Commit Graph

62 Commits

Author SHA1 Message Date
Ilia Denisov 2729fe9467 feat(ui): unsupported-engine boot screen; drop the temporary diagnostic
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Replace the temporary on-device boot diagnostic (the always-on overlay, the
console.error mirror and the handleError console hook) with a permanent boot-capability
guard in index.html. Before the deferred module, in plain ES5, it:
  - hard-gates on the unpolyfillable essentials the app cannot run without — BigInt (the
    64-bit FlatBuffers wire decode) and Proxy (Svelte 5 runes) — and, when one is
    missing, shows a friendly full-screen "this device's OS/browser can't run the app"
    screen instead of a white screen;
  - soft-gates the polyfillable es2020+ globals, pulling core-js (polyfills.js) only
    when needed (the previous behaviour, folded in);
  - keeps a reactive net: an uncaught error during boot with no window.__booted signal
    within 8s raises the same screen with the captured cause.
Inside a Telegram/VK Mini App the screen also points to the web version
(https://<host>/app/). A "Diagnostic information" button reveals the engine, the
feature table, the reason and the app version, with a Copy button.

App.svelte sets window.__booted once bootstrap resolves. vite.config drops the
now-unneeded strip-boot-diag plugin and adds inject-boot-version (stamps the guard's
diagnostic with VITE_APP_VERSION). The es2019 target, the core-js loader and the board
cqw->vmin glyph fallback stay. The speculative Chrome-74 pan change is reverted — it did
not fix the judder and added nothing on modern engines.

Verified: svelte-check clean, unit + mock e2e green (the guard is inert on a capable
engine, so the size budget and the smoke are untouched), and the screen + diagnostic +
stamped version render on a forced hard-gate (BigInt removed via addInitScript).

The unsupported-engine telemetry beacon (dedup + edge rate-limit + a Prometheus counter)
is a separate follow-up PR, per the agreed split.
2026-07-04 20:23:19 +02:00
Ilia Denisov de2f1432be chore(ui): surface caught boot errors on the diagnostic panel
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The es2019 + conditional core-js fixes let the module mount on the Chromium 66 in-app
WebView, but the lobby then shows a white screen and a generic "something went wrong"
toast — a caught error that never reaches window.onerror, so the diagnostic ERRORS
panel stayed empty and could not name the cause.

Mirror console.error / console.warn into the panel, and add a temporary, mock-gated
console.error of the raw error (with stack) in handleError, so the on-device panel
shows exactly what threw and whether it is one error or several. Expected: a
ReferenceError from the 64-bit FlatBuffers timestamp decode (BigInt, absent on Chrome
66 and not polyfillable by core-js) — to be confirmed on-device before deciding the
support floor.

Temporary — both hunks revert together with the index.html BOOT-DIAG block.
2026-07-04 17:40:31 +02:00
Ilia Denisov 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.
2026-07-03 17:59:33 +02:00
Ilia Denisov 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.
2026-07-03 13:18:37 +02:00
Ilia Denisov 409462fc09 feat(ui): one-tap confirm deeplink screen + client language
Add the /confirm/<token> SPA route and Confirm screen: a prefetch-safe button
POSTs the token via a new confirmEmailLink RPC (client/transport/mock/codec +
ConfirmLinkResult model). A login adopts the minted session and enters the app; a
link shows confirmed / merge-in-the-app; an invalid or expired token asks for a new
code. Exempt /confirm from the no-session /login redirect. Forward the client
locale on the email request (authEmailRequest gains language → app.locale) so a
fresh web login email is localised. Handle the new 'profile' live-event sub-kind by
re-fetching the profile, so a link confirmed in another browser reflects in-app at
once. i18n en+ru.
2026-07-03 04:30:16 +02:00
Ilia Denisov 2e8fa83814 feat(telemetry): local move-preview adoption metrics (Phase 4)
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Measure uptake of the client-side local move-preview accelerator (§5) so
adoption can be watched before defaulting it on: app cold starts, dictionary
loads by result (fetched / cache_hit / miss) and move previews by path
(local / network — the backend load shed).

