01a9249002eaaea689d504788a578f85ab8df912
156 Commits
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e3e4cedc77 |
feat(ui): Erudit blank tiles carry the star (✻) mark
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The Erudit variant's blank is the "звёздочка", so render it with a star. An empty rack blank (and its drag ghost) shows ✻ centred; a placed blank keeps its designated letter and carries ✻ where the (absent) point value sits — on the board and in the Stats best-move tiles. The Scrabble variants are unchanged. Gated by usesStarBlank() in lib/variants.ts. |
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8a06fbc3c7 |
feat(ui): lobby invitation card redesign + new-game tweaks
- Lobby friend-invitation card: icon-only checkmark/cross actions stacked in a min-width right column; the middle column (From <name> + flag + variant rules, like New Game) grows and wraps. The cross now opens a decline-confirmation modal (mirroring the in-game resign confirm) instead of declining on first tap. - New Game with a friend: a lone offered variant is pre-selected and its picker disabled (nothing else to choose); relabel 'Тип игры' -> 'Вариант' and 'Подсказок на игрока' -> 'Подсказки'. - Quick game: pin the Start button to the bottom of the screen, mirroring the friend-game Send-invitation button. |
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e336638ca8 |
fix(ui): retry Mini App launch on backend failure; hide account linking
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Inside Telegram, a failed initData authentication (e.g. the backend down during a deploy) dropped the user onto the web login screen — the /app/ experience, which has no place inside the Mini App. bootstrap now retries the launch a few times in silence and then renders a dedicated boot-error screen with a Retry button (new BootError.svelte, app.bootError), never falling back to the web sign-in. A blocked account is still terminal and goes straight to the blocked screen. The profile "Link an account" section (email + Telegram link) is hidden while sign-in is provider-only; the anonymous /app/ guest whose upgrade path this is comes later. The flow is kept wired (`hidden` on .emailbox) and its two e2e specs are skipped, both to be re-enabled together. Adds i18n boot.* copy (en/ru), a mock authTelegram failure hook plus an e2e covering the retry screen, and bakes both behaviours into FUNCTIONAL(.md/_ru). |
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1ba789a1f1 |
docs(telegram): invert chat-gate strategy in docs; tune logs; i18n text
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- Bake the final default-allow + mute-the-ineligible strategy into docs/ARCHITECTURE.md, docs/FUNCTIONAL.md (+_ru), platform/telegram/README.md, the deploy compose comment and the PRERELEASE tracker. The live test proved a per-user grant cannot exceed a deny-by-default group (Telegram intersects the chat default with the per-user permission), so the chat allows sending by default and the bot restricts the ineligible instead of granting the eligible. - Lower the per-event chat_member trace and eligibility evaluation to Debug; keep the actual mute/unmute actions, the startup self-check and warnings at Info, so prod logs only what the bot did. - Update game.searchingForOpponent (Searching -> Waiting for opponent / Поиск -> Ждём соперника) and the quickmatch e2e assertions to match. |
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9642cafc1f |
fix(ui): hold each splash word for the pause before the readiness check
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The dismiss check fired at the instant a word finished laying, so a word was never held: ЭРУДИТ fell straight into the lobby (too fast) and ЗАГРУЗКА got no readable pause. The pause was a *leading* gap before the next word, not a hold after the current one. Move the hold to after each word and run the check after it: every word (ЭРУДИТ included) now stays up for PAUSE_MS before the splash either dismisses or lays the next word. prefixMs = WORD_MS + PAUSE_MS, cycleMs = 2*(WORD_MS + PAUSE_MS). |
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ba6ee90278 |
feat(ui): tile-crossword loading splash for cold lobby open
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On a cold app open the lobby's game list arrives over the network; on a slow link the empty "no games yet" line flashed before the games loaded. Add a full-screen tile splash that lays a Scrabble crossword of ЭРУДИТ / ЗАГРУЗКА / ОЖИДАНИЕ (Эрудит point values, hardcoded since the alphabet table is not cached at boot) until the lobby's first load settles, then removes itself to reveal the populated list. - lib/splash.ts: pure layout + reveal schedule (unit-tested). - components/Splash.svelte: App-level overlay; per-tile drop-in; loops ЗАГРУЗКА → ОЖИДАНИЕ until ready, dismisses on a word boundary. Static ЭРУДИТ under reduced motion / the mock build. - app state: lobbyReady (set by Lobby on first settle) + splashDone, reset on logout. - App.svelte: overlay while routeIsLobby && !splashDone; the plain text splash now only covers non-lobby deep-links during bootstrap. - docs: UI_DESIGN + FUNCTIONAL (+ _ru). |
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264097bbf6 |
fix(ui): green both lobby scores on a tie, mute a 0:0 board
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The lobby tinted only the viewer's own number, and a tie counted as "leading" — so an even score showed only the viewer's number green, reading as if the viewer were ahead. A fresh 0:0 board did the same, accenting the start of a game where nobody has scored. scoreStanding is now per-seat: the viewer's seat stays green when leading or tied and red when trailing; an opponent's seat greens only when it ties the viewer for the lead, so an equal non-zero score paints both numbers green. When the top score is 0 (nobody has moved) every number is left muted, like a finished game. |
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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.
