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.
Extract the FlatBuffers builders for the wire tables shared by the backend push
encoder and the gateway edge transcoder — GameView, MoveRecord, StateView,
AccountRef, Invitation and their nested rows — into a new scrabble/pkg/wire
package. Both callers keep their local builder signatures (no call sites move)
but now map their own source types (the backend's notify.* payloads and the
decoded engine.MoveRecord; the gateway's backendclient.* REST DTOs) to neutral
wire.* structs and delegate the construction to package wire, the single
definition of the nested-table layout.
Behaviour-preserving: the verified-identical field sets mean the wire bytes
decode the same, and the notify + transcode round-trip tests pass unchanged. The
fiddly Start/Add/End + reverse-prepend vector boilerplate now lives once; the two
encode files shrink while pkg/wire carries the shared logic.
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.
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.