Commit Graph

177 Commits

Author SHA1 Message Date
Ilia Denisov 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).
2026-07-06 15:46:22 +02:00
Ilia Denisov 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).
2026-07-06 15:36:51 +02:00
Ilia Denisov 19e7ea5da0 fix(offline): persist a plain profile snapshot; keep the sticky offline flag
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The offline cold-boot never engaged: it persisted app.profile — a Svelte
$state proxy — which is not structured-cloneable, so the IndexedDB write threw
and fell back to a localStorage entry that loadProfile (IDB-only on a
successful-empty read) never reads. loadProfile returned null, the boot
short-circuit missed, and it even cleared the sticky offline flag — so offline
mode stopped persisting across relaunches (owner-observed on the contour).

- Persist $state.snapshot(app.profile) (a plain object) at both persist sites,
  so the IndexedDB write succeeds and loadProfile round-trips.
- Drop the setOfflineMode(false) fallback: keep the deliberate offline flag on a
  cache miss (the mode is the player's choice; an online boot re-persists the
  profile so the next launch goes offline). A truly offline launch with no
  cached profile is unreachable (enabling offline needs a prior online session).
2026-07-06 15:20:15 +02:00
Ilia Denisov 54d701fd8a fix(offline): cold-boot offline from the persisted session + profile
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An installed PWA relaunched with the network off hung on the splash: C1's
precache served the shell, but bootstrap() adopted the session and fetched the
profile over the network, which hung. Persist the profile (on every online
adopt + refresh, cleared on logout) and short-circuit bootstrap when the
deliberate offline flag is sticky-on: with a cached session + profile, skip the
network and land straight in the offline lobby. Without a cached profile (never
online), drop the sticky flag and boot online — the first launch must be online.

- session.ts: saveProfile/loadProfile/clearProfile (mirror saveSession).
- offline.ts: shouldBootOffline decision (unit-tested).
- app.svelte.ts: persist in adoptSession + refreshProfile, clear on logout,
  the offline boot short-circuit in bootstrap.

Docs: ARCHITECTURE. Online cold-start unaffected (e2e 196); the offline boot is
contour-verified (the mock e2e cannot enter sticky-offline).
2026-07-06 14:54:09 +02:00
Ilia Denisov 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).
2026-07-06 11:35:23 +02:00
Ilia Denisov 1a95a5f2cb feat(offline): app-shell precache service worker (vite-plugin-pwa)
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Migrate the former install-only public/sw.js to a custom (injectManifest)
service worker built from ui/src/sw.ts by vite-plugin-pwa. It precaches the
app shell + hashed assets (Workbox) so an installed web PWA cold-launches with
no network, and falls in-scope navigations back to the precached shell (the
hash router resolves the route client-side). This is the C1 prerequisite for a
usable offline mode: without it a cold offline launch cannot load the bundle.

- ui/src/sw.ts: skipWaiting + clientsClaim + cleanupOutdatedCaches +
  precacheAndRoute(__WB_MANIFEST) + a NavigationRoute fallback to index.html,
  deny-listing the RPC path and /_gm. The Connect stream and API POSTs are
  never precached nor intercepted.
- vite.config.ts: VitePWA(injectManifest); manifest:false (we ship our own),
  injectRegister:false (registration stays manual + web-only in pwa.svelte.ts),
  disabled in the mock build (Playwright unperturbed); landing + polyfills
  excluded from the precache.
- Removed public/sw.js; the registration path (dist/sw.js at /app/) is unchanged.
- New dev deps: vite-plugin-pwa + workbox-{core,precaching,routing}.

Docs: ARCHITECTURE + gateway/README. Offline cold-launch is contour-verified
(the mock e2e harness disables the SW).
2026-07-06 11:06:59 +02:00
Ilia Denisov 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.
2026-07-06 10:39:55 +02:00
Ilia Denisov a692024b4e feat(profile): advertise per-variant dictionary versions for offline preload
The Profile now carries dict_versions (game variant -> current dictionary
version), populated from the dictionary registry at the profileResponse
choke point, so an installed PWA can preload the matching dawg per enabled
variant off the existing cold-start profile request instead of adding a
round-trip for a rare feature.

