feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place. Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent". Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated.
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@@ -1,6 +1,8 @@
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package game
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import (
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/notify"
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)
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@@ -21,9 +23,15 @@ func gameSummary(g Game, names []string) notify.GameSummary {
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if s.Seat >= 0 && s.Seat < len(names) {
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name = names[s.Seat]
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}
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// An open game's still-empty opponent seat carries no account: send an empty id
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// (not the nil-UUID string) so the client renders it as "searching for opponent".
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accountID := ""
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if s.AccountID != uuid.Nil {
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accountID = s.AccountID.String()
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}
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seats = append(seats, notify.SeatStanding{
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Seat: s.Seat,
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AccountID: s.AccountID.String(),
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AccountID: accountID,
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DisplayName: name,
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Score: s.Score,
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HintsUsed: s.HintsUsed,
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