Add a gated `googleplay` store flavor (NEXT_PUBLIC_STORE=googleplay) so the
appeal/Play build ships a payment-free coin shop. isPurchaseDisabled() makes
BuyCoinsScreen short-circuit to a "not implemented" notice instead of starting
ZarinPal or Iranian IAB (both rejected on Play). Default web/Bazaar/Myket
builds are unaffected. New i18n key buy.notImplemented (fa+en).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Leaving a match left mm.phase stuck on "ready". On the next league tap,
playLeague navigated to the matchmaking screen before svc.startMatchmaking
(which awaits connect+profile) could emit "searching" — so the screen mounted
with the old "ready" phase and its auto-enter effect instantly dropped the
player into a stale game with no lobby. Reset matchmaking to a fresh "searching"
state synchronously in the store before the async work to close the race.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The connecting overlay used an early return before useState/useSoundStore/
useViewportWidth/useMemo/useEffect were called. On the first render with
seatPlayers=[] those hooks were skipped; on the next render (state arrived)
React tried to call more hooks than before → error #310 crashed all clients.
Fix: hoist all hook declarations above the connecting guard so the count
is always identical regardless of which branch renders.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Three changes:
1. GameTable shows a spinner instead of an empty table when mode=online
and seatPlayers is empty (waiting for first state broadcast).
2. enterServerMatch schedules a 3s interval that calls service.resync()
until seatPlayers is populated, guaranteeing the state always lands.
3. resync() added to OnlineService interface + both implementations so
the game store can call it without casting.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
BroadcastQueueLocked now sends the full waiting-player list (name/avatar/level)
alongside the count. The client maps it onto mm.players so every queued player's
avatar shows in the 4-slot grid for all waiting users, not just the slot-0 viewer.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The server only sent the queue size to the player who just joined, and the
client dropped the count entirely (emitMM ignored s.players). So two friends
queuing together never saw each other, even though the server does seat 2+
waiting humans together within ~25s.
- Server: BroadcastQueueLocked() pushes the current queue size to EVERY waiting
player on join/cancel (not just the joiner).
- Client: thread the count through emitMM → MatchmakingState.waiting.
- MatchmakingScreen shows "N players in queue" (mm.inQueue) when ≥2 humans wait,
so friends can tell they're queued together before bots fill the empty seats.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The "pick the hokm" overlay gated on players[hakem].isHuman — true on EVERY
human client when the hakem is human, so all players saw the chooser at the
start of a round. After the seat-rotation fix the viewer is always local seat 0,
so the correct check is hakem===0 ("I am the hakem"). Same fix for the 1–4
suit keyboard shortcut. Non-hakem players now see a "{name} is choosing trump…"
waiting overlay (new TrumpWaiting component) instead.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The server is authoritative with ABSOLUTE seats and tells each client its own
seat via mySeat, but the client copied seats verbatim — so any player not at
absolute seat 0 had their hand at players[mySeat] while the table read players[0]
and "your turn" checked turn===0. Result: they couldn't play (server auto-played
after the timeout → "hang"), and the turn highlight was identical for everyone
instead of rotating per viewer.
Fix (client-only; server was correct): new viewerRot(mySeat) rotates every
seat-indexed value into the viewer's frame (viewer → local seat 0): players/hands,
turn, hakem, leadSeat, lastTrickWinner, currentTrick, hakemDraw, seat roster,
disconnectedSeat, and the team arrays (matchScore/roundTricks/lastRoundResult/
matchWinner — odd seats swap team order). Store mySeat and rotate reaction bubbles
too (they carried absolute seats).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Background music now defaults to OFF; the default experience is SFX only.
Players can still enable music (santoor track) in Profile → settings.
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>
- full table of 4 humans still starts instantly at any time
- at the 15s checkpoint, 2+ humans start together (bots fill empty seats)
- a lone player now waits until a precise 25s deadline, then AI fills and starts
- lower the client "connection stuck" hint to 40s to match the shorter wait
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>
- audio: default background music is now the santoor track (calm Persian),
rebuilt as a real plucked-santoor loop — fast metallic attack, shimmer
overtones, soft tonic drone, longer Dastgah-e-Shur phrase
- site: marketing logo is now the app's card-fan icon (Logo.tsx + icon.svg);
hero features the big logo with gold halo, floating suit motifs, and
polished section dividers
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- server: remove pro instant-start so all players queue for up to 15s,
giving real players a chance to seat together before bot-fill
- post-match: render the 4 seats as a horizontal strip so every player
is visible at once without scrolling
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The end-of-match modal (title + reward rows + XP bar + full roster + button)
was too tall on phones and scrolled. Shrink the mobile sizes (padding, emoji,
title, hero-coins, spacing) with sm: bumping back up on larger screens, and
tighten the player roster rows. Fits a portrait phone in one view.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Playable hand cards are now draggable (Framer drag + dragSnapToOrigin): drag one
up toward the table center and release to play it; release short and it snaps
back. Tapping still plays as before. touch-action:none so the drag gesture works
on mobile without scrolling.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Compact the in-game scoreboard to a single small pill: team label + score with
trick count inline in parens (e.g. "0 (3)"), a thin dot separator, and a tiny
target number — dropping the tall 3-line columns and large fonts. Frees more
HUD room and reads at a glance.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
ZarinPal only accepts callbacks on pay.flatrender.ir, so bargevasat
pays through the shared broker and is credited via a signed webhook.
