Hide unfinished games from production builds

A release listed all eleven games with nine of them marked "Coming
soon", so most of the menu was a dead end for anyone installing from the
production channel. Production now lists only what can be played; dev
builds still show everything, which is where seeing the roadmap is
useful.

The menu reads the installed APK's own version name, so this follows the
build rather than the update channel selected for the future — a dev
build shows the full list even if its owner has switched back to
production for updates.

CatalogTest pins both views, including that filtering never empties a
category and strands its heading.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
This commit is contained in:
Claude
2026-08-06 02:45:56 +00:00
parent 60ddcdf67f
commit ce83f7c2c4
4 changed files with 104 additions and 4 deletions
+5 -1
View File
@@ -12,7 +12,11 @@ The app shell is complete and two games are playable end to end:
| **Playable** | Euchre, Sequence |
| **Listed, not yet implemented** | Kaiser, President, Golf, Wizard, Crazy 8s, Mastermind, Backgammon, Chess, Checkers |
Unimplemented games appear in the menu marked *Coming soon*. Adding one means
Unimplemented games appear in the menu marked *Coming soon* **on dev builds
only** — a production release lists just the games that can actually be played,
so nobody installs it and taps into a dead end. The menu decides this from the
installed APK's own version name, so it follows the build rather than the
channel selected for future updates. Adding one means
writing a `GameRules` implementation, a `GameAi`, and a screen, then flipping
`available` in `GameCatalog` — the menu, lobby, networking, settings and OTA
layers are game-agnostic and need no changes.
@@ -154,6 +154,22 @@ object GameCatalog {
fun byId(id: String): GameDescriptor? = all.firstOrNull { it.id == id }
fun byCategory(category: GameCategory): List<GameDescriptor> =
all.filter { it.category == category }
/**
* Games in a category.
*
* [includeComingSoon] is what separates the two update channels: a dev
* build lists everything, including the games that are still only entries
* in this table, so the roadmap is visible while working on it. A
* production build lists only what can actually be played, so nobody
* downloads a release and taps into a dead end.
*/
fun byCategory(
category: GameCategory,
includeComingSoon: Boolean = true,
): List<GameDescriptor> = all.filter {
it.category == category && (includeComingSoon || it.available)
}
/** Everything currently playable, regardless of category. */
val playable: List<GameDescriptor> get() = all.filter { it.available }
}
@@ -39,6 +39,7 @@ import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.net.LobbyController
import org.prolibertate.games.settings.Settings
import org.prolibertate.games.settings.SettingsRepository
import org.prolibertate.games.update.UpdateChannel
import org.prolibertate.games.update.Updater
/** Everything the screens need, assembled once by the activity. */
@@ -75,6 +76,12 @@ fun AppRoot(env: AppEnv) {
val settings by env.settingsRepository.settings.collectAsState(initial = Settings())
var stack by remember { mutableStateOf(listOf<Route>(Route.Menu)) }
// Read from the installed APK's own version name, so this follows the build
// rather than the channel the user has selected for future updates.
val showComingSoon = remember {
env.updater.installedChannel() == UpdateChannel.DEV
}
fun push(route: Route) {
stack = stack + route
}
@@ -94,6 +101,9 @@ fun AppRoot(env: AppEnv) {
when (val route = stack.last()) {
is Route.Menu -> MainMenuScreen(
// Dev builds show the games that are not finished yet; production
// releases list only what can actually be played.
showComingSoon = showComingSoon,
onPickGame = { push(Route.Setup(it.id)) },
onJoinGame = { push(Route.Lobby(gameId = "", optionsJson = "{}", hosting = false)) },
onSettings = { push(Route.Settings) },
@@ -141,6 +151,7 @@ fun AppRoot(env: AppEnv) {
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun MainMenuScreen(
showComingSoon: Boolean,
onPickGame: (GameDescriptor) -> Unit,
onJoinGame: () -> Unit,
onSettings: () -> Unit,
@@ -175,6 +186,10 @@ fun MainMenuScreen(
modifier = Modifier.fillMaxSize(),
) {
GameCategory.entries.forEach { category ->
val games = GameCatalog.byCategory(category, includeComingSoon = showComingSoon)
// Don't leave a heading stranded over nothing.
if (games.isEmpty()) return@forEach
item(span = { androidx.compose.foundation.lazy.grid.GridItemSpan(maxLineSpan) }) {
Text(
text = category.label,
@@ -183,7 +198,7 @@ fun MainMenuScreen(
modifier = Modifier.padding(top = 12.dp, bottom = 4.dp),
)
}
items(GameCatalog.byCategory(category)) { game ->
items(games) { game ->
GameTile(game = game, onClick = { onPickGame(game) })
}
}
@@ -0,0 +1,65 @@
package org.prolibertate.games.game
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertTrue
import org.junit.Test
class CatalogTest {
@Test
fun `every game has a unique id`() {
val ids = GameCatalog.all.map { it.id }
assertEquals("ids must be unique", ids.size, ids.distinct().size)
ids.forEach { assertEquals(it, GameCatalog.byId(it)?.id) }
}
@Test
fun `a production build lists only games that can be played`() {
GameCategory.entries.forEach { category ->
val shown = GameCatalog.byCategory(category, includeComingSoon = false)
assertTrue(
"$category offers an unfinished game in a release build",
shown.all { it.available },
)
}
}
@Test
fun `a dev build lists everything including what is still coming`() {
val shown = GameCategory.entries.flatMap {
GameCatalog.byCategory(it, includeComingSoon = true)
}
assertEquals(GameCatalog.all.size, shown.size)
assertTrue("unfinished games are visible while developing", shown.any { !it.available })
}
@Test
fun `hiding unfinished games still leaves something to play in each category`() {
// A category filtered down to nothing would leave a stranded heading,
// and a menu with no playable game at all would be a broken release.
GameCategory.entries.forEach { category ->
assertFalse(
"$category has nothing playable in a release build",
GameCatalog.byCategory(category, includeComingSoon = false).isEmpty(),
)
}
assertTrue(GameCatalog.playable.isNotEmpty())
}
@Test
fun `playable games are the ones with engines wired up`() {
assertEquals(
setOf(GameCatalog.EUCHRE, GameCatalog.SEQUENCE),
GameCatalog.playable.map { it.id }.toSet(),
)
}
@Test
fun `player counts are sane`() {
GameCatalog.all.forEach { game ->
assertTrue("${game.id} min players", game.minPlayers >= 2)
assertTrue("${game.id} max >= min", game.maxPlayers >= game.minPlayers)
}
}
}