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scrabble-game/ui/src/lib/lobbysort.ts
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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

64 lines
2.9 KiB
TypeScript

// Pure grouping + ordering of the lobby's game list. The lobby shows three
// sections — games awaiting the caller's move, games awaiting the opponent, and finished
// games — each ordered by last activity: your-turn oldest-first (the longest-neglected on
// top), the other two newest-first.
import type { GameView } from './model';
/** isMyTurn reports whether an active game's seat-to-move belongs to the caller. */
export function isMyTurn(game: GameView, myId: string): boolean {
const me = game.seats.find((s) => s.accountId === myId);
// 'open' (an auto-match game still awaiting an opponent) is in progress like 'active'.
return (game.status === 'active' || game.status === 'open') && !!me && game.toMove === me.seat;
}
/** LobbyPhase is a game's lobby bucket — which of the three card sections it currently sits in. */
export type LobbyPhase = 'mine' | 'theirs' | 'finished';
/**
* gamePhase reports a game's lobby bucket for myId: 'finished' for any non-active/open status,
* else 'mine' when it is the caller's turn, else 'theirs'. It mirrors groupGames' partition and
* drives the per-card blink, which fires when a card transitions into 'mine' or 'finished'.
*/
export function gamePhase(game: GameView, myId: string): LobbyPhase {
if (game.status !== 'active' && game.status !== 'open') return 'finished';
return isMyTurn(game, myId) ? 'mine' : 'theirs';
}
/**
* shouldBlink reports whether a card's bucket change should fire the attention blink: only a
* transition into 'mine' (it became your turn) or 'finished' (the game ended) does — an
* opponent's-turn change is in-place. A first observation (prev === undefined) never blinks, so a
* cold render and games arriving from another screen stay quiet.
*/
export function shouldBlink(prev: LobbyPhase | undefined, next: LobbyPhase): boolean {
return prev !== undefined && prev !== next && (next === 'mine' || next === 'finished');
}
/** LobbyGroups holds the three ordered lobby sections. */
export interface LobbyGroups {
yourTurn: GameView[];
theirTurn: GameView[];
finished: GameView[];
}
/**
* groupGames partitions games for myId into the three lobby sections and orders each: the
* your-turn games by ascending last activity (the longest-waiting first), the opponent-turn
* and finished games by descending last activity (the most recent first).
*/
export function groupGames(games: GameView[], myId: string): LobbyGroups {
const yourTurn: GameView[] = [];
const theirTurn: GameView[] = [];
const finished: GameView[] = [];
for (const g of games) {
if (g.status !== 'active' && g.status !== 'open') finished.push(g);
else if (isMyTurn(g, myId)) yourTurn.push(g);
else theirTurn.push(g);
}
yourTurn.sort((a, b) => a.lastActivityUnix - b.lastActivityUnix);
theirTurn.sort((a, b) => b.lastActivityUnix - a.lastActivityUnix);
finished.sort((a, b) => b.lastActivityUnix - a.lastActivityUnix);
return { yourTurn, theirTurn, finished };
}