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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@@ -44,6 +44,8 @@ type GameView struct {
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LastActivityUnix int64
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// VsAI marks an honest-AI game (the opponent is shown as 🤖, chat/nudge/add-friend off).
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VsAI bool
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// UnreadChat is a per-viewer flag: the requesting player has unread chat in this game.
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UnreadChat bool
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}
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// TileRecord is one tile in a decoded MoveRecord (the concrete letter, "?" for a blank
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@@ -161,6 +163,7 @@ func BuildGameView(b *flatbuffers.Builder, g GameView) flatbuffers.UOffsetT {
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fb.GameViewAddSeats(b, seats)
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fb.GameViewAddLastActivityUnix(b, g.LastActivityUnix)
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fb.GameViewAddVsAi(b, g.VsAI)
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fb.GameViewAddUnreadChat(b, g.UnreadChat)
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return fb.GameViewEnd(b)
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}
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