Commit Graph

9 Commits

Author SHA1 Message Date
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 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 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
developer 01485d8fc6 Stage 11: account linking & merge (email + Telegram Login Widget) (#12)
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2026-06-04 09:18:17 +00:00
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 695508042a Stage 8: regression tests for the review-round refinements
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Lock the polish behaviours so a future edit surfaces as a failing test:
- backend: UpdateProfile now rejects a bad name layout, an away window over 12h, and
  a malformed offset timezone (confirming it wires the Stage 8 validators); a new
  integration test accepts and resolves a "+03:00" offset timezone.
- e2e (mock): the lobby notification badge count, the play-with-friends required
  game type + invitation send, the in-game add-to-friends flipping to a disabled
  "request sent", the profile-edit invalid-name Save guard, and the chat send/nudge
  icon buttons.
2026-06-03 23:22:50 +02:00
Ilia Denisov acbb2d8254 Stage 8 polish: profile validation, finished-game UI, badge + Safari fixes
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Owner-review follow-up on the Stage 8 branch:
- Friend code is copyable (📋 + toast). The lobby notification badge is fixed —
  it had inherited the hamburger-bar style — into a proper round count dot.
- Safari: min-width:0 on flex text inputs (friend code, profile, chat) so they
  shrink instead of pushing the adjacent button off-screen.
- Profile editing is validated on both the UI and the backend: display-name format
  (letters joined by single space/./_ separators, no leading/trailing/adjacent
  separators, <=32 runes), a UTC-offset timezone picker (account.ResolveZone parses
  ±HH:MM or a legacy IANA name), a 10-minute away grid capped at 12h (wrap-aware),
  and email format; Save is disabled and invalid fields red-bordered until valid.
  Language stays in Settings.
- In a game, an "add to friends" menu item flips to a disabled "request sent"; chat
  send/nudge became ⬆️/🛎️ icon buttons.
- A finished game drops its last-word highlight, hides Check word / Drop game,
  disables zoom, and draws an inert (greyed) footer instead of hiding it.

Tests: account validators (name/away/zone), UI profileValidation, e2e for the
finished-game footer/menu and the copy control. Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +ru, UI_DESIGN) updated for the display-name rule, UTC-offset timezone
and the 12h away window.
2026-06-03 22:12:59 +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