The history header's export button now opens a chooser — Telegram's
native popup inside Telegram, the app's own modal elsewhere — offering
the GCG file and a new client-rendered PNG of the final position
(lib/gameimage, Canvas 2D, lazy dynamic import, zero dependencies):
light theme, classic A..O/1..15 axes, label-free premium fills, and a
fixed-typography per-seat scoresheet with GCG-style move coordinates,
multi-word sub-lines, endgame rack-settlement row, winner trophy and a
hostname + device-locale finish date footer; a long game stretches the
board, never the typography.
Delivery mirrors the GCG rules (Web Share with no blob fallback, else
download) except on Android Telegram/VK WebViews and the desktop VK
iframe, where a binary PNG has no clipboard-text fallback: those get a
preview modal with a long-press/right-click save hint and a copy-image
button where ClipboardItem exists.
Landscape fits the whole board, so the coarse-pointer auto-zoom on tile
placement, drag hover-hold and hint only hid the rest of the position.
Gate all three on portrait; manual double-tap/pinch zoom is unchanged.
New e2e lock both sides: landscape placement stays unzoomed, portrait
placement still auto-zooms (touch-emulated, both engines).
The landing now always opens in Russian (saved 🌐 choice still wins) —
browser-language detection made the indexed content nondeterministic
(Googlebot renders with en-US). landing.html gains the static Russian
SEO head: title/description, canonical pinned to the production origin,
Open Graph card (Telegram/VK link previews), twitter:card, JSON-LD,
theme-color and the favicon set; the SPA shell turns noindex and its
tab title becomes «Эрудит (Скрэббл)». New assets/icons generator
(same tile design as the VK loader) produces favicon.svg/ico,
apple-touch-icon.png and og-image.png into ui/public/, plus robots.txt.
The small 1️⃣ in the status bar's score-preview slot read as noise; the
single-word rule keeps its spelled-out label in the history header and
the lobby invitation card.
Add the VK Mini App logo next to the Telegram one on the landing hero,
linked via the new VITE_VK_APP_LINK build-arg (full URL, wired through
compose, CI and prod-deploy from TEST_/PROD_VITE_VK_APP_LINK).
Also restore the landing's Telegram link itself: commit 57c778f
collapsed the per-language vars to VITE_TELEGRAM_GAME_CHANNEL_NAME in
compose/CI but left gateway/Dockerfile with the stale _EN/_RU ARGs and
without the plain one, so the built bundle saw the var as undefined and
dead-code-eliminated the whole channel-link branch — deployed landings
(prod included) have shown no Telegram logo since.
The Android VK client's WebView ignores target=_blank and navigates the
Mini App's own window to the target, stranding the player outside the
game with no way back (the dictionary lookup, About/Feedback links, the
ad banner and the bot-link modal fallbacks). vk-bridge 3.x has no method
to open an external URL, so external links are routed through VK's own
leave-VK redirect (vk.com/away.php), which the client intercepts
natively and hands to the system browser.
onExternalLinkClick moves from lib/telegram to a new lib/links that
composes the Telegram and VK routers; iOS and desktop VK open _blank
correctly and are left alone.
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
Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
IndexedDB (best-effort, self-healing on a rejected blob) and reused across
sessions; a warm-up overlay covers a cold load, then the network preview is the
fallback; a bad-connection breaker stops warming after repeated misses; the move
preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
CI against the release dictionaries. A hidden debug readout lists the cached
dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
The production UI build shipped `.map` files with full `sourcesContent`, and
the gateway/landing images serve `dist/` verbatim, so anyone could fetch
`/app/assets/main-*.js.map` (same assets under `/vk/`, `/telegram/`) and
reconstruct the entire TypeScript/Svelte source at the edge.
Gate `build.sourcemap` off for `mode === 'production'` (the Docker image build).
Dev and the `mock` e2e build (`vite build --mode mock`) keep maps for debugging.
Document the posture in ARCHITECTURE.md §12.
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.
On-device diagnostics from Android Telegram and VK confirmed both expose
no navigator.share AND no navigator.canShare, so the export fell to a Blob
<a download> that those WebViews silently ignore — nothing happened.
pickGcgDelivery is now a 3-way decision: Web Share where available (iOS),
a clipboard copy in an Android in-app WebView (Telegram/VK: no share, dead
download), else a desktop Blob download. shareOrDownloadGcg reports the
outcome so the game shows a "GCG copied" toast; the copy is VKWebAppCopyText
inside VK (which also covers the desktop VK iframe, where navigator.clipboard
is blocked) and navigator.clipboard otherwise.
Unit tests cover the 3-way choice and the copy/failed outcomes; new i18n key
game.gcgCopied (en+ru); docs ARCHITECTURE/FUNCTIONAL(+ru)/UI_DESIGN/TESTING.
The global -webkit-tap-highlight-color on #app was not enough on Android
in-app WebViews (Telegram, VK): they only suppress the selection-like tap
flash when -webkit-user-select / -webkit-tap-highlight-color /
-webkit-touch-callout sit DIRECTLY on the tapped element, not inherited.
Set them on the two tappable header controls — the title (a 10-tap debug
target) and the back chevron.
- 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).
Nudge badges lingered in the lobby on games that ended by turn-timeout,
resignation or forfeit: those paths commit the finish directly, bypassing
the move path's per-mover NudgeClearer, so the awaited seat's nudge was
never marked read. A finished game's nudges are stale, so clear them all.
Add a wired NudgeExpirer (social.ExpireNudges) called from the shared
commit finish block — covering every completion path — and from the
voidGame recovery path. It clears every seat's nudge bits for the game
and leaves chat messages unread; unlike ClearNudges it records no
publish-to-read latency, since a completion is an expiry, not a read.
