Commit Graph

34 Commits

Author SHA1 Message Date
Ilia Denisov 004aca4e97 feat(feedback): capture the browser UTC offset; Filed time in three zones
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The account time zone defaults to UTC until a player saves a profile, so a
report's Filed time could only render in UTC even for a player clearly in
another zone. Capture the client's detected "±HH:MM" offset (browser_tz) with
each submission and show the Filed time in three zones in the operator console
— UTC, the browser offset detected at submit, and the sender's saved profile
zone — each shown "N/A" when not known, so the operator can tell what is
certainly known from what is merely defaulted.

- Thread browser_tz through the fbs envelope (+ Go/TS codegen), the gateway
  transcode + backend client, and the backend feedback service/store; add the
  column via migration 00004 (additive, image-rollback-safe).
- Fix fmtTimeIn to resolve "±HH:MM" offsets via account.ResolveZone;
  time.LoadLocation alone silently fell back to UTC for offset zones, which is
  the second reason a "+02:00" sender showed only UTC.
- Update ARCHITECTURE/FUNCTIONAL(+ru) docs and the feedback integration test.
2026-06-22 18:05:39 +02:00
Ilia Denisov b78ce42922 feat(feedback): capture the app version; show version + local Filed time
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Each feedback submission now carries the client app version (__APP_VERSION__),
snapshotted like the interface language: FlatBuffers FeedbackSubmitRequest gains
a version field → gateway transcode → backend, persisted in a new nullable
feedback_messages.app_version column (migration 00003, additive so an image
rollback stays DB-safe). The operator console detail shows the app version and
renders the Filed time in UTC plus the sender's time zone (fmtTimeIn).

Touches: fbs schema + regenerated Go/TS codegen, codec + transport (the client
attaches its build), gateway transcode + backendclient, feedback store/service,
admin view + template, docs (ARCHITECTURE §15, FUNCTIONAL + _ru). Verified:
feedback integration tests (migration + version round-trip), codec round-trip,
check/unit/build green.
2026-06-22 17:02:05 +02:00
Ilia Denisov 57c778f9b2 feat(telegram,game): single bot + per-user variant preferences
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Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.

- Telegram: one bot; drop service_language and the supported_languages
  set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
  connector proto). The single bot renders chat and out-of-app push in
  the recipient's preferred_language; remove the game-language push
  routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
  {erudit_ru}, CHECK non-empty + subset of the three variants). Gates
  the New Game picker, vs-AI and the friend invitation the player
  creates, enforced server-side (HTTP 400 otherwise); an invited friend
  may still accept any variant. Edited on the Settings screen; variants
  are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
  and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
  VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
  to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
  backend, ui, UI_DESIGN, PRERELEASE).

The migration squash is deferred to a follow-up PR.
2026-06-20 14:23:25 +02:00
Ilia Denisov c127bc9f0e feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is
secretly a pooled robot now records the request per (game, seat) in a new
robot_friend_requests table -- never against the shared robot account -- mirroring the
robot_blocks pattern. The shared account stays out of friendships, the "requested" state
is pinned to the seat (not leaked across the player's other games), the robot ignores it,
and a background reaper drops the row 7 days after its game finishes. The outgoing-requests
list carries these per-game rows so the seat control stays disabled across reloads. No
withdraw UI, per owner decision.

Cosmetics:
- Lobby: an in-progress game tints the viewer's own score number green when leading or
  tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order,
  matching the over-the-board scoreboard.
- Stats: the per-variant best move is laid out on two lines -- the variant label, then the
  score (right-aligned in its column) and the word tiles (left-aligned) below it.
- Dark theme: the played-tile background is a touch darker so a player-placed tile reads
  with more contrast (light theme unchanged).

Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the
same change.
2026-06-19 21:39:27 +02:00
Ilia Denisov 6e77de4c1e feat: sparser robot nudges, typed unread badge, lobby unread bump
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Three owner-requested polish changes:

- robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a
  flat uniform 9-12 h wait before every nudge; the existing sleep-window gate
  still skips and defers a nudge that would land in the robot's night.
- ui: colour the lobby/in-game unread dot by type -- the regular danger colour
  when a chat message is unread, a softer amber (--warn) when only nudges are.
  Adds a per-viewer unread_messages flag (chat_messages.kind='message') across
  the backend DTO, FlatBuffers wire, gateway transcode and the UI store.
- ui: float games with any unread notification to the top of the lobby's
  your-turn and opponent-turn sections (finished keeps its order), reusing the
  existing unread_chat flag.

Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire
field is backward-compatible.
2026-06-19 16:50:48 +02:00
Ilia Denisov 64be0572b3 fix(social): robot blocks
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Blocking an auto-match opponent who is secretly a pooled robot is recorded  instead in a separate `robot_blocks` table.

Now blocking behaves the same in that game (struck name, hidden composer) and lists the blocked opponent under the name you saw, but is recorded only against that game — the disguise holds, the shared robot is never globally blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out of opponents).

- the shared robot account is never put in `blocks`
- the matchmaker keeps it free and it is not blocked under its other per-game names
- the blocked list and the in-game card still show it by joining that table; an unblock deletes the row
2026-06-18 13:12:19 +02:00
developer 8793bd34f2 feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
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The statistics screen gains real depth, plus a hint-count bug fix found along the way.

- Best move per variant: the screen shows the actual best-move word (drawn as game
  tiles; a wildcard shows its letter but no value), broken down by game variant, empty
  variants omitted. New account_best_move table, written at game finish.
- Moves & hint share: two new lifetime tiles — the player's play count and the share of
  plays that used a hint — from summed account_stats counters (moves, hints_used).
  Honest-AI games are excluded, like the rest of the stats.
- Hint-count fix: the in-game hint badge no longer goes stale across games. The global
  wallet now rides the wire apart from the per-game allowance (wallet_balance on
  StateView/HintResult/StatsView), so the client reads the live wallet rather than a
  per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet),
  its true per-game total.
- Account merge: sums the new moves/hints_used counters and merges the per-variant best
  moves (higher score kept), which it previously dropped.
- Admin: the user card shows Moves and Hints used.
- UI polish: tab/label wording, game-over text, and e2e selectors hardened against label
  changes.

All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
2026-06-17 22:17:27 +00:00
Ilia Denisov aaac816dc2 feat(chat): unread read-receipts with lobby/game dot and history-open ack
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).

UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
2026-06-17 11:12:38 +02:00
Ilia Denisov 63ab85a5e5 feat(lobby): cap simultaneous quick games at 10
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Limit a player to 10 active quick games (auto-match + AI); friend games created
by invitation are not counted. At the cap the backend refuses both new-game
entry points — quick enqueue and invitation creation — with 409
game_limit_reached, while accepting an incoming invitation stays allowed, so
friend games are capped from the other end. The lobby disables "New Game" and
shows a low-emphasis notice, driven by a new at_game_limit flag on games.list
(no per-event payload: a turn change does not move the count, and the lobby
already re-fetches games.list on entry and every game event).

- game.MaxActiveQuickGames + Store/Service.CountActiveQuickGames (active/open
  seats, no game_invitations row; hidden games still count -> dedicated count)
- Server.ensureUnderGameLimit gating handleEnqueue + handleCreateInvitation;
  game.ErrGameLimitReached -> 409 game_limit_reached
- FB GameList.at_game_limit (regenerated Go + TS) through the gateway transcode
  and UI codec; gameListDTO + lobbycache snapshot + Lobby.svelte + i18n
- tests: integration count rule + HTTP gate + accept bypass; server error map;
  gateway transcode round-trip; UI codec + lobbycache unit; e2e gamelimit
- docs: PRERELEASE (GL), FUNCTIONAL(+ru), ARCHITECTURE 8, UI_DESIGN, backend README
2026-06-16 22:51:18 +02:00
Ilia Denisov 0946a3f66c feat(ads): server-driven ad-banner backend, wire & admin console (PR1)
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Turn the gated-off mock banner into a real advertising subsystem (backend +
admin half; the UI rotation lands in PR2).

- internal/ads: campaigns (percent weight + validity window; a perpetual,
  undeletable default that fills the remainder up to 100%), 1..N bilingual
  messages (en+ru), global display timings; ActiveSet computes the
  window-filtered, default-remainder, GCD-reduced, language-resolved rotation
  feed. Smooth-weighted-round-robin math is unit-tested.
- migration 00006 (+ jetgen): ad_campaigns / ad_messages / ad_settings, seeded
  default campaign + house message + default timings.
- eligibility = !paid_account && hint_balance==0 && !no_banner role (new role;
  guests qualify). The resolved feed rides the profile.get response (no new RPC,
  works for guests, nothing distinct to filter); language by service_language.
- live update: a notify `banner` sub-kind (re-poll signal) published when an
  operator grants hints or grants/revokes no_banner, so the client shows/hides
  in place.
- admin console /_gm/banners (+ /_gm/banner-settings): campaign + message CRUD
  with reorder, default protection, clamped timings.
- wire: fbs BannerInfo/BannerCampaign on Profile; gateway transcode forwards it.
- docs: ARCHITECTURE §10, FUNCTIONAL (+ _ru), backend README, PRERELEASE tracker
  (incl. the deferred app.load aggregator note).
2026-06-15 23:00:19 +02:00
Ilia Denisov aa765a0c06 feat: honest AI opponent in quick game
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New Game's quick game gains an explicit opponent selector — 🤖 AI (default)
or 👤 Random player. AI starts a game seated with a pooled robot that joins
and moves at once: no per-move timeout (a 7-day inactivity loss reusing the
turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown
as 🤖 everywhere. The random path (disguised robot) is unchanged.