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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. |
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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. |
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d0681c5efe |
fix(ui): lower-case hint preview words to match evaluate
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A hint's MoveRecord words are upper-cased on decode (for the move-history view), whereas an EvalResult keeps the backend's lower case. Seeding the move preview from the hint verbatim flipped the score caption to upper case and nudged its height. Lower-case the words in previewFromHint so the caption reads the same as the evaluate path it replaces. |
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0dd4099d68 |
perf(ui): reuse hint result as move preview, skip redundant evaluate
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Taking a hint auto-placed the suggested tiles and then called recompute(), which round-trips a debounced evaluate for that exact placement. The hint is the engine's own top-ranked, fully scored legal move, so its move already carries the score, words and direction an evaluate would return — the second call was pure duplicate work and added a visible disabled->enabled flicker on the submit button over slow links. Seed the move preview directly from the hint move via previewFromHint and cancel any pending evaluate timer so a stale one cannot clobber it. A later manual edit re-arms recompute() as before, so rearranged tiles are re-evaluated normally. Client-only; no backend, wire or schema change. |
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4adb608ad1 |
feat(ui): vs-AI comms trim, overlay confirm button, recall-to-slot drag
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- vs-AI: the comms hub drops the Chat tab (Dictionary only); a finished AI game has no comms at all, so its 💬 history-header entry is hidden too. - Confirm-move ✅: redone as an absolute overlay pinned to the right edge (its right edge sits under the preview caption), so the rack keeps a fixed tile size — this reverts the tile-shrink that resized the letters at 6 tiles. - Recall: dragging a placed tile back to the rack now drops it at the slot the pointer is over (drag-to-position, a gap opens), instead of snapping to its original slot; double-tap still recalls to the origin. New pure recallToSlot. Tests: placement recallToSlot units; e2e recall-to-position; vs-AI comms e2e updated. Docs: UI_DESIGN + FUNCTIONAL (+ru). |
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ab1ad998aa |
feat(ui): batch of UI polish tweaks
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- admin dashboard "Users" count excludes robots (CountUsers, humans only) - lobby finished-game delete reveal: background matches header/tab-bar (--bg-elev) - mobile: swipe up on the zoom-out board (no staged tiles) shuffles the rack - lobby: status icons -25%, game-row top/bottom padding halved - toast: info tier drifts up ~a tab-bar height while fading over 2s and dismisses on tap; error tier unchanged - game: confirm-move button stays pinned at the right edge; rack tiles shrink to fit so a full rack never overflows onto it - telegram: a successful invite-link redeem shows a welcome window pointing at the bot - settings: remove the grid-lines toggle; the board is always a gapless checkerboard - settings/comms hubs: the selected tab highlight wraps icon + label as a pill Docs: UI_DESIGN (toast, board surface, selected tab), PLAN; e2e updated for the removed grid-lines toggle. |
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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 |
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81b9e1529e |
feat(social): asymmetric per-user block, in-game block control, admin lists
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Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
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8793bd34f2 |
feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
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. |
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e850ecd83b |
fix(ui): don't strand the Mini App on a cancelled GCG share
On iOS WKWebView (the Telegram Mini App), cancelling the Web Share sheet fell through to the Blob <a download> fallback. iOS ignores the download attribute, so clicking the anchor navigated the webview to the blob: URL — replacing the SPA with the raw GCG file, with no way back (force-quit only). The share path no longer falls back to a download: Web Share is available on that platform, so a cancelled or failed share is a no-op and the user can retry. The Blob download stays the desktop-only path (no Web Share). |
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a7f3df9346 |
fix(chat): don't restore unread on a failed read-ack (would loop the in-game effect; REST re-seed self-heals)
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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.
