Commit Graph

48 Commits

Author SHA1 Message Date
Ilia Denisov 3306a016a0 feat(ui): per-kind active-game limit lock on the New Game screen
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Carry the caller's per-tier active-game caps and each game's kind on the
wire (Profile.game_limits + GameView.kind, additive FBS + gateway transcode
+ client codec, committed regen). The New Game screen counts the player's
active games per kind from the lobby and locks a capped start: an outline
button with a lock that opens a funnel modal instead of a game -- a sign-in
prompt for a guest, a "finish a current game first" notice for a signed-in
account (native Telegram popup, in-app modal elsewhere). The lock lifts via
the existing profile refetch after a guest->durable upgrade.

Remove the lobby's old at_game_limit New-Game tab disable + notice: the flag
(now the random-kind cap) conflicted with the per-kind lock -- it hid the
screen where the lock lives and wrongly blocked an unfulfilled kind. The New
Game tab is always enabled; the per-kind start lock is the only gate. The
at_game_limit wire field stays (unused by the client) for a later cleanup.

Tests: client lock logic + codec kind/game_limits roundtrip + gateway
transcode encode + native popup builders (unit); a mock e2e for the lock
badge and the modal.
2026-07-10 10:09:45 +02:00
Ilia Denisov 82648a4398 fix(game): show granted/bought hints in-game — finish the D31 wire removal
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The in-game hint badge ignored the payments hint wallet: loading a game clobbered
app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the
D31 domain removal but left in the protocol as a dead 0, then synced over the real
balance at game load).

Finish the removal honestly. StateView carries the per-game allowance alone
(hints_remaining); the purchasable wallet lives solely on the profile and the client
adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend
StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView,
the client model/codec/mock/localgame — and dropped the now-unused wallet arg from
hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable
slots after it stay stable across a rolling deploy; no accessor is generated. HintResult
keeps wallet_balance (the real post-spend payments balance the client adopts into the
profile). The StateView type no longer has walletBalance, so the clobber cannot return
without a compile error.

Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the
game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
2026-07-10 06:26:49 +02:00
Ilia Denisov 9acf6ab3b4 fix(payments): VK-iOS freeze is purchase-only; remove the rewarded diagnostic
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Testing the rewarded slice surfaced a contradiction: rewarded ads let a VK-iOS
user earn vk chips, but the blanket VK-iOS "spend freeze" then blocked spending
them (the wallet showed "5 (view-only)"). Apple's ToS forbids only BUYING in-app
values on VK-iOS (money -> chips), not spending or earning them — so the freeze is
corrected to purchase-only: vkFrozen() now gates only CreateOrder (the money-in
step), not spendableSources (spending). VK-wallet chips — earned via rewarded ads
or bought on the same account elsewhere (VK Android) — now spend on VK-iOS too.
(Owner's ToS finding.)

Also: the temporary contour diagnostic confirmed VK returns only {result:true} for
a rewarded view (no token/signature) — client-attested is final, no hardening
possible — so the diagnostic (the log and the diag wire field) is removed.

Docs: PAYMENTS(+ru) VK-iOS freeze + D17 amend + PLAN E6. Tests updated (gate /
wallet VK-iOS now spendable).
2026-07-10 01:27:26 +02:00
Ilia Denisov dbd76d53e8 feat(ads): rewarded video (VK) — client-attested credit + daily/hourly caps
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The first ads slice: a voluntary rewarded video credits chips. VK Mini App ads
(VKWebAppShowNativeAds) expose only a client-side watch result — no
server-to-server verify — so the credit is client-attested, guarded by a server
daily + hourly cap (config reward_daily_cap / reward_hourly_cap, default 50 / 10).
The caps are both anti-abuse (bounding a forger who skips the ad and calls the
endpoint directly) and an economic conversion lever (limiting free chips so a
player who wants more buys). D29 amended to VK's reality.

Backend: CreditReward (VK-only, order-less, idempotent on a client nonce, floored
by the caps; payout from config rewarded_payout_chips, default 0 = off) + the
wallet.reward edge op returning the updated wallet (reward_chips gates the
"watch for chips" CTA). Additive migration (two config columns).