Driven by one game flag (games.vs_ai), set only on AI-started games so the
disguised path is never revealed; Matchmaker.StartVsAI seats the robot
directly (no open pool); the robot replies event-driven via the game service's
after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
2026-06-15 20:14:24 +02:00
Ilia Denisov 6679260d0a feat(session): carry the bot service_language on the Session wire
Thread the Telegram bot's service language (en/ru) from the session mint response
through the gateway into the FlatBuffers Session, so the UI knows which bot the
player signed in through. handleTelegramAuth refreshes the account's service
language onto the response before minting (it was set after the fetched copy).
Empty for a non-Telegram login.
2026-06-15 15:49:26 +02:00
Ilia Denisov 419ea11b14 feat(feedback): in-app user feedback with admin review and account roles
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User-facing Feedback screen (Settings -> Info, registered accounts only): a
message (<=1024 runes) plus one optional attachment, an anti-spam gate (one
unreviewed message at a time), and the operator's inline reply with a
Settings/Info badge. Server-rendered admin console section (/_gm/feedback):
unread/read/archived queue with per-user search, detail with read/reply/
archive/delete/delete-all, safe attachment serving (nosniff, images inline via
<img>, others download-only). Introduces account_roles, the first per-account
role table; feedback_banned blocks only feedback submission, granted/revoked
from /users and the delete-with-block action.

- migration 00004_feedback (feedback_messages + account_roles) + jetgen
- backend internal/feedback (store+service), internal/account/roles.go
- wire: FlatBuffers feedback.submit/get/unread; gateway guest gate (Op.NonGuest,
  is_guest via session resolve) -> guest_forbidden before any backend call
- reply push reuses NotificationEvent with a new admin_reply sub-kind
- UI: /feedback route + screen, attachment picker, badge, channel detection, i18n
- tests: feedback unit (Go+UI), gateway guest-gate, inttest lifecycle, e2e
- docs: PLAN stage 19, ARCHITECTURE s15, FUNCTIONAL(+ru), TESTING, READMEs
2026-06-15 12:23:10 +02:00
Ilia Denisov d1ba666495 feat(admin): manual account blocking (suspensions)
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Operator-driven hard block, the counterpart to the soft high-rate flag: permanent or until a date, with an optional reason chosen from an editable en+ru picklist (snapshotted onto the block). A block forfeits the player's active games (opponent wins, as a resignation) and cancels their open matchmaking games. A backend gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked, which threads through the gateway as the Execute result_code; the UI surfaces it as a terminal blocked screen and stops all push/poll. Temporary blocks self-expire; the operator can unblock at any time (lost games stay lost). Sessions are not revoked, so the blocked client can still reach the exempt block-status endpoint.

Backend: migration 00003 (account_suspensions + suspension_reasons) + jet regen; account suspension store; game.ForfeitAllForAccount; requireNotSuspended gate + block-status endpoint; admin console block/unblock + Reasons CRUD. Wire: fbs BlockStatus + account.block_status gateway op. UI: blocked screen, app state, transport/codec, i18n. Docs: ARCHITECTURE, FUNCTIONAL(+ru), PRERELEASE (AB).
2026-06-14 21:55:59 +02:00
Ilia Denisov efaf633691 fix(gateway): put the opened game on the wire even when the enqueue is not yet matched
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The real cause of 'Start game does not enter the game': encodeMatch gated the MatchResult game on matched (matched := m.Matched && m.Game != nil), so an open game awaiting an opponent (matched=false, game set) lost its game on the wire and the client had nothing to navigate into. Encode the game whenever m.Game is present; the backend's matched flag is authoritative. Regression test added (matched=false + game reaches the wire). The earlier codec fix guarded the same drop on the decode side.
2026-06-13 10:50:16 +02:00
Ilia Denisov 0b57400c6f feat(ui): single-word rule indicators + auto-match select redesign
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Surface the per-game "single word" rule to the client and refine the
random-opponent New Game screen.

