54bc31c61964b7c4d66f8a2e256e5ca3f8fadbb8
118 Commits
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471fadc6a4 |
fix(ui): offline in-game — usable dictionary check + hide (not disable) resign/chat
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Two fixes from contour testing of the offline-in-game UX: - The dictionary word check was unusable offline (Check button disabled) when the panel was reached while already offline: CheckScreen fetched the variant + pinned version over the network in onMount, which fails offline, leaving the default variant so input sanitising stripped every letter. Seed both from the cached game (present once the board has opened) so the input and the on-device dawg fallback work without a round-trip; the network refresh still runs when online and on a cold deep-link. - The resign and chat controls were only functionally disabled (chat) or not gated at all (resign) offline, so they still looked active. Hide both while offline, matching the frozen social controls. Tests: the in-game offline e2e now asserts the drawer action icons are hidden (not disabled); a new e2e guards the offline dictionary flow. Docs updated. |
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564abdcf88 |
chore: fix broken telegram links
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28afcff551 |
feat(ui): explicit offline state inside an online game (+ offline word check)
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When an online game loses the connection the game screen now says so and freezes instead of silently greying out: a "connection lost" banner appears and the rack, the move controls, the add-friend/block controls and the chat/dictionary entry all disable (a started move stays a draft, committed by the player on reconnect). It is driven off the net-state machine (netState.offline), so it also covers the Telegram/VK mini-apps, where a lost connection was previously mute in-game. If the player is already in the dictionary when the drop happens, the word check falls back to the game's pinned on-device dictionary (exact when that dawg is cached; "unavailable offline" otherwise) and the network-only complaint + external look-up hide. Chat, when already open, keeps its existing read-only degrade (send/nudge disable). New pure helper localWordCheck is unit-tested; the in-game gating gets an e2e. |
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a067a2fd01 |
chore(android): de-anchor ANDROID_PLAN.md from the docs, re-enable the APK workflow
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Reword every code comment and doc that referenced ANDROID_PLAN.md or its stage anchors (§E, G-step-0, O1) so the living docs no longer depend on the plan file: .claude/CLAUDE.md, deploy/README.md, docs/ARCHITECTURE.md, docs/TESTING.md, ui/README.md, ui/android/.gitignore, ui/e2e/native.spec.ts, ui/src/lib/netstate.ts. Re-enable the manual signed-APK workflow (android-build.yaml.disabled -> android-build.yaml; the CI host already has the Android SDK; workflow_dispatch-only, so it does not auto-run on this PR). Add docs/ICONS.md — the single-master icon/logo format reference (web, PWA, Android, future iOS, store listings). |
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0f3b4dbcff |
feat(legal): host the privacy policy and EULA at /privacy/ and /eula/
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Author ui/legal/{privacy,eula}_ru.md, reworked from the source documents: the seller INN is unified (290210610742), contacts unified to the Telegram bot + email + postal address, the EULA governing-law clause leads with Russian law + jurisdiction as residence tiers, the single-binding-language clause is dropped, data collection is scoped to voluntary/support provision, and "Компания" is no longer shout-cased.
Serve both as static pages through the render sidecar, reusing a shared renderLegalHtml generalised from renderOfferHtml: new GET /privacy/ and GET /eula/ (301 from the slashless form), the markdown baked into the image, no backend fetch. Route them at the edge via the @legal caddy matcher with a CI probe asserting each page's canonical URL + the seller INN, so a missing route cannot silently fall through to the landing. Add the two links to the landing footer.
Docs baked in: ARCHITECTURE (renderer legal pages + edge routing), FUNCTIONAL (+_ru) footer, renderer/README routes. Tests: renderer legal.test.mjs, ui renderLegalHtml unit, landing footer e2e.
