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scrabble-game/ui/src/lib/client.ts
T
Ilia Denisov 65c194264c
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feat(vk): embed the game as a VK Mini App
Mirror the Telegram Mini App wrapper for VK: the SPA loads at a new /vk/
entry, authenticates from VK's signed launch parameters, and provisions a
'vk' platform identity — the minimum to run the game in VK test mode.

- Gateway verifies the launch signature in-process (internal/vkauth:
  HMAC-SHA256 over the sorted vk_* params under GATEWAY_VK_APP_SECRET,
  base64url) — a pure offline check, no side-service. New auth.vk op
  (gated on the secret), backendclient.VKAuth, /vk/ SPA mount.
- Backend: KindVK + ProvisionVK/vkSeed, /sessions/vk handler, identity
  kind widened to include 'vk' (migration 00005, expand-contract).
- UI: src/lib/vk.ts (VK Bridge, lazy-imported), bootVK + the /vk/ boot
  dispatch, encodeVKLogin + authVK across transport/client/mock. VK omits
  the name from the signed params, so the client reads it via
  VKWebAppGetUserInfo as an unsigned display seed.
- Deploy: /vk in the edge Caddyfile, GATEWAY_VK_APP_SECRET wired through
  compose + .env.example + CI (TEST_) + prod-deploy (PROD_).
- Admin console: surface the VK user id (link to the VK profile) next to
  the Telegram id on the user card.
- Docs: ARCHITECTURE §12/§13, FUNCTIONAL (+ _ru), gateway README; VK
  integration reference under .claude/.

Signature algorithm verified against dev.vk.com plus independent Node/Python
references and a %2C edge-case vector.
2026-06-27 11:37:31 +02:00

170 lines
6.9 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>;
/** Authenticate a VK Mini App launch: params is the signed vk_* launch query string (the gateway
* verifies its sign); displayName is the client-read VKWebAppGetUserInfo name (an unsigned,
* cosmetic seed for a brand-new account). */
authVK(params: string, displayName: 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 };