711fe6e5945ebddd4f5fa58775597722904961ae
69 Commits
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55ed87fb11 |
feat(feedback): snapshot the sender's language and connector bot at submit
Store the sender's interface language (lang) and, for a message that arrived through an external connector (Telegram), the bot language (channel_lang) on the feedback row at submit time, so the operator console shows the state as it was rather than the account's current settings (same snapshot discipline as a suspension reason). Added additively in migration 00005. The console detail reads these columns instead of loading the account live. |
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2a4ce319d9 |
feat(feedback): show the sender's interface language and connector bot in admin
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In the console feedback detail, show the sender's interface language (account preferred_language) always, and — for a message that arrived through an external connector (currently Telegram) — the bot they last used (en/ru, from the account's service_language). |
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1ae43080ec |
fix(feedback): show the operator reply only on the player's latest message
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A reply was bound to 'the latest message that has a reply', so after the player read a reply and sent a new (unanswered) message, the old reply kept showing as 'Ответ на ваше последнее сообщение'. Bind it to the single most-recent message instead: sending any new message immediately drops the previous reply (the new message has no reply yet), well before the one-week window. Client clears the reply optimistically on submit; the mock mirrors it; inttest covers the case. |
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5287794a72 |
fix(feedback): theme buttons, badge the Info button, simplify admin actions
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- style the About feedback button and the form's Send/attach/remove buttons with
the accent/border tokens used by the New Game CTA, so they follow light/dark
theme (the previous .btn/.ghost classes were not defined globally); the attach
button is a neutral 📎 icon button with an aria-label
- show a round badge on the About 'Feedback' button when a reply is waiting
- admin: one 'ban from feedback' checkbox shared by Delete and Delete-all (via
button formaction); hide Mark read when already read and Archive when archived
- e2e: match the About button by substring (its name gains the badge)
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419ea11b14 |
feat(feedback): in-app user feedback with admin review and account roles
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User-facing Feedback screen (Settings -> Info, registered accounts only): a message (<=1024 runes) plus one optional attachment, an anti-spam gate (one unreviewed message at a time), and the operator's inline reply with a Settings/Info badge. Server-rendered admin console section (/_gm/feedback): unread/read/archived queue with per-user search, detail with read/reply/ archive/delete/delete-all, safe attachment serving (nosniff, images inline via <img>, others download-only). Introduces account_roles, the first per-account role table; feedback_banned blocks only feedback submission, granted/revoked from /users and the delete-with-block action. - migration 00004_feedback (feedback_messages + account_roles) + jetgen - backend internal/feedback (store+service), internal/account/roles.go - wire: FlatBuffers feedback.submit/get/unread; gateway guest gate (Op.NonGuest, is_guest via session resolve) -> guest_forbidden before any backend call - reply push reuses NotificationEvent with a new admin_reply sub-kind - UI: /feedback route + screen, attachment picker, badge, channel detection, i18n - tests: feedback unit (Go+UI), gateway guest-gate, inttest lifecycle, e2e - docs: PLAN stage 19, ARCHITECTURE s15, FUNCTIONAL(+ru), TESTING, READMEs |
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192e4a2433 |
feat(admin): grant hints to a user's wallet from the console
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Add an "Add hints" form on the admin user card that additively tops up a player's hint wallet (1-100 per grant). The grant is raise-only by construction (an additive UPDATE never lowers the balance) and stays correct under a concurrent in-game spend; a per-grant cap bounds a fat-finger, since the console can never reduce a wallet. The in-game hint policy is unchanged and already correct: a game offers the per-seat allowance plus the wallet, spending the allowance first and the wallet only after (covered by TestHintPolicy). |
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290874720f |
perf(admin): cache the suspension gate lookup
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The suspension gate runs CurrentSuspension on every authenticated request. Add a write-through in-memory cache on account.Store keyed by account id, invalidated on Suspend/LiftSuspension, with the cached entry re-evaluated against the wall clock so a temporary block lapses without an explicit invalidation. Single-instance, matching the deployment (one shared Store). Keeps the gate off the database on the hot path while a block still takes effect on the next request. |
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d1ba666495 |
feat(admin): manual account blocking (suspensions)