A small best-effort client beacon (POST /metrics/local-eval, session-gated)
batches counter deltas and posts them on a 60s timer and when the app is
backgrounded — never on the gameplay path: the in-app counters are plain
in-memory increments, only the periodic flush touches the network and it is
fire-and-forget. The gateway folds each batch into three OTel counters
(local_eval_cold_start_total, local_eval_dict_load_total,
local_eval_preview_total), clamped against a spoofed inflation.

- gateway: counters + recordLocalEval + session-gated /metrics/local-eval handler
- ui: localeval-metrics accumulator/beacon; hooks in the dict loader, in
  Game.recompute and in bootstrap (skipped under the mock harness)
- caddy: route /metrics/* to the gateway
- docs: ARCHITECTURE §11; Grafana "Scrabble — Users" dashboard panels
2026-07-01 23:31:49 +02:00
Ilia Denisov 5f9b4a7a38 feat(ui): paint VK status bar to the app theme (VKWebAppSetViewSettings)
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Parity with the Telegram chrome painting: on a VK Mini App launch and on
every theme change, set VK's status-bar appearance (and, on Android, the
action/navigation bar colours) from the app's live theme tokens, so the VK
chrome matches the UI instead of clashing.

syncVKChrome mirrors syncTelegramChrome; the status-bar appearance is
derived from the --bg token's luminance (appearanceForBg, unit-tested).
Wired into the VK onScheme handler (fires on launch + on theme change) and
setTheme. Docs: UI_DESIGN VK integration.
2026-07-01 13:54:14 +02:00
Ilia Denisov 71c3411276 fix(ui): mobile in-app WebView polish (tap-flash, VK haptics, swipe-back)
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- Tap-highlight: add -webkit-tap-highlight-color: transparent on #app.
  Android in-app WebViews (Telegram, VK) flashed a momentary selection-like
  box on tappable nodes on tap — seen on the header title and the back
  chevron; user-select (already none) does not govern it. Inherited, so
  this clears it app-wide.

- VK haptics: mirror the Telegram haptic set on VK via VK Bridge taptic
  (impact / notification / selection), routed through a new shared
  lib/haptics.ts dispatcher. VK users previously got no haptics; the game
  and error call sites now fire haptic() instead of telegramHaptic().

- VK swipe-back: disable VK's horizontal swipe-back at launch
  (VKWebAppSetSwipeSettings history:false) so it does not fight the app's
  own edge-swipe-back and on-board tile drag — parity with Telegram's
  disabled vertical swipes; the app owns navigation via its back chevron.

Docs: UI_DESIGN (no-select / tap-highlight, VK integration).
2026-06-30 23:00:19 +02:00
Ilia Denisov 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.
2026-06-30 21:48:56 +02:00
Ilia Denisov d76f1f4026 fix(vk): friend-code link is the plain vk.com/app link (VK strips iframe query payload)
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The contour diagnostic confirmed VK forwards only the signed vk_* params to the iframe — a
custom payload on the app link is dropped (the '#' eaten by the vk.com SPA, a '?' query
stripped), so the friend-code cannot ride the link. The VK share link is now just
vk.com/app<id>; the recipient enters the copied code by hand (VKWebAppCopyText works). The
vkStartParam reader + bootVK routing stay as a no-op, ready for a post-moderation channel.
Removes the temporary deep-link diagnostic.
2026-06-29 22:58:43 +02:00
Ilia Denisov 0ea9764a0d chore(vk): temporary deep-link diagnostic (remove after contour catch)
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2026-06-29 22:41:08 +02:00
Ilia Denisov 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.
2026-06-29 22:15:43 +02:00
Ilia Denisov da17c18895 feat(vk): native share/copy, auto theme, friend-code deep link, home-bar safe area
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Group B of the VK integration — the contour-verified follow-up to the launch+auth MVP:

- Share/copy inside the VK iframe go through VK Bridge: the friend-code invite shares via
  VKWebAppShare and copies via VKWebAppCopyText, since navigator.share is absent in the desktop
  iframe and navigator.clipboard is blocked there.
- The invite link is a VK Mini App direct link (vk.com/app<id>#f<code>) on VK instead of the
  Telegram link; the app id comes from vk_app_id in the launch params (no build arg needed). The
  recipient's launch routes the deep link from VK's `hash` launch query parameter.
- The app's "auto" theme follows the VK client's light/dark appearance (VKWebAppUpdateConfig),
  which the VK mobile webview's prefers-color-scheme does not track.
- The safe-area CSS vars default to env(safe-area-inset-*), so the VK mobile layout clears the
  home bar (and Capacitor/PWA too); Telegram still overrides them from its SDK.

vk.ts adds vkAppId/vkStartParam/vkShare/vkCopyText/vkOnScheme. Verified: svelte-check, 347 unit
(+ vkAppId/vkStartParam/vkShareLink), build, bundle-gate. The VK-Bridge behaviours need the live
contour (not reproducible headless).
2026-06-29 21:27:36 +02:00
Ilia Denisov 65c194264c feat(vk): embed the game as a VK Mini App
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Mirror the Telegram Mini App wrapper for VK: the SPA loads at a new /vk/
entry, authenticates from VK's signed launch parameters, and provisions a
'vk' platform identity — the minimum to run the game in VK test mode.

- Gateway verifies the launch signature in-process (internal/vkauth:
  HMAC-SHA256 over the sorted vk_* params under GATEWAY_VK_APP_SECRET,
  base64url) — a pure offline check, no side-service. New auth.vk op
  (gated on the secret), backendclient.VKAuth, /vk/ SPA mount.
- Backend: KindVK + ProvisionVK/vkSeed, /sessions/vk handler, identity
  kind widened to include 'vk' (migration 00005, expand-contract).
- UI: src/lib/vk.ts (VK Bridge, lazy-imported), bootVK + the /vk/ boot
  dispatch, encodeVKLogin + authVK across transport/client/mock. VK omits
  the name from the signed params, so the client reads it via
  VKWebAppGetUserInfo as an unsigned display seed.
- Deploy: /vk in the edge Caddyfile, GATEWAY_VK_APP_SECRET wired through
  compose + .env.example + CI (TEST_) + prod-deploy (PROD_).
- Admin console: surface the VK user id (link to the VK profile) next to
  the Telegram id on the user card.
- Docs: ARCHITECTURE §12/§13, FUNCTIONAL (+ _ru), gateway README; VK
  integration reference under .claude/.

Signature algorithm verified against dev.vk.com plus independent Node/Python
references and a %2C edge-case vector.
2026-06-27 11:37:31 +02:00
Ilia Denisov 8a5a5d6c4d feat(telegram): sync client display prefs via CloudStorage
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Theme, reduce-motion and board labels lived only in local IndexedDB/localStorage,
so they did not follow the user across devices and could be lost when the Telegram
WebView cleared storage.

