Commit Graph

23 Commits

Author SHA1 Message Date
soroush.asadi 0790ad6fe0 chore(prod): real leaderboard, prod guards, payment hardening
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Production-readiness pass — remove mock-in-prod and harden the server:
- leaderboard: new DB-backed LeaderboardService + /api/leaderboard (ranked by
  rating, 30s cache, bounded scan); client now calls it instead of mock fake data.
- online count: client uses real /api/stats/online (dropped the fabricated ≥50 floor).
- boot guards (Production): refuse to start if Sms:ApiKey is missing (OTP would
  run in dev mode = fixed code for any phone) or Iab:AllowUnverified is true
  (forged tokens could mint coins).
- payments: ZarinPal + IAB HttpClients get 15s timeouts; ZarinPal/FlatPay gateway
  failures are now logged instead of silently swallowed.
- OTP: periodic prune of expired codes + stale rate-limit logs (was an unbounded
  in-memory leak over a long-running process).
- DB: EnableRetryOnFailure for Postgres (transient-fault resilience).
- docker-compose: ZarinPal sandbox now defaults to false (real payments).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 09:03:12 +03:30
soroush.asadi 4739018488 feat(avatars): show the uploaded profile photo everywhere
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Previously the uploaded profile photo only appeared in a few places (profile,
top bar, leaderboard, public profile); chat, friends, game table, match intro,
post-match roster and private rooms showed the emoji avatar only.

- carry avatarImage end-to-end:
  - server DTOs: FriendDto, SeatPlayerDto, RoomPlayerDto, MatchmakeRequest +
    Player/SeatSlot/PSeat; ResolveProfile now returns avatarImage; FriendDtoFor
    fills it from the profile.
  - client types: Friend, RoomSeat.player, MatchmakingState.players,
    ServerSeatPlayer, SeatPlayer (adds avatarId + avatarImage).
  - signalr-service: send my avatarImage on StartMatchmaking/CreatePrivateRoom;
    carry it through mapRoom.
  - game-store: applyServerState + newOnlineMatch + offline match now populate
    avatarId/avatarImage (seat 0 uses your own profile photo).
- render every avatar through the shared <Avatar> component (image → emoji
  fallback): ChatScreen, FriendsScreen (requests/friends/chats), GameTable
  seats, MatchIntroOverlay, MatchPlayersList, RoomScreen.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 08:17:27 +03:30
soroush.asadi 23b3713b44 fix(online): green-felt freeze — replay initial state to late subscriber
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Root cause: the server sends matchFound then immediately broadcasts the first
state, but the client only subscribes to state inside enterServerMatch, which
runs a React effect later — so the ordered "state" message is dispatched while
there are no subscribers and is dropped. The server then waits for the human
hakem's trump choice that can never come → permanent freeze on the green felt.

