- Release signing via android/keystore.properties (git-ignored); build.gradle
signs release builds when the props file is present, stays unsigned otherwise.
- android/mirror-init.gradle: injects the myket.ir Maven mirror into every
project's buildscript (dl.google.com is unreachable here) and pins Build-Tools
to the installed 36.0.0. Build with:
gradlew assembleRelease bundleRelease -I mirror-init.gradle
(JAVA_HOME must point at a JDK 21 — Capacitor 8 compiles against Java 21.)
- gitignore keystores, keystore.properties, and /dist artifacts.
- Native-app feel: kill tap-highlight, long-press callout, and stray text
selection (inputs/messages opt back in); touch-action: manipulation.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>
- 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>
- @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>
- 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>