Files
scrabble-game/ui/src/App.svelte
T
Ilia Denisov 0c5d3808d7
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m22s
feat(ui): diagnostic screen on /telegram/ instead of the landing bounce
A Mini App launch on /telegram/ without sign-in data (empty initData) used to
location.replace('/') — bouncing the visitor to the marketing landing. That
destroyed all diagnosability and, on some Android clients that reach the entry
with no initData, simply looked like the app refusing to open.

Replace the bounce with a compact, privacy-safe launch-error screen
(screens/TelegramLaunchError.svelte) that renders a one-screenshot diagnostic
snapshot captured at the moment of failure: SDK/WebApp presence, Telegram
platform/version, whether initData is empty, whether the URL fragment carried
tgWebAppData, the initData field NAMES present/missing (never the signed
values, never an IP), and OS/mobile/browser via User-Agent Client Hints plus
the full User-Agent. A Share button delivers it through the OS share sheet
(clipboard copy on desktop, reusing the GCG no-webview-strand guard); Retry
re-checks in place to recover a late initData without a reload (which would
discard the launch fragment).

This is the instrument to root-cause the Android empty-initData failure, which
is not reproducible in Playwright.

Tests: collectTelegramDiag + shareText/pickTextShare unit tests; the /telegram/
e2e now asserts the diagnostic screen, not a redirect. Docs: ARCHITECTURE.md +
UI_DESIGN.md updated.
2026-06-23 09:37:36 +02:00

158 lines
6.4 KiB
Svelte

<script lang="ts">
import { onMount } from 'svelte';
import { cubicOut } from 'svelte/easing';
import { app, bootstrap } from './lib/app.svelte';
import { navigate, router, type RouteName } from './lib/router.svelte';
import { t } from './lib/i18n/index.svelte';
import { insideTelegram, telegramBackButton } from './lib/telegram';
import Toast from './components/Toast.svelte';
import Splash from './components/Splash.svelte';
import StaleInviteModal from './components/StaleInviteModal.svelte';
import WelcomeRedeemModal from './components/WelcomeRedeemModal.svelte';
import Login from './screens/Login.svelte';
import Lobby from './screens/Lobby.svelte';
import NewGame from './screens/NewGame.svelte';
import SettingsHub from './screens/SettingsHub.svelte';
import Stats from './screens/Stats.svelte';
import Game from './game/Game.svelte';
import CommsHub from './game/CommsHub.svelte';
import Feedback from './screens/Feedback.svelte';
import Blocked from './screens/Blocked.svelte';
import BootError from './screens/BootError.svelte';
import TelegramLaunchError from './screens/TelegramLaunchError.svelte';
onMount(() => {
void bootstrap();
});
// The lobby is the cold-start landing (an empty hash and Telegram launch params both parse
// to it). The tile loading splash overlays it until its first load settles; a deep-link to
// another screen is not covered.
const routeIsLobby = $derived(router.route.name === 'lobby');
// Inside Telegram, drive its native header back button: show it on any sub-screen
// (everything returns to the lobby root), hide it on the lobby/login. The app's own
// back chevron is hidden in Telegram (Header.svelte) so only the native one shows.
$effect(() => {
if (!insideTelegram()) return;
const r = router.route;
// The chat / check sub-screens step back to their game; every other sub-screen to the lobby.
let target = '/';
if (r.name === 'gameChat' || r.name === 'gameCheck') target = `/game/${r.params.id}`;
else if (r.name === 'feedback') target = '/about'; // back to the Settings → Info tab
telegramBackButton(r.name !== 'lobby' && r.name !== 'login', () => navigate(target));
});
// Screen transitions: the lobby is the navigation root. Entering a screen from the
// lobby slides it in from the right (forward); returning to the lobby slides the
// screen out to the right and reveals the lobby (back). Transitions are local, so
// they do not play on the initial mount, and collapse to nothing under reduce-motion.
// Slide direction by route depth: going deeper (lobby → game → chat/check) slides forward,
// returning to a shallower screen slides back. A plain "lobby is back" rule slid the chat/check
// back-to-the-game the wrong way. dir is read with the previous depth (the effect updates it
// only after the transition has captured its sign).
function routeDepth(name: RouteName): number {
if (name === 'gameChat' || name === 'gameCheck' || name === 'feedback') return 2;
if (name === 'lobby' || name === 'login') return 0;
return 1;
}
const curDepth = $derived(routeDepth(router.route.name));
let prevDepth = $state(routeDepth(router.route.name));
const dir = $derived(curDepth < prevDepth ? 'back' : 'forward');
$effect(() => {
prevDepth = curDepth;
});
const enterSign = $derived(dir === 'forward' ? 1 : -1);
const leaveSign = $derived(dir === 'forward' ? -1 : 1);
const routeKey = $derived(router.route.name + (router.route.params.id ?? ''));
const animMs = $derived(app.reduceMotion ? 0 : 260);
// slideX slides a pane horizontally by a full width. sign>0 enters from / exits to
// the right; sign<0 the left. Percentage keeps it viewport-relative without reading
// innerWidth, and the .router clips the off-screen pane.
function slideX(_node: Element, { duration, sign }: { duration: number; sign: number }) {
return {
duration,
easing: cubicOut,
css: (tt: number) => `transform: translateX(${(1 - tt) * sign * 100}%)`,
};
}
</script>
{#if !app.ready}
<!-- On a cold lobby open the tile splash (below) covers bootstrap too; a deep-link to
another screen keeps the plain text splash while bootstrap runs. -->
{#if !routeIsLobby}
<div class="splash">{t('common.loading')}</div>
{/if}
{:else if app.launchError}
<!-- The /telegram/ entry without sign-in data: a compact, shareable diagnostic screen instead
of bouncing to the marketing landing (also the probe for the empty-initData failure on
some Android clients). -->
<TelegramLaunchError />
{:else if app.bootError}
<!-- A Mini App launch that failed to authenticate (e.g. the backend was down mid-deploy):
show the retry screen instead of falling back to the web login. -->
<BootError />
{:else if app.blocked}
<Blocked />
{:else}
<div class="router">
{#key routeKey}
<div class="pane" in:slideX={{ duration: animMs, sign: enterSign }} out:slideX={{ duration: animMs, sign: leaveSign }}>
{#if router.route.name === 'login'}
<Login />
{:else if router.route.name === 'new'}
<NewGame />
{:else if router.route.name === 'game'}
<Game id={router.route.params.id} />
{:else if router.route.name === 'gameChat'}
<CommsHub id={router.route.params.id} initialTab="chat" />
{:else if router.route.name === 'gameCheck'}
<CommsHub id={router.route.params.id} initialTab="dictionary" />
{:else if router.route.name === 'profile'}
<SettingsHub initialTab="profile" />
{:else if router.route.name === 'settings'}
<SettingsHub initialTab="settings" />
{:else if router.route.name === 'about'}
<SettingsHub initialTab="about" />
{:else if router.route.name === 'friends'}
<SettingsHub initialTab="friends" />
{:else if router.route.name === 'feedback'}
<Feedback />
{:else if router.route.name === 'stats'}
<Stats />
{:else}
<Lobby />
{/if}
</div>
{/key}
</div>
{/if}
<Toast />
<StaleInviteModal />
<WelcomeRedeemModal />
{#if routeIsLobby && !app.splashDone && !app.blocked && !app.bootError && !app.launchError}
<Splash />
{/if}
<style>
.splash {
height: 100%;
display: grid;
place-items: center;
color: var(--text-muted);
}
.router {
position: relative;
height: 100%;
overflow: hidden;
}
.pane {
position: absolute;
inset: 0;
}
</style>