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>
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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,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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* Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* 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
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* 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.desktop.chess
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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.commons.data.UserMetadataCache
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import com.vitorpamplona.amethyst.desktop.account.AccountState
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import com.vitorpamplona.amethyst.desktop.network.DesktopRelayConnectionManager
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import com.vitorpamplona.quartz.nip01Core.core.Event
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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.CoroutineScope
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import kotlinx.coroutines.flow.StateFlow
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/**
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* Slim Desktop ViewModel for chess (~120 lines).
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*
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* Delegates all business logic to ChessLobbyLogic.
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* Only handles Desktop-specific concerns:
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* - Platform adapter creation
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* - State exposure to Compose Desktop UI
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* - UserMetadataCache for profile display
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*/
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class DesktopChessViewModelNew(
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private val account: AccountState.LoggedIn,
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private val relayManager: DesktopRelayConnectionManager,
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private val scope: CoroutineScope,
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) {
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// Desktop-specific metadata cache
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val userMetadataCache = UserMetadataCache()
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// Platform adapters
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private val publisher = DesktopChessPublisher(account, relayManager)
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private val fetcher = DesktopRelayFetcher(relayManager, account.pubKeyHex)
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private val metadataProvider = DesktopMetadataProvider(userMetadataCache)
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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.pubKeyHex,
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publisher = publisher,
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fetcher = fetcher,
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metadataProvider = metadataProvider,
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scope = scope,
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pollingConfig = ChessPollingDefaults.desktop,
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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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// ============================================
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// Incoming event routing (from relay subscriptions)
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// ============================================
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fun handleIncomingEvent(event: Event) = logic.handleIncomingEvent(event)
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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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fun getGameState(gameId: String): LiveChessGameState? = logic.state.getGameState(gameId)
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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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