Commit Graph

17 Commits

Author SHA1 Message Date
Ilia Denisov 3a823ca7ef feat(profile): carry linked identities in the profile (email, telegram, vk)
Add email / telegram_linked / vk_linked to the Profile (fbs table + regenerated
Go/TS bindings, gateway ProfileResp + encodeProfile, backend DTO, UI model +
decode). They are filled outside the pure projection — Server.profileResponse now
reads the account's identities (like the banner seam) — and will drive the profile's
Add / Unlink / change-email controls.
2026-07-03 09:17:17 +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 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
developer 8793bd34f2 feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
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The statistics screen gains real depth, plus a hint-count bug fix found along the way.

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

All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
2026-06-17 22:17:27 +00:00
Ilia Denisov aaac816dc2 feat(chat): unread read-receipts with lobby/game dot and history-open ack
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).

UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
2026-06-17 11:12:38 +02:00
Ilia Denisov 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 6679260d0a feat(session): carry the bot service_language on the Session wire
Thread the Telegram bot's service language (en/ru) from the session mint response
through the gateway into the FlatBuffers Session, so the UI knows which bot the
player signed in through. handleTelegramAuth refreshes the account's service
language onto the response before minting (it was set after the fetched copy).
Empty for a non-Telegram login.
2026-06-15 15:49:26 +02:00
Ilia Denisov f73f76220d test(ui): cover the invitation-card single-word indicator
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Make the mock invitation a Russian single-word game so the card's
"One word per turn" line renders, and assert it in the lobby e2e.
2026-06-12 10:36:13 +02:00
Ilia Denisov 0b57400c6f feat(ui): single-word rule indicators + auto-match select redesign
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Surface the per-game "single word" rule to the client and refine the
random-opponent New Game screen.

- Wire: thread multiple_words_per_turn into the GameView and Invitation
  FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both
  the backend push-event and gateway REST paths.
- In-game indicators (single-word games only): a small 1 in the status bar's
  score-preview slot (yields to the live preview) and a centred "One word per
  turn" label in the history-drawer header. Standard games show neither.
- Invitation card gains a "One word per turn" line for single-word invitations.
- Auto-match redesign: variant plaques are mutually-exclusive selects (highlight
  on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom
  "Start game" button (disabled until a variant is chosen) confirms. The rule
  toggle appears once a Russian variant is selected.
- Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a
  single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
2026-06-12 10:28:29 +02:00
Ilia Denisov 8881214213 R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN)
references from comments, doc-comments, service READMEs, the current-state docs
(ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the
.fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage
history.

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

go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
2026-06-10 16:56:03 +02:00
Ilia Denisov 26aa154547 R1: schema & naming reset — squash migrations, rename variants
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Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod
data; verified schema-identical to the chain via a pg_dump diff + the green
integration suite) and rename the game-variant labels
english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the
backend, the FlatBuffers wire values and the UI.

dawg filenames and the Go enum identifiers are unchanged; the i18n display keys
are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from
CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups.
2026-06-09 12:09:50 +02:00
Ilia Denisov 6b6baf5710 Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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Lobby: group the my-games list into your-turn / opponent-turn / finished
(empty sections hidden), ordered by last activity (your-turn oldest-first,
the other two newest-first), as a compact line-separated list. gameDTO and
FB GameView gain last_activity_unix (turn start while active, finish time
once finished); a pure lib/lobbysort.ts holds the grouping/ordering.

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

Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests;
backend integration ListOutgoingRequests + respond-publishes-to-requester;
e2e updated for the new lobby section labels + a non-friend active opponent.
Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN.
2026-06-08 19:23:48 +02:00
Ilia Denisov 1d0bafaabb Stage 17: UI defect fixes (russian variant, Telegram theme/nav/banner, reconnect, hint zoom, plaque, history, transitions, per-game cache)
- #6 align the UI variant id to the backend canonical 'russian_scrabble' (type, variants, Lobby, mock, tests) — fixes the New->Russian 400
- #11/#12 inside Telegram force the colour scheme from WebApp.colorScheme (over OS prefers-color-scheme, fixing the Telegram Desktop breakage) and hide the theme switcher
- #14/#15 nav bar takes Telegram's bg; announcement banner gets a dedicated subtle --ad-bg accent token
- #16 suppress the reconnect banner while backgrounded and silently reconnect the live stream on return to the foreground
- #17 hint zoom scrolls to the placement's bounding box, not the top-left
- #19/#20 players plaque: active seat raised with side shadows, others sunk; tap toggles history
- #21/#23 history: scrollbar-gutter:stable (no word jitter); fixed-height drawer pins the bottom shadow to the board
- #3 (UI) disable nudge on the player's own turn
- #18a directional screen slide transitions (forward in from the right, back reveals the lobby)
- #13 per-game in-memory cache: instant render on re-entry + background refresh
- e2e: openGame waits for the slide transition to settle
2026-06-06 10:23:42 +02:00
Ilia Denisov e9f836db87 Stage 15: dual Telegram bots & language-gated variants
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Service-agnostic refinement of the owner's idea: the sign-in service returns a
set of supported game languages with the user identity, and the lobby gates the
New Game variant choice by it (en -> English; ru -> Russian + Эрудит).

- Connector hosts two bots in one container (one per service language, each its
  own token + game channel; the same telegram_id spans both). ValidateInitData
  tries each token and returns the validating bot's service_language +
  supported_languages. Per-language config (TELEGRAM_BOT_TOKEN_EN/_RU, channels).
- supported_languages rides the Session (fbs, session-scoped, not persisted); the
  UI offers only the matching variants on New Game — gating only the START of a
  new game (auto-match + friend invite), not accept/open/play; backend does not
  enforce.
- service_language persisted (accounts.service_language, migration 00010, written
  every login, last-login-wins) and routes the user-facing Notify push back
  through the right bot (push-target coalesces with preferred_language).
- Admin SendToUser/SendToGameChannel gain an operator-chosen language selector in
  the console (unrelated to ValidateInitData).
- Non-Telegram logins carry the gateway default set
  (GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants).

Wire (committed regen): ValidateInitDataResponse +service_language
+supported_languages; Session +supported_languages; SendToUser/SendToGameChannel
+language. Docs (ARCHITECTURE/FUNCTIONAL/_ru/READMEs) + PLAN updated; stage marked done.
2026-06-05 09:35:53 +02:00
Ilia Denisov cf66ed7e26 Stage 9: Telegram integration (connector side-service, Mini App, out-of-app push)
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New platform/telegram connector (own container, bot token only there):
- go-telegram/bot long-poll loop: /start deep-links + Mini App launch button.
- gRPC API pkg/proto/telegram/v1 (Telegram service): ValidateInitData, Notify
  (renders a localized message + deep-link button), SendToUser/SendToGameChannel
  (admin, wired in Stage 10). Generic methods are platform-agnostic (external_id).
- Bot API base override for Telegram's test environment; Dockerfile + compose
  (VPN sidecar, no public ingress); README.

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

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

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

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

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

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

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