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scrabble-game/ui/src/lib/app.svelte.ts
T
Ilia Denisov ac62d29ef7
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feat(ui): name the previous player in the your-turn toast
The in-app "your turn" toast (shown when it becomes your turn in another
game) now reads "<Opponent>: Your turn!", naming the player who moved just
before this one — the previous seat in turn order, so it reads the same in
games with any number of players. Falls back to the bare "Your turn" label
when no name is present (an older peer, or a gap event without one).

YourTurnEvent already carries opponent_name end to end: the backend sets it
(game.displayName of the last mover) and the gateway forwards the payload
opaquely, so this is a client-only change — decode the field, thread it
through PushEvent, and pick the localized string.
2026-06-14 22:52:15 +02:00

616 lines
23 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,
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>;
/** 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: {},
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);
}
/** 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);
}
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.
}
}
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();
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':
navigate('/friends');
try {
const friend = await gateway.friendCodeRedeem(link.code);
showToast(t('friends.added', { name: friend.displayName }));
void refreshNotifications();
} catch (err) {
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 };
};
}