Client: the ads-network abstraction (lib/ads.ts, VK impl) + the VK bridge
(vkRewardedReady / vkShowRewarded) + the Wallet CTA + i18n. A contour test stub
(VITE_ADS_STUB -> a toast instead of a real ad; prod always real) and a temporary
diagnostic that logs the raw VK data, so we confirm on the contour exactly what
VK returns (harden to signature-verify if it carries one).

Tests: backend integration (credit, nonce idempotency, hourly cap, disabled,
non-VK refusal) + codec unit (reward wire). Docs: PAYMENTS(+ru) §10, D29 amend,
PLAN E6. Bundle: shared budget 30->31 (reward i18n strings).
2026-07-10 00:41:42 +02:00
Ilia Denisov 936a70ab94 feat(ui): wire the chip-pack purchase to Robokassa
Replace the disabled "Soon" pack action with a real purchase: the Wallet opens a
money order (wallet.order) and sends the player to the provider's hosted-payment
page (window.open via openExternalUrl); the chips are credited later by the
verified server callback. Add a public-offer link under the packs (paying
accepts the offer). Codec order round-trip unit test + a mock-e2e purchase test;
the Google Play stub and the chip-spend paths are unchanged.
2026-07-09 17:43:02 +02:00
Ilia Denisov 4aa6174968 feat(payments): wallet screen with balances, benefits and storefront
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Add the "Кошелёк" section to the settings hub: context-visible chip
balances, active benefits (no-ads term/forever, hints) and a storefront of
chip-priced values and money-priced chip packs. Guests have no wallet; the
Google Play build hides the money purchases behind a RuStore stub; a web
purchase that would draw VK/Telegram chips warns first.

Add the catalog read path the storefront needs — a context-projected
GET /api/v1/user/wallet/catalog (payments service + store, gateway op
wallet.catalog, FBS Catalog/CatalogProduct/CatalogAtom, client decode) —
plus the client leg for the existing wallet.get/buy ops. Value spends reuse
the existing spend path; the chip-pack purchase (money order flow) arrives
with payment intake, so its action is a disabled placeholder for now.

Covered by Go unit (catalog projection) + integration (/wallet/catalog over
Postgres), vitest (formatting, spendable selection, web-spend warning, GP
flag, codec + gateway encode round-trips) and Playwright mock e2e (render,
guest-hidden, GP stub, warning) on Chromium + WebKit.
2026-07-08 12:37:32 +02:00
Ilia Denisov e9f4cb0178 test(offline): mock e2e for a device-local vs_ai game (C8)
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A Playwright spec drives the whole offline flow in the mock build: force the
installed-PWA display mode, enter offline via the Settings toggle (its readiness check
fetches the dawgs), assert the blue chrome + online-games-hidden + Stats-disabled, then
create and play a device-local English vs_ai game with a pinned bag seed (deterministic
rack NEWYMAO) -- play the opening WAY across the centre, watch the robot reply with a
real move, and reload to confirm the IndexedDB replay.

Enabling infra (all e2e-only; nothing enters the production build):
- mock/client.ts fetchDict serves the per-variant dawgs from the preview build's
  /e2edict/ (was: threw 'unsupported in mock').
- scripts/e2e-dict.mjs copies the real dawgs into dist-e2e from E2E_DICT_DIR (the ui CI
  job fetches the scrabble-dictionary release like the Go jobs; local default: the
  sibling scrabble-solver/dawg); playwright.config runs it between build and preview.
- localgame/id.ts setForcedSeed + gateway.ts window.__mock.setLocalSeed: a mock-only
  seam to pin a local game's bag seed (tree-shaken from prod).
- ci.yaml ui job: fetch the dawgs + pass E2E_DICT_DIR to the e2e step.
- docs/TESTING.md: the offline e2e + the mock-dawg wiring.

Verified: check 0 / unit 482 / e2e 198 (both engines) / app entry 113.8/114.
2026-07-06 20:54:03 +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 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 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 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 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 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 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 c127bc9f0e feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is
secretly a pooled robot now records the request per (game, seat) in a new
robot_friend_requests table -- never against the shared robot account -- mirroring the
robot_blocks pattern. The shared account stays out of friendships, the "requested" state
is pinned to the seat (not leaked across the player's other games), the robot ignores it,
and a background reaper drops the row 7 days after its game finishes. The outgoing-requests
list carries these per-game rows so the seat control stays disabled across reloads. No
withdraw UI, per owner decision.

