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
+4
View File
@@ -112,6 +112,10 @@ type gameDTO struct {
// entry (message or nudge) in this game. It seeds the lobby and in-game unread badge.
// gameDTOFromGame leaves it false (it has no viewer); the handlers fill it.
UnreadChat bool `json:"unread_chat"`
// UnreadMessages is a per-viewer flag: at least one of the unread entries is a real chat
// message (not just a nudge). It colours the badge — set with UnreadChat it is the regular
// badge, UnreadChat alone is the softer nudge-only badge. gameDTOFromGame leaves it false.
UnreadMessages bool `json:"unread_messages"`
}
// moveResultDTO is the outcome of a committed move. Rack carries the actor's refilled rack as