Stage 17: bake decisions into PLAN, ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, READMEs; mark stage done
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- PLAN: Stage 17 Refinements entry + caveats resolved summary + tracker done - ARCHITECTURE §7 (move-number robot timing, composed variant-aware names), §10 (move event to the actor too), §11 (game_move_duration metric + offline admin per-user analytics), §14 (current branch model, path-conditional CI + gate, connector liveness) - FUNCTIONAL(+ru): robot draws language-appropriate names - UI_DESIGN: screen transitions, Telegram theme/nav, ad-banner accent, players plaque + history drawer - backend README: robot timing/names refinements
This commit is contained in:
@@ -50,7 +50,7 @@ independent (see ARCHITECTURE §9.1).
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| 14 | Solver & dictionary split (publish solver + scrabble-dictionary repo/artifact) | **done** |
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| 15 | Dual Telegram bots & language-gated variants | **done** |
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| 16 | Deploy infra & test contour (Dockerfiles, gateway static UI, compose, observability) | **done** |
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| 17 | Test-contour verification & defect fixes | todo |
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| 17 | Test-contour verification & defect fixes | **done** |
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| 18 | Prod contour deploy (SSH export/import, manual after merge) | todo |
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Scaffolding is incremental: `go.work` lists only existing modules; each stage
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@@ -298,7 +298,7 @@ h2c wrap — `/` + `/telegram/` mounts; a committed `dist` placeholder so `go bu
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build); Postgres healthcheck/volume; whether the connector-scoped compose is retired for the root one;
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collector/Tempo/Prometheus retention.
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### Stage 17 — Test-contour verification & defect fixes
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### Stage 17 — Test-contour verification & defect fixes *(done)*
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Scope: exercise the deployed **test contour** end-to-end and fix the defects it surfaces — the
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"does it actually work in the contour" pass before prod. Bring up the `development` deploy, then
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verify each piece against a real run: the gateway serves the SPA at `/` and `/telegram/`; the admin
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@@ -316,6 +316,95 @@ are in-scope vs deferred; the changed-paths design + the aggregate gate job; the
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liveness-check grace period (the VPN sidecar handshake lets the connector restart a few times before
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it settles).
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#### Found caveats (all resolved in Stage 17 — see *Refinements → Stage 17*)
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The owner's collected caveats below were classified (fix-now / verify-then-fix / discuss),
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discussed where they were forks, and resolved in one session with tests where practical. The
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per-item outcomes are recorded under *Refinements logged during implementation → Stage 17*; the
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raw list is kept here as the record of what the first contour run surfaced.
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- /_gm/grafana/ требует повторного ввода пароля basic auth, хотя до этого я уже зашёл в /_gm/
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Такого быть не должно: графана живёт под /_gm/ и ей не нужен свой auth.
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- нужна ещё метрика "продолжительность хода" - сколько игроки тратят на каждый ход,
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скорее всего, понадобится новое поле last_move_ts если ещё нет, так же нужно будет завести
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метрику в графане как общую, так и и по конкретному пользователю (можно ли? дорого ли?),
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а так же с привязкой к номеру хода и без номера хода. Всё это понадобится для анализа
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способностей игроков, чтобы подогнать под них роботоа. А так же - выявлять читеров.
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- регистрация пользователя из телеграм (как и других коннекторов):
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пытаться очистить имя от посторонних символов, аналогично проверке при вводе имени в профиле.
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если после очистки ничего не осталось, поставить имя Player/Игрок-XXXXX (5 рандомных цифр),
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язык в зависимости от внешнего коннектора.
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- game - chat - nudge. Когда мой ход и я жму nudge, появляется сообщение "сейчас не ваш ход".
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Думаю, опечатка - "не" лишняя, проверь на всех языках.
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- если открыли игру через telegram, надо в настройках вообще полностью скрыть переключатель темы "авто/светлая/темная",
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т.к. тему задаёт сам телеграм (уточни, в какой проперти её можно забрать, и нужно ли, сейчас оно уже нормально работает
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на самих стилях)
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- возможно, к предыдущему пункту: запускаю мини апп на macos/telegram desktop. в самой macos у меня темная тема.
