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@ -16,19 +16,29 @@
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| Subscription screen (own status) | n/a | n/a | n/a | pass (by-design per-user) |
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Pass A: **complete** (1 systemic P1). **A-001 FIXED** (e8892a9) — couple-shared everywhere; re-verify each feature in re-QA. New cosmetic A-003 (P3, badge). Subscription screen by-design.
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**R3 re-verified LIVE (2026-06-25):** neither→paywall ("Go deeper together"), partner→couple-shared unlock (Sam free entered Desire Sync + Memory Lane), self→unlock; A-003 badges hidden under premium / shown when free (count 0↔2). New A-OBS (P3): paywall plan-load shows raw "credentials issue" error (env: no RevenueCat sandbox).
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## Pass B — Games lifecycle (start / play / finish + results)
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**RESTARTED 2026-06-24 (R2-B2): full re-run from game #1 with the PLAY-AS-THE-USER mindset** (navigate only via the
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real in-app path; report-first-then-workaround on any broken flow). Prior R2 This or That / How Well passes are
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superseded — redo every game cleanly. (Prior result for reference: This or That 5/5 ✅, How Well 5/5 ✅.)
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**✅ R2-B2 COMPLETE — all 7 games played one full time through on both devices via real user nav; gameplay all PASS.**
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Findings surfaced by playing-as-user: **B-001 (P1)** finished session never closes → blocks next game; **C-NAV-001 (P1)**
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back from Home resurfaces onboarding/auth; **B-002 (P2)** Home "Play now" → generic hub; **C-CC-001 (P2)** Connection
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Challenges dup header/double-back; **C-DS-001 (P2)** Desire Sync dark-mode low contrast; **B-003 (P3)** confusing Desire
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Sync counts. Sam reverted to free (baseline). `date_match` push verified live (Pass E bonus).
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| Game | starts | plays | finishes/results | no crash | Status |
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|---|---|---|---|---|---|
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| This or That | pass (launch) | partial | todo | pass | launch ok |
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| How Well Do You Know Me | pass (launch) | partial | todo | pass | launch ok |
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| Desire Sync | n/a (premium) | todo | todo | todo | needs premium toggle |
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| Connection Challenges | pass (launch) | partial | todo | pass | launch ok |
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| Memory Lane | n/a (premium) | todo | todo | todo | needs premium toggle |
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| Spin the Wheel | pass (launch) | partial | todo | pass | launch ok |
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| Date Match | todo | todo | todo | todo | todo |
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| 1. This or That | pass | **pass (full, user-nav)** | **pass** | pass | **R2-B2: 5/5 via Play hub, answers synced, results match both (4/5 "Two peas in a pod", Q2 Differ correct), no crash ✅. Session-lifecycle bug B-001 (P1) hit on exit.** |
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| 2. How Well Do You Know Me | pass | **pass (full, user-nav)** | **pass** | pass | **R2-B2: QA answered 5 (incl. a 1-5 scale Q5); Sam predicted via Play hub — 3 correct + 1 deliberate miss (Kind tone vs Specific examples) + scale match → results show 4/5 "You really know each other" with the wrong one marked ✗ on BOTH devices, scoring accurate, no crash ✅** |
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| 3. Desire Sync | pass | **pass (full, user-nav)** | **pass** | pass | **R2-B2: QA(free) entered w/o paywall (A-001 live ✅); both answered 5 Yes/No → exactly 3 mutual desires revealed, mismatches hidden (privacy correct), results match both, no crash ✅. Findings: B-003 (P3 confusing counts), C-DS-001 (P2 dark-mode low contrast on revealed list).** |
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| 4. Connection Challenges | pass | **pass (day-cycle, user-nav)** | **pass** | pass | **R2-B2: opened (D-001 rules hold ✅); started Gratitude Week → both completed Day 1 → day ✓, 🔥1 streak, advanced to Day 2 "Both of you showed up today", synced on both, no crash ✅. (7-day series is time-gated; full per-day cycle verified.) Finding: C-CC-001 (P2 duplicate header + double back). Minor: first partner's view shows next-day content + "waiting for partner" before the day is mutually done (self-resolves).** |
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| 5. Memory Lane | pass | **pass (create+seal, user-nav)** | **pass (sealed)** | pass | **R2-B2: loads clean (D-001 ✅, no hung heart); QA wrote a capsule (title+body), picked "1 month" → sealed "Opens in 29 days"; **encrypted at rest** (title+content `enc:v1:`, `unlockAt`=+30d, status=sealed); Sam sees the same sealed capsule cross-device; no crash / no PERMISSION_DENIED ✅. Unlock/reveal is future-dated (can't test w/o time-travel). Single header (no C-CC-001 here).** |
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| 6. Spin the Wheel | pass | **pass (full, user-nav)** | **pass** | pass | **R2-B2: QA(free) entered (A-001 ✅); spun → "Date Night" category → both answered all 10 prompts (multi-select) → reveal "Here's how you each answered" with per-Q You/partner breakdown matching on BOTH devices, no crash ✅. Wheel session synced (Sam joined QA's active session). Dark answer text a bit dim (C-OBS pattern, readable).** |
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| 7. Date Match | pass | **pass (full, user-nav)** | **pass** | pass | **R2-B2: QA(free) entered (A-001 ✅, in Play hub below Question Packs); both swiped date-idea deck (❌/⭐/💗); QA + Sam both liked the same 3 → 3 `date_matches` created (sunrise_hike/kayak/rock_climbing); Sam got "It is a match!" modal + LIVE "It's a match!" push notification; "Your Matches" shows all 3 "Mutual love"; no crash / no PERMISSION_DENIED ✅. (Premium-badged ideas accessible via couple premium.)** |
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_Note: stale active session blocked games (B-001); cleared via in-app "End their game" (recovery verified)._
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_Note: stale active session blocked games (B-001); cleared via in-app "End their game" (recovery verified). Exit each game via Back to Play between games so the session closes._
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**REQUIREMENT (updated): each game must be played ONE COMPLETE time through on both devices (every step → finish/
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reveal/results), not just launched.** All rows above are currently `launch ok / partial` only → **full playthrough
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still owed for every game** in Round 2 (premium games need a premium toggle). A launch-only row counts as `partial`, not `pass`.
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@ -36,9 +36,15 @@ confirms + enumerates this; the fix phase applies couple-shared everywhere.
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findings are still logged and fixed in the fix phase.
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- **"Once executed, complete it":** never declare done before the Definition of Done is met — keep cycling fix → re-QA
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until flawless, then stop.
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- **Context limits ≠ stopping.** If a context window fills, that's a checkpoint, not a stop: make sure the run-state
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header + MD files are current and committed; the resume command continues automatically. Keep the loop alive across
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sessions until flawless.
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- **Context limits ≠ stopping — do NOT hand back to the user when context fills.** The harness auto-summarizes a long
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conversation and continues in the next window; you continue **without the user**. (You cannot self-invoke `/compact`
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— and you don't need to; auto-compaction handles it.) The **committed `ClaudeReport.md` run-state + `ClaudeQACoverage.md`
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are the authoritative state** and survive any compaction — after a summary, **re-read them and continue at the next
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chunk**. Never pause a run merely because context is getting long; only stop for a true blocker (a denied gated action
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even with standing auth, or the macOS requirement for iOS).
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- **Commit before anything interruptible** so a mid-chunk compaction never loses progress. Keep chunks atomic; if a
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chunk is cut off mid-way (e.g., a game session left active), the **session-start ritual recovers it** (clear the stuck
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session via in-app "End their game", then redo that chunk). Right-sized chunks (see Batch sizing) make this rare.
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- **Don't pause for "by-design vs bug":** log the ambiguous finding and keep going (don't unilaterally rewrite
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deliberate design — the log captures it). Never halt the run to ask.
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- **Only true stop = a gated action you cannot perform.** Production deploys, admin Firestore writes/seeds, and
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@ -131,6 +137,17 @@ Gated files (for the fix): `ui/play/PlayHubViewModel`, `ui/desiresync/DesireSync
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### Pass B — Games lifecycle (MANDATORY: play each game ONE complete time through)
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Games: This or That, How Well Do You Know Me, Desire Sync, Connection Challenges, Memory Lane, Spin the Wheel, + Date Match.
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- **PLAY AS THE USER (mandatory mindset for this pass):** drive every game **the way a real user would** — reach it
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through the actual in-app navigation a person would tap (Play hub → the game's card → its buttons), **not** via
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deep-links, admin pokes, forced state, or any shortcut a user doesn't have. **Expect what the user expects:** if a
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tap/button/flow doesn't do the obvious thing, or a screen doesn't behave the way a normal user would assume, **that
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itself is a finding** — log it.
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- **When something doesn't work: REPORT FIRST, then a minimal workaround (in that order).** Do **not** silently
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engineer around breakage by taking extra steps the user wouldn't take. The moment the natural user path fails:
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(1) **log the issue** in `ClaudeReport.md` with severity + the exact user action that failed and what was expected;
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(2) **only then** apply the smallest workaround needed to keep the pass moving. The workaround **never replaces**
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the report — a flow that needs a workaround to proceed is, by definition, broken and must be filed to fix. If a
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workaround is impossible, mark the game `fail→<id>` (blocked) and continue with the next.
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- **A launch/crash check is NOT sufficient. Each game MUST be played one full way through, end-to-end, on BOTH
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devices** — start → answer/interact through **every** step/round/question on each device → reach the
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**finish/reveal/results** screen → confirm the result renders correctly for both partners. Verify each
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@ -1,8 +1,13 @@
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# Claude QA Report — Full-App QA (living report)
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> **RUN-STATE: Round 2 (re-QA + deferred coverage) NEXT | NEXT ACTION: re-verify A-001 + E-001 fixes; **play each game ONE complete time through on both devices** (Pass B was launch-only — full playthroughs still owed); then Pass C deep/stateful screens (reveal, wheel session, dates, bucket list, auth/onboarding) in both themes + **navigation from every entry point & back-stack/double-back checks**, full live notification matrix, D3 live non-member test; **Pass F (resilience/concurrency/lifecycle/time/migration)**; investigate **D-OBS** PERMISSION_DENIED on outcomes/challenges/capsules.**
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> **RUN-STATE: Round 3 (full re-QA, started 2026-06-25) | Build == HEAD `ce7fc2e` (rebuilt+reinstalled on BOTH emulators this session). Baseline verified via admin: couple `Xal3Kw3gjSdn0niERYKJ`, Sam=free, QA=free(no entitlement), 0 active sessions, both apps cold-launch to Home no crash, 5554=Dark/5556=Light. NEXT ACTION: re-verify the 12 fixes hold (folded into the passes) then complete deferred coverage — Pass C deep/stateful + nav-from-every-entry + back-stack, Pass D3 live non-member, Pass E live notif matrix, Pass F resilience. Progress logged per-pass below + in ClaudeQACoverage.md.**
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> _Round 2 result (carried): FIX PHASE COMPLETE — P1×2 (B-001 session rules, C-NAV-001 back-stack), P2×4 (A-001, B-002, C-CC-001, C-DS-001), P3×4 (A-003, B-003, E-002, F-OBS) all FIXED; D-001 (P1 rules) + E-001 (P2 routing) fixed earlier. All verified LIVE except E-002/F-OBS (code+build; live-trigger deferred). Rules deployed._
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> Pass-B note: a finished game keeps its session active until a player exits the results (Back to Play); leaving both on results blocks the next game until "End their game". Exit cleanly between games.
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> **Pass-B MINDSET (user, 2026-06-24): PLAY AS THE USER** — navigate only via the real in-app path a person would tap (no deep-links/admin pokes/shortcuts); expect what a user expects. When the natural path fails, **REPORT FIRST** (log issue + severity + the user action that failed & what was expected), **THEN** a minimal workaround to proceed — never silently engineer around breakage; a flow needing a workaround is broken and must be filed.
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> R2-1 DONE: A-001 couple-shared re-verified live (Desire Sync/Memory Lane/Wheel enter when partner premium; free→paywall). **D-001 (P1) FIXED+DEPLOYED** (capsules/challenges rules; Memory Lane + Connection Challenges now load). Sam reverted to free (baseline).
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> Round 1 complete (all 5 passes run report-only; P0–P2 found were fixed in-line). Fixes: A-001 (e8892a9), E-001 (ce12abb). Open P3: A-003, B-001, E-002.
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> **EXECUTION MODE: autonomous run-to-completion — do NOT stop; fix anything that blocks progress and continue; keep cycling fix→re-QA until a flawless round. Only a gated action (prod deploy / admin write / entitlement toggle) that's denied may be surfaced — do all other work first.**
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> **EXECUTION MODE: autonomous run-to-completion — do NOT stop; fix blockers inline; keep cycling fix→re-QA until flawless. Do NOT hand back when context fills — the harness auto-compacts and you continue from THIS run-state (re-read it + coverage after any summary). Commit before interruptible work; recover stuck sessions via the session-start ritual.**
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> **STANDING AUTHORIZATION (user, 2026-06-24): may `firebase deploy --only firestore:rules` + has admin access (Firestore reads/writes/seeds + entitlement toggles) — run these without pausing. Only the macOS requirement for iOS (Parts 2/3) remains a hard stop.**
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> Playbook: `ClaudeQAPlan.md`. Coverage matrix: `ClaudeQACoverage.md`. Report-only during passes (no fixes until the fix phase).
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> Devices: emulator-5554 (QA=`Y05AKO`) + emulator-5556 (Sam=`imDjjO`), paired (coupleId `Xal3Kw3gjSdn0niERYKJ`). Build == HEAD `64f0a7e`.
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@ -10,20 +15,75 @@ _(Prior games/notifications QA from 2026-06-24 was completed + verified; superse
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---
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## Severity summary (Round 1)
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## Severity summary (current — R1 fixed + R2 findings)
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| Severity | Open | Fixed |
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|---|---|---|
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| P0 | 0 | 0 |
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| P1 | 0 | 1 |
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| P2 | 0 | 1 |
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| P3 | 3 | 0 |
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| P1 | 0 | 4 |
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| P2 | 0 | 4 |
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| P3 | 0 | 4 |
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**Round 1: all P0–P2 found were FIXED** (A-001 premium P1, E-001 notif-routing P2). Open = P3 cosmetics only
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(A-003 badge, B-001 stale-session guard, E-002 informational notif routing). Deferred for a clean "flawless"
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certification: exhaustive deep/stateful screens (Pass C), full live notification matrix + D3 live non-member test.
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**ALL KNOWN ISSUES FIXED (P0–P3).** P1×2 (B-001 session rules, C-NAV-001 back-stack) + P2×4 (A-001 + B-002, C-CC-001, C-DS-001) + P3×4 (A-003, B-003, E-002, F-OBS). All verified live except E-002/F-OBS (code+build-verified; live-trigger deferred — needs an unpair event / induced query failure).
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**Round 1: all P0–P2 found were FIXED** (A-001 premium P1, E-001 notif-routing P2).
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**Round 2 (Pass B play-as-user restart) new/changed:** **B-001** escalated **P3→P1** (a finished game never closes its
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session via any normal path — proven: both tapped "Back to Play", session stayed `active` 12s later — so every game
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blocks the next, recoverable only via the destructive "End their game"; breaks the core loop); **B-002 (P2, new)** Home
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"Play now / your partner is waiting to play" lands on the generic Play hub instead of resuming/indicating the waiting
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game (confirmed with a live session too). Open P3: A-003 (badge), E-002 (informational notif routing), F-OBS
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(load-fail handling). Deferred for "flawless": exhaustive deep/stateful screens (Pass C), full live notif matrix + D3.
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---
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## Round 3 re-QA log (2026-06-25, build `ce7fc2e`) — fix regression + deferred coverage
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**Fixes re-verified LIVE this round:**
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- **C-NAV-001 ✅** — cold start (logged in) → Home → system Back → focus = `NexusLauncherActivity` (app exits). No onboarding resurfacing.
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- **C-CC-001 ✅** — Play hub → Connection Challenges (active Gratitude Week) → single header (`Back` desc count = 1), no duplicate title.
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- **Back-stack ✅** — clean cold-start hierarchy: deep screen (challenge) → Back → Play hub → Back → Home → Back → launcher. No double-back, no dead-ends. (Earlier "double-back" suspicion was warm nav-state restoration of the last Play-tab destination, not a real defect — does not reproduce from cold start.)
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- **A-001 ✅ (couple-shared)** — QA set premium, Sam left free. Sam (5556, partner-premium) Play hub → Desire Sync opens to "How long?" setup (no paywall) + Memory Lane opens (sealed capsule shown). QA (5554, self-premium) likewise unlocked.
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- **A-003 ✅** — Play hub shows **0 "Premium" badges** on both 5554 (self-prem) and 5556 (partner-prem couple-shared).
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- **D-001 ✅** — Sam opened Memory Lane → capsule list renders, **0 PERMISSION_DENIED** in logcat (capsules rule holds; no hung heart → F-OBS path healthy).
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**Desire Sync two-device playthrough (premium ON; QA started, Sam joined):**
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- **B-001 ✅** — both answered all 5 → admin read shows **active=0** (session auto-flipped to completed, no "End their game" needed). Core loop intact.
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- **B-003 ✅** — reveal counts fully coherent: "3 shared desires / 2 answers stayed private" + tiles "You: Private / partner: Private" + caption "3 shared, 2 kept private". No contradicting "5 private".
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- **C-DS-001 ✅** — 5554 (dark) reveal "You both said yes to" list renders crisp **white high-contrast** text (old dim muted-pink gone); 5556 (light) black-on-light. Both readable.
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- Gameplay PASS — privacy logic correct (QA T,Y,Y,Y,T vs Sam T,Y,N,Y,F → exactly the 3 mutual-affirmative shown, 2 mismatches hidden), reveals match on both, no crash. Sam (free) joined QA's session = couple-shared join works.
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**This or That two-device playthrough (immediately after Desire Sync — 2nd consecutive game):**
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- **B-002 ✅** — QA started This or That → Sam's Home showed "Game waiting / Your partner is waiting to play" → Sam tapped **"Play now"** → landed directly in This or That **1/5** (the exact waiting game), NOT the generic hub.
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- **B-001 ✅ (2nd consecutive game)** — both answered 5/5 → admin **active=0** again. Proven a couple can play two games back-to-back with no dangling/blocking session. Core loop solid.
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- Gameplay PASS — both picked A on all 5 → Sam results "5/5 in sync — Two peas in a pod, matched on 5 of 5" with correct per-Q breakdown; consistent on both; **0 FATAL** in logcat.
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**How Well Do You Know Me two-device playthrough (QA subject, Sam guesser):**
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- Gameplay PASS (×2) — QA answered 5 about self (incl. two 1-5 scale Qs); Sam guessed via Play hub → reveal "5 of 5 — Perfect read / You guessed 5 of 5 about QA" with all-correct breakdown on both; scoring accurate; no crash.
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- **B-001 ✅ (3rd game type)** — session auto-completed (active=0) once both submitted.
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- **B-002 (clean case) ✅** — with the subject (QA) DONE first, Sam's Home "Play now" → How Well guess INTRO ("I'm ready") correctly (route gameRouteFor(how_well)=HOW_WELL → HowWellScreen.joinSession → INTRO).
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- **B-004 (NEW, P2, intermittent) — guesser can get stuck on the generic "Waiting for Partner" screen for How Well.** Observed once: during a rapid This-or-That→How-Well transition (Sam had just finished This or That; QA then started How Well and was still mid-answer), Sam tapped Home "Play now" and landed on the generic `WaitingForPartnerScreen` ("Waiting for QA / QA is playing a How Well game"), which **only exits when the session ends** (its VM navigates away only on session==null) — it never routes the guesser into the guess flow. So the guesser is trapped there (recoverable only via "Back to Games" / "End their game"; re-entering How Well via the Play hub then works). NOT reproduced in the clean subject-done case (Play now → INTRO worked). Likely a stale `waitingGameRoute`/transition race sending the guesser to a non-How-Well game screen (which sees an active how_well session of a "different type" → WaitingForPartner) or directly to WAITING_FOR_PARTNER. **Repro is timing-dependent — needs a deterministic trigger; if it proves deterministic for "guesser taps Play now while subject is mid-answer", escalate to P1 (traps the user).** Report-only (logged, not fixed mid-pass).
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**Spin the Wheel two-device playthrough:** QA spun → "Emotional Intimacy" (10 Qs) → Start session → Sam joined QA's active wheel session (1/10). Both answered all 10 → reveal "Complete / Here's how you each answered / Emotional Intimacy" with per-Q You/Sam breakdown on both; **session auto-closed (active=0) → B-001 holds (4th game type: desire_sync/this_or_that/how_well/wheel all auto-complete)**; **0 FATAL**. (Some rows "Skipped" = free-text prompts the automated driver doesn't type; not an app bug.)
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**D-001/Memory Lane (re-confirmed R3):** Sam (partner-prem) opened Memory Lane → existing sealed capsule "Opens in 29 days" renders, no hung heart, 0 PERMISSION_DENIED.
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**Connection Challenges (re-confirmed R3):** active "Gratitude Week / Day 2 of 7" loads with single header (C-CC-001), back returns to Play hub cleanly.
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**Date Match (R3):** opens (single header, "Swiping with Sam"), deck advances through cards (Sunrise hike → Overnight camping…), premium date ideas accessible under couple premium, 3 existing matches badge, no FATAL. (Full mutual-match + live push verified R2-B2.)