- FlatPayService: broker client (HMAC-signed /v1/pay/request) + webhook
signature verification + in-memory idempotency guard.
- Program.cs: /api/coins/pay/request prefers the broker when configured
(FlatPay__ApiKey/Secret set), else the legacy direct ZarinPal path;
new public POST /api/coins/pay/webhook verifies the HMAC and credits
coins from the echoed metadata (idempotent).
- appsettings + docker-compose: FlatPay config (empty ⇒ legacy path).
- web: recognise the broker's ?status=Paid return + re-refresh profile
(coins are credited server-side via webhook).
Co-Authored-By: Claude Opus 4.8 <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>
While searching, seat 0 now shows the current player's avatar/name/level
immediately (server matchmaking only sent a count, so all seats showed "?").
Matched opponents fill the remaining seats as they arrive; the rest stay "?".
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause: the trick cards used a Tailwind -translate-x-1/2 -translate-y-1/2 to
center on the felt, but Framer Motion owns `transform` (from x/y/scale), so that
centering class was clobbered. In RTL the auto-positioned card then anchored to
the right edge and the whole trick cross drifted left of center.
Fix: drop the size-0 anchor; position each card at left-1/2 top-1/2 and use
Framer `transformTemplate` to prepend translate(-50%,-50%) before the animated
translate(x,y) scale — so centering survives and the pile sits dead-center in
both LTR and RTL. Burst particles re-centered too.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The felt was w-[min(96vw,560px)] inside a p-3 flex container; on phones 96vw
exceeds the padded width, and an overflowing flex item under justify-center in
an RTL layout pins to the start (right) and overflows left — so the trick area
(centered on the felt) drifted off-center. Added max-w-full to cap the felt to
its container so justify-center truly centers it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
On narrow phones the top HUD crowded the scoreboard against the trump/speed
badges + action buttons. The badges now show icon/symbol-only on mobile (labels
hidden < sm) with tighter padding, freeing horizontal space so the scoreboard
renders cleanly. Buttons stay shrink-0; scoreboard keeps shrink min-w-0.
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>
- OtpService: a designated test phone (default 09120000000 / code 453115,
overridable via Sms__TestPhone/Sms__TestCode) skips real SMS and always
verifies — for Google Play / Bazaar / Myket reviewers. Give them these creds.
- Matchmaking UX: tapping a league now navigates to the matchmaking screen
BEFORE awaiting the SignalR handshake, so the button can't freeze. Added a
watchdog hint after 28s ("connection took too long, cancel & retry") so it
never spins forever when the hub doesn't connect.
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>
- sound.ts: restored startMusic (was a no-op stub) playing the selected track
through musicGain (in-game mute still applies); default track switched to
"playful" (per user). Music auto-starts on init when enabled.
- Profile → Audio: re-added a music on/off toggle (so players can disable it
outside the game too); SFX toggle unchanged.
- Economy tune: starting coins 1000 → 2000 (mock defaultProfile + server
ProfileDto) so new players start a bit richer.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The old reward formula rounded (40+6g)/50 on the raw goal, so adjacent
milestones could pay the same (e.g. "1 win" and "5 wins" both 50) and the curve
was lumpy — not a standard escalating-reward ladder. Reward now scales by tier
index: 50, 150, 250 … capped at 1500, strictly increasing per milestone.
Mirrored client (gamification.ts) + server (Gamification.cs) so live grants match.
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>
- Master SVGs + generator in scripts/icon/ (icon.svg full design, icon-foreground.svg
cards-only for the Android adaptive layer, gen-icons.mjs via sharp).
- Web/PWA: regenerated favicon.ico (16/32/48), src/app/apple-icon.png, public/icon.svg,
icon-192/512, icon-maskable-512; manifest now lists png + maskable icons.
- Android (Capacitor): ic_launcher / ic_launcher_round / ic_launcher_foreground for all
densities + ic_launcher-playstore 512; adaptive background switched from flat white
to a navy radial-gradient drawable (matches the icon), foreground = the gold card fan.
Design: navy field, gold rounded frame, three fanned cards with a gold spade —
on-brand with the in-app "Persian luxury" look.
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>
- GameTable reactions button (and its tray) moved up from the bottom-right so it
no longer overlaps the player's cards on mobile portrait.
