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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@@ -238,6 +238,38 @@ func TestPlayToWinExport(t *testing.T) {
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}
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}
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// TestProactiveNudgeGap checks the proactive-nudge schedule: the first gap (refIdle 0) is
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// ~60-90 min, every gap stays within [60 min, 6 h] and is deterministic, and the gap lengthens
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// as the idle grows (the median at 12 h idle exceeds the median at the start).
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func TestProactiveNudgeGap(t *testing.T) {
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for seed := int64(1); seed <= 1000; seed++ {
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if first := proactiveNudgeGap(0, seed); first < 60*time.Minute || first > 90*time.Minute {
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t.Fatalf("first gap %s out of [60m,90m] for seed %d", first, seed)
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}
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for _, idle := range []time.Duration{0, time.Hour, 3 * time.Hour, 6 * time.Hour, 12 * time.Hour, 24 * time.Hour} {
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g := proactiveNudgeGap(idle, seed)
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if g < 60*time.Minute || g > 6*time.Hour {
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t.Fatalf("gap %s out of [60m,6h] for seed %d idle %s", g, seed, idle)
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}
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if proactiveNudgeGap(idle, seed) != g {
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t.Fatalf("gap not deterministic for seed %d idle %s", seed, idle)
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}
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}
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}
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median := func(idle time.Duration) float64 {
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const n = 4000
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xs := make([]float64, n)
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for s := 0; s < n; s++ {
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xs[s] = proactiveNudgeGap(idle, int64(s+1)).Minutes()
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}
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sort.Float64s(xs)
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return xs[n/2]
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}
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if early, late := median(0), median(12*time.Hour); early >= late {
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t.Errorf("median gap should grow with idle: idle0=%.0f idle12h=%.0f", early, late)
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}
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}
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// plays builds candidate plays carrying only the given scores (ranked as passed).
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func plays(scores ...int) []engine.MoveRecord {
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out := make([]engine.MoveRecord, len(scores))
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