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.
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.