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78 Commits

Author SHA1 Message Date
Ilia Denisov 4a6fe318be docs: correct VK invite-link reality + note desktop board drag-to-pan
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Two doc edits that did not land alongside their code:

- FUNCTIONAL (+_ru) claimed a friend invitation is shareable as a Telegram
  *or VK* deep link "that opens it directly". On VK that is false: vkShareLink
  emits a plain vk.com/app<id> link (VK forwards no payload to the Mini App),
  so the recipient enters the copied code by hand (#142, commit d76f1f4 pivoted
  off the earlier #f<code> plan; the doc kept the old wording).
- UI_DESIGN omitted the desktop / landscape-iframe mouse drag-to-pan of the
  zoomed board added in #141 (touch scrolls the viewport natively; a mouse
  cannot, so an explicit drag-to-pan handler moves it).
2026-06-30 07:51:11 +02:00
Ilia Denisov da17c18895 feat(vk): native share/copy, auto theme, friend-code deep link, home-bar safe area
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Group B of the VK integration — the contour-verified follow-up to the launch+auth MVP:

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

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

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

Signature algorithm verified against dev.vk.com plus independent Node/Python
references and a %2C edge-case vector.
2026-06-27 11:37:31 +02:00
Ilia Denisov 29b6c7e4d8 docs(telegram): document the Mini App embedding enhancements
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Record the current state in ARCHITECTURE and FUNCTIONAL (+ _ru mirror): inside the
Mini App the client tracks Telegram's live theme switch, fits the full device
safe-area, exposes a native Settings button into the in-app settings, and syncs the
device-independent display prefs (theme, reduce-motion, board labels — not the
interface language) across the user's Telegram devices via CloudStorage; the
validator denies a bot user (is_bot) before provisioning an account.
2026-06-24 12:19:50 +02:00
Ilia Denisov 03dfc29a54 feat(telegram): promo deep-link seeds English Scrabble for new users
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The promo bot button carries a configurable variant-seed start-param (default verudit_ru-scrabble_en). The gateway parses start_param from the validated initData and forwards it; the backend, on first contact only, seeds the new account variant_preferences from it (English Scrabble alongside the default Erudit).

No schema change (the scrabble_en CHECK is already in the baseline) and the gateway<->backend REST field is additive, so the rolling deploy is safe in either order. TELEGRAM_PROMO_START_PARAM configures the payload (empty forwards the user own /start payload). Covered by account unit tests, a gateway transcode test, and an integration test asserting new-only seeding.
2026-06-23 21:51:52 +02:00
Ilia Denisov 6a602aefae feat(telegram): bot support relay — per-user forum topics
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Users who DM the bot anything but /start are relayed into a private
forum supergroup, one topic per user. Operators (the chat's admins)
reply in the topic and the bot copies it back to the user; an info card
opening each topic carries a Block/Unblock toggle and a Clear button.
State is a small JSON file on a new /data volume — the bot host has no
database. Off by default (TELEGRAM_SUPPORT_CHAT_ID=0): the prod bot is
unchanged until the operator sets the chat id and adds the bot as a
forum admin.

- internal/support: concurrency-safe JSON store (topic map, block list,
  relayed message ids) with field-targeted mutators and atomic save
- bot/support.go: relay both ways via copyMessage, short-TTL admin
  cache, callback buttons, per-user topic-create lock, loop guard
  (skip the bot's own posts), reopen a deleted topic on the next message
- config + compose + CI/prod-deploy: TELEGRAM_SUPPORT_CHAT_ID per
  contour + TELEGRAM_SUPPORT_STATE_DIR; bot-state named volume; /data
  pre-owned by UID 65532 so a fresh volume is writable under distroless
- docs: ARCHITECTURE §15 + decision record, FUNCTIONAL (+ru), README
2026-06-23 17:47:00 +02:00
Ilia Denisov 5a80696fe8 feat(ui): friends list as lobby-style rows with kebab + confirm modals
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Settings -> Friends previously rendered each friend as a bordered card with
two always-visible text buttons (Remove / Block) that fired immediately. Rework
the whole screen to the lobby's visual language: one-line rows split by
hairline separators across all three sections (friends, incoming requests,
blocked).

