feat(telegram,game): single bot + per-user variant preferences
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Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.
- Telegram: one bot; drop service_language and the supported_languages
set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
connector proto). The single bot renders chat and out-of-app push in
the recipient's preferred_language; remove the game-language push
routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
{erudit_ru}, CHECK non-empty + subset of the three variants). Gates
the New Game picker, vs-AI and the friend invitation the player
creates, enforced server-side (HTTP 400 otherwise); an invited friend
may still accept any variant. Edited on the Settings screen; variants
are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
backend, ui, UI_DESIGN, PRERELEASE).
The migration squash is deferred to a follow-up PR.
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@@ -424,7 +424,6 @@ func (s *Server) consoleUserMessage(c *gin.Context) {
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}
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back := "/_gm/users/" + id.String()
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text := trimForm(c, "text")
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language := trimForm(c, "language")
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switch {
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case text == "":
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s.renderConsoleMessage(c, "Nothing sent", "the message was empty", back)
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@@ -436,14 +435,14 @@ func (s *Server) consoleUserMessage(c *gin.Context) {
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s.renderConsoleMessage(c, "No Telegram", "this account has no Telegram identity", back)
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return
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}
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delivered, err := s.connector.SendToUser(ctx, ext, text, language)
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delivered, err := s.connector.SendToUser(ctx, ext, text)
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if err != nil {
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s.consoleError(c, err)
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return
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}
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body := "message delivered"
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if !delivered {
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body = "not delivered (the user may not have started that bot)"
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body = "not delivered (the user may not have started the bot)"
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}
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s.renderConsoleMessage(c, "Sent", body, back)
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}
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@@ -833,21 +832,20 @@ func (s *Server) consoleBroadcast(c *gin.Context) {
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// consolePostBroadcast posts an operator message to the connector's game channel.
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func (s *Server) consolePostBroadcast(c *gin.Context) {
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text := trimForm(c, "text")
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language := trimForm(c, "language")
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switch {
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case text == "":
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s.renderConsoleMessage(c, "Nothing sent", "the message was empty", "/_gm/broadcast")
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case s.connector == nil:
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s.renderConsoleMessage(c, "Not configured", "the connector is not configured (set BACKEND_CONNECTOR_ADDR)", "/_gm/broadcast")
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default:
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delivered, err := s.connector.SendToGameChannel(c.Request.Context(), text, language)
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delivered, err := s.connector.SendToGameChannel(c.Request.Context(), text)
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if err != nil {
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s.consoleError(c, err)
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return
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}
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body := "posted to the game channel"
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if !delivered {
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body = "not delivered (that bot has no game channel configured)"
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body = "not delivered (the bot has no game channel configured)"
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}
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s.renderConsoleMessage(c, "Broadcast", body, "/_gm/broadcast")
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}
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