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Operator-driven hard block, the counterpart to the soft high-rate flag: permanent or until a date, with an optional reason chosen from an editable en+ru picklist (snapshotted onto the block). A block forfeits the player's active games (opponent wins, as a resignation) and cancels their open matchmaking games. A backend gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked, which threads through the gateway as the Execute result_code; the UI surfaces it as a terminal blocked screen and stops all push/poll. Temporary blocks self-expire; the operator can unblock at any time (lost games stay lost). Sessions are not revoked, so the blocked client can still reach the exempt block-status endpoint. Backend: migration 00003 (account_suspensions + suspension_reasons) + jet regen; account suspension store; game.ForfeitAllForAccount; requireNotSuspended gate + block-status endpoint; admin console block/unblock + Reasons CRUD. Wire: fbs BlockStatus + account.block_status gateway op. UI: blocked screen, app state, transport/codec, i18n. Docs: ARCHITECTURE, FUNCTIONAL(+ru), PRERELEASE (AB). |
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02681ae9e0 |
feat(chat): limit in-game chat to one message per turn
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Enforce one chat message per turn on both ends. The backend rejects a second message in the same turn (ErrChatAlreadySentThisTurn -> 409 chat_already_sent), keyed on the move-driven turn start (turn_started_at). The UI derives "already wrote this turn" from the message list against GameView.lastActivityUnix (no counter, survives reopening, resets on turn change), hides the field behind a short caption once the limit is reached, and now reloads the game state on turn/game-state events so the toggle and the limit follow the live game. Enter is gated on !busy to avoid a double-send in the in-flight window. Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL (+ru), ARCHITECTURE, UI_DESIGN. |
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222eaf730f |
feat(game): void unreplayable games as a draw instead of erroring
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A committed move that becomes illegal under a tightened rule (the single-word connectivity fix) makes engine replay fail, which left such games unopenable — an empty screen and an 'illegal play' error. Now the first open closes the game gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner), preserves the journal, and surfaces an impersonal organizer note at the end of the move history and in the GCG export. - engine: EndAborted + Abort() (draw, no rack adjustment; winner -1). - service: replay aborts on ErrIllegalPlay; liveGame persists the void once (lazy, on open); GameState re-reads for the settled view. - store: VoidGame finishes the game and stamps a draw without a journal row. - migration 00002: allow end_reason 'aborted'. - ui: organizer note under the history grid; i18n en/ru. - docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3. |
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ff87a3bf62 |
fix(engine): single-word rule connects along the play line
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Bumps the engine to scrabble-solver v1.1.1, where a single-word-per-turn play must form its word along its own line through an existing tile: a multi-tile play that touches the board only perpendicular to itself (the contour РЮМ/КЕД/ОР cases) no longer connects. For a single tile that abuts the board on both axes the engine now plays the higher-scoring legal orientation instead of the geometrically longer one (playDirection), so a real word is never rejected in favour of a non-word. Reworks the single-word solver/engine tests for the corrected rule (no longer a superset of standard play) and updates ARCHITECTURE/FUNCTIONAL/PRERELEASE. |
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56dbf86472 |
feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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Builds on the cross-screen cache work: the global stream handler now keeps both caches current no matter which screen is mounted, and invitations become a live delta channel so the lobby's invitations list is fresh from any screen too. Client (boundary already started): - advanceCached now also folds opponent_joined into a not-currently-viewed game's cache via a new pure reducer applyOpponentJoined (extracted and reused by the mounted game board), so opening an open game that filled while you were elsewhere is flash-free. - patchLobbyInvitation upserts a still-pending invitation and removes a terminal one (started/declined/cancelled/expired); the global notify handler calls it on the invitation / invitation_update sub-kinds. Invitations delta channel (no wire/gateway/connector change — the notification already carries the full invitation with id/status/game_id end to end): - notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate constructor (shares encoding with NotificationInvitation). The Telegram connector renders no message for it, so a decline/cancel never becomes an out-of-app push. - lobby: emit the changed invitation to every participant on respond (accept/decline), on the final accept's game start, and on cancel — so each participant's lobby patches its list in place. The authoritative list holds only pending invitations, so the client's pending-vs-terminal rule matches it exactly. Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the NotificationInvitationUpdate encoding unit test, and integration assertions that decline/cancel/accept publish invitation_update to every participant. Full local suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs: ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated. |
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0f3671f42d |
feat(admin): online dictionary update — upload archive, preview word diff, install & activate
