fix(game): clear nudges on game completion
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Nudge badges lingered in the lobby on games that ended by turn-timeout, resignation or forfeit: those paths commit the finish directly, bypassing the move path's per-mover NudgeClearer, so the awaited seat's nudge was never marked read. A finished game's nudges are stale, so clear them all. Add a wired NudgeExpirer (social.ExpireNudges) called from the shared commit finish block — covering every completion path — and from the voidGame recovery path. It clears every seat's nudge bits for the game and leaves chat messages unread; unlike ClearNudges it records no publish-to-read latency, since a completion is an expiry, not a read. An integration test reproduces the timeout case (nudge cleared, chat kept). Docs: ARCHITECTURE §9.1, FUNCTIONAL (+_ru), backend/README.
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@@ -43,8 +43,10 @@ per-user blocks, and per-game chat with nudges folded in as a message kind; chat
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messages are length-capped, content-filtered (no links/emails/phone numbers,
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including obfuscated forms) and stored with the sender's IP. Each message carries an
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`unread_seats` read bitmask (a set bit per recipient seat still to read it); `MarkRead`
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clears a reader's bit when they open the move history or chat, and a wired `NudgeClearer`
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clears a nudge when its recipient moves — both record the publish-to-read latency.
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clears a reader's bit when they open the move history or chat, a wired `NudgeClearer`
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clears a nudge when its recipient moves, and a wired `NudgeExpirer` clears **all** of a game's
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nudges when it finishes (any completion path) — the first two record the publish-to-read latency,
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the completion expiry does not (it is not a read); chat messages stay unread on completion.
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A friend request (or block) aimed at a **disguised pooled robot** is recorded per game+seat
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in `robot_friend_requests` / `robot_blocks`, never against the shared robot account; a
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background reaper drops a robot friend request once its game has been finished for **7 days**.
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