feat: sparser robot nudges, typed unread badge, lobby unread bump
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Three owner-requested polish changes: - robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a flat uniform 9-12 h wait before every nudge; the existing sleep-window gate still skips and defers a nudge that would land in the robot's night. - ui: colour the lobby/in-game unread dot by type -- the regular danger colour when a chat message is unread, a softer amber (--warn) when only nudges are. Adds a per-viewer unread_messages flag (chat_messages.kind='message') across the backend DTO, FlatBuffers wire, gateway transcode and the UI store. - ui: float games with any unread notification to the top of the lobby's your-turn and opponent-turn sections (finished keeps its order), reusing the existing unread_chat flag. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire field is backward-compatible.
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@@ -152,12 +152,12 @@ func (s *Service) maybeMove(ctx context.Context, rt game.RobotTurn, oppID uuid.U
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return s.act(ctx, rt, now)
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}
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// maybeNudge sends a proactive nudge on a lengthening, randomized schedule (proactiveNudgeGap):
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// the first lands ~60-90 min into the human's turn, and each one waits longer than the last, so a
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// long idle turn gets a handful of increasingly-spaced reminders rather than an hourly stream. The
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// gap is measured from the previous nudge (or the turn start for the first). The social service
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// still enforces the once-per-game floor and rejects a nudge on the robot's own turn, so any such
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// rejection is benign.
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// maybeNudge sends a proactive nudge on a sparse, randomized schedule (proactiveNudgeGap): every
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// nudge waits a uniform random 9-12 h, so a long idle turn gets only a handful of widely-spaced
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// reminders rather than an hourly stream. The gap is measured from the previous nudge (or the turn
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// start for the first). The caller's asleep gate already skips this during the robot's sleep
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// window, so a due nudge fires at the first scan after wake. The social service still enforces the
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// once-per-game floor and rejects a nudge on the robot's own turn, so any such rejection is benign.
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func (s *Service) maybeNudge(ctx context.Context, rt game.RobotTurn, now time.Time) error {
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ref := rt.TurnStartedAt
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if last, ok, err := s.social.LastNudgeAt(ctx, rt.GameID, rt.RobotID); err != nil {
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