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Replace the dictionary hot-reload with an online update flow in the GM console (/_gm/dictionary): the operator uploads scrabble-dawg-vX.Y.Z.tar.gz, previews the per-variant words added/removed against the active dictionary, and confirms to install + activate it. Versions are immutable; in-progress games keep their pinned version while new games use the new one. - engine: DiffWords (enumerate both DAWGs, decode only the differences), OpenFinder, Registry.Finder, DictFiles; OpenWithVersions skips the .staging area. - dictadmin: hardened release-archive validation + extraction (path-traversal, symlink, oversize, entry-count rejection) and staging -> install (atomic rename). - game: active dictionary version persisted in the dictionary_state singleton (single source of truth, restored on boot), concurrency-safe accessor. - storage: BACKEND_DICT_DIR is a named volume seeded from the image (nonroot-owned), so uploaded versions persist across redeploys; the build's DICT_VERSION labels the seed and equals the resident tag (BACKEND_DICT_VERSION). - docs: ARCHITECTURE §5, FUNCTIONAL (+ru), backend README, TESTING, PRERELEASE. Tests: engine + dictadmin unit; integration upload->preview->install->activate-> restart->pin->immutability->CSRF. |
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94534ad0f2 |
feat(admin): add an 'open' filter to the console games list
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The games-list status filter offered only active/finished; add 'open' (auto-match games awaiting an opponent) to the subnav and accept it in normalizeGameStatus. Render test covers the new filter link. |
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c305363ccd |
feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place. Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent". Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated. |
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eeb078d528 |
fix(admin): keep the filter query intact in console pager and export links
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The paginated users and messages lists interpolate the pre-encoded filter
query (url.Values.Encode) after the "?" in their pager and CSV-export links.
There html/template treats it as a single query value and percent-encodes the
structural "=" and "&" again, so "kind=robots" rendered as "kind%3drobots" and
the multi-pair message filter collapsed -- every page step dropped the active
filter.
Type FilterQuery as template.URL so the already-escaped fragment is emitted
verbatim (the attribute-level "&" -> "&" stays correct, the browser decodes
it back). It is safe because url.Values.Encode output is strictly
percent-encoded. games/complaints use status={{.Status}} -- a single value in
proper query-value context -- and were never affected.
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5fa51d04d9 |
fix(engine): EvaluatePlay honors the single-word rule
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The move preview (EvaluatePlay) validated under standard rules — it called ValidatePlay without the game's play options — so under the single-word rule it rejected a play whose only flaw was incidental invalid perpendicular cross-words, even though SubmitPlay accepts it. The UI gates the submit button on the preview, so such a play (e.g. КРАН bridging an existing Р on the test contour) could not be made. Pass g.playOpts() via ValidatePlayOpts, mirroring Play, so the preview's legality and score match submission. Robots are unaffected — they search via GenerateMovesOpts and submit via Play, both already opts-aware — and a regression test asserts that too. |
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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. |
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74455c7b12 |
feat: "multiple words per turn" rule for Russian games
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Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).
- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
+ rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
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92f48a3b12 |
Backend infers play direction; UI previews words and gates submit on legality
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A single tile that only extended a word perpendicular to the client-declared direction was rejected: the UI always sent dir=H for one-tile plays (the dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing "А" above "БАК" to form "АБАК" failed the solver's main-word-length check even though the word is in the dictionary. Make the backend infer a play's orientation from the placed tiles and the board (internal/engine.resolveDirection): two or more tiles by the line they share, a lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V" (SubmitPlayDir) so a rebuilt game matches the one committed. UI: stop computing/sending direction; the preview now shows the words a move forms with its total score (game.previewWords); the make-move control is disabled until the play is confirmed legal; the "your turn" label hides while tiles are pending. Delete the orphaned Controls.svelte. Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode and the loadtest edge client to the new contract. Bake the decision into ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README. |
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c6e0dac940 |
R6(c): centralize shared integration-test fixtures in helpers.go
Move the cross-file integration fixtures — the service constructors (newGameService/newSocialService/newRobotService/newMatchmaker), the game-assembly helpers (newMirror/newGameWithSeats/newDraftGame), account provisioning (provisionAccount/provisionGuest) and the stats reader — out of the domain test files (newGameService alone was used by 10 files) into a single backend/internal/inttest/helpers.go. Helpers used by a single file stay local. Pure relocation: the helper bodies are unchanged, no test logic changes; the imports the moves left unused are pruned. go vet -tags=integration is clean. |