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когда я включаю тему "авто" в настройках mini app, а в самом телеграме - светлую, всё ломается, nav bar и tab bar
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рисуются темным фоном, список игр и меню - светлым, поле игры - тёмное, вокруг него светлоая рамка.
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Провернул тот же трюк на ios - всё чётко, в режиме "авто" он полностью держит ту настройку, которая в
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самом телеграме задана. Проверь, можно ли это починить для desktop-версии тг, скорее всего там
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системные настройки как-то в браузер протекают. Ну если не получится понять причину, тогда и черт с ним.
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- не знаю, ошибка это или by design - если у меня открыта игра сразу в desktop telegram и на ios,
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то когда я делаю ход, в другом окне не обновляется ничего - ни само игровое поле, ни лобби.
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интересно, как ходят уведомления через gateway - по последнему активному push-каналу, что ли?
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если так, стоит ли чинить, чтобы у пользователя все пуш-каналы поддерживались или это дорого?
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нужен твой анализ и совет.
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- надо подкрутить тайминг автоматического хода работа. идея такая: сейчас, насколько я помню, время хода
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выбирается от 2 до 90 минут с перекосом ближе к 2 минутам (поправь если что). я предлагаю этот интервал
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сделать динамическим в зависимости от хода. Например, средяя партия это 25-30 ходов, предположительно.
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На первом ходу интервал должен быть 1..5 минут, на последнем - 10..90 минут, всё так же с перекосом в меньшую сторону.
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А то я сейчас поиграл, роботы на первых ходах по 15 минут думают.
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Сможешь такую хитрую формулу составить? Цифры ориентировочные. Потом после набора реальной статистики подкрутим цифры.
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Заодно напомни, как работает формула "перекоса", можно ли её "заставить" косить почаще в меньшую сторону, как бы имитируя
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активного игрока. Этот пункт требует тщательного обсуждения, пожалуй.
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- при навигации между лобби и игрой есть задержка едва заметная на глаз, думаю, связанная с тем, что UI все данные по игре перезапрашивает
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каждый раз. Кроме этого, когда я в лобби возвращаюсь, глаз ловит перерисовку экрана, довольно быстро, но есть какое-то
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неприятное ощущение, что туда что-то подгружается. А мы можем внутри UI наполнять кэш этими данными и экраны не рисовать
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каждый раз, а просто подменять? не знаю, как это работает, если честно. Но вот информацию по игре, в которую пользователь
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проваливался 1 раз, совершенно точно можно положить в кэш и обновлять его когда с сервера приходит новый ход и т.п.
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- при запуске в telegram, надо бы цвет фона nav bar сделать фоном телеграма, а то он "выпадает" из общего дизайна.
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- а вот фон рекламной строчки под nav bar наоборот, сделать бы чуть светлее (в тёмной теме) или темнее (в светлой),
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чтобы был акцентирован, но не ярко. что-то там есть в стилях телеграма такое готовое?
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ну и для собственного дефолтного стиля тоже надо выбрать соответствующие.
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- Переключаюсь в ios в другое приложение, по возвращении ловлю "проблема соединения, повторяем".
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Вроде бы в телеграм-бандле есть обработчики всяких событий, в том числе background in/out, или как там оно зовётся.
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Посмотри, можно ли что-то с этим сделать? Если да, то именно в случаях когда приложение уходит в фон - не надо рисовать
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плашку с ошибкой, просто молча пытаться соединиться, то есть плашка появится когда приложение на в фоне на следующем retry.
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- при использовании подсказки в игре ато зум ведёт в лево-верх, а не туда, где была поставлена подсказка.
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- В русских партиях нужны русские имена для роботов, но можно вперемешку с латинскими именами, только чтобы латинских имён
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было не больше 20%.
