Commit Graph
35 Commits
Author SHA1 Message Date
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 7883d0c458 Give the page background a casino felt texture
Replace the flat radial green with a layered body background: a soft
overhead light and an edge vignette over a fine grain tiled across the
green gradient.

The grain is a tiny seamless SVG tile (feTurbulence fractal noise mapped
to semi-transparent black speckles, stitchTiles so it repeats without
seams) committed under web/assets, so it rides the existing asset
pipeline and works offline; the palette and panel/card colors are
unchanged.
2026-10-09 01:26:31 +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 99aa81d682 Redirect to login on 401 and return afterwards
The SPA now sends the user to a new /login page whenever an API call
answers 401, remembering the page they were on. The OIDC callback always
lands back on the configured post-login redirect, so the saved page is
restored client-side once a session exists.

- auth: save/restore the return path in sessionStorage; defer the
  navigation so the failing request can finish first
- api: centralize 401 handling (me() still treats 401 as logged out)
- login page + shared login card, extracted from the lobby
- guard async signal writes so an in-flight request cannot touch a page
  unmounted by the redirect
2026-10-08 21:52:51 +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 6427afd12b Reset the game options form when the game changes
The creation options were rendered as a keyed list, so a field shared by
two games (target_score) kept the previous game's widget when the game
changed: after switching scopone -> briscola the input still showed 11
with scopone's min/max instead of the briscola default 61 (1/100 instead
of 61/120), even though the submitted payload was already correct.

Recreate the option inputs on every game switch instead, so each one is
initialized from the new game's defaults and schema constraints.
2026-10-06 18:08:58 +08:00
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 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 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 2910fc4600 Refuse websocket upgrades with HTTP statuses, not close codes
A close() before accept() carries the HTTP status of the refused
upgrade, not a WebSocket close code: RSGI (granian) uses the value
verbatim as the response status, so 4401 panicked on the invalid status
(InvalidStatusCode) and — granian being built with panic = "abort" —
aborted the worker and took the whole app down. ASGI servers answer 403
regardless, and browsers report a refused handshake as an abnormal close
(1006), so the 4401/4403/4404 codes never reached clients anyway.

Reject 401/404/403 to mirror GET /api/games/{id}, and classify a failed
first connection in the game page through the REST API so players still
see "session expired" / "game no longer available" instead of a retry
loop. Add a regression test asserting every pre-accept rejection uses a
status in the HTTP range.
2026-09-29 22:31:41 +08:00
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 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 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 7690251760 Rename Denara label to Denari and drop em-dash from summary button 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 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 bf04a9b38d Auto-dismiss error toasts after 10 seconds 2026-09-18 19:14:49 +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 6932a3272c Rename the app from scopa to tavolo
CI / Build and push docker image (push) Successful in 3m12s
The platform now hosts multiple card games, with scopone scientifico as
the first one. Rename the brand wherever it is not a game rule:

- move the Python package to server/src/tavolo and update imports
- rename the Postgres database/user, OIDC issuer path, client id and
  Redis key prefixes to tavolo (clean break: existing pgdata volumes and
  live games are not migrated)
- rename the Cargo package to tavolo-web and set the page title to Tavolo
- update docs and the Docker image path to woggioni/tavolo

The scopa game term (clearing the table) in the engine, state and web UI
is intentionally left untouched.
2026-09-16 21:46:06 +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