4a3e12c85ac1be0da306abb4cb153081183c85ee
25 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
ed53e25e57 |
feat(backend): per-tier, per-kind active-game limits with a guest funnel
CI / changes (pull_request) Successful in 5s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 20s
CI / ui (pull_request) Has been skipped
CI / conformance (pull_request) Successful in 11s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m41s
Cap a player's simultaneous unfinished games per kind (vs_ai, random, friends) with independent guest and durable-account tiers, held in a new single-row backend.config table (-1 = unlimited) behind an in-memory cache and editable live in the admin console (/_gm/limits). Each game is tagged with games.game_kind on creation. This replaces the earlier flat MaxActiveQuickGames=10 combined cap: the per-tier/kind config is the single mechanism, enforced at the same handler gate (ensureUnderGameLimit by kind on lobby/enqueue) plus the durable friends cap in CreateInvitation. game.Service.AtGameLimit only resolves the tier and counts; the limit policy stays at the request edge. Guests are now refused friend requests, friend-code redemption, befriend-in-game and invitation creation outright (403 guest_forbidden) -- previously only the UI hid these. Admin: a kind column in both game lists and the config editor. Defaults: guest 1 vs_ai / 1 random / 0 friends; durable 10 / 10 / 10. |
||
|
|
f9acea1d9a |
fix(game): clear nudges on game completion
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Nudge badges lingered in the lobby on games that ended by turn-timeout, resignation or forfeit: those paths commit the finish directly, bypassing the move path's per-mover NudgeClearer, so the awaited seat's nudge was never marked read. A finished game's nudges are stale, so clear them all. Add a wired NudgeExpirer (social.ExpireNudges) called from the shared commit finish block — covering every completion path — and from the voidGame recovery path. It clears every seat's nudge bits for the game and leaves chat messages unread; unlike ClearNudges it records no publish-to-read latency, since a completion is an expiry, not a read. An integration test reproduces the timeout case (nudge cleared, chat kept). Docs: ARCHITECTURE §9.1, FUNCTIONAL (+_ru), backend/README. |
||
|
|
48b06f4594 |
docs: finalize documentation to the production state
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 57s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
The project is live in production, so the staged-development scaffolding is removed. - Delete the staged trackers PLAN.md and PRERELEASE.md. - Rewrite CLAUDE.md: drop the per-stage workflow; codify the ongoing development principles (How we work) and the production model (Branching, CI & production): manual prod-deploy / prod-rollback, semver release tags, Ansible provisioning, expand-contract migrations. - De-stage the living docs (README, ARCHITECTURE, TESTING, deploy/ansible, loadtest, platform/telegram READMEs) and the docker-compose tuning comments: drop the Stage N / R1-R7 / pre-release labels, keep every number and rationale, and fix the now-dangling PLAN.md / PRERELEASE.md references to describe the current state. - Reword stale 'later stage' Go doc comments for subsystems that have shipped. |
||
|
|
57c778f9b2 |
feat(telegram,game): single bot + per-user variant preferences
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 57s
Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.
- Telegram: one bot; drop service_language and the supported_languages
set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
connector proto). The single bot renders chat and out-of-app push in
the recipient's preferred_language; remove the game-language push
routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
{erudit_ru}, CHECK non-empty + subset of the three variants). Gates
the New Game picker, vs-AI and the friend invitation the player
creates, enforced server-side (HTTP 400 otherwise); an invited friend
may still accept any variant. Edited on the Settings screen; variants
are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
backend, ui, UI_DESIGN, PRERELEASE).
The migration squash is deferred to a follow-up PR.
|
||
|
|
c127bc9f0e |
feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m25s
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. |
||
|
|
6e77de4c1e |
feat: sparser robot nudges, typed unread badge, lobby unread bump
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 53s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m26s
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. |
||
|
|
64be0572b3 |
fix(social): robot blocks
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Successful in 52s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
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 |
||
|
|
81b9e1529e |
feat(social): asymmetric per-user block, in-game block control, admin lists
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 51s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
|
||
|
|
20f2a5a011 |
feat(chat): a message to a disguised robot opponent is born read
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
A pooled robot substituted into an ordinary (non-AI) game never opens the chat, so a text message to it would linger unread forever — skewing the unread count and the publish-to-read metric. Clear its recipient bit at PostMessage time (robotRecipients via account.IsRobot), so the message is born read. The human sender never had their own message unread, so this is invisible to them; a nudge to a robot already self-clears when the robot answers by moving. |
||
|
|
aaac816dc2 |
feat(chat): unread read-receipts with lobby/game dot and history-open ack
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m16s
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.