Wire path: FBS DictVersion table + Profile.dict_versions (additive,
backward-compatible trailing field) -> backend dto/registry -> gateway
ProfileResp + FBS encoder -> client codec decode into a per-variant map on
model.Profile. Empty in a degenerate no-dictionary deployment; the mock
serves v1.3.0 for all three variants. Codec decode covered by a
bite-tested round-trip unit test.
2026-07-06 10:39:29 +02:00
Ilia Denisov 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).
2026-07-06 09:44:05 +02:00
Ilia Denisov 1654131904 feat(offline): wire the local game source into the game screen (Phase B3.2)
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The game screen now drives a local vs_ai game through the offline engine, dispatched by
game id — completing the playable local game (on top of the source, #193). Online play
is unchanged.

- gamesource.ts: gameSource(id) returns the local source for a `local:` id, else the
  gateway (the same game-loop interface). The offline engine stays OUT of the app entry
  bundle — it is dynamically imported on first use (a separate chunk), so online-only
  users never pay for it (the app entry stays within its size budget).
- localgame/id.ts: the tiny id helper (no engine imports) the dispatcher branches on.
- Game.svelte: the game-loop calls (state/history/submit/pass/exchange/resign/hint/
  evaluate/draft) go through gameSource(id) instead of the gateway directly; a local
  game's robot-reply events route through the same app event hub the network stream
  feeds, so the screen reacts to opponent_moved / game_over identically.

Behaviour-preserving for network games (gameSource returns the gateway for them). Local
verify green: check + test:unit + build + bundle-size gate + e2e (196 passed).
2026-07-06 09:24:55 +02:00
Ilia Denisov 32298595f2 feat(offline): local game source (Phase B3.1)
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A GatewayClient-shaped facade over the offline engine, so the same game screen can drive
a local vs_ai game with no backend (the wiring into Game.svelte is B3.2).

- source.ts: LocalSource implements the game-loop subset (GameLoopSource) for a local game
  id — gameState/gameHistory via replay, submitPlay/pass/exchange/resign apply the human
  move then run the robot (decide(generateMoves)) synchronously, persisting both and
  delivering the robot's move through a per-game event emitter (no live stream). hint is
  gated to >30 min since the robot's last move; evaluate/checkWord are local. It translates
  the UI's glyph space to the engine's index space with the static letters table.
- ruleset.ts: add the static per-variant letters (glyphs), pinned to the Go alphabet —
  offline is now fully self-contained (no reliance on a warm server alphabet cache).
- engine.ts: submitPlay (infers the direction like the server SubmitPlay), evaluatePlay +
  dictionaryHas for the move preview / word check, and record the main-word coordinate +
  the words on a play (for the history MoveRecord).
- source.test.ts: create -> human pass -> synchronous robot reply via the event, the hint
  gate, decoded history, and a whole game driven to completion.

Pure additive library code; no runtime behavior change (bundle unchanged).
2026-07-06 09:07:40 +02:00
Ilia Denisov 4fa77bf82c feat(offline): local game persistence + replay (Phase B2)
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Store an offline game durably and reconstruct it — the offline counterpart of the
server's replay rehydration. Builds on the engine (#191); not wired into the UI yet
(Phase B3).

- serialize.ts: a LocalGameRecord (seed + rules + seat metadata + the alphabet-index
  move journal) and replayGame() — reconstruct a live LocalGame by seeding a fresh
  engine identically and replaying the journal. The board/bag/racks are not stored; they
  are deterministic from the seed and the replayed operations, so the record stays small.
  The journal is dictionary-independent (alphabet-index space, stable per variant).
- store.ts: an IndexedDB store for local games (save/get/list/delete), mirroring
  lib/dict/store.ts — its own database, best-effort, guarded when IndexedDB is absent.
- engine.ts: record the swapped tiles on an exchange (needed for exact replay) and expose
  the game's rule config.
- serialize.test.ts: a round-trip — reconstruct a mid-game and a finished game by replay
  and assert the state (board/racks/bag/scores/turn/log) is identical.

Pure additive library code; no runtime behavior change (bundle unchanged).
2026-07-06 08:22:47 +02:00
Ilia Denisov e4cf143e9f feat(offline): local game engine (Phase B1)
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The offline vs_ai game engine — a faithful TS port of backend/internal/engine that
drives a whole local game with no backend. Composes with the move generator (#188) and
robot strategy (#189) from Phase A; not yet wired into the UI (Phase B2/B3).

