09c5a5e72e80d8ef0b8dbf9d55ea0dbc99ca83b0
67 Commits
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2f867b8e6c |
feat(offline): background-preload dictionaries for offline readiness
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An installed PWA (standalone web + confirmed email) warms the dictionaries for the player's enabled variants while online — on lobby entry and on a variant-preference change — using the per-variant version the profile now advertises, so a later switch to offline mode already has the data. - dict/preload.ts: pure preloadDicts (retry + linear backoff, honours the session dictionary miss-breaker); node-tested. - dict/preloadrun.ts: lazy browser orchestration (real getDawg), imported dynamically so the loader and move generator stay out of the main bundle. - offline.svelte.ts: kickDictPreload, gated by the pure, tested offlinePreloadEligible, plus the reactive first-lobby preload warning. - Header shows a poor-connection notice in the ad-banner slot on a first-lobby preload failure (offline.preloadWarning, en/ru). - App-entry bundle budget 112->113 for the irreducible main-side wiring (documented in bundle-size.mjs); the heavy parts remain lazy chunks. Docs: ARCHITECTURE offline-mode + dict-preload mechanism. |
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68ecd881d9 |
feat(offline): offline-mode state, Settings toggle + blue chrome (Phase C)
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The deliberate offline mode is now visible: an installed web-PWA user with a confirmed email can switch to offline in Settings, and the header turns blue with an "Offline" chip. (Network gating, the dict preload, the offline lobby + local-game creation, and the service-worker precache follow in later Phase C steps.) - offline.ts / offline.svelte.ts: a sticky, device-scoped reactive offline flag (offlineMode), distinct from connection.svelte's transient reachability signal, with the pure persistence + readiness helpers (offlineReady / missingDicts) unit-tested. - Settings.svelte: an Online / Offline toggle, shown only for an installed web PWA with a confirmed email (the SW-launch + durable-account preconditions). - Header.svelte: a blue-tinted nav (color-mix from the accent, so it tracks light/dark and a Telegram theme override) + an "Offline" chip while offline; the deliberate mode suppresses the transient "Connecting…" indicator. Behaviour-preserving online (the toggle is hidden and offlineMode is false there; e2e 196 green). App entry stays within its size budget (111.6 / 112 KB gzip). |
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51147a1429 |
feat(pwa): installable web app + landing web entry
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Make the web SPA an installable PWA and surface it to users: - manifest.webmanifest + an install-only service worker + 192/512/maskable icons (ui/public); PWA head tags in index.html; the .webmanifest MIME type registered in the gateway (the distroless image has no /etc/mime.types). - Platform-adaptive install CTA (components/InstallApp.svelte + lib/pwa): one-tap on Chromium, manual Add-to-Home-Screen instructions on iOS Safari, hidden elsewhere / once installed / inside a Mini App. Shown under the logged-out login card and at the bottom of Settings. - The landing gains a third entry linking /app/ (the brand tile), with a caption under all three (Telegram / VK / Веб-версия). The service worker is navigation-only (network-first, cached-shell fallback); hashed assets and the Connect stream are untouched. It exists to satisfy Chromium's installability requirement and is the single growth point for a future opt-in offline mode. Tests: pwa.ts unit tests; a webui probe (manifest/sw.js content-type + the SPA-fallback-to-HTML trap); e2e for the one-tap CTA, the iOS instructions modal and the landing web entry. Docs: ARCHITECTURE §13, FUNCTIONAL (+ru), gateway README. |
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6db9178449 |
feat(banner): per-campaign colour overrides and urgent alerts
