Commit Graph

134 Commits

Author SHA1 Message Date
Ilia Denisov f8f7d39364 Stage 7: regression tests for the polished UI (logic + behaviour)
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Lock the polish branch's behaviour so a future UI edit surfaces as a failing
assertion to re-agree or fix.

Unit (vitest, node env):
- placement: recallIndex, cellOccupied/isBlankSlot, non-linear direction, the
  single-tile submit default, and placementFromHint blank-fallback / rack-exhausted.
- banner: the marquee scroll-cycle repeat-then-advance, stop(), root-relative and
  multiple links.
- client.GatewayError. Extract the check-word constraints out of Game.svelte into a
  pure lib/checkword.ts (sanitize + canCheck) and cover them.

E2E (playwright mock, Chromium + WebKit):
- commit via the 🏁 control, history slide-down + close, the exchange dialog,
  check-word input sanitising + verdict, resign-to-finished, and the Settings
  board-label mode changing the on-board labels.
2026-06-03 17:33:47 +02:00
Ilia Denisov 4c475f2b0e Stage 7: run the e2e suite in WebKit too (Safari-engine coverage)
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Add a webkit project to the Playwright config so the hermetic mock-mode specs run
in both Chromium and WebKit, and install both browsers in CI. WebKit's Debian build
runs headless without extra host system libraries (verified locally: smoke + zoom
pass in webkit); the workflow comment records the one-time host install-deps fallback
if a runner ever lacks a library. Desktop WebKit does not reproduce iOS Safari's text
auto-inflation, so the app.css text-size-adjust guard stays outside e2e coverage.
2026-06-03 17:13:19 +02:00
Ilia Denisov 1b7b767576 chore: gitignore Playwright MCP scratch output (.playwright-mcp/)
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The Playwright MCP writes page snapshots/screenshots into a .playwright-mcp/
directory while inspecting the UI; keep that scratch output out of the tree.
2026-06-03 16:50:36 +02:00
Ilia Denisov 8ec71a6816 Stage 7 UI polish: zoom-in magnifies into the focus cell (no top-left jump)
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Drive the focus-centring with requestAnimationFrame across the ~0.25s width
transition instead of a single scrollTo after transitionend. The board now stays
locked on the placed cell as it grows, removing the visible 'centre top-left, then
correct' double motion.
2026-06-03 16:35:39 +02:00
Ilia Denisov 1e7da5925a Stage 7 UI polish: fix ad-marquee end, drop-time zoom, focus centring, sticky rack selection
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- AdBanner: move the side inset onto the scrolling track so the long message
  scrolls to its very end; pin body text-size-adjust:100% so iOS/Safari stops
  inflating the long marquee text.
- Game: do not zoom on drag start (the player may change their mind) — zoom and
  centre happen on drop, in attemptPlace; a stray tap on an occupied cell no
  longer cancels the rack selection (wait for an empty cell).
- Board: centre the focus cell after the zoom width transition finishes (was
  clamping to top-left mid-transition); compute the cell from the rendered
  scrollWidth.
2026-06-03 16:22:01 +02:00
Ilia Denisov 10d48884ac Stage 7 polish (round 3): zoom magnifies labels, popover edge-anchor, flash x2
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- item 5: move container-type to the zoom-scaled .scaler so cqw labels grow WITH the board (magnifying-glass zoom); new e2e measures the font grows ~1.85x
- item 8: confirm popovers anchor to the trigger's right edge (no longer run off-screen)
- item 9: last-word flash runs 2 cycles then settles to normal (was infinite)
2026-06-03 15:52:28 +02:00
Ilia Denisov 3312130483 Stage 7 polish (round 2b): tab-bar spacing + hint badge on icon corner (items 2,3)
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2026-06-03 14:56:19 +02:00
Ilia Denisov 52a0e3160d Stage 7 polish (round 2): layout/zoom/tab-bar/hint/check fixes
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- nav bar grows ONLY in game (other screens: minimal nav, content fills); tab bar always bottom
- tab bar: tighter icon/label spacing, bigger icons, hint badge on the icon corner
- board zoom reworked to width-based (real native scroll, fixes Safari/Chrome) + constant cqw labels; pinch & swipe-to-history dropped (conflict), double-tap kept, history via menu
- beginner bonus labels shrunk to fit cells
- Draw opens exchange directly (no confirm); confirm popovers restyled like the hamburger dropdown (vertical); removed the floating direction toggle
- pending tiles darker bg (no outline); last-word dark-tile highlight (static / 1s flash)
- check button disabled for <2/>15 chars, already-checked, or 5s cooldown
- global user-select:none (inputs exempt); docs updated; TODO-4 alphabet-on-wire
2026-06-03 14:54:41 +02:00
Ilia Denisov 92a4de3bf4 Stage 7 polish: docs + mark Stage 7 done (Part H)
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- new docs/UI_DESIGN.md (design system: shell, nav, tab-bar, tiles, board zoom/labels, HoldConfirm, banner rotator, result iconography)
- ARCHITECTURE: app-shell + announcement channel (mock->server) + hint place-on-board / no_hint_available contract + board-style setting
- FUNCTIONAL(+ru): hint-on-board, word-check constraints/throttle, board style
- PLAN: Stage 7 -> done + polish refinement note; CLAUDE sources list
2026-06-03 13:38:17 +02:00
Ilia Denisov 2c96c19aac Stage 7 polish: game rework + board zoom + tests (Parts D/E/F/I)