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2d1fadb50c |
feat(offline): implicit net-state model, two-tier version gate, unified lobby
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Land the offline-model redesign (ANDROID_PLAN.md O1-O7): replace the explicit offline toggle with a single detected net-state machine, unify the lobby, and add a two-tier client-version gate. Contour-safe: both version vars empty => dormant, the wire change is additive, so web/pwa/vk/tg behaviour is unchanged unless the gate is deliberately configured. O1 net-state reducer (test-first). O2 store + wiring (connection/offline shims; +@capacitor/network). O3 remove the offline toggle + migrate the pref. O4 two-tier gate: hard update_required degrades to an offline Update/Play-offline notice (not terminal); soft GATEWAY_RECOMMENDED_CLIENT_VERSION -> X-Update-Recommended nudge. O5 unified lobby (device-local + greyed-from-cache server games; self-set identity; closes G-step-0). O6 create flows (with-friends online/offline segment + offline dict guard). O7 docs. Telegram/VK stay online-only (contour review): the offline model is channel-gated via offlineCapable() (native + plain web; false in the mini-apps). offlineMode.active is hard-gated on it, so the whole model (blue chrome, unified/greyed lobby, transport kill switch, device-local vs_ai/hotseat create) stays inert in Telegram/VK regardless of the detected net state (closing a version-lock path that could have flipped them offline); and New Game's with-friends hides the online/offline segment there, leaving the remote invite alone. ARCHITECTURE already declared "Telegram/VK are exempt" - this makes the code match. Deploy/CI: wire the version gate through the deploy (GATEWAY_MIN_CLIENT_VERSION + GATEWAY_RECOMMENDED_CLIENT_VERSION as plain unprefixed vars via compose + ci.yaml + prod-deploy.yaml + write-prod-env.sh + .env.example) so the gate is live when set (test-contour commit-hash version fails open; empty => dormant). Disable the manual android-build CI workflow for now (rename .disabled). Bump the app bundle budget 127->130 KB for the added always-loaded wiring. Fix the UI Docker stage (gateway/Dockerfile): install --ignore-scripts so the Alpine/musl SPA build no longer tries to native-build sharp (a local android:assets tool, unused in the image); esbuild's binary is an optional dep so Vite still builds. Tests: gateway go green (two-tier gate over a real HTTP handler); docker build of the landing + gateway targets green locally; compose --no-interpolate confirms the gateway env; two new telegram.spec.ts e2e (offline signal keeps the chrome online + quick-match opponent choice visible => server enqueue; with-friends shows no pass-and-play), RED-verified; svelte-check 0/0, vitest 617, e2e 248 (chromium + webkit), build + bundle-size 127.8/130. |
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0eb72ba955 |
feat(ui): hide Telegram/VK link buttons on the native build
The native (Capacitor) sign-in surface is guest + email only: VK ID web-login is a full-page redirect to id.vk.com that cannot return into the WebView, and the Telegram Login Widget is unreliable there. Profile now gates telegramLinkable/vkLinkable on !nativeShell (clientChannel android/ ios), hiding both LINK buttons on native; email and account management — including an existing link's redirect-free UNLINK — stay. Native tg/vk login (native SDKs / deep-link OAuth) is a separate later stage. Covered by e2e/native.spec.ts (the reconcile test opens Profile and asserts no Link Telegram / Link VK buttons, email present). |
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e077258567 |
feat(ui): offline-first native boot + lazy server-guest reconciliation
Native (Capacitor) cold boot with no cached session now enters as a
device-local guest in auto-offline mode and lands straight in the lobby
(never /login), so the app opens and plays local vs_ai / hotseat with the
APK's bundled dictionaries and zero network. When the gateway becomes
reachable, reconcileServerGuest silently mints + adopts a server guest and
clears the auto-offline, lighting up online features. Web / PWA / Telegram /
VK are byte-for-byte unchanged.
- transport: exec gains { silent, allowOffline } so background reconciliation
bypasses the offline kill switch (like the reachability probe) and never
raises the terminal update overlay (a too-old client stays a local guest);
new authGuestSilent on the client interface, the real transport and the mock.
- app: native no-session boot branch; reconcileServerGuest fired at boot, by
the recovery poll and the online event; the poll routes the session-less
guest through reconciliation, since checkReachable needs a token it lacks.
- native: initNativeShell tolerates a missing Capacitor bridge.
- e2e: new native.spec.ts (inject window.androidBridge; boot -> offline lobby,
local vs_ai move, reconcile -> online, hotseat start) + playwright.config
bundles the dawgs into dist-e2e/dict for the loader's bundled tier.
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a57fd355ba |
feat(gateway,ui): client-version gate — turn away too-old builds
Introduce a minimum-supported-client gate so a future incompatible wire change can turn away installed builds too old to speak it, cleanly, instead of letting them crash on decode. It rides the outermost stable layer (an HTTP header), never the FlatBuffers payload. Gateway: - New internal/clientver: dependency-free parse + compare of the leading MAJOR.MINOR.PATCH (a git-describe suffix is tolerated). - GATEWAY_MIN_CLIENT_VERSION config (empty => gate dormant; validated at load). - connectsrv checks the X-Client-Version header before decoding the payload: Execute returns result_code="update_required" (before the registry lookup), Subscribe returns FailedPrecondition. It fails open on an absent or garbled header — the header is a client-controlled compatibility signal, not an access control. Client: - Attach X-Client-Version on every call. - A terminal update.svelte.ts store + a non-dismissable UpdateOverlay (native opens VITE_STORE_URL, web reloads); retry.ts maps FailedPrecondition to the update_required sentinel; a mock __update hook drives the e2e. Wire-additive and contour-safe: no FBS/proto regen, no schema migration; the gate stays dormant until GATEWAY_MIN_CLIENT_VERSION is deliberately set, so web / VK / Telegram behaviour is unchanged. The silent reconciliation seam is deferred to the offline-first work (its only caller). Tests: Go clientver/config/connectsrv gate tests, retry.test.ts, Playwright update.spec.ts. |
