Account Modal - Games Tab (#4473)

Continuation of https://github.com/openfrontio/infra/pull/386, adds play
games sessions

<img width="971" height="771" alt="image"
src="https://github.com/user-attachments/assets/42c6bcbb-d690-4cd1-b859-3299a03f4350"
/>

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

regression is found:

w.o.n

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ryan
2026-07-01 22:12:37 +01:00
committed by evanpelle
parent de08d9814f
commit 580460c969
11 changed files with 1077 additions and 333 deletions
@@ -0,0 +1,541 @@
import { html, LitElement, type TemplateResult } from "lit";
import { customElement, property, state } from "lit/decorators.js";
import {
type PlayerGameModeFilter,
type PlayerGameTypeFilter,
type PublicPlayerGame,
} from "../../../../core/ApiSchemas";
import { GameMapType } from "../../../../core/game/Game";
import { fetchPublicPlayerGames } from "../../../Api";
import { GameInfoModal } from "../../../GameInfoModal";
import { terrainMapFileLoader } from "../../../TerrainMapFileLoader";
import { getMapName, renderDuration, translateText } from "../../../Utils";
import { renderLoadingSpinner } from "../../BaseModal";
import "../../CopyButton";
import {
formatAbsoluteTime,
formatDayHeader,
groupByDay,
} from "./GameHistoryDates";
import { formatGameType } from "./GameTypeLabels";
type TypeKey = PlayerGameTypeFilter | "all";
type ModeKey = PlayerGameModeFilter | "all";
// Top row — game-type split (orthogonal to the mode row below). "All" reuses
// the clan filter label; the rest are account-modal-specific.
const TYPE_TABS: { key: TypeKey; labelKey: string }[] = [
{ key: "all", labelKey: "clan_modal.history_filter_all" },
{ key: "public", labelKey: "account_modal.games_type_public" },
{ key: "private", labelKey: "account_modal.games_type_private" },
{ key: "singleplayer", labelKey: "account_modal.games_type_singleplayer" },
];
// Bottom row — mode buckets. Mirrors the clan history filter exactly (FFA and
// Team reuse the type-label keys; HvN/Ranked have shorter filter labels).
const MODE_TABS: { key: ModeKey; labelKey: string }[] = [
{ key: "all", labelKey: "clan_modal.history_filter_all" },
{ key: "ffa", labelKey: "clan_modal.history_type_ffa" },
{ key: "team", labelKey: "clan_modal.history_type_team" },
{ key: "hvn", labelKey: "clan_modal.history_filter_hvn" },
{ key: "ranked", labelKey: "clan_modal.history_filter_ranked" },
];
// Cache survives a tab switch within the modal: keep the full accumulated list
// plus the cursor + both active filters so re-entering the Games tab restores
// the scroll position the user had built up.
export type PlayerGameHistoryCache = {
publicId: string;
typeFilter: TypeKey;
modeFilter: ModeKey;
games: PublicPlayerGame[];
nextCursor: string | null;
};
@customElement("player-game-history-view")
export class PlayerGameHistoryView extends LitElement {
createRenderRoot() {
return this;
}
@property() publicId = "";
@property({ type: Object }) cachedState: PlayerGameHistoryCache | null = null;
@state() private games: PublicPlayerGame[] = [];
@state() private nextCursor: string | null = null;
@state() private loading = false;
// Distinct from `loading` because it controls the inline footer spinner
// rather than replacing the whole list with a centred spinner.
@state() private loadingMore = false;
@state() private loadState: "ok" | "failed" = "ok";
@state() private appendFailed = false;
@state() private typeFilter: TypeKey = "all";
@state() private modeFilter: ModeKey = "all";
private asyncGeneration = 0;
private sentinel: HTMLElement | null = null;
private observer: IntersectionObserver | null = null;
// Memoise grouping against the current `games` reference so re-renders
// triggered by unrelated state (e.g. `loadingMore` flipping) don't re-walk
// the accumulated list each time.
private groupedFor: PublicPlayerGame[] | null = null;
private grouped: ReturnType<typeof groupByDay<PublicPlayerGame>> = [];
connectedCallback() {
super.connectedCallback();
if (this.cachedState && this.cachedState.publicId === this.publicId) {
this.games = this.cachedState.games;
this.nextCursor = this.cachedState.nextCursor;
this.typeFilter = this.cachedState.typeFilter;
this.modeFilter = this.cachedState.modeFilter;
} else if (this.publicId) {
this.reload();
}
}
disconnectedCallback() {
super.disconnectedCallback();
this.teardownObserver();
}
updated() {
// The IntersectionObserver target only exists when there's more to load AND
// we're not mid-request — wire it up after each render so it tracks the
// current sentinel node.
