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scrabble-game/ui/src/lib/client.ts
T
Ilia Denisov c127bc9f0e
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feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
Functional: the in-game add-friend handshake aimed at an auto-match opponent who is
secretly a pooled robot now records the request per (game, seat) in a new
robot_friend_requests table -- never against the shared robot account -- mirroring the
robot_blocks pattern. The shared account stays out of friendships, the "requested" state
is pinned to the seat (not leaked across the player's other games), the robot ignores it,
and a background reaper drops the row 7 days after its game finishes. The outgoing-requests
list carries these per-game rows so the seat control stays disabled across reloads. No
withdraw UI, per owner decision.

Cosmetics:
- Lobby: an in-progress game tints the viewer's own score number green when leading or
  tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order,
  matching the over-the-board scoreboard.
- Stats: the per-variant best move is laid out on two lines -- the variant label, then the
  score (right-aligned in its column) and the word tiles (left-aligned) below it.
- Dark theme: the played-tile background is a touch darker so a player-placed tile reads
  with more contrast (light theme unchanged).

Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the
same change.
2026-06-19 21:39:27 +02:00

166 lines
6.6 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,
BlockList,
BlockStatus,
ChatMessage,
EvalResult,
FeedbackState,
FriendCode,
GameList,
GameView,
GcgExport,
History,
HintResult,
Invitation,
InvitationSettings,
LinkResult,
MatchResult,
MoveResult,
OutgoingList,
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>;
/** The caller's current manual block. Exempt from the backend's suspension gate, so a blocked
* client can still fetch it to render the blocked screen. */
blockStatus(): Promise<BlockStatus>;
gamesList(): Promise<GameList>;
// --- lobby ---
/** Start a quick game: human auto-match, or an honest-AI game against a robot when vsAi. */
lobbyEnqueue(variant: Variant, multipleWords: boolean, vsAi: boolean): Promise<MatchResult>;
lobbyPoll(): Promise<MatchResult>;
/** Leave the auto-match pool (idempotent); a cancelled quick-match must not stay queued. */
lobbyCancel(): Promise<void>;
// --- game ---
// 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, 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, 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; per-account, irreversible. */
hideGame(gameId: string): Promise<void>;
// --- draft ---
/** 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>;
/** Acknowledge the caller has read the game's chat (sent when they open the move history
* or chat), so the backend clears their unread bits and records the read latency. */
markChatRead(gameId: string): Promise<void>;
// --- feedback ---
/** feedbackSubmit sends a feedback message with an optional single attachment. */
feedbackSubmit(body: string, attachment: Uint8Array | null, attachmentName: string, channel: string): Promise<void>;
/** feedbackGet returns the feedback screen state and marks any pending reply delivered. */
feedbackGet(): Promise<FeedbackState>;
/** feedbackUnread reports whether an operator reply awaits delivery (the badge). */
feedbackUnread(): Promise<boolean>;
// --- friends ---
friendsList(): Promise<AccountRef[]>;
friendsIncoming(): Promise<AccountRef[]>;
/** Addressees the caller has already requested (pending or declined; cannot re-request),
* plus the per-game disguised-robot requests that keep the in-game 🤝 disabled by seat. */
friendsOutgoing(): Promise<OutgoingList>;
/** Send a friend request. A non-empty gameId marks an in-game request, so a disguised-robot
* opponent is recorded as a per-game request rather than against the shared robot account. */
friendRequest(accountId: string, gameId?: 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 ---
blocksList(): Promise<BlockList>;
block(accountId: string, gameId?: string): Promise<void>;
unblock(accountId: string): Promise<void>;
// --- invitations ---
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 ---
profileUpdate(p: ProfileUpdate): Promise<Profile>;
statsGet(): Promise<Stats>;
exportGcg(gameId: string): Promise<GcgExport>;
// --- account linking & merge ---
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 };