Mirror these three device-independent prefs to Telegram CloudStorage (Bot API 6.9)
from the single local-persist point (persistPrefs), and reconcile them from
CloudStorage in the background on launch (reconcileCloudPrefs) so a change made on
another device follows the user here. The local store stays the instant-render
cache; the interface language is intentionally excluded (it syncs via the durable
account). Pure encode/decode extracted to cloudprefs.ts with unit tests; the
CloudStorage transport wrappers are added to telegram.ts. No-op outside Telegram or
on a client predating CloudStorage.
2026-06-24 11:39:29 +02:00
Ilia Denisov ea931c6680 feat(telegram): native SettingsButton opens our Settings screen
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Inside the Mini App, reveal Telegram's native Settings button (Bot API 7.0)
and route its taps to the Settings screen — the standard Mini App affordance.
The in-app gear entry stays the primary path (two entry points by design).
No-op outside Telegram or on a client predating the button.
2026-06-24 10:47:05 +02:00
Ilia Denisov 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.
2026-06-24 10:24:56 +02:00
Ilia Denisov 0fb6004a8b feat(telegram): re-apply theme live on themeChanged
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The Mini App read Telegram's themeParams/colorScheme only once at launch, so
switching Telegram's light/dark theme (or its auto day/night) while the app was
open left the SPA on stale colours until a relaunch.

Subscribe to the themeChanged WebApp event and re-apply the theme live. Extract
the launch-time token + colour-scheme + chrome application into syncTelegramTheme
(reading live themeParams when no launch snapshot is passed) and call it from both
applyTelegramChrome (launch) and the new event handler. Add a telegramThemeParams
live getter (+ unit test). Drop the stale 'immersive fullscreen' note from
applyTelegramChrome — the app deliberately does not request fullscreen.
2026-06-24 09:20:41 +02:00
Ilia Denisov 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.
2026-06-23 15:05:13 +02:00
Ilia Denisov ae5090b851 fix(ui): load telegram-web-app.js dynamically with a timeout
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The Telegram SDK was a render-blocking <script src="telegram.org/..."> in the
shared index.html shell, so it ran on every entry (/telegram/, /app/, native).
On a network that blocks telegram.org — common where Telegram itself reaches
users only over a proxy — the script hangs forever, stranding the whole page,
including the launch-diagnostic screen meant to surface exactly this failure.
This is the likely root cause of the Android "won't open" reports (all launch
methods fail identically; iOS on a different network works).

Remove the head <script> and load the SDK dynamically (lib/telegram.ts
loadTelegramSDK) with a 10s timeout, only on a Telegram entry (the /telegram/
path or a tgWebApp launch fragment). The SPA — served from our own reachable
origin — boots first and controls the load: on a block/error it falls through
to the diagnostic screen (reporting sdk: no) instead of hanging, and Retry
re-attempts. /app/ and the native build no longer touch telegram.org.

Pin the SDK to the version the official page recommends (?62) for the newer
client features the app already uses (fullscreen, safe areas, swipe guard).

Tests: loadTelegramSDK unit tests (present / error / timeout); an e2e that
aborts the script fetch and asserts the diagnostic still renders.
2026-06-23 09:59:24 +02:00
Ilia Denisov 0c5d3808d7 feat(ui): diagnostic screen on /telegram/ instead of the landing bounce
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A Mini App launch on /telegram/ without sign-in data (empty initData) used to
location.replace('/') — bouncing the visitor to the marketing landing. That
destroyed all diagnosability and, on some Android clients that reach the entry
with no initData, simply looked like the app refusing to open.

Replace the bounce with a compact, privacy-safe launch-error screen
(screens/TelegramLaunchError.svelte) that renders a one-screenshot diagnostic
snapshot captured at the moment of failure: SDK/WebApp presence, Telegram
platform/version, whether initData is empty, whether the URL fragment carried
tgWebAppData, the initData field NAMES present/missing (never the signed
values, never an IP), and OS/mobile/browser via User-Agent Client Hints plus
the full User-Agent. A Share button delivers it through the OS share sheet
(clipboard copy on desktop, reusing the GCG no-webview-strand guard); Retry
re-checks in place to recover a late initData without a reload (which would
discard the launch fragment).

This is the instrument to root-cause the Android empty-initData failure, which
is not reproducible in Playwright.

