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>
- NavRail: one rounded "pill" tab bar on every screen (matches home). ScreenShell
lays out as a portrait column and floats the nav with margins + safe-area;
dropped the landscape side-rail variant.
- Home: the three mode cards now stack vertically as full-width rows (portrait
friendly) instead of a 3-up landscape row.
- Disconnect: removed the simulated random opponent "disconnect" in local games
(DISCONNECT_CHANCE) and the in-game DisconnectBanner — bots/filled seats just
auto-play their turn; no message, no pause. (Live reconnect grace still tracked
internally but no longer shows a banner.)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>
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>
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>
Both the mock and the .NET server already waited then bot-filled, but used a
random 12-18s window. Make it exactly 15s on both sides so the rule is clear:
wait 15s for real online players to join, then replace any unfilled seats with
bots and start.
- client: new MATCH_QUEUE_WAIT_MS = 15000 in gamification.ts; mock beginSearch
uses it instead of randInt(12000,18000).
- server: GameManager QueueWaitMs = 15000 (was randomized 12-18s per ticket).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>
- OnlineLobbyScreen: each league row is now a tappable play button (queues a
ranked match at that league's stake) with a forward arrow; the cheapest
enterable league is highlighted gold. Drops the redundant separate "ranked
random" CTA and the select-then-play step.
- Remove the background-music feature entirely: deleted the floating MusicToggle,
the TopBar music button, and the Profile audio music toggle + style picker.
sound.startMusic() is now an inert no-op so music never plays (sfx unchanged).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- PostMatchRewardsModal: short-height (landscape) compaction so the win/forfeit
result fits without overflow (smaller emoji/coins/padding, max-h 94dvh, wider).
- Chat: emoji/sticker picker (owned reactions) — tap to send; hidden on focus.
- Unread messages: online-store now tracks a total `unread` (from
listConversations); NavRail Friends icon shows a badge (unread + requests),
refreshed every 12s on every screen; Friends «پیامها» tab badged too.
(Per-conversation unread badges already existed.)
- Remove "XP گران است" / "XP is expensive" from shop.xpHint.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Room: teams side-by-side in landscape so all 4 seats fit (still scrolls).
- Achievements: rename the 5 rating tiers from «لیگ» (league) to «رتبه» (rank)
+ category «رتبه» — so "league" only means the 3 playable match leagues.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Lobby: remove private-room CTA (it's on Home now) → fits without scroll.
- Home: private rooms now cost 150 coins/player (stake 150).
- Buy Coins: drop the "secure payment" note; redesign packs as game-shop coin
boxes (coin pile + amount + gold buy-price CTA), 2/3/4-col responsive.
- Notifications: minimal single-line corner toast, explicit ✕ close, hidden
during play so it never disturbs the game.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- NavRail: vertically center items in the side rail (was top-aligned).
- ScreenHeader: showXp defaults off — the level/XP bar no longer clutters every
sub-page (it lives on Home's chip + the Profile page).
- Shop: category tabs (avatars / fronts / backs / reactions / stickers / titles
/ XP) so only one category shows at a time — no more endless scroll.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The Home screen wasn't centered like the sub-pages, so on desktop/tablet its
content drifted to the RTL start edge with dead felt on the left. Wrap it in a
centered max-w-3xl/landscape:max-w-5xl stage, vertically center the mode cards,
and size them up for tablet/desktop (min-h + larger max-w).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Make all menu screens use the width on desktop/landscape and the UNO panels:
- Shop item grid 3→up to 6 cols; BuyCoins packs 2→4 cols on lg.
- Lobby: panel league pick (2-col) + 2-col CTA buttons.
- Achievements / Notifications / Leaderboard / Friends lists → responsive
grids (1 col mobile, 2 cols on lg); glass→panel on section containers.
- Chat: centered max-w-3xl column on desktop, green send button.
All responsive for mobile + desktop. tsc + build clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rebuild HomeScreen to UNO's home layout: top bar (avatar+coins) + 3 big glossy
3D mode cards in the center (Online[gold,live-count badge] / vs-Computer[teal] /
Private Room[violet]) + a bottom icon nav bar (NavRail bottom variant, drops the
redundant home item). Speed toggle + language sit in a slim controls row. Online
card shows live player count; room card creates a private room then enters it.
New menu.room/menu.roomDesc i18n.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Theme: retint to lit emerald card-table felt + gold (body radial felt, green
glass panels). New component kit in globals.css: glossy chunky 3D btn-gold +
btn-green, .panel, .ribbon. Card backs pinned to classic navy.