- ui/src/lib/localgame/ruleset.ts: static per-variant tile values / bag counts / blank
  count, mirrored from rules.go (offline scoring is self-contained; online uses the
  server alphabet). Pinned by ruleset.parity.test.ts against a Go fixture.
- bag.ts: the tile bag (fill from counts/blanks, draw-from-end, return+reshuffle) on a
  deterministic in-house PRNG — a game replays from its seed, not bit-identical to a
  server game (per plan).
- board.ts: the mutable board, satisfying the validator/generator read view + set().
- engine.ts: LocalGame — deal / play (reusing validate.ts) / pass / exchange / resign,
  scoreless(6) & out-of-tiles end detection, end-of-game rack penalties, winner; mirrors
  game.go. The end-game math is exported as pure functions, pinned against the Go engine
  (engine.parity.test.ts, 9 constructed positions).
- engine.test.ts: a full-loop smoke — two robots play a whole vs_ai game to completion
  via generateMoves + decide, and it is reproducible from the seed.
- backend: movegen now dumps the per-variant rulesets; a new in-package engine emitter
  (endfixture_test.go, env-gated) produces the end-game golden.

Pure additive library code; no runtime behavior change (unused at runtime, bundle unchanged).
2026-07-06 08:02:05 +02:00
Ilia Denisov a9c8f1ecfe test(offline): real-dictionary move-generator conformance in CI
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Phase A (A4): prove the ported move generator (#188) against the FULL shipped
dictionaries, not just the tiny samples — the deep graphs and complete 26/33-letter
alphabets the samples cannot reach.

- backend/cmd/movegen: add a -dawg-dir mode that emits per-variant golden move-gen
  vectors from the real dawgs (a bounded first-move + a blank case + a deep 7-tile
  mid-game position). Regenerated in CI to /tmp, never committed (like the
  dictgen/validategen vectors), so no dictionary version is pinned into the repo.
- ui/src/lib/dict/generate.realparity.test.ts: env-gated (DICT_DAWG_DIR +
  DICT_MOVEGEN_DIR) parity against that golden — 9 positions across scrabble_en /
  scrabble_ru / erudit_ru match the Go solver exactly. Skips cleanly when unset.
- .gitea/workflows/ci.yaml: the conformance job now generates the movegen golden
  and points the gated vitest at it (DICT_MOVEGEN_DIR).
2026-07-06 02:16:50 +02:00
Ilia Denisov 8c5995c076 feat(offline): port robot move-choice strategy to TS (parity-pinned)
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Phase A (2/2) of PWA offline mode: the offline robot picks its move exactly as the
server does, so a local vs_ai game plays the same. Builds on the move generator
from #188; not wired into a game loop yet (Phase B).

- ui/src/lib/robot/strategy.ts: port of backend/internal/robot/strategy.go's
  move-choice slice — mix (FNV-1a, via BigInt for bit-exact uint64), playToWin
  (~40% play-to-win), deviates (the fading off-strategy wobble) and selectMove
  (pick the candidate whose resulting margin lands closest to the +/-[1,30] band,
  conservative tie-break), composed by decide(). The generator's ranked moves feed
  straight in. Think-time/sleep/nudge scheduling is server-only and not ported.
- backend/internal/robot/strategyfixture_test.go: an in-package, env-gated emitter
  (EMIT_STRATEGY_FIXTURES=1) writing golden fixtures from the real Go strategy — it
  reaches the unexported mix/playToWin/deviates/selectMove.
- strategy.parity.test.ts: 21 mix + 56 decision cases match Go exactly (play/
  exchange/pass, the deviate flip, tie-break, band overshoot).

Pure additive library code; no runtime behavior change (unused at runtime, so the
bundle is unchanged).
2026-07-06 01:54:20 +02:00
Ilia Denisov c334a9d7b7 feat(offline): port DAWG cursor + move generator to TS (parity-pinned)
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First engine-first step of PWA offline mode (Phase A): the client-side move
generator — the "robot brain" a local vs_ai game will run on-device — with no
runtime wiring yet (Phase B).

