Stage 8: UI social/account/history surfaces
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode -> backend REST -> existing domain services): friends (incl. one-time friend codes), per-user blocks, friend-game invitations, profile editing + email binding, the statistics screen, and the in-game history + GCG export. Friends gain two add paths (interview decision, a deliberate plan change): one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited redeem); and play-gated requests (shared game required) where an explicit decline is permanent, an ignored request lapses after 30 days, and a code bypasses a decline. Migration 00006 widens friendships_status_chk and adds friend_codes. Lobby notification badge is poll + push: a new generic `notify` event drives it live; the client polls on open/focus. Language stays a single Settings control that writes through to the durable account's preferred_language. GCG export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file. Tests: backend unit + inttest (friend gate/decline/code, ListInvitations, GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN (Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, TESTING, module READMEs.
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@@ -15,10 +15,10 @@ The web/app client (Svelte + Vite) realizes these stories. The **playable slice*
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auto-match, playing the board (place tiles by drag or tap, pass, exchange, resign),
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the top-1 hint, the unlimited word-check with complaint, per-game chat and nudge,
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real-time in-app updates, switching interface language (en/ru) and theme, and a
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read-only profile. Managing friends and blocks, creating friend games (invitations),
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editing the profile, the statistics screen and the history/GCG viewer arrive in
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Stage 8. Settings also pick the board's bonus-label style (beginner / classic /
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none). A hint **lays the suggested tiles on the board** for the player to confirm and
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read-only profile. **Stage 8** adds managing friends (including one-time friend
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codes) and blocks, friend-game invitations, editing the profile and binding an
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email, the statistics screen, and the in-game history viewer with GCG export.
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Settings also pick the board's bonus-label style (beginner / classic / none). A hint **lays the suggested tiles on the board** for the player to confirm and
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costs nothing when the rack has no legal move. The word-check accepts only the
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variant's alphabet, remembers answers within the session and rate-limits repeats.
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@@ -42,10 +42,10 @@ account (stats summed, games/friends transferred).
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Bottom tab menu: **my games**, **profile**. Auto-match (always 2 players) joins a
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per-variant pool and is paired with the next waiting human; after 10 s with no
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human the robot substitutes (the robot arrives in Stage 5). Friend games (2–4) are
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formed by inviting players from the friend list or by internal ID (deep-link
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invites arrive with the platform integration): the inviter chooses the settings
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and the game starts once every invitee has accepted — any decline cancels it, and
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an unanswered invitation expires after seven days.
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formed by inviting players from the friend list (deep-link invites arrive with the
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platform integration): the inviter chooses the settings and the game starts once
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every invitee has accepted — any decline cancels it, and an unanswered invitation
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expires after seven days.
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### Playing a game *(Stage 3)*
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Place tiles, pass, exchange, or resign. A play is validated against the game's
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@@ -74,9 +74,13 @@ one, and a night-time pause that tracks the player's own day. It answers a nudge
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within a few minutes and nudges back when the player has been away a long time. It
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carries a human-like name and neither chats nor accepts friend requests.
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### Social: friends, block, chat, nudge *(Stage 4)*
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Send a friend request and have it accepted (decline or cancel withdraws it,
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unfriending removes the friendship). Block globally — switch off incoming chat
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### Social: friends, block, chat, nudge *(Stage 4 / 8)*
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Become friends in two ways: redeem a **one-time code** the other player issues (six
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digits, valid for twelve hours), or send a **request to someone you have played
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with** — they accept, ignore it (a request lapses after thirty days and can then be
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re-sent), or decline (a decline blocks further requests from you until they hand you
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a code). Cancelling your own pending request withdraws it; unfriending removes the
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friendship. Block globally — switch off incoming chat
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and/or friend requests — and block individual players (a per-user block hides that
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person's chat and stops requests and game invitations both ways; it also ends any
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existing friendship). Per-game chat is for quick reactions: messages are short
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@@ -91,11 +95,13 @@ once entered, attaches the email to the account (an email already confirmed by
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another account cannot be taken — that is a merge, a later stage). Linked platform
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accounts and merge arrive in Stage 11.
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### History & statistics *(Stage 3)*
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### History & statistics *(Stage 3 / 8)*
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Finished games are archived in a dictionary-independent form and exportable to
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GCG. Statistics (durable accounts only): wins, losses, draws, max points in a
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game, and max points for a single move (the best play, which already includes
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every word it formed plus the all-tiles bonus).
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GCG; the export is offered **only once a game is finished** (exporting a live game
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would leak the move journal), and the client shares the `.gcg` file where the
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platform supports it, otherwise downloads it. Statistics (durable accounts only):
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wins, losses, draws, max points in a game, and max points for a single move (the
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best play, which already includes every word it formed plus the all-tiles bonus).
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### Administration *(Stage 10)*
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Admin (Basic Auth at the gateway) reviews word complaints, manages dictionary
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