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>
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>
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>
- 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>
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>
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>
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>
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>
- 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>
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>
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>
- 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>
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>
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>
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>
- 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>
- 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>
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>
- 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>
- 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>
- @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>