- signalr-service: cache lastState; replay it to a late onState subscriber on a
  microtask (after enterServerMatch resets its store); clear the cache on every
  fresh-match entry (startMatchmaking / createRoom / acceptInvite) so a finished
  game's final state is never replayed into a new match.
- safety net: if no state lands within 2.5s of matchFound, the client invokes
  the new Resync hub method; server re-sends the current state to that player.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 00:33:07 +03:30
soroush.asadi c0e3fdb046 feat(mm): wait longer for a real opponent; add "start with bots now"
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- server: a lone player in the online-league queue now keeps waiting (re-checking
  every 15s) up to 75s so an online opponent has a real chance to join; the moment
  a 2nd human queues they're matched together, and a full 4 still forms instantly.
  Add PlayNow hub method to force-start with bots on demand.
- client: matchmaking screen shows a "شروع با ربات / Start with bots" button after
  a few seconds so the player can skip the wait; waiting copy updated; raise the
  "connection stuck" hint threshold to 90s so it no longer fires during normal waits.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:12:48 +03:30
soroush.asadi fefa9e2e3a fix(signalr): force Long-Polling transport so the hub connects through nginx
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Server logs showed REST working but ZERO hub activity — the SignalR WebSocket
upgrade isn't getting through the nginx/CDN stack and auto-fallback wasn't
recovering, so StartMatchmaking never reached the server (matchmaking spun
forever). Force the HttpTransportType.LongPolling transport — plain HTTP that
already works (same path as REST); SignalR holds the poll open so it's
effectively real-time for a turn-based game. Revertable once the api block
proxies WS upgrades.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 22:37:04 +03:30
soroush.asadi 868bef0c56 revert(signalr): restore negotiate + auto-transport (CDN now bypassed)
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api.bargevasat.ir is now CDN-bypassed (origin answers directly), so the
negotiate POST works again. Drop the WS-only skipNegotiation workaround and use
the standard negotiate flow, which auto-falls back WS → SSE → long-poll if a
WebSocket upgrade isn't available.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 18:07:58 +03:30
soroush.asadi 21fd5c123e fix(signalr): skip negotiate, connect WebSockets-only (CDN 404s the POST)
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WCDN rejects the SignalR negotiate POST (404, wcdn-nfc-reason: Http_Method), so
the hub never connects and online matchmaking never starts. Connect directly via
WebSockets with skipNegotiation so there's no negotiate POST; the JWT rides the
?access_token query the server already accepts for /hub. The proper fix remains
bypassing the CDN for api.bargevasat.ir.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 17:53:16 +03:30
soroush.asadi a35acea7e4 feat(rooms): real server-side private games with friend invites (no bot swap)
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Private rooms were 100% client-simulated (the "friend" auto-accepted then bots
filled invited seats). Now they're server-authoritative over SignalR:

Server (GameManager.PrivateRooms + GameHub):
- Room registry with create/invite/accept/decline/addBot/clearSeat/start/leave.
- Invite pushes a `roomInvite` to that user (Clients.User); the seat stays
  "invited" (a pending guest with their real profile, resolved server-side) — it
  is NEVER replaced by a bot.
- StartPrivate refuses while any invite is pending; only EMPTY seats fill with
  bots. Then it spins up a live GameRoom and matchFound → both devices enter.
- Host leave / disconnect closes the room (roomClosed); members free their seat.

Client:
- signalr-service implements the room methods over the hub (+ room/roomInvite/
  roomClosed events, room mapping, onRoomInvite); mock keeps offline no-ops.
- online-store accept/declineInvite; RoomScreen blocks "Start" while an invite
  is pending and auto-enters the live game on matchFound (host + friend).
- New global InviteModal (accept/decline) + i18n (invite.*, room.waitAccept).

Addresses: (1) no bot replacement, (2) game waits for acceptance, (3) invited
friend shown as a pending guest with their name/avatar.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 15:59:28 +03:30
soroush.asadi 974a6bf0ae feat: shop buy-coins CTA, pin chats (max 3), surrender cooldown, OTP hardening
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- Shop: when short on coins the detail sheet now shows "{n} more coins" + a
  "Get coins" CTA that opens the buy-coins page (was a dead disabled button).
- Chat: pin/unpin conversations (max 3, persisted to localStorage); pinned float
  to the top with a gold pin. i18n chat.pin/unpin/pinLimit.
- Surrender: server now rate-limits forfeit asks at a human teammate
  (45s per-user cooldown) so it can't be spammed. (Bot teammate still ends
  immediately; teammate confirm dialog already existed.)
- OTP login hardening: Kavenegar send now parses the API status from the body
  (HTTP 200 can still be a failure) + logs it + 12s timeout; client auth fetch
  gets a 20s AbortController timeout so a lost response surfaces an error
  instead of freezing on "sending…".

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 11:01:14 +03:30
soroush.asadi bc695bc8e9 feat: OTP rate limit, private-room invite UX, in-game UI fixes
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Auth / security
- Rate-limit real SMS OTP sends (dev mode unlimited): 60s resend cooldown,
  5 per phone/hour, 300/hour global backstop. OtpService.CheckAndRecordRate;
  POST /api/auth/otp/request returns 429 {error,retryAfter}; AuthScreen shows
  auth.rateLimited. Knobs in appsettings Sms (Sms__* env).