- Board: fixed-viewport transform-scale zoom (animated) with counter-scaled cqw labels, corner letters, bonus-label modes (boardlabels), contrasting grid lines
- Game: Screen shell + game tab-bar (Draw/Skip/Hint/Shuffle) via HoldConfirm popovers; MakeMove 🏁 + compact popup; rack collapses used slots; hint places tiles on board (placementFromHint) + no_hint_available toast; Scores:N replaces Hints; history slide-down (swipe/click, scroll-locked); check-word alphabet/length limit + in-memory cache + 5s throttle
- backend: no_hint_available result code split + test
- vitest: banner rotator + linkify, resultBadge, boardlabels, placementFromHint (29 tests); Playwright smoke updated; prod bundle ~74 KB gzip
2026-06-03 13:33:03 +02:00
Ilia Denisov 38be7fea96 Stage 7 polish: app shell + nav + lobby + settings (Parts A/B/C)
- Screen.svelte shell: nav bar grows, ad+content+tabbar pinned bottom (mobile feel)
- AdBanner.svelte + banner.ts rotator (params, mock long/short, linkify); Header CSS chevron + grow; Menu (bigger CSS hamburger); TabBar + HoldConfirm shared components; user-select:none
- Lobby: hide-empty sections, tab order New/Tournaments/Stats, place-based result badges (result.ts)
- Settings: Board style > Labels (beginner/classic/none) + prefs plumbing (boardlabels.ts); i18n keys + ru mirror
2026-06-03 13:20:56 +02:00
developer 03347c5a91 Stage 7: UI playable slice + remaining edge ops (#7)
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2026-06-03 10:20:32 +00:00
Ilia Denisov 5b2e95d3c0 Stage 7: ui-test CI — make Playwright e2e strict
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System libs are now provisioned once on the runner host (install-deps); the job
downloads the browser into the runner cache and runs the smoke strictly (no
--with-deps, no sudo, no continue-on-error; timeouts kept as a hang guard).
2026-06-03 12:15:57 +02:00
Ilia Denisov f2f91ae7e6 Stage 7: ui-test CI — Playwright browser/e2e best-effort
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The Gitea runner is an act host executor without apt privileges, so
'playwright install --with-deps chromium' (apt-get) hung ~51m then failed. Drop
--with-deps, bound the browser-install + e2e steps with timeouts and mark them
continue-on-error so a runner lacking GUI libs can't block the gate. The strict
gate stays check/unit/build/size; the e2e smoke remains a hard local pre-push check.
2026-06-03 01:58:19 +02:00
Ilia Denisov 7a48327ab6 Stage 7 (wip): docs bake + stage renumber (insert UI Stage 8, shift +1)
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- PLAN.md: new Stage 8 (UI social/account/history); Telegram->9, Admin->10, Linking->11, Polish->12; tracker + Stage 7 refinements; split the Stage 6 'wired in Stage 7' note between 7 and 8
- ARCHITECTURE: promote ui to current (slice scope, board-replay, codegen, theming, mock)
- FUNCTIONAL(+ru): client-app section with the Stage 7/8 split
- README + ui/README + CLAUDE.md: UI build/run/test, codegen, pnpm notes
- bumped Stage 8-11 refs (+1) across docs and code comments
2026-06-03 01:01:58 +02:00
Ilia Denisov 0284c9b83a Stage 7 (wip): tests + UI CI
- Vitest units: board replay, placement machine, premium parity, i18n key parity, FlatBuffers codec round-trips (19 tests)
- Playwright smoke (mock transport): guest -> lobby -> board -> place tile -> preview
- ui-test.yaml workflow: check/unit/build + bundle-size budget (67.5KB gzip < 100KB) + chromium e2e
- gateway transcode tests for games.list (seat display_name), pass, hint
- backend integration test for game.ListForAccount
2026-06-03 00:55:38 +02:00
Ilia Denisov 65689b903f Stage 7 (wip): wire remaining ops (backend REST, FBS, gateway transcode) + real UI transport
backend: REST handlers for pass/exchange/resign/hint/evaluate/check_word/complaint/history/chat-list/nudge + new game.ListForAccount (my games) + seat display_name resolution
pkg/fbs: GameActionRequest/ExchangeRequest/EvalRequest/EvalResult/CheckWordRequest/WordCheckResult/ComplaintRequest/HintResult/History/GameList/ChatList + SeatView.display_name; committed Go regenerated (flatc 23.5.26)
gateway: 11 new transcode ops + backendclient methods + FB encoders
ui: edge TS codegen (flatc --ts + protoc-gen-es, committed), FlatBuffers<->model codec, real connect-web transport (binary, bearer auth, Subscribe). prod bundle ~69KB gzip JS
2026-06-03 00:49:07 +02:00
Ilia Denisov 453ddc5e94 Stage 7 (wip): UI shell, libs, mock transport, screens (lobby->game), e2e smoke
- plain Svelte 5 + TS + Vite (no SvelteKit); CSS-token design system (Telegram-ready), hash router, IndexedDB session
- pure libs: domain model, premium/value maps ported from solver, board replay, placement state machine, i18n en/ru
- in-memory mock transport + seed data; pnpm start runs lobby->active game->board with no backend
- board: pointer-drag + tap placement, MakeMove (popup / 1s-hold commit), two-state zoom, blank chooser, exchange, hint, word-check, chat
- Playwright smoke (mock) green; svelte-check clean; mock bundle ~37 KB gzip
2026-06-03 00:32:50 +02:00
developer 19ae8f04a2 Merge pull request 'Stage 6: gateway edge (Connect/FB, platform auth, sessions, push bridge, admin)' (#6) from feature/stage-6-gateway-edge into master
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2026-06-02 20:42:59 +00:00
Ilia Denisov 408da3f201 Stage 6: gateway edge (Connect/FlatBuffers over h2c, platform/email/guest auth, sessions, rate-limit, admin passthrough, live push bridge)
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New public ingress and the first network edge. Framework + a vertical slice of
operations end-to-end; remaining ops reuse the same transcode pattern in Stage 7.