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Non-default campaigns gain an optional colour override (background / text / link) in two sets — one for every theme, one for the dark theme only — and an "urgent" flag. - Colours ride profile.get as six trailing FlatBuffers strings on BannerCampaign (backward-compatible). The client resolves the cascade (dark <- dark ?? all, light <- all) per rendered theme and derives the strip border from the background in JS (no CSS color-mix, for the old Android WebView floor); AdBanner applies them as inline vars scoped to the strip. - Urgent is resolved entirely server-side: while any enabled, in-window urgent campaign exists, computeActiveSet returns only the urgent campaigns and bannerFor skips the eligibility gate — so a system notice reaches every viewer (paid / hint-holding / no_banner included) and preempts the ordinary feed. No wire field; it appears on each viewer's next profile.get. - Admin console (/_gm/banners): native colour pickers + a live light/dark preview of the strip, and an urgent toggle. The default campaign stays plain, enforced by the service and a DB CHECK. Migration 00009 is additive (nullable colour columns + a bool default + all-or-nothing / hex / default-plain CHECKs) — expand-contract, rollback-safe. Docs: ARCHITECTURE §10, UI_DESIGN, FUNCTIONAL (+ru). Tests: ads unit (urgent preempt + colour validation), codec + resolver unit, gateway transcode, and integration (colour round-trip + urgent bypass against real Postgres). |
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400b6ac2a5 |
fix(ui): hold info toast ~1s before it rises and fades
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The info toast began drifting up and fading the instant it finished appearing (the CSS keyframes went straight from the 12% appeared-stop to the 100% risen-and-faded stop), so a glanced message was already leaving. Insert a ~1s hold at full opacity/rest before the rise-and-fade: extend the animation 2s → 3s with keyframe stops at 8% (appeared, ~240ms) and 41% (end of the ~1s hold), keeping the original rise-and-fade pace for the tail. The reduced-motion variant gets the same appear/hold/fade timing (fade only, no travel). The showToast dismissal timer is bumped 2000 → 3000ms to stay in lockstep with the animation (the error toast's 4s dwell is unchanged). |
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d67e582c03 |
feat(ui): in-session maintenance overlay on the edge 503 marker
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The edge caddy 503 carries X-Scrabble-Maintenance during a deploy window, but a user already in the running SPA only sees their calls start failing — the static caddy page catches only a fresh load. Detect that marker (strictly — not any transient 'unavailable', which the Connecting indicator already covers) on the raw ConnectError at the two transport catch sites (unary exec + the live subscribe stream), before toGatewayError discards the response headers, and raise a non-dismissable dimmed overlay that mirrors the static caddy page. It self-clears: a capped-backoff poll (a cheap read, mirroring connection.svelte.ts) lifts it on the first success, and a manual "retry" button forces an immediate re-check — so it can never get stuck. On detection the read retry loop fails fast, so a window doesn't burn the retry budget on every call. - pure detector maintenance.ts (maintenanceRetryMs / parseRetryAfterMs) + unit tests; the store + self-clearing poll in maintenance.svelte.ts (mirrors connection.svelte.ts) - MaintenanceOverlay.svelte (clones Splash's fixed/inset/dimmed shell, non-dismissable), mounted app-global in App.svelte after Coachmark - transport.ts detects + reports at both catch sites, clears on any successful read - i18n RU "Технические работы" / EN "Under maintenance"; a window.__maint mock hook (the mock can't emit a real 503) + a Playwright spec Prod is same-origin (VITE_GATEWAY_URL empty) so the marker header is readable without a CORS expose-header. Verified: pnpm check (0), unit (402), build, e2e (186, Chromium+WebKit). |
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db17287113 |
fix(ui): route external links out of the Android VK WebView
The Android VK client's WebView ignores target=_blank and navigates the Mini App's own window to the target, stranding the player outside the game with no way back (the dictionary lookup, About/Feedback links, the ad banner and the bot-link modal fallbacks). vk-bridge 3.x has no method to open an external URL, so external links are routed through VK's own leave-VK redirect (vk.com/away.php), which the client intercepts natively and hands to the system browser. onExternalLinkClick moves from lib/telegram to a new lib/links that composes the Telegram and VK routers; iOS and desktop VK open _blank correctly and are left alone. |
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5689f7f6a3 |
feat: on-device move preview (local eval) with network fallback
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Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
IndexedDB (best-effort, self-healing on a rejected blob) and reused across
sessions; a warm-up overlay covers a cold load, then the network preview is the
fallback; a bad-connection breaker stops warming after repeated misses; the move
preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
