Remove the under-board status strip and relocate its signals:
- bag count -> a badge on the exchange/pass control + the foot of the move table
- whose-turn / win-lose -> a thin strip above the score plaques
- the tentative-move caption -> the board itself: staged tiles tint green (legal) or
pink (illegal), the board tiles a formed word runs through go a shade darker, and an
orange score badge sits on the main word (digit sized like a tile value, clamped on-board)
The word geometry (covered cells + badge anchor) is a new pure client-side helper
(ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or
network preview path alike; the badge's number still comes from the preview score.
Rack: a seven-column grid filling the tray width in both layouts — square, full-width
tiles — with the confirm control in the fixed 7th slot.
Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the
tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted
hint word is never left off-screen.
Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated.
On iOS (notably the Telegram Mini App) the document elastic-overscrolls on a
vertical drag even with overscroll-behavior:none — the whole page stretches and
bounces, and it fought the board's swipe-to-open-history. Telegram's own
swipe-to-minimise is already disabled at launch; this removes the remaining
WebKit document bounce by pinning the document (position:fixed + overflow:hidden)
for the game SPA only. Every screen already fits the visual viewport (--vvh) and
scrolls its own inner areas, so the document never needed to scroll.
Scoped to the app via an `app-shell` class set in main.ts; the standalone
landing page (landing.ts) keeps its normal scrolling document. e2e locks the
contract on both entries.
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.
- 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
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.