this.ensureObserver();
}
// Hard reset on filter change — drop cached games and start fresh from the
// newest game.
private async reload() {
this.games = [];
this.nextCursor = null;
this.appendFailed = false;
await this.load({ append: false });
}
private setTypeFilter(filter: TypeKey) {
if (filter === this.typeFilter) return;
this.typeFilter = filter;
this.reload();
}
private setModeFilter(filter: ModeKey) {
if (filter === this.modeFilter) return;
this.modeFilter = filter;
this.reload();
}
private async load({ append }: { append: boolean }) {
if (!this.publicId) return;
const gen = ++this.asyncGeneration;
if (append) {
this.loadingMore = true;
this.appendFailed = false;
} else {
this.loading = true;
this.loadState = "ok";
this.loadingMore = false;
}
// Append uses the saved cursor; a fresh load starts from the newest game
// (no cursor).
const cursor = append ? (this.nextCursor ?? undefined) : undefined;
const res = await fetchPublicPlayerGames(this.publicId, {
filter: this.modeFilter === "all" ? undefined : this.modeFilter,
type: this.typeFilter === "all" ? undefined : this.typeFilter,
cursor,
});
if (gen !== this.asyncGeneration) return;
if (append) this.loadingMore = false;
else this.loading = false;
if ("error" in res) {
if (append) {
// Keep the games we already have; just surface a retry footer.
this.appendFailed = true;
} else {
this.loadState = "failed";
this.games = [];
this.nextCursor = null;
}
return;
}
this.games = append ? [...this.games, ...res.results] : res.results;
this.nextCursor = res.nextCursor;
this.dispatchEvent(
new CustomEvent<PlayerGameHistoryCache>("history-updated", {
detail: {
publicId: this.publicId,
typeFilter: this.typeFilter,
modeFilter: this.modeFilter,
games: this.games,
nextCursor: this.nextCursor,
},
bubbles: true,
composed: true,
}),
);
}
private ensureObserver() {
const sentinel = this.querySelector<HTMLElement>("[data-scroll-sentinel]");
if (sentinel === this.sentinel) return;
this.teardownObserver();
this.sentinel = sentinel;
if (!sentinel) return;
this.observer = new IntersectionObserver((entries) => {
for (const entry of entries) {
if (!entry.isIntersecting) continue;
if (this.loading || this.loadingMore) continue;
if (this.nextCursor === null) continue;
if (this.appendFailed) continue;
void this.load({ append: true });
}
});
this.observer.observe(sentinel);
}
private teardownObserver() {
if (this.observer) {
this.observer.disconnect();
this.observer = null;
}
this.sentinel = null;
}
private watchReplay(gameId: string) {
// Navigation + modal close live in the host modal; just hand it the id.
this.dispatchEvent(
new CustomEvent<{ gameId: string }>("view-game", {
detail: { gameId },
bubbles: true,
composed: true,
}),
);
}
// Opens the game-info ranking overlay on top of the account modal. The modal
// is a global singleton in the document (queried the same way as Main.ts),
// so we don't close the account modal — the overlay layers above it.
private showRanking(gameId: string) {
const gameInfoModal = document.querySelector(
"game-info-modal",
) as GameInfoModal | null;
if (!gameInfoModal) {
console.warn("Game info modal element not found");
return;
}
void gameInfoModal.loadGame(gameId);
gameInfoModal.open();
}
render() {
return html`<div class="space-y-3">
${this.renderFilters()}${this.renderBody()}
</div>`;
}
private renderFilters(): TemplateResult {
return html`
<div class="space-y-2">
${this.renderFilterRow(TYPE_TABS, this.typeFilter, (k) =>
this.setTypeFilter(k as TypeKey),
)}
${this.renderFilterRow(MODE_TABS, this.modeFilter, (k) =>
this.setModeFilter(k as ModeKey),
)}
</div>
`;
}
private renderFilterRow(
tabs: { key: string; labelKey: string }[],
active: string,
onSelect: (key: string) => void,
): TemplateResult {
return html`
<div
role="tablist"
class="flex flex-wrap gap-1 p-1 bg-white/5 border border-white/10 rounded-xl"
>
${tabs.map((tab) => {
const isActive = active === tab.key;
// "All" gets a full row on mobile (basis-full) and normal sizing on
// sm+. The others use basis-20 so longer labels stay comfortable and
// flex-wrap drops them to a second line when needed.