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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 |
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12d128f1cc |
feat(nudge): name the sender; blink lobby cards; re-animate toasts
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The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
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183e08ec80 |
feat(robot): per-game display names from a wide name corpus
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Decouple the displayed opponent name from the small pool of durable robot accounts: the disguised auto-match robot now gets a freshly composed name each game, stamped on a new game_players.display_name seat snapshot. The snapshot also captures humans' names, freezing what an opponent sees for the life of a game (a later rename no longer rewrites past games); readers fall back to the account's current name for pre-migration rows. Names come from a wide composed corpus (internal/robot/namevariety.go): Western locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian game draws Cyrillic + <=20% Latin and never a CJK script; an English game the full corpus -- via robot.PickNamed. Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run of up to five digits, so "Player2007"-style handles are valid for humans too and the disguised robot stays indistinguishable. Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT ''); jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated. |
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dd45af20ef |
fix(ads): fade the scroll rewind + keep the banner strip height constant
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Two polish fixes (owner feedback): - Scroll loop: a long message that scrolled to its right edge rewound with a hard jump (no fade). It now runs the same fade as a message change at each rewind: fade out at the edge, reset the scroll while hidden, fade the same message back in, then scroll again. - Strip height: during the fade gap the message layer is removed, which let the strip collapse by ~1-2px. An always-present invisible spacer now reserves one line of height and the message is overlaid absolutely, so the strip height is constant whether or not the message is showing. Verified live: opacity sampling shows a full fade-out → gap → fade-in at each scroll rewind (~every 6s), and the .ad height stays a single constant value (30.31px) across the whole cycle including the gap. Loop-fade unit-tested. |
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115c92b39a |
fix(ads): pulse a lone banner message through the fade cycle
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A single campaign message (e.g. the default campaign's one message) faded in once on load and then sat frozen — the rotator only ran the fade/advance cycle when more than one message existed, so with one message there were no further fades. Drop the `total > 1` guards: every message now runs the full hold → fade-out → gap → fade-in cycle, so a lone message pulses (the same message fades back in) and a lone long message fades at each scroll-loop boundary. Multi-message rotation is unchanged. Verified by opacity sampling (single message pulses 1→0→gap→0→1 without navigation); the single-message test now asserts the pulse. |
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9f83962bf7 |
feat(ads): carry the banner scroll position across navigation
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Per the owner's idea: instead of moving the banner out of the per-screen header (which would change its position), remember the banner's "life stage" and resume it on the next screen. The engine already keeps the message + rotation timing; this adds the scroll offset: - bannerEngine tracks the in-flight scroll (target, duration, start). On attach, if a scroll is still running, it computes the current offset and calls the new host's resumeScroll(fromTx, toPx, remaining) — the view jumps to the carried offset and continues to the end over the remaining time, instead of restarting at the left. - A finished scroll is left at its end; the rotator's own loop then takes over. Verified: spot-checked in the browser (a long message at offset -785 resumes at -788 on the next screen, not 0) and unit-tested (attach mid-scroll calls resumeScroll with a partial offset and the remaining duration). |
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5fb0daa746 |
fix(ads): banner truly continuous across navigation + re-measure on resize
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The previous engine kept the scheduler running but the view re-`show()`-ed the
current message on every (re)mount, replaying the fade on each navigation — which
looked like the cycle restarting (especially for a single message). Now:
- A mounted AdBanner reads the engine's live message (bannerCurrent) and renders
it immediately, with no fade; attach no longer re-shows. Only a real advance
fades. Verified: opacity stays 1.0 across a navigation, message preserved.
- The fade is manual opacity on a .fadewrap layer (not transition:fade), kept
independent of the scroll (inner track transform), so a long message still
fades at both ends and a {#key} remount cannot force an intro fade.
- A viewport size change (portrait↔landscape) re-measures the current message
(remeasureBanner on resize/orientationchange, debounced) so the scroll
re-evaluates for the new width — the owner accepts the restart on resize.
