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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// Pure resolution of the per-game unread dot's kind, kept out of the .svelte components so it can
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// be unit-tested. A game's dot is shown when anything is unread; its colour distinguishes a real
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// chat message (the regular danger colour) from nudge-only unread (a softer nudge colour).
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/** BadgeKind is the unread dot to show for a game, or null when nothing is unread. */
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export type BadgeKind = 'message' | 'nudge' | null;
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/**
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* badgeKind picks the unread dot for a game from its two per-viewer flags: null when nothing is
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* unread, 'message' when an unread real chat message is present (the regular colour), else 'nudge'
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* when only nudges are unread (the softer colour). message implies unread, so a stray message=true
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* with unread=false still shows nothing.
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*/
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export function badgeKind(unread: boolean, message: boolean): BadgeKind {
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if (!unread) return null;
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return message ? 'message' : 'nudge';
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}
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