# CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

## Project

Qlyra is a cross-platform Flutter messaging client (Android, iOS, macOS, Windows, Linux, Web) that communicates via a custom packet-based protocol with MessagePack serialization and Zstd compression.

## Commands

```bash
flutter pub get          # install dependencies
flutter analyze          # lint / static analysis
flutter run              # run on connected device (default: qlyra flavor)
flutter run --flavor oneme -t lib/main.dart  # run oneme flavor (FCM)

# Android builds (release builds use obfuscation; keep symbols to de-obfuscate crashes)
flutter build apk --release --flavor qlyra --obfuscate --split-debug-info=build/symbols
flutter build apk --release --split-per-abi --flavor qlyra --obfuscate --split-debug-info=build/symbols
flutter build appbundle --release --flavor qlyra --obfuscate --split-debug-info=build/symbols

# Other platforms
flutter build ios --release --no-codesign
flutter build macos --release
flutter build web --release
flutter build linux --release
flutter build windows --release
```

Android builds require **Java 17**. Gradle memory is configured to `-Xmx4096m`.

**Never run APK/AAB builds yourself** (`flutter build apk`, `flutter build appbundle`, gradle assemble tasks) — they are slow and the user builds them. Verify changes with `flutter analyze`; the build commands above are documentation only.

## Build Flavors

| Flavor | App ID | Notes |
|--------|--------|-------|
| `qlyra` | `ru.qlyra.app` | Default, no FCM |
| `oneme` | `ru.oneme.app` | FCM push notifications via Firebase |

Flavor-specific Android resources live in `android/app/src/qlyra/` and `android/app/src/oneme/`.

## Architecture

The codebase follows a strict layered architecture:

```
core/transport/    — raw socket I/O: connection, sender, receiver, dispatcher, proxy
core/protocol/     — Packet struct, opcode map, MessagePack + Zstd serialization
core/storage/      — SQLite (sqflite), secure token storage, spoofing service
core/push/         — FCM integration (oneme flavor only)
core/config/       — app config, proxy config, device presets, countries list

backend/api.dart   — session lifecycle: connect, handshake, ping, auto-reconnect
backend/modules/   — feature modules: account, messages, chats, contacts, calls, folders

state/             — ChangeNotifier state classes consumed by the UI
models/            — plain data classes (User, Chat, Message, Call, Attachment, Session)

frontend/screens/  — full-page widgets grouped by feature (auth/, chats/, contacts/, calls/, profile/)
frontend/widgets/  — reusable components (message_bubble, chat_tile, avatar, etc.)
```

Data flow: UI → backend module → `api.dart` → transport layer → server.  
Incoming packets: transport → dispatcher → backend module → state → UI rebuild.

## Key Conventions (from AGENTS.md)

- **No comments in code.** Write self-documenting code instead.
- **Use `showCustomNotification(context, 'text')`** for all user-facing notifications — never use SnackBars.
- When a fix can be done quickly with a hack or properly with a rewrite, **choose the proper rewrite**.
- Quality over quantity.
- **Never leave real data in test files**, including existing message contents or real IDs captured from requests. Use synthetic fixtures instead.
- **A button whose icon toggles between plain and slashed** (flash on/off, mic muted, sound, notifications) **must animate with a Lottie icon** — never swap two `Icon`s instantly. See *Animated icons* below.

## Animated icons

Everything in `assets/lottie/` is generated from the Material Symbols font by `tool/make_morph_icons.py` (stdlib-only Python, no deps). Never hand-edit the JSON — add a spec and re-run `python3 tool/make_morph_icons.py`.

| Kind | Spec list | Widget |
|------|-----------|--------|
| Morph between two glyphs | `SPECS` | `ComposerMorphIcon` |
| Plain ↔ slashed toggle | `SLASH_SPECS` | `LottieSlashIcon` |

A slash spec takes the plain and slashed codepoints; the generator lays both glyphs out as static layers and sweeps a mask across the diagonal, so the slash looks drawn on top of the icon. Pass `fill=1.0` when the button renders `Icon(..., fill: 1)` — contours are then taken from the `FILL=1` instance of the variable font.

`LottieSlashIcon` plays the asset forward when `slashed` turns true and backward when it turns false, so a single asset covers both directions. The older `AnimatedSlashIcon` (clip wipe over two glyphs) stays where it is already used; new buttons use the Lottie one.

## Localization

Two locales supported: English (`lib/l10n/app_en.arb`) and Russian (`lib/l10n/app_ru.arb`).  
Generated code is in `lib/l10n/` (produced by `flutter gen-l10n` via `l10n.yaml`).

## CI/CD

Four GitHub Actions workflows in `.github/workflows/`:

- `flutter-dev.yml` — PR lint + Android build for dev branch
- `flutter-main.yml` — PR lint + all-platform builds for main branch  
- `build-android.yml` — production APKs + AAB (`qlyra` flavor), triggered on push to main
- `build-android-fcm.yml` — production APKs + AAB (`oneme` flavor with FCM), triggered on push to main
