Stage 17: fix the robot-nudge frequency + per-game push language
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Two owner-reported defects from a live contour game. A. Frequency: the robot's proactive nudge fired hourly for 12h+ (a 12h idle threshold then the 1h cooldown, uncapped). Replaced with a lengthening, randomized schedule (proactiveNudgeGap): the first nudge ~60-90 min into the human's turn, each later gap growing toward 1-6h (uniform sample in [60min, ceil], ceil ramping 90min->6h over 12h of idle, measured from the previous nudge), so a long wait gets a handful of increasingly-spaced reminders instead of a stream. B. Language: out-of-app push routed by the recipient's GLOBAL service_language (last-login-wins), so after re-logging via the RU bot an English game's nudges came from the RU bot. Now a game push (your_turn, game_over, nudge, match_found) carries the game's own language (engine.Variant.Language) on push.Event, and the gateway routes by it (falling back to service_language for non-game pushes). The New-Game variant-gating guarantees the game's bot is one the player has started, so delivery is never blocked. Tests: proactiveNudgeGap unit + retimed TestRobotProactiveNudge; TestVariantLanguage; emit your_turn/game_over language; TestNudgeRoutedByGameLanguage integration. Docs: ARCHITECTURE (§7 nudge, §10/§13 routing), FUNCTIONAL (+ _ru), PLAN tracker.
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@@ -222,6 +222,17 @@ func (svc *Service) GameVariant(ctx context.Context, gameID uuid.UUID) (engine.V
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return svc.store.GetGameVariant(ctx, gameID)
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}
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// GameLanguage returns the game's language tag ("en"/"ru"), derived from its variant, so a
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// game push routes out-of-app to the game's own bot rather than the recipient's last-login bot
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// (Stage 17).
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func (svc *Service) GameLanguage(ctx context.Context, gameID uuid.UUID) (string, error) {
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v, err := svc.GameVariant(ctx, gameID)
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if err != nil {
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return "", err
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}
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return v.Language(), nil
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}
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// RobotSchedule returns a game's bag seed and turn-start time, for the admin console's
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// robot-schedule panel (the deterministic play-to-win intent and next-move ETA).
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func (svc *Service) RobotSchedule(ctx context.Context, gameID uuid.UUID) (seed int64, turnStartedAt time.Time, err error) {
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@@ -367,6 +378,9 @@ func (svc *Service) emitMove(ctx context.Context, post Game, rec engine.MoveReco
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for _, s := range post.Seats {
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intents = append(intents, notify.OpponentMoved(s.AccountID, post.ID, rec.Player, rec.Action.String(), rec.Score, rec.Total))
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}
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// Game pushes are routed out-of-app by the game's own language, not the recipient's
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// last-login bot (Stage 17).
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lang := post.Variant.Language()
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switch post.Status {
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case StatusActive:
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if next, ok := seatAccount(post.Seats, post.ToMove); ok {
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@@ -377,14 +391,18 @@ func (svc *Service) emitMove(ctx context.Context, post Game, rec engine.MoveReco
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word = rec.Words[0]
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}
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opponent := svc.displayName(ctx, post.Seats, rec.Player)
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intents = append(intents, notify.YourTurn(next, post.ID, deadline, opponent, action, word, scoreLine(post, post.ToMove)))
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yourTurn := notify.YourTurn(next, post.ID, deadline, opponent, action, word, scoreLine(post, post.ToMove))
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yourTurn.Language = lang
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intents = append(intents, yourTurn)
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}
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case StatusFinished:
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// The game just ended (any path: a closing play, all-pass, resign or timeout). Tell every
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// seat, each with their own perspective + recipient-first score, so an offline player gets
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// an out-of-app "game over" push (online players take it from the in-app refresh).
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for _, s := range post.Seats {
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intents = append(intents, notify.GameOver(s.AccountID, post.ID, seatResult(post.Seats, s.Seat), scoreLine(post, s.Seat)))
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over := notify.GameOver(s.AccountID, post.ID, seatResult(post.Seats, s.Seat), scoreLine(post, s.Seat))
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over.Language = lang
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intents = append(intents, over)
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}
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}
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svc.pub.Publish(intents...)
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