Commit Graph

73 Commits

Author SHA1 Message Date
Ilia Denisov 6268b9d2a2 UI: pin the SPA document so iOS/WKWebView cannot rubber-band the page
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On iOS (notably the Telegram Mini App) the document elastic-overscrolls on a
vertical drag even with overscroll-behavior:none — the whole page stretches and
bounces, and it fought the board's swipe-to-open-history. Telegram's own
swipe-to-minimise is already disabled at launch; this removes the remaining
WebKit document bounce by pinning the document (position:fixed + overflow:hidden)
for the game SPA only. Every screen already fits the visual viewport (--vvh) and
scrolls its own inner areas, so the document never needed to scroll.

Scoped to the app via an `app-shell` class set in main.ts; the standalone
landing page (landing.ts) keeps its normal scrolling document. e2e locks the
contract on both entries.
2026-06-11 20:43:12 +02:00
Ilia Denisov e68fe61e39 UI: render move history as a per-seat column grid + swipe-down to open
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Replace the flat chronological move list with a ruled matrix aligned under the
score plaque: one column per seat, each seat's moves filling its column top to
bottom. A cell is the move's word(s) and its score, "WORD (12)", centred; the
player names and the running total are dropped (the plaque heads the column and
shows the live total). Non-play moves keep their dim parenthesised tag; the
awaited opponent's next cell shows a dim "thinking..." (never the viewer's own
turn). Thin 1px rules between columns and rows match the panel's separator.

Re-introduce a swipe-down-on-the-board gesture to open the history, gated to the
zoom-out board scrolled to its top so it never fights the zoomed board's pan or
the stage's own vertical scroll (the conflict that retired this gesture before).

Grid layout extracted to lib/history.ts (unit-tested); add game.thinking to the
EN/RU catalogs; e2e covers the gesture and the grid on Chromium and WebKit.
2026-06-11 20:18:23 +02:00
Ilia Denisov b14cc38919 UI: render non-play history moves as a dim lowercase tag
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Per owner feedback: pass/exchange/resign/timeout rows in the move history now read
as a dim, parenthesised, lowercase tag — e.g. «(обмен)» — so they stand apart from a
scored word. The move.* catalog values are lowercased (resign RU → «сдаюсь»); the
parentheses and the muted colour (var(--text-muted)) are applied in the view via a
.ha.sys modifier.
2026-06-11 19:23:55 +02:00
Ilia Denisov ac29dca865 UI: fix last-move highlight, localize move history, clamp zoom overscroll
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- Highlight tracks the last move overall (not the last word): a trailing
  pass/exchange now highlights nothing, so the board no longer lights up the
  opponent's old word after our own empty move.
- Make the highlight event-driven: refreshed only on a real game event
  (open/refresh, opponent move, our own committed move) and dismissed the moment
  composing starts, so recalling a just-placed tile never re-triggers it.
- Localize non-play move-history labels via new move.* catalog keys
  (pass/exchange/resign/timeout); the label printed the raw English action.
- Clamp the zoomed board's pan at its edge (overscroll-behavior: none), removing
  the native rubber-band past the content.

Tests: lastMoveCells unit coverage (trailing pass/exchange -> empty), i18n RU
label assertions, an e2e overscroll-contract check on the zoomed viewport.
2026-06-11 18:50:10 +02:00
Ilia Denisov fbd67c085c UI: widen the edge-swipe-back activation band
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Replace the very-narrow 24px edge-swipe trigger with a left band of ~20% of the
viewport width (EDGE_FRACTION) so the back-swipe is easy to reach, keeping the
simple instant-navigate behaviour (the route slide plays the animation). A
hit-test keeps the wider band clear of the rack, a draggable pending tile, a
zoomed-in board and text inputs, so it never hijacks those drags.