const basis =
tab.key === "all" ? "basis-full sm:basis-20" : "basis-20";
return html`
<button
type="button"
role="tab"
aria-selected=${isActive}
@click=${() => onSelect(tab.key)}
class="grow ${basis} px-3 py-1.5 text-xs font-bold uppercase tracking-wider whitespace-nowrap rounded-lg transition-colors ${isActive
? "bg-malibu-blue/20 text-aquarius border border-malibu-blue/30"
: "text-white/50 hover:text-white hover:bg-white/5 border border-transparent"}"
>
${translateText(tab.labelKey)}
</button>
`;
})}
</div>
`;
}
private renderBody(): TemplateResult {
if (this.loading && this.games.length === 0) {
return renderLoadingSpinner();
}
if (this.loadState === "failed") {
return html`
<div
class="bg-white/5 rounded-xl border border-white/10 p-8 text-center"
>
<p class="text-white/40 text-sm mb-3">
${translateText("clan_modal.history_unavailable")}
</p>
<button
type="button"
@click=${() => this.reload()}
class="text-xs font-bold text-white/60 hover:text-white uppercase tracking-wider px-3 py-1.5 rounded-lg border border-white/10 hover:border-white/20 hover:bg-white/5 transition-colors"
>
${translateText("leaderboard_modal.try_again")}
</button>
</div>
`;
}
if (this.games.length === 0) {
return html`
<div
class="bg-white/5 rounded-xl border border-white/10 p-8 text-center"
>
<p class="text-white/40 text-sm">
${translateText("clan_modal.history_empty")}
</p>
</div>
`;
}
// Group consecutive games by their start day. Cached against the `games`
// reference; `load()` always assigns a fresh array, so identity comparison
// is safe.
if (this.groupedFor !== this.games) {
this.grouped = groupByDay(this.games);
this.groupedFor = this.games;
}
const groups = this.grouped;
return html`
<div class="space-y-5">
${groups.map(
(group) => html`
<div class="space-y-3">
<div
class="sticky top-0 z-10 flex items-center gap-3 px-1 py-1.5"
>
<span class="h-px flex-1 bg-white/10"></span>
<h3
class="text-xs font-bold uppercase tracking-widest text-white/70 whitespace-nowrap"
>
${formatDayHeader(group.day)}
</h3>
<span class="h-px flex-1 bg-white/10"></span>
</div>
<div class="grid grid-cols-1 lg:grid-cols-2 gap-3">
${group.items.map((game) => this.renderGameRow(game))}
</div>
</div>
`,
)}
${this.renderScrollFooter()}
</div>
`;
}
private renderScrollFooter(): TemplateResult {
if (this.nextCursor === null) {
return html`
<div class="text-center text-[11px] text-white/30 py-3 select-none">
${translateText("clan_modal.history_end_of_history")}
</div>
`;
}
if (this.appendFailed) {
return html`
<div class="text-center py-3">
<p class="text-white/40 text-xs mb-2">
${translateText("clan_modal.history_load_more_failed")}
</p>
<button
type="button"
@click=${() => this.load({ append: true })}
class="text-xs font-bold text-white/60 hover:text-white uppercase tracking-wider px-3 py-1.5 rounded-lg border border-white/10 hover:border-white/20 hover:bg-white/5 transition-colors"
>
${translateText("leaderboard_modal.try_again")}
</button>
</div>
`;
}
// Sentinel drives auto-load; the spinner sits adjacent to it (not *as* it)
// so the sentinel node identity stays stable across pages — otherwise every
// fetch tears down and recreates the IntersectionObserver.
return html`
<div class="py-3">
<div data-scroll-sentinel aria-hidden="true" class="h-px"></div>
${this.loadingMore ? renderLoadingSpinner() : ""}
</div>
`;
}
private renderGameRow(game: PublicPlayerGame): TemplateResult {
// getMapData() throws for unknown map values — guard so an unmapped server
// response doesn't tank the whole history view.
