
// (only the chat log remains), matching the backend guard that rejects messaging a blocked peer.
let blockedIds = $state(new Set<string>());
const myId = $derived(app.session?.userId ?? '');
const isMyTurn = $derived(
!!view && (view.game.status === 'active' || view.game.status === 'open') && view.game.toMove === view.seat,
);
// At most one chat message per turn: "already wrote this turn" is derived from the
// message list against the move-driven turn start (lastActivityUnix), so it resets when
// the turn advances. canSend hides the field once the limit is reached (and always on
// the opponent's turn).
const canSend = $derived(canSendChat(isMyTurn, view ? sentThisTurn(messages, myId, view.game.lastActivityUnix) : 0));
// The nudge is offered only on the opponent's turn of an active game (you hurry the player
// who is to move). A finished game is read-only: neither chat nor nudge is offered.
const canNudge = $derived(!!view && view.game.status === 'active' && view.game.toMove !== view.seat);
// While the auto-match game still has no opponent, chat and nudge are both disabled.
const waiting = $derived(!!view && view.game.status === 'open');
// peerBlocked is true when every seated opponent is one the viewer has blocked: the whole
// composer is then hidden (a blocked opponent cannot be messaged).
const peerBlocked = $derived.by(() => {
const v = view;
if (!v) return false;
const opponents = v.game.seats.filter((s) => s.seat !== v.seat && !!s.accountId);
return opponents.length > 0 && opponents.every((s) => blockedIds.has(s.accountId));
});
const nudgeCooldownSecs = 3600;
// The nudge is one-per-hour-per-game and clears once the player chats (engagement); the
// backend stays authoritative, so a move-based reset is left to it.
const nudgeOnCooldown = $derived.by(() => {
void tick;
let lastNudge = 0;
let lastChat = 0;
for (const m of messages) {
if (m.senderId !== myId) continue;
if (m.kind === 'nudge') lastNudge = Math.max(lastNudge, m.createdAtUnix);
else lastChat = Math.max(lastChat, m.createdAtUnix);
}
if (lastNudge === 0 || Date.now() / 1000 - lastNudge >= nudgeCooldownSecs) return false;
return lastChat <= lastNudge;
});
async function refresh() {
try {
messages = await gateway.chatList(id);
markChatRead(id);
} catch {
/* best-effort */
}
}
// loadState (re)reads the game state that drives the chat/nudge toggle and the per-turn
// limit. The initial load surfaces an error; live reloads are best-effort.
async function loadState(initial = false) {
try {
view = await gateway.gameState(id, false);
} catch (e) {
if (initial) handleError(e);
}
}
// loadBlocked refreshes the viewer's blocked set (best-effort); guests have none.
async function loadBlocked() {
if (app.profile?.isGuest) return;
try {
const bl = await gateway.blocksList();
blockedIds = new Set(bl.map((b) => b.accountId));
} catch {
/* best-effort */
}
}
onMount(async () => {
await loadState(true);
await refresh();
void loadBlocked();
});
// Live: refresh the message list on a chat / nudge for this game, and reload the state on
// a turn / game-state change so the chat/nudge toggle and the per-turn limit (keyed on the
// turn start) follow the live game.
$effect(() => {
const e = app.lastEvent;
if (!e) return;
if ((e.kind === 'chat_message' && e.message.gameId === id) || (e.kind === 'nudge' && e.gameId === id)) {
void refresh();
}
if (
(e.kind === 'your_turn' || e.kind === 'opponent_moved' || e.kind === 'game_over' || e.kind === 'opponent_joined') &&
e.gameId === id
) {
void loadState();
}
// A block/unblock applied: re-derive whether the composer should be hidden.
if (e.kind === 'notify' && (e.sub === 'user_blocked' || e.sub === 'user_unblocked')) {
void loadBlocked();
}
});
// Re-evaluate the nudge cooldown on a timer so the control re-enables on time.
$effect(() => {
const h = setInterval(() => (tick += 1), 20000);
return () => clearInterval(h);
});
async function sendChat(text: string) {
busy = true;
try {
messages = [...messages, await gateway.chatPost(id, text)];
} catch (e) {
handleError(e);
} finally {
busy = false;
}
}
async function nudge() {
busy = true;
try {
messages = [...messages, await gateway.nudge(id)];
} catch (e) {
handleError(e);
} finally {
busy = false;
}
}
</script>
<Chat
{messages}
{myId}
{busy}
myTurn={isMyTurn}
{canSend}
{canNudge}
{waiting}
{nudgeOnCooldown}
vsAi={!!view && view.game.vsAi}
blocked={peerBlocked}
onsend={sendChat}
onnudge={nudge}
/>