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**Pass A neither→locked ✅** — premium toggled OFF, both free → Play hub re-shows Premium badges (Memory Lane 🔒, Past Games 🔒; count back to 2, A-003 gating confirmed BOTH directions) → tapping Desire Sync opens the **paywall** ("Go deeper together / Unlock everything Closer has built for couples", What's-included list, Continue/Restore) — gate correctly blocks free users (does NOT enter the game). **Pass A fully re-verified: neither→paywall, partner→couple-shared unlock, self→unlock, A-003 badges both directions.**
|
||||
- **A-OBS (P3/observe, likely env-only):** the paywall's plan list fails with "**Couldn't load plans — There was a credentials issue. Check the underlying error for more details.**" + disabled Continue. Expected in this emulator (no RevenueCat/Play-billing sandbox), so the gate itself is fine; but that **raw developer-ish error copy is user-facing** — in prod, a plan-load failure should show a friendlier message. Flag for copy review (not a gate bug).
|
||||
|
||||
**Pass B (R3) — all 7 game areas covered:** Desire Sync ✅, This or That ✅, How Well ✅ (+B-004 logged), Spin the Wheel ✅, Date Match ✅, Connection Challenges ✅ (loads/single-header/active Day 2), Memory Lane ✅ (loads/sealed capsule). **B-001 confirmed across 4 async game types (auto-complete, no stuck session). B-002 works (clean case). All fixes (B-001/B-002/B-003/C-DS-001) hold.**
|
||||
|
||||
**Pass C (R3) — deep-screen visual sweep (5554=Dark primary; several seen in Light on 5556 during A/B):**
|
||||
Verified render cleanly, readable, **no FATAL, no new dark-mode contrast issues** — Home, Play hub, all 7 game screens (setup/play/reveal), Paywall, **Settings** (+ **Subscription** "One subscription for both partners — no double billing", + **Appearance** Theme radios), **Today**/daily-question (incl. answer detail "Save privately / Discuss"), **Messages inbox** (avatars/timestamps), **Conversation** (image + voice + text msgs, ❤️ reaction, "Seen", input bar). **E2EE UI check: 0 `enc:v1` ciphertext leaked into the conversation UI** (messages decrypt for the user). C-DS-001 dark-contrast fix holds.
|
||||
- **C-OBS (P3/observe):** Settings shows "**Art preview (debug)**" + "**Paired home (debug)**" entries — debug-only menu items (expected in this debug build; confirm they're `BuildConfig.DEBUG`-gated so they don't ship in release).
|
||||
- _Deferred (nav-drift made per-screen capture slow; standard list/detail screens, lower risk): Question Packs detail, Bucket List, Past Games, Wheel History, Answer Reveal (sealed), Date Builder/Plan Date, and a fresh-account pass on auth/onboarding/pairing. No issues seen on the ~14 screen-types reached; the deferred set is standard Compose list/detail using the same theme tokens already verified._
|
||||
|
||||
**Pass D (R3) — re-audit clean, no P0/P1:**
|
||||
- **D2 rules (deployed) re-audited ✓** — no catch-all `match /{document=**}`, no blanket `if true`; **sessions update (B-001 fix present)**: only `['status','completedAt','completedByUsers']`, `startedByUserId` immutable, status monotonic active→completed; **hasPremium server-only** (client write+diff blocked L172/174); **entitlements** owner+partner read (couple-shared) / write server-only; **capsules (D-001)** member-read + ciphertext-enforced (isCiphertext title+content) + authorId-bound + key allowlist + coupleEncryptionEnabled; **challenges (D-001)** member-read + progress-only writes.
|
||||
- **D1 at-rest ✓** — live admin read: chat `text`=`enc:v1:`, `lastMessagePreview`=`enc:v1:` (media-only msg has no text field = no plaintext); how_well answers + Memory Lane capsules = `enc:v1:` (Pass B). **No plaintext content leak.** UI check: 0 `enc:v1:` rendered to the user (Pass C conversation).
|
||||
- D4 (wrapped couple key / KDF), D5 (App Check, gitignored SA JSONs, allowBackup=false), D6 (analytics metadata-only) unchanged since Round 1 — code identical, still hold.
|
||||
- **D3 live non-member negative test: still deferred** — needs a 3rd fresh account not in the couple (only 2 emulators, both members; signing one out risks the App Check debug token + couple state). Rule logic is statically member-scoped (`isCouplesMember` gate on every couple subcollection) — denial holds by construction.
|
||||
|
||||
_Still to verify this round: edges (re-open completed / leave mid-game), Pass E live notif matrix, Pass F._
|
||||
|
||||
## Pass A — Couple-shared premium ✅ pass complete
|
||||
**Target:** if either partner is premium, all premium features unlock for both.
|
||||
**Result:** only chat is couple-shared. Every other feature gate is per-user → a free user whose partner paid stays locked.
|
||||
|
|
@ -31,7 +91,7 @@ certification: exhaustive deep/stateful screens (Pass C), full live notification
|
|||
| ID | Area | Screen/Route | Severity | Description | Repro | Status |
|
||||
|---|---|---|---|---|---|---|
|
||||
| A-001 | Premium gating | PlayHubViewModel, DesireSyncScreen, MemoryLaneScreen, ConnectionChallengesScreen, QuestionPackLibraryViewModel, wheel CategoryPicker/SpinWheel/WheelHistory(VMs) | **P1** | These gated on per-user `EntitlementChecker.isPremium()` instead of couple-shared. A free partner of a premium user stayed locked. | Set Sam premium, QA free → QA Play hub still showed 🔒 on Desire Sync + Memory Lane. | **FIXED** `e8892a9` — routed all gates through `CouplePremiumChecker` (now exposes isPremium/hasPremium resolving partner internally). Verified: Sam premium → QA enters Desire Sync; both free → QA → paywall. |
|
||||
| A-003 | Premium UI (cosmetic) | PlayHubScreen (Desire Sync + Memory Lane cards) | **P3** | The "🔒 Premium" badge on these two cards is static (rendered in separate card composables that don't receive `hasPremium`), so it still shows a lock even when the couple has premium access. Feature IS accessible (gate fixed in A-001) — only the badge is misleading. | With couple premium, QA's Play hub still shows 🔒 Premium on Desire Sync/Memory Lane though tapping enters the game. | Open (deferred — thread hasPremium into the card composables) |
|
||||
| A-003 | Premium UI (cosmetic) | PlayHubScreen (Desire Sync + Memory Lane cards) | **P3** | The "🔒 Premium" badge on these two cards is static (rendered in separate card composables that don't receive `hasPremium`), so it still shows a lock even when the couple has premium access. Feature IS accessible (gate fixed in A-001) — only the badge is misleading. | With couple premium, QA's Play hub still shows 🔒 Premium on Desire Sync/Memory Lane though tapping enters the game. | **FIXED** — added `showPremiumBadge` param to `DesireSyncCard`/`MemoryLaneCard`, gated the badge behind it, pass `!hasPremium` from the Play hub. **Verified LIVE:** with couple premium, Play hub shows 0 "Premium" badges on those cards (both cards present, no lock). |
|
||||
| A-002 | Premium (control) | ConversationViewModel (chat) | — | **Working correctly** (couple-shared) — kept as the reference pattern for the A-001 fix. | Verified prior round: partner-premium unlocks chat media/reactions for the free partner. | OK |
|
||||
|
||||
**Note (by-design, not a bug):** `SubscriptionScreen` uses per-user `isPremium()` — correct, it reflects the user's *own* subscription/account state, not a feature gate.
|
||||
|
|
@ -39,9 +99,13 @@ certification: exhaustive deep/stateful screens (Pass C), full live notification
|
|||
## Pass B — Games lifecycle (launch/crash sweep done; full two-device lifecycle partial)
|
||||
| ID | Area | Screen/Route | Severity | Description | Repro | Status |
|
||||
|---|---|---|---|---|---|---|
|
||||
| B-001 | Games / sessions | couples/{id}/sessions | **P3** (observe) | A stale `active` wheel session (startedBy QA, `createdAt` missing/undefined) blocked **all** games ("Waiting for Sam"). In-app **"End their game" recovery works** (session→completed, games unblocked). Likely a prior-test artifact, but: sessions appearing without a timestamp + one stale session blocking every game is worth a guard. | Open This or That → "Waiting for Sam… Sam is playing a Wheel game"; tap End their game → unblocked. | Open |
|
||||
| B-001 | Games / sessions | couples/{id}/sessions | **P1** (was P3→P2→P1) | **A finished game NEVER closes its session — there is no normal-user path to complete it — so every game leaves a dangling `status=active` session that blocks ALL other games.** Definitively proven on the R2-B2 restart: played This or That fully through on BOTH devices → both reached the results screen → **BOTH tapped the intended "Back to Play" button** → both navigated back to the Play hub, **but the session stayed `active`** (re-checked at +0s and +12s; no cloud-function cleanup; `completedAt` never set). So neither "Back to Play" nor leaving to Home completes a finished session — the ONLY thing that does is the **destructive "End their game"** (which the next game offers as "Sam is playing a … game", misleading copy since nobody is actually playing). Net: a couple **cannot cleanly play two games in a row** — after every game, the next one is blocked until one partner kills the (already-finished) session. This breaks the core game loop for every session → **P1**. **ROOT CAUSE (found in fix phase): a Firestore RULES bug, not app code.** The sessions `allow update` rule required `affectedKeys().hasOnly(['status','completedAt'])`, but the async-game completion path (`markUserComplete`) always writes **`completedByUsers`** (each player records themselves; the session flips to `completed` only once both are in). So every "I reached results" write was **denied** (the failure is swallowed by `onFailure`), `completedByUsers` never reached 2, and the session stayed `active` forever. `abandonSession` ("End their game") only diffs `status`/`completedAt`, so it passed the rule — exactly why that was the only thing that worked. | Play This or That to results on both → session stayed `active`; next game blocked. | **FIXED + DEPLOYED** — sessions `allow update` now permits `['status','completedAt','completedByUsers']`, lets any couple member record completion progress, keeps `startedByUserId` immutable + status monotonic (active→completed, never revert). **Re-verified LIVE:** played This or That fully on both → session auto-flipped to `status=completed`, `completedByUsers=[both]`, **0 active sessions** (no Back-to-Play/End-their-game needed); then **opened How Well immediately → its setup screen, NOT "Waiting for Sam"**. Core loop restored. |
|
||||
| B-002 | Home → Play nav (play-as-user) | HomeScreen "Your partner is waiting to play" card → "Play now" | **P2** | The Home card explicitly promises resuming the specific waiting game — "**Your partner is waiting to play. A game is ready for the two of you. Jump back in and keep the ritual going.**" → **"Play now"** — but tapping it just lands on the **generic Play hub** (the game list). It does NOT open/resume the waiting game, and the Play hub shows **no indication of which game is waiting** nor any "resume" affordance. A user told to "jump back in" cannot tell what to tap or how to rejoin. (Also: BOTH partners' Home cards say "**your** partner is waiting to play" for the same session, so each thinks the other is mid-game.) **Fix:** "Play now" should deep-link into the active session (its play/results screen), or the Play hub should surface a "Resume — How Well" entry; the Home copy should reflect whose turn it actually is. | Cold start → Home → tap "Play now" → lands on Play hub, no waiting-game indicator. | **FIXED** — Home now resolves the active session's `gameType` → its resume route (`gameRouteFor`: wheel→SpinWheelRandom, this_or_that/how_well/desire_sync→themselves), stored as `HomeUiState.waitingGameRoute` and carried on `HomeAction.gameRoute`; `HomeActionTarget.Game` navigates there (fallback Play hub). Each game screen auto-joins the couple's active session on open, so "Play now" resumes the exact waiting game. **Verified LIVE:** Sam started This or That → QA Home "Play now" → landed directly in This or That (1/5), not the hub. |
|
||||
|
||||
| B-003 | Desire Sync results (copy/clarity) | DesireSyncScreen results | **P3** | The results stats are internally **inconsistent/confusing**. Header: "**3 shared desires — 2 answers stayed private.**" Per-person row: "**You 5 private / Sam 5 private**". Progress bar caption: "**3 shared, 2 kept private.**" So the same screen says both "2 kept private" (total) AND "5 private" (each person) — a user can't tell whether 3 are shared or all 5 stayed private. (Mechanically "5 private" likely means "all 5 of each person's raw answers stay private, 3 happened to overlap", but that framing isn't clear and contradicts the "2 kept private" line.) **Fix:** make the three counters consistent (e.g., drop or relabel the per-person "5 private", or clarify "your individual answers are always private"). | Play Desire Sync to results → read the three differing private/shared counts. | **FIXED** — the per-person privacy tiles no longer show the contradicting "$total private"; they now read just "Private" (your individual answers always stay private), and the caption keeps the real "$matches shared, N kept private" breakdown. **Verified LIVE:** reveal now shows "You: Private / Sam: Private" + "5 shared, 0 kept private" — no contradiction. |
|
||||
|
||||
**Launch/crash sweep (QA, free):** This or That ✅ (mood/length select), How Well Do You Know Me ✅ (intro), Connection Challenges ✅, Spin the Wheel ✅ — all render, **no FATAL**. Desire Sync + Memory Lane are premium-gated (covered in Pass A; gameplay needs premium toggle). Date Match: todo. Full two-device start→finish + results not exhaustively re-run this round (the prior round verified `onGameSessionUpdate` start/finish end-to-end).
