Review fixes for open-game auto-match: decodeMatchResult dropped the game when matched=false (an open game awaiting an opponent), so the client never navigated into it - decode the game whenever present. The lobby grouped open games (status != 'active') into 'finished'; treat 'open' as in progress in groupGames/isMyTurn and resultBadge. The under-board status bar now reads "Opponent's turn" while the empty opponent seat is to move (instead of the searching placeholder). The New Game rule toggle is shown from the start when a Russian variant is available, so selecting a variant no longer shifts the layout.
Regression tests: codec (game decoded with matched=false), lobbysort + result (open is in progress), and the new-game e2e updated. UI-only; no backend or schema change.
Surface the per-game "single word" rule to the client and refine the
random-opponent New Game screen.
- Wire: thread multiple_words_per_turn into the GameView and Invitation
FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both
the backend push-event and gateway REST paths.
- In-game indicators (single-word games only): a small 1 in the status bar's
score-preview slot (yields to the live preview) and a centred "One word per
turn" label in the history-drawer header. Standard games show neither.
- Invitation card gains a "One word per turn" line for single-word invitations.
- Auto-match redesign: variant plaques are mutually-exclusive selects (highlight
on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom
"Start game" button (disabled until a variant is chosen) confirms. The rule
toggle appears once a Russian variant is selected.
- Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a
single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
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.
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.