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.
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.
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.
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.
- loadtest/REPORT-R7.md: the final stress-run report — method, the 500-player resource
profile, the agreed tuning, the validation (transport_error 2.49% -> 0.72% at 3 gateway
cores; the burst run showing connection-bound behavior), and the prod-sizing
recommendation for Stage 18.
- loadtest/README.md: per-player transports, --cpus capping, docker_stats (was cAdvisor),
the absolute BACKEND_DICT_DIR for ./loadtest/... , and report links.
- docs/TESTING.md + docs/ARCHITECTURE.md: observability now uses the otelcol docker_stats
receiver (cAdvisor removed); links to both trip reports.
- CLAUDE.md: repo-layout line reflects docker_stats + per-service limits.
- PRERELEASE.md: R7 marked done in the tracker + heading; a Refinements entry recording
the decisions, findings, applied tuning and validation.
This is the final pre-release hardening phase; Stage 18 (prod cutover) is next.
Analysed the real dist (gzip + sourcemap attribution): the bundle is already minified + tree-shaken and dominated by the Connect/FlatBuffers transport runtime + generated bindings + the Svelte runtime (~2/3 of main), so no in-scope code slimming is warranted. Lazy-loading was rejected (bundle-size.mjs sums every chunk -> zero total-size win, plus +N gateway fetches of latency); i18n lazy-load and chunk-collapsing likewise (caching/HTTP2).
Instead bundle-size.mjs now measures per HTML entry with three independent gates (app entry <=100 KB, Svelte+i18n shared <=30 KB, landing-own <=5 KB): the app's real payload is its entry chunk + the shared chunk (~97 KB), never landing.js. Same CLI + exit-code contract, CI step unchanged. Fixed the stale ~82 KB figure in the script and ui/README.md. No app code change.
Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback.
- pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS.
- backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size.
- gateway: MoveResult transcode carries rack+bag_len.
- ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false.
- docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
Ran the moderate early pass (50/200/500, 10 min/step) against the contour: ramped
clean to 500 players, 1.2 M edge calls, 48 870 plays, 2 798 games finished, no
crash/deadlock; cleanup removed all 11 000 seeded accounts. The per-user limiter held
under the gateway-hammer (99.97 % rejected, p99 2 ms).
Top finding: ~14 % transport_error on game.state at 500 players under CPU saturation
(backend/gateway/Postgres each ~1 core), amplified by the harness's single shared
http2.Transport (the harness itself peaked at 86 % of a core on the same host).
Observability finding: cAdvisor yields only the root cgroup on the contour host
(separate XFS /var/lib/docker); per-container metrics captured via docker stats; R7
should adopt the otelcol docker_stats receiver. Full report in loadtest/REPORT-R2.md;
PRERELEASE refinements logged; R2 marked done.
Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod
data; verified schema-identical to the chain via a pg_dump diff + the green
integration suite) and rename the game-variant labels
english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the
backend, the FlatBuffers wire values and the UI.
dawg filenames and the Go enum identifiers are unchanged; the i18n display keys
are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from
CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups.