feat(chess): add slim ViewModels and shared broadcast banner (Steps 7-10)
Step 7: ChessViewModelNew.kt - Slim Android ViewModel (~130 lines) - Delegates all business logic to ChessLobbyLogic - Exposes StateFlows from logic.state - Platform adapter creation only Step 8: DesktopChessViewModelNew.kt - Slim Desktop ViewModel (~120 lines) - Same pattern as Android, delegates to ChessLobbyLogic - UserMetadataCache for profile display - External CoroutineScope injection Step 9: ChessBroadcastBanner.kt - Shared Compose banner in commons - Uses ChessBroadcastStatus from ChessLobbyState - Works on both Android and Desktop via Compose Multiplatform - Shows broadcasting progress, sync status, errors Step 10: UI consumers ready for migration - New ViewModels use ChessChallenge (enriched display data) - Shared banner ready to replace Android-only ChessStatusBanner - Existing screens continue to work with old ViewModel Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
+155
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/**
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* Copyright (c) 2025 Vitor Pamplona
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
|
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* this software and associated documentation files (the "Software"), to deal in
|
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* the Software without restriction, including without limitation the rights to use,
|
||||
* copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
|
||||
* Software, and to permit persons to whom the Software is furnished to do so,
|
||||
* subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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package com.vitorpamplona.amethyst.ui.screen.loggedIn.chess
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import androidx.lifecycle.ViewModel
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import androidx.lifecycle.viewModelScope
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import com.vitorpamplona.amethyst.commons.chess.ChessBroadcastStatus
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import com.vitorpamplona.amethyst.commons.chess.ChessChallenge
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import com.vitorpamplona.amethyst.commons.chess.ChessLobbyLogic
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import com.vitorpamplona.amethyst.commons.chess.ChessPollingDefaults
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import com.vitorpamplona.amethyst.commons.chess.CompletedGame
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import com.vitorpamplona.amethyst.commons.chess.PublicGame
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import com.vitorpamplona.amethyst.model.Account
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import com.vitorpamplona.quartz.nip64Chess.Color
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import com.vitorpamplona.quartz.nip64Chess.LiveChessGameState
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import kotlinx.coroutines.flow.StateFlow
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/**
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* Slim Android ViewModel for chess (~130 lines).
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*
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* Delegates all business logic to ChessLobbyLogic.
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* Only handles Android-specific concerns:
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* - ViewModel lifecycle (viewModelScope)
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* - Platform adapter creation
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* - State exposure to Compose UI
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*/
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class ChessViewModelNew(
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private val account: Account,
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) : ViewModel() {
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// Platform adapters
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private val publisher = AndroidChessPublisher(account)
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private val fetcher = AndroidRelayFetcher(account)
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private val metadataProvider = AndroidMetadataProvider()
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// Shared business logic (creates its own ChessLobbyState internally)
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private val logic =
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ChessLobbyLogic(
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userPubkey = account.userProfile().pubkeyHex,
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publisher = publisher,
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fetcher = fetcher,
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metadataProvider = metadataProvider,
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scope = viewModelScope,
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pollingConfig = ChessPollingDefaults.android,
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)
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// ============================================
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// State exposure (delegated from ChessLobbyLogic.state)
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// ============================================
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val activeGames: StateFlow<Map<String, LiveChessGameState>> = logic.state.activeGames
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val spectatingGames: StateFlow<Map<String, LiveChessGameState>> = logic.state.spectatingGames
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val challenges: StateFlow<List<ChessChallenge>> = logic.state.challenges
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val publicGames: StateFlow<List<PublicGame>> = logic.state.publicGames
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val completedGames: StateFlow<List<CompletedGame>> = logic.state.completedGames
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val broadcastStatus: StateFlow<ChessBroadcastStatus> = logic.state.broadcastStatus
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val error: StateFlow<String?> = logic.state.error
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val selectedGameId: StateFlow<String?> = logic.state.selectedGameId
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/** Badge count (incoming challenges + your turn games) - computed property */
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val badgeCount: Int get() = logic.state.badgeCount
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// ============================================
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// Lifecycle
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// ============================================
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init {
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logic.startPolling()
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}
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fun startPolling() = logic.startPolling()
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fun stopPolling() = logic.stopPolling()
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fun forceRefresh() = logic.forceRefresh()
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override fun onCleared() {
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super.onCleared()
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logic.stopPolling()
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}
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// ============================================
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// Challenge operations
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// ============================================
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fun createChallenge(
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opponentPubkey: String? = null,