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

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

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

go.work: use ./pkg, ./gateway + replace scrabble/pkg. CI: gateway/**, pkg/**
path filters; unit build/vet/test span all three modules. Docs (PLAN,
ARCHITECTURE, FUNCTIONAL+ru, TESTING, READMEs) updated; gateway/pkg unit tests +
guest/email-login integration tests.
2026-06-02 22:38:24 +02:00
developer 104eb2a978 Merge pull request 'Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)' (#5) from feature/stage-5-robot into master
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2026-06-02 19:05:18 +00:00
Ilia Denisov 85baabe4ba Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)
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- internal/robot: durable kind='robot' account pool (migration 00004); every
  per-game and per-turn choice derived deterministically from the game seed
  (restart-stable FNV mix); a background move driver; margin targeting (band
  1-30, closest-to-band); right-skewed [2,90]min delays (median ~10m);
  opponent-anchored sleep with +/-3h drift; daytime nudge reply + proactive
  12h nudge; friend/chat blocked via profile toggles.
- engine.Candidates (decoded ranked plays); game.Candidates + RobotTurns;
  social.LastNudgeAt.
- matchmaker: 10s wait then robot substitution (reaper) + Poll delivery seam.
- config (BACKEND_ROBOT_DRIVE_INTERVAL, BACKEND_LOBBY_ROBOT_WAIT,
  BACKEND_LOBBY_REAPER_INTERVAL); main wiring + boot-time pool provisioning.
- metrics: robot account_stats (authoritative balance) + robot_games_finished_total
  OTel counter + per-finish log.
- docs: PLAN, ARCHITECTURE, FUNCTIONAL(+ru), TESTING, README; account.go comment.
- tests: robot strategy units, matchmaker reaper/Poll, engine.Candidates; inttest
  robot full-game / substitution / proactive-nudge.
2026-06-02 21:02:20 +02:00
developer 12fc6e498e Merge pull request 'Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)' (#4) from feature/stage-4-lobby-social into master
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2026-06-02 17:33:39 +00:00
Ilia Denisov bfa8797f8c Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
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Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged.

New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer).

Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
2026-06-02 19:29:30 +02:00
developer 571bc8c9f2 Merge pull request 'Stage 3: game domain (lifecycle, rules, hint, word-check, history+GCG, stats)' (#3) from feature/stage-3-game-domain into master
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2026-06-02 15:40:16 +00:00
Ilia Denisov 751e74b14f Stage 3: game domain (lifecycle, journal+cache, hint, word-check, GCG, stats)
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internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.

Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.

Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.

Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
2026-06-02 17:33:49 +02:00
developer f36f3df748 Merge pull request 'Stage 2: engine package over scrabble-solver' (#2) from feature/stage-2-engine into master
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2026-06-02 13:12:56 +00:00
Ilia Denisov b422ff1159 docs: mark Stage 2 done (CI green)
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2026-06-02 15:12:26 +02:00
Ilia Denisov 6d0dd4fb14 Stage 2: engine package over scrabble-solver (registry, bag, Game, replay)
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backend/internal/engine wraps the sibling scrabble-solver library in-process:

- Registry: versioned DAWG load via dafsa.Load, keyed by (variant, dict_version),
  latest-per-variant; English / Russian / Эрудит handled uniformly.
- Bag: own deterministic, seeded tile bag with Draw + Return (for exchanges),
  since the solver's self-play bag cannot return tiles.
- Game: pure rules engine — deal, play/pass/exchange/resign, refill, per-move
  scoring, turn order, and end-condition detection (empty bag + empty rack, six
  scoreless turns, resignation) with end-game rack adjustment.
- decode/ReplayBoard: dictionary-independent MoveRecords and board replay via
  scrabble.Apply (no internal/encoding), realising ARCHITECTURE §9.1.

Wiring: go.work gains "replace scrabble-solver => ../scrabble-solver"; backend
requires scrabble-solver (placeholder) and github.com/iliadenisov/dafsa directly.
Both Go CI workflows clone the public solver sibling (master HEAD, no token) and
set BACKEND_DICT_DIR.

Docs: ARCHITECTURE §5/§14, TESTING engine layer, backend README, and PLAN
refinements + deferred TODOs (publish/version solver; split engine vs dictionary
generator).
2026-06-02 15:10:08 +02:00
developer 7bd461bfc7 Merge pull request 'Stage 1: backend foundation (Postgres, sessions, accounts, OTel)' (#1) from feature/stage-1-backend-foundation into master
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2026-06-02 12:00:45 +00:00
Ilia Denisov ab2e42883a docs: mark Stage 1 done (CI green)
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2026-06-02 13:55:12 +02:00
Ilia Denisov eeaad62b10 Stage 1: backend foundation (Postgres, sessions, accounts, OTel)
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- internal/postgres: pgx-over-database/sql pool (otelsql), embedded goose
  migrations into schema 'backend', committed go-jet code + cmd/jetgen tool.
- internal/account: durable accounts + unified telegram/email identities
  (UUIDv7 keys), find-or-create provisioning with unique-conflict handling.
- internal/session: opaque 256-bit tokens stored as a SHA-256 hash, revoke-only
  (no TTL); write-through cache gating /readyz; store + service.
- internal/telemetry: OTel tracer/meter providers (none/stdout) + request-timing
  middleware; internal/config gains Postgres + OTel env loading.
- internal/server: /api/v1 {public,user,internal,admin} skeleton + X-User-ID
  middleware; /readyz checks DB ping + cache; main wires
  telemetry -> db+migrate -> warm cache -> server.
- Tests: unit + integration (build tag 'integration', testcontainers
  postgres:17) for migrations, accounts, sessions, readyz; new integration.yaml.
- Docs: ARCHITECTURE, TESTING, PLAN refinements, root + backend READMEs.

Session/account REST handlers deferred to Stage 6 (gateway); OTLP + dashboards
to Stage 11.
2026-06-02 13:52:26 +02:00
Ilia Denisov da079b2bc6 docs: mark Stage 0 done (CI green) 2026-06-02 12:00:01 +02:00
Ilia Denisov effe6675bc Stage 0: scaffold monorepo, backend skeleton, docs, CI
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- go.work (Go 1.26.3) with backend module; deps added incrementally (gin+zap only)

- backend: /healthz + /readyz, env config, graceful shutdown

- docs: ARCHITECTURE, FUNCTIONAL (+ru mirror), TESTING

- PLAN.md (stage tracker + per-stage open details) and CLAUDE.md (per-stage workflow)

- .gitea go-unit CI (gofmt/vet/build/test)
2026-06-02 11:57:58 +02:00