CI against the release dictionaries. A hidden debug readout lists the cached
dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
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f4dbb545e0 |
fix(ui): suppress tap-flash directly on the header title and back
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The global -webkit-tap-highlight-color on #app was not enough on Android in-app WebViews (Telegram, VK): they only suppress the selection-like tap flash when -webkit-user-select / -webkit-tap-highlight-color / -webkit-touch-callout sit DIRECTLY on the tapped element, not inherited. Set them on the two tappable header controls — the title (a 10-tap debug target) and the back chevron. |
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6636d7c309 |
feat(ui): first-run onboarding coachmarks
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A one-time coachmark overlay walks a new player through the lobby and their first game board: a light dimmed layer draws one tail-pointed hint bubble at a time, advancing on a tap anywhere and removing itself for good after the last hint. Two independent series (lobby: settings/stats/new game; game: header/pass-exchange/hints/shuffle/rack), gated by a per-device persisted flag and marked done only after the last hint, so an interrupted run replays from the start. A deep-link into Settings -> Friends still triggers the lobby series on the first trip back to the lobby. Targets carry a data-coach attribute, so one positioning engine anchors the bubble in both portrait and landscape, re-measuring each frame until the geometry settles (route slide, hidden-banner reflow, fonts). The promo banner hides while the overlay is up (app.coachActive); a hidden DebugPanel "Reset visited" control replays the walk-through. Off by default in the mock build so the Playwright smoke is unaffected; ?coach forces it on for the dedicated e2e. Pure geometry (step lists, nextVisibleStep, placeBubble) in lib/coachmark.ts (unit-tested); Coachmark.svelte renders. Docs: FUNCTIONAL(+ru) onboarding story, UI_DESIGN coachmark section. |
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6a5ce12fab |
fix(vk): friend-code link as ?hash, Android safe-area via bridge insets, landscape home-bar colour
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Contour review of the VK Bridge group: - #6 invite link: VK's documented '#' direct-link payload is eaten by the vk.com SPA before it reaches the app, so the friend-code link now carries the payload as a query param (vk.com/app<id>?hash=f<code>); the recipient already reads the `hash` query param (vkStartParam). (Whether VK forwards the '?' through to the iframe is being confirmed on the contour.) - #8 Android: the VK mobile webview does not surface the home-bar inset via CSS env() (config insets are iOS-only), so subscribe to the bridge insets (VKWebAppUpdateConfig + VKWebAppUpdateInsets) and set --tg-safe-* to max(env(), the VK value). - #8 landscape colour: the home-indicator strip was the (grey) page background because the two-pane landscape game has no bottom bar. The left-panel controls bar now paints its own chrome into the inset (Screen gains a selfInset flag that drops the shell's detached padding strip), and the game-land runs flush to the edge. Verified: svelte-check, 347 unit, build, bundle-gate; the landscape safe-area painting reproduced in the mock (controls bar + board reach the edge, strip takes the bar colour). The VK-Bridge / VK launch behaviours (Android insets, the ?hash forward) need the live contour. |
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35705f7d1e |
fix(telegram): defer deep-link notices until the loading cover clears
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The stale-invite / welcome-on-redeem notices are raised during boot, so the native popup fired over the loading splash. Gate both the native popup and the in-app Modal on the current route's loading cover being gone — the tile splash on the lobby (splashDone), the plain loading screen elsewhere (app.ready) — so the notice appears with the settled screen on every build (Telegram and native/web alike). |
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4f0cc81dfb |
fix(telegram): evaluate native-dialog availability at fire time
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The deep-link info modals (stale invite, welcome-on-redeem) captured
insideTelegram() && telegramDialogsAvailable() in a const at component init, but they
mount in App before bootstrap loads the SDK, so the value was always false and they
fell back to the in-app Modal even inside Telegram. Evaluate it at fire time (in the
effect and the {#if} guard), as the destructive confirms already do at click time.
