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