Synchronous translation on read (Stage D) blocks the HTTP handler on
translator I/O. Stage E switches to "send moments-fast, deliver
when translated": recipients whose preferred_language differs from
the detected body_lang are inserted with available_at=NULL, and an
async worker turns them on once a LibreTranslate call materialises
the cache row (or fails terminally after 5 retries).
Schema delta on diplomail_recipients: available_at,
translation_attempts, next_translation_attempt_at, plus a snapshot
recipient_preferred_language so the worker queries do not need a
join. Read paths (ListInbox, GetMessage, UnreadCount) filter on
available_at IS NOT NULL. Push fan-out is moved from Service to the
worker so the recipient only sees the toast when the inbox row is
actually visible.
Translator backend is now a configurable choice: empty
BACKEND_DIPLOMAIL_TRANSLATOR_URL → noop (deliver original);
populated → LibreTranslate HTTP client. Per-attempt timeout, max
attempts, and worker interval all live in DiplomailConfig. The HTTP
client itself is unit-tested via httptest (happy path, BCP47
normalisation, unsupported pair, 5xx, identical src/dst, missing
URL); worker delivery + fallback paths are covered by the
testcontainers-backed e2e tests in diplomail_e2e_test.go.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 28 of ui/PLAN.md needs a persistent player-to-player mail
channel; the existing `mail` package is a transactional email
outbox and the `notification` catalog is one-way platform events.
Stage A lands the schema (diplomail_messages / _recipients /
_translations), a single-recipient personal send/read/delete
service path, a `diplomail.message.received` push kind plumbed
through the notification pipeline, and an unread-counts endpoint
that drives the lobby badge. Admin / system mail, lifecycle hooks,
paid-tier broadcast, multi-game broadcast, bulk purge and language
detection / translation cache come in stages B–D.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Backend now owns the turn-cutoff and pause guards the order tab
relies on: the scheduler flips runtime_status between
generation_in_progress and running around every engine tick, a
failed tick auto-pauses the game through OnRuntimeSnapshot, and a
new game.paused notification kind fans out alongside
game.turn.ready. The user-games handlers reject submits with
HTTP 409 turn_already_closed or game_paused depending on the
runtime state.
UI delegates auto-sync to a new OrderQueue: offline detection,
single retry on reconnect, conflict / paused classification.
OrderDraftStore surfaces conflictBanner / pausedBanner runes,
clears them on local mutation or on a game.turn.ready push via
resetForNewTurn. The order tab renders the matching banners and
the new conflict per-row badge; i18n bundles cover en + ru.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the gateway's signed SubscribeEvents stream end-to-end:
- backend: emit game.turn.ready from lobby.OnRuntimeSnapshot on every
current_turn advance, addressed to every active membership, push-only
channel, idempotency key turn-ready:<game_id>:<turn>;
- ui: single EventStream singleton replaces revocation-watcher.ts and
carries both per-event dispatch and revocation detection; toast
primitive (store + host) lives in lib/; GameStateStore gains
pendingTurn/markPendingTurn/advanceToPending and a persisted
lastViewedTurn so a return after multiple turns surfaces the same
"view now" affordance as a live push event;
- mandatory event-signature verification through ui/core
(verifyPayloadHash + verifyEvent), full-jitter exponential backoff
1s -> 30s on transient failure, signOut("revoked") on
Unauthenticated or clean end-of-stream;
- catalog and migration accept the new kind; tests cover producer
(testcontainers + capturing publisher), consumer (Vitest event
stream, toast, game-state extensions), and a Playwright e2e
delivering a signed frame to the live UI.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>