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2ba7cc3086 |
feat(telegram): native dialogs for confirms and deep-link notices
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Inside the Mini App, route the destructive confirmations (resign, block, unfriend) through Telegram's native showConfirm, and present the deep-link info modals (stale invite, welcome-on-redeem) as a native showPopup whose button opens the bot chat. Outside Telegram, or on a client predating the dialogs, the existing in-app Modal is used unchanged; offline also keeps the modal so the action retains its disabled state. Adds showConfirm/showPopup wrappers to telegram.ts and a pure popup-params builder (nativedialogs.ts) with unit tests; the deep-link modal components choose native vs in-app via an effect gated on insideTelegram + dialog availability. |
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d0f60ee41d |
fix(telegram): paint the home-indicator strip with the bottom bar's colour
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The safe-area bottom inset was reserved on the Screen wrapper, so the strip that holds space for the home indicator showed the content background and read as detached from the coloured bottom bar / header above it. Move the bottom inset onto the bottom bar: the Screen .tabbar wrapper now paints --bg-elev and pads itself by --tg-safe-bottom, so the strip continues the TabBar's chrome; a screen with no tab bar pads its bottom-most content (.content:last-child) instead, so the strip takes that content's own colour. |
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b84bd1297e |
feat(telegram): clear bottom and side safe-area insets
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Only the device safe-area TOP inset was mirrored, so on phones with a home indicator the rack / bottom bar sat under it, and in landscape the notch clipped the screen edges. Mirror the full device safe-area inset (bottom / left / right) into new --tg-safe-bottom / --tg-safe-left / --tg-safe-right CSS vars (0 outside Telegram) and pad the shared Screen wrapper by them, so every screen clears the home indicator and the landscape notch; the top inset stays owned by the header. Replace telegramSafeAreaTop with telegramSafeAreaInset (the full inset object), with a unit test. |
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c02262fcf7 |
style(ui): halve custom header top/bottom padding
The custom title bar was too tall. Halve the standard bar padding (10->5px) and, in the Telegram path, the notch gap (16->8px) and bottom (6->3px); the notch safe-area inset is unchanged. Title and back chevron stay vertically centred. |
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37070c3cb7 |
feat(ui): drop Telegram fullscreen; own back chevron everywhere; hidden debug panel
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Finalises the Telegram Mini App navigation work after on-device testing (Pixel 10 / Android 17 + iOS, fresh beta clients): - Remove requestFullscreen entirely. Immersive fullscreen hid Telegram's native header (and its BackButton) and the Android system swipe-back minimised the app; the owner prefers the windowed full-size (expand) presentation, so the app never requests fullscreen on any platform now. - The app's own back chevron (Header, showBack = !!back) drives back-navigation on every platform; the native Telegram BackButton is dropped — it does not render in the windowed Mini App (backVisible=false on iOS and Android), so relying on it lost back navigation (notably none on iOS). - Replace the temporary always-on diagnostic overlay with a hidden debug panel (components/DebugPanel): ten quick taps on the header title open it; it shows a privacy-safe client diagnostic snapshot (app version, locale, online, userId, Telegram chrome / viewport / SDK state — no secrets, no IP) and shares it via the OS share sheet / clipboard; a tap anywhere except Share dismisses it. - Drop the now-dead telegramRequestFullscreen / telegramBackButton / isTelegramAndroid helpers and the iOS-fullscreen unit test. Telegram has no native non-modal notification API (only modal showPopup / showAlert), so in-app toasts stay ours. Docs: UI_DESIGN.md. |
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53d6883ffd |
fix(ui): own back chevron in Telegram on all platforms; drop the native BackButton
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The Telegram native BackButton does not render in the windowed Mini App (the owner's emulator + a fresh beta TG report backVisible=false on both iOS and Android), so relying on it lost back navigation — iOS had no back affordance at all. Show the app's own back chevron whenever there is a back target, on every platform (Header showBack = !!back), and drop the now-dead native BackButton effect (App.svelte). The native close control stays — a windowed Mini App cannot hide it (no Telegram API). WIP: the temp lobby diagnostic overlay and the requestFullscreen no-op remain for the owner's emulator test; finalize after confirmation. |
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6f00c2f41d |
chore(ui): TEMP disable fullscreen for testing + Android back chevron + BackButton diag
