Commit Graph

48 Commits

Author SHA1 Message Date
soroush.asadi 38ac8b06d1 100 gated gifts (level/rating-locked) + requirement system
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Adds ~100 new purchasable gifts that are LOCKED until a level/rating gate is met,
then buyable with coins — value scales with the gate:
- 45 gift avatars (types.ts), 35 gift titles + 20 gift card backs (gamification.ts),
  all reusing existing renderers. Tier (1-5) encoded in the id (-t<n>-).
- Gate model: GIFT_TIERS (shared) → reqLevel/reqRating on AvatarDef/TitleDef/
  CardBackDef + ShopItem. Tiers: t1 free, t2 Lv10, t3 Lv20, t4 Lv35, t5 Rating1700.
- Shop UI: locked cards dim + show the requirement (Lock + "Level 20"), buy
  disabled until met; mock buyItem enforces it offline.
- Server enforces generically — ProfileService parses the tier from the id and
  checks the player's level/rating (no 100-entry mirror). Mirrors GIFT_TIERS.
- i18n shop.reqLevel/reqRating (fa+en).

Verified: tsc + sim + next build + dotnet build all pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 00:02:28 +03:30
soroush.asadi e49df07c0f Prod hardening: one-game-per-player, selectable music, bargevasat.ir config
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- One running game per player: server rejects a 2nd matchmake while in a live
  room (re-syncs the existing game); client guards Home vs-computer + Lobby
  random/create — resumes the running match + notifies instead of starting another
  (game-store hasActiveMatch()).
- Background music is now selectable: santoor (سنتی, calm Persian loop) and
  playful (bouncy UNO-like) — sound.ts TRACKS + setMusicTrack (persisted),
  sound-store musicTrack, picker in Profile → Audio. i18n added.
- Production config for bargevasat.ir (prepare-only; no live deploy):
  appsettings.Production.example (CORS + ZarinPal + IAB to the domain),
  docker-compose.caddy.yml + Caddyfile (auto-HTTPS reverse proxy
  bargevasat.ir→web, api.bargevasat.ir→server), ENV_FILE PRODUCTION block,
  PRODUCTION.md go-live + Cafe Bazaar publish/IAB checklist. Fixed IAB package
  name to match Capacitor appId (com.bargevasat.app).

Verified: tsc + next build + dotnet build all pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 23:05:52 +03:30
soroush.asadi 265d878f22 docs: mark match-intro + chat/daily polish DONE in HANDOFF
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 22:27:57 +03:30
soroush.asadi 82b2bc0648 Polish: daily reward via celebration overlay + premium chat to recipient
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- Daily reward now routes through the global CelebrationOverlay: new "daily"
  variant + coins count-up; claiming closes the daily modal and fires
  celebrate({variant:"daily", coins}). Unifies the "you earned X" moment.
- Premium (pro) gold chat is now visible to the OTHER player: ChatMessage gains
  senderPro; server resolves each participant's plan once (SocialService.IsPro)
  and stamps it on ChatMessageDto; ChatScreen styles incoming bubbles with
  .premium-chat when senderPro. Mock marks ~half its friends pro so it's visible
  offline too.

Verified: tsc + next build + dotnet build all pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 22:26:28 +03:30
soroush.asadi 03dfbe1e67 Match intro "players joining" loading screen + i18n fix; checkpoint
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CI/CD / Deploy - local stack (db + server + web) (push) Failing after 1s
- MatchIntroOverlay: UNO-style pre-game reveal — the 4 seats animate into the
  table (with "?" placeholders until each player's data streams in for live
  matches), a 3-2-1-GO countdown, then the table shows. Wired via game-store
  matchIntroPending/consumeIntro, rendered online-only in GameScreen.
- Fix: intro.found / intro.getReady / intro.go existed only in the Persian dict;
  added the English strings (would have shown raw keys to EN users).
- Checkpoint of the in-progress UI/social batch (CoinsPill, shop titles section,
  friend-request rate limit, etc.) — all green.

