Profile gains a Delete-account control (durable accounts) opening a step-up dialog: a
mailed code for an email account, or the typed DELETE phrase for a platform-only one.
On success the app swaps to a terminal AccountDeleted screen ('Учётная запись удалена')
with a Close that closes the host Mini App (telegramClose / vkClose; web = no close).
Wires deleteRequest/deleteConfirm through client/transport/mock/codec; ru/en i18n;
codec wire test + Chromium/WebKit e2e.
Replace the stale skipped linking specs: change-email refuses a taken address with
the non-disclosing message (never revealing the other account) and replaces a free
one; the web Telegram link control links then unlinks through the confirm dialog.
Chromium + WebKit.
Un-hide the Profile email box for guest accounts (hidden={!p.isGuest}): a guest
binds an email to register / sign in, and a returning address opens the existing
merge dialog. Provider linking stays hidden — the Telegram control keeps its
wiring behind a hidden attribute — until the non-guest linking matrix (PR2). The
two linking e2e specs remain skipped (they assume a non-guest login and the
visible Telegram control); update their stale comments.
The history header's export button now opens a chooser — Telegram's
native popup inside Telegram, the app's own modal elsewhere — offering
the GCG file and a new client-rendered PNG of the final position
(lib/gameimage, Canvas 2D, lazy dynamic import, zero dependencies):
light theme, classic A..O/1..15 axes, label-free premium fills, and a
fixed-typography per-seat scoresheet with GCG-style move coordinates,
multi-word sub-lines, endgame rack-settlement row, winner trophy and a
hostname + device-locale finish date footer; a long game stretches the
board, never the typography.
Delivery mirrors the GCG rules (Web Share with no blob fallback, else
download) except on Android Telegram/VK WebViews and the desktop VK
iframe, where a binary PNG has no clipboard-text fallback: those get a
preview modal with a long-press/right-click save hint and a copy-image
button where ClipboardItem exists.
Cover the reworked Settings -> Friends interactions in the mock e2e
(Chromium + WebKit): the row kebab slides open the block/remove icons and an
outside tap collapses it; blocking confirms (naming the friend) and moves them
to Blocked; removing confirms and drops the friendship.
Inside Telegram, a failed initData authentication (e.g. the backend down
during a deploy) dropped the user onto the web login screen — the /app/
experience, which has no place inside the Mini App. bootstrap now retries the
launch a few times in silence and then renders a dedicated boot-error screen
with a Retry button (new BootError.svelte, app.bootError), never falling back
to the web sign-in. A blocked account is still terminal and goes straight to
the blocked screen.
The profile "Link an account" section (email + Telegram link) is hidden while
sign-in is provider-only; the anonymous /app/ guest whose upgrade path this is
comes later. The flow is kept wired (`hidden` on .emailbox) and its two e2e
specs are skipped, both to be re-enabled together.
Adds i18n boot.* copy (en/ru), a mock authTelegram failure hook plus an e2e
covering the retry screen, and bakes both behaviours into FUNCTIONAL(.md/_ru).
Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
The statistics screen gains real depth, plus a hint-count bug fix found along the way.
- Best move per variant: the screen shows the actual best-move word (drawn as game
tiles; a wildcard shows its letter but no value), broken down by game variant, empty
variants omitted. New account_best_move table, written at game finish.
- Moves & hint share: two new lifetime tiles — the player's play count and the share of
plays that used a hint — from summed account_stats counters (moves, hints_used).
Honest-AI games are excluded, like the rest of the stats.
- Hint-count fix: the in-game hint badge no longer goes stale across games. The global
wallet now rides the wire apart from the per-game allowance (wallet_balance on
StateView/HintResult/StatsView), so the client reads the live wallet rather than a
per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet),
its true per-game total.
- Account merge: sums the new moves/hints_used counters and merges the per-variant best
moves (higher score kept), which it previously dropped.
- Admin: the user card shows Moves and Hints used.
- UI polish: tab/label wording, game-over text, and e2e selectors hardened against label
changes.
All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
A finished game is read-only: gate the nudge behind canNudge (active game,
opponent's turn) so it no longer shows on a finished (or otherwise
non-active) game — where the backend rejects it anyway. The message field
is already hidden off your own turn. Extend the finished-game e2e to assert
neither Send nor Nudge is offered.
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.
- 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.
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.
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.
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.
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.
- 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.
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.
- 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.
- 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.
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.
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.
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.
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.