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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@@ -65,6 +65,18 @@ func (svc *Service) PostMessage(ctx context.Context, gameID, senderID uuid.UUID,
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if idx != toMove {
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return Message{}, ErrChatNotYourTurn
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}
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// At most one chat message per turn. The turn's start (move-driven, so stable for the
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// whole turn) bounds the window: a prior message posted at or after it closes chat until
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// the next turn.
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turnStart, err := svc.games.TurnStartedAt(ctx, gameID)
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if err != nil {
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return Message{}, err
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}
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if last, ok, err := svc.store.lastMessageAt(ctx, gameID, senderID); err != nil {
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return Message{}, err
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} else if ok && !last.Before(turnStart) {
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return Message{}, ErrChatAlreadySentThisTurn
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}
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sender, err := svc.accounts.GetByID(ctx, senderID)
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if err != nil {
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return Message{}, err
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