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b47c47e969 |
R6(c): share the nested FB builders between notify and gateway transcode
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. |
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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. |
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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. |
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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. |
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ab58062565 |
R3: backend rate-limit observability — ratewatch, auto-flag, admin throttled view
- accounts.flagged_high_rate_at baked into the R1 baseline (no prod data; the contour schema is wiped after merge); jet regenerated — the regen also picks up the previously missing game_drafts/game_hidden models. - account.Store: FlagHighRate (set-once), ClearHighRateFlag, the flag in GetByID/ListUsers and a ListFlaggedHighRate review queue. - New internal/ratewatch: ingests the gateway rejection reports, keeps a bounded in-memory episode window for the console and applies the conservative auto-flag (1000 rejected / 10 min, BACKEND_HIGHRATE_FLAG_*). - POST /api/v1/internal/ratelimit/report (network-trusted, like sessions/resolve). - Admin console: Throttled page (episodes + flagged accounts), a high-rate badge in the user list, the marker + operator clear action on the user card. - Tests: ratewatch unit suite, report-route handler test, renderer cases, integration coverage for the store round-trip and the console flow. |
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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. |
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bf7dca0a09 |
Stage 17: fix the robot-nudge frequency + per-game push language
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Two owner-reported defects from a live contour game. A. Frequency: the robot's proactive nudge fired hourly for 12h+ (a 12h idle threshold then the 1h cooldown, uncapped). Replaced with a lengthening, randomized schedule (proactiveNudgeGap): the first nudge ~60-90 min into the human's turn, each later gap growing toward 1-6h (uniform sample in [60min, ceil], ceil ramping 90min->6h over 12h of idle, measured from the previous nudge), so a long wait gets a handful of increasingly-spaced reminders instead of a stream. B. Language: out-of-app push routed by the recipient's GLOBAL service_language (last-login-wins), so after re-logging via the RU bot an English game's nudges came from the RU bot. Now a game push (your_turn, game_over, nudge, match_found) carries the game's own language (engine.Variant.Language) on push.Event, and the gateway routes by it (falling back to service_language for non-game pushes). The New-Game variant-gating guarantees the game's bot is one the player has started, so delivery is never blocked. Tests: proactiveNudgeGap unit + retimed TestRobotProactiveNudge; TestVariantLanguage; emit your_turn/game_over language; TestNudgeRoutedByGameLanguage integration. Docs: ARCHITECTURE (§7 nudge, §10/§13 routing), FUNCTIONAL (+ _ru), PLAN tracker. |
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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). |
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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.
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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. |
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461e330bfc |
Admin Messages CSV: defuse spreadsheet formula injection
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The sender name and message body are user-controlled; a leading =, +, -, @, tab or CR in the CSV export would execute as a formula when a moderator opens it in a spreadsheet. csvSafe() prefixes such values with a single quote. Unit-tested. |
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c96d714fec |
Admin Messages: CSV export of the whole filtered list
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A right-aligned 'Export CSV ↓' link in the filter row downloads /_gm/messages.csv with the active filters (game / sender / name / ext masks), exporting every matching message (capped at 100k) regardless of the page window — columns time, source, sender_id, sender, ip, message, game_id. |
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356f490546 |
Stage 17 round 6 (#18, PR D): admin Messages moderation section
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A new /_gm/messages console page lists posted chat messages (nudges excluded) newest-first — time, source (guest/robot/oldest identity kind), sender (linked to the user card), IP, body, game (linked to the game card) — searchable by sender name / external-id glob masks and pinnable to one game (?game=) or sender (?user=), linked from the game and user cards. The list query lives in social (raw SQL, kind='message', source via a SQL CASE), reusing the now-exported account.LikePattern. Server-rendered adminconsole MessagesView + messages.gohtml, 50/page via the shared pager. Tests: adminconsole render case; backend integration AdminListMessages (real Postgres) — nudge exclusion, game/sender pins, glob masks, source. Docs: ARCHITECTURE section 8 chat moderation, PLAN round-6. |
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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. |
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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.