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- Сделать анимацию переходов между экранами: наезд справа если из лобби куда-то переходим и наоборот, уезжание вправо и открытие лобби, когда нажимаем back в навигации.
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- Цвет и размер плашки с игроками над доской: давай сделаем не "кнопками" самих игроков, а просто поделим это пространство
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поровну между игроками, а активного игрока будем показывать за счёт "поднятия" его плашки, за счёт теней слева и справа, чтобы
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остальные игроки были как бы "утоплены" внутрь.
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- В игре клик/тач по плашке с именами игроков открывает/закрывает историю.
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- В истории ходов странное выравнивание колонки со словами, они буквально скачут влево-вправо.
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- В многословных партиях надо в истории показывать основное слово + дополнительное (если это ещё не сделано, надо проверить)
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- При открытии истории нижнюю границу таблицы ("тень") сразу прибивать к доске, а не растягивать вслед за таблицей.
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- Баг. Открыл игру через ru-телеграм бота, пытаюсь сделать "new -> русский" (это скрэбл с русским алфавитом), появляется красная плашка
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"что-то пошло не так". при этом "new -> эрудит" работает. Попробуй посмотреть в логах сейчас, может что-то есть. Или как-то иначе проанализируй, или давай вместе будем смотреть, если не получится.
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### Stage 18 — Prod contour deploy
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Scope: the **production contour** on a remote host over SSH. Deploy by **container export/import**
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(`docker save` → `scp`/ssh → `docker load` → `docker compose up` on the remote), the SSH key + host IP
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@@ -1115,6 +1204,57 @@ provided cert) at the contour caddy; prod VPN; rollback.
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environment) rather than via a `TEST_`-prefixed variable — removing a confusing double-`TEST` operator
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knob and the secret-vs-variable footgun; prod (Stage 18) leaves it `false`.
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- **Stage 17** (interview + implementation): the test-contour verification pass. The owner's
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collected caveats were classified (fix-now / verify-then-fix / discuss) and resolved in one session.
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- **Russian Scrabble fixed** (#6): the UI sent the variant id `russian` while the backend's canonical
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string (and `StateView`) is `russian_scrabble`, so `lobby.enqueue`/invite returned 400 (confirmed in
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the contour logs). The UI was aligned to `russian_scrabble` (the `Variant` type, `variants.ts`,
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`Lobby.svelte`, mock fixtures, premium/alphabet keys, tests); the backend label is unchanged
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(persisted games, GCG and the `variant` metric attribute keep it).
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- **Nudge message** (#3): `social.ErrNudgeOnOwnTurn` shared the `not_your_turn` result code with
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`game.ErrNotYourTurn`, so nudging on your own turn read "it is not your turn" — backwards. A distinct
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`nudge_own_turn` code + i18n message was added, and the UI disables the nudge control on your own turn.
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- **Connector name sanitization** (#2): `account.ProvisionTelegram` now cleans the platform name to the
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editable display-name format (`sanitizeDisplayName`) and falls back to `Player`/`Игрок-NNNNN` (by
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language) when nothing remains. A new `account.ProvisionRobot` lets system robot names bypass editor
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validation (e.g. "Peter J.").
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- **Robot names** (#5, interview): per-language composed pools — 32 full + 32 colloquial first names
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paired by index, plus a surname pool (gender-agreed for Russian) rendered in three forms (first only /
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first + surname initial / first + full surname), composed deterministically per pool slot (stable
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across restarts). `Pick(variant)` is variant-aware: a Russian game draws Russian names with ≤ ~20%
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Latin, an English game the Latin pool. Robot identities are keyed `robot-<lang>-<index>`.
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- **Robot timing** (#4, interview): the fixed `2 + 88·u^3.5` move delay became move-number-aware — the
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band interpolates from [1,5] min at the first move to [10,90] min by ~28 moves, right-skewed by k=4,
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so early moves are quick and the endgame can be long. A daytime nudge pulls the reply toward the
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move's lower band.
