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scrabble-game/platform/telegram/internal/render/render.go
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Ilia Denisov 12d128f1cc
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feat(nudge): name the sender; blink lobby cards; re-animate toasts
The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:

- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);

falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.

Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.

Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.

Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
2026-06-16 19:09:24 +02:00

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// Package render turns a backend push event into a localized Telegram message with
// a Mini App deep-link. Only the out-of-app push set is rendered (your_turn, game_over,
// nudge, match_found, and the invitation / friend_request notify sub-kinds); every other
// kind returns ok=false so the connector skips it (the in-app stream still carries
// it).
package render
import (
"fmt"
"scrabble/pkg/fbs/scrabblefb"
"scrabble/platform/telegram/internal/deeplink"
)
// Message is a rendered notification: the body text, the launch-button label and
// the deep-link start parameter (empty opens the lobby).
type Message struct {
Text string
ButtonText string
StartParam string
}
// Render builds the localized message for a backend push event of the given kind
// and FlatBuffers payload, in language lang ("ru" selects Russian; anything else
// is English). It returns ok=false for a kind that is not delivered out-of-app.
func Render(kind string, payload []byte, lang string) (Message, bool) {
p := english
if lang == "ru" {
p = russian
}
switch kind {
case "your_turn":
ev := scrabblefb.GetRootAsYourTurnEvent(payload, 0)
return Message{Text: yourTurnText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
case "game_over":
ev := scrabblefb.GetRootAsGameOverEvent(payload, 0)
return Message{Text: gameOverText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
case "nudge":
ev := scrabblefb.GetRootAsNudgeEvent(payload, 0)
return Message{Text: nudgeText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
case "match_found":
ev := scrabblefb.GetRootAsMatchFoundEvent(payload, 0)
return Message{Text: p.matchFound, ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
case "notify":
ev := scrabblefb.GetRootAsNotificationEvent(payload, 0)
switch string(ev.Kind()) {
case "invitation":
return Message{Text: p.invitation, ButtonText: p.open}, true
case "friend_request":
return Message{Text: p.friendRequest, ButtonText: p.open}, true
}
}
return Message{}, false
}
// yourTurnText renders the enriched "your turn" body, voiced as the opponent who
// just moved ("{name}: my move — «WORD». Score 120:95"). It falls back to the plain phrase when
// the opponent name is missing (an older backend, or an unresolved name).
func yourTurnText(ev *scrabblefb.YourTurnEvent, p phrases) string {
name := string(ev.OpponentName())
if name == "" {
return p.yourTurn
}
switch string(ev.LastAction()) {
case "play":
if word := string(ev.LastWord()); word != "" {
return fmt.Sprintf(p.yourTurnPlay, name, word, string(ev.ScoreLine()))
}
return fmt.Sprintf(p.yourTurnMoved, name)
case "exchange":
return fmt.Sprintf(p.yourTurnExchange, name)
case "pass":
return fmt.Sprintf(p.yourTurnPass, name)
default:
return p.yourTurn
}
}
// nudgeText renders the nudge body, voiced as the sender who is waiting ("{name}: Waiting for
// your move 🤭"). It falls back to the plain phrase when the sender name is missing (an older
// backend, or an unresolved name).
func nudgeText(ev *scrabblefb.NudgeEvent, p phrases) string {
if name := string(ev.SenderName()); name != "" {
return fmt.Sprintf(p.nudgeBy, name)
}
return p.nudge
}
// gameOverText renders the "game over" body from the recipient's own perspective.
func gameOverText(ev *scrabblefb.GameOverEvent, p phrases) string {
score := string(ev.ScoreLine())
switch string(ev.Result()) {
case "won":
return fmt.Sprintf(p.gameOverWon, score)
case "lost":
return fmt.Sprintf(p.gameOverLost, score)
default:
return fmt.Sprintf(p.gameOverDraw, score)
}
}
// phrases is one language's message catalog. The yourTurn*/gameOver*/nudgeBy entries are fmt
// format strings: yourTurnPlay takes (name, word, scoreLine); yourTurnExchange/Pass/Moved and
// nudgeBy take (name); the gameOver* entries take (scoreLine).
type phrases struct {
yourTurn string
yourTurnPlay string
yourTurnExchange string
yourTurnPass string
yourTurnMoved string
gameOverWon string
gameOverLost string
gameOverDraw string
nudge string
nudgeBy string
matchFound string
invitation string
friendRequest string
openGame string
open string
}
var english = phrases{
yourTurn: "It's your turn.",
yourTurnPlay: "%s: my move — «%s». Score %s",
yourTurnExchange: "%s: swapping tiles, your turn.",
yourTurnPass: "%s: passing, your turn.",
yourTurnMoved: "%s moved, your turn.",
gameOverWon: "Game over — you won! Score %s",
gameOverLost: "Game over — you lost. Score %s",
gameOverDraw: "Game over — a draw. Score %s",
nudge: "You were nudged — it's your turn.",
nudgeBy: "%s: Waiting for your move 🤭",
matchFound: "Your game is ready.",
invitation: "You have a new game invitation.",
friendRequest: "You have a new friend request.",
openGame: "Open game",
open: "Open",
}
var russian = phrases{
yourTurn: "Ваш ход.",
yourTurnPlay: "%s: мой ход — «%s». Счёт %s",
yourTurnExchange: "%s: меняю фишки, ваш ход.",
yourTurnPass: "%s: пропускаю ход, ваш ход.",
yourTurnMoved: "%s сходил(а), ваш ход.",
gameOverWon: "Игра окончена — вы выиграли! Счёт %s",
gameOverLost: "Игра окончена — вы проиграли. Счёт %s",
gameOverDraw: "Игра окончена — ничья. Счёт %s",
nudge: "Вас поторопили — ваш ход.",
nudgeBy: "%s: Жду Вашего хода 🤭",
matchFound: "Игра найдена.",
invitation: "Вас пригласили в игру.",
friendRequest: "Вам пришла заявка в друзья.",
openGame: "Открыть игру",
open: "Открыть",
}