- ZarinpalService (request/verify) + /api/coins/pay/request (JWT) and
/api/coins/pay/callback (verify → credit via ProfileService.BuyCoins → redirect
back with ?pay=success); merchant id from config (sandbox default)
- Client buyCoins (live) returns the StartPay redirect URL; BuyCoinsScreen
redirects; page.tsx handles the ?pay return (notify + refresh)
- Verified: sandbox request returns a real StartPay URL
- Documented Cafe Bazaar (Poolakey) / Myket IAB as the required store payment path
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Server:
- daily (/api/daily, /api/daily/claim) + shop (/api/shop/buy) + ChargeEntry
- GameRoom (via IServiceScopeFactory) deducts ranked entry at match start and
applies match rewards at match-over, broadcasting profile + reward over the hub
- tested: daily, shop (owned-guard), ranked entry deduction pushed over hub
Client:
- SignalrService routes profile/coins/plan/daily/shop/match to the server (Bearer);
onProfile/onReward hub events; guest/offline fall back to local
- session-store syncs profile from hub; game-store serverReward; GameScreen shows
live ranked reward from hub (no double submit), submits client-run games
- single source of truth in live mode (no economy divergence)
Postgres-ready via config (Provider=postgres); EnsureCreated for now.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Coins only matter for ranked: free games (vs computer / private friend rooms)
cost nothing; random ranked requires an entry (stake), gated by balance →
routes to buy-coins when short
- Buy Coins page (CoinPack/getCoinPacks/buyCoins; mock credits now, real
Zarinpal/IDPay TODO); TopBar coins → buy; lobby create-room is Free
- Friends: removed instant red ✕ delete; UserMinus → inline confirm before remove
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- OnlineService.getOnlineCount(); mock random-walks a believable number,
SignalrService reads GET /api/stats/online (server tracks hub connections)
- Home screen badge with pulsing dot, polls every 8s, localized digits
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- @microsoft/signalr client implementing OnlineService: REST auth, hub
matchmaking, server-driven game state (onState), play/trump, reactions;
delegates not-yet-server-backed features (profile/friends/shop/chat/rooms)
to the mock. Selected via NEXT_PUBLIC_USE_SERVER=1 (NEXT_PUBLIC_SERVER_URL)
- game-store live mode: enterServerMatch + applyServerState (maps server DTO,
hides opponent hands, tally + SFX), inputs route to the hub; no local engine
- MatchmakingScreen auto-enters the live match when the server signals ready
- Verified end-to-end via scripts/live-test.mjs (auth -> hub -> match -> state)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>