|
||
|
|
12d128f1cc |
feat(nudge): name the sender; blink lobby cards; re-animate toasts
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
|
||
|
|
aa765a0c06 |
feat: honest AI opponent in quick game
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m12s
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. |
||
|
|
02681ae9e0 |
feat(chat): limit in-game chat to one message per turn
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
Enforce one chat message per turn on both ends. The backend rejects a second message in the same turn (ErrChatAlreadySentThisTurn -> 409 chat_already_sent), keyed on the move-driven turn start (turn_started_at). The UI derives "already wrote this turn" from the message list against GameView.lastActivityUnix (no counter, survives reopening, resets on turn change), hides the field behind a short caption once the limit is reached, and now reloads the game state on turn/game-state events so the toggle and the limit follow the live game. Enter is gated on !busy to avoid a double-send in the in-flight window. Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL (+ru), ARCHITECTURE, UI_DESIGN. |
||
|
|
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. |
||
|
|
41a642ef97 |
R4: push enrichment — events carry a state delta, kill the last poll
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
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. |
||
|
|
bf7dca0a09 |
Stage 17: fix the robot-nudge frequency + per-game push language
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m6s
Two owner-reported defects from a live contour game. A. Frequency: the robot's proactive nudge fired hourly for 12h+ (a 12h idle threshold then the 1h cooldown, uncapped). Replaced with a lengthening, randomized schedule (proactiveNudgeGap): the first nudge ~60-90 min into the human's turn, each later gap growing toward 1-6h (uniform sample in [60min, ceil], ceil ramping 90min->6h over 12h of idle, measured from the previous nudge), so a long wait gets a handful of increasingly-spaced reminders instead of a stream. B. Language: out-of-app push routed by the recipient's GLOBAL service_language (last-login-wins), so after re-logging via the RU bot an English game's nudges came from the RU bot. Now a game push (your_turn, game_over, nudge, match_found) carries the game's own language (engine.Variant.Language) on push.Event, and the gateway routes by it (falling back to service_language for non-game pushes). The New-Game variant-gating guarantees the game's bot is one the player has started, so delivery is never blocked. Tests: proactiveNudgeGap unit + retimed TestRobotProactiveNudge; TestVariantLanguage; emit your_turn/game_over language; TestNudgeRoutedByGameLanguage integration. Docs: ARCHITECTURE (§7 nudge, §10/§13 routing), FUNCTIONAL (+ _ru), PLAN tracker. |
||
|
|
356f490546 |
Stage 17 round 6 (#18, PR D): admin Messages moderation section
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m14s
A new /_gm/messages console page lists posted chat messages (nudges excluded) newest-first — time, source (guest/robot/oldest identity kind), sender (linked to the user card), IP, body, game (linked to the game card) — searchable by sender name / external-id glob masks and pinnable to one game (?game=) or sender (?user=), linked from the game and user cards. The list query lives in social (raw SQL, kind='message', source via a SQL CASE), reusing the now-exported account.LikePattern. Server-rendered adminconsole MessagesView + messages.gohtml, 50/page via the shared pager. Tests: adminconsole render case; backend integration AdminListMessages (real Postgres) — nudge exclusion, game/sender pins, glob masks, source. Docs: ARCHITECTURE section 8 chat moderation, PLAN round-6. |
||
|
|
6b6baf5710 |
Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 31s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
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. |
||
|
|
cdf616d6c4 |
Stage 17 round 6 (#7): reset the nudge cooldown once the player acts
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 30s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m4s
The hourly nudge cooldown now clears as soon as the sender has moved or posted a chat since their last nudge — engagement lifts the 'don't spam' limit. Backend: Nudge checks game.LastMoveAt + the sender's last non-nudge chat against the last nudge time (GameReader gains LastMoveAt). UI: nudgeOnCooldown mirrors it — a chat reset is read from the message list, a move is tracked client-side (lastActedAt on commit/pass/exchange; the backend stays authoritative across a reload). Integration test covers the reset. |
||
|
|
2cb2b57cdb |
Stage 17 round 6 (#10 backend): enforce chat only on your turn
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 30s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m3s
PostMessage now rejects a chat sent on a finished game or when it is not the sender's turn (ErrChatNotYourTurn -> 409 chat_not_your_turn), matching the UI where the message field is hidden off-turn and only the nudge shows. Existing chat tests post on the to-move seat and are unaffected; adds an off-turn-rejection integration test + the dto mapping case + the UI error message. |
||
|
|
dcd8de8b00 |
Stage 12: observability & performance (OTel/OTLP, domain metrics, guest GC)
- pkg/telemetry: shared OTel provider bootstrap (none/stdout/otlp + W3C
propagators + Go runtime metrics); backend/internal/telemetry becomes a thin
facade keeping its gin middleware.