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- **Multi-device push** (#7, interview): `emitMove` no longer skips the acting seat, so the mover's own
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other devices (and their lobby) refresh. `opponent_moved` stays in-app only (no out-of-app push to the
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actor), and the gateway already fans each event out to all of a user's live streams.
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- **Move-duration analytics** (#1, interview): a live `game_move_duration{variant,phase}` histogram
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(opening/middle/endgame) + a Grafana panel, plus offline per-user analytics in the admin console —
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min/avg/max columns in the user list and an inline-SVG chart of think-time by the player's move number,
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computed from the journal (`game_moves.created_at` deltas; no schema change). Per-user stays offline,
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not a Prometheus label, to avoid cardinality blow-up; the live histogram aggregates all seats (robots
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included), so the per-human admin view is authoritative.
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- **CI** (#9/#10, interview): `unit`/`integration`/`ui` are path-conditional behind a `changes` job; an
|
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always-running `gate` job aggregates them (success-or-skipped) and is the single branch-protection
|
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required check (`CI / gate`), so a skipped job never blocks a merge. The deploy job gained a
|
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Telegram-connector liveness probe (`docker inspect`: running, not restarting, stable restart count,
|
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with a VPN-handshake grace period) — closing the Stage 16 blind spot where a crash-looping connector
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was invisible to the gateway-only probe.
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- **UI theming / UX**: inside Telegram the colour scheme is forced from `WebApp.colorScheme` over the OS
|
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`prefers-color-scheme` (fixes the Telegram Desktop breakage, #12) and the theme switcher is hidden
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(#11); the nav bar takes Telegram's bg and the announcement banner a subtle `--ad-bg` accent (#14/#15);
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the reconnect banner is suppressed while backgrounded and the stream reconnects on return (#16); hint
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zoom scrolls to the placement (#17); the players plaque raises the active seat and sinks the others
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with a tap toggling history (#19/#20); history fixes the word-column jitter and pins its bottom shadow
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to the board (#21/#23); directional screen-slide transitions (#18a); a per-game in-memory cache renders
|
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instantly on re-entry and refreshes in the background (#13).
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- **Grafana repeated password (#8) — not a server defect**: verified live that caddy challenges `/_gm`
|
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and `/_gm/grafana` with one identical realm and Grafana serves anonymously, so the repeated prompt is a
|
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browser Basic-Auth scoping quirk (likely Safari/Desktop), not infra — left for the owner to re-verify,
|
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no server change. **Multi-word history (#22)** was already implemented (all formed words shown).
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## Deferred TODOs (cross-stage)
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|
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- ~~**TODO-1 — publish & version the solver.**~~ **Done in Stage 14.** `scrabble-solver` is
|
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|
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+4
-4
@@ -46,13 +46,13 @@ but their live delivery, and all REST endpoints, arrive with the `gateway`
|
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|
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Stage 5 adds the robot opponent (`internal/robot`). A pool of durable accounts —
|
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each a `kind='robot'` identity, provisioned at startup with chat and friend
|
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requests blocked — backs a human-like name pool. A background driver plays the
|
||||
requests blocked — backs human-like, per-language composed names. A background driver plays the
|
||||
robot's moves through the public game API as an ordinary seated player (so only
|
||||
`internal/engine` imports the solver): it decides once per game whether to play to
|
||||
win (≈ 40%), targets a small score margin, and times its moves with a right-skewed
|
||||
delay, a night-sleep window anchored to the opponent's timezone, and nudge
|
||||
win (≈ 40%), targets a small score margin, and times its moves with a move-number-aware
|
||||
right-skewed delay (quick openings, long endgames), a night-sleep window anchored to the opponent's timezone, and nudge
|
||||
behaviour — all derived deterministically from the game seed, so it keeps no extra
|
||||
state. The matchmaker now substitutes a pooled robot after a 10-second wait and
|
||||
state. The matchmaker now substitutes a pooled robot (matching the game's language) after a 10-second wait and
|
||||
exposes `Poll` so a waiting player can collect the started game (the live
|
||||
match-found notification arrives with the `gateway`).
