1d77ee83b3e598b227a876e3531c6c3036a3636b
123 Commits
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2d1fadb50c |
feat(offline): implicit net-state model, two-tier version gate, unified lobby
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Land the offline-model redesign (ANDROID_PLAN.md O1-O7): replace the explicit offline toggle with a single detected net-state machine, unify the lobby, and add a two-tier client-version gate. Contour-safe: both version vars empty => dormant, the wire change is additive, so web/pwa/vk/tg behaviour is unchanged unless the gate is deliberately configured. O1 net-state reducer (test-first). O2 store + wiring (connection/offline shims; +@capacitor/network). O3 remove the offline toggle + migrate the pref. O4 two-tier gate: hard update_required degrades to an offline Update/Play-offline notice (not terminal); soft GATEWAY_RECOMMENDED_CLIENT_VERSION -> X-Update-Recommended nudge. O5 unified lobby (device-local + greyed-from-cache server games; self-set identity; closes G-step-0). O6 create flows (with-friends online/offline segment + offline dict guard). O7 docs. Telegram/VK stay online-only (contour review): the offline model is channel-gated via offlineCapable() (native + plain web; false in the mini-apps). offlineMode.active is hard-gated on it, so the whole model (blue chrome, unified/greyed lobby, transport kill switch, device-local vs_ai/hotseat create) stays inert in Telegram/VK regardless of the detected net state (closing a version-lock path that could have flipped them offline); and New Game's with-friends hides the online/offline segment there, leaving the remote invite alone. ARCHITECTURE already declared "Telegram/VK are exempt" - this makes the code match. Deploy/CI: wire the version gate through the deploy (GATEWAY_MIN_CLIENT_VERSION + GATEWAY_RECOMMENDED_CLIENT_VERSION as plain unprefixed vars via compose + ci.yaml + prod-deploy.yaml + write-prod-env.sh + .env.example) so the gate is live when set (test-contour commit-hash version fails open; empty => dormant). Disable the manual android-build CI workflow for now (rename .disabled). Bump the app bundle budget 127->130 KB for the added always-loaded wiring. Fix the UI Docker stage (gateway/Dockerfile): install --ignore-scripts so the Alpine/musl SPA build no longer tries to native-build sharp (a local android:assets tool, unused in the image); esbuild's binary is an optional dep so Vite still builds. Tests: gateway go green (two-tier gate over a real HTTP handler); docker build of the landing + gateway targets green locally; compose --no-interpolate confirms the gateway env; two new telegram.spec.ts e2e (offline signal keeps the chrome online + quick-match opponent choice visible => server enqueue; with-friends shows no pass-and-play), RED-verified; svelte-check 0/0, vitest 617, e2e 248 (chromium + webkit), build + bundle-size 127.8/130. |
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0eb72ba955 |
feat(ui): hide Telegram/VK link buttons on the native build
The native (Capacitor) sign-in surface is guest + email only: VK ID web-login is a full-page redirect to id.vk.com that cannot return into the WebView, and the Telegram Login Widget is unreliable there. Profile now gates telegramLinkable/vkLinkable on !nativeShell (clientChannel android/ ios), hiding both LINK buttons on native; email and account management — including an existing link's redirect-free UNLINK — stay. Native tg/vk login (native SDKs / deep-link OAuth) is a separate later stage. Covered by e2e/native.spec.ts (the reconcile test opens Profile and asserts no Link Telegram / Link VK buttons, email present). |
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bcd5a1d02d |
feat(ui): offline-first foundations — bundled dicts + local-guest identity
The additive groundwork for the native offline-first experience (ANDROID_PLAN.md §D). Inert until the native cold-boot lands: on the web these paths never fire, so web / VK / Telegram behaviour is unchanged. - ui/scripts/bundle-dicts.mjs copies the scrabble-dictionary release DAWGs into dist/dict/<variant>@<version>.dawg for the native pipeline (run after `pnpm build`, before `cap sync`). - The dict loader gains a bundled tier between the IndexedDB and network tiers, attempted only on a native channel (a packaged app serves ./dict/<key>.dawg from its assets). Native-gated rather than the plan's "404 on the web" because the relative path would otherwise hit the gateway's own session-gated /dict/ route. - __DICT_VERSION__ Vite define (from VITE_DICT_VERSION, default "dev") + its ambient declaration; the offline vs_ai / hotseat creates in NewGame fall back to it when a device-local guest has no profile-advertised version. - New lib/localguest.ts: a persisted device-local guest id (no DB row); the offline vs_ai human seat uses it (and the localized common.guest name) when there is no server session. svelte-check clean, vitest green, native + web builds clean. The cold-boot rewrite, reconciliation, the Profile soft-sign-in gating and the offline-first e2e follow. |
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de003e862a |
feat(android): resolve gateway origin on native, skip SW, hide MVP purchases
Make the web SPA behave correctly inside the Capacitor native shell, where the bundle loads from a local origin: - New lib/origin.ts gatewayOrigin(): absolute URLs resolve to VITE_GATEWAY_URL on native (the finished-game export/share URL in Game.svelte and the Wallet site-root link), falling back to the page origin on web. transport.ts already resolved via VITE_GATEWAY_URL and is left as-is. - Skip the PWA service worker on the native channel (the assets are already local; a worker would risk serving stale content across store updates). - Hide the money-purchase UI in the MVP: new distribution.purchasesHidden() folds VITE_PAYMENTS_DISABLED and the Google Play flag. The Wallet "buy" tab shows a neutral, pointer-free note (wallet.purchasesSoon) for the RuStore MVP and keeps the RuStore stub Google-Play-only. A ?nopay mock force mirrors ?gp for the e2e. - Native env types in vite-env.d.ts. Client-only, contour-safe: no wire/proto/schema change; web/VK/Telegram unchanged. Tests: origin + purchasesHidden unit tests, a ?nopay wallet e2e. svelte-check clean, vitest green, web + native vite build clean. |
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8ce986922a |
feat(ui): wallet storefront redesign — split buy/spend, compact balance, exchange confirm
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Reworks the Wallet screen to be more compact and to separate the two flows, and fixes a
reported bug.
Bug: buying a value with too few chips showed the generic "Something went wrong" toast — the
backend's `insufficient_chips` (409) code was propagated correctly but had no i18n mapping, so
`errorKey` fell back to `error.generic`. Add `error.insufficient_chips` / `error.product_not_found`.
Also disable a value's Exchange button up front when the spendable balance cannot cover it (the
server stays authoritative).
Redesign:
- a compact **balance** row leads the screen — the context's own chips (🪙 N) then any linked
other-platform chips behind that platform's logo (monospaced digits); inside a VK/TG store only
that store's own segment shows;
- the benefits section is renamed **Active**, moved above the store, shows one inline line
(hints + ad-free) and hides when nothing is active;
- the **store** splits by a two-way toggle into **Buy chips** (money packs + the watch-an-ad row at
the top) and **Spend chips** (values, exchanged for chips);
- a value's action reads **Exchange** and opens a single confirmation dialog (chip spends are
instant, with no provider window to confirm them); the existing cross-platform store-compliance
warning folds into that same dialog when the spend would draw VK/TG chips.
No payments-model or wire change; the money→chips→values model is unchanged (verified: money buys
only chip packs, values are chips-only — "no-ads for money" is structurally impossible).
Tests: wallet e2e updated for the new layout (chromium + webkit green). Docs: FUNCTIONAL (+_ru)
wallet story rewritten. App bundle budget 126 → 127 KB (always-loaded settings hub).
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77a690fcf6 |
feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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Remove the under-board status strip and relocate its signals: - bag count -> a badge on the exchange/pass control + the foot of the move table - whose-turn / win-lose -> a thin strip above the score plaques - the tentative-move caption -> the board itself: staged tiles tint green (legal) or pink (illegal), the board tiles a formed word runs through go a shade darker, and an orange score badge sits on the main word (digit sized like a tile value, clamped on-board) The word geometry (covered cells + badge anchor) is a new pure client-side helper (ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or network preview path alike; the badge's number still comes from the preview score. Rack: a seven-column grid filling the tray width in both layouts — square, full-width tiles — with the confirm control in the fixed 7th slot. Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted hint word is never left off-screen. Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated. |
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e40adfb0c7 |
fix(games): carry game kind on live events + fix the New Game lock funnel
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Address review of the active-game limit lock: - Live-event GameViews (opponent_moved, match_found, game_started, ...) did not carry game_kind, so a lobby patch from an event zeroed a game's kind and the client's per-kind count under-counted — a capped kind read as free (a disabled start instead of the lock, and a wrong per-kind result). Thread Kind through notify.GameSummary → the event GameView. - New Game screen refreshes the lobby games on mount so the per-kind count reflects the current set, not a stale cached snapshot. - The guest funnel's login button routes to the profile screen (the account controls), not settings. - Copy: the guest prompt is "sign in to use all the game's features"; the durable notice is "finish your active games to start a new one". Regression tests: the notify opponent-moved payload carries kind; the client lock locks only the reached kind (vs_ai at cap leaves random open). |
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3306a016a0 |
feat(ui): per-kind active-game limit lock on the New Game screen
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Carry the caller's per-tier active-game caps and each game's kind on the wire (Profile.game_limits + GameView.kind, additive FBS + gateway transcode + client codec, committed regen). The New Game screen counts the player's active games per kind from the lobby and locks a capped start: an outline button with a lock that opens a funnel modal instead of a game -- a sign-in prompt for a guest, a "finish a current game first" notice for a signed-in account (native Telegram popup, in-app modal elsewhere). The lock lifts via the existing profile refetch after a guest->durable upgrade. Remove the lobby's old at_game_limit New-Game tab disable + notice: the flag (now the random-kind cap) conflicted with the per-kind lock -- it hid the screen where the lock lives and wrongly blocked an unfulfilled kind. The New Game tab is always enabled; the per-kind start lock is the only gate. The at_game_limit wire field stays (unused by the client) for a later cleanup. Tests: client lock logic + codec kind/game_limits roundtrip + gateway transcode encode + native popup builders (unit); a mock e2e for the lock badge and the modal. |
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9acf6ab3b4 |
fix(payments): VK-iOS freeze is purchase-only; remove the rewarded diagnostic
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Testing the rewarded slice surfaced a contradiction: rewarded ads let a VK-iOS
user earn vk chips, but the blanket VK-iOS "spend freeze" then blocked spending
them (the wallet showed "5 (view-only)"). Apple's ToS forbids only BUYING in-app
values on VK-iOS (money -> chips), not spending or earning them — so the freeze is
corrected to purchase-only: vkFrozen() now gates only CreateOrder (the money-in
step), not spendableSources (spending). VK-wallet chips — earned via rewarded ads
or bought on the same account elsewhere (VK Android) — now spend on VK-iOS too.
