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98 Commits
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6d66545062 |
fix(robot): show the per-game name in REST game views, not the account name
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The seat display-name snapshot only reached the live-event path (seatNames);
the REST DTO layer still resolved seat names from the account store
(fillSeatNames), so the game screen and lobby list showed the robot's seeded
account name ("Женя") while the your_turn toast showed its per-game name
("Звёздный_Барс2"). Carry the snapshot into gameDTOFromGame and have
fillSeatNames fall back to the account only for a seat with no snapshot (a
pre-snapshot legacy row). Friends and invitations keep account names (the
persistent identity, not a per-game disguise).
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dc582e9f73 |
fix(ads): restore reliable banner fades + keep banner on profile update
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Two regressions from the previous banner pass: - Fade (#2): the manual-opacity fade could paint opacity 0 and 1 in one frame and skip the transition — most visible for a single (default) campaign message, whose only fade is the first show. Revert the fade to Svelte transition:fade (which forces the from-state, so even the first/only message fades), keeping it on its own {#if} layer independent of the scroll. A freshly-mounted view onto a running cycle still renders the live message instantly (inFade duration 0 once), so navigation does not replay the fade. Verified by opacity sampling: advances fade, navigation stays at opacity 1. - Profile update (#3): the banner block was attached only to GET /profile, so a profile.update (e.g. a language switch) returned a profile without it and the banner vanished until reload. A shared profileResponse() now attaches the banner to GET, PUT and the link/merge profile responses. Regression test added (TestBannerSurvivesProfileUpdate). Still open: the scroll position is not preserved across navigation (the view remounts); discussed separately. |
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00a33c227b |
fix(ads): verify a message belongs to its campaign before edit/delete
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DeleteMessage/EditMessage acted on the message id without checking it belonged to the campaign id in the URL. A mismatched pair could edit an unrelated campaign's message or — worse — delete the default campaign's last message via another campaign's URL, bypassing the "default keeps >=1 message" guard. Both now load the campaign and return ErrNotFound unless it owns the message (MoveMessage already did). Operator-only, but a real business-logic bypass. Regression test: TestBannerMessageOwnership. |
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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). |
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d2a9441287 |
feat: AI-game refinements (GCG, your_turn, admin, metrics)
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Follow-ups on the honest-AI game, same PR: - GCG export labels the robot seat "AI" instead of its pool name (ExportGCG overrides via accounts.IsRobot); the in-app 🤖 is unchanged. - vs_ai games emit no your_turn (the robot replies instantly, so it would be redundant); opponent_moved still advances the UI. - Admin console shows the AI flag: a 🤖 column in /games and an "AI game" line on the game card (GameRow/GameDetailView gain VsAI). - games_started_total / games_abandoned_total gain a vs_ai attribute; the Grafana Game-domain dashboard splits started/abandoned into human and AI panels. Tests: metrics unit (vs_ai split); integration (no your_turn, GCG "AI"). |
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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. |
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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. |
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55ed87fb11 |
feat(feedback): snapshot the sender's language and connector bot at submit
Store the sender's interface language (lang) and, for a message that arrived through an external connector (Telegram), the bot language (channel_lang) on the feedback row at submit time, so the operator console shows the state as it was rather than the account's current settings (same snapshot discipline as a suspension reason). Added additively in migration 00005. The console detail reads these columns instead of loading the account live. |
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2a4ce319d9 |
feat(feedback): show the sender's interface language and connector bot in admin
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In the console feedback detail, show the sender's interface language (account preferred_language) always, and — for a message that arrived through an external connector (currently Telegram) — the bot they last used (en/ru, from the account's service_language). |