Test: e2e (Chromium+WebKit) — the band swipe returns to the lobby; a swipe
starting on the rack does not navigate.
2026-06-11 17:13:24 +02:00
Ilia Denisov 29f655aacd UI: tg-fullscreen header gap +10px (was +20) + font-scale regression test
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The +20px gap was too far; use +10px (padding-top safe-top+16). The gap is
fixed px, so the clearance from Telegram's native nav stays constant when
the user scales the font up — the title grows downward and the bar with it,
no overflow. Locked by a new e2e test that asserts the title top is
unchanged across font sizes and never overflows the bar.
2026-06-11 15:37:06 +02:00
Ilia Denisov 1b3d7dc256 UI: fix tg-fullscreen header height via padding-top
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min-height was the wrong lever: in Telegram the title is the bar's only
child (the back chevron is hidden), so the bar is sized by padding+content
and min-height (the nav-band height) never binds — the earlier bump did
nothing. Drop the title clear of the native nav band with padding-top
instead (notch + a 20px gap, was +6), and revert the min-height change.
2026-06-11 15:27:43 +02:00
Ilia Denisov ad91bc728b UI: taller tg-fullscreen header + labelled hub tabs
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- tg-fullscreen: +20px header height — without the (removed) hamburger the
  title bar lost its bulk and sat flush on Telegram's native nav band.
- Settings/Comms hub tabs gain text labels under the icons (Settings /
  Profile / Friends / Info and Chat / Dictionary); the icon is aria-hidden
  so the label names the button. New i18n keys about.tab, game.dictionary.
2026-06-11 15:12:40 +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 1079878654 R6(c): drop dead opponent_moved scalars (seat/action/score/total)
These pre-R4 summary scalars on OpponentMovedEvent were redundant with the
move/game delta and read by nobody — the UI codec and mock take only
move/game/bag_len, and the gateway forwards the push payload verbatim. Removed
from scrabble.fbs, the notify emit (notify/events.go) and the round-trip test;
regenerated the FB Go + TS bindings. No prod data, so the wire-slot renumber is
free and there is no DB change.
2026-06-10 17:06:25 +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 d4ef951db9 R5: bundle slimming — retarget the budget to the app, no code slimming
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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.
2026-06-10 15:11:45 +02:00
Ilia Denisov 41a642ef97 R4: push enrichment — events carry a state delta, kill the last poll
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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.
2026-06-10 08:01:50 +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 d87c0fb10b Stage 17: cap display-name special characters at 5 (ui + backend)
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display_name validation gains a rule: at most 5 special characters — the '.' / '_'
punctuation (spaces, which separate words, don't count) — so a still-well-formed name
can't be mostly punctuation. Mirrored in the Go ValidateDisplayName and the UI
validDisplayName; both unit-tested (5 ok, 6 rejected, 'J. R. R. Tolkien' ok). Docs:
FUNCTIONAL (+ _ru).
2026-06-09 07:42:47 +02:00
Ilia Denisov 84ecc85f51 Stage 17 #2 fix: connection failures show only the spinner, never a toast
A dropped/reset/timed-out connection can surface as a Connect code other than
Unavailable (Canceled/DeadlineExceeded/Unknown/…) which fell through to the generic
'internal' -> a red 'something went wrong' toast appeared alongside the Connecting
spinner. Now toGatewayError (moved to the pure retry.ts, unit-tested) collapses every
transport-level code to 'unavailable' so it is retried + flips offline; and handleError
suppresses the toast for any connection code AND whenever the app is mid-reconnect
(!connection.online), covering the race where a unary error lands before the stream
reports the drop. Genuine server-internal / domain errors still toast while online.
2026-06-09 07:42:47 +02:00
Ilia Denisov efa1d0bd22 Stage 17 #2: extend the offline soft-disable to all server-action buttons
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Following the in-game bar, the Connecting indicator now also visually disables the
other proactive (server-sending) controls while offline: chat send + nudge, profile
save / link email|telegram / merge-confirm, friends (redeem, get-code, accept/decline,
unfriend, block, unblock), New Game (auto-match variant + send-invitation) and the
lobby hide . Purely local controls (board/rack/reset, menus, navigation, settings,
copy-code) stay live. Each reads the global connection.online signal; full e2e + check
green.
2026-06-09 07:23:32 +02:00
Ilia Denisov ef61b778fc Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
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Connectivity failures become state, not a toast on every attempt. A global online
signal (lib/connection.svelte.ts) flips on a transport unavailable / rate_limited and
on the live stream's drop, driving a pure-CSS header spinner + 'Connecting…' in place
of the title and softly disabling the in-game server actions (commit / exchange / pass
/ hint; local board/rack/reset stay live).