Verified: tsc + next build + scripts/sim.ts + dotnet build server/Hokm.slnx all pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 21:58:54 +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 e450a6a2ed docs: add HANDOFF.md (full project state) + point CLAUDE.md at it
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Single source of truth for any agent/session continuing the project: run
instructions (dev + Docker stack), architecture, the client<->server
gamification sync rule, full feature status, CI/CD + Nexus HTTP-mirror cert
workaround, gotchas, and the TODO list.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 10:47:51 +03:30
soroush.asadi b739b503eb Forfeit = 2x coin loss + 0 XP (no kot); end-of-game roster + add friend
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Forfeit penalty reworked (client + server gamification, in sync):
- Surrendering team loses DOUBLE the entry coins; winner takes the stake.
- Forfeiter earns NO XP. No kot is applied or mentioned anymore.
- MatchSummary/Dto carry a `forfeit` flag; GameRoom.FinalizeForfeit →
  ApplyRewardsAsync(team) with Forfeit=true (dropped the kot path).
- Forfeit confirm dialogs now alert the real penalty (double coins, no XP).

End-of-game roster: SeatPlayerDto/ServerSeatPlayer + game-store SeatPlayer gain
userId/isBot. New <MatchPlayersList> lists everyone at the table on the final
screen (PostMatchRewardsModal + AI MatchOverlay) with a tactile "Add" button to
send a friend request to real (non-bot, non-self) players ("Sent" after).

Verified: tsc + sim + dotnet + next build clean; stack rebuilt :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 10:40:14 +03:30
soroush.asadi 6bbdbac23b UNO-style UX rollout: Lobby, Matchmaking, Profile
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- Lobby: the two hero actions (random / create room) are now tactile press-3d
  rounded-3xl with tinted icon chips.
- Matchmaking: seat slots use the Avatar frame with a gold border when filled
  (dashed placeholder when empty + spring pop-in); cancel/start/upgrade buttons
  are tactile.
- Profile: added a level badge on the avatar (casual-game style).

Verified: tsc + next build clean; web rebuilt :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 10:07:51 +03:30
soroush.asadi b661385a00 Celebration animations for purchases, XP gains & achievement unlocks
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CI/CD / Deploy - local stack (db + server + web) (push) Failing after 0s
- New global celebration system: celebration-store (queue) + CelebrationOverlay
  (animated: count-up XP, filling bar, level-up pop, achievement cards; plays
  levelUp/award sounds; tap or auto-dismiss). Rendered in page.tsx.
- Shop: every purchase now celebrates — XP packs animate XP gain + level-up,
  cosmetics show a "purchased!" pop. Newly-unlocked achievements (diffed from
  the profile before/after) animate too.
- XP purchases now actually evaluate achievements: gamification.evaluateAchievements
  (client) + Gamification.EvaluateAchievements (server, called in ShopBuy xp path)
  unlock level milestones + grant their coins.

Verified live: buying XP took L1→L5, unlocked level_5 server-side and credited its
reward. tsc + dotnet + next build clean; images rebuilt :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 09:52:28 +03:30
soroush.asadi be8c758425 Shop redesign: tactile cards + product detail sheet
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Answers "what's in this pack / how much XP": shop items now carry contents
(sticker ids / emojis), xp amount, and a fa/en description. Cards are tactile
(press-3d), show the artwork + name + a quick hint (item count or +XP) + price,
with an owned check badge. Tapping a card opens a detail sheet that shows the
full contents (every sticker/emoji rendered), the XP granted, a description,
and a Buy button (gold when affordable, "need coins" otherwise).

Verified: tsc + next build clean; web rebuilt :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 09:04:46 +03:30
soroush.asadi 96c8abbeb3 CI/Docker: use SSL-free Nexus endpoints (mirror serves partial chain)
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 6m21s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m3s
CI/CD / Deploy - local stack (db + server + web) (push) Failing after 1s
The HTTPS Nexus serves an incomplete cert chain that container trust stores
reject (NU1301 PartialChain / UNABLE_TO_GET_ISSUER), failing CI restore/install.
- NuGet has no strict-ssl flag → point CI + Dockerfile + compose at the plain-HTTP
  Nexus (http://171.22.25.73:8081, allowInsecureConnections) — no TLS, no cert check.
- npm: add --strict-ssl=false to the CI web-check install (Dockerfile already had it);
  Docker npm registry default also moved to the HTTP Nexus.
- ENV_FILE.example documents NUGET_INDEX/NPM_REGISTRY overrides.

Local dev (Windows trusts the cert) + image base pulls (Docker trusts it) are
unaffected — only in-container package feeds switch to HTTP.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 08:53:46 +03:30
soroush.asadi 4b33ea318a Home menu UNO-style UX refactor (tactile, hero Play)
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Keep the Persian-luxury palette, adopt casual card-game UX:
- New .press-3d primitive (solid underside that compresses on tap, reduced-motion
  aware) for tactile buttons.
- Home: a large glowing hero "Play online" button (Play icon + chevron), a
  tactile vs-computer card, and chunkier mode tiles with color-tinted icon chips
  (teal/sky/gold/rose). All handlers + i18n unchanged.

Verified: tsc + next build clean; web rebuilt :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 08:45:43 +03:30
soroush.asadi 7499c222e9 Mobile UI polish pass (game-ui-design + mobile-app-ui-design)
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Grounded in the two installed design skills:
- Safe-area insets (notch/home-bar): .safe-top/.safe-bottom/.safe-x helpers
  applied to the game-table HUD + bottom hand + reaction button, and to
  ScreenShell + HomeScreen (covers Profile/Shop/Leaderboard/etc.).
- Touch targets ≥44px: table HUD buttons (mute/forfeit/exit) and the reaction
  button now meet the 44/48px minimum.
- HUD readability: seat name/level labels (which float over the felt) get a
  text-shadow (.hud-shadow) and stronger contrast.

Verified: tsc + next build clean; web image rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 06:38:46 +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 fd33f85e9c Store XP packs (expensive), winner 2x XP, premium perks
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- XP packs in the store (coin-priced, intentionally expensive): xp1 200/5k,
  xp2 600/12k, xp3 1500/25k. Consumable (grant XP, can level up) — server
  ShopBuy handles kind "xp" via an authoritative XpPacks map + Gamification.GrantXp;
  mock mirrors. New shop section + shop.xp/xpHint i18n.
- Every game grants XP and the WINNER earns 2x: matchXp is now
  base*(won?2:1)*leagueFactor (was a flat +80 win bonus). Mirrored server-side.
- Premium (pro) perks: 1.5x XP multiplier (applied in applyMatchResult /
  ApplyMatch by plan), plus animated shimmering gold chat bubbles for your own
  messages (premium-chat CSS; ChatScreen gates on plan).

Verified: tsc + next + dotnet build clean; sim passes; live server — buying xp2
took L1→L3 and deducted 12k coins under the new curve. Images rebuilt :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 00:08:19 +03:30
soroush.asadi 4199a82c9d More cosmetics (rank-gated) + steeper level curve capped at 100
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Cosmetics — many new variants, the rarer ones gated behind higher ranks:
- Card backs: +midnight/jade/onyx (buy) + crimson/aurora/obsidian/imperial
  (earned by wins/rating up to Master). Card fronts: +sunset/velvet/onyx (buy)
  + goldleaf/crystal/imperial (earned).
- Titles: +marksman, untouchable, sweeper, ruler, platinum_star, diamond_ace,
  immortal, the_one (gated by kots/streak/shutouts/hakem/rating/level/wins),
  mirrored on the server so live games grant them.
- Avatars: list expanded + rank/wins-earned tier (robot/wizard/ninja/king/
  genie/crown) via new ownedAvatarIds(); profile picker shows earned ones,
  shop sells the priced ones.
- Stickers: new Persian-text stamp pack (کوت! / دمت گرم / باریکلا / آخه؟) plus a
  rank-earned Victory pack (بردیم!/حکم) — new inline-SVG art.

Leveling: XP per level now grows (100*l + 15*l²) so each level is harder; higher
leagues grant more XP (×1.5 at 500 stake, ×2 at 1000) so you progress by playing
up. Hard cap at level 100. Mirrored in server Gamification (XpForLevel/MatchXp/
AddXp). Sim now tops out lower (level 20 vs 35 over 500 matches) as intended.