Private rooms (invite)
- Cancel-invite button on pending seats; friend picker shows presence
  (online/offline/in-game, sorted online-first) and flags in-game players.
- Mock invite stays pending ~3.5s and a cancel truly stops the auto-accept
  (was a bug that re-seated cancelled invites).

In-game UI
- Scoreboard is compact + shrink-safe (no overflow on narrow screens).
- Played trick cards land dead-center (were ~2px off the corner anchor).

Plus the in-flight typing-indicator work (GameHub, ChatScreen).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 00:30:20 +03:30
soroush.asadi 78878efc22 fix(auth): fully clear profile on logout (no stale name/gender after sign-out)
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The mock service intentionally KEPT the persisted profile (hokm.profile) on
signOut, and getProfile() reloads it — so after logout the previous user's
name/gender/avatar resurrected from localStorage. Now signOut clears the
in-memory + persisted profile, and the SignalR service also clears its mock
fallback so the post-logout guest profile is fresh.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 09:17:49 +03:30
soroush.asadi 1954992203 fix(auth): advance to OTP code step in production + clear profile on logout
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- AuthScreen gated the code-entry step on devCode != null, so with real SMS
  (no devCode) it got stuck after "send". Gate on a `sent` flag instead; add
  sending state, send-failure message, "code sent" hint, change-number, and
  raise the code input cap to 6 (codes are 5 digits).
- signOut now resets the store to a fresh guest profile, and the SignalR
  service clears its cachedProfile — so the previous user's name/avatar no
  longer linger after logout.
- i18n: auth.sending / sendFailed / codeSent / invalidPhone / changeNumber.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 08:21:20 +03:30
soroush.asadi 6641741669 feat: photo upload at level 3 + report a player (nudity avatar / chat insult)
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Photo upload:
- Lower the custom profile-photo gate from level 25 to level 3 (client const +
  i18n hint + server gate in ProfileService.Update). The level-25 "Expert" title
  is unrelated and unchanged.

Report a player:
- New ReportReason type + service.reportUser(targetId, reason, details?).
- Report entry points: a "گزارش تخلف" button + reason picker (nudity / insult /
  other) in the public-profile modal, and a flag button in the chat header
  (reports the peer for an insulting chat) with a confirmation toast.
- Mock records reports to localStorage; SignalR POSTs /api/report.
- Server: POST /api/report → ProfileService.ReportUser stores the report in the
  write-only ledger (kind="report", ref="{targetId}|{reason}|{details}") so no
  schema change is needed (server uses EnsureCreated, not migrations).
- i18n: report.* keys (fa + en).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-11 19:12:02 +03:30
soroush.asadi cb27a16dc1 feat: UNO-style table, social hub, cosmetics, speed mode, store IAB
Game table & play
- UNO-style restyle: suit-aware bolder cards (+xl size), pulsing playable glow,
  big "YOUR TURN" pill, active-seat ring, trick-win particle burst, round
  confetti, match coin-rain.
- Per-league turn time via turnMsForStake: 15s starter/AI, 10s pro, 7s expert;
  mirrored server-side in GameRoom.TurnMs.
- Speed (Blitz) mode for vs-AI/private: 5s turns, race to 5, ~halved pacing.
- Matchmaking waits ~15s (randomized 12-18s) then fills bots; elapsed timer + hint.

Rewards / gifts
- Richer post-match modal (floating coins, XP bar), celebration overlay reveals
  the unlocked sticker pack, boosted daily rewards (client+server synced),
  themed 7-day daily with special day-7.

Social
- Public profile modal (identity, stats, achievement board) from leaderboard /
  friends / discover / end-of-game roster; rate-limited add-friend (10/hour).
- Social hub: Friends / Discover (player search + suggestions) / Messages inbox.
- Profile gender (shown in finder/profile) + social links with public/friends/
  hidden visibility, enforced server-side.