Each friend row gains a right-hand kebab that slides the row open to reveal two
icon actions split by a vertical divider -- block (no-entry) and remove (cross)
-- mirroring the lobby's slide-to-reveal. Both actions now require a
confirmation modal; since the slide moves a short name off-screen, the modal
keeps a generic title and shows the friend's name in the body, above the
buttons, so a long name cannot stretch the sheet. Incoming keeps its
accept/decline buttons and blocked keeps unblock, inline on their rows.

Add the friends.actions / friends.blockConfirm / friends.unfriendConfirm keys
to both i18n catalogs and document the flow in FUNCTIONAL (+_ru).
2026-06-23 00:09:39 +02:00
Ilia Denisov ef2c2d1eb9 feat(account): seed the time zone from the client's detected offset at creation
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A new account's time_zone defaulted to 'UTC' until the player saved a profile, so the
robot's sleep window and the turn-timeout away-window sweeper — both anchored to the
account zone via account.ResolveZone — ran on UTC for every fresh player, skewing
robot-game timing until a manual Settings save. Seed the zone at creation instead, from
the client's detected "±HH:MM" offset.

- Carry browser_tz on the three account-creating auth requests (TelegramLoginRequest,
  GuestLoginRequest, EmailRequestRequest — the email account is provisioned at the
  code-request step, not at login) through the fbs envelope (+ Go/TS codegen), the
  gateway transcode + backend client, and the backend auth handlers into
  ProvisionTelegram / ProvisionGuest / ProvisionEmail.
- create() now writes time_zone explicitly: the validated detected offset, or 'UTC'
  (equal to the column default) when absent or malformed — deterministic, never guessed.
  The column is already NOT NULL DEFAULT 'UTC', so no migration is needed and existing
  accounts keep 'UTC'. An existing account is never overwritten on re-login.
- A detected zero offset is stored as "+00:00" (the zone is known and equals UTC),
  distinct from the "UTC" default that means "unknown" — which the feedback console's
  three-zone Filed display already reflects.
- Guard the guest handler against an empty payload (the bootstrap historically carried
  none) so it degrades to no-seed rather than panicking in GetRootAs*.
- Tests: zone seeding across Telegram/guest/email plus the "+00:00"/malformed/empty
  cases and the not-overwrite rule; codec round-trip for the three auth encoders.
  ARCHITECTURE + FUNCTIONAL(+ru) updated.
2026-06-22 18:43:24 +02:00
Ilia Denisov 004aca4e97 feat(feedback): capture the browser UTC offset; Filed time in three zones
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The account time zone defaults to UTC until a player saves a profile, so a
report's Filed time could only render in UTC even for a player clearly in
another zone. Capture the client's detected "±HH:MM" offset (browser_tz) with
each submission and show the Filed time in three zones in the operator console
— UTC, the browser offset detected at submit, and the sender's saved profile
zone — each shown "N/A" when not known, so the operator can tell what is
certainly known from what is merely defaulted.

- Thread browser_tz through the fbs envelope (+ Go/TS codegen), the gateway
  transcode + backend client, and the backend feedback service/store; add the
  column via migration 00004 (additive, image-rollback-safe).
- Fix fmtTimeIn to resolve "±HH:MM" offsets via account.ResolveZone;
  time.LoadLocation alone silently fell back to UTC for offset zones, which is
  the second reason a "+02:00" sender showed only UTC.
- Update ARCHITECTURE/FUNCTIONAL(+ru) docs and the feedback integration test.
2026-06-22 18:05:39 +02:00
Ilia Denisov b78ce42922 feat(feedback): capture the app version; show version + local Filed time
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Each feedback submission now carries the client app version (__APP_VERSION__),
snapshotted like the interface language: FlatBuffers FeedbackSubmitRequest gains
a version field → gateway transcode → backend, persisted in a new nullable
feedback_messages.app_version column (migration 00003, additive so an image
rollback stays DB-safe). The operator console detail shows the app version and
renders the Filed time in UTC plus the sender's time zone (fmtTimeIn).

