Commit Graph

13 Commits

Author SHA1 Message Date
soroush.asadi 857287fa84 mobile: fullscreen (immersive Android + PWA) + auto-hide reported nudity avatars
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 23s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m11s
CI/CD / Deploy - local stack (db + server + web) (push) Successful in 1m3s
Fullscreen on mobile:
- Android (Capacitor): MainActivity now runs edge-to-edge and hides the status +
  navigation bars (immersive, transient-on-swipe), re-asserted on focus.
- PWA: manifest display -> "fullscreen" with display_override fallback chain;
  viewport gains viewport-fit: cover for proper safe-area/edge-to-edge handling.

Moderation auto-hide:
- ProfileService.ReportUser now de-dupes nudity reports per reporter and, once
  NudityHideThreshold (3) distinct players flag a target's avatar as nudity,
  auto-removes their custom photo (reverts to default avatar). Counted from the
  ledger, so still no schema change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-11 19:32:49 +03:30
soroush.asadi 6641741669 feat: photo upload at level 3 + report a player (nudity avatar / chat insult)
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 2m58s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m9s
CI/CD / Deploy - local stack (db + server + web) (push) Successful in 1m0s
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 ad5b42db06 feat(profile): "set your city" gamification box → one-time 500-coin reward
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 28s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m10s
CI/CD / Deploy - local stack (db + server + web) (push) Successful in 1m6s
- New searchable city picker (src/lib/iran-cities.ts, ~60 Iranian cities,
  fa/en search) shown as a gold reward card at the top of the profile Basic tab.
- First time a non-empty city is set, the player earns 500 coins (CITY_REWARD),
  granted server-authoritatively. Collapses to a compact summary afterwards with
  a "change city" option (no re-reward).
- Frontend: UserProfile.city + cityRewardClaimed; mock-service grants on first
  set; session/service updateProfile accept `city`; celebratory toast + sfx.
- Backend (.NET): ProfileDto.City/CityRewardClaimed (JSON blob → no migration);
  ProfileService.Update grants +500 once and writes a "city" ledger entry.
- i18n: city.* keys (fa + en).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-11 18:11:45 +03:30
soroush.asadi 72efc03e2d Shop: every item is coin-priced; level/rank/achievement only gate the purchase
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 6m29s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m8s
CI/CD / Deploy - local stack (db + server + web) (push) Has been cancelled
No more earned-only (rank/wins) cosmetics — every avatar, card back/front,
reaction & sticker pack now has a coin price. Rank/wins/achievement become
purchase requirements (coin · coin+rank · coin+rank+achievement), enforced
client (mock + ShopScreen lock label) and server (ProfileService.ItemGate,
keyed by kind:id). Ownership = default + purchased only.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 21:27:25 +03:30
soroush.asadi 38ac8b06d1 100 gated gifts (level/rating-locked) + requirement system
CI/CD / CI - API (dotnet build + engine sim) (push) Has been cancelled
CI/CD / CI - Web (tsc + next build) (push) Has been cancelled
CI/CD / Deploy - local stack (db + server + web) (push) Has been cancelled
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 03dfbe1e67 Match intro "players joining" loading screen + i18n fix; checkpoint
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 7m38s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m9s
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 b661385a00 Celebration animations for purchases, XP gains & achievement unlocks
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 28s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m1s
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 fd33f85e9c Store XP packs (expensive), winner 2x XP, premium perks
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
- 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 b66e7f77a5 100+ achievements, forfeit, leagues floor, bot humanize, 95k starter
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 40s
CI/CD / CI - Web (tsc + next build) (push) Failing after 1m20s
CI/CD / Deploy - local stack (db + server + web) (push) Has been skipped
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
CI/CD / CI - API (dotnet build + engine sim) (push) Failing after 1m40s
CI/CD / CI - Web (tsc + next build) (push) Failing after 1m21s
CI/CD / Deploy - local stack (db + server + web) (push) Has been skipped
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 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