Verified: tsc + next build + dotnet build clean; sim passes; images rebuilt :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 23:43:21 +03:30
soroush.asadi dfb1deee8c Leaderboard avatar+level+XP bar; mobile table overlap fixes
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Leaderboard: each row now shows the player avatar (photo or emoji) with a level
badge ring and a progress-to-next-level bar (LeaderboardEntry gained
levelProgress + avatarImage; mock fills real XP for you, random for others).

Mobile table: the played-card pile now scales inward on narrow screens so it no
longer overlaps the opponents' side stacks (trickScale by viewport); seat
avatars render above the stacks (z-20) so the side player isn't hidden; side
hands nudged to the edges + top hand raised slightly on phones.

Verified: tsc + next build clean; web image rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 23:07:51 +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 7a18bc39e6 Achievements overhaul: 37 achievements, page with tabs, leagues, gating
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Achievements (client + server mirror, metric-driven so the list is one source):
- 37 achievements across 6 categories (Victories, Kot, Streaks, Levels, Ranks,
  Veterancy) incl. 7–0 sweeps, kot milestones (1/5/10/25/50/100), win streaks
  (3/5/10/15), level milestones every 5 (5..50), rank floors, games/tricks.
- New AchievementsScreen with category tabs, progress bars, coin + sticker-unlock
  badges, and unlocked/locked states; summary header (unlocked count + coins).
- Some achievements unlock sticker packs: Seven–Zip→Hokm, 25 Kots→Taunts,
  100 Wins→Persian (ownedStickerPackIds now also honors profile.unlocked).
- Prestige titles added: Expert, Professional, Captain, Leader (+ existing).
- Tracks new stat shutoutWins; MatchSummary.shutout (7–0). Profile shows a
  6-item preview + "view all" link.

Leagues: 3 ranked entry tiers — Starter (100, lvl1), Pro (500, lvl10),
Expert (1000, lvl20). Higher league stakes more, so wins/losses swing bigger;
kot bonus now scales to the stake (40%). OnlineLobby shows league cards with
level gating.

Profile photo upload gated to level 25 (client button + server Update guard).

Win animation: PostMatchRewardsModal now shows an animated coins-won count-up
hero on a win.

Verified: dotnet build + tsc + next build clean; sim unlocks 26 achievements
over 500 matches; live server grants first_win/first_kot/shutout_1 and pays
2050 coins on an expert-league shutout+kot win. Images rebuilt on :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 21:47:38 +03:30
soroush.asadi d66208e39e Resume: exiting a match keeps it alive instead of destroying it
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Leaving the table (back button, browser/hardware back) no longer resets the
game — it minimizes it and stays resumable:
- game-store: add `paused` + minimize()/resume(). Single-player (AI) matches
  pause their local timers so nothing happens while away; live (server-run)
  matches keep streaming via the still-active subscription (the .NET GameRoom
  already runs the match to completion and re-broadcasts state on reconnect).
- GameScreen: an unmount effect minimizes any in-progress match no matter how
  you leave; only a finished match (reward dismissed) tears down.
- ResumeGameBar: floating "return to game" pill shown from any screen while a
  match is alive, or while a finished match still has an unseen reward.
- page.tsx: after a full reload, re-enter live mode (minimized) when the server
  re-broadcasts state, and notify when a match you left finishes while away.