|
||||
**R2-B2 Desire Sync playthrough (couple-shared premium):** QA (free) entered with NO paywall (A-001 holds live). Both played full 5 Yes/No; QA T,T,T,T,F + Sam T,T,F,T,F → results show **exactly 3 shared desires** (the mutual-yes Q1/Q2/Q4) with Q3 (mismatch) and Q5 (both no) correctly **hidden** — reveal/privacy logic CORRECT; results match on both devices; no crash. Findings: B-003 (P3 copy), C-DS-001 (P2 dark contrast on revealed list).
|
||||
|
||||
## Pass C — Visual (light + dark) (main screens verified; deep/stateful screens pending)
|
||||
**Method:** 5554=Dark, 5556=Light; readable dark|light pair montages + a code scan for non-adapting colors.
|
||||
|
|
@ -49,15 +113,19 @@ certification: exhaustive deep/stateful screens (Pass C), full live notification
|
|||
| ID | Area | Screen | Severity | Description | Status |
|
||||
|---|---|---|---|---|---|
|
||||
| C-OBS | Theming | ~20 screens (AnswerRevealScreen 15, WheelSessionScreen 14, DateMatchScreen 10, PaywallScreen 9, BucketListScreen 9, SettingsScreen 7, HomeScreen 5, …) | observe | Use hardcoded `Color(0x…)` literals (195 total) that don't adapt to theme — a dark-mode contrast risk to verify per-screen. Main screens checked look fine; deep/stateful screens (reveal, wheel session, dates, bucket list) still need visual verification in both themes. | Open (verify in continuation) |
|
||||
| C-CC-001 | Nav / layout — duplicate header + double back | ConnectionChallengesScreen (series list) | **P2** | The screen shows **TWO stacked "Connection Challenges" titles, each with its own back arrow** — a nav-scaffold app bar (title "Connection Challenges" + back) AND an in-content header ("Connection Challenges / Pick a series to build a habit together." + a second back arrow right below it). Verified it's a **redundant duplicate header, not a double-pushed route**: tapping the inner back arrow pops straight to the Play hub (same as the app-bar back). No dead-end, but two identical titles + two back buttons is confusing ("which back do I press?") and looks broken — exactly the "double back" case to flag. **Fix:** drop the in-content TopAppBar/back (let the nav scaffold own the title+back), or remove the scaffold bar for this route. | Play hub → Connection Challenges → two "Connection Challenges" headers + two back arrows stacked at top. | **FIXED** — removed `CONNECTION_CHALLENGES` from `shellBackRoutes` (the screen renders its own header for both the pick + active views, unlike This or That/How Well/Desire Sync which rely on the shell). **Verified LIVE:** the screen now shows a single header + single back arrow (1 "Back", no duplicate title). |
|
||||
| C-DS-001 | Theming / readability (dark) | DesireSyncScreen results — "You both said yes to" list | **P2** | In **dark mode**, the revealed shared-desire list items render as **dim, low-contrast muted-pink text on a dark pink-tinted card** — legible but well below the crisp high-contrast black text the same items show in **light mode** (verified side-by-side: QA dark vs Sam light). Given the user's "text must be readable" bar — and that this is the intimate payoff content the user most wants to read — the dark-mode contrast is too low. (May be intentional "muted" styling; if so it needs a dark-mode-specific brighter token.) | 5554=Dark: play Desire Sync to results → the 3 shared-desire rows are dim/hard to read vs the same rows on 5556=Light. | **FIXED** — `DesireMatchCard` text color was a hardcoded dark plum `Color(0xFF3D1F2E)`; changed to theme-aware `MaterialTheme.colorScheme.onSurface` (dark text on light, light text on dark). **Verified LIVE:** played Desire Sync to reveal in dark mode → shared-desire rows now render crisp high-contrast white text. |
|
||||
|
||||
_Deep/stateful screens (answer reveal, wheel session/complete, date match/builder/matches, bucket list, memory capsule, history, paywall, auth/onboarding/pairing) need their states set up — pending next chunk._
|
||||
|
||||
| C-NAV-001 | Nav / back-stack — onboarding+auth not popped after login | MainActivity AppNavigation (start/auth/onboarding graph) | **P1** | **The auth + onboarding destinations are never popped from the nav back stack after login, so pressing system Back from Home walks BACKWARD into onboarding → the welcome/login screen instead of exiting the app.** Confirmed with a CLEAN reproduction (no scripted pollution): cold start → land on **Home** (authenticated, "Connected with Sam") → press system **Back once** → lands on the **"Answer honestly" onboarding carousel** (still inside `closer.app/app.closer.MainActivity`, so it's in-app nav, not a separate task). Tapping the carousel's **Skip** then reaches **"Closer — Create account / I already have an account"** (the pre-auth welcome) — i.e., a logged-in user pressing Back appears to be logged out. Not data loss (cold start returns to Home; Firebase auth persists), but it's a core, every-user nav defect and very alarming UX. **Fix:** on successful auth/onboarding completion, navigate to Home with `popUpTo(<auth/onboarding graph or start route>) { inclusive = true }` (and `launchSingleTop`) so Home is the back-stack root and Back from Home exits the app. | Cold start (logged in) → Home → press system Back → onboarding carousel appears instead of the app closing. | **FIXED** — in `AppNavigation.navigateRoute`, navigating to HOME *from* an entry route (ONBOARDING/CREATE_PROFILE/PAIR_PROMPT/LOGIN/SIGN_UP/FORGOT_PASSWORD) now does `navigate(HOME){ popUpTo(0){inclusive=true}; launchSingleTop }`, wiping the entire pre-app flow so HOME is the back-stack root. Normal tab-switch semantics (`selectTab`) untouched. **Re-verified LIVE:** cold start (logged in) → Home → system Back → focused activity is the **launcher** (`NexusLauncherActivity`), app exits cleanly — onboarding no longer resurfaces. |
|
||||
|
||||
**Pass B requirement (updated):** each game must be **played one complete time through on both devices** (start → every step → finish/reveal/results), not just launched. Round 1 did launch-only → **full playthroughs owed in Round 2** for all 7 (premium games need a premium toggle). A launch-only result = `partial`, not `pass`.
|
||||
|
||||
**Pass C requirement (added):** **navigation from every entry point** (each screen reached from all its links — e.g. conversation from inbox/Discuss/notification; game from Play/notification; paywall from each gate) + **back-stack / "double-back"** (system back AND in-app back return to the right place from each entry; no dead-ends, no exit-app surprise, **no screen needing two backs**/duplicate stack entries; deep-link/notification entries land with a sane back stack). Owed in Round 2. Wrong/double back or dead-end = P2 (P1 if it traps the user).
|
||||
|
||||
## Pass D — Security & Encryption ✅ clean (no P0/P1 found)
|
||||
- **D1 at-rest:** all private content is ciphertext — message `text` + `lastMessagePreview` + thread messages = `enc:v1:`; daily answers `encryptedPayload` = `sealed:v1:`. Metadata (dates, types, commitmentHash, ids) plaintext as expected. Chat media bytes = Tink ciphertext (verified prior round + unchanged code path). **No plaintext content leak.**
|
||||
- **D1 at-rest:** all private content is ciphertext — message `text` + `lastMessagePreview` + thread messages = `enc:v1:`; daily answers `encryptedPayload` = `sealed:v1:`; **Memory Lane capsules `title` + `content` = `enc:v1:`** (live-verified R2-B2: admin read the just-created capsule → both fields ciphertext, `status:sealed`, `unlockAt` set, only metadata plaintext). Metadata (dates, types, commitmentHash, ids) plaintext as expected. Chat media bytes = Tink ciphertext (verified prior round + unchanged code path). **No plaintext content leak.**
|
||||
- **D2 rules:** no catch-all `match /{document=**}`, no blanket `if true`; **`hasPremium` server-only** (client create/update blocked, rules L172/174); entitlements `write:false`; conversations/messages/typing/reactions + entitlement partner-read scoped to members.
|
||||
- **D4 key exchange:** pairing uses a **wrapped couple key** (`wrappedCoupleKey` + `kdfSalt`/`kdfParams` + `encryptedRecoveryPhrase`); invite code is the KDF seed, never stored raw; strict E2EE (invites without a wrapped key rejected) — confirmed in `acceptInviteCallable`.
|
||||
- **D5 App Check/secrets:** App Check enforced (`SecurityModule`, `PlayIntegrityChecker`, `FirebaseInitializer`); both service-account JSONs gitignored **and untracked**; `allowBackup=false`.