- transport: exec auto-retries with capped exponential backoff — every op on a
  rate-limit (rejected before processing, safe), reads only on unavailable (a mutation
  is never blindly re-sent, to avoid double-applying one whose response was lost; its
  button is disabled while offline so the player re-issues on reconnect). A reachability
  watcher (profile.get probe) and any successful traffic clear the signal.
- the old red error.unavailable toast is gone (handleError suppresses connection codes;
  the indicator replaces it). A server-data screen still opens with the spinner and
  fills on reconnect (global indicator + read auto-retry), so navigation is never dead.
- pure retry policy unit-tested (retry.ts); a mock-only window.__conn hook drives a
  Chromium+WebKit e2e (indicator shows offline, the action disables, both clear on
  reconnect). Full suite + build green.
- docs: ARCHITECTURE transport note, FUNCTIONAL (+ _ru), PLAN tracker (incl. #1 — the
  bot already drains all updates, no change).

Also records #1 as investigated/no-change in PLAN. Other server-action buttons (chat
send, profile save, …) still degrade to a safe no-op offline; visual disable is easy to
extend.
2026-06-09 01:48:20 +02:00
Ilia Denisov f166ff30fe Stage 17 #4: enrich the out-of-app your-turn push + add game-over
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The Telegram 'your turn' notification now names the opponent and recaps their last
move (voiced as the opponent: «{name}: my move — «WORD». Score 120:95» for a scoring
play; a short 'swapped / passed, your turn' otherwise), and a new game-over
notification reports the result + final score when a game ends by any path (closing
play, all-pass, resign, timeout). Scores are recipient-first (the reader's score
leads), 2-4 players (120:95:80).

- schema: YourTurnEvent gains opponent_name/last_action/last_word/score_line
  (appended, backward-compatible); new GameOverEvent{result, score_line}. Go + UI
  bindings regenerated (flatc 23.5.26 + pnpm codegen).
- backend: notify.YourTurn enriched + notify.GameOver; emitMove resolves the mover's
  name and emits per-recipient (your_turn to the next mover, game_over to every seat),
  with recipient-first score lines built in one place.
- gateway: game_over joins the out-of-app whitelist (routing.go).
- connector: render builds the enriched your_turn + game_over text per language (en/ru).
- tests: notify round-trip (enriched + game_over), emit (enriched fields + game_over to
  all seats / per-seat result), connector render (en/ru), routing; integration replay
  (play → your_turn with real name; resign → game_over) green.
- docs: ARCHITECTURE push catalog + out-of-app set, FUNCTIONAL (+ _ru), PLAN tracker.
2026-06-09 01:15:18 +02:00
Ilia Denisov 13361c098c Stage 17 #5: make the active-row chevron open the game (not a no-op)
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Owner review: the '>' on an active game row should be a real tap target that opens
the game, like the rest of the row — not inert. The chevron now navigates (kept out
of the tab order / a11y tree since the row's main button already does the same), and
active-row swipes no longer suppress the tap. Adds an e2e for the chevron navigation.
2026-06-09 00:39:54 +02:00
Ilia Denisov 4999478ded Stage 17 #5: hide finished games from your own lobby list
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A player can remove a finished game from their own 'my games' list. The action is
per-account, finished-only and irreversible (the game stays for the other players;
there is no un-hide).