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playerColor: Color = Color.WHITE,
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timeControl: String? = null,
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) = logic.createChallenge(opponentPubkey, playerColor, timeControl)
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fun acceptChallenge(challenge: ChessChallenge) = logic.acceptChallenge(challenge)
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// ============================================
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// Game operations
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// ============================================
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fun selectGame(gameId: String?) = logic.selectGame(gameId)
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fun publishMove(
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gameId: String,
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from: String,
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to: String,
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) = logic.publishMove(gameId, from, to)
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fun resign(gameId: String) = logic.resign(gameId)
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fun offerDraw(gameId: String) = logic.offerDraw(gameId)
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fun acceptDraw(gameId: String) = logic.acceptDraw(gameId)
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fun declineDraw(gameId: String) = logic.declineDraw(gameId)
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fun claimAbandonmentVictory(gameId: String) = logic.claimAbandonmentVictory(gameId)
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// ============================================
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// Spectator operations
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// ============================================
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fun loadGame(gameId: String) = logic.loadGame(gameId)
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fun loadGameAsSpectator(gameId: String) = logic.loadGameAsSpectator(gameId)
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fun stopSpectating(gameId: String) = logic.state.removeSpectatingGame(gameId)
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// ============================================
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// Utility
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// ============================================
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fun clearError() = logic.clearError()
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/** Helper for derived challenge lists */
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fun incomingChallenges(): List<ChessChallenge> = logic.state.incomingChallenges()
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fun outgoingChallenges(): List<ChessChallenge> = logic.state.outgoingChallenges()
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fun openChallenges(): List<ChessChallenge> = logic.state.openChallenges()
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}
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+226
@@ -0,0 +1,226 @@
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/**
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* Copyright (c) 2025 Vitor Pamplona
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
* this software and associated documentation files (the "Software"), to deal in
|
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* the Software without restriction, including without limitation the rights to use,
|
||||
* copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
|
||||
* Software, and to permit persons to whom the Software is furnished to do so,
|
||||
* subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||||
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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package com.vitorpamplona.amethyst.commons.chess
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import androidx.compose.animation.AnimatedVisibility
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import androidx.compose.animation.animateContentSize
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import androidx.compose.animation.core.animateFloatAsState
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import androidx.compose.animation.core.tween
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import androidx.compose.animation.fadeIn
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import androidx.compose.animation.fadeOut
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import androidx.compose.animation.slideInVertically
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import androidx.compose.animation.slideOutVertically
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import androidx.compose.foundation.clickable
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import androidx.compose.foundation.layout.Arrangement
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import androidx.compose.foundation.layout.Column
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import androidx.compose.foundation.layout.Row
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import androidx.compose.foundation.layout.Spacer
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import androidx.compose.foundation.layout.fillMaxWidth
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import androidx.compose.foundation.layout.height
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import androidx.compose.foundation.layout.padding
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import androidx.compose.foundation.layout.size
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import androidx.compose.foundation.layout.width
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import androidx.compose.material.icons.Icons
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import androidx.compose.material.icons.filled.CheckCircle
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import androidx.compose.material.icons.filled.CloudSync
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import androidx.compose.material.icons.filled.Error
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import androidx.compose.material.icons.filled.HourglassBottom
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import androidx.compose.material.icons.filled.Sync
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import androidx.compose.material3.Icon
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import androidx.compose.material3.LinearProgressIndicator
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import androidx.compose.material3.MaterialTheme
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import androidx.compose.material3.Surface
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import androidx.compose.material3.Text
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import androidx.compose.runtime.Composable
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import androidx.compose.runtime.getValue
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import androidx.compose.ui.Alignment
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import androidx.compose.ui.Modifier
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import androidx.compose.ui.graphics.Color
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import androidx.compose.ui.graphics.vector.ImageVector
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import androidx.compose.ui.text.style.TextOverflow
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import androidx.compose.ui.unit.dp
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/**
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* Shared banner showing chess broadcast status - broadcast progress, sync status, etc.
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* Works on both Android and Desktop via Compose Multiplatform.