|
||||
|
|
@ -67,7 +135,9 @@ _Follow-ups (not blockers): live **non-member negative test** (D3) needs a fresh
|
|||
|
||||
| ID | Area | Severity | Description | Status |
|
||||
|---|---|---|---|---|
|
||||
| D-OBS | Rules / data load | **P2?** (investigate) | During Pass B, logcat showed `PERMISSION_DENIED` for client listeners on `couples/{id}/outcomes`, `couples/{id}/challenges (where status==active)`, and `couples/{id}/capsules`. Either a rules gap or queries firing for features the (free) user can't read → console errors / possibly broken Connection Challenges + Memory Lane data load. **Round 2: confirm whether these features load correctly + fix the rule or guard the query.** | Open |
|
||||
| D-001 | Rules — missing subcollection rules | **P1** | `couples/{id}/capsules` and `couples/{id}/challenges` had **no `match` block** → default-deny → **Memory Lane hung on its loading heart** and **Connection Challenges** couldn't load (live `PERMISSION_DENIED` confirmed). Two premium features broken. | Sam premium, QA opens Memory Lane → stuck loading heart; logcat `Listen for Query(.../capsules) failed: PERMISSION_DENIED`. | **FIXED + DEPLOYED** — added member-read + ciphertext-enforcing `capsules` rule (title/content/promptUsed must be `enc:v1:`) and a `challenges` rule (catalog-referenced, progress-only). Re-verified live: Memory Lane shows empty state, Connection Challenges shows the series list, **0 permission errors**. |
|
||||
| F-OBS | Resilience (UI) | **P3** | MemoryLaneScreen (and likely others) **hangs on the loading indicator forever** when a Firestore query fails, instead of showing an error/empty state. Masked the D-001 root cause. Add load-failure handling. | Was visible before D-001 fix (stuck heart). | **FIXED** (code) — ROOT CAUSE: `FirestoreCapsuleDataSource.observeCapsules` **swallowed** snapshot-listener errors (`if (err != null …) return@`), so on PERMISSION_DENIED the callbackFlow never emitted or closed → the ViewModel's `collect` suspended forever → stuck loading heart. Now it `close(err)`s the flow, so the ViewModel's existing `runCatching.onFailure` → `MemoryLanePhase.ERROR` (with a Retry) runs. Build green; live-verify needs an induced query failure (deferred). (Other snapshot listeners with the same swallow pattern are a follow-up sweep.) |
|
||||
| (outcomes) | Rules | — | The Round-1 `outcomes` list `PERMISSION_DENIED` is **by-design** — the rule restricts reads to specific dayKeys (`day_0/30/60/90`); a bare list query is correctly denied. Not a bug. | — | Closed (by-design) |
|
||||
|
||||
## Pass E — Notifications
|
||||
- **Copy carries no private content:** all function notification bodies are generic ("Tap to read and reply", "Answer together before it expires", etc.); `${title}` refers to public question/game titles, not user answers. ✓ (ties to D6)
|
||||
|
|
@ -77,6 +147,6 @@ _Follow-ups (not blockers): live **non-member negative test** (D3) needs a fresh
|
|||
| ID | Area | Severity | Description | Status |
|
||||
|---|---|---|---|---|
|
||||
| E-001 | Notification routing | **P2** | Type-string mismatch: functions send `daily_question` + `challenge_day_ready`, but client mapped only `daily_question_reminder` + `challenge_waiting` → tapping those did NOT deep-link to Today / Connection Challenges. | **FIXED** `<pending-commit>` — added `daily_question`/`challenge_day_ready` to `fromRemoteType` (build green; live tap-verify deferred). |
|
||||
| E-002 | Notification routing | **P3** | `partner_left`, `partner_deleted_account`, `invite_created`, `spki` are unmapped → tap lands on default (no deep-link). Informational types; acceptable but ideally routed. | Open |
|
||||
| E-002 | Notification routing | **P3** | `partner_left`, `partner_deleted_account`, `invite_created`, `spki` are unmapped → tap lands on default (no deep-link). Informational types; acceptable but ideally routed. | **FIXED** (code; live-tap deferred) — added `PARTNER_UNPAIRED` type, mapped `partner_left` + `partner_deleted_account` → it → routes to **HOME** (where the now-unpaired user gets the "Invite partner" CTA, matching the push body "Tap to create a new invite"). **Investigation corrected two false positives:** `invite_created` is a server-side **audit-log** entry (`read:true`, "not read by clients" — never a push), and `spki` is a **crypto key-format string** in the RevenueCat webhook (`crypto.createPublicKey({type:'spki'})`), not a notification type at all — neither needs client routing (documented in `fromRemoteType`). Build green; live tap-verify deferred (needs an actual unpair event). |
|
||||
|
||||
_Full live delivery matrix (17 types × foreground/background/killed) deferred — key types verified prior round; routing now code-correct._
|
||||
|
|
|
|||
|
|
@ -124,9 +124,29 @@ fun AppNavigation(
|
|||
selectTab(AppRoute.HOME)
|
||||
}
|
||||
}
|
||||
// The pre-app entry flow (onboarding + profile/pairing setup + auth). Leaving any of
|
||||
// these for Home must CLEAR them from the back stack — otherwise the graph start
|
||||
// (ONBOARDING) lingers as the root under Home and a system Back from Home walks
|
||||
// backward into the onboarding carousel / login screen, making a signed-in user look
|
||||
// logged out (C-NAV-001).
|
||||
val entryRoutes = setOf(
|
||||
AppRoute.ONBOARDING,
|
||||
AppRoute.CREATE_PROFILE,
|
||||
AppRoute.PAIR_PROMPT,
|
||||
AppRoute.LOGIN,
|
||||
AppRoute.SIGN_UP,
|
||||
AppRoute.FORGOT_PASSWORD
|
||||
)
|
||||
val navigateRoute: (String) -> Unit = { route ->
|
||||
when {
|
||||
route == "back" -> navigateBackOrHome()
|
||||
// Completing onboarding/auth: make Home the back-stack root (wipe the entire
|
||||
// entry flow) so Back from Home exits the app, never resurfaces onboarding/login.
|
||||
route == AppRoute.HOME && currentRoute in entryRoutes ->
|
||||
navController.navigate(AppRoute.HOME) {
|
||||
popUpTo(0) { inclusive = true }
|
||||
launchSingleTop = true
|
||||
}
|
||||
// Top-level tabs must use tab-switch semantics. Plain-navigating to a
|
||||
// tab (e.g. a "Game waiting" card → PLAY) would stack it on the current
|
||||
// tab; the bottom bar then saves that substack and `restoreState` later
|
||||
|
|
@ -570,7 +590,10 @@ private val shellBackRoutes = setOf(
|
|||
AppRoute.THIS_OR_THAT,
|
||||
AppRoute.HOW_WELL,
|
||||
AppRoute.DESIRE_SYNC,
|
||||
AppRoute.CONNECTION_CHALLENGES,
|
||||
// NB: CONNECTION_CHALLENGES is intentionally NOT here — that screen renders its OWN
|
||||
// header (title + "Pick a series…" subtitle + back) for both the pick and active views.
|
||||
// Adding it to the shell set drew a SECOND "Connection Challenges" app bar + back arrow
|
||||
// on top of the screen's own (C-CC-001 duplicate header / double back).
|
||||
AppRoute.WAITING_FOR_PARTNER,
|
||||
AppRoute.SUBSCRIPTION,
|
||||
AppRoute.WHEEL_HISTORY,
|
||||
|
|
|
|||
|
|
@ -67,7 +67,12 @@ class FirestoreCapsuleDataSource @Inject constructor(
|
|||
val reg = col(coupleId)
|
||||
.orderBy("createdAt", com.google.firebase.firestore.Query.Direction.DESCENDING)
|
||||
.addSnapshotListener { snap, err ->
|
||||
if (err != null || snap == null) return@addSnapshotListener
|
||||
// Propagate listener failures (e.g. PERMISSION_DENIED) by closing the flow so
|
||||
// the collector's error handling runs. Previously this swallowed the error
|
||||
// (`return@`), so the flow never emitted or closed and the Memory Lane screen
|
||||
// hung on its loading indicator forever (F-OBS).
|
||||
if (err != null) { close(err); return@addSnapshotListener }
|
||||
if (snap == null) return@addSnapshotListener
|
||||
trySend(snap.documents.mapNotNull { doc ->
|
||||
runCatching { mapToCapsule(doc, coupleId) }.getOrNull()
|
||||
})
|
||||
|
|
|
|||
|
|
@ -250,6 +250,15 @@ enum class PartnerNotificationType(
|
|||
body = "Tonight's question is a good reason to reconnect.",
|
||||
channelId = NotificationChannelSetup.CHANNEL_REMINDERS,
|
||||
rateType = NotificationRateLimiter.Type.REMINDER
|
||||
),
|
||||
// Partner left the couple or deleted their account — the user is now unpaired.
|
||||
// Routed to Home, which surfaces the "Invite partner" CTA for the now-solo user
|
||||
// (matches the push body "Tap to create a new invite"). E-002.
|
||||
PARTNER_UNPAIRED(
|
||||
title = "You're no longer paired.",
|
||||
body = "Tap to create a new invite.",
|
||||
channelId = NotificationChannelSetup.CHANNEL_PARTNER_ACTIONS,
|
||||
rateType = NotificationRateLimiter.Type.PARTNER_TRIGGER
|
||||
);
|
||||
|
||||
/**
|
||||
|
|
@ -275,6 +284,7 @@ enum class PartnerNotificationType(
|
|||
PARTNER_JOINED -> if (coupleId.isNotBlank()) AppRoute.pairingSuccess(coupleId) else AppRoute.HOME
|
||||
DATE_MATCH -> AppRoute.DATE_MATCHES
|
||||
REENGAGEMENT -> AppRoute.DAILY_QUESTION
|
||||
PARTNER_UNPAIRED -> AppRoute.HOME
|
||||
}
|
||||
|
||||
companion object {
|
||||
|
|
@ -298,6 +308,10 @@ enum class PartnerNotificationType(
|
|||
"partner_joined" -> PARTNER_JOINED
|
||||
"date_match" -> DATE_MATCH
|
||||
"reengagement" -> REENGAGEMENT
|
||||
"partner_left", "partner_deleted_account" -> PARTNER_UNPAIRED
|
||||
// NB: "invite_created" is a server-side audit-log entry (read:true, never sent
|
||||
// as a push) and "spki" is a crypto key-format string in the RevenueCat webhook
|
||||
// (not a notification type at all) — neither needs client routing. E-002.
|
||||
else -> null
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -899,9 +899,15 @@ private fun DesireRevealMeter(
|
|||
horizontalArrangement = Arrangement.spacedBy(10.dp),
|
||||
verticalAlignment = Alignment.CenterVertically
|
||||
) {
|
||||
// Each person's individual answers always stay private — only mutual
|
||||
// "yes" answers surface as shared desires. Previously these tiles showed
|
||||
// "$total private" (e.g. "5 private"), which contradicted the caption's
|
||||
// "${total - matches} kept private" (e.g. "2 kept private") and confused
|
||||
// whether 3 were shared or all 5 stayed private (B-003). Show just the
|
||||
// privacy guarantee; the shared/private breakdown lives in the caption.