Touches: fbs schema + regenerated Go/TS codegen, codec + transport (the client
attaches its build), gateway transcode + backendclient, feedback store/service,
admin view + template, docs (ARCHITECTURE §15, FUNCTIONAL + _ru). Verified:
feedback integration tests (migration + version round-trip), codec round-trip,
check/unit/build green.
2026-06-22 17:02:05 +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 1ba789a1f1 docs(telegram): invert chat-gate strategy in docs; tune logs; i18n text
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- Bake the final default-allow + mute-the-ineligible strategy into
  docs/ARCHITECTURE.md, docs/FUNCTIONAL.md (+_ru), platform/telegram/README.md,
  the deploy compose comment and the PRERELEASE tracker. The live test proved a
  per-user grant cannot exceed a deny-by-default group (Telegram intersects the
  chat default with the per-user permission), so the chat allows sending by
  default and the bot restricts the ineligible instead of granting the eligible.
- Lower the per-event chat_member trace and eligibility evaluation to Debug;
  keep the actual mute/unmute actions, the startup self-check and warnings at
  Info, so prod logs only what the bot did.
- Update game.searchingForOpponent (Searching -> Waiting for opponent / Поиск ->
  Ждём соперника) and the quickmatch e2e assertions to match.
2026-06-21 17:15:10 +02:00
Ilia Denisov e71e40eef5 feat(telegram): promo bot + channel-chat moderation gate
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Add a second standalone promo bot to the bot container (answers /start with a
localized message + a URL button into the main bot's Mini App) and gate write
access in a channel's linked discussion chat: grant on join when the Telegram
user is registered and neither admin-suspended nor holding a new chat_muted
role, and revoke/grant on the matching moderation change for a member currently
in the chat.

Eligibility (registered AND NOT suspended AND NOT chat_muted; the game
suspension dominates) is resolved once in the backend and reached two ways: the
bot's join-time unary ResolveChatEligibility over the existing mTLS bot-link,
and a backend chat_access_changed event -> gateway -> ChatGate command
(idempotent; a temporary-block-expiry sweeper may over-emit). The bot guards the
block/unblock path with getChatMember, since bots cannot list members.

A web_app button cannot open another bot's Mini App (it signs initData with the
sending bot's token), so the promo button is a t.me ?startapp URL reusing the
UI's VITE_TELEGRAM_LINK. The bot must be a chat admin with the restrict-members
right and chat_member in its allowed updates.

No schema change: chat_muted reuses the data-driven account_roles table.
2026-06-21 14:46:51 +02:00
Ilia Denisov ba6ee90278 feat(ui): tile-crossword loading splash for cold lobby open
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On a cold app open the lobby's game list arrives over the network; on a
slow link the empty "no games yet" line flashed before the games loaded.
Add a full-screen tile splash that lays a Scrabble crossword of ЭРУДИТ /
ЗАГРУЗКА / ОЖИДАНИЕ (Эрудит point values, hardcoded since the alphabet
table is not cached at boot) until the lobby's first load settles, then
removes itself to reveal the populated list.