(Owner's ToS finding.)
Also: the temporary contour diagnostic confirmed VK returns only {result:true} for
a rewarded view (no token/signature) — client-attested is final, no hardening
possible — so the diagnostic (the log and the diag wire field) is removed.
Docs: PAYMENTS(+ru) VK-iOS freeze + D17 amend + PLAN E6. Tests updated (gate /
wallet VK-iOS now spendable).
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dbd76d53e8 |
feat(ads): rewarded video (VK) — client-attested credit + daily/hourly caps
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The first ads slice: a voluntary rewarded video credits chips. VK Mini App ads (VKWebAppShowNativeAds) expose only a client-side watch result — no server-to-server verify — so the credit is client-attested, guarded by a server daily + hourly cap (config reward_daily_cap / reward_hourly_cap, default 50 / 10). The caps are both anti-abuse (bounding a forger who skips the ad and calls the endpoint directly) and an economic conversion lever (limiting free chips so a player who wants more buys). D29 amended to VK's reality. Backend: CreditReward (VK-only, order-less, idempotent on a client nonce, floored by the caps; payout from config rewarded_payout_chips, default 0 = off) + the wallet.reward edge op returning the updated wallet (reward_chips gates the "watch for chips" CTA). Additive migration (two config columns). Client: the ads-network abstraction (lib/ads.ts, VK impl) + the VK bridge (vkRewardedReady / vkShowRewarded) + the Wallet CTA + i18n. A contour test stub (VITE_ADS_STUB -> a toast instead of a real ad; prod always real) and a temporary diagnostic that logs the raw VK data, so we confirm on the contour exactly what VK returns (harden to signature-verify if it carries one). Tests: backend integration (credit, nonce idempotency, hourly cap, disabled, non-VK refusal) + codec unit (reward wire). Docs: PAYMENTS(+ru) §10, D29 amend, PLAN E6. Bundle: shared budget 30->31 (reward i18n strings). |
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55dbb1005e |
fix(ui): scope the wallet buy-button busy dim to the tapped button
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Tapping one pack's Buy dimmed every buy button at once (the shared busy flag drove disabled + the :disabled opacity on all of them), so it looked like both packs reacted to one tap. Track the in-flight product id (busyId): the concurrency guard stays global, but the pressed/dimmed look is now scoped to the tapped button. Payments were never affected. |
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6e03ce0131 |
feat(payments): Telegram Stars payment rail
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Accept real money via Telegram Stars (XTR) — the third intake rail alongside Robokassa (direct) and VK Votes. Only the bot reaches Telegram, so the rail funnels through the reverse mTLS bot-link: - the gateway mints the invoice on a CreateInvoice command (the bot calls createInvoiceLink, XTR; the link goes to WebApp.openInvoice); - the bot gates each pre_checkout_query via a ValidatePreCheckout unary (the order must exist, be still creditable and not already paid — the reusable-invoice double-pay guard; the decline reason is localised to the order account's language); - a completed successful_payment is queued in a durable pure-Go SQLite outbox and forwarded via a ForwardPayment unary, credited once (idempotent on telegram_payment_charge_id, honours an expired order), re-driven on restart and every 30s. The rail is wired by TELEGRAM_STARS_OUTBOX_DIR (default /data) but stays inert until a chip pack carries an XTR price, so seeding a Stars price in the admin is the go-live. Tests: backend integration (order->forward->credit once, duplicate, pre_checkout gate) + bot outbox unit (idempotent, restart re-drive) + executor createInvoice. Docs: PAYMENTS(+ru) §9, ARCHITECTURE, the platform/telegram README, PLAN. |
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8230253142 |
fix(ui): derive the VK-iOS store link from the deployment origin
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Replace the hardcoded erudit-game.ru host with location.origin, so the iOS store note's "other version" link points at this deployment's own site root (prod or the contour) without a hardcoded host or build-arg wiring. |
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e33b9864c8 |
fix(ui): point the VK-iOS "other version" link at the site root
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The landing at / lists every version's entry; /app/ dropped the player straight into the web game. Link the iOS store note to the root instead. |
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f6aa0ba4b0 |
fix(ui): correct the VK-iOS purchase block + add an iOS store note
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The VK-iOS detection used platformSubtype(), which is server-derived for VK and so never reported iOS on the client — the pack CTA stayed active and a tap hit a 403 with a generic error. Read the device family from the signed vk_platform launch param (normalizeSubtype(vkPlatform())) instead. Under the store header on VK-iOS, add a note that purchases are prohibited by Apple policy, linking to the web version (opened through VK's external-link route). |
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f48ebf2151 |
fix(ui): VK-iOS shows the pack CTA disabled with a toast, not a failed buy
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Money purchases are not permitted in the VK iOS app (Apple ToS), and the backend
already refuses them (the CreateOrder VK-iOS freeze). Show the pack "Buy" muted