Rotator gains restart(); engine gains bannerCurrent()/remeasureBanner().
Engine continuity + remeasure unit-tested.
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3b20abe0bd |
feat(ads): banner under the header, continuous across navigation, robust fades
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Banner UX refinements (owner feedback):
- Position: render the banner inside Header (under the title) instead of in
Screen, so it sits in the same place on every screen. In the game the grown
nav's spare height now falls below the banner (banner under title, board
pinned to the bottom) — it no longer jumps to the game area.
- Continuity: move the rotation into a persistent module engine
(lib/bannerEngine) — the scheduler + timer live outside the components, so a
navigation (which remounts the view) continues the cycle instead of restarting
it. Each AdBanner only attaches as the DOM host and resyncs to the live message.
- Fades: a long, scrolling message now fades at both ends. The fade is a
{#if} transition:fade layer, independent of the scroll (the inner track's
transform), so the two no longer interfere.
Verified live (mock + Playwright): same position in lobby and game; the cycle
continues across lobby↔game; opacity sampling shows fade-out + fade-in for the
long message. Engine continuity unit-tested.
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cb4a31a860 |
feat(ads): client banner rotation, fade UX & live toggle (PR2)
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Consume the server-driven banner block (PR1) in the UI and retire the gate. - banner.ts: createScheduler — a smooth weighted round-robin over campaigns (each appears its weight share per cycle, evenly interleaved) with round-robin over a campaign's messages; the rotator drives fade-in -> hold/scroll -> fade-out -> gap -> fade-in, a lone message stays put, reduce-motion swaps instantly without scroll. - model.ts/codec.ts: Profile.banner (Banner/BannerCampaign/BannerTimings) decoded from the fbs block. - Screen.svelte: drop the compile-time SHOW_AD_BANNER; render AdBanner from app.profile.banner (campaigns + timings + reduceMotion). - AdBanner.svelte: opacity-driven fades + scroll host; the rotator is recreated when the campaigns/timings change (a `banner` notify re-fetch swaps them in place). - app.svelte.ts: on the `notify` `banner` sub-kind, refreshProfile() so the banner shows/hides in place. - tests: scheduler distribution + round-robin, the fade sequence, single-message, reduce-motion, stop(); codec banner decode. UI_DESIGN.md + trackers updated. |
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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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bd0482c376 |
feat(ui): route all in-app external links through Telegram openLink
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Extend the openLink routing from the dictionary lookup to every external
link shown inside the Mini App, so none triggers the WebView's 'open this
link?' confirmation. A shared onExternalLinkClick handler resolves the anchor
via closest() (so it also works delegated on {@html} content), backed by a
pure routeExternalLinkInTelegram decision: only inside Telegram, only an
external http(s) target=_blank link, excluding same-origin/in-app and t.me
links (t.me keeps openTelegramLink). Applied to the word-check lookup, the
About rules link, the Feedback operator-reply links, and the feature-gated
announcement banner.
Outside Telegram every anchor keeps its native target=_blank.