- lib/splash.ts: pure layout + reveal schedule (unit-tested).
- components/Splash.svelte: App-level overlay; per-tile drop-in; loops
  ЗАГРУЗКА → ОЖИДАНИЕ until ready, dismisses on a word boundary. Static
  ЭРУДИТ under reduced motion / the mock build.
- app state: lobbyReady (set by Lobby on first settle) + splashDone,
  reset on logout.
- App.svelte: overlay while routeIsLobby && !splashDone; the plain text
  splash now only covers non-lobby deep-links during bootstrap.
- docs: UI_DESIGN + FUNCTIONAL (+ _ru).
2026-06-21 10:29:39 +02:00
Ilia Denisov 041106d623 feat(gateway): temporary IP ban (fail2ban) fed by rejections + honeypot/honeytoken
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Add a prod-only, in-memory IP ban enforced at the edge, fed by three signals:
sustained rate-limiter rejections (the IP-keyed public/email/admin classes — the
user class stays the backend soft-flag's concern), a honeypot decoy-path hit (the
contour caddy tags decoys with X-Scrabble-Honeypot and routes them to the gateway),
and a honeytoken (a planted bearer, GATEWAY_HONEYTOKEN). A banned IP is refused with
429 by the abuseGuard middleware before any work — covering the Connect edge, the
live stream and the static SPA/landing the per-op limiter never gated.

The ban is off by default: it keys by the real client IP the shared-NAT test contour
does not expose, so a ban there would be self-inflicted; detection still logs in the
contour, only the ban action is gated (GATEWAY_ABUSE_BAN_ENABLED). Rejection bans last
GATEWAY_ABUSE_BAN_DURATION; tripwire/honeytoken hits are near-zero-false-positive and
earn longer fixed bans. Each ban increments gateway_abuse_banned_total{reason}.

Operators see and lift active bans on the admin console's Throttled page; the gateway
syncs its active set to the backend every 30s (POST /api/v1/internal/bans/sync,
backend/internal/banview) and applies the operator unbans the response returns.

PRERELEASE phase AG. Docs baked into ARCHITECTURE / FUNCTIONAL (+ru) / both READMEs.
2026-06-21 08:54:20 +02:00
Ilia Denisov 6aeb529f13 feat(telegram): split connector into home validator + remote bot
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Move all Telegram egress off the main host. The single connector held the
bot token, long-polled Telegram and answered the gateway/backend over the
trusted internal network, so the whole component (including login validation)
shared fate with its VPN sidecar. Split it into two binaries that share the
token:

- cmd/validator (home, no VPN): Mini App initData + Login Widget HMAC only,
  never calls the Bot API. The gateway dials it for Telegram auth, so game
  login is now independent of Telegram reachability.
- cmd/bot (remote): Bot API long-poll + sendMessage, the only component
  reaching Telegram. It holds no inbound port — it dials the gateway over a
  new reverse mTLS bot-link (pkg/proto/botlink/v1) and executes the send
  commands the gateway pushes.

The gateway funnels sends to the bot-link: out-of-app push is fire-and-forget
(at-most-once, dropped if no bot is connected); the backend admin broadcasts
reach a gateway-served relay that forwards them and awaits the bot's ack
(SendToUser/SendToGameChannel contract preserved). mTLS (pkg/mtls) is the one
inter-service link that leaves the trusted segment; validator<->gateway and
the relay stay plaintext internal. The bot is Telegram-rate-limited.

One bot now; the gateway bot registry, an owns_updates flag and per-command
ids leave seams for N later. Webhook rejected (one URL per token, adds inbound
+ a static address).

The unified test contour runs the split (the bot keeps its VPN sidecar and
dials the gateway by its internal name; bot-link certs from deploy/gen-certs.sh,
generated in CI). The prod wiring — the bot on a separate host (no VPN), the
gateway bot-link port published, PROD_ certs with scheduled rotation, an SSH
deploy of both hosts together — is the deferred final stage (PRERELEASE.md TX,
Stage 18).

Docs: ARCHITECTURE, PRERELEASE (phase TX), platform/telegram + gateway +
backend + deploy READMEs, FUNCTIONAL(+ru), CLAUDE.md, .env.example.
2026-06-21 00:19:07 +02:00
Ilia Denisov 57c778f9b2 feat(telegram,game): single bot + per-user variant preferences
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Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.