Cosmetics:
- Lobby: an in-progress game tints the viewer's own score number green when leading or
  tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order,
  matching the over-the-board scoreboard.
- Stats: the per-variant best move is laid out on two lines -- the variant label, then the
  score (right-aligned in its column) and the word tiles (left-aligned) below it.
- Dark theme: the played-tile background is a touch darker so a player-placed tile reads
  with more contrast (light theme unchanged).

Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the
same change.
2026-06-19 21:39:27 +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 64be0572b3 fix(social): robot blocks
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Blocking an auto-match opponent who is secretly a pooled robot is recorded  instead in a separate `robot_blocks` table.

Now blocking behaves the same in that game (struck name, hidden composer) and lists the blocked opponent under the name you saw, but is recorded only against that game — the disguise holds, the shared robot is never globally blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out of opponents).

- the shared robot account is never put in `blocks`
- the matchmaker keeps it free and it is not blocked under its other per-game names
- the blocked list and the in-game card still show it by joining that table; an unblock deletes the row
2026-06-18 13:12:19 +02:00
developer 8793bd34f2 feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
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The statistics screen gains real depth, plus a hint-count bug fix found along the way.

- Best move per variant: the screen shows the actual best-move word (drawn as game
  tiles; a wildcard shows its letter but no value), broken down by game variant, empty
  variants omitted. New account_best_move table, written at game finish.
- Moves & hint share: two new lifetime tiles — the player's play count and the share of
  plays that used a hint — from summed account_stats counters (moves, hints_used).
  Honest-AI games are excluded, like the rest of the stats.
- Hint-count fix: the in-game hint badge no longer goes stale across games. The global
  wallet now rides the wire apart from the per-game allowance (wallet_balance on
  StateView/HintResult/StatsView), so the client reads the live wallet rather than a
  per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet),
  its true per-game total.
- Account merge: sums the new moves/hints_used counters and merges the per-variant best
  moves (higher score kept), which it previously dropped.
- Admin: the user card shows Moves and Hints used.
- UI polish: tab/label wording, game-over text, and e2e selectors hardened against label
  changes.

All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
2026-06-17 22:17:27 +00:00
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 63ab85a5e5 feat(lobby): cap simultaneous quick games at 10
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Limit a player to 10 active quick games (auto-match + AI); friend games created
by invitation are not counted. At the cap the backend refuses both new-game
entry points — quick enqueue and invitation creation — with 409
game_limit_reached, while accepting an incoming invitation stays allowed, so
friend games are capped from the other end. The lobby disables "New Game" and
shows a low-emphasis notice, driven by a new at_game_limit flag on games.list
(no per-event payload: a turn change does not move the count, and the lobby
already re-fetches games.list on entry and every game event).

- game.MaxActiveQuickGames + Store/Service.CountActiveQuickGames (active/open
  seats, no game_invitations row; hidden games still count -> dedicated count)
- Server.ensureUnderGameLimit gating handleEnqueue + handleCreateInvitation;
  game.ErrGameLimitReached -> 409 game_limit_reached
- FB GameList.at_game_limit (regenerated Go + TS) through the gateway transcode
  and UI codec; gameListDTO + lobbycache snapshot + Lobby.svelte + i18n
- tests: integration count rule + HTTP gate + accept bypass; server error map;
  gateway transcode round-trip; UI codec + lobbycache unit; e2e gamelimit
- docs: PRERELEASE (GL), FUNCTIONAL(+ru), ARCHITECTURE 8, UI_DESIGN, backend README
2026-06-16 22:51:18 +02:00
Ilia Denisov aa765a0c06 feat: honest AI opponent in quick game
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New Game's quick game gains an explicit opponent selector — 🤖 AI (default)
or 👤 Random player. AI starts a game seated with a pooled robot that joins
and moves at once: no per-move timeout (a 7-day inactivity loss reusing the
turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown
as 🤖 everywhere. The random path (disguised robot) is unchanged.