there and explain on tap ("purchases are not available on this platform"),
instead of letting the tap hit a 403 and a generic error toast. The storefront
still lists the packs.
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3bb9f10fad |
feat(payments): VK Votes payment rail
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Wire the VK Mini Apps ("голоса") rail end to end, reusing the intake engine. The
wallet.order endpoint branches by rail: a VK context opens a pending order
(provider vk) and returns its id, which the client passes to VKWebAppShowOrderBox.
VK's two-phase payment callback is verified at the gateway with the app protected
key (GATEWAY_VK_APP_SECRET) and proxied to a backend intake handler: get_item
returns the ordered pack's title and vote price; a chargeable order_status_change
credits the vk segment exactly once (the same Fund, idempotent on VK's own order
id) and records a succeeded event, so the dispatcher push refreshes the wallet.
Integration test for the VK order->credit path.
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3367cc2bf1 |
feat(payments): payment-event dispatcher + the provider-return UX
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Deliver payment_events to connected clients as an in-app wallet-refresh push: a background dispatcher drains undispatched events and publishes a KindNotification "payment" signal, marking each delivered; the client bumps a wallet-refresh counter the open Wallet screen watches, re-fetching in place. A return-focus refetch is the fallback. The Robokassa Success/Fail return now serves a self-closing page (the payment opens in a separate window) so the customer drops back into the live app instead of a cold start. Integration test for the event drain/mark queue. |
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936a70ab94 |
feat(ui): wire the chip-pack purchase to Robokassa
Replace the disabled "Soon" pack action with a real purchase: the Wallet opens a money order (wallet.order) and sends the player to the provider's hosted-payment page (window.open via openExternalUrl); the chips are credited later by the verified server callback. Add a public-offer link under the packs (paying accepts the offer). Codec order round-trip unit test + a mock-e2e purchase test; the Google Play stub and the chip-spend paths are unchanged. |
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4aa6174968 |
feat(payments): wallet screen with balances, benefits and storefront
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Add the "Кошелёк" section to the settings hub: context-visible chip balances, active benefits (no-ads term/forever, hints) and a storefront of chip-priced values and money-priced chip packs. Guests have no wallet; the Google Play build hides the money purchases behind a RuStore stub; a web purchase that would draw VK/Telegram chips warns first. Add the catalog read path the storefront needs — a context-projected GET /api/v1/user/wallet/catalog (payments service + store, gateway op wallet.catalog, FBS Catalog/CatalogProduct/CatalogAtom, client decode) — plus the client leg for the existing wallet.get/buy ops. Value spends reuse the existing spend path; the chip-pack purchase (money order flow) arrives with payment intake, so its action is a disabled placeholder for now. Covered by Go unit (catalog projection) + integration (/wallet/catalog over Postgres), vitest (formatting, spendable selection, web-spend warning, GP flag, codec + gateway encode round-trips) and Playwright mock e2e (render, guest-hidden, GP stub, warning) on Chromium + WebKit. |
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a7f483792f |
feat(offline): randomise the hotseat seating (random first mover)
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The 2-4 hotseat players now start in a random seating order (so who goes first, and the turn order, is random) — matching the online games. The engine starts at seat 0, so shuffling the seats at creation picks the starter; the shuffle is seed-driven (a distinct derivation from the tile bag), so replay reproduces it. Scoped to hotseat — vs_ai stays human-first. - lib/roster.ts: shuffleSeeded (unit-tested); NewGame shuffles buildSeats with the game seed before create. - e2e: pin a seed that keeps the roster order so the lock assertions stay deterministic. |
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84d0385c95 |
fix(offline): scope the medal treatment to hotseat only
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Per owner: a vs_ai game (one human) keeps its 'you won/lost' status text AND its lobby medal — the hidden-status + per-seat-medal treatment applies only to hotseat, where 2-4 local players make a single 'you' meaningless. isLocalGameId -> game.hotseat at the three call sites (statusBlock, seat plaque, lobby card). |
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0ed34c7720 |
feat(offline): per-seat medals in local games; drop the you-won text + lobby medal
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For a local (offline) game the outcome is not always about a single 'you' (hotseat is 2-4 players), so: - Game.svelte: a finished local game no longer shows the viewer-centric 'you won/lost/draw' status; instead each seat plaque shows a per-seat place medal, left of the name (result.seatMedal — trophy for the winner, then places by score; a draw medals everyone). - Lobby.svelte: a local game shows no lobby medal (resultBadge is viewer-centric and no seat matches the account) — its result lives on the in-game plaques. - result.ts: seatMedal(game, seat), unit-tested. |
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52d0c559f9 |
fix(ui): local-game history (hide social, keep dictionary); Enter dismisses keyboard; email-code autosubmit
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- History drawer in a local (offline) game: the seat plaques no longer show the add-friend/block controls — canAddFriend/canBlock now exclude a local game (hotseat seats have synthetic account ids that slipped past the vs_ai-only guard) — and the Dictionary entry is restored: an active hotseat game keeps the comms button, and CommsHub is Dictionary-only for a chatless vs_ai OR hotseat game (ChatScreen never mounts offline). - Enter on any single-line <input> now dismisses the soft keyboard (blur); a <textarea> (feedback) keeps Enter for newlines. One global handler. - Login email code: the friend-code spread-digit style (.codein), a 6-char cap, auto-submit on the 6th digit, and Enter to submit. - e2e: the local-game history has no social controls and keeps the dictionary entry. |
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c1ac77bc6a |
fix(offline): unify NewGame layout to natural-flow + PinPad verdict pause
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- NewGame: all three forms (quick / friends / hotseat) now use the Profile sub-view's natural-flow .page (no forced height, no pinned-CTA .grow/.fg scroll), so the screen's single .content scroll + --vvh handle overflow and a focused name input scrolls into view cleanly — fixes the keyboard blank-space / deep-scroll regression. One layout rule, one place. - PinPad: pause 250ms after the 4th digit before the verdict, so the fill (and the shake on a wrong PIN) reads as a deliberate response. - e2e: typePin waits for empty dots before typing (robust to the pause). |
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cafe67e9c8 |
fix(offline): hotseat form — natural scroll + focus-into-view (keyboard)
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The nested scroll region regressed the keyboard behaviour (a double scroll: the whole screen scrolled with a huge blank area under the Start button, and a focused bottom row hid behind the keyboard). Drop it: the hotseat form now flows naturally and scrolls with the screen's own scroll (.page.scrollform: no forced full height, no pinned button), and a name input scrolls itself into view (centred above the keyboard) on focus. |
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3adc4e32c9 |
fix(offline): hotseat review fixes + PWA stale-shell (SW route order)
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Owner review of the pass-and-play PR: - Roster delete (bug): a correct host PIN now ARMS a delete cross next to the row (mirroring the lobby delete) instead of removing it silently; tapping the kebab again clears the host authorisation. - Variant picker (UX): replace the dropdown with the Quick-Match variant plaques + the multiple-words toggle, one-to-one. - Keyboard layout (UX): the roster sits in a scroll region with the Start button pinned (friends-form pattern), so a name input's soft keyboard shrinks the region instead of leaving a full-height blank spacer painted behind the keyboard. - e2e: variant via plaque + a row-delete (arm then cross) regression step. PWA stale-version (pre-existing, same PR): - sw.ts: register the network-first NavigationRoute BEFORE precacheAndRoute. Workbox matches in registration order and the precache route (directoryIndex index.html) shadowed the shell navigation, serving it cache-first — the old build's __APP_VERSION__ until a second load. Fixes both the maintenance self-reload and a cold open after a deploy. Doc updated (ARCHITECTURE). |
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66278e34b7 |
test(offline): e2e hotseat flow + fix $state-proxy persist
Add the Playwright mock e2e for offline pass-and-play (Chromium+WebKit): create a 2-seat hotseat with a PIN-locked seat, verify the rack is withheld, unlock (wrong then right PIN), host-skip the current turn, and terminate from the lobby behind the master PIN. The e2e surfaced a persistence bug: the roster PINs are $state proxies, which fail structured-clone on the IndexedDB put (silently — best-effort store), so a created hotseat game vanished on reload. Snapshot the seats + host PIN to plain objects at the create() call site. |
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452a686e07 |
feat(offline): hotseat lobby delete behind the master PIN
Lobby.svelte: hotseat games show the kebab / swipe delete in BOTH the active and finished groups (not finished-only); deleting one opens a master-PIN pad first — active = terminate (no result), finished = remove — so the last mover cannot instantly wipe a game. Local games stay deletable offline. Non-hotseat games are unchanged (finished-only, free). |
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6216359c6f |
feat(offline): hotseat creation roster + host-participate flow
NewGame offline 'with friends' now builds a local pass-and-play game: - lib/roster.ts: keep-last-valid name + roster->seats (unit-tested). - NewGame.svelte: master host-PIN gate (rows disabled until set), 'are you playing too?' prompt seating the host at row 0, 2-4 player rows with inline name validation + optional per-seat PIN, add/remove (remove behind the master PIN), variant + multiple-words, Start. - PinPad: verification via a verify(pin) callback (UI-held lock at creation, source-held in-game) instead of a lock prop. - i18n: hotseat.* (en + ru); the offline mode selector is now shown offline. |
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359af83c34 |