- Telegram: one bot; drop service_language and the supported_languages
  set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
  connector proto). The single bot renders chat and out-of-app push in
  the recipient's preferred_language; remove the game-language push
  routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
  {erudit_ru}, CHECK non-empty + subset of the three variants). Gates
  the New Game picker, vs-AI and the friend invitation the player
  creates, enforced server-side (HTTP 400 otherwise); an invited friend
  may still accept any variant. Edited on the Settings screen; variants
  are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
  and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
  VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
  to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
  backend, ui, UI_DESIGN, PRERELEASE).

The migration squash is deferred to a follow-up PR.
2026-06-20 14:23:25 +02:00
Ilia Denisov caefc8f579 feat(game): official first-move tile draw + admin step-by-step replay
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Decide who moves first by the official rule: each seated player draws one
tile, the one closest to "A" leads (a blank beats every letter), ties
re-drawing until a single leader remains. Each draw uses honest per-draw
crypto/rand entropy (not the deterministic bag seed), so the recorded draw —
not a seed — is the only account of the outcome. The leader takes seat 0, so
the engine and journal replay are unchanged.

The draw is recorded with the game (game_setup_draws, migration 00013) for
future tournaments, designed as a discrete "player N draws a tile" step.
Friend/AI games draw at creation. Auto-match draws when the game opens,
against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are
back-filled to the real opponent on join — so the opener's seat is fixed up
front and the existing open-game pre-move is preserved with no reseating.

Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step
board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with
A-O/1-15 headers and highlighted premium squares, placed letters with their
tile value as a subscript, rack panels around the board (seat 0 top, 1
bottom, 2 left, 3 right) with the current player highlighted, and a per-move
log with the tiles drawn and the bag remainder.

Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
2026-06-20 08:47:18 +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 f3768d20f2 feat(robot): shrink endgame think time when both sides pass
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In a dead-drawn endgame — the two most recent journal moves are both
passes, so the board and the robot's rack are frozen and the robot is
bound to pass again — the robot still waited out its long late-game think
time (up to 90 min) before passing, needlessly dragging out a decided game.

Shorten that delay to a [0.8, 1.5]x band around the human's last-move think
time (the gap between the last two journal entries), clamped to [30s, 8min]
and taken as a min with the normal schedule, so the robot never moves
slower. A slow human collapses to the 8-min cap; a fast human is tracked,
with the floor keeping the robot from passing suspiciously instantly. The
anchor reads the move journal only (no schema change), stays deterministic
from the seed, and still defers to the sleep window.

RobotTurns now carries EndgamePass + OppLastMove, filled by one batched
journal query on the scan; the honest-AI single-game trigger keeps the
normal path (it moves at once). NextMoveAt (admin ETA) is left as the
normal-schedule upper bound.
2026-06-19 12:48:39 +02:00
Ilia Denisov 4adb608ad1 feat(ui): vs-AI comms trim, overlay confirm button, recall-to-slot drag
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- vs-AI: the comms hub drops the Chat tab (Dictionary only); a finished AI
  game has no comms at all, so its 💬 history-header entry is hidden too.
- Confirm-move : redone as an absolute overlay pinned to the right edge (its
  right edge sits under the preview caption), so the rack keeps a fixed tile
  size — this reverts the tile-shrink that resized the letters at 6 tiles.
- Recall: dragging a placed tile back to the rack now drops it at the slot the
  pointer is over (drag-to-position, a gap opens), instead of snapping to its
  original slot; double-tap still recalls to the origin. New pure recallToSlot.