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2ea91a8354 |
fix(e2e): pin Web Share off in the desktop export tests (macOS WebKit)
The three "plain desktop browser" export tests (the PNG and GCG downloads plus the legacy-Telegram clipboard copy) assumed navigator.share is absent — true for Chromium and for WebKit on the Linux CI host, but desktop WebKit on macOS exposes a working Web Share API. There shareUrlAsFile / pickGcgDelivery take the share branch, so no download event fires and the "GCG copied to the clipboard" toast never shows, and the tests failed only on macOS WebKit. Pin navigator.share/canShare off in those three tests (a withoutWebShare helper that mirrors the inverse stub the share-sheet test already uses), so the delivery path under test is deterministic and identical across engines and OSes. Test-only; no production change. Full e2e suite: 228 passed on Chromium + WebKit. |
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de003e862a |
feat(android): resolve gateway origin on native, skip SW, hide MVP purchases
Make the web SPA behave correctly inside the Capacitor native shell, where the bundle loads from a local origin: - New lib/origin.ts gatewayOrigin(): absolute URLs resolve to VITE_GATEWAY_URL on native (the finished-game export/share URL in Game.svelte and the Wallet site-root link), falling back to the page origin on web. transport.ts already resolved via VITE_GATEWAY_URL and is left as-is. - Skip the PWA service worker on the native channel (the assets are already local; a worker would risk serving stale content across store updates). - Hide the money-purchase UI in the MVP: new distribution.purchasesHidden() folds VITE_PAYMENTS_DISABLED and the Google Play flag. The Wallet "buy" tab shows a neutral, pointer-free note (wallet.purchasesSoon) for the RuStore MVP and keeps the RuStore stub Google-Play-only. A ?nopay mock force mirrors ?gp for the e2e. - Native env types in vite-env.d.ts. Client-only, contour-safe: no wire/proto/schema change; web/VK/Telegram unchanged. Tests: origin + purchasesHidden unit tests, a ?nopay wallet e2e. svelte-check clean, vitest green, web + native vite build clean. |
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b6c2598710 |
feat(offer): live catalog price list in the public offer, served by the render sidecar
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Robokassa moderation requires the public offer to list every digital good with its price. Move /offer/ off the static landing container to the render sidecar: it splices the live catalog price list (§4.4) into the owner-edited ui/legal/offer_ru.md and renders it with the shared ui/src/lib/offer.ts — one renderer, no drift, always matching the current catalog with no redeploy. - backend: /api/v1/internal/offer/pricing (internal, off the edge allow-list) projects the active catalog into two markdown tables — chip packs priced per rail (roubles / VK votes / Telegram Stars) and chip-priced values — through payments.Money so no float reaches the page. Cached in memory: warmed at boot, marked stale on every catalog mutation, so a served render issues no query. - renderer: GET /offer/ fetches the tables and substitutes them at the <#pricing_template#> marker, then renders; offer_ru.md is baked into the image and marked is bundled from ui. GET /offer -> 301. Only /offer/ is edge-exposed. - caddy: route /offer/ to the sidecar; drop the now-dead landing /offer/ handlers and the vite emit-offer plugin. - offer: fill §4.3 (the chip-payment wording) and drop the in-page back link. - landing footer: a feedback link (the offer's Telegram contact) beside the offer link. - docs (ARCHITECTURE, FUNCTIONAL +_ru, renderer README), CI /offer/ probe, unit + integration + node tests. |
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8ce986922a |
feat(ui): wallet storefront redesign — split buy/spend, compact balance, exchange confirm
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Reworks the Wallet screen to be more compact and to separate the two flows, and fixes a
reported bug.
Bug: buying a value with too few chips showed the generic "Something went wrong" toast — the
backend's `insufficient_chips` (409) code was propagated correctly but had no i18n mapping, so
`errorKey` fell back to `error.generic`. Add `error.insufficient_chips` / `error.product_not_found`.
Also disable a value's Exchange button up front when the spendable balance cannot cover it (the
server stays authoritative).
Redesign:
- a compact **balance** row leads the screen — the context's own chips (🪙 N) then any linked
other-platform chips behind that platform's logo (monospaced digits); inside a VK/TG store only
that store's own segment shows;
- the benefits section is renamed **Active**, moved above the store, shows one inline line
(hints + ad-free) and hides when nothing is active;
- the **store** splits by a two-way toggle into **Buy chips** (money packs + the watch-an-ad row at
the top) and **Spend chips** (values, exchanged for chips);
- a value's action reads **Exchange** and opens a single confirmation dialog (chip spends are
instant, with no provider window to confirm them); the existing cross-platform store-compliance
warning folds into that same dialog when the spend would draw VK/TG chips.
No payments-model or wire change; the money→chips→values model is unchanged (verified: money buys
only chip packs, values are chips-only — "no-ads for money" is structurally impossible).
