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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@@ -444,7 +444,10 @@ English game the Latin pool.
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- **Chat**: per-game, persisted (kept with the game's archive), **≤ 60 runes**,
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and **validated on input** — links, email addresses and phone numbers (including
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lightly obfuscated forms) are rejected, since the chat is for quick reactions,
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not contact exchange. Each message stores the sender's IP (forwarded by the
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not contact exchange. Chat is allowed **only on the sender's own turn** and
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**at most once per turn** (the turn boundary is the move-driven turn start; the
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opponent's-turn control is the nudge); the backend enforces both and the client
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mirrors them by hiding the field. Each message stores the sender's IP (forwarded by the
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gateway) for moderation. A sender who has disabled chat cannot post,
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and messages from a blocked sender are hidden from the viewer. The operator console
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has a **Messages** section that lists posted messages (nudges excluded)
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