Tests: collectTelegramDiag + shareText/pickTextShare unit tests; the /telegram/
e2e now asserts the diagnostic screen, not a redirect. Docs: ARCHITECTURE.md +
UI_DESIGN.md updated.
2026-06-23 09:37:36 +02:00
Ilia Denisov 81b716569f fix(i18n): reconcile preferred_language to the interface locale on every adopt
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A user who never changed the language in Settings kept their account at the
creation-time preferred_language seed (e.g. en from the Telegram launch language_code)
even after switching the device to another language: the UI followed the device (ru) but
the ad banner and out-of-app push — both resolved server-side from preferred_language —
stayed en. The on-adopt reconcile was gated on an explicit local choice (localeLocked),
so a system-guess locale was never pushed through.

Reconcile preferred_language to the active interface locale (app.locale) on every session
adopt and link, regardless of how the locale was chosen; persistLanguageToServer already
self-gates (a no-op for guests and when already equal), so there is no steady-state write.
The banner and push are the only server-rendered language surfaces and both read
preferred_language, so this keeps the whole interface consistent — not just the banner.
Drop the now-dead localeLocked flag (the reconcile guards were its only readers; the saved
prefs.locale still restores the UI choice per device).

Trade-off: preferred_language now follows the most-recently-opened device, so an explicit
choice on one device can be overwritten by a system guess on another (the "explicit" mark
is local, per-device); making it globally sticky would need a DB flag.

Docs: ARCHITECTURE §4 + the profile field.
2026-06-22 20:09:41 +02:00
Ilia Denisov 90f0424de2 fix(i18n): reconcile preferred_language with the device's saved language
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The UI language follows the device (the local choice / system guess) and is
deliberately not overridden from the account, but the advertising banner and
out-of-app push routing are resolved server-side from preferred_language. A
saved device choice the account had not recorded — picked while a guest, or
differing from the Telegram system-language seed — left the banner (and pushes)
in the wrong language until a Settings change rewrote preferred_language.

On profile load (adoptSession and the in-place link path) push the saved local
choice to the account when it differs (new pure helper languageNeedsServerSync;
no-op for guests and when already equal), so the banner and pushes match the
visible UI from the first open. Unit-tested.
2026-06-22 16:16:33 +02:00
Ilia Denisov e336638ca8 fix(ui): retry Mini App launch on backend failure; hide account linking
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Inside Telegram, a failed initData authentication (e.g. the backend down
during a deploy) dropped the user onto the web login screen — the /app/
experience, which has no place inside the Mini App. bootstrap now retries the
launch a few times in silence and then renders a dedicated boot-error screen
with a Retry button (new BootError.svelte, app.bootError), never falling back
to the web sign-in. A blocked account is still terminal and goes straight to
the blocked screen.

The profile "Link an account" section (email + Telegram link) is hidden while
sign-in is provider-only; the anonymous /app/ guest whose upgrade path this is
comes later. The flow is kept wired (`hidden` on .emailbox) and its two e2e
specs are skipped, both to be re-enabled together.

Adds i18n boot.* copy (en/ru), a mock authTelegram failure hook plus an e2e
covering the retry screen, and bakes both behaviours into FUNCTIONAL(.md/_ru).
2026-06-21 21:23:27 +02:00
Ilia Denisov 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).
2026-06-21 10:29:39 +02:00
Ilia Denisov 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.
2026-06-20 14:23:25 +02:00
Ilia Denisov 6e77de4c1e feat: sparser robot nudges, typed unread badge, lobby unread bump
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Three owner-requested polish changes:

- robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a
  flat uniform 9-12 h wait before every nudge; the existing sleep-window gate
  still skips and defers a nudge that would land in the robot's night.
- ui: colour the lobby/in-game unread dot by type -- the regular danger colour
  when a chat message is unread, a softer amber (--warn) when only nudges are.
  Adds a per-viewer unread_messages flag (chat_messages.kind='message') across
  the backend DTO, FlatBuffers wire, gateway transcode and the UI store.
- ui: float games with any unread notification to the top of the lobby's
  your-turn and opponent-turn sections (finished keeps its order), reusing the
  existing unread_chat flag.

Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire
field is backward-compatible.
2026-06-19 16:50:48 +02:00
Ilia Denisov 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.
2026-06-19 08:56:29 +02:00
Ilia Denisov a7f3df9346 fix(chat): don't restore unread on a failed read-ack (would loop the in-game effect; REST re-seed self-heals)
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2026-06-17 11:14:25 +02:00
Ilia Denisov aaac816dc2 feat(chat): unread read-receipts with lobby/game dot and history-open ack
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).

UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
2026-06-17 11:12:38 +02:00
Ilia Denisov 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.
2026-06-16 19:09:24 +02:00
Ilia Denisov 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.
2026-06-15 23:25:27 +02:00
developer 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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2026-06-15 15:42:19 +00:00
Ilia Denisov 00129414e5 feat(ui): force Mini App fullscreen on mobile, not via the share link
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Replace the shared-link &mode=fullscreen (which would also force fullscreen on
desktop) with an imperative requestFullscreen() on launch, gated to mobile
clients (ios/android/android_x) — mirroring how Telegram's own Mini Apps go
immersive on phones while desktop keeps the bot's full-size window. It triggers
the existing fullscreenChanged -> safe-area resync; a no-op on clients predating
Bot API 8.0.
2026-06-15 17:34:07 +02:00
Ilia Denisov 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).
2026-06-15 17:22:09 +02:00
Ilia Denisov 01d2d1f368 fix(ui): per-bot invite caption + friendly self-redeem note
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- The share caption is now in the bot's language: 'Давай играть в Эрудит!' (ru bot),
  "Let's play Scrabble!" (en bot) — picked by the session service language, not the
  interface language.
- Redeeming your own invite (deep link or manual) no longer shows the scary
  'can't do that to yourself' error; it shows a friendly neutral note instead.
2026-06-15 16:09:10 +02:00
Ilia Denisov 30a7c24140 fix(ui): interface language follows the device, not the Telegram bot
On login the UI no longer overrides the interface language from the account's
preferred_language. The live interface follows the device — the explicit local
choice (saved, locked) or the system-language guess — so opening the mini-app via
the ru-bot on an English system keeps the interface English (it was forced to
Russian by the account seed). preferred_language is still written from Settings and
used for out-of-app push routing; it just no longer dictates the UI on launch.
2026-06-15 13:52:52 +02:00
Ilia Denisov 419ea11b14 feat(feedback): in-app user feedback with admin review and account roles
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User-facing Feedback screen (Settings -> Info, registered accounts only): a
message (<=1024 runes) plus one optional attachment, an anti-spam gate (one
unreviewed message at a time), and the operator's inline reply with a
Settings/Info badge. Server-rendered admin console section (/_gm/feedback):
unread/read/archived queue with per-user search, detail with read/reply/
archive/delete/delete-all, safe attachment serving (nosniff, images inline via
<img>, others download-only). Introduces account_roles, the first per-account
role table; feedback_banned blocks only feedback submission, granted/revoked
from /users and the delete-with-block action.

- migration 00004_feedback (feedback_messages + account_roles) + jetgen
- backend internal/feedback (store+service), internal/account/roles.go
- wire: FlatBuffers feedback.submit/get/unread; gateway guest gate (Op.NonGuest,
  is_guest via session resolve) -> guest_forbidden before any backend call
- reply push reuses NotificationEvent with a new admin_reply sub-kind
- UI: /feedback route + screen, attachment picker, badge, channel detection, i18n
- tests: feedback unit (Go+UI), gateway guest-gate, inttest lifecycle, e2e
- docs: PLAN stage 19, ARCHITECTURE s15, FUNCTIONAL(+ru), TESTING, READMEs
2026-06-15 12:23:10 +02:00
Ilia Denisov ac62d29ef7 feat(ui): name the previous player in the your-turn toast
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The in-app "your turn" toast (shown when it becomes your turn in another
game) now reads "<Opponent>: Your turn!", naming the player who moved just
before this one — the previous seat in turn order, so it reads the same in
games with any number of players. Falls back to the bare "Your turn" label
when no name is present (an older peer, or a gap event without one).