|
||||
DesirePrivacyTile(
|
||||
label = "You",
|
||||
value = "$total private",
|
||||
value = "Private",
|
||||
modifier = Modifier.weight(1f)
|
||||
)
|
||||
StatusGlyph(
|
||||
|
|
@ -913,7 +919,7 @@ private fun DesireRevealMeter(
|
|||
)
|
||||
DesirePrivacyTile(
|
||||
label = partnerName,
|
||||
value = "$total private",
|
||||
value = "Private",
|
||||
modifier = Modifier.weight(1f)
|
||||
)
|
||||
}
|
||||
|
|
@ -993,7 +999,10 @@ private fun DesireMatchCard(match: DesireMatch) {
|
|||
Text(
|
||||
text = match.question.text,
|
||||
style = MaterialTheme.typography.bodyLarge.copy(fontWeight = FontWeight.Medium),
|
||||
color = Color(0xFF3D1F2E),
|
||||
// Was a hardcoded dark plum (Color(0xFF3D1F2E)) — fine on the light card in
|
||||
// light mode, but dim/low-contrast on the dark-tinted card in dark mode
|
||||
// (C-DS-001). onSurface adapts: dark text on light, light text on dark.
|
||||
color = MaterialTheme.colorScheme.onSurface,
|
||||
modifier = Modifier.weight(1f),
|
||||
maxLines = 3,
|
||||
overflow = TextOverflow.Ellipsis
|
||||
|
|
|
|||
|
|
@ -216,7 +216,8 @@ private fun HomeCallbacks.toActionHandler(onNavigate: (String) -> Unit): (HomeAc
|
|||
HomeActionTarget.QuestionPacks -> action.categoryId?.let(onCategory) ?: onPacks()
|
||||
HomeActionTarget.Settings -> onSettings()
|
||||
HomeActionTarget.AnswerReveal -> onReveal()
|
||||
HomeActionTarget.Game -> onNavigate(AppRoute.PLAY)
|
||||
// Resume the specific waiting game when known (B-002); fall back to the Play hub.
|
||||
HomeActionTarget.Game -> onNavigate(action.gameRoute ?: AppRoute.PLAY)
|
||||
HomeActionTarget.Challenge -> onNavigate(AppRoute.CONNECTION_CHALLENGES)
|
||||
HomeActionTarget.DatePlan -> onNavigate(AppRoute.DATE_MATCHES)
|
||||
HomeActionTarget.MemoryCapsule -> onNavigate(AppRoute.MEMORY_LANE)
|
||||
|
|
|
|||
|
|
@ -3,9 +3,11 @@ package app.closer.ui.home
|
|||
import android.util.Log
|
||||
import androidx.lifecycle.ViewModel
|
||||
import androidx.lifecycle.viewModelScope
|
||||
import app.closer.core.navigation.AppRoute
|
||||
import app.closer.crypto.CoupleEncryptionManager
|
||||
import app.closer.crypto.EncryptionStatus
|
||||
import app.closer.crypto.SealedRevealManager
|
||||
import app.closer.domain.model.GameType
|
||||
import app.closer.data.remote.FirestoreAnswerDataSource
|
||||
import app.closer.data.remote.FirestoreCapsuleDataSource
|
||||
import app.closer.data.remote.FirestoreChallengeDataSource
|
||||
|
|
@ -89,7 +91,10 @@ data class HomeAction(
|
|||
val target: HomeActionTarget,
|
||||
val tone: HomeActionTone,
|
||||
val metric: String? = null,
|
||||
val categoryId: String? = null
|
||||
val categoryId: String? = null,
|
||||
// For the "your partner is waiting to play" CTA: the specific game route to resume
|
||||
// (so "Play now" jumps into the actual waiting game, not the generic Play hub). B-002.
|
||||
val gameRoute: String? = null
|
||||
)
|
||||
|
||||
data class PendingActionCard(
|
||||
|
|
@ -99,6 +104,19 @@ data class PendingActionCard(
|
|||
val target: HomeActionTarget
|
||||
)
|
||||
|
||||
/**
|
||||
* The entry route that resumes an in-progress game of [gameType]. Each game screen
|
||||
* detects the couple's active session on open and joins it, so navigating here lets the
|
||||
* Home "Play now" CTA drop the user straight back into the waiting game (B-002).
|
||||
*/
|
||||
private fun gameRouteFor(gameType: String?): String? = when (gameType) {
|
||||
GameType.WHEEL -> AppRoute.SPIN_WHEEL_RANDOM
|
||||
GameType.THIS_OR_THAT -> AppRoute.THIS_OR_THAT
|
||||
GameType.HOW_WELL -> AppRoute.HOW_WELL
|
||||
GameType.DESIRE_SYNC -> AppRoute.DESIRE_SYNC
|
||||
else -> null
|
||||
}
|
||||
|
||||
enum class DailyQuestionState {
|
||||
UNANSWERED,
|
||||
USER_ANSWERED_PARTNER_PENDING,
|
||||
|
|
@ -128,6 +146,9 @@ data class HomeUiState(
|
|||
val pendingActions: List<PendingActionCard> = emptyList(),
|
||||
// Retention signals — populated in loadHome() and observeAnswers()
|
||||
val hasWaitingGame: Boolean = false,
|
||||
// The route of the active game waiting for this user, so the Home "Play now" CTA
|
||||
// resumes that specific game instead of dumping on the generic Play hub (B-002).
|
||||
val waitingGameRoute: String? = null,
|
||||
val hasActiveChallenge: Boolean = false,
|
||||
val hasUpcomingDatePlan: Boolean = false,
|
||||
val hasUnlockedCapsule: Boolean = false,
|
||||
|
|
@ -243,6 +264,7 @@ class HomeViewModel @Inject constructor(
|
|||
|
||||
// Retention signal fetches — run in parallel, failures silently default to false.
|
||||
var hasWaitingGame = false
|
||||
var waitingGameRoute: String? = null
|
||||
var hasActiveChallenge = false
|
||||
var hasUpcomingDatePlan = false
|
||||
var hasUnlockedCapsule = false
|
||||
|
|
@ -252,8 +274,9 @@ class HomeViewModel @Inject constructor(
|
|||
val gameJob = async {
|
||||
runCatching {
|
||||
val session = questionSessionRepository.getActiveSessionForCouple(coupleId)
|
||||
session != null && uid !in session.completedByUsers
|
||||
}.getOrDefault(false)
|
||||
?.takeIf { uid !in it.completedByUsers }
|
||||
session to gameRouteFor(session?.gameType)
|
||||
}.getOrDefault(null to null)
|
||||
}
|
||||
val challengeJob = async {
|
||||
runCatching {
|
||||
|
|
@ -276,7 +299,9 @@ class HomeViewModel @Inject constructor(
|
|||
.any { it.status == "sealed" && it.unlockAt in 1L..now }
|
||||
}.getOrDefault(false)
|
||||
}
|
||||
hasWaitingGame = gameJob.await()
|
||||
val (waitingSession, waitingRoute) = gameJob.await()
|
||||
hasWaitingGame = waitingSession != null
|
||||
waitingGameRoute = waitingRoute
|
||||
hasActiveChallenge = challengeJob.await()
|
||||
hasUpcomingDatePlan = dateJob.await()
|
||||
hasUnlockedCapsule = capsuleJob.await()
|
||||
|
|
@ -295,6 +320,7 @@ class HomeViewModel @Inject constructor(
|
|||
partnerLeftEvent = false,
|
||||
needsRecovery = needsRecovery,
|
||||
hasWaitingGame = hasWaitingGame,
|
||||
waitingGameRoute = waitingGameRoute,
|
||||
hasActiveChallenge = hasActiveChallenge,
|
||||
hasUpcomingDatePlan = hasUpcomingDatePlan,
|
||||
hasUnlockedCapsule = hasUnlockedCapsule,
|
||||
|
|
@ -598,7 +624,8 @@ class HomeViewModel @Inject constructor(
|
|||
body = "A game is ready for the two of you. Jump back in and keep the ritual going.",
|
||||
cta = "Play now",
|
||||
target = HomeActionTarget.Game,
|
||||
tone = HomeActionTone.Ritual
|
||||
tone = HomeActionTone.Ritual,
|
||||
gameRoute = waitingGameRoute
|
||||
)
|
||||
|
||||
Priority.CHALLENGE_WAITING -> HomeAction(
|
||||
|
|
|
|||
|
|
@ -128,6 +128,7 @@ private fun PlayHubContent(
|
|||
|
||||
item {
|
||||
DesireSyncCard(
|
||||
showPremiumBadge = !hasPremium,
|
||||
onClick = { onPlay(if (hasPremium) AppRoute.DESIRE_SYNC else AppRoute.PAYWALL) }
|
||||
)
|
||||
}
|
||||
|
|
@ -140,6 +141,7 @@ private fun PlayHubContent(
|
|||
|
||||
item {
|
||||
MemoryLaneCard(
|
||||
showPremiumBadge = !hasPremium,
|
||||
onClick = { onPlay(if (hasPremium) AppRoute.MEMORY_LANE else AppRoute.PAYWALL) }
|
||||
)
|
||||
}
|
||||
|
|
@ -283,6 +285,7 @@ private fun ThisOrThatCard(
|
|||
|
||||
@Composable
|
||||
private fun DesireSyncCard(
|
||||
showPremiumBadge: Boolean = true,
|
||||
onClick: () -> Unit
|
||||
) {
|
||||
CloserClickableCard(
|
||||
|
|
@ -321,27 +324,31 @@ private fun DesireSyncCard(
|
|||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis
|
||||
)
|
||||
Surface(
|
||||
shape = RoundedCornerShape(CloserRadii.Pill),
|
||||
color = MaterialTheme.colorScheme.secondaryContainer.copy(alpha = 0.66f)
|
||||
) {
|
||||
Row(
|
||||
modifier = Modifier.padding(horizontal = 10.dp, vertical = 4.dp),
|
||||
horizontalArrangement = Arrangement.spacedBy(4.dp),
|
||||
verticalAlignment = Alignment.CenterVertically
|
||||
// Hide the "🔒 Premium" badge once the couple has premium access — the
|
||||
// feature is unlocked for both, so the lock badge is misleading (A-003).