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*/
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@Composable
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fun ChessBroadcastBanner(
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status: ChessBroadcastStatus,
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onTap: () -> Unit,
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modifier: Modifier = Modifier,
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) {
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val isVisible = status !is ChessBroadcastStatus.Idle
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AnimatedVisibility(
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visible = isVisible,
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enter = slideInVertically(initialOffsetY = { -it }) + fadeIn(tween(200)),
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exit = slideOutVertically(targetOffsetY = { -it }) + fadeOut(tween(150)),
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modifier = modifier,
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) {
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Surface(
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color = getStatusBackgroundColor(status),
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tonalElevation = 2.dp,
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modifier =
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Modifier
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.fillMaxWidth()
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.clickable(onClick = onTap),
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) {
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Row(
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verticalAlignment = Alignment.CenterVertically,
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horizontalArrangement = Arrangement.spacedBy(8.dp),
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modifier =
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Modifier
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.padding(horizontal = 16.dp, vertical = 8.dp)
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.animateContentSize(),
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) {
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Icon(
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imageVector = getStatusIcon(status),
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contentDescription = null,
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tint = getStatusIconColor(status),
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modifier = Modifier.size(18.dp),
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)
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Column(modifier = Modifier.weight(1f)) {
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Row(
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horizontalArrangement = Arrangement.SpaceBetween,
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modifier = Modifier.fillMaxWidth(),
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) {
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Text(
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text = getStatusText(status),
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style = MaterialTheme.typography.bodySmall,
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color = MaterialTheme.colorScheme.onSurface,
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maxLines = 1,
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overflow = TextOverflow.Ellipsis,
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modifier = Modifier.weight(1f),
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)
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Spacer(Modifier.width(8.dp))
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Text(
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text = getStatusDetail(status),
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style = MaterialTheme.typography.labelMedium,
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color = getStatusDetailColor(status),
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)
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}
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// Show progress bar for broadcasting/syncing
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val progress = getStatusProgress(status)
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if (progress != null) {
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Spacer(Modifier.height(4.dp))
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val animatedProgress by animateFloatAsState(
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targetValue = progress,
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animationSpec = tween(300),
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label = "progress",
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)
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LinearProgressIndicator(
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progress = { animatedProgress },
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modifier = Modifier.fillMaxWidth(),
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color = getStatusProgressColor(status),
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trackColor = MaterialTheme.colorScheme.surfaceVariant,
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)
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}
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}
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}
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}
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}
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}
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@Composable
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private fun getStatusBackgroundColor(status: ChessBroadcastStatus): Color =
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when (status) {
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is ChessBroadcastStatus.Failed, is ChessBroadcastStatus.Desynced ->
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MaterialTheme.colorScheme.errorContainer
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is ChessBroadcastStatus.Success ->
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MaterialTheme.colorScheme.primaryContainer
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else ->
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MaterialTheme.colorScheme.surfaceContainer
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}
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private fun getStatusIcon(status: ChessBroadcastStatus): ImageVector =
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when (status) {
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is ChessBroadcastStatus.Broadcasting -> Icons.Default.Sync
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is ChessBroadcastStatus.Success -> Icons.Default.CheckCircle
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is ChessBroadcastStatus.Failed -> Icons.Default.Error
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is ChessBroadcastStatus.WaitingForOpponent -> Icons.Default.HourglassBottom
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is ChessBroadcastStatus.Syncing -> Icons.Default.CloudSync
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is ChessBroadcastStatus.Desynced -> Icons.Default.Error
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is ChessBroadcastStatus.Idle -> Icons.Default.CheckCircle
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}
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@Composable
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private fun getStatusIconColor(status: ChessBroadcastStatus): Color =
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when (status) {
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is ChessBroadcastStatus.Failed, is ChessBroadcastStatus.Desynced ->
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MaterialTheme.colorScheme.error
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is ChessBroadcastStatus.Success ->
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MaterialTheme.colorScheme.primary
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is ChessBroadcastStatus.WaitingForOpponent ->
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MaterialTheme.colorScheme.secondary
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else ->
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MaterialTheme.colorScheme.primary
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}
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private fun getStatusText(status: ChessBroadcastStatus): String =
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when (status) {
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is ChessBroadcastStatus.Broadcasting -> "Broadcasting: ${status.san}"
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is ChessBroadcastStatus.Success -> "Sent: ${status.san}"
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is ChessBroadcastStatus.Failed -> "Failed: ${status.san}"
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is ChessBroadcastStatus.WaitingForOpponent -> "Waiting for opponent's move..."
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is ChessBroadcastStatus.Syncing -> "Syncing game state..."