Driven by one game flag (games.vs_ai), set only on AI-started games so the
disguised path is never revealed; Matchmaker.StartVsAI seats the robot
directly (no open pool); the robot replies event-driven via the game service's
after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
2026-06-15 20:14:24 +02:00
Ilia Denisov 277954c47f feat(feedback): render links in the operator reply (open in a new tab)
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Linkify the operator reply on the feedback screen: http/https/ftp/mailto/tel URLs
become anchors (target=_blank rel=noopener), everything else stays escaped text.
A small whitelisted regex (no dependency) — the reply is operator-authored, so
explicit schemes suffice; dangerous schemes (javascript:/data:) are never linked,
and \b avoids matching a scheme inside a word (hotel:, email:).
2026-06-15 13:25:36 +02:00
Ilia Denisov 1ae43080ec fix(feedback): show the operator reply only on the player's latest message
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A reply was bound to 'the latest message that has a reply', so after the player
read a reply and sent a new (unanswered) message, the old reply kept showing as
'Ответ на ваше последнее сообщение'. Bind it to the single most-recent message
instead: sending any new message immediately drops the previous reply (the new
message has no reply yet), well before the one-week window. Client clears the
reply optimistically on submit; the mock mirrors it; inttest covers the case.
2026-06-15 12:59:18 +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 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 c305363ccd feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place.

Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent".

Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated.
2026-06-12 16:00:22 +02:00
Ilia Denisov 0b57400c6f feat(ui): single-word rule indicators + auto-match select redesign
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Surface the per-game "single word" rule to the client and refine the
random-opponent New Game screen.

- Wire: thread multiple_words_per_turn into the GameView and Invitation
  FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both
  the backend push-event and gateway REST paths.
- In-game indicators (single-word games only): a small 1 in the status bar's
  score-preview slot (yields to the live preview) and a centred "One word per
  turn" label in the history-drawer header. Standard games show neither.
- Invitation card gains a "One word per turn" line for single-word invitations.
- Auto-match redesign: variant plaques are mutually-exclusive selects (highlight
  on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom
  "Start game" button (disabled until a variant is chosen) confirms. The rule
  toggle appears once a Russian variant is selected.
- Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a
  single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
2026-06-12 10:28:29 +02:00
Ilia Denisov 74455c7b12 feat: "multiple words per turn" rule for Russian games
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Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).

- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
  through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
  and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
  lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
  + rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
  gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
  FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
  only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
  corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
2026-06-12 02:17:30 +02:00
Ilia Denisov 92f48a3b12 Backend infers play direction; UI previews words and gates submit on legality
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A single tile that only extended a word perpendicular to the client-declared
direction was rejected: the UI always sent dir=H for one-tile plays (the
dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing
"А" above "БАК" to form "АБАК" failed the solver's main-word-length check even
though the word is in the dictionary.

Make the backend infer a play's orientation from the placed tiles and the board
(internal/engine.resolveDirection): two or more tiles by the line they share, a
lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction
becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests
and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V"
(SubmitPlayDir) so a rebuilt game matches the one committed.

UI: stop computing/sending direction; the preview now shows the words a move
forms with its total score (game.previewWords); the make-move control is disabled
until the play is confirmed legal; the "your turn" label hides while tiles are
pending. Delete the orphaned Controls.svelte.

Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode
and the loadtest edge client to the new contract. Bake the decision into
ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README.
2026-06-11 22:42:33 +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 26aa154547 R1: schema & naming reset — squash migrations, rename variants
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Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod
data; verified schema-identical to the chain via a pg_dump diff + the green
integration suite) and rename the game-variant labels
english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the
backend, the FlatBuffers wire values and the UI.

dawg filenames and the Go enum identifiers are unchanged; the i18n display keys
are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from
CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups.
2026-06-09 12:09:50 +02:00
Ilia Denisov 4999478ded Stage 17 #5: hide finished games from your own lobby list
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A player can remove a finished game from their own 'my games' list. The action is
per-account, finished-only and irreversible (the game stays for the other players;
there is no un-hide).