YourTurnEvent already carries opponent_name end to end: the backend sets it
(game.displayName of the last mover) and the gateway forwards the payload
opaquely, so this is a client-only change — decode the field, thread it
through PushEvent, and pick the localized string.
2026-06-14 22:52:15 +02:00
Ilia Denisov d1ba666495 feat(admin): manual account blocking (suspensions)
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Operator-driven hard block, the counterpart to the soft high-rate flag: permanent or until a date, with an optional reason chosen from an editable en+ru picklist (snapshotted onto the block). A block forfeits the player's active games (opponent wins, as a resignation) and cancels their open matchmaking games. A backend gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked, which threads through the gateway as the Execute result_code; the UI surfaces it as a terminal blocked screen and stops all push/poll. Temporary blocks self-expire; the operator can unblock at any time (lost games stay lost). Sessions are not revoked, so the blocked client can still reach the exempt block-status endpoint.

Backend: migration 00003 (account_suspensions + suspension_reasons) + jet regen; account suspension store; game.ForfeitAllForAccount; requireNotSuspended gate + block-status endpoint; admin console block/unblock + Reasons CRUD. Wire: fbs BlockStatus + account.block_status gateway op. UI: blocked screen, app state, transport/codec, i18n. Docs: ARCHITECTURE, FUNCTIONAL(+ru), PRERELEASE (AB).
2026-06-14 21:55:59 +02:00
Ilia Denisov 56dbf86472 feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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Builds on the cross-screen cache work: the global stream handler now keeps both
caches current no matter which screen is mounted, and invitations become a live
delta channel so the lobby's invitations list is fresh from any screen too.

Client (boundary already started):
- advanceCached now also folds opponent_joined into a not-currently-viewed game's
  cache via a new pure reducer applyOpponentJoined (extracted and reused by the
  mounted game board), so opening an open game that filled while you were elsewhere
  is flash-free.
- patchLobbyInvitation upserts a still-pending invitation and removes a terminal
  one (started/declined/cancelled/expired); the global notify handler calls it on
  the invitation / invitation_update sub-kinds.

Invitations delta channel (no wire/gateway/connector change — the notification
already carries the full invitation with id/status/game_id end to end):
- notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate
  constructor (shares encoding with NotificationInvitation). The Telegram connector
  renders no message for it, so a decline/cancel never becomes an out-of-app push.
- lobby: emit the changed invitation to every participant on respond (accept/decline),
  on the final accept's game start, and on cancel — so each participant's lobby patches
  its list in place. The authoritative list holds only pending invitations, so the
  client's pending-vs-terminal rule matches it exactly.

Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the
NotificationInvitationUpdate encoding unit test, and integration assertions that
decline/cancel/accept publish invitation_update to every participant. Full local
suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs:
ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated.
2026-06-14 11:22:47 +02:00
Ilia Denisov cf70e6b1fc fix(ui): keep lobby/game caches fresh across screens (no stale-status flash)
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The per-screen in-memory caches (lobbycache, gamecache) were refreshed only by
the screen that owns them while it was mounted, so a state change that crossed
screens left the other screen's cache stale and it visibly redrew on the next
navigation:

- game -> lobby: the player's own move advanced the game cache but not the lobby
  snapshot, and an own move carries no self-directed push event, so returning to
  the lobby painted the pre-move status until the background refresh corrected it.
- lobby -> game (and from any other screen): an opponent's move / game-over
  refreshed the lobby (while mounted) but never the per-game cache, so opening
  that game flashed the pre-move board.