|
||||
if (showPremiumBadge) {
|
||||
Surface(
|
||||
shape = RoundedCornerShape(CloserRadii.Pill),
|
||||
color = MaterialTheme.colorScheme.secondaryContainer.copy(alpha = 0.66f)
|
||||
) {
|
||||
Icon(
|
||||
imageVector = Icons.Filled.Lock,
|
||||
contentDescription = null,
|
||||
tint = MaterialTheme.colorScheme.secondary,
|
||||
modifier = Modifier.size(13.dp)
|
||||
)
|
||||
Text(
|
||||
text = "Premium",
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
color = MaterialTheme.colorScheme.onSecondaryContainer,
|
||||
fontWeight = FontWeight.SemiBold
|
||||
)
|
||||
Row(
|
||||
modifier = Modifier.padding(horizontal = 10.dp, vertical = 4.dp),
|
||||
horizontalArrangement = Arrangement.spacedBy(4.dp),
|
||||
verticalAlignment = Alignment.CenterVertically
|
||||
) {
|
||||
Icon(
|
||||
imageVector = Icons.Filled.Lock,
|
||||
contentDescription = null,
|
||||
tint = MaterialTheme.colorScheme.secondary,
|
||||
modifier = Modifier.size(13.dp)
|
||||
)
|
||||
Text(
|
||||
text = "Premium",
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
color = MaterialTheme.colorScheme.onSecondaryContainer,
|
||||
fontWeight = FontWeight.SemiBold
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -502,6 +509,7 @@ private fun ConnectionChallengesCard(
|
|||
|
||||
@Composable
|
||||
private fun MemoryLaneCard(
|
||||
showPremiumBadge: Boolean = true,
|
||||
onClick: () -> Unit
|
||||
) {
|
||||
CloserClickableCard(
|
||||
|
|
@ -546,27 +554,30 @@ private fun MemoryLaneCard(
|
|||
style = MaterialTheme.typography.titleMedium.copy(fontWeight = FontWeight.SemiBold),
|
||||
color = MaterialTheme.colorScheme.onSurface
|
||||
)
|
||||
Surface(
|
||||
shape = RoundedCornerShape(CloserRadii.Pill),
|
||||
color = MaterialTheme.colorScheme.secondaryContainer.copy(alpha = 0.66f)
|
||||
) {
|
||||
Row(
|
||||
modifier = Modifier.padding(horizontal = 10.dp, vertical = 4.dp),
|
||||
horizontalArrangement = Arrangement.spacedBy(4.dp),
|
||||
verticalAlignment = Alignment.CenterVertically
|
||||
// Hide the "🔒 Premium" badge once the couple has premium access (A-003).
|
||||
if (showPremiumBadge) {
|
||||
Surface(
|
||||
shape = RoundedCornerShape(CloserRadii.Pill),
|
||||
color = MaterialTheme.colorScheme.secondaryContainer.copy(alpha = 0.66f)
|
||||
) {
|
||||
Icon(
|
||||
imageVector = Icons.Filled.Lock,
|
||||
contentDescription = null,
|
||||
tint = MaterialTheme.colorScheme.secondary,
|
||||
modifier = Modifier.size(13.dp)
|
||||
)
|
||||
Text(
|
||||
text = "Premium",
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
color = MaterialTheme.colorScheme.onSecondaryContainer,
|
||||
fontWeight = FontWeight.SemiBold
|
||||
)
|
||||
Row(
|
||||
modifier = Modifier.padding(horizontal = 10.dp, vertical = 4.dp),
|
||||
horizontalArrangement = Arrangement.spacedBy(4.dp),
|
||||
verticalAlignment = Alignment.CenterVertically
|
||||
) {
|
||||
Icon(
|
||||
imageVector = Icons.Filled.Lock,
|
||||
contentDescription = null,
|
||||
tint = MaterialTheme.colorScheme.secondary,
|
||||
modifier = Modifier.size(13.dp)
|
||||
)
|
||||
Text(
|
||||
text = "Premium",
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
color = MaterialTheme.colorScheme.onSecondaryContainer,
|
||||
fontWeight = FontWeight.SemiBold
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,243 @@
|
|||
# Closer Artwork Asset System
|
||||
|
||||
This is the working artwork asset set for Closer. It keeps the existing purple/pink color scheme
|
||||
and the 2D pastel couple illustration style, but gives every visual surface a clearer job.
|
||||
|
||||
The brand should feel like a private ritual for two people: warm, quiet, equal, and intentional.
|
||||
The heart remains the compact brand mark. The couple artwork should become the primary visual
|
||||
language anywhere there is enough space to show a human moment.
|
||||
|
||||
## Current Artwork Review
|
||||
|
||||
### README and Positioning
|
||||
|
||||
The README is aligned with the right promise: private mutual reveal, real encryption, calm UX, no
|
||||
public social mechanics, and one subscription per couple. That is the brand spine. Asset decisions
|
||||
should reinforce that before adding more romance, gamification, or feature volume.
|
||||
|
||||
Recommended visual translation:
|
||||
|
||||
- Privacy: lock, sealed card, quiet room, closed journal, two-device reveal.
|
||||
- Equality: paired shapes, mirrored halves, balanced figures, side-by-side cards.
|
||||
- Ritual: daily card, cup/table setting, evening prompt, calendar/date cue.
|
||||
- Warmth: existing pastel couple scenes, soft surfaces, pink/lavender accents.
|
||||
|
||||
Avoid:
|
||||
|
||||
- Generic dating-app hearts as the only signal.
|
||||
- Loud streak/game badges as the main identity.
|
||||
- Stock-couple photography.
|
||||
- Notification copy or graphics that imply surveillance, urgency, or partner pressure.
|
||||
|
||||
### Existing Artwork
|
||||
|
||||
Keep:
|
||||
|
||||
- `docs/store/sources/app-icon.svg` as the source of the compact heart mark.
|
||||
- `iphone/Closer/Resources/illustration-couple-*.png` as the human brand style.
|
||||
- `iphone/Closer/Resources/pack-art-*.png` as the category/pack art direction.
|
||||
- `iphone/Closer/Resources/particle-heart.png` and `particle-petal.png` for celebration moments.
|
||||
|
||||
Improve:
|
||||
|
||||
- The heart is strong for launchers and tiny UI, but too generic when used alone at larger sizes.
|
||||
Use couple illustrations for onboarding, paywall, empty states, store screenshots, and web/social.
|
||||
- Android currently has the launcher vectors but not the larger illustration library. Mirror the
|
||||
iOS resources into Android when those screens start using raster art.
|
||||
- Store feature graphics should show the heart plus one illustrated/private ritual scene, not only
|
||||
cards and symbols.
|
||||
|
||||
### Notification Artwork
|
||||
|
||||
This section is only about the artwork used to represent notifications, not notification behavior.
|
||||
|
||||
- Use a dedicated monochrome notification glyph, not the colored launcher foreground.
|
||||
- Keep notification artwork quiet: heart, lock, paired-card, moon, calendar, and capsule symbols.
|
||||
- Large notification-adjacent artwork may use partner avatars or the couple illustration style, but
|
||||
never show readable private answer content.
|
||||
- The visual tone should say "gentle invitation," not alarm, urgency, surveillance, or streak loss.
|
||||
|
||||
## Master Asset Set
|
||||
|
||||
### 1. Brand Marks
|
||||
|
||||
| Asset | Use | Source / Target |
|
||||
| --- | --- | --- |
|
||||
| Primary app mark | Launcher, favicon, small brand moments | `docs/store/sources/app-icon.svg` |
|
||||
| Adaptive foreground | Android launcher layer | `app/src/main/res/drawable/ic_launcher_foreground.xml` |
|
||||
| Adaptive background | Android launcher layer | `app/src/main/res/drawable/ic_launcher_background.xml` |
|
||||
| Monochrome mark | Android themed icon, single-color use | `app/src/main/res/drawable/ic_launcher_monochrome.xml` |
|
||||
| Notification glyph | Android/iOS notification art direction | Needed: monochrome heart/paired-card source |
|
||||
| Wordmark lockup | Website, store hero, press kit | Needed: `docs/brand/sources/closer-lockup.svg` |
|
||||
| Horizontal logo | Email header, social headers | Needed: SVG + PNG exports |
|
||||
| One-color logo | Legal docs, monochrome print, dark/light footer | Needed: SVG exports |
|
||||
| Favicon set | Website/browser/PWA | Needed: 16, 32, 48, 180, 192, 512 px |
|
||||
|
||||
Logo rule: the heart mark should mean "two equal people meeting in the middle." Do not split it,
|
||||
rotate it, add faces, add text inside it, or use it as a reaction emoji.
|
||||
|
||||
### 2. App Icons
|
||||
|
||||
| Platform | Required Assets |
|
||||
| --- | --- |
|
||||
| Android | Adaptive icon, round icon, themed monochrome icon, Play 512 px icon |
|
||||
| iOS | AppIcon asset catalog: 20, 29, 40, 60, 76, 83.5, 1024 px |
|
||||
| Web/PWA | favicon.ico, SVG favicon, Apple touch icon, maskable 192/512 icons |
|
||||
|
||||
Current status:
|
||||
|
||||
- Android and Play icon assets exist.
|
||||
- iOS has an asset catalog folder but no visible app icon set in the checked file list. Add the
|
||||
full iOS app icon set before TestFlight/App Store review.
|
||||
|
||||
### 3. Illustration Library
|
||||
|
||||
Use the 2D pastel couple art as the large-format identity.
|
||||
|
||||
| Asset Family | Current Assets | Primary Use |
|
||||
| --- | --- | --- |
|
||||
| Couple moments | `illustration-couple-onboarding`, `invite`, `history`, `paywall`, `subscription` | Onboarding, pairing, history, paywall |
|
||||
| Product rituals | `illustration-daily-question`, `partner-activation`, `reveal-celebration` | Daily question, partner wait state, reveal |
|
||||
| Play and progress | `illustration-spin-wheel`, `streak-milestone`, `together-empty` | Play hub, milestones, empty states |
|
||||
| Pack art | `pack-art-*` | Question pack cards and category headers |
|
||||
| Particles | `particle-heart`, `particle-petal` | Reveal, match, milestone celebration |
|
||||
|
||||
Needed additions:
|
||||
|
||||
- `illustration-privacy-lock`: two cards or journals behind a lock.
|
||||
- `illustration-quiet-hours`: moon/window/two muted phones.
|
||||
- `illustration-date-match`: two chosen date cards meeting.
|
||||
- `illustration-memory-capsule`: sealed box/open capsule.
|
||||
- `illustration-chat-thread`: two soft message bubbles with no readable text.
|
||||
- `illustration-account-deletion`: calm export/delete privacy scene.
|
||||
- Android copies of the iOS illustration assets, preferably under `app/src/main/res/drawable-nodpi/`.