let mapWebpPath: string | null = null;
if (game.map) {
try {
mapWebpPath = terrainMapFileLoader.getMapData(
game.map as GameMapType,
).webpPath;
} catch {
mapWebpPath = null;
}
}
const mapDisplayName = game.map ? (getMapName(game.map) ?? game.map) : null;
return html`
<div class="bg-white/5 border border-white/10 rounded-xl overflow-hidden">
${mapWebpPath
? html`<div
class="relative w-full aspect-[3/1] overflow-hidden bg-surface"
>
<img
src=${mapWebpPath}
alt=${mapDisplayName ?? ""}
draggable="false"
loading="lazy"
decoding="async"
class="w-full h-full object-cover"
/>
<div
class="absolute inset-0 bg-gradient-to-t from-black/70 via-black/20 to-transparent"
></div>
${mapDisplayName
? html`<div
class="absolute bottom-2 left-3 text-xs font-bold text-white uppercase tracking-wider drop-shadow"
>
${mapDisplayName}
</div>`
: ""}
<div class="absolute top-2 right-2">
${this.renderResultBadge(game)}
</div>
<div
class="absolute bottom-2 right-2 text-xs font-medium text-white bg-black/60 backdrop-blur-sm px-2 py-1 rounded-md whitespace-nowrap"
>
${formatAbsoluteTime(game.start)}
</div>
</div>`
: ""}
<div
class="flex items-center justify-between gap-3 px-4 py-3 border-b border-white/5"
>
<div class="flex items-center gap-2 min-w-0">
<span
class="text-[10px] font-bold uppercase tracking-wider text-white/40"
>${translateText("clan_modal.history_game_id")}:</span
>
<copy-button
compact
.copyText=${game.gameId}
.displayText=${game.gameId}
.showVisibilityToggle=${false}
></copy-button>
</div>
<div class="flex items-center gap-2 shrink-0">
<button
type="button"
@click=${() => this.showRanking(game.gameId)}
class="px-3 py-1.5 text-xs font-bold text-white/80 uppercase tracking-wider bg-white/10 hover:bg-white/20 border border-white/10 rounded-lg transition-colors"
>
${translateText("game_list.ranking")}
</button>
<button
type="button"
@click=${() => this.watchReplay(game.gameId)}
class="px-3 py-1.5 text-xs font-bold text-white uppercase tracking-wider bg-malibu-blue hover:bg-aquarius active:bg-malibu-blue/80 rounded-lg transition-all"
>
${translateText("clan_modal.history_watch_replay")}
</button>
</div>
</div>
<div
class="px-4 py-3 grid grid-cols-2 gap-x-4 gap-y-2 justify-items-center text-center border-b border-white/5"
>
${this.renderField(
translateText("account_modal.games_clan_tag"),
game.clanTag ?? "—",
)}
${this.renderField(
translateText("account_modal.games_username"),
game.username,
)}
</div>
<div
class="px-4 py-3 grid grid-cols-2 sm:grid-cols-3 gap-x-4 gap-y-2 justify-items-center text-center"
>
${this.renderField(
translateText("clan_modal.history_game_type"),
formatGameType(game),
)}
${mapWebpPath
? ""
: this.renderField(
translateText("clan_modal.history_map"),
mapDisplayName ?? "—",
)}
${this.renderField(
translateText("clan_modal.history_players"),
game.totalPlayers === null ? "—" : `${game.totalPlayers}`,
)}
${this.renderField(
translateText("clan_modal.history_duration"),
renderDuration(game.durationSeconds),
)}
</div>
</div>
`;
}
private renderField(label: string, value: string): TemplateResult {
return html`
<div class="min-w-0">
<div
class="text-[10px] font-bold uppercase tracking-wider text-white/40 mb-0.5"
>
${label}
</div>
<div class="text-sm text-white truncate" title=${value}>${value}</div>
</div>
`;
}
// The player's own outcome. "incomplete" (no recorded winner) gets a neutral
// badge rather than collapsing into Defeat, so an unfinished game isn't
// mislabelled as a loss in a personal history.
private renderResultBadge(game: PublicPlayerGame): TemplateResult {
let label: string;
let tint: string;
if (game.result === "victory") {
label = translateText("clan_modal.history_result_victory");
tint = "text-white bg-green-600 border-green-500";
} else if (game.result === "defeat") {
label = translateText("clan_modal.history_result_defeat");
tint = "text-white bg-red-600 border-red-500";
} else {
label = translateText("account_modal.games_result_incomplete");
tint = "text-white bg-gray-500 border-gray-400";
}
return html`<span
class="text-xs font-bold uppercase tracking-wider px-2.5 py-1 rounded-full border shadow-lg ${tint}"
>${label}</span
>`;
}
}