- Wire: thread multiple_words_per_turn into the GameView and Invitation
  FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both
  the backend push-event and gateway REST paths.
- In-game indicators (single-word games only): a small 1 in the status bar's
  score-preview slot (yields to the live preview) and a centred "One word per
  turn" label in the history-drawer header. Standard games show neither.
- Invitation card gains a "One word per turn" line for single-word invitations.
- Auto-match redesign: variant plaques are mutually-exclusive selects (highlight
  on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom
  "Start game" button (disabled until a variant is chosen) confirms. The rule
  toggle appears once a Russian variant is selected.
- Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a
  single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
2026-06-12 10:28:29 +02:00
Ilia Denisov 74455c7b12 feat: "multiple words per turn" rule for Russian games
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Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).

- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
  through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
  and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
  lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
  + rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
  gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
  FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
  only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
  corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
2026-06-12 02:17:30 +02:00
Ilia Denisov 92f48a3b12 Backend infers play direction; UI previews words and gates submit on legality
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A single tile that only extended a word perpendicular to the client-declared
direction was rejected: the UI always sent dir=H for one-tile plays (the
dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing
"А" above "БАК" to form "АБАК" failed the solver's main-word-length check even
though the word is in the dictionary.

Make the backend infer a play's orientation from the placed tiles and the board
(internal/engine.resolveDirection): two or more tiles by the line they share, a
lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction
becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests
and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V"
(SubmitPlayDir) so a rebuilt game matches the one committed.

UI: stop computing/sending direction; the preview now shows the words a move
forms with its total score (game.previewWords); the make-move control is disabled
until the play is confirmed legal; the "your turn" label hides while tiles are
pending. Delete the orphaned Controls.svelte.

Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode
and the loadtest edge client to the new contract. Bake the decision into
ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README.
2026-06-11 22:42:33 +02:00
Ilia Denisov b47c47e969 R6(c): share the nested FB builders between notify and gateway transcode
Extract the FlatBuffers builders for the wire tables shared by the backend push
encoder and the gateway edge transcoder — GameView, MoveRecord, StateView,
AccountRef, Invitation and their nested rows — into a new scrabble/pkg/wire
package. Both callers keep their local builder signatures (no call sites move)
but now map their own source types (the backend's notify.* payloads and the
decoded engine.MoveRecord; the gateway's backendclient.* REST DTOs) to neutral
wire.* structs and delegate the construction to package wire, the single
definition of the nested-table layout.

Behaviour-preserving: the verified-identical field sets mean the wire bytes
decode the same, and the notify + transcode round-trip tests pass unchanged. The
fiddly Start/Add/End + reverse-prepend vector boilerplate now lives once; the two
encode files shrink while pkg/wire carries the shared logic.
2026-06-10 17:21:18 +02:00
Ilia Denisov 8881214213 R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN)
references from comments, doc-comments, service READMEs, the current-state docs
(ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the
.fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage
history.

- Rename the only stage-named identifiers: registerStage8 -> registerSocialOps,
  registerStage11 -> registerLinkOps (gateway transcode).
- Split stage6_test.go: TestEmailLoginFlow -> email_test.go,
  TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go.
- Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged
  .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments).

go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
2026-06-10 16:56:03 +02:00
Ilia Denisov 41a642ef97 R4: push enrichment — events carry a state delta, kill the last poll
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Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback.

- pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS.
- backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size.
- gateway: MoveResult transcode carries rack+bag_len.
- ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false.
- docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
2026-06-10 08:01:50 +02:00
Ilia Denisov 26aa154547 R1: schema & naming reset — squash migrations, rename variants
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Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod
data; verified schema-identical to the chain via a pg_dump diff + the green
integration suite) and rename the game-variant labels
english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the
backend, the FlatBuffers wire values and the UI.

dawg filenames and the Go enum identifiers are unchanged; the i18n display keys
are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from
CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups.
2026-06-09 12:09:50 +02:00
Ilia Denisov 4999478ded Stage 17 #5: hide finished games from your own lobby list
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A player can remove a finished game from their own 'my games' list. The action is
per-account, finished-only and irreversible (the game stays for the other players;
there is no un-hide).