- Gender options are now Male / Female / Unknown — removed "other" from the
Gender type, GENDER_META, and the profile picker; the empty value renders as
«نامشخص» / "Unknown".
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>
- OtpService: generates a 5-digit code, stores it (in-memory, 120s TTL, max 5
tries, single-use), and sends it via Kavenegar verify/lookup
(template "hokmotp", %token = code). Normalizes +98/98 → 09xxxxxxxxx.
- /api/auth/otp/request + /verify now use it. No SMS_API_KEY ⇒ dev mode
(accepts a fixed code, returns devCode for local testing).
- Config: Sms section (appsettings) + Sms__* compose mapping + SMS_* in the
ENV_FILE template.
Security: sanitized deploy/ENV_FILE.example back to placeholders (it had picked
up real secrets) and added /deploy/ENV_FILE.local to .gitignore as the real
master copy (never committed).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Myket's server-to-server validation is POST
/api/partners/applications/{pkg}/purchases/products/{sku}/verify with the
purchase token in the JSON body ({"tokenId": ...}) + X-Access-Token header —
not a GET with the token in the path. purchaseState 0 = valid.
Ref: https://myket.ir/kb/pages/server-to-server-payment-validation-api/
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements real Myket IAB for the Capacitor app (Myket has no purchase
deep-link like Bazaar — it uses the classic Google Play IAB v3 AIDL bound to
the Myket app):
- AIDL: com.android.vending.billing.IInAppBillingService (Myket-compatible).
- MyketBillingPlugin (Capacitor): binds ir.mservices.market via
"ir.mservices.market.InAppBillingService.BIND", runs getBuyIntent →
startIntentSenderForResult, verifies INAPP_DATA_SIGNATURE with the RSA key
(Security.java, SHA1withRSA), returns the purchaseToken; consume() too.
- MainActivity registers the plugin + forwards the purchase activity result.
- Manifest: ir.mservices.market.BILLING permission + <queries> for Android 11+
package visibility.
- build.gradle: enable buildFeatures.aidl (AGP 8 disables it by default).
- storeBilling: Myket goes through the plugin (RSA key embedded); after server
verify, BuyCoins consumes the purchase so coins can be re-bought.
Bazaar (deep-link) and web (ZarinPal) paths unchanged. Needs on-device testing
with the Myket app installed + published products.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Payment provider is baked at build time via NEXT_PUBLIC_STORE and selected by
storeBilling.getStore(). Add cross-env + flavor build scripts:
npm run build:web | build:bazaar | build:myket # web bundle per flavor
npm run cap:bazaar | cap:myket # build flavor + cap sync
npm run aab:bazaar | aab:myket # signed AAB (bundleRelease)
npm run apk:bazaar | apk:myket # release APK (assembleRelease)
web → ZarinPal gateway, bazaar → Cafe Bazaar IAB (deep-link), myket → Myket IAB
(native bridge). A plain native build with no flavor still falls back to bazaar.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Pack ids now equal the Bazaar/Myket SKUs (Coin5K / Coin12K / Coin28K /
Coin65K) in both the server source-of-truth (ProfileService.Packs) and the
mock, so the IAB credit path (Id == ProductId) grants the right coins.
Coin totals + prices already matched the registered products.
- storeBilling.getStore(): when running inside the Capacitor Android shell and
no explicit NEXT_PUBLIC_STORE flavor is set, default to "bazaar" so the APK
uses Cafe Bazaar IAB (the web build stays on the ZarinPal gateway). Myket's
native bridge still overrides when present.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
scripts/promo.js builds an animated portrait promo from the store screenshots
(branded slides + Persian captions + Ken Burns), records it with Playwright,
and is encoded to store-assets/promo.mp4 via the system ffmpeg. Output dir
gitignored.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Remove RotatePrompt (the "rotate to landscape" overlay) — the app is portrait
now, so it only blocked the UI.
- page.tsx: best-effort orientation lock switched landscape → portrait.
- Add Playwright-based store-screenshot + icon scripts (scripts/shots.js,
game.js, icon.js); generated images are gitignored.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- storeBilling.ts and IabService PackageName defaulted to com.bargevasat.hokm,
but the real app id is com.bargevasat.app (capacitor + android applicationId).
The mismatch would break Bazaar deep-link purchases and server validation.
- Add IabOptions.BazaarRsaPublicKey to hold the Bazaar in-app billing RSA public
key (documented; for the Poolakey local-signature flow, unused by the current
deep-link + server pardakht verification).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Lock the app to portrait: AndroidManifest screenOrientation="portrait" and PWA
manifest orientation "portrait".
- GameTable felt now occupies the middle band (between top HUD and the hand) with
portrait proportions (w<=560, tall) so the you/partner/opponents diamond fits a
tall screen comfortably instead of a wide landscape ellipse.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>