feat(chat): unread read-receipts with lobby/game dot and history-open ack
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).
UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
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@@ -45,8 +45,12 @@ type Service struct {
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// its asynchronous TriggerMove); nil disables the fast path (the scan still covers
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// these games). Kept as a func so the game package never imports the robot package.
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aiTrigger func(gameID uuid.UUID)
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metrics *gameMetrics
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log *zap.Logger
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// clearNudges, when set, marks the actor's pending nudges in a game read once they
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// have committed a move (a nudge answered by moving stops counting as unread). It is
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// best-effort and kept as a func so the game package never imports the social package.
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clearNudges func(ctx context.Context, gameID, accountID uuid.UUID) error
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metrics *gameMetrics
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log *zap.Logger
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}
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// NewService constructs a Service. store and accounts wrap the same pool;
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@@ -89,6 +93,14 @@ func (svc *Service) SetAITrigger(trigger func(gameID uuid.UUID)) {
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svc.aiTrigger = trigger
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}
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// SetNudgeClearer installs the hook that marks a mover's pending nudges read after
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// their move commits. It must be called during startup wiring; the default (nil)
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// leaves nudges to be cleared only when the recipient opens the move history or chat.
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// The social package wires its ClearNudges here.
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func (svc *Service) SetNudgeClearer(fn func(ctx context.Context, gameID, accountID uuid.UUID) error) {
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svc.clearNudges = fn
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}
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// triggerAI fires the honest-AI fast-move hook for an active vs_ai game (best-effort,
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// fire-and-forget). It is a no-op for non-AI games, finished games and when no hook is
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// installed, so callers can invoke it unconditionally after a create or commit.
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@@ -567,6 +579,13 @@ func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID,
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return MoveResult{}, err
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}
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svc.afterCommitDrafts(ctx, gameID, accountID, rec)
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// A nudge the actor answered by moving stops counting as unread (best-effort; the
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// move has committed, so a cleanup failure is logged, not surfaced).
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if svc.clearNudges != nil {
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if err := svc.clearNudges(ctx, gameID, accountID); err != nil {
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svc.log.Warn("clear nudges after move", zap.Error(err))
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}
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}
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// Record the seat's think time (turn start to commit) for the move-duration
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// metric; the timeout path commits separately and is excluded by design.
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svc.metrics.recordMoveDuration(ctx, pre.Variant, post.MoveCount, svc.clock().Sub(pre.TurnStartedAt))
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