- Home fully redesigned UNO-style: nav rail + branding + two big 3D play
buttons (gold online / green-glass vs-computer) + speed toggle; dropped the
redundant 4 tiles (the rail covers them). Fits landscape (short: variants).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rebuild ScreenShell into a UNO-style app shell: a persistent NavRail (vertical
side rail in landscape, bottom tab bar in portrait — Home/Profile/Shop/Friends/
Leaderboard/Achievements, active highlighted gold) + a content panel that owns
its own scroll so the page never scrolls as a whole and uses the width in
landscape. Reskins all 10 menu screens at once. Transient screens (auth,
matchmaking, room) opt out via hideNav. New nav.home i18n key.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause: a landscape phone is wide (>=640px) but short, so width-based sm:
roominess inflated the title/buttons while the screen height was small -> the
right column overflowed (vs-Computer card cut off). Add a height-based
`short:` variant (@media max-height:520px) and compact Home's branding +
action cards under it so the column fits short landscape viewports.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Remove the web-app manifest link + manifest.ts route so bargevasat.ir no longer
triggers an "install/add to home screen" prompt. It's a plain marketing/SEO
site now. Only the game app (app.bargevasat.ir) remains a PWA.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Move orientation lock + RotatePrompt to app root → whole app is landscape-
first now (UNO-style), not just the game. Generalized rotate copy.
- Home: portrait unchanged; in landscape it becomes a 2-column app layout
(col A = branding + play actions, col B = tiles + footer) that fits the
short height with no scroll (landscape: Tailwind variants, overflow-hidden).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hokm plays best wide (UNO-style). On phones held in portrait, the game screen
shows a "rotate your phone" overlay (with a play-anyway escape hatch so OS
rotation-lock can't trap anyone). Best-effort screen.orientation.lock('landscape')
on Android/PWA; iOS/desktop reject it harmlessly. i18n rotate.* (fa+en).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The fixed-position music button covered content on mobile. Removed it from
the global overlay; mute now lives in the TopBar icon group (Home), and the
in-game HUD + Profile settings already have their own audio controls.
Tightened the TopBar icon row (p-1.5, gap-1, profile max-w-44%) so the extra
button still fits 360px phones.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Home: logo and «برگ وسط» now sit on one row (prevents overflow), with
«بازی حکم آنلاین» as a small subtitle beneath the title next to the logo.
- Profile: add a خروج (Sign Out) button at the bottom (when signed in).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Profile chip: replace cramped fixed-width (w-[88px]) 3-line stack with a
clean 2-line layout (name on top; level · xp-bar · % on a flexing row),
capped at max-w-[46%] so it never crowds the icon group or overflows.
- Hero "Play online" title text-2xl→text-xl on phones (sm:text-2xl), truncate.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The Docker build 404'd on @types/react@19.2.17 (not in the Nexus mirror; npmjs
is blocked upstream). Pin shared deps to the exact versions the main app uses
(@types/react 19.2.16, etc.) and regenerate package-lock.json against the Nexus
registry so every resolved tarball is one Nexus can serve.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Logo/title/hero/tiles/footer spacing now scales down on small screens
(sm: breakpoints) so the menu fits common phone viewports — the sign-in/
language footer was being pushed below the fold.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- MatchmakingScreen: the 4 fixed w-16 slots (~292px) overflowed 320px phones;
now grid-fluid (w-full, gap-2 sm:gap-3, max-w-xs) so they always fit.
- ProfileScreen avatar picker now renders <Avatar id> (god/legend medallions)
instead of raw emoji — consistent with the displayed avatar and shop.
Swept Achievements/Leaderboard/BuyCoins/Auth/Shop/Profile/Lobby/Room — already
responsive (ScreenShell + min-w-0/truncate/shrink-0 throughout); no other
overflow found.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- GameTable Backdrop (Hakem/Trump/Round/Match-over): scroll when taller than the
viewport via overflow-y-auto + min-h-full centering — no more clipped panels.
- DailyRewardModal: cap height + scroll (was overflow-hidden, clipped the 7-day grid).
- PostMatchRewardsModal: max-h uses dvh (mobile chrome safe).
- ScreenShell: add overflow-x-hidden so a too-wide child can't scroll horizontally.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each notification now navigates to its related screen when tapped (toast or
list): friend_request/invite -> Friends, achievement/reward -> Achievements,
daily -> opens the daily-reward modal, coin-purchase success -> Shop. An
explicit per-notification 'route' overrides the kind default.