Tests: wallet e2e updated for the new layout (chromium + webkit green). Docs: FUNCTIONAL (+_ru)
wallet story rewritten. App bundle budget 126 → 127 KB (always-loaded settings hub).
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77a690fcf6 |
feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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Remove the under-board status strip and relocate its signals: - bag count -> a badge on the exchange/pass control + the foot of the move table - whose-turn / win-lose -> a thin strip above the score plaques - the tentative-move caption -> the board itself: staged tiles tint green (legal) or pink (illegal), the board tiles a formed word runs through go a shade darker, and an orange score badge sits on the main word (digit sized like a tile value, clamped on-board) The word geometry (covered cells + badge anchor) is a new pure client-side helper (ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or network preview path alike; the badge's number still comes from the preview score. Rack: a seven-column grid filling the tray width in both layouts — square, full-width tiles — with the confirm control in the fixed 7th slot. Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted hint word is never left off-screen. Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated. |
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e40adfb0c7 |
fix(games): carry game kind on live events + fix the New Game lock funnel
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Address review of the active-game limit lock: - Live-event GameViews (opponent_moved, match_found, game_started, ...) did not carry game_kind, so a lobby patch from an event zeroed a game's kind and the client's per-kind count under-counted — a capped kind read as free (a disabled start instead of the lock, and a wrong per-kind result). Thread Kind through notify.GameSummary → the event GameView. - New Game screen refreshes the lobby games on mount so the per-kind count reflects the current set, not a stale cached snapshot. - The guest funnel's login button routes to the profile screen (the account controls), not settings. - Copy: the guest prompt is "sign in to use all the game's features"; the durable notice is "finish your active games to start a new one". Regression tests: the notify opponent-moved payload carries kind; the client lock locks only the reached kind (vs_ai at cap leaves random open). |
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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. |
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2ce80c241d |
fix(ads): fire the hint interstitial on the confirmed move, not on the hint
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Taking a hint fired the post-move interstitial immediately, when the hint's preview tiles landed — interrupting the turn and reverting the board to the rack on the ad's close while the hint stayed spent. Move the trigger to the move confirmation: a hint applied this turn marks it (hintUsedThisTurn), and the confirmed play fires the hint-kind interstitial (its own cooldown) instead of the plain move one; the marker clears on any turn boundary (applyMoveResult) so a hint-then-pass does not leak into the next move. e2e: taking a hint fires no ad; confirming a move does. |
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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. |
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625fc3135a |
feat(ui): serve the public offer at /offer/ with a landing footer link
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The offer is the legal document a purchase accepts, needed before real-money intake goes live. Convert the source PDF to an editable ui/legal/offer_ru.md and render it to a standalone static dist/offer/index.html at build (a vite emit-offer plugin using marked); the landing container serves it at /offer/, with a bare /offer redirecting in. Add a small centered "Публичная оферта" footer link on the landing (ru/en) and a CI probe asserting /offer/ serves the page rather than silently falling through to the landing shell. |
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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. |
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a7f483792f |
feat(offline): randomise the hotseat seating (random first mover)
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The 2-4 hotseat players now start in a random seating order (so who goes first, and the turn order, is random) — matching the online games. The engine starts at seat 0, so shuffling the seats at creation picks the starter; the shuffle is seed-driven (a distinct derivation from the tile bag), so replay reproduces it. Scoped to hotseat — vs_ai stays human-first. - lib/roster.ts: shuffleSeeded (unit-tested); NewGame shuffles buildSeats with the game seed before create. - e2e: pin a seed that keeps the roster order so the lock assertions stay deterministic. |
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52d0c559f9 |
fix(ui): local-game history (hide social, keep dictionary); Enter dismisses keyboard; email-code autosubmit
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- History drawer in a local (offline) game: the seat plaques no longer show the add-friend/block controls — canAddFriend/canBlock now exclude a local game (hotseat seats have synthetic account ids that slipped past the vs_ai-only guard) — and the Dictionary entry is restored: an active hotseat game keeps the comms button, and CommsHub is Dictionary-only for a chatless vs_ai OR hotseat game (ChatScreen never mounts offline). - Enter on any single-line <input> now dismisses the soft keyboard (blur); a <textarea> (feedback) keeps Enter for newlines. One global handler. - Login email code: the friend-code spread-digit style (.codein), a 6-char cap, auto-submit on the 6th digit, and Enter to submit. - e2e: the local-game history has no social controls and keeps the dictionary entry. |