|
||||
|
||||
|
||||
+55
-24
@@ -300,10 +300,16 @@ The robot keeps **no per-game state**: every choice is derived deterministically
|
||||
from the game's bag `seed` (a restart-stable FNV-1a mix), so a background driver
|
||||
(`robot.Service.Run`, mirroring the turn-timeout sweeper) recomputes the same
|
||||
behaviour on every scan and after a restart — the same philosophy as journal
|
||||
replay. A pool of durable accounts — each a `kind='robot'` identity (§4),
|
||||
provisioned at startup with chat and friend requests blocked — backs the
|
||||
human-like name pool; those two profile toggles are all the friend/DM blocking
|
||||
requires (there is no DM surface; chat is per-game).
|
||||
replay. A pool of durable accounts — each a `kind='robot'` identity (§4), keyed
|
||||
`robot-<lang>-<index>` and provisioned at startup with chat and friend requests
|
||||
blocked — backs the human-like names; those two profile toggles are all the
|
||||
friend/DM blocking requires (there is no DM surface; chat is per-game). Names are
|
||||
**composed per language** from a first-name pool (32 full + 32 colloquial forms) and
|
||||
a surname pool (gender-agreed for Russian) in one of three forms (first only /
|
||||
first + surname initial / first + full surname), deterministically per pool slot so
|
||||
they stay stable across restarts. Substitution is **variant-aware**: a Russian game
|
||||
(Russian Scrabble or Эрудит) draws a Russian-named robot with at most ~20% Latin, an
|
||||
English game the Latin pool.
|
||||
|
||||
- **Balance**: at game start it decides once whether to play to win, with
|
||||
`P(play-to-win) ≈ 0.40` (so the human wins ≈ 60%), derived from the seed.
|
||||
@@ -313,13 +319,15 @@ requires (there is no DM surface; chat is per-game).
|
||||
(playing to lose) is closest to a small band (**1–30 points**), rather than
|
||||
always the maximum; with no legal play it exchanges a full rack when the bag can
|
||||
refill it, else passes.
|
||||
- **Timing**: per-move delay sampled from a right-skewed distribution (short
|
||||
delays frequent, median ≈ 10 min), clamped to **[2, 90] minutes**; it
|
||||
- **Timing**: the per-move delay is **move-number-aware** — a right-skewed sample
|
||||
(exponent k=4, short delays frequent) from a band that interpolates from
|
||||
**[1, 5] min** at the first move to **[10, 90] min** by ~28 moves, so openings are
|
||||
quick and the endgame can run long, clamped to **[1, 90] minutes**; it
|
||||
**sleeps 00:00–07:00** anchored to the **opponent's** profile timezone with a
|
||||
per-game drift of **±3 h** (fallback UTC), so its night overlaps the human's
|
||||
rather than running anti-phase; on a daytime nudge it replies within
|
||||
**2–10 minutes**; it proactively nudges the human after **12 hours** idle
|
||||
(subject to the once-per-hour chat limit).
|
||||
rather than running anti-phase; on a daytime nudge it replies near the move's lower
|
||||
band; it proactively nudges the human after **12 hours** idle (subject to the
|
||||
once-per-hour chat limit).
|
||||
- **Observability**: robot accounts accrue ordinary statistics (§9) — the
|
||||
authoritative balance metric (target ≈ 40% robot wins) — and a
|
||||
`robot_games_finished_total` OTel counter plus a per-finish log give a live view.
