Stage 11: account linking & merge (email + Telegram Login Widget)
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 20s
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Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 20s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
Link an email (confirm-code) or Telegram (web Login Widget) to the current account; if the identity already has its own account, merge the two into the one in use (the current account is primary, except a guest initiator whose durable counterpart wins). The merge runs in one transaction (internal/accountmerge): stats + hint wallet summed, paid_account ORed, identities/games/chat/complaints transferred, friends/blocks de-duplicated, the secondary kept as a merged_into tombstone so a shared finished game's no-cascade FKs hold; a shared active game blocks the merge. - migration 00009: accounts.paid_account, merged_into, merged_at (+ jetgen) - internal/link orchestrator; session.RevokeAllForAccount on merge - connector ValidateLoginWidget RPC + loginwidget HMAC validator - edge ops link.email.request/confirm/merge, link.telegram.confirm/merge; supersedes the Stage 8 email.bind.* surface (request never reveals 'taken' before the code is verified, so a probe cannot enumerate addresses) - UI Profile link section + irreversible-merge dialog; Telegram web sign-in - focused regression tests (merge core, guest inversion, active-game refusal, finished-shared-game kept), gateway transcode + connector + UI codec/e2e - docs: PLAN, ARCHITECTURE 3/4/9, FUNCTIONAL(+ru), module READMEs
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@@ -36,11 +36,17 @@ out-of-app events (your turn, nudge, a found match, an invitation or friend requ
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arrive as a **Telegram notification** instead — unless the player keeps notifications
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in the app only (a profile setting, **on by default**).
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### Accounts, linking & merge *(Stage 1 / 10)*
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First platform contact auto-provisions a durable account. From the profile a
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player links additional platform identities or an email via a confirm flow;
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linking an identity that already has history merges it into the current
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account (stats summed, games/friends transferred).
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### Accounts, linking & merge *(Stage 1 / 11)*
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First platform contact auto-provisions a durable account. From the profile a player
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links an email (via a confirm code) or their Telegram (via the web sign-in); a guest
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who links their first identity becomes a durable account. The "already taken" status
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of an identity is never revealed before the code/sign-in is verified. If the linked
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identity already belongs to another account, the player is shown an explicit,
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**irreversible** confirmation and the two accounts are merged into the one they are
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using (statistics summed, games and friends transferred, duplicates removed) — except
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when a guest links an identity that already has a durable account, where the durable
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account is kept and the guest's games move into it. A merge is blocked only while the
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two accounts share a game still in progress.
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### Lobby & matchmaking *(Stage 4)*
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Bottom tab menu: **my games**, **profile**. Auto-match (always 2 players) joins a
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@@ -95,11 +101,9 @@ nudge is part of the game chat); the out-of-app push is delivered via the platfo
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### Profile & settings *(Stage 4 / 8)*
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Edit the display name (letters joined by single space / "." / "_" separators, up to
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32 characters), the timezone (chosen as a UTC offset), the daily away window (on a
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10-minute grid, at most 12 hours, wrapping midnight) and the block toggles, and bind
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an email by confirm-code: the backend emails a short code that,
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once entered, attaches the email to the account (an email already confirmed by
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another account cannot be taken — that is a merge, a later stage). Linked platform
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accounts and merge arrive in Stage 11.
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10-minute grid, at most 12 hours, wrapping midnight) and the block toggles. Linking
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an email or Telegram and merging accounts are covered under "Accounts, linking &
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merge" (Stage 11).
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### History & statistics *(Stage 3 / 8)*
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Finished games are archived in a dictionary-independent form and exportable to
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