- backend: migration 00012 game_hidden(account_id, game_id); store HideGame +
  hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished
  checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide.
- gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame.
- ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop),
  active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache
  sync; mock + transport + client wiring; lobby.hideGame label (en/ru).
- tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account,
  idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a
  pre-existing chat-screen .back transition flake surfaced by the new test's timing.
- docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker.
2026-06-09 00:26:35 +02:00
Ilia Denisov a84e9d8cb7 Fix screen-slide direction: by route depth, so back from chat/check slides back
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The 'lobby is back' rule slid the chat/check back-to-the-game forward. Direction is now
computed from route depth (lobby < game < chat/check): shallower = back, deeper = forward.
2026-06-08 23:37:02 +02:00
Ilia Denisov 70110effd9 Chat + word-check as their own screens; in-game unread badge (review item 7)
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- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a
  header back to the game and no tab-bar, replacing their modals. The soft keyboard just
  resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS
  does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal
  relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt.
- A new chat message raises an unread badge on the in-game hamburger + the Chat menu row
  (per game, cleared on opening the chat), mirroring the lobby badge.
- TG native back + the header back chevron return chat/check to their game.
- Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header.

Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru).
2026-06-08 23:23:05 +02:00
Ilia Denisov 295e45486d TG-fullscreen header: add height via padding (min-height wasn't binding), +12px breathing room
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2026-06-08 22:22:43 +02:00
Ilia Denisov a132edd40a TG-fullscreen header: +6px band height so native controls aren't flush (owner tweak)
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2026-06-08 22:10:44 +02:00
Ilia Denisov 7e34897d6d Review fixes: swipe (capture-phase, enabled in TG), TG header aligns to the nav band, DnD zoom delay 1s->0.7s
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- Edge-swipe back now listens at the window in the CAPTURE phase (the board's
  pointer handlers can't swallow it) and is no longer skipped inside Telegram
  (where the owner tests it).
- TG-fullscreen header: expose the device safe-area top (--tg-safe-top) and
  centre the title + menu pair within Telegram's nav band ([safe-top,
  content-top]) below the notch, keeping the band's height — lining up with
  Telegram's own controls.
- DnD auto-zoom-on-hover delay reduced 1000ms -> 700ms.

(Client-IP: diagnosed as the owner's home-router SNAT — the host caddy already
receives 192.168.0.1 with no XFF, so the real IP is lost upstream of our stack;
correct in prod. No code change.)
2026-06-08 22:01:43 +02:00
Ilia Denisov 645df52c0b Round-6 follow-up: UX polish + client-IP fix
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- Client IP: the compose caddy trusts X-Forwarded-For from private-range
  upstreams (trusted_proxies private_ranges), so the real client IP survives
  the host-caddy hop (it was logging the docker caddy hop 172.18.0.x for chat
  moderation and bucketing the gateway per-IP rate limiter on it). Correct and
  spoof-safe in both contours (prod has no host caddy); peerIP unit-tested.
- Ad banner gated off behind a compile-time SHOW_AD_BANNER=false (the if-branch,
  the AdBanner import and banner.ts are tree-shaken out of the prod bundle).
- Landing: the Telegram entry is just the 64px logo (clickable, no button/text).
- TG-fullscreen header: title + menu centred as a pair (hamburger right of the
  title), pinned to the bottom of the TG nav band.
- Edge-swipe back (Screen): a left-edge rightward drag navigates to back
  (touch/pen only, armed from <=24px; skipped inside Telegram).
- Chat soft-keyboard: a bottom-sheet Modal lifted above the keyboard by a
  visualViewport-driven transform (compositor-only, no page/sheet relayout).
  iOS-specific, needs on-device tuning; native resize=none awaits Capacitor.
- Tests: e2e for the in-game '✓ in friends' item and a board→board tile
  relocation; codec units for last_activity_unix + OutgoingRequestList.

