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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@@ -76,9 +76,12 @@ func (m *Matchmaker) SetNotifier(p notify.Publisher) {
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// emitMatchFound pushes match_found to every seat of a freshly started game.
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// Emitting to a robot seat is harmless (no client subscription exists for it).
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func (m *Matchmaker) emitMatchFound(g game.Game) {
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lang := g.Variant.Language() // route the push by the game's language, not the recipient's bot (Stage 17)
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intents := make([]notify.Intent, 0, len(g.Seats))
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for _, s := range g.Seats {
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intents = append(intents, notify.MatchFound(s.AccountID, g.ID))
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mf := notify.MatchFound(s.AccountID, g.ID)
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mf.Language = lang
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intents = append(intents, mf)
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}
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m.pub.Publish(intents...)
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}
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