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.
This commit is contained in:
Ilia Denisov
2026-06-19 16:50:48 +02:00
parent c67a5d51f1
commit 6e77de4c1e
34 changed files with 331 additions and 86 deletions
+13 -21
View File
@@ -79,16 +79,14 @@ const (
// sleep window relative to the opponent's timezone, in hours.
sleepDriftHours = 3
// The robot proactively nudges the idle human on a lengthening, randomized schedule rather
// than an hourly stream: the first nudge lands ~60-90 min into the turn, and each subsequent
// gap grows toward 1-6 h the longer the wait drags on, so a long idle turn gets only a handful
// of increasingly-spaced reminders. The gap is a uniform sample in [nudgeGapFloorMinutes,
// ceil] minutes, where ceil ramps from nudgeGapFirstCeilMinutes to nudgeGapCeilMinutes over
// nudgeGapRamp of idle.
nudgeGapFloorMinutes = 60.0
nudgeGapFirstCeilMinutes = 90.0
nudgeGapCeilMinutes = 360.0
nudgeGapRamp = 12 * time.Hour
// The robot proactively nudges the idle human on a sparse, randomized schedule rather than an
// hourly stream: every nudge waits a uniform random 9-12 h after its reference point (the turn
// start for the first nudge, the previous nudge thereafter), so even a long-neglected turn
// collects only a few widely-spaced reminders. The 3 h window width is the random spread; the
// gap does not lengthen with idle time. The driver still skips a nudge that would land in the
// robot's sleep window, deferring it to the first scan after wake.
nudgeGapLoHours = 9.0
nudgeGapHiHours = 12.0
)
// defaultBand is the target resulting score margin after the robot's move: when
@@ -263,19 +261,13 @@ func nudgeReplyDelay(seed int64, moveCount int) time.Duration {
// proactiveNudgeGap is the randomized wait before the next proactive nudge, given how long the
// human had already been idle at the previous nudge (refIdle; 0 for the first nudge of the turn).
// It is a uniform sample in [nudgeGapFloorMinutes, ceil] minutes, where ceil ramps from
// nudgeGapFirstCeilMinutes (a ~60-90 min first gap) up to nudgeGapCeilMinutes (a 1-6 h gap) as
// refIdle reaches nudgeGapRamp — so the reminders space out the longer the turn is neglected. It
// is deterministic per (seed, refIdle), so the driver computes the same due time on every scan.
// It is a uniform sample in [nudgeGapLoHours, nudgeGapHiHours] hours, deterministic per
// (seed, refIdle) so the driver computes the same due time on every scan. refIdle only salts the
// draw, so each successive nudge of a still-idle turn waits a fresh 9-12 h rather than lengthening.
func proactiveNudgeGap(refIdle time.Duration, seed int64) time.Duration {
f := float64(refIdle) / float64(nudgeGapRamp)
if f > 1 {
f = 1
}
ceil := nudgeGapFirstCeilMinutes + (nudgeGapCeilMinutes-nudgeGapFirstCeilMinutes)*f
u := unitFloat(mix(seed, "pnudge", int(refIdle/(30*time.Minute))))
mins := nudgeGapFloorMinutes + (ceil-nudgeGapFloorMinutes)*u
return time.Duration(mins * float64(time.Minute))
hours := nudgeGapLoHours + (nudgeGapHiHours-nudgeGapLoHours)*u
return time.Duration(hours * float64(time.Hour))
}
// clampMinutes converts a minute count to a duration, clamping it to the hard delay