Deferred to the next PR (agreed): #4 enrich the your-turn/game-end push; #5 hide
finished games from the lobby.
2026-06-08 21:31:44 +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 b720907db2 Review fixes #2: bigger flag star, TG header below nav, board-tile relocation
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Addressing the review on #23:
- Flag star scaled up ~25% (the hammer&sickle emblem unchanged, kept clear of it).
- TG fullscreen header: drop the WHOLE header below the content-safe-area top
  inset (the hamburger stays to the right of the title), instead of pinning the
  hamburger to the physical top edge.
- DnD: a placed (pending) tile can now be relocated by dragging it to another
  board cell (board->board); it lifts off its source cell while dragged; and it
  can be grabbed even on the zoomed board (touch-action:none on the pending
  cell, so the drag wins over the board pan). The manual-selection blue frame
  now clears on recall.
2026-06-08 18:23:10 +02:00
Ilia Denisov 34385240b9 Game/Telegram review polish: USSR flag, touch drag ghost, TG fullscreen header
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Backlog item 2 of ~4 (owner review pass):
- USSR flag emblem redrawn (canonical hammer & sickle, scaled down 1.5x
  below the star).
- Touch drag-and-drop: enlarge the drag ghost 1.5x on touch only (the finger
  hides the tile); suppress the iOS tap-highlight that lingered on a rack tile
  sliding into a dragged tile's slot.
- Telegram fullscreen: its native nav no longer hides our header -- the header
  drops below the content-safe-area top inset and the menu (hamburger) lifts
  into the nav band, centred (--tg-content-top from the SDK inset + a
  tg-fullscreen class; new telegram.ts helper + app wiring).

Tests: UI check/test:unit/build + full e2e (60) green. The iOS tap-highlight
fix and the TG-fullscreen layout want on-device verification on the deploy.
2026-06-08 17:11:10 +02:00
Ilia Denisov 3fd279cf8c Landing v2: icon switchers, ephemeral theme, channel link, drop browser CTA
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Owner review-pass rework of the landing page:
- Rename the per-language Telegram link build var
  VITE_TELEGRAM_LINK_EN/_RU -> VITE_TELEGRAM_GAME_CHANNEL_NAME_EN/_RU
  (it carries a channel username; the landing builds https://t.me/<name> --
  the same channels the connector posts to via TELEGRAM_GAME_CHANNEL_ID_*).
- Language switcher -> a globe icon dropdown (flags + names), saved + synced
  to the app prefs.
- Theme switcher -> a sun/moon icon toggle, ephemeral (follows the system
  scheme, no auto, never persisted) -- galaxy-game style.
- Drop the "Play in browser" CTA (no standalone-web onboarding yet).

Docs: FUNCTIONAL(+ru), PLAN, deploy + ui READMEs.
2026-06-08 16:40:07 +02:00
Ilia Denisov e16076c89e Stage 17 round 6 (#16-20): landing page, /app/ move, cache + stream fixes
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Close out Stage 17 round 6:

- Landing page at / — one Vite build with two entries (index.html = game
  SPA, landing.html = a lightweight landing reusing the theme/i18n/
  aboutContent leaf modules, not the app store).
- Move the web game SPA to /app/; the Telegram Mini App stays at /telegram/
  (gateway webui.Handler(stripPrefix, indexName): landing at /, SPA at /app/
  + /telegram/). Per-language "Play in Telegram" link via new
  VITE_TELEGRAM_LINK_EN/_RU build vars (button hides when unset).
- Cache headers: hash-named /assets/* immutable, HTML shells no-cache (the
  go:embed zero modtime emitted no validators, so the client re-downloaded
  the whole bundle every launch).
- Live-stream 15s abort fix: an immediate heartbeat on open + a 10s default
  interval (the first tick at 15s raced the edge idle timeout -> reconnect
  storm).

