Commit Graph
21 Commits
Author SHA1 Message Date
woggioni 551c4c9c28 Paginate the leaderboard from materialized player ratings
Store each player's leaderboard totals (wins, accumulated points and the
latest display name) on player_rating alongside the Elo rating, updated
in the same transaction as the match, so the board is a single indexed
table query instead of aggregating every participation on each request.

GET /api/leaderboard is now page-number paginated (page/limit) and
returns the page, page count and total, plus the caller's own rank and
page when authenticated; focus=me returns the caller's page directly.
The migration adds the columns, backfills them from the match history
(inserting rows for players from pre-Elo matches at the initial rating)
and replaces the index. backfill_elo rebuilds the aggregates too.

The web page opens on the page containing the signed-in player, marks
their row and adds a numbered footer pager.
2026-10-09 08:35:03 +00:00
woggioni bf613eb1c4 Set scopa targets to their traditional defaults
Partnership games go to 21: scopone scientifico (the tournament target)
and scopa a quattro, while two-player scopa keeps its usual 11. The scopa
package resolves the default from the player count and exposes a per
variant options_schema default, so the lobby creation form shows the
right value without frontend changes.
2026-10-09 06:36:06 +00:00
woggioni d4d437c1a1 Add scopa: classic two-player and scopa a quattro
New tavolo-scopa package with a pure rules engine and the platform
adapters for two-player scopa and four-player fixed-partnership scopa a
quattro: three cards each and four on the table, capture by rank or sum,
sweep for scope and score carte/denara/settebello/primiera.

The optional asso pigliatutto creation option turns either variant into
scopa d'assi (an ace sweeps the whole table and scores no scopa), reusing
scopone's rule semantics.

Wire both engines into the app and the Docker install, add the scopa
table view to the SPA (duo and four-seat layouts, deck count,
captured/scope stats, hand-summary and final screens, player names in the
two-player summary), and cover the rules, the platform contract, the
REST/WebSocket flows, match persistence and Elo.
2026-10-09 05:39:00 +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 18877b8109 Offer a Continue link for ongoing games in the lobby
A player who accidentally closes the game page can now get back to it
from the lobby.

Backend:
- GameStore.list_ongoing() returns live unfinished sessions (newest
  first), skipping expired keys and finished matches;
- GET /api/me/games lists the games the caller is seated in, with the
  game name/description, players, open seats and your seat (no join
  code);
- store, platform route and app integration tests.

Frontend:
- MyGame/MyGamesPage model plus api::my_games();
- the lobby shows a "Your games" card with phase, seats, players and a
  Continue button linking to /game/<id>; hidden when empty or logged
  out.
2026-10-06 17:41:44 +08:00
woggioni b821274f0b Use player names in two-player briscola
Classic briscola has no partnerships: its "teams" are just the two
players, but the UI labelled them Team A/Team B.

- add is_individual_game() and GameView::player_name_for_team() to the
  model;
- the briscola table HUD reads "Alice 0 — 0 Bob (target 61)" and the
  seat panels drop the Team badge for two-player games;
- the deal summary and game-over screen name the sides and the winner;
- the waiting room and join preview hide the Team badge.

briscola a quattro and scopone keep their team labels, and the match
history table is unchanged.
2026-10-06 17:37:55 +08:00
woggioni 97d4b3f217 Scope the leaderboard to a selectable game
Elo ratings are stored per game type, so the leaderboard now always
requests /api/leaderboard?game_type=<id> and shows only that game's
players, Elo, wins, matches and points instead of mixing all games'
aggregates with the default game's rating.

- api::leaderboard takes the game type;
- a "Game" dropdown next to the heading lists every registered game and
  reloads the board on change (stale in-flight responses are dropped);
- move fallback_game_types() from the lobby to model.rs so both the
  lobby and leaderboard selectors work when /api/game-types fails.
2026-10-06 16:55:51 +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 915a294dc8 Support multiple OIDC providers
kaya-oidc 0.0.6 can run several providers in one app (OIDCProviders),
each with its own login route and namespaced session state. Adopt it:
providers are configured in indexed, contiguous OIDC_<n>_* blocks
(0-based) with OIDC_<n>_PROVIDER naming the provider in its login URL
and session keys. The old unindexed OIDC_ISSUER/OIDC_CLIENT_ID/... names
are no longer read; startup fails with a rename hint when they are set.
With no OIDC variables at all, the single dev mock provider named
"default" is used, as before.

The platform now authenticates through OIDCProviders: auth.current_user
returns the session's user (sessions stay single-identity, so at most one
provider is logged in) and require_auth/route handlers use it, while the
websocket path keeps scanning for any provider's user. New routes expose
the configuration to the SPA and keep old links working: GET
/api/auth/providers lists the login URLs, GET /auth/login redirects to
the first provider and GET /auth/logout to whichever provider the
session is logged in with. The lobby renders one login button per
provider from that endpoint.

Update the env examples, compose and k8s manifests to the indexed scheme,
document the multiple-provider setup and the migration, and cover it with
config, auth and route tests.
2026-10-01 12:38:29 +00:00
woggioni e344ce2e30 Sort the player's hand by rank then suit 2026-09-29 16:57:48 +00:00
woggioni 3cf7e2e257 Show match finish times in the browser timezone
CI / Build and push docker image (push) Successful in 2m18s
The history table truncated finished_at, which the API serializes in
UTC, so the Finished column always showed UTC wall time. Parse the
timestamp with the browser's Date and render its local components,
keeping the existing YYYY-MM-DD HH:MM layout.
2026-09-28 04:26:07 +08:00
woggioni a3566f2083 Preview a match by join code before joining
CI / Build and push docker image (push) Successful in 1m22s
GET /api/games/preview returns the lobby behind a code plus the game's
name and engine-echoed options. The lobby debounces the lookup as a
complete code is typed and shows the game, seated players, open seats
and option badges rendered from the game's schema, disabling Join when
the lobby is full or the match has already started.
2026-09-24 09:03:31 +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 83ecf9bed3 Make the web client game-generic against the platform API
Send creation options as the nested options object the lobby expects,
drive the creation form from each game's options_schema, and render
history/leaderboard from the generic result payload (nullable teams,
float points). The lobby uses the payload's seats_open, and the
scopone-specific table, hand-end and game-over views are gated on its
game_type with an unsupported-game fallback for future games. The
websocket protocol is unchanged.
2026-09-21 13:04:08 +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 c1e7f70a3b Add configurable napola rule with instant win on a full denari sweep 2026-09-18 19:14:54 +08:00
woggioni ab4130a4ca Add preliminary support for multiple card games
CI / Build and push docker image (push) Successful in 3m5s
A game-type registry (server/src/tavolo/games.py) is now the single
source of truth for the games the platform can host; only scopone
scientifico is registered so far. GET /api/game-types exposes it for the
lobby's new game dropdown, and POST /api/games accepts a validated
game_type (default scopone_scientifico) which is carried on the live
GameState and onto each finished Match row (new indexed column,
migration 1_20260916235833_update), so statistics can be scoped per
game: /api/me/matches and /api/leaderboard take an optional game_type
filter and every serialized match includes its game_type.

Game states serialized before this change still load with the default
game type.
2026-09-17 08:26:46 +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 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