Commit Graph
18 Commits
Author SHA1 Message Date
woggioni 532cb16f94 Show the OIDC profile picture with an identicon fallback
GET /api/me now carries the profile picture URL when the provider
supplies an absolute http(s) one; the SPA shows it in the lobby navbar
and draws a deterministic identicon from the sub otherwise, falling back
to the identicon when the image fails to load.

The identicon is a 5x5 mirrored grid seeded by an inline FNV-1a hash so
it stays stable across Rust versions and is unit-testable on the host.
The dev mock IdP hands alice and bob a picture claim.
2026-10-14 16:13:10 +00:00
woggioni 637b711fa8 Give the match history table fixed columns
Rows rendered only their own match's team labels while the header was
the union across all loaded matches. Scopone and briscola have two team
labels and briscola chiamata has three, so a mixed history produced a
five-column header above rows with two or three team cells - every cell
after them (score, winner, you, elo) landed under the wrong header, and
the columns changed with the set of game types loaded.

Replace the variable team columns with a single "Teams" column: the
table is now Finished | Game | Teams | Score | Winner | You | Elo for
every game. The cell lists each team or role on its own line, ordered
Chiamante/Socio/Difensori for chiamata and alphabetically (Team A,
Team B, ...) otherwise, with team-less players last; names read
"Bob, Carol & Dave".
2026-10-09 01:18:05 +00:00
woggioni c746a88cfb Stop the chiamata call picker from clipping on short windows
The call picker stacked the four 120px cards vertically, making the
dialog about 780px tall, and the overlay centered its content with no
scroll fallback. On typical laptop window heights that pushed the title
and options off-screen (the heading sat at y=-110 on a 560px viewport),
leaving what looked like a free-floating selection with no explanation
and no way to scroll.

Make dialogs scroll instead of clipping: the overlay scrolls and the
panel centers with `margin: auto`, which keeps every modal (the capture
picker and the scoring summaries too) centered when it fits and
reachable when it does not. Lay the call options out in a compact grid
(four across, 2x2 on phones) with 84px cards, name the won rank in the
title ("You won with the Re - name the card") and label each option
"Partner" or "Plays alone" so the choice reads at a glance.
2026-10-08 22:30:06 +00:00
woggioni 43d5a6e2f9 Add briscola chiamata
Five-player briscola with a descending calling auction and a secret
partner. Starting with the player after the dealer, each player bids a
lower rank (A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2) or passes; once the
standing bid is the two the auction continues on points (62, 64, ...).
The last player standing must bid, and the winner names any card of the
won rank: its holder is the secret partner, or the caller plays alone
when it is one of their own cards, and its suit becomes the trump. The
calling side must reach 61 (or the raised target); a 60-60 deal with the
plain target is a patta and is replayed. A match is a single deal, so
the caller and partner (or the lone caller) against the other players
map onto the platform's two-team result, Elo and match history.

The rules live in tavolo.briscola.chiamata with the
BriscolaChiamataEngine adapter registered alongside the other briscola
variants; the partner's role and the side totals stay hidden until the
called card is played. The web client gets a five-seat table, the
auction panel with legal bids and point raises, the call picker, the
reveal bands and a chiamata-aware final summary.
2026-10-08 04:27:15 +00:00
woggioni 6222e38da3 Make the game table usable on phones
CI / Build and push docker image (push) Successful in 1m3s
The game page was wider than the viewport on mobile (528px at 390px).

- HUD: wrap its items instead of one non-wrapping row, which clipped the
  left items and pushed the page wider than the screen.
- Table grid: use minmax(0, ...) tracks and allow the seat panels and
  centre to shrink; wrap the seat name and move banner; under 576px trim
  paddings/gaps, shrink the cards and let the hidden-hand backs wrap.
- Deal summary and pickers: cap their width at the viewport so the
  420px/320px minimums no longer overflow narrow screens.
- Stock pile: the card backs overlapped so much they collapsed into a
  single card; reduce the negative margin so the stack reads as a stack.
2026-10-06 16:56:01 +08:00
woggioni 7bb6b74fdc Add briscola: classic two-player and briscola a quattro
CI / Build and push docker image (push) Successful in 1m45s
New tavolo-briscola distribution implementing briscola on the platform:

- pure rules (state.py, engine.py): 3-card deals, a face-up trump that
  is the last card drawn, trump-first trick resolution (A > 3 > K > H >
  J > 7 > 6 > 5 > 4 > 2), 120 points per deal, 60-60 patta re-deals, a
  configurable target score (default 61), deal-end acknowledgements and
  turn auto-play;
- BriscolaEngine (briscola, 2 players) and BriscolaQuattroEngine
  (briscola_a_quattro, 4 players in fixed partnerships) adapters;
- registered in tavolo-app, packaged in the Docker image, documented.

Platform fixes surfaced by a two-player lobby:

- the websocket state and snapshot payloads now carry seats_open (they
  were only in the REST lobby payload), so lobbies with player counts
  other than four render correctly; seats_open is clamped at zero;
- the web client logs unparseable server messages instead of silently
  dropping them.

Web client: briscola table for both variants (stock, face-up trump,
trick, last-trick banner), deal summary modal and game-over overlay.

Tests: tavolo-briscola rules/adapter suites, app integration tests
(lobby, websocket play, turn timeout, deal-end acks, persistence), a
platform seats_open test and frontend model parsing tests.
2026-10-06 14:08:25 +08:00
woggioni b5219062f2 Let anyone with the game URL watch as a read-only spectator
CI / Build and push docker image (push) Successful in 3m0s
Anonymous users and logged-in non-players can now open /game/<id> and
follow the match: they see the table, the score and each player's
captured cards and scope, but never a hand and never the join code.
Spectator actions are rejected with a forbidden error.

Backend (tavolo-platform / tavolo-scopone):
- /ws/games/{id} accepts anonymous and non-seated connections as
  spectators; only unknown games are refused. The state payload carries
  spectator: true and withholds join_code unless the viewer is seated.
- GET /api/games/{id} is public and returns the same personalized
  (player) or read-only (spectator) view.
- GameEngine.view_for/game_over_view take Optional[str] (None = spectator)
  and are documented to hide privileged information for non-seated
  viewers.

Frontend (Sycamore):
- Parse the spectator flag and render a spectator table: card backs plus
  captured/scope for every seat, no clickable hand, "Spectating" badge.
- A pre-start spectator sees a "game not started yet" waiting room with
  the watch link and no join code.
- "Copy watch link" buttons in the waiting room and the game HUD.
- The hand-end summary carries no acknowledge button for spectators and
  the game-over overlay hides "My matches".

Tests and docs updated.
2026-10-06 12:51:53 +08:00
woggioni 8f0e974842 Add optional asso pigliatutto rule with a lobby toggle
CI / Build and push docker image (push) Successful in 3m16s
An ace played when no equal rank is on the table sweeps the whole
table; the sweep never scores a scopa, and an ace already on the table
still forces the mandatory equal-rank capture. The rule is off by
default, selectable per match via the schema-driven creation form, and
announced in the game view.
2026-09-23 23:22:37 +08:00
woggioni abc55479e4 Rename the playing-card CSS class away from Bootstrap's .card-img
CI / Build and push docker image (push) Successful in 1m10s
Bootstrap 5.3 ships .card-img{width:100%} for images inside cards, which
collided with the similarly named class emitted by the card helpers:
every card image stretched to its container width, so the table cards
wrapped one per flex line and pushed the player's hand below the
viewport. Emit 'playing-card' instead and rename the six selectors in
style.css; callers keep passing only the size modifiers.
2026-09-22 08:36:14 +08:00
woggioni 12fa3f5aae Rebuild the web UI on Bootstrap 5 with the dark felt theme
CI / Build and push docker image (push) Failing after 39s
The lobby was hand-rolled CSS and looked plain. Vendor Bootstrap 5.3
(MIT) under web/vendor so builds stay offline, load it in dark mode and
bridge the felt/gold palette onto Bootstrap's CSS variables in a new
theme.css; style.css now only owns the game table, cards and scoring
summary.

