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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@@ -214,7 +214,7 @@ func runPushPump(ctx context.Context, backend *backendclient.Client, hub *push.H
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// deliver the event over the platform push channel. Done in a goroutine
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// so a slow connector never stalls the in-app firehose.
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if conn != nil && connector.OutOfAppKind(ev.GetKind()) && !hub.HasSubscribers(ev.GetUserId()) {
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go deliverOutOfApp(ctx, backend, conn, ev.GetUserId(), ev.GetKind(), ev.GetPayload(), logger)
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go deliverOutOfApp(ctx, backend, conn, ev.GetUserId(), ev.GetKind(), ev.GetPayload(), ev.GetLanguage(), logger)
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}
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}
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if !sleep(ctx, pushReconnectDelay) {
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@@ -227,7 +227,7 @@ func runPushPump(ctx context.Context, backend *backendclient.Client, hub *push.H
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// Telegram identity and have not confined notifications to the app, asks the
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// connector to deliver the event. It is best-effort: every failure is logged and
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// dropped (the in-app stream remains the primary channel).
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func deliverOutOfApp(ctx context.Context, backend *backendclient.Client, conn *connector.Client, userID, kind string, payload []byte, logger *zap.Logger) {
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func deliverOutOfApp(ctx context.Context, backend *backendclient.Client, conn *connector.Client, userID, kind string, payload []byte, gameLang string, logger *zap.Logger) {
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target, err := backend.PushTarget(ctx, userID)
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if err != nil {
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logger.Warn("push target lookup failed", zap.String("user_id", userID), zap.Error(err))
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@@ -236,7 +236,13 @@ func deliverOutOfApp(ctx context.Context, backend *backendclient.Client, conn *c
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if !connector.DeliverToTarget(target.ExternalID, target.NotificationsInAppOnly) {
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return
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}
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if _, err := conn.Notify(ctx, target.ExternalID, kind, payload, target.Language); err != nil {
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// A game event carries its own language, so the push comes from the game's bot rather than
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// the recipient's last-login bot (Stage 17); other events fall back to the service language.
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lang := target.Language
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if gameLang != "" {
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lang = gameLang
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}
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if _, err := conn.Notify(ctx, target.ExternalID, kind, payload, lang); err != nil {
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logger.Warn("out-of-app notify failed", zap.String("kind", kind), zap.Error(err))
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}
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}
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