Cosmetics
- Distinct card backs: per-design pattern families (stripes/argyle/grid/dots/
  rays/scales/crosshatch/royal/filigree/gem) + luxury motifs (lib/cardBack.ts),
  consistent on table/shop/profile; +Peacock/Rose-Gold backs.
- Purchasable titles (shop Titles section); title shown under the seat on the
  table and in discover/public profile.
- 10 new sticker packs (banter/kol-kol, Persian trends, court cards, moods).
- Persistent level+XP bar on Home and every inner screen.

Payments
- Buy-coins gateway opens in a new tab (no SPA dead-end) + focus refresh.
- Store IAB scaffolding: Cafe Bazaar deep-link purchase + redirect-token capture,
  Myket native-bridge contract, server-side IabService.Verify for both stores,
  config-driven via Iab__* env. POST /api/coins/iab/verify (JWT).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 18:39:24 +03:30
soroush.asadi 1ea3b2b8d2 Remove fake/periodic notifications (spam)
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The mock emitted random "a friend is online / event is live" notifications on a
35s timer and the live service forwarded them. Dropped both — only real
notifications now fire (friend requests, achievements, daily reward, payment,
match-ended, and server hub events).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 00:38:08 +03:30
soroush.asadi b66e7f77a5 100+ achievements, forfeit, leagues floor, bot humanize, 95k starter
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Achievements: generator-driven, now 100+ across 7 categories (added Rulership)
mirrored client + server with identical ids/goals/coins. New tracked stats:
hakemRounds (be the hakem — incl. "7× Hakem"), roundsWon, plus losses metric.
Custom achievement-only sticker packs (Rulership 👑, Firestorm 🔥) with new
inline-SVG art (crown-gold, seven-zip, streak-fire), unlocked by hakem_7 /
streak_10. Server GameRoom tallies hakem rounds per seat + rounds won per team;
client tallies the same for vs-computer/private games (dealId-deduped).

Forfeit (surrender): a player can request forfeit; if the teammate is a bot it
auto-confirms, otherwise the human teammate gets a confirm/decline prompt
(20s timeout). Result: forfeiting with ≥1 round won = normal loss; 0 rounds = Kot.
Wired client↔server over the hub (RequestForfeit/ConfirmForfeit/DeclineForfeit
+ "forfeit" event); offline/vs-computer ends immediately in the store. Flag
button + confirm dialogs in the table.

Online count: never shows below 50 — live service floors the real count with a
drifting believable number (mock base lowered to ~50–170).

Matchmaking: real players get a longer priority window (9s) before bots fill;
bots now occasionally react after winning a trick (humanize).

Coins: starter pack is 95,000 Toman (50k coins); packs rescaled up (server + mock).

Verified: dotnet build + tsc + next build clean; sim unlocks 57 achievements/500
matches; live server: starter=95000, a 7-hakem win unlocks hakem_7 + wins_1 with
hakemRounds/roundsWon persisted. Images rebuilt on :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 22:47:36 +03:30
soroush.asadi e778e8b5bd Server-backed friends, chat, IAB scaffold + EF migrations/Postgres
- Social: EF-backed friends graph + chat (SocialService/SocialModels);
  REST endpoints (friends add/accept/decline/remove/list/requests,
  chat conversations/messages/send) with real-time hub events
  (friendRequest/social/chat). GameManager tracks online users for presence.
- Client SignalrService: friends + chat now hit the server and react to
  hub events (refetch + emit); no longer delegated to the mock.
- IAB: /api/coins/iab/verify endpoint + IabVerifyReq for Cafe Bazaar/Myket
  (token verification is a documented TODO pending store accounts/SKUs).
- Persistence: EF Core Design package + DesignTimeDbContextFactory (Postgres),
  Program auto-migrate/EnsureCreated, appsettings.Production.json.example
  with Supabase connection + live ZarinPal template.

