Stage 17 #4: enrich the out-of-app your-turn push + add game-over
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The Telegram 'your turn' notification now names the opponent and recaps their last
move (voiced as the opponent: «{name}: my move — «WORD». Score 120:95» for a scoring
play; a short 'swapped / passed, your turn' otherwise), and a new game-over
notification reports the result + final score when a game ends by any path (closing
play, all-pass, resign, timeout). Scores are recipient-first (the reader's score
leads), 2-4 players (120:95:80).
- schema: YourTurnEvent gains opponent_name/last_action/last_word/score_line
(appended, backward-compatible); new GameOverEvent{result, score_line}. Go + UI
bindings regenerated (flatc 23.5.26 + pnpm codegen).
- backend: notify.YourTurn enriched + notify.GameOver; emitMove resolves the mover's
name and emits per-recipient (your_turn to the next mover, game_over to every seat),
with recipient-first score lines built in one place.
- gateway: game_over joins the out-of-app whitelist (routing.go).
- connector: render builds the enriched your_turn + game_over text per language (en/ru).
- tests: notify round-trip (enriched + game_over), emit (enriched fields + game_over to
all seats / per-seat result), connector render (en/ru), routing; integration replay
(play → your_turn with real name; resign → game_over) green.
- docs: ARCHITECTURE push catalog + out-of-app set, FUNCTIONAL (+ _ru), PLAN tracker.
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@@ -7,6 +7,7 @@ import (
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"errors"
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"fmt"
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"slices"
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"strconv"
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"strings"
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"time"
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@@ -350,7 +351,7 @@ func (svc *Service) commit(ctx context.Context, gameID uuid.UUID, g *engine.Game
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if err != nil {
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return Game{}, err
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}
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svc.emitMove(post, rec)
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svc.emitMove(ctx, post, rec)
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return post, nil
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}
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@@ -361,20 +362,92 @@ func (svc *Service) commit(ctx context.Context, gameID uuid.UUID, g *engine.Game
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// out-of-app push), so the actor is not notified out of band about their own move.
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// Delivery is best-effort (notify.Publisher never blocks) and the gateway fans each
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// event out to all of the recipient's live streams.
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func (svc *Service) emitMove(post Game, rec engine.MoveRecord) {
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intents := make([]notify.Intent, 0, len(post.Seats)+1)
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func (svc *Service) emitMove(ctx context.Context, post Game, rec engine.MoveRecord) {
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intents := make([]notify.Intent, 0, 2*len(post.Seats))
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for _, s := range post.Seats {
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intents = append(intents, notify.OpponentMoved(s.AccountID, post.ID, rec.Player, rec.Action.String(), rec.Score, rec.Total))
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}
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if post.Status == StatusActive {
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switch post.Status {
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case StatusActive:
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if next, ok := seatAccount(post.Seats, post.ToMove); ok {
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deadline := post.TurnStartedAt.Add(post.TurnTimeout)
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intents = append(intents, notify.YourTurn(next, post.ID, deadline))
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action := rec.Action.String()
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word := ""
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if action == "play" && len(rec.Words) > 0 {
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word = rec.Words[0]
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}
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opponent := svc.displayName(ctx, post.Seats, rec.Player)
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intents = append(intents, notify.YourTurn(next, post.ID, deadline, opponent, action, word, scoreLine(post, post.ToMove)))
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}
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case StatusFinished:
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// The game just ended (any path: a closing play, all-pass, resign or timeout). Tell every
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// seat, each with their own perspective + recipient-first score, so an offline player gets
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// an out-of-app "game over" push (online players take it from the in-app refresh).
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for _, s := range post.Seats {
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intents = append(intents, notify.GameOver(s.AccountID, post.ID, seatResult(post.Seats, s.Seat), scoreLine(post, s.Seat)))
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}
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}
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svc.pub.Publish(intents...)
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}
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// displayName resolves the display name of the account at the given seat, or "" when the seat
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// is absent or the lookup fails (the enriched push then falls back to its plain text).
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func (svc *Service) displayName(ctx context.Context, seats []Seat, seat int) string {
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if svc.accounts == nil {
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return ""
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}
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id, ok := seatAccount(seats, seat)
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if !ok {
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return ""
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}
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acc, err := svc.accounts.GetByID(ctx, id)
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if err != nil {
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return ""
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}
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return acc.DisplayName
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}
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// scoreLine formats the running scores with recipientSeat's score first, then the remaining
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// seats in seat order, colon-joined (e.g. "120:95:80") — the recipient-first form used in the
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// out-of-app notifications.
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func scoreLine(g Game, recipientSeat int) string {
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n := len(g.Seats)
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bySeat := make([]int, n)
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for _, s := range g.Seats {
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if s.Seat >= 0 && s.Seat < n {
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bySeat[s.Seat] = s.Score
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}
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}
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parts := make([]string, 0, n)
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if recipientSeat >= 0 && recipientSeat < n {
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parts = append(parts, strconv.Itoa(bySeat[recipientSeat]))
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}
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for seat := 0; seat < n; seat++ {
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if seat != recipientSeat {
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parts = append(parts, strconv.Itoa(bySeat[seat]))
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}
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}
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return strings.Join(parts, ":")
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}
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// seatResult reports the finished-game outcome from recipientSeat's perspective: "draw" when no
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// seat is flagged the winner, "won" when recipientSeat is, otherwise "lost".
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func seatResult(seats []Seat, recipientSeat int) string {
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winner := false
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for _, s := range seats {
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if s.IsWinner {
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winner = true
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if s.Seat == recipientSeat {
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return "won"
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}
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}
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}
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if !winner {
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return "draw"
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}
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return "lost"
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}
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// seatAccount returns the account seated at the given seat index, or false when
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// no seat matches (the slice is not assumed to be ordered by seat).
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func seatAccount(seats []Seat, seat int) (uuid.UUID, bool) {
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