Verified: tsc + next build clean; web image rebuilt and serving on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 20:58:05 +03:30
soroush.asadi a1c2cc0889 Fix: screens can't scroll (min-h-dvh under overflow-hidden body)
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body is overflow:hidden (to lock the game table), so a min-h-dvh shell just
expands past the viewport and is clipped — its overflow-y-auto never engages.
Make ScreenShell + HomeScreen fixed-height h-dvh scroll containers (with
overscroll-contain + bottom padding). Fixes Profile/Friends/Shop/Leaderboard/
Lobby/BuyCoins/Notifications and the home menu on short viewports.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 20:30:47 +03:30
soroush.asadi fde8b93206 Fix Docker build/runtime: 0.0.0.0 bind, npm ci, HTTP-mirror fallback
CI/CD / CI - API (dotnet build + engine sim) (push) Failing after 1m40s
CI/CD / CI - Web (tsc + next build) (push) Failing after 1m31s
CI/CD / Deploy - local stack (db + server + web) (push) Has been skipped
Issues found bringing the stack up locally and fixed:
- Server was loopback-only inside the container (appsettings "Urls=localhost"
  wins over ASPNETCORE_URLS) → published port returned "empty reply". Force the
  bind with command-line args: ENTRYPOINT dotnet Hokm.Server.dll --urls 0.0.0.0:5005.
- Web image: npm install crashed on alpine ("Exit handler never called"); root
  cause was UNABLE_TO_GET_ISSUER_CERT_LOCALLY — the Nexus mirror serves a partial
  chain that Node's CA bundle can't complete. Use npm ci + strict-ssl=false.
- .NET restore hit the same partial chain (NU1301 PartialChain). Both registries
  are now build ARGs (NUGET_INDEX / NPM_REGISTRY) defaulting to the HTTPS mirror
  (CI runner trusts it); local .env overrides to the plain-HTTP Nexus
  (http://171.22.25.73:8081) which has no TLS. NuGet feed is generated inline with
  allowInsecureConnections so .NET 10 accepts the HTTP source.

Verified on local Docker (Postgres-backed): db+server+web all healthy; API + web
reachable from host on 1505/1500; auth → profile (1000 coins) → friend add/accept
(bidirectional) → chat (unread) all 200; rows persisted in Postgres
(Profiles=2, Friends=2, Messages=1).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 19:59:27 +03:30
soroush.asadi 89d42184a1 Add Soroush CI/CD (Gitea + Nexus) + self-host fonts for offline build
CI/CD / CI - API (dotnet build + engine sim) (push) Failing after 1m40s
CI/CD / CI - Web (tsc + next build) (push) Failing after 1m20s
CI/CD / Deploy - local stack (db + server + web) (push) Has been skipped
Pipeline (.gitea/workflows/ci-cd.yml), all images/packages via Nexus mirror:
- CI api-build: dotnet restore/build server/Hokm.slnx + run Hokm.Sim (rules).
- CI web-check: npm install + tsc --noEmit + next build (static export).
- deploy (self-hosted): pre-deploy pg_dump backup, rollback image tag, build,
  bring up db -> server -> web with stop+rm+up --no-deps (no force-recreate,
  no bare compose down), health-wait each, prune.

Local stack (docker-compose.yml), ports in 1500-1600 so it coexists with manual
dev on 3000/5005:  web :1500 (nginx static) -> server :1505 (.NET) -> db :1510
(postgres, named volume + backups). Dockerfiles: server (.NET, NuGet via
nuget.docker.config, binds 0.0.0.0, busybox wget healthcheck) + web (Next static
export -> nginx, NEXT_PUBLIC_* baked as build args). nginx.conf SPA fallback.

Config: server CORS is now config-driven (Cors__Origins) so the deployed web
origin is allowed without code edits. deploy/ENV_FILE.example documents the
Gitea ENV_FILE secret; DEPLOY.md covers setup/run/LAN-IP/rollback/migrations.

Fonts: switch Vazirmatn + Plus Jakarta Sans from next/font/google (build-time
Google fetch -> fails on the Iran CI runner) to self-hosted @fontsource-variable
packages. Build is offline and ~3x faster; 7 woff2 emitted into out/.

Verified locally: dotnet build slnx + Hokm.Sim (300 matches, exit 0); tsc clean;
next build clean with self-hosted fonts.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 19:09:31 +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 d0b8976713 Server persistence: EF Core profiles + coin ledger + authoritative rewards
- EF Core (SQLite dev / Postgres prod via config); ProfileRow JSON blob +
  LedgerRow audit; EnsureCreated at startup
- C# Gamification port (ranks/elo/coins/xp/achievements/titles) → server
  computes match rewards; ProfileService (get/update/plan/buyCoins/applyMatch)
- JWT endpoints: profile GET/PUT, plan, coins packs/buy, match/result;
  auth upserts the profile
- Tested end-to-end (buy + ranked win+kot persisted & server-computed)
- Client still mock-backed for now (wiring is the next step)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 16:52:25 +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 fe136f7ee4 Auth: email/Google "coming soon"; mobile polish pass on the table
- AuthScreen: phone+OTP is the only active method; email & Google shown as
  disabled "coming soon" buttons (until SMTP/Gmail are configured)
- GameTable responsive: compact scoreboard, smaller seat avatars, and
  turn-indicator/timer positions tuned for small screens

