feat(chat): limit in-game chat to one message per turn
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Enforce one chat message per turn on both ends. The backend rejects a second message in the same turn (ErrChatAlreadySentThisTurn -> 409 chat_already_sent), keyed on the move-driven turn start (turn_started_at). The UI derives "already wrote this turn" from the message list against GameView.lastActivityUnix (no counter, survives reopening, resets on turn change), hides the field behind a short caption once the limit is reached, and now reloads the game state on turn/game-state events so the toggle and the limit follow the live game. Enter is gated on !busy to avoid a double-send in the in-flight window. Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL (+ru), ARCHITECTURE, UI_DESIGN.
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@@ -408,6 +408,12 @@ func (svc *Service) LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID)
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return svc.store.LastMoveAt(ctx, gameID, accountID)
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}
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// TurnStartedAt returns the start time of a game's current turn. The social service uses
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// it as the per-turn boundary for the one-chat-message-per-turn limit.
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func (svc *Service) TurnStartedAt(ctx context.Context, gameID uuid.UUID) (time.Time, error) {
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return svc.store.TurnStartedAt(ctx, gameID)
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}
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// transition validates the actor and turn, applies op under the per-game lock and
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// commits the result.
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func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID, op engineOp) (MoveResult, error) {
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