Files
HokmPlay/server
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
..

Hokm — .NET 10 + SignalR backend

Authoritative realtime server for the Hokm game. The TypeScript engine (../src/lib/hokm) is ported to C# here so the server is the source of truth.

Projects

Project What
src/Hokm.Engine Pure C# rules + AI (port of src/lib/hokm) — deal, hakem, trump, tricks, scoring, Kot, bot
src/Hokm.Server ASP.NET Core + SignalR GameHub, in-memory matchmaking/rooms, JWT auth
tools/Hokm.Sim All-AI simulation that validates the engine port

NuGet sources

NuGet.config restores only from the configured mirrors (no nuget.org):

  • https://mirror.soroushasadi.com/repository/nuget-group/index.json (Nexus)
  • https://package-mirror.liara.ir/repository/nuget/index.json (Liara)

Directory.Build.props disables NuGet audit (avoids reaching api.nuget.org).

Run

cd server
dotnet run --project tools/Hokm.Sim -c Release   # validate the engine
dotnet run --project src/Hokm.Server -c Release  # → http://localhost:5005

API

Dev auth (replace with the V2 Identity Service + Kavenegar/SMS.ir later):

  • POST /api/auth/otp/request { phone }{ devCode: "1234" }
  • POST /api/auth/otp/verify { phone, code, name? }{ token, userId, name } (code 1234)
  • POST /api/auth/email { email, password, name? }{ token, userId, name }

SignalR hub: /hub/game (JWT required; pass ?access_token=<jwt>).

Client → server methods:

  • StartMatchmaking({ name, avatar, level, plan }) — pro skips the queue
  • CancelMatchmaking()
  • ChooseTrump(suit) · PlayCard(cardId) · SendReaction(reaction)

Server → client events:

  • matchmaking { phase, players, queuePosition }
  • matchFound { roomId, seat }
  • state GameStateDto (per-seat: only your own hand is included; others are counts)
  • reaction { seat, reaction }

The server runs server-side turn timers (20s → AI auto-plays), fills empty seats with bots, drives bot turns, and handles disconnect (the seat is marked offline and the timer auto-plays until they reconnect).

Wiring the Next.js client (next step)

Implement SignalrService in ../src/lib/online/signalr-service.ts against the existing OnlineService interface (@microsoft/signalr), then switch getService() in ../src/lib/online/service.ts from the mock to it. The hub's GameStateDto is shaped to map directly onto the client GameState.

Persistence (EF Core)

AppDbContext stores each profile as a JSON blob (ProfileRow) + a coin LedgerRow audit trail. Provider is config-driven:

// appsettings.json
"Database": { "Provider": "sqlite" },            // or "postgres"
"ConnectionStrings": { "Default": "Data Source=hokm.db" }
// Postgres (Supabase): Provider="postgres",
//   Default="Host=...;Database=...;Username=...;Password=...;SSL Mode=Require"

Schema is created at startup via EnsureCreated() (swap to EF migrations for prod).

Server-authoritative endpoints (JWT):

  • GET /api/profile · PUT /api/profile (displayName/avatar/title/cardFront/cardBack)
  • POST /api/profile/plan (upgrade to pro)
  • GET /api/coins/packs · POST /api/coins/buy { packId } (credits + ledger; real Zarinpal/IDPay TODO)
  • POST /api/match/result { MatchSummary } → computes rewards via Profiles/Gamification.cs (C# port of src/lib/online/gamification.ts), updates profile + ledger, returns RewardResult

Auth (/api/auth/...) upserts the profile on first sign-in.

TODO

  • Wire the Next client (SignalrService) to these endpoints for profile/coins/match (currently still mock-backed to avoid a half-migrated economy)
  • EF migrations; Postgres (Supabase) connection for prod
  • JWT issued by the V2 Identity Service; phone OTP via Kavenegar/SMS.ir
  • Private rooms + friend invites over the hub; server-side ranked entry deduction at match start