Stage 17 round 5 — backend/correctness bug fixes
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- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat. - Quick-match cancel was a UI no-op (only stopped polling): add the full path (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no later robot-substituted game). NewGame dequeues on cancel and on abandon. - Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win. The winner now takes rank 1 and the viewer is placed from rank 2 — matching the game-detail screen. - Friend request to a robot: robots no longer block requests; the request stays pending and expires (friendRequestTTL), mirroring a human who ignores it. - Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a correct message; the chat nudge button disables during the hourly cooldown; the nudge note reads 'Waiting for your move!' (button keeps the Nudge action label). Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
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@@ -248,17 +248,29 @@ func (g *Game) Exchange(tiles []byte) (MoveRecord, error) {
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// winning regardless of score. A missed-turn timeout reuses Resign in the game
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// domain, so it inherits this win/loss.
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func (g *Game) Resign() (MoveRecord, error) {
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return g.ResignSeat(g.toMove)
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}
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// ResignSeat resigns a specific seat regardless of whose turn it is, so a player
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// may forfeit on the opponent's turn. The resigning seat always loses (winner()
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// skips resigned seats). The turn cursor only advances when the seat that resigned
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// was the one to move; resigning an off-turn seat leaves the current player's turn
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// intact. It returns ErrGameOver on a finished game or for an out-of-range or
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// already-resigned seat.
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func (g *Game) ResignSeat(seat int) (MoveRecord, error) {
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if g.over {
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return MoveRecord{}, ErrGameOver
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}
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player := g.toMove
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g.resigned[player] = true
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g.disposeHand(player)
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rec := MoveRecord{Player: player, Action: ActionResign, Total: g.scores[player]}
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if seat < 0 || seat >= len(g.hands) || g.resigned[seat] {
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return MoveRecord{}, ErrGameOver
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}
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g.resigned[seat] = true
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g.disposeHand(seat)
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rec := MoveRecord{Player: seat, Action: ActionResign, Total: g.scores[seat]}
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g.log = append(g.log, rec)
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if g.activeCount() <= 1 {
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g.finish(EndResign)
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} else {
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} else if seat == g.toMove {
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g.advance()
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}
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return rec, nil
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