PLAN/ARCHITECTURE(§13)/FUNCTIONAL(+ru)/gateway+ui+deploy READMEs updated;
round 6 closed. Tests: gateway webui/connectsrv units, ui landing unit + e2e,
full e2e (60) green.
2026-06-08 13:33:05 +02:00
Ilia Denisov f5c2404123 Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
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Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):

- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
  GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
  (rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
  JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
  load (lib/draft.ts), plus #5 -- tiles may be arranged on the
  opponent's turn (placement relaxed; the preview and Make-move stay
  your-turn-only, so an off-turn draft is position-only).

Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
2026-06-07 22:25:29 +02:00
Ilia Denisov 2b0b1c0035 Stage 17 round 6 (#3): drag-reorder rack tiles with a visual gap
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Dragging a rack tile and dropping it back on the rack reorders it: the dragged tile is
lifted out (the drag ghost stands in) and the tiles at/after the pointer's drop slot slide
right to open a gap there, so the drop position is visible. On drop the rack and its stable
ids are permuted (reorderIndices, unit-tested). Reorder applies only with no pending tiles,
so it stays a clean permutation; dropping on a board cell still places as before. Server
persistence of the order follows (#4).
2026-06-07 12:21:09 +02:00
Ilia Denisov 35666e1705 Stage 17 round 6 fixes: pin the nudge button right; schematic USSR flag emblem
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- Chat: always render the (possibly empty) flex:1 caption before the nudge button, so the
  nudge stays pinned right whether or not the cooldown text shows (it drifted left when
  available).
- USSR flag: redraw the hammer & sickle as a thin schematic sketch — an elongated
  semicircle sickle with a handle, crossed by a T-shaped hammer (per the original's
  structure), instead of the bold over-filled emblem; the star is a touch smaller.
2026-06-07 12:10:52 +02:00
Ilia Denisov d3657fdf5c Stage 17 round 6 (#11/#12): quick-game variant plaques with rules, flag, and move-limit
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Each auto-match variant is now a lobby-style plaque: the display name with a flag on the
right (🇺🇸 / 🇷🇺; Erudit uses a bundled minimalist USSR flag SVG) and a one-line rules
summary below — bag size, the ё rule, and bonus differences, sourced from the engine
rulesets (Scrabble 100 · Скрэббл 104, ё a letter · Эрудит 131, ё=е, no centre ×2, +15).
The move-time limit (24h auto-match clock) is shown under the buttons. e2e locks it.