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 16:11:30 +03:30
soroush.asadi 0b376aec16 Fix mobile: compress card fan to fit any screen; kill horizontal overflow
- PlayerHand measures viewport and compresses the fan (responsive card size +
  dynamic overlap) so all 13 cards are visible and tappable on phones — no
  off-screen cards, no horizontal scroll; added tap feedback
- globals: html/body overflow-x hidden + overscroll-behavior none

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 16:00:00 +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 e02d976dda Add Abrha as a Maven Central fallback mirror (Myket stays primary)
- Myket (root) proxies Central + Google/AGP; Abrha
  (mirror.abrha.net/repository/maven/) is Central-only → used as fallback
- build.gradle + gradle-mirror.init template list both; APK rebuilds clean

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 15:26:57 +03:30
soroush.asadi 84ccbea56a Build Android APK via Myket maven mirror (verified)
- Myket mirror serves maven2 layout at root https://maven.myket.ir (proxies
  Maven Central + Google/AGP); android/build.gradle uses it
- gradle-mirror.init.gradle template injects the mirror into all modules and
  pins build-tools 36 + Java 17 (this env lacks build-tools 35 / JDK 21)
- ANDROID.md updated with the exact working build command
- Produces app-debug.apk (~4.5 MB)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 15:22:34 +03:30
soroush.asadi 38691154c8 Add Capacitor Android packaging (APK) for Cafe Bazaar / Myket
- Next static export (output: export) wrapped by Capacitor; appId
  com.bargevasat.app, appName «برگ وسط»
- android/ native project + @capacitor/app; hardware back handled by
  CapacitorBack (back a screen, exit at home)
- npm scripts (cap:sync, android:open, android:apk), ANDROID.md
- Gradle Maven-mirror init-script template (dl.google.com/Maven Central are
  blocked in Iran — same reason NuGet is mirrored)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 14:31:14 +03:30
soroush.asadi d04605d118 Brand the app as «برگ وسط» / Barg-e Vasat
- Name + tagline («بازی حکم آنلاین») across i18n (app.title/subtitle),
  layout metadata, PWA manifest, app icon, package name, server health
- Gameplay term «حکم» unchanged; repo/folder stay hokm/HokmPlay

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 14:01:14 +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
soroush.asadi a3b797c8a3 Add History API routing so browser/Android back navigates screens
- ui-store syncs screens to history (push on go/goGame, hash URLs like #/profile),
  back() = history.back(), initHistory anchors a home base + restores deep links
- page.tsx listens to popstate; resolveScreen() guards transient screens
  (game/room/chat/matchmaking fall back to home when their state is gone)
- ScreenHeader + ChatScreen back buttons use history back; chat cleans up on unmount

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 12:56:14 +03:30
soroush.asadi 0a3ffa6314 Fix: in-game mute button now mutes background music too
HUD mute is a master toggle (sound effects + music) via sound-store.toggleAll;
icon reflects fully-muted state.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 12:46:51 +03:30
soroush.asadi aaf66b921f Phase G: scaffold .NET 10 + SignalR backend (engine port + hub + auth)
- server/ monorepo: Hokm.Engine (C# port of TS engine+AI, validated by sim),
  Hokm.Server (SignalR GameHub, in-memory matchmaking/rooms, server-side turn
  timers + bot fill + disconnect handling, per-seat state broadcast), Hokm.Sim
- JWT dev auth (OTP 1234 + email); CORS for the Next client; /hub/game
- NuGet restored from mirrors (Soroush Nexus + Liara); NuGetAudit off
- README + .NET .gitignore; static class Engine renamed Rules (namespace clash)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 12:42:15 +03:30
soroush.asadi ae239f4c51 Split card design into front+back, add sound effects & background music
Card design:
- Separate cardFront + cardBack (each own/equip independently)
- Fronts: classic (free), ivory/rosegold (buy), parchment/mint (earned)
- Backs: classic (free), sapphire/emerald (buy), ruby/royal (earned)
- PlayingCard `front` prop; table applies front to all faces, back to opponents
- Profile has front + back pickers; shop has both sections