- backend: migration 00012 game_hidden(account_id, game_id); store HideGame +
  hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished
  checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide.
- gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame.
- ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop),
  active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache
  sync; mock + transport + client wiring; lobby.hideGame label (en/ru).
- tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account,
  idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a
  pre-existing chat-screen .back transition flake surfaced by the new test's timing.
- docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker.
2026-06-09 00:26:35 +02:00
Ilia Denisov 6b6baf5710 Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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Lobby: group the my-games list into your-turn / opponent-turn / finished
(empty sections hidden), ordered by last activity (your-turn oldest-first,
the other two newest-first), as a compact line-separated list. gameDTO and
FB GameView gain last_activity_unix (turn start while active, finish time
once finished); a pure lib/lobbysort.ts holds the grouping/ordering.

Friends: the in-game 'add to friends' item is now server-derived via a new
GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with
a pending OR declined request (both read as 'request sent'), so it is correct
across reloads; it shows a disabled '✓ in friends' once accepted. It
live-updates when the opponent answers: RespondFriendRequest now publishes
friend_added (accept) / friend_declined (new notify sub-kind, decline) to the
original requester, whose open game re-derives its friend state.

Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests;
backend integration ListOutgoingRequests + respond-publishes-to-requester;
e2e updated for the new lobby section labels + a non-friend active opponent.
Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN.
2026-06-08 19:23:48 +02:00
Ilia Denisov f5c2404123 Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
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Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):

- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
  GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
  (rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
  JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
  load (lib/draft.ts), plus #5 -- tiles may be arranged on the
  opponent's turn (placement relaxed; the preview and Make-move stay
  your-turn-only, so an off-turn draft is position-only).

Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
2026-06-07 22:25:29 +02:00
Ilia Denisov 10412fee8e Stage 17 round 5 — backend/correctness bug fixes
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- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat
  (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat.
- Quick-match cancel was a UI no-op (only stopped polling): add the full path
  (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's
  pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no
  later robot-substituted game). NewGame dequeues on cancel and on abandon.
- Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win.
  The winner now takes rank 1 and the viewer is placed from rank 2 — matching the
  game-detail screen.
- Friend request to a robot: robots no longer block requests; the request stays
  pending and expires (friendRequestTTL), mirroring a human who ignores it.
- Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a
  correct message; the chat nudge button disables during the hourly cooldown; the
  nudge note reads 'Waiting for your move!' (button keeps the Nudge action label).
Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot
inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
2026-06-07 09:17:35 +02:00
Ilia Denisov 1d0bafaabb Stage 17: UI defect fixes (russian variant, Telegram theme/nav/banner, reconnect, hint zoom, plaque, history, transitions, per-game cache)
- #6 align the UI variant id to the backend canonical 'russian_scrabble' (type, variants, Lobby, mock, tests) — fixes the New->Russian 400
- #11/#12 inside Telegram force the colour scheme from WebApp.colorScheme (over OS prefers-color-scheme, fixing the Telegram Desktop breakage) and hide the theme switcher
- #14/#15 nav bar takes Telegram's bg; announcement banner gets a dedicated subtle --ad-bg accent token
- #16 suppress the reconnect banner while backgrounded and silently reconnect the live stream on return to the foreground
- #17 hint zoom scrolls to the placement's bounding box, not the top-left
- #19/#20 players plaque: active seat raised with side shadows, others sunk; tap toggles history
- #21/#23 history: scrollbar-gutter:stable (no word jitter); fixed-height drawer pins the bottom shadow to the board
- #3 (UI) disable nudge on the player's own turn
- #18a directional screen slide transitions (forward in from the right, back reveals the lobby)
- #13 per-game in-memory cache: instant render on re-entry + background refresh
- e2e: openGame waits for the slide transition to settle
2026-06-06 10:23:42 +02:00
Ilia Denisov 90eaf4964b Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
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Live play now exchanges per-variant alphabet indices instead of concrete
letters (rack out; submit-play, evaluate, exchange, word-check in). The client
caches each variant's (index, letter, value) table behind
StateRequest.include_alphabet and renders the rack and blank chooser from it,
dropping the hardcoded value/alphabet tables. History, the durable journal and
GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged).

- pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet;
  StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile];
  Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated).
- engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/
  DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test.
- backend server edge maps index<->letter (new thin game.Service.GameVariant);
  game.Service domain methods, engine.Game and the robot keep one letter-based
  play path. The gateway forwards indices verbatim (no alphabet table).
- ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts
  is geometry-only; the mock seeds a fixture table; the UI normalises display to
  upper case (codec + cache), leaving placement/board/checkword unchanged.

Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value
tables. Discharges TODO-4.
2026-06-04 16:26:43 +02:00
developer 01485d8fc6 Stage 11: account linking & merge (email + Telegram Login Widget) (#12)
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2026-06-04 09:18:17 +00:00
Ilia Denisov cf66ed7e26 Stage 9: Telegram integration (connector side-service, Mini App, out-of-app push)
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New platform/telegram connector (own container, bot token only there):
- go-telegram/bot long-poll loop: /start deep-links + Mini App launch button.
- gRPC API pkg/proto/telegram/v1 (Telegram service): ValidateInitData, Notify
  (renders a localized message + deep-link button), SendToUser/SendToGameChannel
  (admin, wired in Stage 10). Generic methods are platform-agnostic (external_id).
- Bot API base override for Telegram's test environment; Dockerfile + compose
  (VPN sidecar, no public ingress); README.

Gateway:
- initData validation relocated from the gateway into the connector; the gateway
  calls ValidateInitData over gRPC (GATEWAY_CONNECTOR_ADDR), drops the bot token,
  and deletes internal/auth.
- Out-of-app push: runPushPump routes events whose recipient has no live in-app
  stream to connector.Notify, gated by /internal/push-target + the in-app-only
  flag (race-free de-dup); HasSubscribers added to the push hub.

Backend:
- Migration 00007 accounts.notifications_in_app_only (default true) + jetgen.
- ProvisionTelegram seeds a new account's language/display name from the launch
  fields; IdentityExternalID reverse lookup; /internal/push-target handler.

UI:
- Telegram Mini App launch: detect initData, apply themeParams, authTelegram,
  route the deep-link start_param (g/i/f); /telegram/ guard redirects outside
  Telegram. Vite relative base + telegram-web-app.js. In-app-only profile toggle;
  share-to-Telegram link for a friend code. Vitest + Playwright coverage.

Wire/docs/CI: fbs Profile/UpdateProfileRequest gain notifications_in_app_only
(Go + TS); go.work uses ./platform/telegram; go-unit.yaml covers it; PLAN,
ARCHITECTURE, FUNCTIONAL (+ru), UI_DESIGN, READMEs updated.
2026-06-04 07:10:21 +02:00
Ilia Denisov d733ce3119 Stage 8: UI social/account/history surfaces
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Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode ->
backend REST -> existing domain services): friends (incl. one-time friend
codes), per-user blocks, friend-game invitations, profile editing + email
binding, the statistics screen, and the in-game history + GCG export.

Friends gain two add paths (interview decision, a deliberate plan change):
one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited
redeem); and play-gated requests (shared game required) where an explicit
decline is permanent, an ignored request lapses after 30 days, and a code
bypasses a decline. Migration 00006 widens friendships_status_chk and adds
friend_codes.

Lobby notification badge is poll + push: a new generic `notify` event drives
it live; the client polls on open/focus. Language stays a single Settings
control that writes through to the durable account's preferred_language. GCG
export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file.

Tests: backend unit + inttest (friend gate/decline/code, ListInvitations,
GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI
vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN
(Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN,
TESTING, module READMEs.
2026-06-03 19:47:40 +02:00
Ilia Denisov 453ddc5e94 Stage 7 (wip): UI shell, libs, mock transport, screens (lobby->game), e2e smoke
- plain Svelte 5 + TS + Vite (no SvelteKit); CSS-token design system (Telegram-ready), hash router, IndexedDB session
- pure libs: domain model, premium/value maps ported from solver, board replay, placement state machine, i18n en/ru
- in-memory mock transport + seed data; pnpm start runs lobby->active game->board with no backend
- board: pointer-drag + tap placement, MakeMove (popup / 1s-hold commit), two-state zoom, blank chooser, exchange, hint, word-check, chat
- Playwright smoke (mock) green; svelte-check clean; mock bundle ~37 KB gzip
2026-06-03 00:32:50 +02:00