(Multiple-words-per-move is the same for every variant, so it is described in About/landing
rather than repeated on each button.)
2026-06-07 11:48:19 +02:00
Ilia Denisov 74683f294f Stage 17 round 6 (#13/About): About screen content + app version from git describe
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- About screen: prominent localized title (Scrabble / Эрудит (Скрэббл)), a rules link
  (en/ru Wikipedia), and the Random-game / Game-with-friends sections; copy lives in a
  shared aboutContent module (the landing will reuse it). The random-game move limit
  inlines the 24h auto-match clock.
- App version: Vite define __APP_VERSION__ from VITE_APP_VERSION (default 'dev'), wired as
  a Docker build-arg sourced from `git describe --tags --always` in the deploy step — no
  manual version bumps. The fallback keeps a plain/local build working.
2026-06-07 11:39:31 +02:00
Ilia Denisov cdf616d6c4 Stage 17 round 6 (#7): reset the nudge cooldown once the player acts
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The hourly nudge cooldown now clears as soon as the sender has moved or posted a chat
since their last nudge — engagement lifts the 'don't spam' limit. Backend: Nudge checks
game.LastMoveAt + the sender's last non-nudge chat against the last nudge time
(GameReader gains LastMoveAt). UI: nudgeOnCooldown mirrors it — a chat reset is read from
the message list, a move is tracked client-side (lastActedAt on commit/pass/exchange; the
backend stays authoritative across a reload). Integration test covers the reset.
2026-06-07 11:32:08 +02:00
Ilia Denisov 2cb2b57cdb Stage 17 round 6 (#10 backend): enforce chat only on your turn
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PostMessage now rejects a chat sent on a finished game or when it is not the sender's
turn (ErrChatNotYourTurn -> 409 chat_not_your_turn), matching the UI where the message
field is hidden off-turn and only the nudge shows. Existing chat tests post on the
to-move seat and are unaffected; adds an off-turn-rejection integration test + the dto
mapping case + the UI error message.
2026-06-07 11:23:43 +02:00
Ilia Denisov 512ad4dfb9 Stage 17 round 6 (cluster 1): profile, tap flash, variant naming, chat/nudge by turn
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- Profile: drop the hint-balance line.
- Board: no mobile tap flash on a cell tap (-webkit-tap-highlight-color: transparent),
  matching the web click; the only intentional cell animation stays the last-word flash.
- Variant names keyed by the game's alphabet, not the UI language: english -> Scrabble
  always, russian_scrabble -> Скрэббл always (unlocalized, never collide), erudit localized.
- Chat/nudge are mutually exclusive by turn: the message field + Send show on your turn,
  the nudge replaces them on the opponent's turn; while the nudge cooldown is active the
  button is disabled with a grey 'awaiting reply' caption to its left.
2026-06-07 11:18:25 +02:00
Ilia Denisov 29d1193a0a Stage 17 round 5 — board interaction & UI polish
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- Even zoom: interpolate the board scroll toward a pre-clamped target as the real width
  grows/shrinks, so it magnifies A->B in one motion instead of lurching and snapping back
  near the edges/centre. Recentre only on a zoom toggle, never on a focus change — so a
  2nd+ placed tile and a hovered dragged tile no longer jump the board.
- Drag: highlight the aimed-at empty cell as a drop target; hover-hold auto-zoom now
  fires only for the first (zoom-in) hold.
- Pinch zoom: two-finger spread/close toggles zoom toward the pinch midpoint (preventDefault
  only for two touches, so one-finger scroll stays native); a second finger aborts a drag.
- Shuffle hop capped at 0.3s and disabled under reduce-motion.
- Make-move is a borderless icon button, disabled while the pending word is known illegal.
- Variant display names: english & russian_scrabble -> Scrabble/Скрэббл, erudit ->
  Erudite/Эрудит; the in-game title shows the variant name (was always 'Scrabble').
2026-06-07 09:34:07 +02:00
Ilia Denisov 10412fee8e Stage 17 round 5 — backend/correctness bug fixes
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- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat
  (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat.
- Quick-match cancel was a UI no-op (only stopped polling): add the full path
  (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's
  pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no
  later robot-substituted game). NewGame dequeues on cancel and on abandon.
- Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win.
  The winner now takes rank 1 and the viewer is placed from rank 2 — matching the
  game-detail screen.
- Friend request to a robot: robots no longer block requests; the request stays
  pending and expires (friendRequestTTL), mirroring a human who ignores it.
- Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a
  correct message; the chat nudge button disables during the hourly cooldown; the
  nudge note reads 'Waiting for your move!' (button keeps the Nudge action label).
Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot
inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
2026-06-07 09:17:35 +02:00
Ilia Denisov 71b054227a Stage 17 (#12): lines-off board variant (gapless checkerboard), Settings toggle
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Add a 'Grid lines' preference (default off): when off the board drops the 1px grid
gaps for a gapless checkerboard (plain cells alternate shades; tiles get rounded
corners and a soft right-side shadow so adjacent gapless tiles still read apart),
saving ~14px of width. When on, the classic lined grid returns. Persisted with the
other board-style prefs; wired through Board's new lines prop. e2e locks the default
and the toggle.
2026-06-06 14:51:48 +02:00
Ilia Denisov d0c1306d9b Stage 17 (#9): animated shuffle — tiles hop along a low parabola to new slots
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Give each rack slot a stable id permuted with the letters on shuffle, so the keyed
rack reorders (rather than relabelling in place) and Svelte's animate directive fires.
hop flies each tile along a parabola (apogee ~half a tile height) with a duration that
scales with the horizontal distance (arc length): the longest 1<->7 swap takes ~0.5s,
shorter swaps land sooner. Ordinary reflow (place/recall) stays instant via a guard.
e2e locks that a shuffle preserves the rack's tile multiset.
2026-06-06 14:46:59 +02:00
Ilia Denisov 1bbf0bc654 Stage 17 (#3,#5,#10): hover-hold drag zoom, always-editable profile, drag-back + double-tap recall
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- Board drag now auto-zooms toward a cell after holding the tile over it ~1s (#3).
- Profile is inline-editable: drop the Edit/Cancel toggle, form is always shown
  for durable accounts; hint balance stays read-only; re-populate after link/merge (#5).
- A pending tile recalls by double-tap (same cell) or by dragging it back onto the
  rack (unzoomed board); a single tap no longer recalls (#10).
- e2e: lock double-tap recall + single-tap no-op; drop the removed Edit-profile click.
2026-06-06 14:42:09 +02:00
Ilia Denisov b15fd30c4f Stage 17 (contour round 4a): quick fixes
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- #4 bag label: '{n} in the bag' / 'Bag is empty' (was 'Bag {n}')
- #6 allow a single trailing dot in display names (backend + UI regex + tests)
- #1 double-tap zooms toward the tapped cell, not the top-left
- #8 shuffle fires a short multi-pulse haptic
- #11 highlighted/flashing tiles darken their bottom edge too (shadow joins the flash)
- #13 toast slides up from the bottom and fades out
- #7 hide the logout button (kept wired behind `hidden`)
- #16 admin game seats: left-align numeric columns, clarify the 'Hints used' header
2026-06-06 14:08:40 +02:00
Ilia Denisov f6bffd1f57 Stage 17 (contour round 3): Telegram Mini Apps polish, board scroll, keyboard overlay
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- Telegram (lib/telegram.ts): chrome colours (setHeaderColor/setBackgroundColor/setBottomBarColor) match Telegram's header/bg/bottom bar to the app; native BackButton on sub-screens (app chevron hidden in TG); HapticFeedback on tile place/commit/error; enableClosingConfirmation while a game is open; disableVerticalSwipes so swipe-to-minimise doesn't fight tile drag / board scroll
- #9 board-only vertical scroll: Screen 'column' mode lets the board area scroll while score/status/rack/tab bar stay fixed (zoom keeps its own scroll)
- #10 check-word dialog opens in Modal keyboard-overlay mode (top-anchored, keyboard overlays the empty area) — no resize/relayout jank; other modals stay keyboard-aware
- docs: UI_DESIGN Telegram integration + vertical fit/keyboard; PLAN round 2-3 follow-ups
2026-06-06 12:55:46 +02:00
Ilia Denisov 645a503532 Stage 17 (#4): in-memory lobby cache — render instantly on the back-slide, refresh in background
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2026-06-06 12:38:04 +02:00
Ilia Denisov c94cd3c3bf Stage 17 (contour round 2): Grafana Live/reload, rate-limit, iOS reconnect, hint/plaque/make-move UX
- Grafana: disable Live (GF_LIVE_MAX_CONNECTIONS=0) so its WebSocket no longer trips caddy Basic-Auth and re-prompts; admin console gains a Grafana nav link
- deploy: force-recreate config-only services so reseeded Grafana dashboards / Caddyfile are actually picked up (the move-duration panel was invisible because the bind-mount went stale)
- rate-limit: raise per-user budget 120/40 -> 300/80; UI skips reloading on the echo of the player's own move (fewer requests, no double-load)
- iOS/Telegram reconnect: suppress the connection banner while backgrounded and for a short grace after resume; reconnect silently; wire visibilitychange + pageshow/pagehide + Telegram activated/deactivated (Bot API 8.0)
- hint button disabled when 0 hints remain; nudge button shows a disabled state on your own turn
- players plaque: invert so the active seat pops (accent chip, raised) and others recede
- make-move UX: a direct  commit button (no hold/popover); the Shuffle tab becomes ↩️ Reset while tiles are pending
2026-06-06 12:33:52 +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