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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@@ -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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