feat: AI-game refinements (GCG, your_turn, admin, metrics)
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Follow-ups on the honest-AI game, same PR: - GCG export labels the robot seat "AI" instead of its pool name (ExportGCG overrides via accounts.IsRobot); the in-app 🤖 is unchanged. - vs_ai games emit no your_turn (the robot replies instantly, so it would be redundant); opponent_moved still advances the UI. - Admin console shows the AI flag: a 🤖 column in /games and an "AI game" line on the game card (GameRow/GameDetailView gain VsAI). - games_started_total / games_abandoned_total gain a vs_ai attribute; the Grafana Game-domain dashboard splits started/abandoned into human and AI panels. Tests: metrics unit (vs_ai split); integration (no your_turn, GCG "AI").
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@@ -406,7 +406,7 @@ func (s *Server) consoleGameDetail(c *gin.Context) {
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ID: g.ID.String(), Variant: g.Variant.String(), DictVersion: g.DictVersion,
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Status: g.Status, Players: g.Players, ToMove: g.ToMove, EndReason: g.EndReason,
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MoveCount: g.MoveCount, CreatedAt: fmtTime(g.CreatedAt), UpdatedAt: fmtTime(g.UpdatedAt),
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FinishedAt: fmtTimePtr(g.FinishedAt),
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FinishedAt: fmtTimePtr(g.FinishedAt), VsAI: g.VsAI,
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}
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// Resolve seats and detect robot seats; capture the human opponent's timezone, which
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// anchors the robot's sleep window for the next-move ETA.
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@@ -1021,7 +1021,7 @@ func (s *Server) consoleUUID(c *gin.Context, back string) (uuid.UUID, bool) {
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// gameRow projects a game summary into its console row.
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func gameRow(g game.Game) adminconsole.GameRow {
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return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt)}
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return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt), VsAI: g.VsAI}
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}
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// trimForm returns the trimmed value of a posted form field.
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