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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 |
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192e4a2433 |
feat(admin): grant hints to a user's wallet from the console
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Add an "Add hints" form on the admin user card that additively tops up a player's hint wallet (1-100 per grant). The grant is raise-only by construction (an additive UPDATE never lowers the balance) and stays correct under a concurrent in-game spend; a per-grant cap bounds a fat-finger, since the console can never reduce a wallet. The in-game hint policy is unchanged and already correct: a game offers the per-seat allowance plus the wallet, spending the allowance first and the wallet only after (covered by TestHintPolicy). |
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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). |
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02681ae9e0 |
feat(chat): limit in-game chat to one message per turn
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Enforce one chat message per turn on both ends. The backend rejects a second message in the same turn (ErrChatAlreadySentThisTurn -> 409 chat_already_sent), keyed on the move-driven turn start (turn_started_at). The UI derives "already wrote this turn" from the message list against GameView.lastActivityUnix (no counter, survives reopening, resets on turn change), hides the field behind a short caption once the limit is reached, and now reloads the game state on turn/game-state events so the toggle and the limit follow the live game. Enter is gated on !busy to avoid a double-send in the in-flight window. Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL (+ru), ARCHITECTURE, UI_DESIGN. |
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0f3671f42d |
feat(admin): online dictionary update — upload archive, preview word diff, install & activate
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Replace the dictionary hot-reload with an online update flow in the GM console (/_gm/dictionary): the operator uploads scrabble-dawg-vX.Y.Z.tar.gz, previews the per-variant words added/removed against the active dictionary, and confirms to install + activate it. Versions are immutable; in-progress games keep their pinned version while new games use the new one. - engine: DiffWords (enumerate both DAWGs, decode only the differences), OpenFinder, Registry.Finder, DictFiles; OpenWithVersions skips the .staging area. - dictadmin: hardened release-archive validation + extraction (path-traversal, symlink, oversize, entry-count rejection) and staging -> install (atomic rename). - game: active dictionary version persisted in the dictionary_state singleton (single source of truth, restored on boot), concurrency-safe accessor. - storage: BACKEND_DICT_DIR is a named volume seeded from the image (nonroot-owned), so uploaded versions persist across redeploys; the build's DICT_VERSION labels the seed and equals the resident tag (BACKEND_DICT_VERSION). - docs: ARCHITECTURE §5, FUNCTIONAL (+ru), backend README, TESTING, PRERELEASE. Tests: engine + dictadmin unit; integration upload->preview->install->activate-> restart->pin->immutability->CSRF. |
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94534ad0f2 |
feat(admin): add an 'open' filter to the console games list
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The games-list status filter offered only active/finished; add 'open' (auto-match games awaiting an opponent) to the subnav and accept it in normalizeGameStatus. Render test covers the new filter link. |
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c305363ccd |
feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place. Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent". Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated. |
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eeb078d528 |
fix(admin): keep the filter query intact in console pager and export links
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The paginated users and messages lists interpolate the pre-encoded filter
query (url.Values.Encode) after the "?" in their pager and CSV-export links.
There html/template treats it as a single query value and percent-encodes the
structural "=" and "&" again, so "kind=robots" rendered as "kind%3drobots" and
the multi-pair message filter collapsed -- every page step dropped the active
filter.
Type FilterQuery as template.URL so the already-escaped fragment is emitted
verbatim (the attribute-level "&" -> "&" stays correct, the browser decodes
it back). It is safe because url.Values.Encode output is strictly
percent-encoded. games/complaints use status={{.Status}} -- a single value in
proper query-value context -- and were never affected.
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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. |
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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.