- dawg.ts: add the step-by-step cursor (root/final/next/arcs), a faithful port
  of dafsa traverse.go over the reader's existing bitstream.
- generate.ts: the Appel-Jacobson generator (leftPart/extendRight + cross-sets +
  counts-rack + board transpose + moveKey ranking), reusing the cursor and
  validate.ts evaluate/connected. A cross-set LetterSet is a Uint8Array, so the
  33-letter Russian alphabet (index 32) is exact under JS bit ops.
- validate.ts: export connected for the generator's connectivity filter.
- backend/cmd/movegen: dev tool building small sample dictionaries and emitting
  golden move-generation fixtures from the real Go solver (EN + RU).
- tests: dawg.cursor.test.ts (enumeration bijection vs indexOf) and
  generate.parity.test.ts (7/7 vs the Go solver: empty board, mid-game, blank,
  single-word rule, Russian index-32 cross-set). The committed EN sample also
  unblocks the existing skipped dawg.parity.test.ts once wired with DICT_* in CI.

Pure additive library code; no runtime behavior change.
2026-07-06 01:35:11 +02:00
Ilia Denisov 061366da5a feat(email): PWA login sends code only; drop admin link from alert emails
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Two email changes, per the owner:

1. Code-only login from an installed PWA. A login requested while running as a
   standalone PWA now omits the one-tap confirm link from the email — the link
   would open in a separate browser whose minted session cannot reach the PWA,
   stranding the login. The code is typed in the same window instead. The client
   sends a `pwa` flag (isStandalone) on the email-code request (a new FBS field,
   threaded through the gateway); the backend omits the deeplink when it is set,
   reusing the existing deletion-code link-omission path. Non-PWA browser logins
   keep the one-tap link. No polling, no migration.

2. Security: the operator alert digest no longer embeds the admin-console (/_gm)
   URL. An admin link must never travel in an email, where a mail provider could
   cache or index it; the operator opens the console directly.

Tests: an inttest asserting the PWA login email omits the link (and a browser one
keeps it); a codec round-trip of the new pwa field; the alert-digest test flipped
to guard the admin link is absent. Docs: ARCHITECTURE + FUNCTIONAL (+ru).
2026-07-05 22:13:21 +02:00
Ilia Denisov 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.
2026-07-05 21:11:41 +02:00
Ilia Denisov 6db9178449 feat(banner): per-campaign colour overrides and urgent alerts
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Non-default campaigns gain an optional colour override (background / text /
link) in two sets — one for every theme, one for the dark theme only — and an
"urgent" flag.

- Colours ride profile.get as six trailing FlatBuffers strings on
  BannerCampaign (backward-compatible). The client resolves the cascade
  (dark <- dark ?? all, light <- all) per rendered theme and derives the strip
  border from the background in JS (no CSS color-mix, for the old Android
  WebView floor); AdBanner applies them as inline vars scoped to the strip.
- Urgent is resolved entirely server-side: while any enabled, in-window urgent
  campaign exists, computeActiveSet returns only the urgent campaigns and
  bannerFor skips the eligibility gate — so a system notice reaches every viewer
  (paid / hint-holding / no_banner included) and preempts the ordinary feed. No
  wire field; it appears on each viewer's next profile.get.
- Admin console (/_gm/banners): native colour pickers + a live light/dark
  preview of the strip, and an urgent toggle. The default campaign stays plain,
  enforced by the service and a DB CHECK.

Migration 00009 is additive (nullable colour columns + a bool default +
all-or-nothing / hex / default-plain CHECKs) — expand-contract, rollback-safe.

Docs: ARCHITECTURE §10, UI_DESIGN, FUNCTIONAL (+ru). Tests: ads unit (urgent
preempt + colour validation), codec + resolver unit, gateway transcode, and
integration (colour round-trip + urgent bypass against real Postgres).
2026-07-05 15:36:35 +02:00
Ilia Denisov 400b6ac2a5 fix(ui): hold info toast ~1s before it rises and fades
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The info toast began drifting up and fading the instant it finished
appearing (the CSS keyframes went straight from the 12% appeared-stop to
the 100% risen-and-faded stop), so a glanced message was already leaving.

