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scrabble-game/ui/src/lib/gamedelta.ts
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Ilia Denisov 56dbf86472
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feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
Builds on the cross-screen cache work: the global stream handler now keeps both
caches current no matter which screen is mounted, and invitations become a live
delta channel so the lobby's invitations list is fresh from any screen too.

Client (boundary already started):
- advanceCached now also folds opponent_joined into a not-currently-viewed game's
  cache via a new pure reducer applyOpponentJoined (extracted and reused by the
  mounted game board), so opening an open game that filled while you were elsewhere
  is flash-free.
- patchLobbyInvitation upserts a still-pending invitation and removes a terminal
  one (started/declined/cancelled/expired); the global notify handler calls it on
  the invitation / invitation_update sub-kinds.

Invitations delta channel (no wire/gateway/connector change — the notification
already carries the full invitation with id/status/game_id end to end):
- notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate
  constructor (shares encoding with NotificationInvitation). The Telegram connector
  renders no message for it, so a decline/cancel never becomes an out-of-app push.
- lobby: emit the changed invitation to every participant on respond (accept/decline),
  on the final accept's game start, and on cancel — so each participant's lobby patches
  its list in place. The authoritative list holds only pending invitations, so the
  client's pending-vs-terminal rule matches it exactly.

Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the
NotificationInvitationUpdate encoding unit test, and integration assertions that
decline/cancel/accept publish invitation_update to every participant. Full local
suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs:
ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated.
2026-06-14 11:22:47 +02:00

101 lines
5.5 KiB
TypeScript

// Pure reducers that advance the per-game cache from live events, so the UI renders a move
// from the event without a follow-up game.state + game.history fetch. They never touch the network
// or the cache store — the stream handler applies the returned cache and the game screen acts on
// `refetch` — which keeps the gap / own-move / idempotency logic unit-testable in isolation.
import type { CachedGame } from './gamecache';
import type { GameView, MoveRecord, PushEvent, StateView } from './model';
/** The fields an opponent_moved delta carries that advance a cached game. */
export interface MoveDelta {
move?: MoveRecord;
game?: GameView;
bagLen: number;
}
/**
* DeltaResult is the outcome of applying an event: the advanced cache (set only when it changed)
* and whether the caller must fall back to a full game.state + game.history fetch — a gap, a
* missing payload, or the actor's own move on a device that has not drawn its new rack yet.
*/
export interface DeltaResult {
cache?: CachedGame;
refetch: boolean;
}
/**
* seedInitialState builds a fresh cache entry from a started game's initial view (match_found /
* game_started). A freshly started game has no moves, so the board replays from an empty journal.
*/
export function seedInitialState(state: StateView): CachedGame {
return { view: state, moves: [] };
}
/**
* applyMoveDelta advances cached by one move from an opponent_moved delta, keyed on the post-move
* count so it is idempotent (a re-delivered move, or the echo of one's own move, is a no-op) and
* gap-safe (a missed move asks for a refetch). An opponent's move leaves the recipient's rack
* unchanged, so it is preserved; the actor's own move drew a new rack the delta does not carry, so
* a device still behind on its own move refetches to pick it up.
*/
export function applyMoveDelta(cached: CachedGame | undefined, d: MoveDelta): DeltaResult {
// Nothing cached to advance (the game was never opened on this device): ignore it; the next open
// cold-loads the game.
if (!cached) return { refetch: false };
// An older peer, or a dropped payload, carried no delta: the open game must refetch.
if (!d.move || !d.game) return { refetch: true };
const have = cached.view.game.moveCount;
const next = d.game.moveCount;
if (next <= have) return { refetch: false }; // already applied (idempotent / own echo)
if (next > have + 1) return { refetch: true }; // a gap — an intermediate move was missed
// The actor's own move changed their rack (a draw), which opponent_moved does not carry.
if (d.move.player === cached.view.seat) return { refetch: true };
const view: StateView = { ...cached.view, game: d.game, bagLen: d.bagLen };
return { cache: { view, moves: [...cached.moves, d.move] }, refetch: false };
}
/**
* applyGameOver settles a finished game from a game_over event's final summary (the adjusted
* scores after rack penalties and the winner). It refetches when the cached board is behind the
* final move count — the closing move was missed — so history is repaired, and is a harmless
* re-settle when the closing opponent_moved already finished the game.
*/
export function applyGameOver(cached: CachedGame | undefined, game: GameView | undefined): DeltaResult {
if (!cached) return { refetch: false };
if (!game) return { refetch: cached.view.game.status !== 'finished' };
if (cached.view.game.moveCount < game.moveCount) return { refetch: true };
const view: StateView = { ...cached.view, game };
return { cache: { view, moves: cached.moves }, refetch: false };
}
/**
* advanceCached applies a live game event to a cached game off-screen, for the global stream handler
* to keep a game the player is not currently viewing warm: opening it from the lobby then renders the
* opponent's move (or the final result) with no stale-board flash. It returns the advanced cache, or
* undefined when nothing changes — no cache, an idempotent re-delivery, an unrelated event kind, or a
* gap / missing payload that the next open cold-loads (off-screen there is no game screen to honour a
* refetch, so a fall-back simply leaves the cache for load() to repair). The mounted game screen owns
* its own cache, so the caller skips the game currently in view to avoid applying a delta twice.
*/
export function advanceCached(cached: CachedGame | undefined, e: PushEvent): CachedGame | undefined {
if (e.kind === 'opponent_moved') {
return applyMoveDelta(cached, { move: e.move, game: e.game, bagLen: e.bagLen }).cache;
}
if (e.kind === 'game_over') return applyGameOver(cached, e.game).cache;
if (e.kind === 'opponent_joined' && e.state) return applyOpponentJoined(cached, e.state);
return undefined;
}
/**
* applyOpponentJoined adopts an opponent_joined event into a cached open game: it overlays the
* refreshed seats, status and player count from the event's StateView onto the cached game, leaving
* the board, the starter's rack and everything else intact (the join changes who is seated, not the
* position). It returns undefined when the game is not cached (the next open cold-loads it). It backs
* both the mounted game board's in-place update and the global handler's off-screen cache warming.
*/
export function applyOpponentJoined(cached: CachedGame | undefined, state: StateView): CachedGame | undefined {
if (!cached) return undefined;
const game: GameView = { ...cached.view.game, seats: state.game.seats, status: state.game.status, players: state.game.players };
return { view: { ...cached.view, game }, moves: cached.moves };
}