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is ChessBroadcastStatus.Desynced -> "Game desynced: ${status.message}"
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is ChessBroadcastStatus.Idle -> ""
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}
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private fun getStatusDetail(status: ChessBroadcastStatus): String =
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when (status) {
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is ChessBroadcastStatus.Broadcasting -> "[${status.successCount}/${status.totalRelays}]"
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is ChessBroadcastStatus.Success -> "${status.relayCount} relays"
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is ChessBroadcastStatus.Failed -> "Tap to retry"
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is ChessBroadcastStatus.Syncing -> "${(status.progress * 100).toInt()}%"
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is ChessBroadcastStatus.Desynced -> "Tap to resync"
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else -> ""
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}
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@Composable
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private fun getStatusDetailColor(status: ChessBroadcastStatus): Color =
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when (status) {
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is ChessBroadcastStatus.Failed, is ChessBroadcastStatus.Desynced ->
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MaterialTheme.colorScheme.error
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else ->
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MaterialTheme.colorScheme.primary
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}
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private fun getStatusProgress(status: ChessBroadcastStatus): Float? =
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when (status) {
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is ChessBroadcastStatus.Broadcasting -> status.progress
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is ChessBroadcastStatus.Syncing -> status.progress
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else -> null
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}
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@Composable
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private fun getStatusProgressColor(status: ChessBroadcastStatus): Color =
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when (status) {
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is ChessBroadcastStatus.Failed -> MaterialTheme.colorScheme.error
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else -> MaterialTheme.colorScheme.primary
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}
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+165
@@ -0,0 +1,165 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Vitor Pamplona
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
* this software and associated documentation files (the "Software"), to deal in
|
||||
* the Software without restriction, including without limitation the rights to use,
|
||||
* copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
|
||||
* Software, and to permit persons to whom the Software is furnished to do so,
|
||||
* subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||||
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
||||
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
package com.vitorpamplona.amethyst.desktop.chess
|
||||
|
||||
import com.vitorpamplona.amethyst.commons.chess.ChessBroadcastStatus
|
||||
import com.vitorpamplona.amethyst.commons.chess.ChessChallenge
|
||||
import com.vitorpamplona.amethyst.commons.chess.ChessLobbyLogic
|
||||
import com.vitorpamplona.amethyst.commons.chess.ChessPollingDefaults
|
||||
import com.vitorpamplona.amethyst.commons.chess.CompletedGame
|
||||
import com.vitorpamplona.amethyst.commons.chess.PublicGame
|
||||
import com.vitorpamplona.amethyst.commons.data.UserMetadataCache
|
||||
import com.vitorpamplona.amethyst.desktop.account.AccountState
|
||||
import com.vitorpamplona.amethyst.desktop.network.DesktopRelayConnectionManager
|
||||
import com.vitorpamplona.quartz.nip01Core.core.Event
|
||||
import com.vitorpamplona.quartz.nip64Chess.Color
|
||||
import com.vitorpamplona.quartz.nip64Chess.LiveChessGameState
|
||||
import kotlinx.coroutines.CoroutineScope
|
||||
import kotlinx.coroutines.flow.StateFlow
|
||||
|
||||
/**
|
||||
* Slim Desktop ViewModel for chess (~120 lines).
|
||||
*
|
||||
* Delegates all business logic to ChessLobbyLogic.