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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. |
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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. |
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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. |
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ab58062565 |
R3: backend rate-limit observability — ratewatch, auto-flag, admin throttled view
- accounts.flagged_high_rate_at baked into the R1 baseline (no prod data; the contour schema is wiped after merge); jet regenerated — the regen also picks up the previously missing game_drafts/game_hidden models. - account.Store: FlagHighRate (set-once), ClearHighRateFlag, the flag in GetByID/ListUsers and a ListFlaggedHighRate review queue. - New internal/ratewatch: ingests the gateway rejection reports, keeps a bounded in-memory episode window for the console and applies the conservative auto-flag (1000 rejected / 10 min, BACKEND_HIGHRATE_FLAG_*). - POST /api/v1/internal/ratelimit/report (network-trusted, like sessions/resolve). - Admin console: Throttled page (episodes + flagged accounts), a high-rate badge in the user list, the marker + operator clear action on the user card. - Tests: ratewatch unit suite, report-route handler test, renderer cases, integration coverage for the store round-trip and the console flow. |
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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. |
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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. |
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461e330bfc |
Admin Messages CSV: defuse spreadsheet formula injection
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The sender name and message body are user-controlled; a leading =, +, -, @, tab or CR in the CSV export would execute as a formula when a moderator opens it in a spreadsheet. csvSafe() prefixes such values with a single quote. Unit-tested. |
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c96d714fec |
Admin Messages: CSV export of the whole filtered list
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A right-aligned 'Export CSV ↓' link in the filter row downloads /_gm/messages.csv with the active filters (game / sender / name / ext masks), exporting every matching message (capped at 100k) regardless of the page window — columns time, source, sender_id, sender, ip, message, game_id. |
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356f490546 |
Stage 17 round 6 (#18, PR D): admin Messages moderation section
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A new /_gm/messages console page lists posted chat messages (nudges excluded) newest-first — time, source (guest/robot/oldest identity kind), sender (linked to the user card), IP, body, game (linked to the game card) — searchable by sender name / external-id glob masks and pinnable to one game (?game=) or sender (?user=), linked from the game and user cards. The list query lives in social (raw SQL, kind='message', source via a SQL CASE), reusing the now-exported account.LikePattern. Server-rendered adminconsole MessagesView + messages.gohtml, 50/page via the shared pager. Tests: adminconsole render case; backend integration AdminListMessages (real Postgres) — nudge exclusion, game/sender pins, glob masks, source. Docs: ARCHITECTURE section 8 chat moderation, PLAN round-6. |
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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. |
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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.
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2cb2b57cdb |
Stage 17 round 6 (#10 backend): enforce chat only on your turn
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PostMessage now rejects a chat sent on a finished game or when it is not the sender's turn (ErrChatNotYourTurn -> 409 chat_not_your_turn), matching the UI where the message field is hidden off-turn and only the nudge shows. Existing chat tests post on the to-move seat and are unaffected; adds an off-turn-rejection integration test + the dto mapping case + the UI error message. |
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f916d5e0ca |
Stage 17 round 5 (L2): robot play-to-win intent + next-move ETA in the admin game card
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The admin game detail now shows, per robot seat, the game's deterministic play-to-win decision (from the bag seed) and — while it is that robot's turn — its scheduled next-move ETA (sampled think-time delay, deferred past the sleep window), plus a caption with the ~40% global target. Wiring: robot.PlayToWin/NextMoveAt/PlayToWinTargetPercent exports, account.IsRobot, game RobotSchedule (seed + turn-start). Tests: NextMoveAt invariants (never early, never in the sleep window), PlayToWin export, and an admin render integration test asserting the intent + ETA + target appear. |
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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. |
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54497374e4 |
Stage 17 (#15): admin users people/robots toggle + display-name & external-id glob filters
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- account.ListUsers/CountUsers with a UserFilter: people vs robots (by a robot identity), case-insensitive '*'/'?' glob masks on display_name and any identity's external_id - admin users list shows the real kind (robot/guest/registered), defaults to people, with a People/Robots toggle + a filter form; pager preserves the filter - integration test for the filter; SQL verified against the live contour DB |