Verified end-to-end (two users, SQLite dev): request -> accept ->
bidirectional friends, chat send with per-user fromMe, unread count +
read-on-fetch. Server + client builds clean (dotnet build, tsc, next build).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 18:26:22 +03:30
soroush.asadi cfed2950b2 Add ZarinPal sandbox payments for buying coins (config-driven merchant)
- ZarinpalService (request/verify) + /api/coins/pay/request (JWT) and
  /api/coins/pay/callback (verify → credit via ProfileService.BuyCoins → redirect
  back with ?pay=success); merchant id from config (sandbox default)
- Client buyCoins (live) returns the StartPay redirect URL; BuyCoinsScreen
  redirects; page.tsx handles the ?pay return (notify + refresh)
- Verified: sandbox request returns a real StartPay URL
- Documented Cafe Bazaar (Poolakey) / Myket IAB as the required store payment path

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 17:59:30 +03:30
soroush.asadi 4f2e4e14ea Server-authoritative economy: wire client to server; entry + rewards on hub
Server:
- daily (/api/daily, /api/daily/claim) + shop (/api/shop/buy) + ChargeEntry
- GameRoom (via IServiceScopeFactory) deducts ranked entry at match start and
  applies match rewards at match-over, broadcasting profile + reward over the hub
- tested: daily, shop (owned-guard), ranked entry deduction pushed over hub

Client:
- SignalrService routes profile/coins/plan/daily/shop/match to the server (Bearer);
  onProfile/onReward hub events; guest/offline fall back to local
- session-store syncs profile from hub; game-store serverReward; GameScreen shows
  live ranked reward from hub (no double submit), submits client-run games
- single source of truth in live mode (no economy divergence)

Postgres-ready via config (Provider=postgres); EnsureCreated for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 17:32:47 +03:30
soroush.asadi cdb8d522dd Economy: free vs paid games + buy-coins page; friends remove confirmation
- Coins only matter for ranked: free games (vs computer / private friend rooms)
  cost nothing; random ranked requires an entry (stake), gated by balance →
  routes to buy-coins when short
- Buy Coins page (CoinPack/getCoinPacks/buyCoins; mock credits now, real
  Zarinpal/IDPay TODO); TopBar coins → buy; lobby create-room is Free
- Friends: removed instant red ✕ delete; UserMinus → inline confirm before remove

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 16:28:59 +03:30
soroush.asadi 2d2352dfe8 Add in-app + real-time notifications (SignalR/mock, Iran-friendly)
- AppNotification + OnlineService.onNotification (hub event + mock periodic) —
  no FCM/APNs (blocked in Iran); uses the existing realtime channel
- notification-store + pushNotification(); 🔔 bell with unread badge in TopBar,
  notifications screen, global toaster (plays notify sfx)
- Wired events: daily reward, post-match achievements, friend requests
- Closed-app push (Pushe/Najva/Chabok) noted as a later step (needs provider keys)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 15:52:06 +03:30
soroush.asadi 292dedd843 Show live online-players count on the home screen
- OnlineService.getOnlineCount(); mock random-walks a believable number,
  SignalrService reads GET /api/stats/online (server tracks hub connections)
- Home screen badge with pulsing dot, polls every 8s, localized digits

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 13:20:51 +03:30
soroush.asadi ceccf70de7 Wire client SignalrService to the live .NET backend
- @microsoft/signalr client implementing OnlineService: REST auth, hub
  matchmaking, server-driven game state (onState), play/trump, reactions;
  delegates not-yet-server-backed features (profile/friends/shop/chat/rooms)
  to the mock. Selected via NEXT_PUBLIC_USE_SERVER=1 (NEXT_PUBLIC_SERVER_URL)
- game-store live mode: enterServerMatch + applyServerState (maps server DTO,
  hides opponent hands, tally + SFX), inputs route to the hub; no local engine
- MatchmakingScreen auto-enters the live match when the server signals ready
- Verified end-to-end via scripts/live-test.mjs (auth -> hub -> match -> state)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 13:13:48 +03:30