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beda6ccd3d |
fix(ui): iOS soft-keyboard shell alignment + hotseat relock on return
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iOS Safari/WKWebView does not shrink the layout viewport for the soft keyboard (Android Chrome does): the visual viewport shrinks AND offsets down toward the focused field, and the values do not cleanly revert. The pinned shell tracked only the height (--vvh), not the offset, so its top-anchored content misaligned on iOS — empty space below the form, worst on a repeat focus. Fix (one place; covers NewGame, Chat, Feedback): - app.svelte.ts syncViewport: also mirror visualViewport.offsetTop into --vv-top, and scroll the focused field into view on the keyboard-open transition (iOS does not reliably scroll a pinned document to it). - app.css: the pinned app-shell body follows top=--vv-top + height=--vvh (was inset:0), so it stays on the visible area. - e2e/viewport.spec.ts emulates the visual-viewport resize+offset (a fake window.visualViewport) to verify the shell follows, on Chromium+WebKit. Hotseat: returning to the lobby now re-locks the current seat (its PIN is re-prompted) — LocalSource.relock, cleared in Game.svelte onDestroy. Root-caused a crash it exposed: a $props() value (id) reads back undefined during Svelte teardown, so isLocalGameId(id) threw and aborted onDestroy (breaking navigation) — read the id from the loaded view instead. |
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c1ac77bc6a |
fix(offline): unify NewGame layout to natural-flow + PinPad verdict pause
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- NewGame: all three forms (quick / friends / hotseat) now use the Profile sub-view's natural-flow .page (no forced height, no pinned-CTA .grow/.fg scroll), so the screen's single .content scroll + --vvh handle overflow and a focused name input scrolls into view cleanly — fixes the keyboard blank-space / deep-scroll regression. One layout rule, one place. - PinPad: pause 250ms after the 4th digit before the verdict, so the fill (and the shake on a wrong PIN) reads as a deliberate response. - e2e: typePin waits for empty dots before typing (robust to the pause). |
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3adc4e32c9 |
fix(offline): hotseat review fixes + PWA stale-shell (SW route order)
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Owner review of the pass-and-play PR: - Roster delete (bug): a correct host PIN now ARMS a delete cross next to the row (mirroring the lobby delete) instead of removing it silently; tapping the kebab again clears the host authorisation. - Variant picker (UX): replace the dropdown with the Quick-Match variant plaques + the multiple-words toggle, one-to-one. - Keyboard layout (UX): the roster sits in a scroll region with the Start button pinned (friends-form pattern), so a name input's soft keyboard shrinks the region instead of leaving a full-height blank spacer painted behind the keyboard. - e2e: variant via plaque + a row-delete (arm then cross) regression step. PWA stale-version (pre-existing, same PR): - sw.ts: register the network-first NavigationRoute BEFORE precacheAndRoute. Workbox matches in registration order and the precache route (directoryIndex index.html) shadowed the shell navigation, serving it cache-first — the old build's __APP_VERSION__ until a second load. Fixes both the maintenance self-reload and a cold open after a deploy. Doc updated (ARCHITECTURE). |
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66278e34b7 |
test(offline): e2e hotseat flow + fix $state-proxy persist
Add the Playwright mock e2e for offline pass-and-play (Chromium+WebKit): create a 2-seat hotseat with a PIN-locked seat, verify the rack is withheld, unlock (wrong then right PIN), host-skip the current turn, and terminate from the lobby behind the master PIN. The e2e surfaced a persistence bug: the roster PINs are $state proxies, which fail structured-clone on the IndexedDB put (silently — best-effort store), so a created hotseat game vanished on reload. Snapshot the seats + host PIN to plain objects at the create() call site. |
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16cd3d0411 |
fix(router): update route rune synchronously in navigate()
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navigate() wrote location.hash and left router.route to the asynchronous
hashchange event. bootstrap flips app.ready in the same tick right after
navigate('/login') on an unauthenticated cold start, so for one frame the app
rendered with app.ready=true and the stale route ('lobby', from the empty hash)
— briefly mounting the lobby shell (tab bar + a doomed games.list) under the new
login screen before hashchange settled it.
Update router.route synchronously inside navigate(); the later hashchange
re-parses to the same value. This removes the boot lobby-flash (and its spurious
games.list 401) and, as the root cause, the offline e2e flake: enterLobby could
latch that transient lobby tab-bar instead of clicking through login, then the
Settings-tab click at line 44 fought the tab detaching into the login slide
(~7% of runs, both engines).
Also:
- offline.spec enterLobby: wait for the guest button and click it, instead of a
point-in-time count() that a pre-login splash frame sampled as 0 (skipping the
click and hanging / latching the transient).
- New e2e router.spec pins the synchronous-route property (RED on the old code,
which returned the previous route; GREEN now) via a mock-only __router seam.
Verify: check 0 / unit 490 / build / bundle 114.3/115 / full e2e 200 / the
offline+router stress at 40x on both engines 160/160 (was 6/80 failing).