fix(offline): zero tile weights on cold boot + wrong-mode game in the lobby
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Two pre-existing offline bugs, both exposed once offline mode became usable (cold boot + toggling), owner-reported on the contour. Bug 1 -- offline tiles render weight 0. The rack/board read tile values from the lib/alphabet cache, populated only by the online wire codec (server-sent alphabet) or the mock (so the e2e masked it). A local game never goes through the codec, so on a cold offline boot with no prior online session the cache was empty and every value read 0 (scores stayed correct -- they come from the offline ruleset). Fix: the local source seeds lib/alphabet from the static offline ruleset (letters + values) when it builds a game view. Bug 2 -- the lobby showed (and could open) the other mode's game after a toggle. Two causes: (a) the lobby cache was not mode-tagged, so getLobby() instant-rendered the last snapshot regardless of mode; (b) load() wrote the module list after an await with no generation guard, so a slow online gamesList() finishing after a fast offline list() (or vice versa) left the wrong mode's games on screen. Fix: tag the snapshot with offline and gate getLobby() on it; add a load-sequence guard so only the latest load() writes. - localgame/source.ts: ensureAlphabet from the ruleset in gameView (+ unit test). - lobbycache.ts: LobbySnapshot.offline + getLobby(offline) mode check (+ tests). - Lobby.svelte: setLobby tags the mode; load() carries a generation guard. check 0 / unit 485 / e2e 198 / app entry 113.8/114. |
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30770a759b |
feat(offline): gate the offline toggle on dictionary readiness
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Flipping the Settings toggle to offline now checks that every enabled variant's dictionary is on the device before entering offline mode: it fetches missing ones cache-first and waits up to ~5 s (raceOfflineReady + the lazy dict/offlineready), greying the toggle meanwhile. If they cannot be readied in time it stays online and shows a 'needs internet' note, while the fetch keeps warming the cache in the background so a later flip is instant. Leaving offline is never gated. Prevents entering a half-baked offline mode (no dawg -> cannot create/play a local game) when the background preload has not finished (poor connection, or an immediate flip right after install). - offline.ts: raceOfflineReady (pure, injected sleep; unit-tested red->green) - dict/offlineready.ts: ensureOfflineDicts (cache-first preloadDicts, lazy chunk) - offline.svelte.ts: requestOffline + TOGGLE_READY_BUDGET_MS - Settings.svelte: checking/needsData state, disabled toggle, inline note - i18n: settings.offlineChecking / settings.offlineNeedsData (en+ru) - docs: FUNCTIONAL(+_ru) offline story + ARCHITECTURE offline paragraph |
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3a72bc29ba |
fix(offline): delete a finished local game from the device, not the network
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The lobby's finished-game delete (hide) always called gateway.hideGame; for a local (offline) game the transport kill switch refused it, so it toasted and the game stayed. Route by id: a local game is removed from the device store + the source cache (LocalSource.delete), an online game still hides on the backend. |
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fdf14d5897 |
fix(offline): skip the NewGame friend fetch offline
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NewGame's onMount fetched the friend list (gateway.friendsList) for a non-guest; offline the transport kill switch refuses it, so it toasted on entering the New Game screen (the local game still created fine). The friends section is hidden offline anyway — skip the fetch when offline. |
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1a456c4847 |
feat(offline): transport kill switch + gate the network-requiring UI
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Offline mode was 'fiction': the UI only disabled the Stats tab, but Profile was reachable and a profile save actually hit the server and reported 'saved'. Two layers now: - Transport kill switch (transport.ts): in offline mode every network op — each unary RPC (exec), the live stream (subscribe), the dict/metrics fetches and the reachability probe — is refused before it leaves the device. Offline truly means offline regardless of any UI that slips through. The local (device-only) game path never uses this transport, so it is unaffected. - UI gating: the Profile and Friends tabs (SettingsHub) and the Feedback entry (About) are disabled offline, and the hub falls back to Settings (which holds the online/offline toggle); the lobby Stats tab was already disabled. In-game social/export are already hidden for a vs_ai game. Online unaffected (offlineMode is off): e2e 196. Offline gating is contour-verified (the mock e2e cannot enter offline). |
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2a045a5b37 |
fix(offline): give the local human seat the real account id
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In a local game the human seat's account id was a synthetic 'local:human:0',
so seatName's `accountId === session.userId` check never matched: the game
header rendered BOTH seats as 🤖 (the vs_ai fallback), and the lobby's
groupGames could not find the viewer's seat, so a human's turn read as
'Their turn' with the hourglass. Carry the real account id on the human seat
(create -> record -> GameView); the robot keeps its synthetic id.
