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.
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.
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.
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.
Opening a game from the lobby for the first time this session showed a brief
loading flash, and every open showed a two-step rack->board jump: the saved
draft (pending composition) was fetched separately and applied only after the
board had already painted the full rack.
Both stem from the full state and the draft not being available synchronously at
first paint. Cache the draft alongside view+history (CachedGame.draft), make
applyDraft take the already-fetched JSON so it runs synchronously, and fetch the
draft in the same Promise.all as state+history. setCachedGame preserves the
cached draft when the delta path omits it and clears it on a committed move
(mirroring the server). A new preload module warms the per-game cache (state,
history, draft) for the lobby's ongoing games with bounded concurrency, so
opening any of them is instant.
Tests: gamecache (preserve/clear/setCachedDraft) and preload (warm/skip) units;
existing draft-restore e2e still green.