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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@@ -207,8 +207,8 @@ func TestMatchmakerSubstitutesRobotEndToEnd(t *testing.T) {
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}
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}
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// TestRobotProactiveNudge checks the robot nudges the human after the idle
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// threshold on the human's turn.
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// TestRobotProactiveNudge checks the robot's lengthening proactive-nudge schedule on the
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// human's turn: nothing before the ~60-90 min first gap, exactly one once it has elapsed.
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func TestRobotProactiveNudge(t *testing.T) {
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ctx := context.Background()
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svc := newGameService()
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@@ -232,14 +232,18 @@ func TestRobotProactiveNudge(t *testing.T) {
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t.Fatalf("create: %v", err)
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}
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// Midnight start, driven 13 hours later (>12h idle) at a daytime hour awake for
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// every drift.
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start := time.Date(2024, 1, 1, 0, 0, 0, 0, time.UTC)
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// A daytime turn start (the robot is awake for every ±3h drift between 07:30 and 12:00). No
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// nudge before the 60-min floor of the first gap; exactly one once past its 90-min ceiling.
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start := time.Date(2024, 1, 1, 10, 0, 0, 0, time.UTC)
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setTurnStarted(t, g.ID, start)
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robots.Drive(ctx, start.Add(13*time.Hour))
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robots.Drive(ctx, start.Add(30*time.Minute))
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if n := countNudges(t, g.ID, robotID); n != 0 {
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t.Errorf("robot nudges = %d at 30m idle, want 0 (before the first gap)", n)
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}
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robots.Drive(ctx, start.Add(2*time.Hour))
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if n := countNudges(t, g.ID, robotID); n != 1 {
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t.Errorf("robot nudges = %d, want 1 after 13h idle on the human's turn", n)
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t.Errorf("robot nudges = %d at 2h idle, want 1 (after the first gap)", n)
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}
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}
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@@ -502,6 +502,32 @@ func TestRespondPublishesToRequester(t *testing.T) {
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}
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}
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// TestNudgeRoutedByGameLanguage checks a nudge's out-of-app push carries the game's language, so
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// it is delivered by the game's bot rather than the recipient's last-login bot (Stage 17).
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func TestNudgeRoutedByGameLanguage(t *testing.T) {
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ctx := context.Background()
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svc := newSocialService()
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pub := &capturePublisher{}
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svc.SetNotifier(pub)
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gameID, seats := newGameWithSeats(t, 2) // an English game; seat 0 is to move
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if _, err := svc.Nudge(ctx, gameID, seats[1]); err != nil {
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t.Fatalf("nudge: %v", err)
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}
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found := false
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for _, in := range pub.intents {
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if in.Kind == notify.KindNudge {
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found = true
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if in.Language != "en" {
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t.Errorf("nudge language = %q, want en (the game's language)", in.Language)
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}
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}
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}
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if !found {
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t.Fatal("no nudge intent published")
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}
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}
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// TestAdminListMessages checks the admin moderation list (Stage 17): real messages only
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// (nudges excluded), the game / sender pins, the sender glob masks, and the source label.
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func TestAdminListMessages(t *testing.T) {
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