Tests: placement recallToSlot units; e2e recall-to-position; vs-AI comms e2e
updated. Docs: UI_DESIGN + FUNCTIONAL (+ru).
2026-06-19 09:54:30 +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
Ilia Denisov 81b9e1529e feat(social): asymmetric per-user block, in-game block control, admin lists
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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.
2026-06-18 11:50:34 +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 fb0ddab0f1 feat(ui): hide GCG export in honest-AI games
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A vs_ai game is throwaway practice, so its finished history header no longer
offers the 📤 GCG export (an empty slot keeps the comms icon pinned right).
Docs note the AI exclusion; UI_DESIGN also records that confirming a resign
reveals the full board (closes the history drawer, zooms out).
2026-06-17 14:01:08 +02:00
Ilia Denisov 2f4aa1b75b feat(lobby): drop left honest-AI games from the finished list
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A finished honest-AI (vs_ai) game the player left — by resigning or by
abandoning it to the 7-day inactivity timeout (end_reason 'resign'/'timeout')
— no longer appears in that player's own lobby finished list.

The new game.Service.ListForLobby filters ListForAccount for the lobby
endpoint only; the admin console and the account-merge count keep the full
set. The filter keys on the game's end reason, not on which seat left, so it
extends to any player should the robot ever resign.
2026-06-17 13:03:35 +02:00
Ilia Denisov aaac816dc2 feat(chat): unread read-receipts with lobby/game dot and history-open ack
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).

UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
2026-06-17 11:12:38 +02:00
Ilia Denisov 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 12d128f1cc feat(nudge): name the sender; blink lobby cards; re-animate toasts
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The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:

- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);

falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.

Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.

Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.

Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
2026-06-16 19:09:24 +02:00
Ilia Denisov 183e08ec80 feat(robot): per-game display names from a wide name corpus
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Decouple the displayed opponent name from the small pool of durable robot
accounts: the disguised auto-match robot now gets a freshly composed name each
game, stamped on a new game_players.display_name seat snapshot. The snapshot
also captures humans' names, freezing what an opponent sees for the life of a
game (a later rename no longer rewrites past games); readers fall back to the
account's current name for pre-migration rows.

Names come from a wide composed corpus (internal/robot/namevariety.go): Western
locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed
Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian
game draws Cyrillic + <=20% Latin and never a CJK script; an English game the
full corpus -- via robot.PickNamed.

Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run
of up to five digits, so "Player2007"-style handles are valid for humans too
and the disguised robot stays indistinguishable.

Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT '');
jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated.
2026-06-16 12:28:04 +02:00
Ilia Denisov 0946a3f66c feat(ads): server-driven ad-banner backend, wire & admin console (PR1)
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Turn the gated-off mock banner into a real advertising subsystem (backend +
admin half; the UI rotation lands in PR2).

- internal/ads: campaigns (percent weight + validity window; a perpetual,
  undeletable default that fills the remainder up to 100%), 1..N bilingual
  messages (en+ru), global display timings; ActiveSet computes the
  window-filtered, default-remainder, GCD-reduced, language-resolved rotation
  feed. Smooth-weighted-round-robin math is unit-tested.
- migration 00006 (+ jetgen): ad_campaigns / ad_messages / ad_settings, seeded
  default campaign + house message + default timings.
- eligibility = !paid_account && hint_balance==0 && !no_banner role (new role;
  guests qualify). The resolved feed rides the profile.get response (no new RPC,
  works for guests, nothing distinct to filter); language by service_language.
- live update: a notify `banner` sub-kind (re-poll signal) published when an
  operator grants hints or grants/revokes no_banner, so the client shows/hides
  in place.
- admin console /_gm/banners (+ /_gm/banner-settings): campaign + message CRUD
  with reorder, default protection, clamped timings.
- wire: fbs BannerInfo/BannerCampaign on Profile; gateway transcode forwards it.
- docs: ARCHITECTURE §10, FUNCTIONAL (+ _ru), backend README, PRERELEASE tracker
  (incl. the deferred app.load aggregator note).
2026-06-15 23:00:19 +02:00
Ilia Denisov 3bceafbc12 feat(robot): occasional off-strategy deviation, strict in the endgame
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The robot followed its per-game playToWin/lose intent on every move, which made
the outcome too predictable. It now flips that intent for a single move on ~20%
of opening/midgame turns (a winning robot eases off, a losing one surges ahead),
so the chosen strategy may not pan out — which favours the human. The chance
tapers linearly to 0 over the last 14 tiles in the bag and is 0 once the bag is
empty, so the endgame follows the chosen strategy strictly.

