R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN) references from comments, doc-comments, service READMEs, the current-state docs (ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the .fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage history. - Rename the only stage-named identifiers: registerStage8 -> registerSocialOps, registerStage11 -> registerLinkOps (gateway transcode). - Split stage6_test.go: TestEmailLoginFlow -> email_test.go, TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go. - Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments). go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
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@@ -69,7 +69,7 @@ export interface GatewayClient {
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lobbyCancel(): Promise<void>;
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// --- game ---
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// Stage 13: the play loop exchanges alphabet indices, so submit/evaluate/exchange/
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// The play loop exchanges alphabet indices, so submit/evaluate/exchange/
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// check-word take the game's variant (to map letters<->indices via the cached alphabet
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// table), and gameState's includeAlphabet asks the server to embed that table.
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gameState(gameId: string, includeAlphabet: boolean): Promise<StateView>;
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@@ -82,10 +82,10 @@ export interface GatewayClient {
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evaluate(gameId: string, dir: 'H' | 'V', tiles: PlacedTile[], variant: Variant): Promise<EvalResult>;
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checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
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complaint(gameId: string, word: string, note: string): Promise<void>;
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/** Hide a finished game from the caller's own lobby list (Stage 17); per-account, irreversible. */
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/** Hide a finished game from the caller's own lobby list; per-account, irreversible. */
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hideGame(gameId: string): Promise<void>;
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// --- draft (Stage 17) ---
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// --- draft ---
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/** The player's server-persisted client-side composition (rack order + board tiles), so a
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* reload or a second device resumes the same arrangement. The JSON is opaque to the
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* gateway; the client owns the {rack_order, board_tiles} shape. */
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@@ -97,7 +97,7 @@ export interface GatewayClient {
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chatList(gameId: string): Promise<ChatMessage[]>;
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nudge(gameId: string): Promise<ChatMessage>;
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// --- friends (Stage 8) ---
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// --- friends ---
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friendsList(): Promise<AccountRef[]>;
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friendsIncoming(): Promise<AccountRef[]>;
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/** Addressees the caller has already requested (pending or declined); cannot re-request. */
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@@ -109,24 +109,24 @@ export interface GatewayClient {
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friendCodeIssue(): Promise<FriendCode>;
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friendCodeRedeem(code: string): Promise<AccountRef>;
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// --- blocks (Stage 8) ---
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// --- blocks ---
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blocksList(): Promise<AccountRef[]>;
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block(accountId: string): Promise<void>;
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unblock(accountId: string): Promise<void>;
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// --- invitations (Stage 8) ---
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// --- invitations ---
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invitationsList(): Promise<Invitation[]>;
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invitationCreate(inviteeIds: string[], settings: InvitationSettings): Promise<Invitation>;
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invitationAccept(invitationId: string): Promise<Invitation>;
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invitationDecline(invitationId: string): Promise<Invitation>;
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invitationCancel(invitationId: string): Promise<void>;
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// --- profile / stats / history (Stage 8) ---
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// --- profile / stats / history ---
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profileUpdate(p: ProfileUpdate): Promise<Profile>;
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statsGet(): Promise<Stats>;
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exportGcg(gameId: string): Promise<GcgExport>;
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// --- account linking & merge (Stage 11) ---
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// --- account linking & merge ---
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linkEmailRequest(email: string): Promise<void>;
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linkEmailConfirm(email: string, code: string): Promise<LinkResult>;
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linkEmailMerge(email: string, code: string): Promise<LinkResult>;
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