- backend: migration 00012 game_hidden(account_id, game_id); store HideGame +
  hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished
  checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide.
- gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame.
- ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop),
  active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache
  sync; mock + transport + client wiring; lobby.hideGame label (en/ru).
- tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account,
  idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a
  pre-existing chat-screen .back transition flake surfaced by the new test's timing.
- docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker.
2026-06-09 00:26:35 +02:00
Ilia Denisov 6b6baf5710 Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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Lobby: group the my-games list into your-turn / opponent-turn / finished
(empty sections hidden), ordered by last activity (your-turn oldest-first,
the other two newest-first), as a compact line-separated list. gameDTO and
FB GameView gain last_activity_unix (turn start while active, finish time
once finished); a pure lib/lobbysort.ts holds the grouping/ordering.

Friends: the in-game 'add to friends' item is now server-derived via a new
GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with
a pending OR declined request (both read as 'request sent'), so it is correct
across reloads; it shows a disabled '✓ in friends' once accepted. It
live-updates when the opponent answers: RespondFriendRequest now publishes
friend_added (accept) / friend_declined (new notify sub-kind, decline) to the
original requester, whose open game re-derives its friend state.

Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests;
backend integration ListOutgoingRequests + respond-publishes-to-requester;
e2e updated for the new lobby section labels + a non-friend active opponent.
Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN.
2026-06-08 19:23:48 +02:00
Ilia Denisov f5c2404123 Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
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Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):

- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
  GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
  (rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
  JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
  load (lib/draft.ts), plus #5 -- tiles may be arranged on the
  opponent's turn (placement relaxed; the preview and Make-move stay
  your-turn-only, so an off-turn draft is position-only).

Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
2026-06-07 22:25:29 +02:00
Ilia Denisov 10412fee8e Stage 17 round 5 — backend/correctness bug fixes
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- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat
  (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat.
- Quick-match cancel was a UI no-op (only stopped polling): add the full path
  (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's
  pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no
  later robot-substituted game). NewGame dequeues on cancel and on abandon.
- Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win.
  The winner now takes rank 1 and the viewer is placed from rank 2 — matching the
  game-detail screen.
- Friend request to a robot: robots no longer block requests; the request stays
  pending and expires (friendRequestTTL), mirroring a human who ignores it.
- Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a
  correct message; the chat nudge button disables during the hourly cooldown; the
  nudge note reads 'Waiting for your move!' (button keeps the Nudge action label).
Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot
inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
2026-06-07 09:17:35 +02:00
Ilia Denisov e9f836db87 Stage 15: dual Telegram bots & language-gated variants
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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.
2026-06-05 09:35:53 +02:00
Ilia Denisov 90eaf4964b Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
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Live play now exchanges per-variant alphabet indices instead of concrete
letters (rack out; submit-play, evaluate, exchange, word-check in). The client
caches each variant's (index, letter, value) table behind
StateRequest.include_alphabet and renders the rack and blank chooser from it,
dropping the hardcoded value/alphabet tables. History, the durable journal and
GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged).

- pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet;
  StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile];
  Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated).
- engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/
  DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test.
- backend server edge maps index<->letter (new thin game.Service.GameVariant);
  game.Service domain methods, engine.Game and the robot keep one letter-based
  play path. The gateway forwards indices verbatim (no alphabet table).
- ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts
  is geometry-only; the mock seeds a fixture table; the UI normalises display to
  upper case (codec + cache), leaving placement/board/checkword unchanged.

Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value
tables. Discharges TODO-4.
2026-06-04 16:26:43 +02:00
developer 01485d8fc6 Stage 11: account linking & merge (email + Telegram Login Widget) (#12)
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2026-06-04 09:18:17 +00:00
Ilia Denisov cf66ed7e26 Stage 9: Telegram integration (connector side-service, Mini App, out-of-app push)
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New platform/telegram connector (own container, bot token only there):
- go-telegram/bot long-poll loop: /start deep-links + Mini App launch button.
- gRPC API pkg/proto/telegram/v1 (Telegram service): ValidateInitData, Notify
  (renders a localized message + deep-link button), SendToUser/SendToGameChannel
  (admin, wired in Stage 10). Generic methods are platform-agnostic (external_id).
- Bot API base override for Telegram's test environment; Dockerfile + compose
  (VPN sidecar, no public ingress); README.

Gateway:
- initData validation relocated from the gateway into the connector; the gateway
  calls ValidateInitData over gRPC (GATEWAY_CONNECTOR_ADDR), drops the bot token,
  and deletes internal/auth.
- Out-of-app push: runPushPump routes events whose recipient has no live in-app
  stream to connector.Notify, gated by /internal/push-target + the in-app-only
  flag (race-free de-dup); HasSubscribers added to the push hub.