Insert a ~1s hold at full opacity/rest before the rise-and-fade: extend the
animation 2s → 3s with keyframe stops at 8% (appeared, ~240ms) and 41% (end
of the ~1s hold), keeping the original rise-and-fade pace for the tail. The
reduced-motion variant gets the same appear/hold/fade timing (fade only, no
travel). The showToast dismissal timer is bumped 2000 → 3000ms to stay in
lockstep with the animation (the error toast's 4s dwell is unchanged).
2026-07-05 14:10:34 +02:00
Ilia Denisov 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.
2026-07-05 13:58:39 +02:00
Ilia Denisov 7dcd62fdd7 feat(ui): reload the SPA on maintenance recovery
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The deploy that ends a maintenance window may ship a client-incompatible change
(wire/schema bump), and the in-session bundle is the old one. On recovery, reload to
pick up the fresh client instead of just hiding the overlay. Ordering is safe: the edge
maintenance flag (deploy/prod-deploy.sh) spans the WHOLE roll and clears only at script
exit — after the gateway (which serves the embedded SPA) has rolled — so the edge 503s
everything until the entire deploy is live; recovery therefore always serves the new SPA.
A window.__maint.recover() hook + e2e cover the reload.
2026-07-03 22:46:55 +02:00
Ilia Denisov d67e582c03 feat(ui): in-session maintenance overlay on the edge 503 marker
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The edge caddy 503 carries X-Scrabble-Maintenance during a deploy window, but a user
already in the running SPA only sees their calls start failing — the static caddy page
catches only a fresh load. Detect that marker (strictly — not any transient
'unavailable', which the Connecting indicator already covers) on the raw ConnectError at
the two transport catch sites (unary exec + the live subscribe stream), before
toGatewayError discards the response headers, and raise a non-dismissable dimmed overlay
that mirrors the static caddy page. It self-clears: a capped-backoff poll (a cheap read,
mirroring connection.svelte.ts) lifts it on the first success, and a manual "retry"
button forces an immediate re-check — so it can never get stuck. On detection the read
retry loop fails fast, so a window doesn't burn the retry budget on every call.

- pure detector maintenance.ts (maintenanceRetryMs / parseRetryAfterMs) + unit tests;
  the store + self-clearing poll in maintenance.svelte.ts (mirrors connection.svelte.ts)
- MaintenanceOverlay.svelte (clones Splash's fixed/inset/dimmed shell, non-dismissable),
  mounted app-global in App.svelte after Coachmark
- transport.ts detects + reports at both catch sites, clears on any successful read
- i18n RU "Технические работы" / EN "Under maintenance"; a window.__maint mock hook
  (the mock can't emit a real 503) + a Playwright spec

Prod is same-origin (VITE_GATEWAY_URL empty) so the marker header is readable without a
CORS expose-header. Verified: pnpm check (0), unit (402), build, e2e (186, Chromium+WebKit).
2026-07-03 22:40:49 +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 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.
2026-07-03 09:57:05 +02:00
Ilia Denisov 3a823ca7ef feat(profile): carry linked identities in the profile (email, telegram, vk)
Add email / telegram_linked / vk_linked to the Profile (fbs table + regenerated
Go/TS bindings, gateway ProfileResp + encodeProfile, backend DTO, UI model +
decode). They are filled outside the pure projection — Server.profileResponse now
reads the account's identities (like the banner seam) — and will drive the profile's
Add / Unlink / change-email controls.
2026-07-03 09:17:17 +02:00
Ilia Denisov 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.
2026-07-03 05:54:28 +02:00
Ilia Denisov 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).
2026-07-03 05:18:24 +02:00
Ilia Denisov 65f2c87a74 docs+test(email): document the confirm deeplink + wire-contract tests
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Document the one-tap confirm deeplink in ARCHITECTURE (§4 the login magic-link /
link confirm+profile-refresh, prefetch-safe token) and the new notify 'profile'
sub-kind (§10), and add the one-tap link to the FUNCTIONAL email story (+ru). Add
codec round-trip assertions for the EmailRequest language field and
encodeEmailConfirmLink (the mock e2e bypasses the codec).
2026-07-03 04:33:27 +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
developer d5fbaa3034 feat(export): server-rendered artifacts behind one signed download URL (#160)
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The finished-game export (GCG + a new PNG of the final position) is one
signed, short-lived relative URL (game.export_url; HMAC-SHA256, 10-min
TTL, BACKEND_EXPORT_SIGN_KEY) resolved against the client's own origin
and delivered by the best affordance each platform has (five on-device
review rounds):

- TG Android/desktop: native showPopup chooser -> native downloadFile
  dialog (bridge-only chain, activation-safe).
- TG iOS: app-modal chooser -> OS share sheet with the fetched file
  (a popup callback cannot supply the activation the sheet needs).
- VK iOS: VKWebAppDownloadFile for both formats.
- VK Android: the PNG opens in VK's native image viewer, the GCG copies
  to the clipboard (the VK Android downloader hangs on any download,
  Content-Length/Range notwithstanding).
- VK desktop iframe / desktop browsers: plain anchor downloads.
- Mobile browsers: the OS share sheet (fetch-then-share).
- Legacy TG (< Bot API 8.0): app modal + GCG clipboard, no image option.