|
||||
@@ -451,7 +459,9 @@ services); a single backend→gateway **gRPC server-stream** (`Push.Subscribe`,
|
||||
`pkg/proto/push/v1`) carries every event, and the gateway fans them out by
|
||||
`user_id` to each client's Connect `Subscribe` stream while the app is open. The
|
||||
catalog is **your-turn** and **opponent-moved** (emitted from the game commit, so
|
||||
robot-driver and timeout-sweeper moves emit too), **chat-message** and **nudge**
|
||||
robot-driver and timeout-sweeper moves emit too; opponent-moved goes to **every seat,
|
||||
including the mover**, so the mover's own other devices and their lobby refresh — it is
|
||||
in-app only, so the actor gets no out-of-app push for their own move), **chat-message** and **nudge**
|
||||
(from the social service), **match-found** (from the matchmaker, §8), and **notify**
|
||||
(Stage 8 — a lightweight "re-poll" signal carrying a sub-kind: friend-request,
|
||||
friend-added, invitation or game-started; emitted on a friend-request and invitation
|
||||
@@ -499,13 +509,21 @@ promotions) is future work and would deliver short markdown messages (text + lin
|
||||
client-measured RTT piggybacked on the next request is a later enhancement.
|
||||
- Domain/operational metrics (Stage 12), recorded through the meter and invisible
|
||||
until an exporter is configured: histograms `game_replay_duration` (journal
|
||||
rebuild on a cache miss) and `game_move_validate_duration`; counters
|
||||
`games_started_total`, `games_abandoned_total` (a turn-timeout seat drop),
|
||||
`chat_messages_total` (`kind` = message/nudge) and `robot_games_finished_total`;
|
||||
an observable gauge `game_cache_active`; the gateway `edge_request_duration`
|
||||
(the UI-perceived roundtrip, by `message_type`/`result`); and Go runtime/heap
|
||||
metrics. Game-scoped metrics carry a `variant` attribute
|
||||
rebuild on a cache miss), `game_move_validate_duration` and `game_move_duration`
|
||||
(Stage 17 — a seat's think time per committed move, attributed by `variant` and a
|
||||
`phase` of opening/middle/endgame; it aggregates **all** seats including robots,
|
||||
whose synthetic timing dominates the tail, so per-human analysis lives in the admin
|
||||
console, below); counters `games_started_total`, `games_abandoned_total` (a
|
||||
turn-timeout seat drop), `chat_messages_total` (`kind` = message/nudge) and
|
||||
`robot_games_finished_total`; an observable gauge `game_cache_active`; the gateway
|
||||
`edge_request_duration` (the UI-perceived roundtrip, by `message_type`/`result`);
|
||||
and Go runtime/heap metrics. Game-scoped metrics carry a `variant` attribute
|
||||
(english/russian_scrabble/erudit).
|
||||
- Per-user move-time analytics (Stage 17) are **offline**, derived in the admin
|
||||
console from the move journal (`game_moves.created_at` deltas, the first move from
|
||||
the game's creation), not Prometheus labels (which an `account_id` would explode):
|
||||
the user list shows each account's min/avg/max think time, and the user-detail page
|
||||
draws a zero-JS inline-SVG chart of min/mean/max by the player's move number.
|
||||
- User metrics (Stage 16): a backend counter `accounts_created_total` (`kind` =
|
||||
telegram/email/guest; robots are a provisioned pool, not users, and are excluded)
|
||||
and a gateway **in-memory** observable gauge `active_users` (`window` = 24h/7d) —
|
||||
@@ -579,14 +597,27 @@ Two contours, two secret/variable prefixes (`TEST_` / `PROD_`):
|
||||
|
||||
## 14. CI & branches
|
||||
|
||||
- Trunk is **`master`**; feature work happens on `feature/*` branches merged via
|
||||
PR with a green CI gate (from Stage 1 onward — the genesis commit necessarily
|
||||
lands on `master`).
|
||||
- `.gitea/workflows/` holds the CI. `go-unit.yaml` runs gofmt/vet/build/unit-test
|
||||
on Go changes; `integration.yaml` runs the Postgres-backed tests behind the
|
||||
`integration` build tag (testcontainers `postgres:17-alpine`, Ryuk disabled,
|
||||
serial). Further workflows (ui-test, deploy) are added with the components they
|
||||
cover.