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635f2fd9fc |
Stage 17: backend defect fixes (nudge code, TG name, robot names/timing, multi-device push, move-duration metric + admin analytics)
- #3 nudge-on-own-turn: distinct result code nudge_own_turn + i18n (was reused 'not_your_turn') - #2 sanitize connector registration name to the editable format; Player/Игрок-XXXXX fallback - #5 variant-aware robot name pools (composed full/colloquial first + surname forms; ru gets <=20% latin) - #4 move-number-aware robot move timing (early 1-5min -> late 10-90min, skew k=4) - #7 emit move event to the actor too (multi-device sync); opponent_moved stays in-app only - #1 live game_move_duration{variant,phase} histogram + admin console per-user min/avg/max columns and an inline-SVG move-time-by-move-number chart (offline from the journal) - ProvisionRobot bypasses editor name validation (system names like 'Peter J.') |
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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. |
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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. |
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01485d8fc6 | Stage 11: account linking & merge (email + Telegram Login Widget) (#12) | ||
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3a640a17a4 | Stage 10: admin console & dictionary ops (complaint review, hot-reload, broadcasts) (#11) | ||
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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. |
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d733ce3119 |
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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2c96c19aac |
Stage 7 polish: game rework + board zoom + tests (Parts D/E/F/I)
- Board: fixed-viewport transform-scale zoom (animated) with counter-scaled cqw labels, corner letters, bonus-label modes (boardlabels), contrasting grid lines
- Game: Screen shell + game tab-bar (Draw/Skip/Hint/Shuffle) via HoldConfirm popovers; MakeMove 🏁 + compact popup; rack collapses used slots; hint places tiles on board (placementFromHint) + no_hint_available toast; Scores:N replaces Hints; history slide-down (swipe/click, scroll-locked); check-word alphabet/length limit + in-memory cache + 5s throttle
- backend: no_hint_available result code split + test
- vitest: banner rotator + linkify, resultBadge, boardlabels, placementFromHint (29 tests); Playwright smoke updated; prod bundle ~74 KB gzip
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7a48327ab6 |
Stage 7 (wip): docs bake + stage renumber (insert UI Stage 8, shift +1)
- PLAN.md: new Stage 8 (UI social/account/history); Telegram->9, Admin->10, Linking->11, Polish->12; tracker + Stage 7 refinements; split the Stage 6 'wired in Stage 7' note between 7 and 8 - ARCHITECTURE: promote ui to current (slice scope, board-replay, codegen, theming, mock) - FUNCTIONAL(+ru): client-app section with the Stage 7/8 split - README + ui/README + CLAUDE.md: UI build/run/test, codegen, pnpm notes - bumped Stage 8-11 refs (+1) across docs and code comments |
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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 |
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408da3f201 |
Stage 6: gateway edge (Connect/FlatBuffers over h2c, platform/email/guest auth, sessions, rate-limit, admin passthrough, live push bridge)
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. |
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bfa8797f8c |
Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged. New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer). Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated. |
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eeaad62b10 |
Stage 1: backend foundation (Postgres, sessions, accounts, OTel)
- internal/postgres: pgx-over-database/sql pool (otelsql), embedded goose
migrations into schema 'backend', committed go-jet code + cmd/jetgen tool.
- internal/account: durable accounts + unified telegram/email identities
(UUIDv7 keys), find-or-create provisioning with unique-conflict handling.
- internal/session: opaque 256-bit tokens stored as a SHA-256 hash, revoke-only
(no TTL); write-through cache gating /readyz; store + service.
- internal/telemetry: OTel tracer/meter providers (none/stdout) + request-timing
middleware; internal/config gains Postgres + OTel env loading.
- internal/server: /api/v1 {public,user,internal,admin} skeleton + X-User-ID
middleware; /readyz checks DB ping + cache; main wires
telemetry -> db+migrate -> warm cache -> server.
- Tests: unit + integration (build tag 'integration', testcontainers
postgres:17) for migrations, accounts, sessions, readyz; new integration.yaml.
- Docs: ARCHITECTURE, TESTING, PLAN refinements, root + backend READMEs.
Session/account REST handlers deferred to Stage 6 (gateway); OTLP + dashboards
to Stage 11.
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effe6675bc |
Stage 0: scaffold monorepo, backend skeleton, docs, CI
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- go.work (Go 1.26.3) with backend module; deps added incrementally (gin+zap only) - backend: /healthz + /readyz, env config, graceful shutdown - docs: ARCHITECTURE, FUNCTIONAL (+ru mirror), TESTING - PLAN.md (stage tracker + per-stage open details) and CLAUDE.md (per-stage workflow) - .gitea go-unit CI (gofmt/vet/build/test) |