The decision is deterministic from the seed (mix(seed,"deviate",moveCount)) and
applies to both robot paths via the shared selectMove; the per-game play-to-win
intent the admin card shows is unchanged. Adds deviateProb/deviates helpers and
unit tests (taper bounds + monotonicity, never-in-endgame, determinism, ~20%
distribution); bakes the behaviour into ARCHITECTURE §7, FUNCTIONAL (+_ru),
backend/README, PRERELEASE and PLAN Stage 5.
2026-06-15 21:37:23 +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 8e0d7f9e17 feat(ui): external dictionary lookup link on the word-check tool
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When a checked word is found, show a 'look it up' text link beside the
complaint button that opens an external reference dictionary in a new tab:
gramota.ru for the Russian variants, scrabblewordfinder.org for English
(word lower-cased and percent-encoded). The link hides for a word that is
not found. Inside Telegram it routes through the Mini App SDK's openLink, so
Telegram opens it directly instead of the WebView's 'open this link?'
confirmation; in a browser the anchor's own target=_blank handles it.

Relabel the complaint button to 'Возражаю' (ru); English stays 'Disagree'.
2026-06-15 18:14:19 +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 49b67a0354 docs(feedback): note interface language + connector bot in the admin detail
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2026-06-15 13:11:13 +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 192e4a2433 feat(admin): grant hints to a user's wallet from the console
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Add an "Add hints" form on the admin user card that additively tops up a
player's hint wallet (1-100 per grant). The grant is raise-only by
construction (an additive UPDATE never lowers the balance) and stays correct
under a concurrent in-game spend; a per-grant cap bounds a fat-finger, since
the console can never reduce a wallet.

The in-game hint policy is unchanged and already correct: a game offers the
per-seat allowance plus the wallet, spending the allowance first and the
wallet only after (covered by TestHintPolicy).
2026-06-14 23:21:30 +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 02681ae9e0 feat(chat): limit in-game chat to one message per turn
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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.
2026-06-14 20:18:58 +02:00
Ilia Denisov 222eaf730f feat(game): void unreplayable games as a draw instead of erroring
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A committed move that becomes illegal under a tightened rule (the single-word
connectivity fix) makes engine replay fail, which left such games unopenable —
an empty screen and an 'illegal play' error. Now the first open closes the game
gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner),
preserves the journal, and surfaces an impersonal organizer note at the end of
the move history and in the GCG export.

- engine: EndAborted + Abort() (draw, no rack adjustment; winner -1).
- service: replay aborts on ErrIllegalPlay; liveGame persists the void once
  (lazy, on open); GameState re-reads for the settled view.
- store: VoidGame finishes the game and stamps a draw without a journal row.
- migration 00002: allow end_reason 'aborted'.
- ui: organizer note under the history grid; i18n en/ru.
- docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3.
2026-06-14 16:57:27 +02:00
Ilia Denisov ff87a3bf62 fix(engine): single-word rule connects along the play line
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Bumps the engine to scrabble-solver v1.1.1, where a single-word-per-turn play
must form its word along its own line through an existing tile: a multi-tile play
that touches the board only perpendicular to itself (the contour РЮМ/КЕД/ОР cases)
no longer connects. For a single tile that abuts the board on both axes the engine
now plays the higher-scoring legal orientation instead of the geometrically longer
one (playDirection), so a real word is never rejected in favour of a non-word.