Make cache freshness cross-screen, owned by the single global stream handler
that runs for every live event regardless of the mounted screen:

- patchLobbyGame upserts the affected game's GameView into the lobby snapshot;
  the global handler calls it on opponent_moved / game_over / opponent_joined and
  on a match_found / game_started seed (so a game started elsewhere is present
  too). The game board still mirrors the player's own move and its own load() —
  the two updates no live event carries.
- advanceCached (a pure wrapper over the existing delta reducers) advances a
  not-currently-viewed game's cache from opponent_moved / game_over; the game in
  view is skipped so its mounted board stays the sole owner (no double apply).

End-state behaviour is unchanged (the background refresh always reconciled);
this removes the transient stale frame. Unit-tested patchLobbyGame and
advanceCached; docs/UI_DESIGN.md updated.
2026-06-14 10:42:43 +02:00
Ilia Denisov 4409253dce fix(ui): also resync an open game on a foreground regain without a stream drop
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Closes the residual tail of the previous commit: when the live stream stays
alive across a brief suspend (Telegram/iOS can pause the socket without tearing
it down), an in-game event shed from a full hub buffer is never recovered by
the reconnect refetch (no reconnect) or the open-game poll (it only runs while
the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a
foreground regain that did not drop the stream, and have Game.svelte refetch
the open game once per resync. Also rescues a missed move/game_over after a
suspend. Add a silent-join mock seam + an e2e isolating this path; extend the
ARCHITECTURE §10 fallback note.
2026-06-14 00:14:49 +02:00
Ilia Denisov 16402e64c0 fix(ui): poll/refetch fallback for a missed opponent_joined in the open-game wait
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PR #51 moved the auto-match "wait for an opponent" from the lobby matchmaking
screen into the open game but did not carry over that screen's poll fallback.
The notify hub is best-effort and never replays, the live-stream resubscribe
sends no cursor, and the game screen refreshed only from push events — so an
opponent_joined dropped while the stream was down (e.g. a mobile suspend) left
the starter stuck on "searching for opponent" until they re-entered the game.
Unlike opponent_moved/game_over, opponent_joined has no follow-up event to
trigger the existing move-count gap refetch.

Recover it in Game.svelte: (A) refetch once on stream reconnect (covers the
common suspend/resume case and rescues a missed move/game_over too), and
(B) poll game.state every 2.5s while still waiting with the stream down
(mirrors the old matchmaking startPoll). Add a mock-mode __stream e2e seam and
two specs isolating each path, fix the now-stale streamAlive comment, and
document the fallback in ARCHITECTURE §10.
2026-06-14 00:02:57 +02:00
Ilia Denisov 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.
2026-06-11 14:13:54 +02:00
Ilia Denisov 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.
2026-06-10 16:56:03 +02:00
Ilia Denisov 41a642ef97 R4: push enrichment — events carry a state delta, kill the last poll
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Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback.

- pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS.
- backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size.
- gateway: MoveResult transcode carries rack+bag_len.
- ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false.
- docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
2026-06-10 08:01:50 +02:00
Ilia Denisov 84ecc85f51 Stage 17 #2 fix: connection failures show only the spinner, never a toast
A dropped/reset/timed-out connection can surface as a Connect code other than
Unavailable (Canceled/DeadlineExceeded/Unknown/…) which fell through to the generic
'internal' -> a red 'something went wrong' toast appeared alongside the Connecting
spinner. Now toGatewayError (moved to the pure retry.ts, unit-tested) collapses every
transport-level code to 'unavailable' so it is retried + flips offline; and handleError
suppresses the toast for any connection code AND whenever the app is mid-reconnect
(!connection.online), covering the race where a unary error lands before the stream
reports the drop. Genuine server-internal / domain errors still toast while online.
2026-06-09 07:42:47 +02:00
Ilia Denisov 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.
2026-06-09 01:48:20 +02:00
Ilia Denisov 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).
2026-06-08 23:23:05 +02:00