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8e0d7f9e17 |
feat(ui): external dictionary lookup link on the word-check tool
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When a checked word is found, show a 'look it up' text link beside the complaint button that opens an external reference dictionary in a new tab: gramota.ru for the Russian variants, scrabblewordfinder.org for English (word lower-cased and percent-encoded). The link hides for a word that is not found. Inside Telegram it routes through the Mini App SDK's openLink, so Telegram opens it directly instead of the WebView's 'open this link?' confirmation; in a browser the anchor's own target=_blank handles it. Relabel the complaint button to 'Возражаю' (ru); English stays 'Disagree'. |
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4d6df4bd8b | Merge pull request 'feat(ui): настоящий share friend-code + ссылка по текущему боту (service_language)' (#66) from feat/friend-invite-share into development | ||
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00129414e5 |
feat(ui): force Mini App fullscreen on mobile, not via the share link
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Replace the shared-link &mode=fullscreen (which would also force fullscreen on desktop) with an imperative requestFullscreen() on launch, gated to mobile clients (ios/android/android_x) — mirroring how Telegram's own Mini Apps go immersive on phones while desktop keeps the bot's full-size window. It triggers the existing fullscreenChanged -> safe-area resync; a no-op on clients predating Bot API 8.0. |
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853730823b |
feat(ui): refine Telegram invite & close UX
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- Shared invite links open the Mini App fullscreen (mode=fullscreen), so a shared link matches the bot's own fullscreen launch. - A used or expired invite deep-link now lands the visitor in the lobby with a gentle notice pointing at the right bot (@<username>, by service language), instead of a red "code invalid/expired" error on the Friends screen. - The in-game close confirmation is armed only on Telegram mobile clients; on desktop (tdesktop/macOS/web) it is skipped, where the "changes may not be saved" dialog is just noise (drafts auto-save). |
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01d2d1f368 |
fix(ui): per-bot invite caption + friendly self-redeem note
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- The share caption is now in the bot's language: 'Давай играть в Эрудит!' (ru bot), "Let's play Scrabble!" (en bot) — picked by the session service language, not the interface language. - Redeeming your own invite (deep link or manual) no longer shows the scary 'can't do that to yourself' error; it shows a friendly neutral note instead. |
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03eb8044ff |
feat(ui): real friend-invite share with a per-bot link
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The friend-code 'share' was an <a> that just opened the bot. Make it a real share: Telegram's native share-to-chat picker inside the Mini App (openTelegramLink + t.me/share/url), the system share sheet (navigator.share) on the web, else copy the link. The shared deep link points at the same bot the player is in — it picks VITE_TELEGRAM_LINK_EN/_RU by the session's service language, falling back to the single VITE_TELEGRAM_LINK. Adds the per-bot build args across Dockerfile / compose / ci.yaml / .env / docs; PLAN TODO-5 updated. |
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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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30a7c24140 |
fix(ui): interface language follows the device, not the Telegram bot
On login the UI no longer overrides the interface language from the account's preferred_language. The live interface follows the device — the explicit local choice (saved, locked) or the system-language guess — so opening the mini-app via the ru-bot on an English system keeps the interface English (it was forced to Russian by the account seed). preferred_language is still written from Settings and used for out-of-app push routing; it just no longer dictates the UI on launch. |
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277954c47f |
feat(feedback): render links in the operator reply (open in a new tab)
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Linkify the operator reply on the feedback screen: http/https/ftp/mailto/tel URLs become anchors (target=_blank rel=noopener), everything else stays escaped text. A small whitelisted regex (no dependency) — the reply is operator-authored, so explicit schemes suffice; dangerous schemes (javascript:/data:) are never linked, and \b avoids matching a scheme inside a word (hotel:, email:). |
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1ae43080ec |
fix(feedback): show the operator reply only on the player's latest message
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A reply was bound to 'the latest message that has a reply', so after the player read a reply and sent a new (unanswered) message, the old reply kept showing as 'Ответ на ваше последнее сообщение'. Bind it to the single most-recent message instead: sending any new message immediately drops the previous reply (the new message has no reply yet), well before the one-week window. Client clears the reply optimistically on submit; the mock mirrors it; inttest covers the case. |
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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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ac62d29ef7 |
feat(ui): name the previous player in the your-turn toast
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The in-app "your turn" toast (shown when it becomes your turn in another game) now reads "<Opponent>: Your turn!", naming the player who moved just before this one — the previous seat in turn order, so it reads the same in games with any number of players. Falls back to the bare "Your turn" label when no name is present (an older peer, or a gap event without one). YourTurnEvent already carries opponent_name end to end: the backend sets it (game.displayName of the last mover) and the gateway forwards the payload opaquely, so this is a client-only change — decode the field, thread it through PushEvent, and pick the localized string. |
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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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c9021fc070 |
feat(ui): preload ongoing games and cache the draft for an instant, jump-free game open