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ff486c80f8 |
feat(hint): persist the vs_ai idle-hint wait (wall-clock + read sanitiser)
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Per the owner's call, the idle-hint gate now PERSISTS across leaving and reopening the app, instead of the session-scoped monotonic clock: the unlock is a wall-clock instant (hintUnlockAtMs) stamped from the robot's reply, stored on the local record, carried on the game view + the opponent_moved move delta, and read through a sanitiser that caps it at now + the window. So: - the wait survives a relaunch (a stuck turn is not forgotten); - a device clock set BACK cannot freeze the gate (the cap bounds the remaining to the window and self-heals on the next read); - a clock set FORWARD just opens the hint early -- accepted as harmless for a solo game. - lib/hints.ts hintGateRemainingMs now takes the unlock instant + clamps to the window. - localgame: re-add hintUnlockAtMs to the record/meta; stamp it off the robot's reply; sanitise on read (a shared hintUnlock helper feeds stateView + the opponent_moved event). - gamedelta + PushEvent: the move delta carries hintUnlockAtMs so the view stays fresh. - Game.svelte: hintUnlockAt derives from the view; the tick + lock + toast unchanged. - offline.spec.ts: also assert the lock survives a reload (the wait persisted). - Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated (persist + sanitiser, not monotonic-resets). |
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42a6308261 |
feat(hint): idle-gated wallet-free vs_ai hint on a monotonic clock (B4)
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A vs_ai hint is now unlimited and wallet-free, but idle-gated as an anti-frustration
aid: it unlocks only after the player has been stuck ~30 min on a turn (timed from the
robot's last move; the human's first move, before the robot has played, is exempt).
While gated the hint button carries a small lock badge and a tap shows the remaining
minutes ('Available in N min.'); the lock lifts live at the mark.
The gate is enforced CLIENT-SIDE against a MONOTONIC clock (performance.now()), never a
wall-clock timestamp: a device clock the player controls (or an auto-sync) must not be
able to open or freeze it. The wait is therefore session-scoped -- a reload restarts it
(there is no tamper-proof way to carry idle time across a relaunch without a wall clock).
An online vs_ai game will gate the same way but from the server's clock (a follow-up).
- lib/hints.ts: HINT_GATE_MS + pure hintGateRemainingMs (monotonic) + hintLockMinutes;
removed the wall-clock hintRemainingMs. Unit-tested red->green.
- Game.svelte: the monotonic gate (hintGateStart/monoNow, armed on the turn change), a
vs_ai hint button (plain: no confirm, no count; lock badge + gated tap -> toast), a
live 10s tick.
- localgame: removed the wall-clock hint gate and the now-dead robotLastMoveAtUnix field
from source.ts/serialize.ts (the client is authoritative); hint() just serves the top
move.
- i18n game.hintLockedIn.
- offline.spec.ts: assert the first move is un-gated and the lock arms after the robot moves.
- Docs FUNCTIONAL(+_ru) + ARCHITECTURE; bundle budget 114->115 (game-screen feature).
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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. |
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51147a1429 |
feat(pwa): installable web app + landing web entry
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Make the web SPA an installable PWA and surface it to users: - manifest.webmanifest + an install-only service worker + 192/512/maskable icons (ui/public); PWA head tags in index.html; the .webmanifest MIME type registered in the gateway (the distroless image has no /etc/mime.types). - Platform-adaptive install CTA (components/InstallApp.svelte + lib/pwa): one-tap on Chromium, manual Add-to-Home-Screen instructions on iOS Safari, hidden elsewhere / once installed / inside a Mini App. Shown under the logged-out login card and at the bottom of Settings. - The landing gains a third entry linking /app/ (the brand tile), with a caption under all three (Telegram / VK / Веб-версия). The service worker is navigation-only (network-first, cached-shell fallback); hashed assets and the Connect stream are untouched. It exists to satisfy Chromium's installability requirement and is the single growth point for a future opt-in offline mode. Tests: pwa.ts unit tests; a webui probe (manifest/sw.js content-type + the SPA-fallback-to-HTML trap); e2e for the one-tap CTA, the iOS instructions modal and the landing web entry. Docs: ARCHITECTURE §13, FUNCTIONAL (+ru), gateway README. |
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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. |
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7dcd62fdd7 |
feat(ui): reload the SPA on maintenance recovery
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The deploy that ends a maintenance window may ship a client-incompatible change (wire/schema bump), and the in-session bundle is the old one. On recovery, reload to pick up the fresh client instead of just hiding the overlay. Ordering is safe: the edge maintenance flag (deploy/prod-deploy.sh) spans the WHOLE roll and clears only at script exit — after the gateway (which serves the embedded SPA) has rolled — so the edge 503s everything until the entire deploy is live; recovery therefore always serves the new SPA. A window.__maint.recover() hook + e2e cover the reload. |
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d67e582c03 |
feat(ui): in-session maintenance overlay on the edge 503 marker
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The edge caddy 503 carries X-Scrabble-Maintenance during a deploy window, but a user already in the running SPA only sees their calls start failing — the static caddy page catches only a fresh load. Detect that marker (strictly — not any transient 'unavailable', which the Connecting indicator already covers) on the raw ConnectError at the two transport catch sites (unary exec + the live subscribe stream), before toGatewayError discards the response headers, and raise a non-dismissable dimmed overlay that mirrors the static caddy page. It self-clears: a capped-backoff poll (a cheap read, mirroring connection.svelte.ts) lifts it on the first success, and a manual "retry" button forces an immediate re-check — so it can never get stuck. On detection the read retry loop fails fast, so a window doesn't burn the retry budget on every call. - pure detector maintenance.ts (maintenanceRetryMs / parseRetryAfterMs) + unit tests; the store + self-clearing poll in maintenance.svelte.ts (mirrors connection.svelte.ts) - MaintenanceOverlay.svelte (clones Splash's fixed/inset/dimmed shell, non-dismissable), mounted app-global in App.svelte after Coachmark - transport.ts detects + reports at both catch sites, clears on any successful read - i18n RU "Технические работы" / EN "Under maintenance"; a window.__maint mock hook (the mock can't emit a real 503) + a Playwright spec Prod is same-origin (VITE_GATEWAY_URL empty) so the marker header is readable without a CORS expose-header. Verified: pnpm check (0), unit (402), build, e2e (186, Chromium+WebKit). |
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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.