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WIP for the Android nav investigation (TEMP bits reverted before merge): - telegramRequestFullscreen: temporarily a no-op (incl. iOS) so the owner can confirm the Android "fullscreen look" is Telegram's own Mini App presentation, not our requestFullscreen (isFullscreen is already false on Android). - Header: show the app's own back chevron in Telegram on Android, where the native BackButton does not render — a reliable tap-back. [keep] - Diagnostic overlay moved app-wide (pointer-events:none) and now reports BackButton state (req/present/visible) + viewport geometry, to see whether the native BackButton can capture the Android system swipe-back. |
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a393561d79 |
fix(ui): align the Erudit blank star with neighbouring tiles
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Rack: the empty-blank star is now top-anchored level with the letters and a touch larger (was centred, sitting low). Board and Stats best-move tiles: the placed-blank star's ink is centred on the value digits' line (was slightly high). CSS-only nudges; pixel offsets measured against the rendered glyphs. |
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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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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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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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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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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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7cd4474945 |
fix(ui): pin the in-game ad-banner height on a short viewport
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The ad banner lives inside the grown game header (`.nav.grow`, portrait game only). That rule carried `flex: 1 1 auto`, so on a short viewport the flex algorithm shrank the header — clipping the banner (`.ad` is `overflow:hidden`) — *and* the board's scroll area at the same time. The banner and the board ended up splitting the vertical squeeze. Drop the shrink (`flex: 1 0 auto`): the header still grows into spare height (banner under the title, board pinned to the bottom), but on a short viewport it holds its natural height and the board's own scroll (`.stage`) absorbs the whole squeeze. The banner now keeps a constant height. Portrait-only: in landscape and on every other screen `.nav` is already `flex: 0 0 auto`, so the banner never shrank there. Verified in the mock UI (portrait, live banner): at 440px tall the banner held 30px (was clipped to 14px) while the board scrolled; the tall-viewport layout is unchanged. Full UI suite green locally (check, 272 unit, build, bundle-size, 140 e2e). |
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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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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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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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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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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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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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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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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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800a692766 |
fix(ui): a board pinch-zoom no longer triggers swipe-back
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The edge swipe-back armed on the first finger and fired on release even when a second finger had joined (a pinch-zoom — the board is not .zoomed yet at the first touch, so the hit-test could not skip it). Track the live pointer count in the capture phase and cancel the swipe the moment a second pointer joins; the back navigation fires only for a lone finger. Synthetic-PointerEvent e2e covers both. |
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9277a70565 |
UI: drop tab-bar tap highlight; don't slide the first screen on launch
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Tab bar: tapping a bottom-tab icon flashed a background — the icon square's
:active press tint plus the default WebKit tap flash, the same pair removed from
the lobby rows. Drop the press tint and set -webkit-tap-highlight-color:
transparent on .tab. The selected-tab highlight (Settings / Comms hubs) stays.
Startup slide: the route pane's in:slideX is local to its {#key} block, so it
plays on that block's own first mount when app.ready flips — the lobby slid in on
launch as if navigated into from another screen. Gate the slide duration to 0 for
the first pane shown after boot (a `started` flag set right after it mounts), so
launch is static while every later route change animates as before.