Rebuild the lobby, waiting room and shared chrome with Bootstrap
components: a shared navbar, creation form as cards with schema-driven
controls, roster as a list group with seat/team badges, a seats progress
bar and a copy-to-clipboard button on the join code. History,
leaderboard, connection/error states and the 404 page use cards, tables
and buttons too; the play table itself is unchanged.

The copy feedback timer is cancelled when the waiting room is rebuilt by
another player joining, fixing a disposed-signal panic that froze the
page mid-match.
2026-09-21 23:40:44 +08:00
woggioni 93d041b004 Add chess-style Elo ratings for players
Each player's rating starts at 1500 and updates transactionally with
every finished match: a team's rating is the mean of its two members
and the standard K=32 formula decides the zero-sum delta applied to
both members of a team. Ratings are per game type in a new
player_rating table; match_player records each match's elo_delta.

- GET /api/leaderboard exposes elo and sorts by it
- GET /api/me/matches includes per-player elo deltas
- new GET /api/me/ratings returns the caller's rating per game type
- frontend: Elo column on the leaderboard, per-match delta in the
  history page, current rating in the lobby
- python -m tavolo.backfill_elo recomputes all ratings from the
  recorded match history (one-off backfill for existing matches)
2026-09-19 10:09:24 +08:00
woggioni 61f3539c4e Reconnect the game websocket after connectivity loss
The socket had no recovery path: a mid-game drop left the table showing
stale state with no indication, and plays were silently swallowed by the
dead channel. Surface the server close code from ws::connect and add a
reconnect driver in the game page: transient losses retry with
exponential backoff (capped, then a manual Retry), while deliberate
closes (session expired, game gone) stop retrying. Reconnects are free
resyncs because the server pushes a full state snapshot on connect.

Also gate card clicks while disconnected, show a connection banner, and
drop the ticking interval and pending retries on unmount.
2026-09-18 19:16:39 +08:00
woggioni c5b6c84408 Show own captured and scopa counts in game view 2026-09-18 19:16:17 +08:00
woggioni c1e7f70a3b Add configurable napola rule with instant win on a full denari sweep 2026-09-18 19:14:54 +08:00
woggioni 89cf0a4c96 Auto-play a random legal card when the turn timeout expires 2026-09-16 21:46:06 +08:00
woggioni d9cdba33a1 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.
2026-09-16 21:46:01 +08:00
woggioni 8414831849 web: fix OIDC navigation intercepted by the SPA router; tidy table layout
- Login/Logout anchors now carry rel="external": sycamore-router
  intercepts same-origin anchor clicks otherwise, so the OIDC login
  round-trip never left the SPA (found with a real browser test)
- Opponents' hidden hands render as a tidy 5x2 grid of card backs, seats
  have a fixed height and shrink-wrap so the table no longer jumps as
  cards are played
- Dockerfile: cache the Rust target dir so frontend rebuilds are fast
- ignore .playwright-mcp/ tooling output
2026-09-16 13:20:06 +08:00
woggioni 96a95d74b6 Add Sycamore/WASM frontend and restructure into server/ + web/
Repo is now a monorepo:

- server/: the kaya backend, unchanged in behaviour, plus:
  - GET /api/me for SPA session detection
  - last_move recorded on every play and broadcast in the game state, so
    clients can show who played which card the moment they play it
  - legal_moves per hand card for the player on turn (rules stay
    server-side)
  - static catch-all route serving the compiled SPA with index.html
    fallback; Tortoise context now bound only for /api/* requests
  - configurable OIDC post-login/logout redirects for dev against trunk
- web/: Sycamore 0.9 + WASM frontend (trunk): login via the OIDC flow,
  lobby (create match / join by code), live game page over websocket with
  card images (CC0 woodcut napoletane deck), capture picker, move banner,
  game-over overlay, match history and leaderboard pages
- server/Dockerfile gains a rust+trunk stage building web/dist; the single
  app image serves the SPA; compose builds from the repo root with
  overridable ports/OIDC env

Verified end-to-end against the compose stack: four OIDC logins, game
creation, three joins by code, websocket play with broadcasts to all
players and out-of-turn rejection. 51 backend tests, mypy and cargo tests
all green.
2026-09-16 13:20:05 +08:00