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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@@ -40,6 +40,38 @@ func newGameWithSeats(t *testing.T, n int) (uuid.UUID, []uuid.UUID) {
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return g.ID, seats
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}
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// TestFriendRequestToRobotStaysPending checks a friend request to a robot is accepted as
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// pending rather than blocked: robots no longer block friend requests, so the request
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// just sits unanswered and later expires — mirroring a human who ignores it (Stage 17).
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func TestFriendRequestToRobotStaysPending(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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accs := account.NewStore(testDB)
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human := provisionAccount(t)
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robot, err := accs.ProvisionRobot(ctx, "robot-friend-"+uuid.NewString(), "Robbie")
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if err != nil {
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t.Fatalf("provision robot: %v", err)
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}
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if robot.BlockFriendRequests {
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t.Fatal("robot must not block friend requests")
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}
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// A request is only allowed between players who share a game.
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if _, err := newGameService().Create(ctx, game.CreateParams{
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Variant: engine.VariantEnglish, Seats: []uuid.UUID{human, robot.ID},
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TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
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}); err != nil {
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t.Fatalf("create game: %v", err)
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}
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if err := svc.SendFriendRequest(ctx, human, robot.ID); err != nil {
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t.Fatalf("request to robot = %v, want nil (accepted as pending)", err)
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}
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if got, _ := svc.ListIncomingRequests(ctx, robot.ID); len(got) != 1 || got[0] != human {
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t.Fatalf("robot incoming = %v, want [human]", got)
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}
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}
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func TestFriendRequestLifecycle(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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