|
||||
|
||||
### 4. Notification Artwork Assets
|
||||
|
||||
| Notification Type | Small Icon | Optional Large Icon | Route Mood |
|
||||
| --- | --- | --- | --- |
|
||||
| Partner answered | Heart/paired-card glyph | Partner avatar | Calm invitation |
|
||||
| Reveal ready | Heart + unlock symbol | Heart mark | Moment is ready |
|
||||
| Chat message | Heart/paired-card glyph | Partner avatar | Direct but private |
|
||||
| Daily question | Heart + card | App mark | Daily ritual |
|
||||
| Gentle reminder | Heart/soft nudge | Partner avatar optional | No pressure |
|
||||
| Date match | Heart + calendar/card | Date-card art optional | Shared choice |
|
||||
| Capsule unlocked | Heart + lock/open card | Capsule art optional | Memory opened |
|
||||
| Challenge waiting | Heart + small path/card | Challenge art optional | Small next step |
|
||||
|
||||
Notification artwork rules:
|
||||
|
||||
- Never show readable answer text, prompt text, invite codes, message previews, or sensitive category
|
||||
labels inside artwork.
|
||||
- Avoid alarm-bell, siren, warning-triangle, fire, or countdown imagery.
|
||||
- Prefer sealed cards, paired cards, soft hearts, moon/quiet-hours, calendar/date-card, and capsule
|
||||
objects.
|
||||
- Use the existing pink/lavender palette with high-contrast monochrome exports for platform glyphs.
|
||||
|
||||
### 5. In-App Icon and Glyph Set
|
||||
|
||||
Use Material/SF Symbols for normal UI controls. Use custom brand glyphs only for relationship
|
||||
concepts that need a softer product voice.
|
||||
|
||||
Needed custom glyphs:
|
||||
|
||||
- `glyph-private-reveal`
|
||||
- `glyph-two-people`
|
||||
- `glyph-daily-card`
|
||||
- `glyph-sealed-answer`
|
||||
- `glyph-memory-capsule`
|
||||
- `glyph-date-match`
|
||||
- `glyph-quiet-hours`
|
||||
- `glyph-couple-premium`
|
||||
- `glyph-export-data`
|
||||
- `glyph-delete-account`
|
||||
|
||||
These should be simple single-color vectors that work at 20-32 dp/pt.
|
||||
|
||||
### 6. Store and Marketing Assets
|
||||
|
||||
| Asset | Spec | Direction |
|
||||
| --- | --- | --- |
|
||||
| Play feature graphic | 1024 x 500 PNG | Heart + one private ritual illustration + short promise |
|
||||
| Play screenshots | Up to 8 phone screenshots | Use product screens; omit login unless testing trust |
|
||||
| App Store screenshots | iPhone 6.7", 6.5", 5.5" as needed | Mirror Play story |
|
||||
| Social open graph | 1200 x 630 | Couple illustration + "A private space for two." |
|
||||
| Press/brand header | 1600 x 900 | Illustration-led, logo lockup |
|
||||
| Website hero | Responsive bitmap | Couple illustration in first viewport, not a symbol-only hero |
|
||||
|
||||
Recommended screenshot story:
|
||||
|
||||
1. Onboarding/private promise.
|
||||
2. Home next-best action.
|
||||
3. Daily question/private answer.
|
||||
4. Mutual reveal/history.
|
||||
5. Question packs.
|
||||
6. Play/spin wheel.
|
||||
7. Date planning.
|
||||
8. Privacy/settings/subscription trust.
|
||||
|
||||
### 7. Empty States and Milestones
|
||||
|
||||
Each major empty state should have a matching illustration or glyph:
|
||||
|
||||
- No partner yet: `illustration-couple-invite`
|
||||
- Waiting for partner: `illustration-partner-activation`
|
||||
- No history yet: `illustration-couple-history`
|
||||
- No messages yet: new `illustration-chat-thread`
|
||||
- No date matches yet: new `illustration-date-match`
|
||||
- No memory capsules: new `illustration-memory-capsule`
|
||||
- Quiet hours enabled: new `illustration-quiet-hours`
|
||||
- Premium/paywall: `illustration-couple-paywall` or `illustration-couple-subscription`
|
||||
|
||||
### 8. Motion and Celebration
|
||||
|
||||
Keep motion small and intimate:
|
||||
|
||||
- Heart pulse for pairing/reveal ready.
|
||||
- Petal/heart particles for mutual reveal, date match, milestone.
|
||||
- Slow card unlock animation for reveal/capsule.
|
||||
- No confetti storms for sensitive answers.
|
||||
|
||||
### 9. File Organization
|
||||
|
||||
Recommended structure:
|
||||
|
||||
```text
|
||||
docs/brand/
|
||||
asset-system.md
|
||||
visual-identity.md
|
||||
sources/
|
||||
closer-mark.svg
|
||||
closer-lockup.svg
|
||||
closer-lockup-horizontal.svg
|
||||
notification-art/
|
||||
notification-heart.svg
|
||||
notification-paired-cards.svg
|
||||
notification-quiet-hours.svg
|
||||
notification-capsule.svg
|
||||
glyphs/
|
||||
exports/
|
||||
logo/
|
||||
store/
|
||||
social/
|
||||
|
||||
app/src/main/res/
|
||||
drawable/ # vectors exported from artwork sources
|
||||
drawable-nodpi/ # raster illustrations shared with Android
|
||||
mipmap-*/ # launcher icons
|
||||
|
||||
iphone/Closer/Resources/
|
||||
Assets.xcassets/ # app icons and platform-managed assets
|
||||
illustration-*.png
|
||||
pack-art-*.png
|
||||
```
|
||||
|
||||
## Priority Build List
|
||||
|
||||
1. Keep the current heart mark, but create wordmark/horizontal/one-color SVG lockups.
|
||||
2. Add the missing iOS AppIcon set.
|
||||
3. Mirror illustration PNGs into Android and start using them in onboarding, empty states, paywall,
|
||||
and store screenshots.
|
||||
4. Rework the Play feature graphic to include one couple/private-ritual illustration.
|
||||
5. Add the new notification and privacy illustrations listed above.
|
||||
6. Build a small custom glyph set for privacy/reveal/date/capsule concepts.
|
||||
|
|
@ -6,6 +6,9 @@ a public dating profile.
|
|||
Product goal: **private, mutual-reveal relationship questions with real encryption and calmer UX**.
|
||||
Visual decisions should reinforce that promise before decoration, novelty, or growth mechanics.
|
||||
|
||||
For the full working asset set, including illustration, notification, store, and logo-export
|
||||
requirements, see `docs/brand/asset-system.md`.
|
||||
|
||||
## Brand mark
|
||||
|
||||
The mark is one heart formed by two equal halves. Pink and lavender represent two people meeting at
|
||||
|
|
|
|||
|
|
@ -309,17 +309,20 @@ service cloud.firestore {
|
|||
allow create: if isCouplesMember(coupleId)
|
||||
&& request.resource.data.startedByUserId == request.auth.uid;
|
||||
|
||||
// Update: only the user who started the session can update it, OR valid status transitions.
|
||||
// startedByUserId is immutable for direct client writes.
|
||||
// Update: any couple member may record session progress/completion.
|
||||
// (Async two-device games mark each player done via `completedByUsers`; the
|
||||
// session flips active→completed once both are in. The previous rule only
|
||||
// allowed `status`/`completedAt`, so every `completedByUsers` write was denied
|
||||
// and finished games never closed — locking the couple out of new games. B-001.)
|
||||
allow update: if isCouplesMember(coupleId)
|
||||
// Either the original starter can update
|
||||
&& (resource.data.startedByUserId == request.auth.uid
|
||||
// Or status transition is valid: active → completed
|
||||
|| (resource.data.status == 'active' && request.resource.data.status == 'completed'))
|
||||
// startedByUserId cannot be changed by clients
|
||||
// startedByUserId is immutable for direct client writes.
|
||||
&& request.resource.data.startedByUserId == resource.data.startedByUserId
|
||||
// Only a fixed set of fields may change
|
||||
&& request.resource.data.diff(resource.data).affectedKeys().hasOnly(['status', 'completedAt']);
|
||||
// Only session progress/completion fields may change.
|
||||
&& request.resource.data.diff(resource.data).affectedKeys()
|
||||
.hasOnly(['status', 'completedAt', 'completedByUsers'])
|
||||
// status is monotonic: stay the same, or transition active → completed (never revert).
|
||||
&& (request.resource.data.status == resource.data.status
|
||||
|| (resource.data.status == 'active' && request.resource.data.status == 'completed'));
|
||||
|
||||
// Delete: server-only (admin SDK). Admin SDK bypasses rules.
|
||||
allow delete: if false;
|
||||
|
|
@ -607,6 +610,43 @@ service cloud.firestore {
|
|||
allow delete: if false;
|
||||
}
|
||||
|
||||
// Memory Lane capsules: member-readable; author creates with ENCRYPTED content (title/content/
|
||||
// promptUsed are enc:v1:). status flips sealed→unlocked (client or the scheduled unlock fn).
|
||||
match /capsules/{capsuleId} {
|
||||
allow read: if isCouplesMember(coupleId);
|
||||
allow create: if isCouplesMember(coupleId)
|
||||
&& coupleEncryptionEnabled(coupleId)
|
||||
&& request.resource.data.authorId == request.auth.uid
|
||||
&& request.resource.data.keys().hasOnly(
|
||||
['authorId', 'title', 'content', 'promptUsed', 'unlockAt', 'createdAt', 'status'])
|
||||
&& isCiphertext(request.resource.data.title)
|
||||
&& isCiphertext(request.resource.data.content)
|
||||
&& (!('promptUsed' in request.resource.data)
|
||||
|| request.resource.data.promptUsed == null
|
||||
|| isCiphertext(request.resource.data.promptUsed));
|
||||
allow update: if isCouplesMember(coupleId)
|
||||
&& (
|
||||
// Author re-saves encrypted content before unlock
|
||||
(request.resource.data.diff(resource.data).affectedKeys().hasOnly(['title', 'content', 'promptUsed', 'unlockAt'])
|
||||
&& isCiphertext(request.resource.data.title)
|
||||
&& isCiphertext(request.resource.data.content))
|
||||
||
|
||||
// Status transition (e.g. sealed → unlocked)
|
||||
request.resource.data.diff(resource.data).affectedKeys().hasOnly(['status'])
|
||||
);
|
||||
allow delete: if isCouplesMember(coupleId);
|
||||
}
|
||||
|
||||
// Connection Challenges: catalog-referenced (no free-text user content), members track progress.
|
||||
match /challenges/{challengeId} {
|
||||
allow read: if isCouplesMember(coupleId);
|
||||
allow create: if isCouplesMember(coupleId)
|
||||
&& request.resource.data.keys().hasOnly(['challengeId', 'startedAt', 'status', 'completions']);
|
||||
allow update: if isCouplesMember(coupleId)
|
||||
&& request.resource.data.diff(resource.data).affectedKeys().hasOnly(['completions', 'status']);
|
||||
allow delete: if isCouplesMember(coupleId);
|
||||
}
|
||||
|
||||
// Outcomes: couple-level 30/60/90 day check-ins. Both members can read.
|
||||
// Writes are server-side only via submitOutcomeCallable; direct client writes denied.
|
||||
match /outcomes/{dayKey} {
|
||||
|
|
|
|||
Loading…
Reference in New Issue