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Rebrand application as Qlyra
2026-08-30 13:16:17 +03:00

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# 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