Stage 15: dual Telegram bots & language-gated variants
Tests · Go / test (push) Successful in 9s
Tests · Integration / integration (push) Successful in 10s
Tests · UI / test (push) Successful in 20s
Tests · Go / test (pull_request) Successful in 8s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
Tests · Go / test (push) Successful in 9s
Tests · Integration / integration (push) Successful in 10s
Tests · UI / test (push) Successful in 20s
Tests · Go / test (pull_request) Successful in 8s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
Service-agnostic refinement of the owner's idea: the sign-in service returns a set of supported game languages with the user identity, and the lobby gates the New Game variant choice by it (en -> English; ru -> Russian + Эрудит). - Connector hosts two bots in one container (one per service language, each its own token + game channel; the same telegram_id spans both). ValidateInitData tries each token and returns the validating bot's service_language + supported_languages. Per-language config (TELEGRAM_BOT_TOKEN_EN/_RU, channels). - supported_languages rides the Session (fbs, session-scoped, not persisted); the UI offers only the matching variants on New Game — gating only the START of a new game (auto-match + friend invite), not accept/open/play; backend does not enforce. - service_language persisted (accounts.service_language, migration 00010, written every login, last-login-wins) and routes the user-facing Notify push back through the right bot (push-target coalesces with preferred_language). - Admin SendToUser/SendToGameChannel gain an operator-chosen language selector in the console (unrelated to ValidateInitData). - Non-Telegram logins carry the gateway default set (GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants). Wire (committed regen): ValidateInitDataResponse +service_language +supported_languages; Session +supported_languages; SendToUser/SendToGameChannel +language. Docs (ARCHITECTURE/FUNCTIONAL/_ru/READMEs) + PLAN updated; stage marked done.
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@@ -146,6 +146,7 @@ func (s *Server) consoleUserMessage(c *gin.Context) {
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}
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back := "/_gm/users/" + id.String()
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text := trimForm(c, "text")
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language := trimForm(c, "language")
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switch {
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case text == "":
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s.renderConsoleMessage(c, "Nothing sent", "the message was empty", back)
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@@ -157,14 +158,14 @@ func (s *Server) consoleUserMessage(c *gin.Context) {
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s.renderConsoleMessage(c, "No Telegram", "this account has no Telegram identity", back)
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return
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}
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delivered, err := s.connector.SendToUser(ctx, ext, text)
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delivered, err := s.connector.SendToUser(ctx, ext, text, language)
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if err != nil {
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s.consoleError(c, err)
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return
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}
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body := "message delivered"
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if !delivered {
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body = "not delivered (the user may not have started the bot)"
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body = "not delivered (the user may not have started that bot)"
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}
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s.renderConsoleMessage(c, "Sent", body, back)
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}
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@@ -340,20 +341,21 @@ func (s *Server) consoleBroadcast(c *gin.Context) {
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// consolePostBroadcast posts an operator message to the connector's game channel.
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func (s *Server) consolePostBroadcast(c *gin.Context) {
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text := trimForm(c, "text")
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language := trimForm(c, "language")
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switch {
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case text == "":
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s.renderConsoleMessage(c, "Nothing sent", "the message was empty", "/_gm/broadcast")
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case s.connector == nil:
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s.renderConsoleMessage(c, "Not configured", "the connector is not configured (set BACKEND_CONNECTOR_ADDR)", "/_gm/broadcast")
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default:
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delivered, err := s.connector.SendToGameChannel(c.Request.Context(), text)
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delivered, err := s.connector.SendToGameChannel(c.Request.Context(), text, language)
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if err != nil {
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s.consoleError(c, err)
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return
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}
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body := "posted to the game channel"
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if !delivered {
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body = "not delivered (no game channel configured on the connector)"
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body = "not delivered (that bot has no game channel configured)"
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}
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s.renderConsoleMessage(c, "Broadcast", body, "/_gm/broadcast")
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}
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