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a41c35d5f9 |
UI: gesture & history polish — pinch/swipe fix, wider back-swipe, nudge align, history overscroll
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- Stop a two-finger pinch-out from also opening the history: the board wrapper arms its open/close pull only while a single pointer is down (a 2nd finger is a pinch, owned by Board). - Widen the edge-swipe-back activation band to the left half of the viewport (was 20%). - Align a chat nudge by sender like a bubble — your own to the right, the opponent's to the left (only the alignment changes). - Kill the iOS rubber-band inside the history drawer (overscroll-behavior: none). e2e: a two-finger pinch does not open the history; a back-swipe from the left half navigates back. |
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fbd67c085c |
UI: widen the edge-swipe-back activation band
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Replace the very-narrow 24px edge-swipe trigger with a left band of ~20% of the viewport width (EDGE_FRACTION) so the back-swipe is easy to reach, keeping the simple instant-navigate behaviour (the route slide plays the animation). A hit-test keeps the wider band clear of the rack, a draggable pending tile, a zoomed-in board and text inputs, so it never hijacks those drags. Test: e2e (Chromium+WebKit) — the band swipe returns to the lobby; a swipe starting on the rack does not navigate. |
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29f655aacd |
UI: tg-fullscreen header gap +10px (was +20) + font-scale regression test
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The +20px gap was too far; use +10px (padding-top safe-top+16). The gap is fixed px, so the clearance from Telegram's native nav stays constant when the user scales the font up — the title grows downward and the bar with it, no overflow. Locked by a new e2e test that asserts the title top is unchanged across font sizes and never overflows the bar. |
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1b3d7dc256 |
UI: fix tg-fullscreen header height via padding-top
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min-height was the wrong lever: in Telegram the title is the bar's only child (the back chevron is hidden), so the bar is sized by padding+content and min-height (the nav-band height) never binds — the earlier bump did nothing. Drop the title clear of the native nav band with padding-top instead (notch + a 20px gap, was +6), and revert the min-height change. |
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ad91bc728b |
UI: taller tg-fullscreen header + labelled hub tabs
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- tg-fullscreen: +20px header height — without the (removed) hamburger the title bar lost its bulk and sat flush on Telegram's native nav band. - Settings/Comms hub tabs gain text labels under the icons (Settings / Profile / Friends / Info and Chat / Dictionary); the icon is aria-hidden so the label names the button. New i18n keys about.tab, game.dictionary. |
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fc1261e078 |
UI: tab-bar navigation — drop the hamburger
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Replace Menu.svelte (hamburger) everywhere with tab-bar navigation: - Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/ Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts incoming friend requests (invitations keep their own lobby section). - Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs, back → game; Dictionary only while the game is active. - Game menu items relocate into the open history: 🏁 leave / 📤 export in the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is badged on the score bar + the 💬. - TapConfirm (tap → fading ✅ → tap) replaces the Skip/Hint press-and-hold popovers and drives the add-friend confirm. - Fix the move-history "jump": the slid board is inert and the stage can't scroll, so a swipe up genuinely closes the history. Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru), PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green. |
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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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ef61b778fc |
Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
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Connectivity failures become state, not a toast on every attempt. A global online signal (lib/connection.svelte.ts) flips on a transport unavailable / rate_limited and on the live stream's drop, driving a pure-CSS header spinner + 'Connecting…' in place of the title and softly disabling the in-game server actions (commit / exchange / pass / hint; local board/rack/reset stay live). - transport: exec auto-retries with capped exponential backoff — every op on a rate-limit (rejected before processing, safe), reads only on unavailable (a mutation is never blindly re-sent, to avoid double-applying one whose response was lost; its button is disabled while offline so the player re-issues on reconnect). A reachability watcher (profile.get probe) and any successful traffic clear the signal. - the old red error.unavailable toast is gone (handleError suppresses connection codes; the indicator replaces it). A server-data screen still opens with the spinner and fills on reconnect (global indicator + read auto-retry), so navigation is never dead. - pure retry policy unit-tested (retry.ts); a mock-only window.__conn hook drives a Chromium+WebKit e2e (indicator shows offline, the action disables, both clear on reconnect). Full suite + build green. - docs: ARCHITECTURE transport note, FUNCTIONAL (+ _ru), PLAN tracker (incl. #1 — the bot already drains all updates, no change). Also records #1 as investigated/no-change in PLAN. Other server-action buttons (chat send, profile save, …) still degrade to a safe no-op offline; visual disable is easy to extend. |
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70110effd9 |
Chat + word-check as their own screens; in-game unread badge (review item 7)
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- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a header back to the game and no tab-bar, replacing their modals. The soft keyboard just resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt. - A new chat message raises an unread badge on the in-game hamburger + the Chat menu row (per game, cleared on opening the chat), mirroring the lobby badge. - TG native back + the header back chevron return chat/check to their game. - Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header. Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru). |
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295e45486d |
TG-fullscreen header: add height via padding (min-height wasn't binding), +12px breathing room
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a132edd40a |
TG-fullscreen header: +6px band height so native controls aren't flush (owner tweak)
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