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3f4792a39b |
test(e2e): sign-in methods matrix — change-email + link/unlink Telegram
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Replace the stale skipped linking specs: change-email refuses a taken address with the non-disclosing message (never revealing the other account) and replaces a free one; the web Telegram link control links then unlinks through the confirm dialog. Chromium + WebKit. |
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01d02fcef6 |
feat(ui): show the email upgrade box to guests
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Un-hide the Profile email box for guest accounts (hidden={!p.isGuest}): a guest
binds an email to register / sign in, and a returning address opens the existing
merge dialog. Provider linking stays hidden — the Telegram control keeps its
wiring behind a hidden attribute — until the non-guest linking matrix (PR2). The
two linking e2e specs remain skipped (they assume a non-guest login and the
visible Telegram control); update their stale comments.
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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. |
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16a4431158 |
Merge pull request 'feat(game): finished-game export as a PNG image behind a format chooser' (#159) from feature/game-export-image into development
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946420db93 |
fix(game): own export chooser modal; PNG option outside in-app webviews only
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Telegram's native showPopup delivers its callback with no user activation, so navigator.share (TG iOS) and clipboard writes (TG Android GCG copy) silently fail from it — the chooser is now always the app's own modal, keeping the button click's gesture alive for the delivery APIs. The data:URL preview modal is dropped: the Android TG/VK long-press menu mangles data: URLs (dead download, black-screen open, base64 clipboard garbage), so a binary PNG has no working client-side route in those webviews at all. The image option is withheld there until the server-rendered signed-URL delivery (Telegram downloadFile / VKWebAppDownloadFile) lands; the plain web and mobile browsers keep it. On-device findings by the owner on the test contour (TG iOS, TG Android, VK Android). |
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a0eacf3011 |
feat(game): finished-game export as a PNG image behind a format chooser
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The history header's export button now opens a chooser — Telegram's native popup inside Telegram, the app's own modal elsewhere — offering the GCG file and a new client-rendered PNG of the final position (lib/gameimage, Canvas 2D, lazy dynamic import, zero dependencies): light theme, classic A..O/1..15 axes, label-free premium fills, and a fixed-typography per-seat scoresheet with GCG-style move coordinates, multi-word sub-lines, endgame rack-settlement row, winner trophy and a hostname + device-locale finish date footer; a long game stretches the board, never the typography. Delivery mirrors the GCG rules (Web Share with no blob fallback, else download) except on Android Telegram/VK WebViews and the desktop VK iframe, where a binary PNG has no clipboard-text fallback: those get a preview modal with a long-press/right-click save hint and a copy-image button where ClipboardItem exists. |
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622d3965a7 |
fix(game): no placement auto-zoom in landscape
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Landscape fits the whole board, so the coarse-pointer auto-zoom on tile placement, drag hover-hold and hint only hid the rest of the position. Gate all three on portrait; manual double-tap/pinch zoom is unchanged. New e2e lock both sides: landscape placement stays unzoomed, portrait placement still auto-zooms (touch-emulated, both engines). |
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1ed624eaf1 |
feat(landing): Russian default + SEO head, icons and OG card
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The landing now always opens in Russian (saved 🌐 choice still wins) —
browser-language detection made the indexed content nondeterministic
(Googlebot renders with en-US). landing.html gains the static Russian
SEO head: title/description, canonical pinned to the production origin,
Open Graph card (Telegram/VK link previews), twitter:card, JSON-LD,
theme-color and the favicon set; the SPA shell turns noindex and its
tab title becomes «Эрудит (Скрэббл)». New assets/icons generator
(same tile design as the VK loader) produces favicon.svg/ico,
apple-touch-icon.png and og-image.png into ui/public/, plus robots.txt.