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06c8039281 |
Stage 17 round 6 (#4/#5/#6 backend): per-game draft store + conflict reset
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Foundation for persisting a player's client-side composition: a game_drafts table (game_id, account_id, rack_order, board_tiles jsonb) with raw-SQL store/service methods — GetDraft/SaveDraft (seated-player check) and, on every committed move, clearing the actor's own draft and resetting any opponent's board draft whose cell the play overlapped (the draft can no longer be placed; the rack order is kept). Integration tests cover the round-trip, the actor clear, the overlap reset, a non-conflicting survival, and the outsider rejection. The gateway op slice + UI wiring follow. |
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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. |
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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. |
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f916d5e0ca |
Stage 17 round 5 (L2): robot play-to-win intent + next-move ETA in the admin game card
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The admin game detail now shows, per robot seat, the game's deterministic play-to-win decision (from the bag seed) and — while it is that robot's turn — its scheduled next-move ETA (sampled think-time delay, deferred past the sleep window), plus a caption with the ~40% global target. Wiring: robot.PlayToWin/NextMoveAt/PlayToWinTargetPercent exports, account.IsRobot, game RobotSchedule (seed + turn-start). Tests: NextMoveAt invariants (never early, never in the sleep window), PlayToWin export, and an admin render integration test asserting the intent + ETA + target appear. |
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3899ffda0f |
Stage 17 round 5: fix robot-pool test for the new friend-request policy
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TestRobotPoolProvisionsRobotAccounts asserted robots block friend requests; they no longer do (a request stays pending and expires like a human ignore). Assert chat is blocked and friend requests are open. (Unblocks the integration job / contour deploy.) |
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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. |
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4fd82335db |
Stage 17 (#14): raise robot early-move band [1,5] -> [3,10] min (slower openings)
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54497374e4 |
Stage 17 (#15): admin users people/robots toggle + display-name & external-id glob filters
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- account.ListUsers/CountUsers with a UserFilter: people vs robots (by a robot identity), case-insensitive '*'/'?' glob masks on display_name and any identity's external_id - admin users list shows the real kind (robot/guest/registered), defaults to people, with a People/Robots toggle + a filter form; pager preserves the filter - integration test for the filter; SQL verified against the live contour DB |
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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 |
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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 |
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635f2fd9fc |
Stage 17: backend defect fixes (nudge code, TG name, robot names/timing, multi-device push, move-duration metric + admin analytics)
- #3 nudge-on-own-turn: distinct result code nudge_own_turn + i18n (was reused 'not_your_turn') - #2 sanitize connector registration name to the editable format; Player/Игрок-XXXXX fallback - #5 variant-aware robot name pools (composed full/colloquial first + surname forms; ru gets <=20% latin) - #4 move-number-aware robot move timing (early 1-5min -> late 10-90min, skew k=4) - #7 emit move event to the actor too (multi-device sync); opponent_moved stays in-app only - #1 live game_move_duration{variant,phase} histogram + admin console per-user min/avg/max columns and an inline-SVG move-time-by-move-number chart (offline from the journal) - ProvisionRobot bypasses editor name validation (system names like 'Peter J.') |
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8700fbfae1 |
Stage 16: deploy infra & test contour
- backend + gateway multi-stage distroless Dockerfiles; the gateway embeds and
serves the SPA at / and /telegram/ via go:embed (committed dist placeholder,
real build baked in by the image's node stage)
- deploy/docker-compose.yml: backend + gateway + Postgres + Telegram connector
(VPN sidecar) + OTel Collector + Prometheus (15d) + Tempo (72h) + Grafana,
fronted by a caddy owning a single /_gm Basic-Auth (admin console + Grafana
subpath); inter-service on a private network, only caddy on the edge network
- new metrics: backend accounts_created_total{kind} (robots excluded) and an
in-memory gateway active_users{window=24h,7d} gauge
- CI: single .gitea/workflows/ci.yaml (unit/integration/ui + a gated test-contour
deploy) on the new feature/* -> development -> master branch model; the old
go-unit/integration/ui-test workflows are folded in; the connector-scoped
compose is retired (superseded by deploy/)
- docs: ARCHITECTURE §11/§12/§13, root + gateway READMEs, CLAUDE.md branching,
PLAN.md (stage 16 done + refinements + Stage 17 forward-notes)
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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. |
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ec435c0e7f |
Stage 14: solver & dictionary split — consume published module + DAWG artifact (TODO-1/TODO-2)
- backend/go.mod pins gitea.iliadenisov.ru/developer/scrabble-solver v1.0.0; the engine's imports use the published module path; go.work drops the solver replace (GOPRIVATE fetches it directly from Gitea). The solver's wordlist/dictdawg are now public packages. - CI (go-unit, integration): drop the solver sibling-clone, set GOPRIVATE, and download the dictionary DAWG release artifact (scrabble-dawg-<DICT_VERSION>.tar.gz from the new scrabble-dictionary repo) for BACKEND_DICT_DIR. - Docs: ARCHITECTURE §5/§11/§13/§14 + backend/README updated to the published-module + release-artifact model. PLAN.md re-scoped Stage 14 to the split and added Stages 15 (deploy infra & test contour), 16 (prod contour), 17 (dual Telegram bots); TODO-1/TODO-2 marked done. |