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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@@ -51,6 +51,10 @@ export interface GameView {
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* nudge) in this game. Set on the authoritative REST views (lobby list, game state,
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* move result); the live-event GameView leaves it false (events bump unread instead). */
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unreadChat: boolean;
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/** Per-viewer flag: at least one unread entry is a real message (not just a nudge), so the
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* badge can be coloured apart from the nudge-only case. Same REST-seeded lifecycle as
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* unreadChat; the live-event GameView leaves it false. */
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unreadMessages: boolean;
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seats: Seat[];
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}
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