feat(feedback): in-app user feedback with admin review and account roles
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User-facing Feedback screen (Settings -> Info, registered accounts only): a message (<=1024 runes) plus one optional attachment, an anti-spam gate (one unreviewed message at a time), and the operator's inline reply with a Settings/Info badge. Server-rendered admin console section (/_gm/feedback): unread/read/archived queue with per-user search, detail with read/reply/ archive/delete/delete-all, safe attachment serving (nosniff, images inline via <img>, others download-only). Introduces account_roles, the first per-account role table; feedback_banned blocks only feedback submission, granted/revoked from /users and the delete-with-block action. - migration 00004_feedback (feedback_messages + account_roles) + jetgen - backend internal/feedback (store+service), internal/account/roles.go - wire: FlatBuffers feedback.submit/get/unread; gateway guest gate (Op.NonGuest, is_guest via session resolve) -> guest_forbidden before any backend call - reply push reuses NotificationEvent with a new admin_reply sub-kind - UI: /feedback route + screen, attachment picker, badge, channel detection, i18n - tests: feedback unit (Go+UI), gateway guest-gate, inttest lifecycle, e2e - docs: PLAN stage 19, ARCHITECTURE s15, FUNCTIONAL(+ru), TESTING, READMEs
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@@ -16,6 +16,8 @@ import type {
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BlockStatus,
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ChatMessage,
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EvalResult,
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FeedbackReply,
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FeedbackState,
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FriendCode,
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GameList,
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GcgExport,
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@@ -89,6 +91,11 @@ export class MockGateway implements GatewayClient {
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private readonly profile: Profile = { ...PROFILE };
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private readonly subs = new Set<(e: PushEvent) => void>();
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private pendingMatch: string | null = null;
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// Feedback slice: a submission marks a message pending (blocks resend); mockAdminReply
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// clears it and raises the badge.
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private feedbackPending = false;
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private feedbackReply: FeedbackReply | null = null;
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private feedbackReplyUnread = false;
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// The most recently opened auto-match game still awaiting an opponent, for the e2e join hook.
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private openGameId: string | null = null;
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private friends: AccountRef[] = MOCK_FRIENDS.map((f) => ({ ...f }));
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@@ -409,6 +416,30 @@ export class MockGateway implements GatewayClient {
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async chatList(gameId: string): Promise<ChatMessage[]> {
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return [...this.game(gameId).chat];
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}
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async feedbackSubmit(_body: string, _attachment: Uint8Array | null, _attachmentName: string, _channel: string): Promise<void> {
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this.feedbackPending = true;
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}
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async feedbackGet(): Promise<FeedbackState> {
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this.feedbackReplyUnread = false; // fetching the screen delivers (reads) the reply
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return {
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canSend: !this.feedbackPending,
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blockedReason: this.feedbackPending ? 'pending' : '',
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reply: this.feedbackReply,
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};
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}
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async feedbackUnread(): Promise<boolean> {
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return this.feedbackReplyUnread;
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}
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// mockAdminReply simulates an operator reply: it clears the pending message, sets the
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// reply and raises the badge via a live admin_reply notification. e2e hook:
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// window.__mock.adminReply.
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mockAdminReply(body = 'Thanks — we are looking into it.'): void {
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this.feedbackPending = false;
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this.feedbackReply = { body, repliedAtUnix: Math.floor(Date.now() / 1000) };
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this.feedbackReplyUnread = true;
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this.emit({ kind: 'notify', sub: 'admin_reply' });
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}
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async nudge(gameId: string): Promise<ChatMessage> {
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const g = this.game(gameId);
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const msg: ChatMessage = {
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