The PNG is rasterized on demand by the new internal `renderer` sidecar
(node:22-slim + skia-canvas + baked Liberation/Noto Color Emoji fonts)
executing the SAME ui/src/lib/gameimage.ts the ui project unit-tests;
the backend rebuilds the render payload from the journal +
engine.AlphabetTable, and the device date locale, IANA time zone and
localized non-play labels ride the signed URL. Nothing is stored — the
artifact re-derives from the immutable journal on each GET. The gateway
forwards /dl/* (caddy @gateway matcher extended) behind the per-IP
public rate limiter and serves bytes via http.ServeContent.

Deploy: renderer service in compose + prod overlay + rolling order +
prod push list; TEST_/PROD_EXPORT_SIGN_KEY secrets; the sidecar smoke
runs in the ui CI job. Docs: ARCHITECTURE, FUNCTIONAL(+_ru), UI_DESIGN,
TESTING, deploy/README, renderer/README.
2026-07-02 21:58:07 +00:00
Ilia Denisov 946420db93 fix(game): own export chooser modal; PNG option outside in-app webviews only
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Telegram's native showPopup delivers its callback with no user
activation, so navigator.share (TG iOS) and clipboard writes (TG
Android GCG copy) silently fail from it — the chooser is now always the
app's own modal, keeping the button click's gesture alive for the
delivery APIs.

The data:URL preview modal is dropped: the Android TG/VK long-press
menu mangles data: URLs (dead download, black-screen open, base64
clipboard garbage), so a binary PNG has no working client-side route in
those webviews at all. The image option is withheld there until the
server-rendered signed-URL delivery (Telegram downloadFile /
VKWebAppDownloadFile) lands; the plain web and mobile browsers keep it.

On-device findings by the owner on the test contour (TG iOS, TG
Android, VK Android).
2026-07-02 17:16:05 +02:00
Ilia Denisov a0eacf3011 feat(game): finished-game export as a PNG image behind a format chooser
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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.
2026-07-02 16:20:35 +02:00
Ilia Denisov 65063621a9 fix: landing smoke test
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2026-07-02 00:29:38 +02:00
Ilia Denisov 4e169c368d chore: i18n game descriptions
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2026-07-02 00:24:16 +02:00
Ilia Denisov 5f574a765d feat(landing): VK entry logo + restore the Telegram channel build-arg
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.
2026-07-02 00:10:02 +02:00
Ilia Denisov db17287113 fix(ui): route external links out of the Android VK WebView
The Android VK client's WebView ignores target=_blank and navigates the
Mini App's own window to the target, stranding the player outside the
game with no way back (the dictionary lookup, About/Feedback links, the
ad banner and the bot-link modal fallbacks). vk-bridge 3.x has no method
to open an external URL, so external links are routed through VK's own
leave-VK redirect (vk.com/away.php), which the client intercepts
natively and hands to the system browser.

onExternalLinkClick moves from lib/telegram to a new lib/links that
composes the Telegram and VK routers; iOS and desktop VK open _blank
correctly and are left alone.
2026-07-02 00:09:52 +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 5689f7f6a3 feat: on-device move preview (local eval) with network fallback
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Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.

- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
  (immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
  game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
  IndexedDB (best-effort, self-healing on a rejected blob) and reused across
  sessions; a warm-up overlay covers a cold load, then the network preview is the
  fallback; a bad-connection breaker stops warming after repeated misses; the move
  preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
  CI against the release dictionaries. A hidden debug readout lists the cached
  dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
2026-07-01 22:58:40 +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
developer 4458f0e545 Merge pull request 'fix(ui): copy GCG to clipboard on Android in-app WebViews' (#151) from feature/gcg-export-android-fix into development
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2026-07-01 11:23:59 +00:00
Ilia Denisov 88b6761e28 fix(ui): copy GCG to clipboard on Android in-app WebViews
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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.
2026-07-01 13:17:00 +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 500a01cf97 fix(ui): landscape board zoom/pan + rack tile rendering, shorter mobile block label
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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).
2026-06-27 13:46:15 +02:00