- Telemetry parity: gateway and the Telegram connector gain telemetry runtimes
and config (GATEWAY_/TELEGRAM_ SERVICE_NAME + OTEL_*); otelgrpc instruments the
backend push server, the gateway's backend+connector clients and the connector
server. Default exporter stays none (collector/dashboards are Stage 14).
- Operational metrics (variant attribute on game-scoped ones): game_replay_duration,
game_move_validate_duration, games_started_total, games_abandoned_total,
game_cache_active, chat_messages_total{kind}, gateway edge_request_duration.
Wired via the SetMetrics setter pattern (default no-op meter).
- TODO-3: account.GuestReaper deletes guests with no game seat past
BACKEND_GUEST_RETENTION (default 30d, swept every BACKEND_GUEST_REAP_INTERVAL).
- Tests: pkg/telemetry exporter selection; game/social/edge metric recording via
a manual reader; config (otlp accepted, guest knobs); inttest guest reaper.
- Docs: PLAN.md re-scopes Stage 12 and adds Stage 13 (alphabet-on-wire) + Stage 14
(CI/deploy) with the agreed dictionary-versioning resolution; ARCHITECTURE 11/13,
TESTING, the three READMEs and FUNCTIONAL(+ru) updated.
|
||
|
|
d733ce3119 |
Stage 8: UI social/account/history surfaces
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. |
||
|
|
408da3f201 |
Stage 6: gateway edge (Connect/FlatBuffers over h2c, platform/email/guest auth, sessions, rate-limit, admin passthrough, live push bridge)
New public ingress and the first network edge. Framework + a vertical slice of operations end-to-end; remaining ops reuse the same transcode pattern in Stage 7. Contracts (new module scrabble/pkg): - push.proto (backend->gateway gRPC server-stream) + scrabble.fbs (FlatBuffers edge payloads), committed generated Go; buf/flatc Makefiles (dev-time codegen). Backend: - REST handlers on the /api/v1 groups: internal session endpoints (telegram/guest/email login -> mint, resolve, revoke) and the user slice (profile, submit_play, state, lobby enqueue/poll, chat). - internal/notify in-process Publisher hub + internal/pushgrpc gRPC server (BACKEND_GRPC_ADDR) streaming your_turn/opponent_moved/chat/nudge/match_found; emission in game.commit, social, matchmaker. - migration 00005 accounts.is_guest; guests are durable rows excluded from stats; ProvisionGuest; email-as-login (RequestLoginCode/LoginWithCode). Gateway (new module scrabble/gateway): - Connect Gateway service over h2c (Execute + Subscribe), FlatBuffers<->JSON transcode registry, Telegram initData HMAC validator (seam), session cache, token-bucket rate limiter (3 classes), push fan-out hub, backend REST + push gRPC client, admin Basic-Auth reverse proxy. go.work: use ./pkg, ./gateway + replace scrabble/pkg. CI: gateway/**, pkg/** path filters; unit build/vet/test span all three modules. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, READMEs) updated; gateway/pkg unit tests + guest/email-login integration tests. |
||
|
|
85baabe4ba |
Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)
- internal/robot: durable kind='robot' account pool (migration 00004); every per-game and per-turn choice derived deterministically from the game seed (restart-stable FNV mix); a background move driver; margin targeting (band 1-30, closest-to-band); right-skewed [2,90]min delays (median ~10m); opponent-anchored sleep with +/-3h drift; daytime nudge reply + proactive 12h nudge; friend/chat blocked via profile toggles. - engine.Candidates (decoded ranked plays); game.Candidates + RobotTurns; social.LastNudgeAt. - matchmaker: 10s wait then robot substitution (reaper) + Poll delivery seam. - config (BACKEND_ROBOT_DRIVE_INTERVAL, BACKEND_LOBBY_ROBOT_WAIT, BACKEND_LOBBY_REAPER_INTERVAL); main wiring + boot-time pool provisioning. - metrics: robot account_stats (authoritative balance) + robot_games_finished_total OTel counter + per-finish log. - docs: PLAN, ARCHITECTURE, FUNCTIONAL(+ru), TESTING, README; account.go comment. - tests: robot strategy units, matchmaker reaper/Poll, engine.Candidates; inttest robot full-game / substitution / proactive-nudge. |
||
|
|
bfa8797f8c |
Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged. New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer). Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated. |