|
||||
- **Two long-lived branches** (Stage 16): **`development`** is the integration
|
||||
trunk and **`master`** the production trunk; `feature/*` branches are cut from
|
||||
`development` and PR back into it (the genesis commit necessarily landed on
|
||||
`master`). A commit to a `feature/*` branch triggers nothing.
|
||||
- A single `.gitea/workflows/ci.yaml` (Gitea has no cross-workflow `needs`) runs the
|
||||
suite on a PR into `development`/`master` and on a push to `development`. Its
|
||||
`unit` (gofmt/vet/build/unit-test), `integration` (Postgres-backed `integration`
|
||||
tag, testcontainers `postgres:17-alpine`, Ryuk off, serial) and `ui`
|
||||
(check/unit/build/bundle-budget/e2e) jobs are **path-conditional** (Stage 17 — a
|
||||
`changes` job filters by changed paths), and an always-running **`gate`** job
|
||||
aggregates them (passing when each succeeded or was **skipped**) and is the single
|
||||
branch-protection required check (`CI / gate`), so a path-skipped job never blocks
|
||||
a merge.
|
||||
- A gated **`deploy`** job auto-rolls the **test contour** on a PR into — or a push
|
||||
to — `development` (`docker compose up -d --build` on the runner host), then probes
|
||||
the gateway (`GET /`) **and the Telegram connector's liveness** (Stage 17 —
|
||||
`docker inspect`: running, not restarting, stable restart count, with a
|
||||
VPN-handshake grace period, since the connector has no public ingress and a
|
||||
crash-loop is otherwise invisible). A PR into `master` is test-only; the prod
|
||||
deploy is the manual Stage 18 workflow. Secrets/variables are prefixed
|
||||
`TEST_`/`PROD_` per contour.
|
||||
- The engine consumes `scrabble-solver` as a **published, versioned module**
|
||||
(`gitea.iliadenisov.ru/developer/scrabble-solver`, pinned in `backend/go.mod`); both Go
|
||||
workflows set `GOPRIVATE=gitea.iliadenisov.ru/*` so go fetches it directly from this Gitea
|
||||
|
||||
+2
-1
@@ -91,7 +91,8 @@ wins most games), aims for a close score rather than crushing or throwing the ga
|
||||
and plays at a human pace — short thinking times for most moves, the occasional long
|
||||
one, and a night-time pause that tracks the player's own day. It answers a nudge
|
||||
within a few minutes and nudges back when the player has been away a long time. It
|
||||
carries a human-like name and neither chats nor accepts friend requests.
|
||||
carries a human-like, language-appropriate name (a Russian game draws mostly Russian
|
||||
names) and neither chats nor accepts friend requests.
|
||||
|
||||
### Social: friends, block, chat, nudge *(Stage 4 / 8)*
|
||||
Become friends in two ways: redeem a **one-time code** the other player issues (six
|
||||
|
||||
@@ -92,8 +92,9 @@ Mini App** авторизует по подписанным `initData` плат
|
||||
человек выигрывает большинство партий), целится в близкий счёт, а не в разгром или
|
||||
поддавки, и ходит с человеческим темпом — чаще короткие раздумья, изредка долгие, и
|
||||
ночная пауза, подстроенная под день игрока. На nudge отвечает за несколько минут и
|
||||
сам шлёт nudge, когда игрок надолго пропал. Носит человекоподобное имя, не общается
|
||||
в чате и не принимает заявки в друзья.
|
||||
сам шлёт nudge, когда игрок надолго пропал. Носит человекоподобное имя, подходящее
|
||||
языку партии (в русской партии — в основном русские имена), не общается в чате и не
|
||||
принимает заявки в друзья.
|
||||
|
||||
### Социальное: друзья, блок, чат, nudge *(Stage 4 / 8)*
|
||||
Подружиться можно двумя способами: погасить **одноразовый код**, который выпускает
|
||||
|
||||
+25
-3
@@ -33,6 +33,18 @@ Login uses `Screen`.