|
||||
* Only handles Desktop-specific concerns:
|
||||
* - Platform adapter creation
|
||||
* - State exposure to Compose Desktop UI
|
||||
* - UserMetadataCache for profile display
|
||||
*/
|
||||
class DesktopChessViewModelNew(
|
||||
private val account: AccountState.LoggedIn,
|
||||
private val relayManager: DesktopRelayConnectionManager,
|
||||
private val scope: CoroutineScope,
|
||||
) {
|
||||
// Desktop-specific metadata cache
|
||||
val userMetadataCache = UserMetadataCache()
|
||||
|
||||
// Platform adapters
|
||||
private val publisher = DesktopChessPublisher(account, relayManager)
|
||||
private val fetcher = DesktopRelayFetcher(relayManager, account.pubKeyHex)
|
||||
private val metadataProvider = DesktopMetadataProvider(userMetadataCache)
|
||||
|
||||
// Shared business logic (creates its own ChessLobbyState internally)
|
||||
private val logic =
|
||||
ChessLobbyLogic(
|
||||
userPubkey = account.pubKeyHex,
|
||||
publisher = publisher,
|
||||
fetcher = fetcher,
|
||||
metadataProvider = metadataProvider,
|
||||
scope = scope,
|
||||
pollingConfig = ChessPollingDefaults.desktop,
|
||||
)
|
||||
|
||||
// ============================================
|
||||
// State exposure (delegated from ChessLobbyLogic.state)
|
||||
// ============================================
|
||||
|
||||
val activeGames: StateFlow<Map<String, LiveChessGameState>> = logic.state.activeGames
|
||||
val spectatingGames: StateFlow<Map<String, LiveChessGameState>> = logic.state.spectatingGames
|
||||
val challenges: StateFlow<List<ChessChallenge>> = logic.state.challenges
|
||||
val publicGames: StateFlow<List<PublicGame>> = logic.state.publicGames
|
||||
val completedGames: StateFlow<List<CompletedGame>> = logic.state.completedGames
|
||||
val broadcastStatus: StateFlow<ChessBroadcastStatus> = logic.state.broadcastStatus
|
||||
val error: StateFlow<String?> = logic.state.error
|
||||
val selectedGameId: StateFlow<String?> = logic.state.selectedGameId
|
||||
|
||||
/** Badge count (incoming challenges + your turn games) - computed property */
|
||||
val badgeCount: Int get() = logic.state.badgeCount
|
||||
|
||||
// ============================================
|
||||
// Lifecycle
|
||||
// ============================================
|
||||
|
||||
init {
|
||||
logic.startPolling()
|
||||
}
|
||||
|
||||
fun startPolling() = logic.startPolling()
|
||||
|
||||
fun stopPolling() = logic.stopPolling()
|
||||
|
||||
fun forceRefresh() = logic.forceRefresh()
|
||||
|
||||
// ============================================
|
||||
// Incoming event routing (from relay subscriptions)
|
||||
// ============================================
|
||||
|
||||
fun handleIncomingEvent(event: Event) = logic.handleIncomingEvent(event)
|
||||
|
||||
// ============================================
|
||||
// Challenge operations
|
||||
// ============================================
|
||||
|
||||
fun createChallenge(
|
||||
opponentPubkey: String? = null,
|
||||
playerColor: Color = Color.WHITE,
|
||||
timeControl: String? = null,
|
||||
) = logic.createChallenge(opponentPubkey, playerColor, timeControl)
|
||||
|
||||
fun acceptChallenge(challenge: ChessChallenge) = logic.acceptChallenge(challenge)
|
||||
|
||||
// ============================================
|
||||
// Game operations
|
||||
// ============================================
|
||||
|
||||
fun selectGame(gameId: String?) = logic.selectGame(gameId)
|
||||
|
||||
fun publishMove(
|
||||
gameId: String,
|
||||
from: String,
|
||||
to: String,
|
||||
) = logic.publishMove(gameId, from, to)
|
||||
|
||||
fun resign(gameId: String) = logic.resign(gameId)
|
||||
|
||||
fun offerDraw(gameId: String) = logic.offerDraw(gameId)
|
||||
|
||||
fun acceptDraw(gameId: String) = logic.acceptDraw(gameId)
|
||||
|
||||
fun declineDraw(gameId: String) = logic.declineDraw(gameId)
|
||||
|
||||
fun claimAbandonmentVictory(gameId: String) = logic.claimAbandonmentVictory(gameId)
|
||||
|
||||
// ============================================
|
||||
// Spectator operations
|
||||
// ============================================
|
||||
|
||||
fun loadGame(gameId: String) = logic.loadGame(gameId)
|
||||
|
||||
fun loadGameAsSpectator(gameId: String) = logic.loadGameAsSpectator(gameId)
|
||||
|
||||
fun stopSpectating(gameId: String) = logic.state.removeSpectatingGame(gameId)
|
||||
|
||||
// ============================================
|
||||
// Utility
|
||||
// ============================================
|
||||
|
||||
fun clearError() = logic.clearError()
|
||||
|
||||
fun getGameState(gameId: String): LiveChessGameState? = logic.state.getGameState(gameId)
|
||||
|
||||
/** Helper for derived challenge lists */
|
||||
fun incomingChallenges(): List<ChessChallenge> = logic.state.incomingChallenges()
|
||||
|
||||
fun outgoingChallenges(): List<ChessChallenge> = logic.state.outgoingChallenges()
|
||||
|
||||
fun openChallenges(): List<ChessChallenge> = logic.state.openChallenges()
|
||||
}
|
||||
Reference in New Issue
Block a user