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65063621a9 |
fix: landing smoke test
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aec915d5c1 |
feat(ui): drop the one-word status-bar badge
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The small 1️⃣ in the status bar's score-preview slot read as noise; the
single-word rule keeps its spelled-out label in the history header and
the lobby invitation card.
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6636d7c309 |
feat(ui): first-run onboarding coachmarks
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A one-time coachmark overlay walks a new player through the lobby and their first game board: a light dimmed layer draws one tail-pointed hint bubble at a time, advancing on a tap anywhere and removing itself for good after the last hint. Two independent series (lobby: settings/stats/new game; game: header/pass-exchange/hints/shuffle/rack), gated by a per-device persisted flag and marked done only after the last hint, so an interrupted run replays from the start. A deep-link into Settings -> Friends still triggers the lobby series on the first trip back to the lobby. Targets carry a data-coach attribute, so one positioning engine anchors the bubble in both portrait and landscape, re-measuring each frame until the geometry settles (route slide, hidden-banner reflow, fonts). The promo banner hides while the overlay is up (app.coachActive); a hidden DebugPanel "Reset visited" control replays the walk-through. Off by default in the mock build so the Playwright smoke is unaffected; ?coach forces it on for the dedicated e2e. Pure geometry (step lists, nextVisibleStep, placeBubble) in lib/coachmark.ts (unit-tested); Coachmark.svelte renders. Docs: FUNCTIONAL(+ru) onboarding story, UI_DESIGN coachmark section. |
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e3899d4755 |
feat(ui): record the SDK load outcome in the launch diagnostic
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The diagnostic showed only sdk: yes/no (window.Telegram presence), not why the SDK was absent. Capture how the dynamic telegram-web-app.js load resolved — present / loaded / no-webapp / error / timeout — and surface it as "sdk-load: <outcome>". error/timeout pinpoint a blocked or hanging telegram.org (the prime suspect for an empty launch); no-webapp a loaded-but-broken script. loadTelegramSDK records the outcome (telegramSdkOutcome); collectTelegramDiag carries it into the screen. Unit tests cover each outcome; the blocked-script e2e now asserts sdk-load: error. |
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ae5090b851 |
fix(ui): load telegram-web-app.js dynamically with a timeout
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The Telegram SDK was a render-blocking <script src="telegram.org/..."> in the shared index.html shell, so it ran on every entry (/telegram/, /app/, native). On a network that blocks telegram.org — common where Telegram itself reaches users only over a proxy — the script hangs forever, stranding the whole page, including the launch-diagnostic screen meant to surface exactly this failure. This is the likely root cause of the Android "won't open" reports (all launch methods fail identically; iOS on a different network works). Remove the head <script> and load the SDK dynamically (lib/telegram.ts loadTelegramSDK) with a 10s timeout, only on a Telegram entry (the /telegram/ path or a tgWebApp launch fragment). The SPA — served from our own reachable origin — boots first and controls the load: on a block/error it falls through to the diagnostic screen (reporting sdk: no) instead of hanging, and Retry re-attempts. /app/ and the native build no longer touch telegram.org. Pin the SDK to the version the official page recommends (?62) for the newer client features the app already uses (fullscreen, safe areas, swipe guard). Tests: loadTelegramSDK unit tests (present / error / timeout); an e2e that aborts the script fetch and asserts the diagnostic still renders. |
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0c5d3808d7 |
feat(ui): diagnostic screen on /telegram/ instead of the landing bounce
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A Mini App launch on /telegram/ without sign-in data (empty initData) used to
location.replace('/') — bouncing the visitor to the marketing landing. That
destroyed all diagnosability and, on some Android clients that reach the entry
with no initData, simply looked like the app refusing to open.
Replace the bounce with a compact, privacy-safe launch-error screen
(screens/TelegramLaunchError.svelte) that renders a one-screenshot diagnostic
snapshot captured at the moment of failure: SDK/WebApp presence, Telegram
platform/version, whether initData is empty, whether the URL fragment carried
tgWebAppData, the initData field NAMES present/missing (never the signed
values, never an IP), and OS/mobile/browser via User-Agent Client Hints plus
the full User-Agent. A Share button delivers it through the OS share sheet
(clipboard copy on desktop, reusing the GCG no-webview-strand guard); Retry
re-checks in place to recover a late initData without a reload (which would
discard the launch fragment).
This is the instrument to root-cause the Android empty-initData failure, which
is not reproducible in Playwright.
Tests: collectTelegramDiag + shareText/pickTextShare unit tests; the /telegram/
e2e now asserts the diagnostic screen, not a redirect. Docs: ARCHITECTURE.md +
UI_DESIGN.md updated.
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d4e34efa80 |
test(ui): e2e for the friends-list kebab, confirm modals and outside-tap
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Cover the reworked Settings -> Friends interactions in the mock e2e (Chromium + WebKit): the row kebab slides open the block/remove icons and an outside tap collapses it; blocking confirms (naming the friend) and moves them to Blocked; removing confirms and drops the friendship. |