Add hand-end scoring summary screen with acknowledgement
After each hand of an unfinished match the game now pauses in a new
hand_end phase instead of dealing immediately:
- engine: hand_points gains an 'award' map (which team won each category),
_end_hand stops at hand_end with a deadline, new acknowledge_hand deals
the next hand once all four players have acked; plays are rejected while
the summary is up
- state: acked seats, hand_end_deadline and hand_ack_timeout are persisted
and exposed in the personalized view (also on the finished state, so the
final hand is explained before the result)
- ws: new {"action": "ack"}; a per-hand timer force-deals the next hand
after HAND_ACK_TIMEOUT_SECONDS (new env var, default 30s) so an away
player cannot stall the match
- web: modal explaining each category in plain language with icons (card
images for denara/settebello/primiera), team-coloured rows, running
totals with progress bars, an 'Understood — next hand' button that turns
into 'Waiting for …' plus an auto-continue countdown; the final screen
shows the last hand's breakdown too
Verified in the browser against the compose stack: hand played to
completion, summary rendered (including a carte tie), ack from all four
players dealt the next hand live, and the auto-continue path fired when
nobody acked. 60 backend tests + mypy + cargo tests green.
This commit is contained in:
@@ -47,6 +47,54 @@ pub struct MoveView {
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pub scopa: bool,
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}
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#[derive(Debug, Clone, Copy, Deserialize)]
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pub struct TeamCounts {
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#[serde(rename = "A")]
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pub a: i32,
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#[serde(rename = "B")]
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pub b: i32,
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}
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#[derive(Debug, Clone, Copy, Deserialize)]
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#[allow(dead_code)]
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pub struct TeamBools {
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#[serde(rename = "A")]
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pub a: bool,
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#[serde(rename = "B")]
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pub b: bool,
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}
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/// Which team (if any) won each scoring category of a hand.
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#[derive(Debug, Clone, Deserialize)]
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pub struct Award {
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#[serde(default)]
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pub carte: Option<String>,
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#[serde(default)]
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pub denara: Option<String>,
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#[serde(default)]
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pub settebello: Option<String>,
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#[serde(default)]
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pub primiera: Option<String>,
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}
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/// The scoring breakdown of one completed hand.
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#[derive(Debug, Clone, Deserialize)]
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#[allow(dead_code)]
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pub struct HandSummary {
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pub cards: TeamCounts,
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pub denara: TeamCounts,
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pub settebello: TeamBools,
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pub primiera: TeamCounts,
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pub scope: TeamCounts,
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pub award: Award,
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#[serde(default)]
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pub hand: i32,
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#[serde(default)]
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pub team_a_points: i32,
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#[serde(default)]
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pub team_b_points: i32,
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}
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#[derive(Debug, Clone, Deserialize)]
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#[allow(dead_code)]
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pub struct GameView {
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@@ -74,6 +122,16 @@ pub struct GameView {
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pub seats_open: Option<usize>,
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#[serde(default)]
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pub last_move: Option<MoveView>,
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/// Scoring breakdown of the most recent hand (present once a hand has
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/// been completed).
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#[serde(default)]
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pub last_hand: Option<HandSummary>,
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/// Seats that acknowledged the hand-end summary.
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#[serde(default)]
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pub acknowledged: Vec<usize>,
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/// ISO-8601 instant at which the next hand is dealt automatically.
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#[serde(default)]
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pub hand_end_deadline: Option<String>,
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#[serde(default)]
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pub your_turn: Option<bool>,
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/// Legal captures per hand card; present only for the player on turn.
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