|
||||
emoji icon over a tiny truncated label. A press highlights a rounded **square** behind
|
||||
the icon (slightly larger than it) until release; spacing keeps adjacent labels from
|
||||
touching. No text selection on nav / tab-bar / buttons (`user-select: none`).
|
||||
- **Screen transitions** (Stage 17, `App.svelte`): navigation slides directionally — a
|
||||
screen entered from the lobby flies in from the right; returning to the lobby reveals it
|
||||
from the left (back). Transitions are local (so they do not play on first load) and
|
||||
collapse to nothing under reduce-motion. A per-game in-memory cache (`lib/gamecache.ts`)
|
||||
renders a re-opened game instantly and refreshes it in the background, removing the
|
||||
blank-loading flash on lobby ↔ game navigation.
|
||||
- **Telegram theme** (Stage 17): inside the Mini App the colour scheme is forced from
|
||||
`Telegram.WebApp.colorScheme` (over the OS `prefers-color-scheme`, which leaks into the
|
||||
Telegram Desktop webview and otherwise fights it), the Settings theme switcher is hidden,
|
||||
the nav bar takes Telegram's background (`header_bg_color`), and a live stream dropped by
|
||||
a background suspend silently reconnects on return to the foreground (the connection
|
||||
banner is suppressed while hidden).
|
||||
|
||||
## Tiles & board
|
||||
|
||||
@@ -45,7 +57,15 @@ Login uses `Screen`.
|
||||
they stay a constant size as the cells grow (relatively smaller at higher zoom).
|
||||
**Double-tap** toggles zoom and, on touch, placing a tile auto-zooms in centred on the
|
||||
target; the custom pinch and swipe-to-open-history gestures were dropped because they
|
||||
fight native scroll — history opens from the menu.
|
||||
fight native scroll — history opens from the menu or a tap on the players plaque (below).
|
||||
A **hint** auto-zooms centred on the hint's placement, not the top-left (Stage 17).
|
||||
- **Players plaque & history** (`Game.svelte`, Stage 17): the seats above the board share
|
||||
the width evenly; the seat whose turn it is is **raised** (a drop shadow on its sides)
|
||||
while the others read **sunk in** (an inset shadow). A tap anywhere on the plaque toggles
|
||||
the **move history** — a fixed-height slide-down drawer whose bottom border (and its
|
||||
shadow) pins to the board as the board slides down, instead of tracking the table as
|
||||
moves accumulate; its scrollbar gutter is reserved so the centred word column does not
|
||||
jitter. A move's row lists every word it formed (the main word first).
|
||||
- **Highlights**: pending tiles use a slightly darker tile background (no outline). The
|
||||
last completed word gets a dark tile background — static while it is the opponent's
|
||||
turn (our word), and a 1 s flash when it is our turn (their word). While placing, only
|
||||
@@ -70,8 +90,10 @@ Login uses `Screen`.
|
||||
|
||||
## Announcement banner (`components/AdBanner.svelte`, `lib/banner.ts`)
|
||||
|
||||
A one-line inset strip under the nav bar. Content is minimal markdown (text + links,
|
||||
escaped + linkified). A parameterised **rotator** drives messages: a fitting message
|
||||
A one-line inset strip under the nav bar, drawn on a dedicated `--ad-bg` token (Stage 17) —
|
||||
a subtle accent, a touch darker than the surroundings in the light theme and a touch lighter
|
||||
in the dark theme, mapped to Telegram's `secondary_bg_color` inside the Mini App. Content is
|
||||
minimal markdown (text + links, escaped + linkified). A parameterised **rotator** drives messages: a fitting message
|
||||
holds `holdMs` (default 60 s) then cross-fades to the next; a message wider than the strip
|
||||
pauses (`edgePauseMs`), scrolls to its right edge at `scrollPxPerSec`, pauses, and repeats
|
||||
until the cycle exceeds `holdMs`. Today a **mock** provider rotates a long and a short
|
||||
|
||||
Reference in New Issue
Block a user