Local games created before this fix keep the old display (no migration).
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2f70ef1b85 |
fix(offline): route word-check through the game source; reload lobby on offline flip
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Two offline bugs found on the contour:
- The word-check screen (CheckScreen) called gateway.gameState/checkWord
directly, so in an offline (local) game it hit the network and errored
("something went wrong"). Route both through gameSource(id) — the local
source answers from the device dawg. The complaint control (online-only,
no offline backend) is hidden for a local game.
- The lobby did not react to the offline-mode toggle (which lives in Settings,
so the lobby can stay mounted): an online game lingered until the next
reload. Reload on an offlineMode flip so entering offline immediately shows
only device-local games.
Cold offline launch hanging on the splash (boot still fetches the profile over
the network) is the separate C2 offline-boot follow-up (needs a persisted
profile + a boot short-circuit).
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ef832b823d |
feat(offline): offline lobby lists + creates local vs_ai games
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In offline mode the lobby now shows only the device-local games and its New-vs-AI entry creates one through the in-browser engine — the visible payoff of the offline mode. - LocalSource.list() reconstructs a lobby GameView per stored local game by replay, exposed through the lazy gamesource proxy; unit-tested via an in-memory store. - Lobby.load() branches on offlineMode: lists local games and skips every gateway call (no online games/invitations/incoming); the Stats tab is disabled offline. - NewGame offline: find() creates a device-local vs_ai game via LocalSource.create using the profile's advertised dict version + a local seed; the friends flow and the random-opponent option are hidden, and the variant picker / Start are enabled offline (were gated on connection). - id.ts: newLocalGameId + randomSeed (tested). Docs: ARCHITECTURE + FUNCTIONAL(+ru) offline-mode section. Deferred to fast-follow: the Settings Friends/Profile/Feedback affordance gating, the flip-to-offline readiness wait, the offline mock e2e (needs mock-dawg support), and the local-hint UI. The offline flow is verified on the test contour — the mock e2e cannot enter offline mode (the toggle is gated to an installed PWA). |
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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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fb7490f1df |
fix(ui): poll for out-of-band email confirmation
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An email link/code can be confirmed out of band: the recipient taps the one-tap link in the email, which confirms in another browser/session. The backend already publishes a `notify` `profile` re-fetch signal for this (handlers_auth.go handleEmailConfirmLink), and the client re-fetches on it. But the live stream is single-shot with no replay: a Mini App backgrounded while the user is in their mail app tapping the link drops the stream and misses the event (the gateway hub has no subscriber to deliver to), and the reconnect on foreground does not re-sync — so the open code form stayed until a manual reload. On Telegram Desktop the app is never backgrounded, so the push works and there was no bug. Add a client-side fallback: while an add-email confirmation is pending (a code was sent, no email yet), poll `profile.get` on a 4s interval and on foreground regain until the address lands; the effect stops as soon as the email appears. The live push still updates instantly when foregrounded — this only covers the backgrounded-miss gap. Tests: a mock e2e attaches the email WITHOUT emitting a live event (new window.__mock.clearEmail / confirmEmailOutOfBand seams), so it exercises the poll, not the push, and asserts the code form collapses into the email row. Docs: ARCHITECTURE.md §10 notes the single-shot gap + the poll fallback. |
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c1805e5b7c |
feat(ui): hide current-host sign-in row in profile
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Inside a Telegram/VK Mini App the host provider is auto-linked. Once the player also linked an email, `canUnlink` turned true and the "Unlink" control appeared on the host platform's own row — letting them unlink the very platform they are signed in through, which is meaningless. Gate the Telegram row on `!insideTelegram()` and the VK row on `!insideVK()`, reusing the runtime host detectors that already gate the "link" buttons. Symmetric: inside TG only the TG row is hidden (the VK row still shows, since VK is not the current host), and vice versa. The web and native builds are unchanged (both detectors are false there); the backend is untouched — this is a UI display gate, and `linkUnlink` still refuses to remove the last identity. Docs: FUNCTIONAL.md (+_ru mirror). |
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2c465c01d2 |
feat(account): VK ID web login to link a VK identity from a browser
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A browser has no signed VK Mini App launch params, so linking VK on the web uses
VK ID's raw OAuth 2.1 flow (PKCE, no @vkid/sdk): the SPA redirects to VK's hosted
login and returns with an authorization code, which the gateway exchanges
server-side (confidential, under the VK "Web" app's protected key) for the trusted
vk user id — then the existing link/merge machinery attaches or merges it.