Backend:
- Migration 00007 accounts.notifications_in_app_only (default true) + jetgen.
- ProvisionTelegram seeds a new account's language/display name from the launch
  fields; IdentityExternalID reverse lookup; /internal/push-target handler.

UI:
- Telegram Mini App launch: detect initData, apply themeParams, authTelegram,
  route the deep-link start_param (g/i/f); /telegram/ guard redirects outside
  Telegram. Vite relative base + telegram-web-app.js. In-app-only profile toggle;
  share-to-Telegram link for a friend code. Vitest + Playwright coverage.

Wire/docs/CI: fbs Profile/UpdateProfileRequest gain notifications_in_app_only
(Go + TS); go.work uses ./platform/telegram; go-unit.yaml covers it; PLAN,
ARCHITECTURE, FUNCTIONAL (+ru), UI_DESIGN, READMEs updated.
2026-06-04 07:10:21 +02:00
Ilia Denisov d733ce3119 Stage 8: UI social/account/history surfaces
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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.
2026-06-03 19:47:40 +02:00
Ilia Denisov 0284c9b83a Stage 7 (wip): tests + UI CI
- Vitest units: board replay, placement machine, premium parity, i18n key parity, FlatBuffers codec round-trips (19 tests)
- Playwright smoke (mock transport): guest -> lobby -> board -> place tile -> preview
- ui-test.yaml workflow: check/unit/build + bundle-size budget (67.5KB gzip < 100KB) + chromium e2e
- gateway transcode tests for games.list (seat display_name), pass, hint
- backend integration test for game.ListForAccount
2026-06-03 00:55:38 +02:00
Ilia Denisov 65689b903f Stage 7 (wip): wire remaining ops (backend REST, FBS, gateway transcode) + real UI transport
backend: REST handlers for pass/exchange/resign/hint/evaluate/check_word/complaint/history/chat-list/nudge + new game.ListForAccount (my games) + seat display_name resolution
pkg/fbs: GameActionRequest/ExchangeRequest/EvalRequest/EvalResult/CheckWordRequest/WordCheckResult/ComplaintRequest/HintResult/History/GameList/ChatList + SeatView.display_name; committed Go regenerated (flatc 23.5.26)
gateway: 11 new transcode ops + backendclient methods + FB encoders
ui: edge TS codegen (flatc --ts + protoc-gen-es, committed), FlatBuffers<->model codec, real connect-web transport (binary, bearer auth, Subscribe). prod bundle ~69KB gzip JS
2026-06-03 00:49:07 +02:00
Ilia Denisov 408da3f201 Stage 6: gateway edge (Connect/FlatBuffers over h2c, platform/email/guest auth, sessions, rate-limit, admin passthrough, live push bridge)
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New public ingress and the first network edge. Framework + a vertical slice of
operations end-to-end; remaining ops reuse the same transcode pattern in Stage 7.

Contracts (new module scrabble/pkg):
- push.proto (backend->gateway gRPC server-stream) + scrabble.fbs (FlatBuffers
  edge payloads), committed generated Go; buf/flatc Makefiles (dev-time codegen).

Backend:
- REST handlers on the /api/v1 groups: internal session endpoints
  (telegram/guest/email login -> mint, resolve, revoke) and the user slice
  (profile, submit_play, state, lobby enqueue/poll, chat).
- internal/notify in-process Publisher hub + internal/pushgrpc gRPC server
  (BACKEND_GRPC_ADDR) streaming your_turn/opponent_moved/chat/nudge/match_found;
  emission in game.commit, social, matchmaker.
- migration 00005 accounts.is_guest; guests are durable rows excluded from stats;
  ProvisionGuest; email-as-login (RequestLoginCode/LoginWithCode).

Gateway (new module scrabble/gateway):
- Connect Gateway service over h2c (Execute + Subscribe), FlatBuffers<->JSON
  transcode registry, Telegram initData HMAC validator (seam), session cache,
  token-bucket rate limiter (3 classes), push fan-out hub, backend REST + push
  gRPC client, admin Basic-Auth reverse proxy.

go.work: use ./pkg, ./gateway + replace scrabble/pkg. CI: gateway/**, pkg/**
path filters; unit build/vet/test span all three modules. Docs (PLAN,
ARCHITECTURE, FUNCTIONAL+ru, TESTING, READMEs) updated; gateway/pkg unit tests +
guest/email-login integration tests.
2026-06-02 22:38:24 +02:00