An integration test reproduces the timeout case (nudge cleared, chat
kept). Docs: ARCHITECTURE §9.1, FUNCTIONAL (+_ru), backend/README.
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.
A 96x96 transparent Lottie for the VK app loading screen: the «Э» tile
(score 8) drops in under gravity, lands with a soft cushion squash
(left/right edges bulge convex, corners follow via a chordal spline),
springs back and loops (~1.1s). A warm glint is caught on the bounce.
Pure 2D shapes (ddd:0) for player compatibility; ~11KB (<24KB limit).
Glyphs are real LiberationSans outlines (Arial-metric, matching the
game's font stack). Includes a reproducible, dependency-light build
pipeline (build/generate.js + extract.js + glyphs.json) and a README.
The preview GIF's green-baize background is preview-only; the asset
itself is transparent.
The #142 polish shipped three VK behaviours the docs never picked up (they were
written for the #140 auth MVP):
- the "auto" theme follows the VK client light/dark (VKWebAppUpdateConfig), not
the VK webview's prefers-color-scheme;
- the layout clears the VK mobile home bar via CSS env() max'd with the VK bridge
insets (VKWebAppUpdateInsets) — the bridge value is needed on Android, where the
VK webview exposes no env() inset (.claude said env() handled it alone);
- share/copy route through the bridge (VKWebAppShare/VKWebAppCopyText).
FUNCTIONAL (+_ru) VK paragraph gains theme+home-bar parity with the Telegram one;
UI_DESIGN gets a VK-integration note beside the Telegram one.
Two doc edits that did not land alongside their code:
- FUNCTIONAL (+_ru) claimed a friend invitation is shareable as a Telegram
*or VK* deep link "that opens it directly". On VK that is false: vkShareLink
emits a plain vk.com/app<id> link (VK forwards no payload to the Mini App),
so the recipient enters the copied code by hand (#142, commit d76f1f4 pivoted
off the earlier #f<code> plan; the doc kept the old wording).
- UI_DESIGN omitted the desktop / landscape-iframe mouse drag-to-pan of the
zoomed board added in #141 (touch scrolls the viewport natively; a mouse
cannot, so an explicit drag-to-pan handler moves it).
The scrabble-dictionary release v1.3.1 drops the obscene lexicon (mat).
Bump the centralised CI seed so unit/integration jobs validate against the
same dictionary the prod deploy now pins (vars.PROD_DICT_VERSION=v1.3.1).
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.
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.
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).
Follow-up to the contour review: with the rack now exactly seven fixed-size slots in the
narrow landscape panel, the 56px confirm button (sized for the roomy portrait rack) was
wider than the single slot a staged tile frees, so it overlapped the now-rightmost tile.
Match the button width to one landscape tile slot, so it sits inside the freed slot with
its right edge level with the rack's right edge — the mirror of the first tile's left edge.
Follow-up to the contour review of the landscape fixes:
- Zoom still positioned "in two steps": a wide viewport overflows vertically as soon as
the square board grows past its height, but horizontally only once it grows past the
(much wider) width — so the browser pins scrollLeft to 0 while the vertical axis
already pans (no time/ease tween fixes it; the horizontal scroll range physically is
not there yet). Found by instrumenting the scroll trajectory. Now drive both axes by
one progress = how far the board has grown past the viewport width (when a horizontal
pan first becomes possible): until then the board just zooms centred, past it both
axes pan together in one diagonal motion. Also disable scroll-anchoring so the browser
stops fighting the programmatic scroll mid-transition. Re-verified: both axes now
start and move together.
- Rack tiles resized when a tile was placed: landscape used flex-grow, so removing a
tile regrew the rest. Give them a fixed size (1/7 of the fixed-width rack), like the
portrait rack, so placing a tile leaves the rest put.
Bugs surfaced while testing in VK but present on every platform (verified across
browsers, not VK-specific):
- Rack tiles: the letter used a fixed rem size, so in landscape — where tiles shrink
below 46px in the narrow left panel — it overflowed and dropped into the bottom-left
corner. Size it relative to the rack (cqw, like the board's labels; the tile's own
container-query size resolves unreliably under flex + aspect-ratio).
- Landscape board zoom positioned "in two steps": the per-frame clamp-to-max reached
the wide axis before the tall one. Interpolate both scroll axes together by time over
the grow/shrink transition instead (settles on zoom-out too).
- The zoomed board could not be panned with a mouse (touch scrolls the overflow:auto
viewport natively; a mouse cannot drag-scroll a div). Add a drag-to-pan handler, active
only while zoomed, off pending tiles, past a small movement threshold, swallowing the
trailing click so it does not also act on a cell.
- Shorten the in-game block-confirm label ru "Блокируем?" -> "В бан?" (the long form
overflowed the seat score chip on mobile).
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.
The deploy-check skill is repo-specific: it encodes this project's hard-won
pre-deploy runtime constraints (distroless nonroot, edge Alt-Svc/HTTP3, caddy
recreate, DICT_VERSION boot, expand-contract migrations, the Telegram permission
model) and points at deploy/README.md, docs/ARCHITECTURE.md, docs/EDGE_HTTP3.md and
the agent memory files. It belongs with the deploy logic it guards, not in the global
config, so it travels with the repo and stays versioned alongside it.
The stale-invite / welcome-on-redeem notices are raised during boot, so the native
popup fired over the loading splash. Gate both the native popup and the in-app Modal
on the current route's loading cover being gone — the tile splash on the lobby
(splashDone), the plain loading screen elsewhere (app.ready) — so the notice appears
with the settled screen on every build (Telegram and native/web alike).