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Opening a game from the lobby for the first time this session showed a brief loading flash, and every open showed a two-step rack->board jump: the saved draft (pending composition) was fetched separately and applied only after the board had already painted the full rack. Both stem from the full state and the draft not being available synchronously at first paint. Cache the draft alongside view+history (CachedGame.draft), make applyDraft take the already-fetched JSON so it runs synchronously, and fetch the draft in the same Promise.all as state+history. setCachedGame preserves the cached draft when the delta path omits it and clears it on a committed move (mirroring the server). A new preload module warms the per-game cache (state, history, draft) for the lobby's ongoing games with bounded concurrency, so opening any of them is instant. Tests: gamecache (preserve/clear/setCachedDraft) and preload (warm/skip) units; existing draft-restore e2e still green. |
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222eaf730f |
feat(game): void unreplayable games as a draw instead of erroring
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A committed move that becomes illegal under a tightened rule (the single-word connectivity fix) makes engine replay fail, which left such games unopenable — an empty screen and an 'illegal play' error. Now the first open closes the game gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner), preserves the journal, and surfaces an impersonal organizer note at the end of the move history and in the GCG export. - engine: EndAborted + Abort() (draw, no rack adjustment; winner -1). - service: replay aborts on ErrIllegalPlay; liveGame persists the void once (lazy, on open); GameState re-reads for the settled view. - store: VoidGame finishes the game and stamps a draw without a journal row. - migration 00002: allow end_reason 'aborted'. - ui: organizer note under the history grid; i18n en/ru. - docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3. |
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56dbf86472 |
feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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Builds on the cross-screen cache work: the global stream handler now keeps both caches current no matter which screen is mounted, and invitations become a live delta channel so the lobby's invitations list is fresh from any screen too. Client (boundary already started): - advanceCached now also folds opponent_joined into a not-currently-viewed game's cache via a new pure reducer applyOpponentJoined (extracted and reused by the mounted game board), so opening an open game that filled while you were elsewhere is flash-free. - patchLobbyInvitation upserts a still-pending invitation and removes a terminal one (started/declined/cancelled/expired); the global notify handler calls it on the invitation / invitation_update sub-kinds. Invitations delta channel (no wire/gateway/connector change — the notification already carries the full invitation with id/status/game_id end to end): - notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate constructor (shares encoding with NotificationInvitation). The Telegram connector renders no message for it, so a decline/cancel never becomes an out-of-app push. - lobby: emit the changed invitation to every participant on respond (accept/decline), on the final accept's game start, and on cancel — so each participant's lobby patches its list in place. The authoritative list holds only pending invitations, so the client's pending-vs-terminal rule matches it exactly. Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the NotificationInvitationUpdate encoding unit test, and integration assertions that decline/cancel/accept publish invitation_update to every participant. Full local suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs: ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated. |
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cf70e6b1fc |
fix(ui): keep lobby/game caches fresh across screens (no stale-status flash)
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The per-screen in-memory caches (lobbycache, gamecache) were refreshed only by the screen that owns them while it was mounted, so a state change that crossed screens left the other screen's cache stale and it visibly redrew on the next navigation: - game -> lobby: the player's own move advanced the game cache but not the lobby snapshot, and an own move carries no self-directed push event, so returning to the lobby painted the pre-move status until the background refresh corrected it. - lobby -> game (and from any other screen): an opponent's move / game-over refreshed the lobby (while mounted) but never the per-game cache, so opening that game flashed the pre-move board. Make cache freshness cross-screen, owned by the single global stream handler that runs for every live event regardless of the mounted screen: - patchLobbyGame upserts the affected game's GameView into the lobby snapshot; the global handler calls it on opponent_moved / game_over / opponent_joined and on a match_found / game_started seed (so a game started elsewhere is present too). The game board still mirrors the player's own move and its own load() — the two updates no live event carries. - advanceCached (a pure wrapper over the existing delta reducers) advances a not-currently-viewed game's cache from opponent_moved / game_over; the game in view is skipped so its mounted board stays the sole owner (no double apply). End-state behaviour is unchanged (the background refresh always reconciled); this removes the transient stale frame. Unit-tested patchLobbyGame and advanceCached; docs/UI_DESIGN.md updated. |
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4409253dce |
fix(ui): also resync an open game on a foreground regain without a stream drop
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Closes the residual tail of the previous commit: when the live stream stays alive across a brief suspend (Telegram/iOS can pause the socket without tearing it down), an in-game event shed from a full hub buffer is never recovered by the reconnect refetch (no reconnect) or the open-game poll (it only runs while the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a foreground regain that did not drop the stream, and have Game.svelte refetch the open game once per resync. Also rescues a missed move/game_over after a suspend. Add a silent-join mock seam + an e2e isolating this path; extend the ARCHITECTURE §10 fallback note. |