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.
This commit is contained in:
Ilia Denisov
2026-06-17 11:12:38 +02:00
parent d53ff18a67
commit aaac816dc2
51 changed files with 1000 additions and 111 deletions
+19 -3
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@@ -514,11 +514,24 @@ disguised robot stays indistinguishable from a person.
has a **Messages** section that lists posted messages (nudges excluded)
newest-first with the sender's resolved name, **source** (guest / robot / oldest
identity kind), IP and game, searchable by sender name / external-id glob masks and
pinnable to one game or sender (linked from the game and user cards).
pinnable to one game or sender (linked from the game and user cards). It also offers an
**unread-only filter** and a read/unread column, and each message has a detail card with
the **per-seat read breakdown** (sender / read / unread).
- **Nudge**: folded into the chat as a `nudge` message kind. The player awaiting
the opponent may nudge **once per hour per game**; it is not allowed on one's own
turn. The platform-native delivery runs through the gateway and the platform
side-service.
- **Read receipts**: each `chat_messages` row carries an `unread_seats` bitmask — a set
bit per recipient seat that has **not** yet read it (the sender's own bit is never set).
A text message seeds the bits of every seated recipient; a nudge seeds only the awaited
player's. A seat's bit clears when that player **opens the move history or the chat**
(`POST /games/:id/chat/read`, which the client sends only when it holds unread, so a
history open is not a constant backend call), and a **nudge additionally clears when its
recipient answers by moving** (the move path calls a wired `NudgeClearer`). The mask is
inverted so "anything unread" is a plain `unread_seats <> 0`, which the per-viewer
`unread_chat` game-view flag (seeding the lobby and in-game unread **dot**), the admin
unread filter and the unread gauge all use. On each clear the publish-to-read latency is
recorded; the read time itself is not retained.
- **Profile**: `preferred_language` (en/ru, edited in Settings), display name, email
(confirm-code binding, see §4), **timezone**, the daily **away window** and the
block toggles — all editable through `account.UpdateProfile`, which validates them:
@@ -551,7 +564,8 @@ disguised robot stays indistinguishable from a person.
`game_moves` (the move journal), `complaints` and `account_stats`, and the
social/lobby tables `friendships` (the request/accept graph, its status admitting
`declined`), `blocks`
(per-user blocks), `chat_messages` (per-game chat and nudges), `email_confirmations`
(per-user blocks), `chat_messages` (per-game chat and nudges, carrying the per-message
`unread_seats` read bitmask), `email_confirmations`
(pending confirm-codes), `game_invitations` / `game_invitation_invitees`
(friend-game invitations), `friend_codes` (one-time add-a-friend codes),
`game_drafts` (a player's in-progress rack order + board composition per
@@ -743,7 +757,9 @@ edits take effect on the next `profile.get` (open/reconnect/foreground), not mid
whose synthetic timing dominates the tail, so per-human analysis lives in the admin
console, below); counters `games_started_total`, `games_abandoned_total` (a
turn-timeout seat drop), `chat_messages_total` (`kind` = message/nudge) and
`robot_games_finished_total`; an observable gauge `game_cache_active`; the gateway
`robot_games_finished_total`; a histogram `chat_read_duration` (chat publish-to-read
latency by `kind`); observable gauges `game_cache_active` and `chat_unread_messages`
(chat entries with `unread_seats <> 0`); the gateway
`edge_request_duration` (the UI-perceived roundtrip, by `message_type`/`result`);
and Go runtime/heap metrics. Game-scoped metrics carry a `variant` attribute
(scrabble_en/scrabble_ru/erudit_ru).
+5 -2
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@@ -191,8 +191,11 @@ is awaited at most once per hour (the
nudge is part of the game chat); both the in-app toast and the out-of-app push (delivered
via the platform) **name the nudger** ("<opponent>: waiting for your move").
Chat and the word-check tool share one **comms screen** with **💬 chat** / **🔎 dictionary**
tabs, reached from the 💬 in the move-history header (with a back to the game); a new chat
message raises an **unread badge** on the game's score bar and the 💬 until the chat is opened.
tabs, reached from the 💬 in the move-history header (with a back to the game). An unread chat
entry — a message **or a nudge** from an opponent — raises a small **red dot** next to the game
in the **lobby** and on the game's **score bar**. Opening the **move history** counts as reading
the chat, even without entering it: the dot clears and the 💬 icon **fade-blinks twice**. A nudge
also clears the moment its recipient **takes their move**.
### Profile & settings
Edit the display name (letters joined by a single space / "." / "_" separator, with an
+5 -2
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@@ -196,8 +196,11 @@ nudge) приходят от бота **этой партии** — по язы
и внеприложенческий push (доставляется через платформу) **называют отправителя**
(«<соперник>: жду вашего хода»).
Чат и инструмент проверки слова — один **экран связи** со вкладками **💬 чат** / **🔎 словарь**,
открываемый по 💬 в шапке истории ходов (с кнопкой «назад» в партию); новое сообщение рисует
**бейдж непрочитанного** на строке счёта партии и на 💬 до открытия чата.
открываемый по 💬 в шапке истории ходов (с кнопкой «назад» в партию). Непрочитанная запись чата —
сообщение **или nudge** от соперника — зажигает маленькую **красную точку** рядом с партией в
**лобби** и на **строке счёта** партии. Открытие **истории ходов** считается прочтением чата, даже
без захода в него: точка гаснет, а значок 💬 **дважды мигает**. Nudge также гаснет в момент, когда
его получатель **делает ход**.
### Профиль и настройки
Редактирование отображаемого имени (буквы, разделённые одиночным пробелом / «.» /