Commit Graph

15 Commits

Author SHA1 Message Date
Ilia Denisov ad91bc728b UI: taller tg-fullscreen header + labelled hub tabs
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 38s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 56s
- tg-fullscreen: +20px header height — without the (removed) hamburger the
  title bar lost its bulk and sat flush on Telegram's native nav band.
- Settings/Comms hub tabs gain text labels under the icons (Settings /
  Profile / Friends / Info and Chat / Dictionary); the icon is aria-hidden
  so the label names the button. New i18n keys about.tab, game.dictionary.
2026-06-11 15:12:40 +02:00
Ilia Denisov fc1261e078 UI: tab-bar navigation — drop the hamburger
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 39s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 59s
Replace Menu.svelte (hamburger) everywhere with tab-bar navigation:
- Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/
  Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts
  incoming friend requests (invitations keep their own lobby section).
- Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs,
  back → game; Dictionary only while the game is active.
- Game menu items relocate into the open history: 🏁 leave / 📤 export in
  the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is
  badged on the score bar + the 💬.
- TapConfirm (tap → fading  → tap) replaces the Skip/Hint press-and-hold
  popovers and drives the add-friend confirm.
- Fix the move-history "jump": the slid board is inert and the stage can't
  scroll, so a swipe up genuinely closes the history.

Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru),
PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green.
2026-06-11 14:13:54 +02:00
Ilia Denisov 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.
2026-06-10 16:56:03 +02:00
Ilia Denisov 26aa154547 R1: schema & naming reset — squash migrations, rename variants
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
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.
2026-06-09 12:09:50 +02:00
Ilia Denisov 13361c098c Stage 17 #5: make the active-row chevron open the game (not a no-op)
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 36s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s
Owner review: the '>' on an active game row should be a real tap target that opens
the game, like the rest of the row — not inert. The chevron now navigates (kept out
of the tab order / a11y tree since the row's main button already does the same), and
active-row swipes no longer suppress the tap. Adds an e2e for the chevron navigation.
2026-06-09 00:39:54 +02:00
Ilia Denisov 4999478ded Stage 17 #5: hide finished games from your own lobby list
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 35s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m16s
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.
2026-06-09 00:26:35 +02:00
Ilia Denisov 645df52c0b Round-6 follow-up: UX polish + client-IP fix
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
- 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
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 31s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
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
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 30s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m3s
- 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
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 27s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 56s
- 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)
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 18s
2026-06-04 09:18:17 +00:00
Ilia Denisov cf66ed7e26 Stage 9: Telegram integration (connector side-service, Mini App, out-of-app push)
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 12s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
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
Tests · Go / test (push) Successful in 6s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 18s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 12s
Tests · UI / test (pull_request) Successful in 18s
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
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 17s
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
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
Tests · UI / test (push) Successful in 16s
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