List rows are swipeable (drag aside) and have an X to dismiss individually,
plus a Clear-all button; the toast can be flicked up to dismiss or tapped to
open. New store actions: markRead/remove/clearAll + openNotification navigator.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Replaced the childish animal emoji avatars with custom inline-SVG "deity
medallions" (gradient disc + gold ring + heraldic emblem) — Athena, Zeus,
Poseidon, Horus, Odin, Thor, Cyrus, Simorgh, Ishtar, Nike, etc. IDs unchanged
so owned avatars keep working; Avatar renders the art (emoji fallback for legacy
ids). Shop now shows the art + the god name (was generic "Avatar").
Files: components/online/avatarArt.tsx (new art + pantheon map), Avatar.tsx
(render art), ShopScreen Preview (avatar → <Avatar/>), mock-service avatar shop
names from AVATAR_ART.
Verified: tsc + next build clean; web rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- nginx: serve the HTML shell with Cache-Control no-store so a new deploy (new
chunk hashes) is picked up immediately — fixes the recurring stale-bundle
"page couldn't load" at the source. Hashed /_next/static stays immutable.
- Trick offsets set to a clean symmetric cross.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Card read useCelebrationStore(s=>s.current)! but AnimatePresence keeps it
mounted through the exit animation; after dismiss() sets current=null it
re-rendered and threw "Cannot read properties of null (reading 'levelAfter')",
crashing the page after every purchase/XP/daily celebration. Pass the
celebration as a prop so the exiting card keeps its data.
Verified: tsc + next build clean; web rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Trick area: smaller offsets (±50/52) + retuned scale so the played pile sits
centered in the felt instead of flung out to the side seats.
- ErrorBoundary around screens + overlays: a render error now shows a recoverable
in-app message with the cause (and logs componentStack) instead of the browser's
blank "page couldn't load" — helps pinpoint the post-purchase crash.
Verified: tsc + next build clean; web rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Game table: played-card pile now uses sm cards on phones (vw<480) + slightly
tighter scale, so the center trick no longer crowds/overlaps the side seats'
avatars on a tall portrait screen.
- Profile: the screen showed two XP bars (the global header bar + the identity
card's detailed bar). Hide the header bar on Profile (showXp=false).
Verified: tsc + next build clean; web rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The Home top bar overflowed on narrow screens; in RTL the coins pill is the
far-left item so its leading digits got clipped (showed "04,240" for 104,240).
- CoinsPill: compact big balances (104,240 → 104K, 1.2M), shrink-0 +
whitespace-nowrap; exact value in the tooltip.
- TopBar: tighter gaps, profile pill min-w-0 (shrinks/truncates first), icon+coins
group shrink-0 so it never gets squeezed.
Verified: tsc + next build clean; web rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Deep-dive responsive audit. The post-match rewards modal used overflow-hidden
and the shop detail sheet had no height cap — both could clip content (long
reward lists / sticker packs) on short or landscape phones. Added
max-h-[90vh]/[88vh] + overflow-y-auto. Audit confirmed Leaderboard, Lobby,
PublicProfile rows/modals already handle min-w-0/truncate/scroll correctly.
Verified: tsc + next build clean; web rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- The "This page couldn't load" after a redeploy was a stale bundle: a tab open
across a deploy requests JS chunks that no longer exist (ChunkLoadError). Added
a global error/unhandledrejection guard that reloads once to fetch the fresh
bundle (sessionStorage-guarded against loops, cleared after a healthy run).
- Reaction tray width → w-[min(270px,86vw)] so it never overflows narrow phones.
Verified: tsc + next build pass; web image rebuilt on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
docker compose build interpolates the whole file, so the ${JWT_KEY:?} guard
failed the build step when ENV_FILE lacked JWT_KEY. Default it empty (${JWT_KEY:-})
so build/db steps succeed, and enforce the secret at runtime instead: the server
throws on boot in Production if Jwt:Key is missing/dev/<32 chars.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- MusicToggle: global floating button (enable/disable music from any screen;
hidden on the table, which has its own audio control in its HUD). Uses
sound-store toggleMusic.
- Card sounds now use a synthesized card-draw "swish" (filtered noise burst with
a downward sweep) for cardPlay (+ soft landing tap) and deal (a flurry),
replacing the old beep tones.
Verified: tsc + next build pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>