c127bc9f0e
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m25s
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.
166 lines
6.6 KiB
TypeScript
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 };
|