- fbs LinkVKRequest{code, device_id, code_verifier}; codec + TS bindings.
- backend link.Service ConfirmVK/MergeVK/attachVK (KindVK, mirror Telegram),
handleLinkVK[Merge], routes /user/link/vk[/merge], backendclient LinkVK[Merge].
- gateway internal/vkid confidential code exchange (id.vk.com/oauth2/auth);
transcode link.vk.confirm/merge (registered only when configured) + config
GATEWAY_VK_ID_{APP_ID,CLIENT_SECRET,REDIRECT_URL} + main wiring.
- UI lib/vkid (PKCE authorize redirect + callback), Profile "Link VK" control,
boot callback handling; a merge re-authorizes for a fresh code (VK codes are
single-use). Web-only (a redirect strands a Mini App webview).
- Deploy: VITE_VK_APP_ID + VITE_VK_ID_REDIRECT_URL build args + gateway env,
ci.yaml/prod-deploy TEST_/PROD_ vars, compose/Dockerfile/.env.example/README.
- Tests: vkid exchange unit (string/number user_id, id_token fallback, errors),
transcode link.vk, backend ConfirmVK/MergeVK inttest, codec encodeLinkVK.
- Docs: ARCHITECTURE §4, FUNCTIONAL(+ru), gateway README.
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3faca690dd |
fix(delete): review follow-ups — admin Deleted filter, guest gate, dialog spacing
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- Admin /users gains a Deleted scope (between People and Robots); every other scope now hides tombstoned accounts (deleted_at filter in UserFilter). - Admin delete-user is offered for any non-deleted account (drop the not-guest gate, so a stale is_guest account can still be tombstoned). - Harden EmailService.ConfirmCode to ClearGuest — defence-in-depth so no confirmed-email path leaves is_guest set (the currently-live paths already do). - Space the delete/change dialog's action row from its input field. Integration tests: the Deleted filter scoping + ConfirmCode guest promotion. |
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cabcd94d92 |
feat(profile): account-deletion flow + terminal deleted screen
Profile gains a Delete-account control (durable accounts) opening a step-up dialog: a
mailed code for an email account, or the typed DELETE phrase for a platform-only one.
On success the app swaps to a terminal AccountDeleted screen ('Учётная запись удалена')
with a Close that closes the host Mini App (telegramClose / vkClose; web = no close).
Wires deleteRequest/deleteConfirm through client/transport/mock/codec; ru/en i18n;
codec wire test + Chromium/WebKit e2e.
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029aa2d4cc |
fix(profile): emoji-presentation envelope icon for the email row
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The bare U+2709 rendered as a mono pseudo-glyph; add the U+FE0F variation selector
so it shows as ✉️.
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e4fc7f033d |
feat(profile): sign-in methods matrix — email add/change, provider link/unlink
Profile shows the account's sign-in methods for guests and durable accounts alike: add or change email, link Telegram on the web (login widget), and unlink a linked provider. Email is never unlinked (it is changed); unlink is offered only when another identity remains, and a change to an address owned by another account shows the non-disclosing 'check the address or contact support'. Add-VK-on-web stays deferred (no VK OAuth). Wires linkUnlink / changeEmailRequest / changeEmailConfirm through the client, transport, mock and codec (encodeLinkUnlink + LinkResult 'unlinked'/'changed' statuses); codec wire tests; ru/en i18n. |
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54af644429 |
fix(ui): localise the confirm screen, drop the brand on the error state
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The session-less /confirm page defaulted to English, so it showed the English app title. Carry the recipient's language on the deeplink (?lang) and setLocale on load so the page matches the email. Show a localised brand wordmark (Эрудит / Erudit, matching the email) on the success state only; the invalid/expired state now shows just the message, no header. |
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1dca6741f1 |
feat(ui): auto-confirm the email deeplink on load
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Drop the confirm button: the /confirm screen confirms the token as soon as it loads. The token rides the URL fragment (never sent to the server), so a plain link prefetch cannot reach it, and the manual six-digit code is the fallback if an aggressive scanner runs the page. Update the ARCHITECTURE/FUNCTIONAL wording accordingly and swap the confirm.prompt/action strings for confirm.busy (en+ru). |