Reworks the single-word solver/engine tests for the corrected rule (no longer a
superset of standard play) and updates ARCHITECTURE/FUNCTIONAL/PRERELEASE.
2026-06-14 14:49:16 +02:00
Ilia Denisov 0f3671f42d feat(admin): online dictionary update — upload archive, preview word diff, install & activate
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Replace the dictionary hot-reload with an online update flow in the GM console
(/_gm/dictionary): the operator uploads scrabble-dawg-vX.Y.Z.tar.gz, previews the
per-variant words added/removed against the active dictionary, and confirms to
install + activate it. Versions are immutable; in-progress games keep their pinned
version while new games use the new one.

- engine: DiffWords (enumerate both DAWGs, decode only the differences), OpenFinder,
  Registry.Finder, DictFiles; OpenWithVersions skips the .staging area.
- dictadmin: hardened release-archive validation + extraction (path-traversal,
  symlink, oversize, entry-count rejection) and staging -> install (atomic rename).
- game: active dictionary version persisted in the dictionary_state singleton
  (single source of truth, restored on boot), concurrency-safe accessor.
- storage: BACKEND_DICT_DIR is a named volume seeded from the image (nonroot-owned),
  so uploaded versions persist across redeploys; the build's DICT_VERSION labels the
  seed and equals the resident tag (BACKEND_DICT_VERSION).
- docs: ARCHITECTURE §5, FUNCTIONAL (+ru), backend README, TESTING, PRERELEASE.

Tests: engine + dictadmin unit; integration upload->preview->install->activate->
restart->pin->immutability->CSRF.
2026-06-13 23:29:06 +02:00
Ilia Denisov a4e6727c70 feat(ui): merge Exchange/Pass into one action; drop dead Tournaments tab
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Lobby: remove the inert 🏆 Tournaments tab (it only raised a 'coming soon' toast); the lobby is back to three tabs, matching docs/FUNCTIONAL.md.

Game: fold the separate 🥺 Skip (pass) tab into the 🔄 tab, now Exchange/Pass. Its dialog passes when no tile is selected (button 'Pass without exchanging') and exchanges when tiles are ('Exchange N'). The tab is no longer gated on an empty bag (pass must stay reachable in the endgame); inside the dialog tile selection is disabled while the bag is below a full rack (bagLen >= RACK_SIZE).

The merge is UI-only. A pass is NOT an exchange of zero tiles: the rules allow an exchange only with a full rack left in the bag and forbid a zero-tile swap, while a pass is always legal; GCG (Poslfit) writes a pass as a bare '-' and an exchange as '-TILES'. Pass and exchange stay distinct end-to-end (wire, engine, history/GCG); the dialog dispatches the existing gateway.pass / gateway.exchange. No backend/wire/history/GCG change.

Docs: docs/UI_DESIGN.md, docs/FUNCTIONAL.md (+_ru), PRERELEASE.md. Tests: ui/e2e/game.spec.ts.
2026-06-13 16:41:55 +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 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 fc1261e078 UI: tab-bar navigation — drop the hamburger
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Replace Menu.svelte (hamburger) everywhere with tab-bar navigation:
- Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/
  Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts
  incoming friend requests (invitations keep their own lobby section).
- Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs,
  back → game; Dictionary only while the game is active.
- Game menu items relocate into the open history: 🏁 leave / 📤 export in
  the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is
  badged on the score bar + the 💬.
- TapConfirm (tap → fading  → tap) replaces the Skip/Hint press-and-hold
  popovers and drives the add-friend confirm.
- Fix the move-history "jump": the slid board is inert and the stage can't
  scroll, so a swipe up genuinely closes the history.

Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru),
PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green.
2026-06-11 14:13:54 +02:00
Ilia Denisov 8881214213 R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN)
references from comments, doc-comments, service READMEs, the current-state docs
(ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the
.fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage
history.

- Rename the only stage-named identifiers: registerStage8 -> registerSocialOps,
  registerStage11 -> registerLinkOps (gateway transcode).
- Split stage6_test.go: TestEmailLoginFlow -> email_test.go,
  TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go.
- Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged
  .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments).

go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
2026-06-10 16:56:03 +02:00