Audio:
- Web Audio synth engine (no asset files): SFX for card/deal/trump/trick,
  win/lose, message, notify, award, levelup, purchase, kot + ambient music
- Toggles in profile (Audio) + mute button in game HUD; prefs persisted
- Wired across game-store, rewards, daily, shop, chat

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 11:49:19 +03:30
soroush.asadi db4eade619 Add designed sticker packs (SVG art) to the reactions system
- 15 hand-designed inline-SVG stickers (faces, Hokm: حکم/کُت/crown/ace,
  Persian: chai/آفرین/rose, taunts: clown/zzz/ضعیف) in components/online/Sticker.tsx
- Sticker packs: faces (free), hokm (earned @rating 1300), persian & taunt (buy)
- In-game tray now tabbed Emoji | Stickers; stickers broadcast as "sticker:<id>"
  and render as large animated bubbles per seat
- Shop sells sticker packs; profile.ownedStickerPacks; gamification helpers
  ownedStickers/ownedStickerPackIds; mock opponents send stickers too

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 11:15:28 +03:30
soroush.asadi f9425dea01 Add reactions (Sheklak), fix hakem card visibility during trump choice
- Reactions/emotes in-game: tray of owned emojis + animated per-seat bubbles
  (feature named "شکلک / Sheklak"). Packs: starter (free), champion/legend
  (earned by rating/wins), emotions/taunt (purchasable in shop)
- OnlineService.sendReaction/onReaction; mock echoes you + random opponents
- Fix: human hakem's 5 cards were blurred behind the trump-chooser overlay —
  raise hand to z-50 during choosing-trump so cards stay readable

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 11:02:25 +03:30
soroush.asadi 13ec0d4300 Turn timer + auto-play, disconnect/reconnect, cosmetics, queue & paid plan
- Turn timer (20s) for play/trump; system auto-plays a smart move on timeout
- Disconnect handling (mock): wait-for-return countdown, system covers turns
- Cosmetics: titles, card-back styles, custom profile-image upload, badges;
  pickers in Profile; shop sells card styles; reward modal shows new titles
- Paid plan (pro): free players queue when server busy, pro skips; upgrade flow
- OnlineService extended (upgradePlan, richer profile patch); mock implements
  queue + plans; gamification adds TITLES + CARD_STYLES

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:49:54 +03:30
soroush.asadi 5776036d78 Add friend chat; replace betting wording (شرط) with entry coins
- Friend-to-friend chat outside the game (ChatScreen) with mock replies,
  per-friend history, unread tracking; chat button on each friend row
- OnlineService + mock + online-store extended with chat (list/get/send/markRead)
- Reframe gambling term: "شرط"/"Stake" -> "سکه ورودی"/"Entry coins";
  free entry labeled رایگان/Free

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:21:44 +03:30
soroush.asadi e2d0a602b6 Build Hokm card game: offline vs-AI + online social/gamification (mock backend)
- Pure-TS Hokm engine (deal, hakem, trump, tricks, scoring, Kot) + AI bots
- Persian-luxury RTL UI (Next 16 / React 19 / Tailwind v4 / Framer Motion / Zustand)
- Online platform behind OnlineService seam (mock now, .NET SignalR later):
  auth (phone OTP + email/Google), profiles, friends, private rooms with
  partner pick, ranked matchmaking, leaderboard, shop
- Gamification: ranks/leagues, coins, XP/levels, daily rewards, achievements
- i18n fa/en, PWA manifest, engine + gamification sims

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:11:00 +03:30
soroush.asadi dff1a34f95 Initial commit from Create Next App 2026-06-04 06:09:11 +03:30