Commit Graph

4 Commits

Author SHA1 Message Date
Ilia Denisov ef2c2d1eb9 feat(account): seed the time zone from the client's detected offset at creation
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 18s
CI / ui (pull_request) Successful in 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m18s
A new account's time_zone defaulted to 'UTC' until the player saved a profile, so the
robot's sleep window and the turn-timeout away-window sweeper — both anchored to the
account zone via account.ResolveZone — ran on UTC for every fresh player, skewing
robot-game timing until a manual Settings save. Seed the zone at creation instead, from
the client's detected "±HH:MM" offset.

- Carry browser_tz on the three account-creating auth requests (TelegramLoginRequest,
  GuestLoginRequest, EmailRequestRequest — the email account is provisioned at the
  code-request step, not at login) through the fbs envelope (+ Go/TS codegen), the
  gateway transcode + backend client, and the backend auth handlers into
  ProvisionTelegram / ProvisionGuest / ProvisionEmail.
- create() now writes time_zone explicitly: the validated detected offset, or 'UTC'
  (equal to the column default) when absent or malformed — deterministic, never guessed.
  The column is already NOT NULL DEFAULT 'UTC', so no migration is needed and existing
  accounts keep 'UTC'. An existing account is never overwritten on re-login.
- A detected zero offset is stored as "+00:00" (the zone is known and equals UTC),
  distinct from the "UTC" default that means "unknown" — which the feedback console's
  three-zone Filed display already reflects.
- Guard the guest handler against an empty payload (the bootstrap historically carried
  none) so it degrades to no-seed rather than panicking in GetRootAs*.
- Tests: zone seeding across Telegram/guest/email plus the "+00:00"/malformed/empty
  cases and the not-overwrite rule; codec round-trip for the three auth encoders.
  ARCHITECTURE + FUNCTIONAL(+ru) updated.
2026-06-22 18:43:24 +02:00
Ilia Denisov caefc8f579 feat(game): official first-move tile draw + admin step-by-step replay
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Decide who moves first by the official rule: each seated player draws one
tile, the one closest to "A" leads (a blank beats every letter), ties
re-drawing until a single leader remains. Each draw uses honest per-draw
crypto/rand entropy (not the deterministic bag seed), so the recorded draw —
not a seed — is the only account of the outcome. The leader takes seat 0, so
the engine and journal replay are unchanged.

The draw is recorded with the game (game_setup_draws, migration 00013) for
future tournaments, designed as a discrete "player N draws a tile" step.
Friend/AI games draw at creation. Auto-match draws when the game opens,
against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are
back-filled to the real opponent on join — so the opener's seat is fixed up
front and the existing open-game pre-move is preserved with no reseating.

Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step
board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with
A-O/1-15 headers and highlighted premium squares, placed letters with their
tile value as a subscript, rack panels around the board (seat 0 top, 1
bottom, 2 left, 3 right) with the current player highlighted, and a per-move
log with the tiles drawn and the bag remainder.

Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
2026-06-20 08:47:18 +02:00
Ilia Denisov c305363ccd feat(lobby): enter the game immediately and wait for the opponent inside it
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 1s
CI / deploy (pull_request) Successful in 1m4s
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.
2026-06-12 16:00:22 +02:00
Ilia Denisov 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.
2026-06-10 17:30:53 +02:00