853730823b121719530dfd60d1705233132413a7
26 Commits
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6679260d0a |
feat(session): carry the bot service_language on the Session wire
Thread the Telegram bot's service language (en/ru) from the session mint response through the gateway into the FlatBuffers Session, so the UI knows which bot the player signed in through. handleTelegramAuth refreshes the account's service language onto the response before minting (it was set after the fetched copy). Empty for a non-Telegram login. |
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277954c47f |
feat(feedback): render links in the operator reply (open in a new tab)
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Linkify the operator reply on the feedback screen: http/https/ftp/mailto/tel URLs become anchors (target=_blank rel=noopener), everything else stays escaped text. A small whitelisted regex (no dependency) — the reply is operator-authored, so explicit schemes suffice; dangerous schemes (javascript:/data:) are never linked, and \b avoids matching a scheme inside a word (hotel:, email:). |
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1ae43080ec |
fix(feedback): show the operator reply only on the player's latest message
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A reply was bound to 'the latest message that has a reply', so after the player read a reply and sent a new (unanswered) message, the old reply kept showing as 'Ответ на ваше последнее сообщение'. Bind it to the single most-recent message instead: sending any new message immediately drops the previous reply (the new message has no reply yet), well before the one-week window. Client clears the reply optimistically on submit; the mock mirrors it; inttest covers the case. |
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419ea11b14 |
feat(feedback): in-app user feedback with admin review and account roles
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User-facing Feedback screen (Settings -> Info, registered accounts only): a message (<=1024 runes) plus one optional attachment, an anti-spam gate (one unreviewed message at a time), and the operator's inline reply with a Settings/Info badge. Server-rendered admin console section (/_gm/feedback): unread/read/archived queue with per-user search, detail with read/reply/ archive/delete/delete-all, safe attachment serving (nosniff, images inline via <img>, others download-only). Introduces account_roles, the first per-account role table; feedback_banned blocks only feedback submission, granted/revoked from /users and the delete-with-block action. - migration 00004_feedback (feedback_messages + account_roles) + jetgen - backend internal/feedback (store+service), internal/account/roles.go - wire: FlatBuffers feedback.submit/get/unread; gateway guest gate (Op.NonGuest, is_guest via session resolve) -> guest_forbidden before any backend call - reply push reuses NotificationEvent with a new admin_reply sub-kind - UI: /feedback route + screen, attachment picker, badge, channel detection, i18n - tests: feedback unit (Go+UI), gateway guest-gate, inttest lifecycle, e2e - docs: PLAN stage 19, ARCHITECTURE s15, FUNCTIONAL(+ru), TESTING, READMEs |
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ac62d29ef7 |
feat(ui): name the previous player in the your-turn toast
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The in-app "your turn" toast (shown when it becomes your turn in another game) now reads "<Opponent>: Your turn!", naming the player who moved just before this one — the previous seat in turn order, so it reads the same in games with any number of players. Falls back to the bare "Your turn" label when no name is present (an older peer, or a gap event without one). YourTurnEvent already carries opponent_name end to end: the backend sets it (game.displayName of the last mover) and the gateway forwards the payload opaquely, so this is a client-only change — decode the field, thread it through PushEvent, and pick the localized string. |
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d1ba666495 |
feat(admin): manual account blocking (suspensions)
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Operator-driven hard block, the counterpart to the soft high-rate flag: permanent or until a date, with an optional reason chosen from an editable en+ru picklist (snapshotted onto the block). A block forfeits the player's active games (opponent wins, as a resignation) and cancels their open matchmaking games. A backend gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked, which threads through the gateway as the Execute result_code; the UI surfaces it as a terminal blocked screen and stops all push/poll. Temporary blocks self-expire; the operator can unblock at any time (lost games stay lost). Sessions are not revoked, so the blocked client can still reach the exempt block-status endpoint. Backend: migration 00003 (account_suspensions + suspension_reasons) + jet regen; account suspension store; game.ForfeitAllForAccount; requireNotSuspended gate + block-status endpoint; admin console block/unblock + Reasons CRUD. Wire: fbs BlockStatus + account.block_status gateway op. UI: blocked screen, app state, transport/codec, i18n. Docs: ARCHITECTURE, FUNCTIONAL(+ru), PRERELEASE (AB). |
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4409253dce |
fix(ui): also resync an open game on a foreground regain without a stream drop
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Closes the residual tail of the previous commit: when the live stream stays alive across a brief suspend (Telegram/iOS can pause the socket without tearing it down), an in-game event shed from a full hub buffer is never recovered by the reconnect refetch (no reconnect) or the open-game poll (it only runs while the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a foreground regain that did not drop the stream, and have Game.svelte refetch the open game once per resync. Also rescues a missed move/game_over after a suspend. Add a silent-join mock seam + an e2e isolating this path; extend the ARCHITECTURE §10 fallback note. |
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c305363ccd |
feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place. Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent". Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated. |
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f73f76220d |
test(ui): cover the invitation-card single-word indicator
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Make the mock invitation a Russian single-word game so the card's "One word per turn" line renders, and assert it in the lobby e2e. |
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0b57400c6f |
feat(ui): single-word rule indicators + auto-match select redesign
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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. |
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74455c7b12 |
feat: "multiple words per turn" rule for Russian games
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Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).
- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
+ rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
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92f48a3b12 |
Backend infers play direction; UI previews words and gates submit on legality
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A single tile that only extended a word perpendicular to the client-declared direction was rejected: the UI always sent dir=H for one-tile plays (the dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing "А" above "БАК" to form "АБАК" failed the solver's main-word-length check even though the word is in the dictionary. Make the backend infer a play's orientation from the placed tiles and the board (internal/engine.resolveDirection): two or more tiles by the line they share, a lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V" (SubmitPlayDir) so a rebuilt game matches the one committed. UI: stop computing/sending direction; the preview now shows the words a move forms with its total score (game.previewWords); the make-move control is disabled until the play is confirmed legal; the "your turn" label hides while tiles are pending. Delete the orphaned Controls.svelte. Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode and the loadtest edge client to the new contract. Bake the decision into ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README. |
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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. |
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41a642ef97 |
R4: push enrichment — events carry a state delta, kill the last poll
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Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback. - pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS. - backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size. - gateway: MoveResult transcode carries rack+bag_len. - ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false. - docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements. |
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26aa154547 |
R1: schema & naming reset — squash migrations, rename variants
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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. |
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4999478ded |
Stage 17 #5: hide finished games from your own lobby list
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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. |
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6b6baf5710 |
Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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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. |
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f5c2404123 |
Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
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Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):
- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
(rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
load (lib/draft.ts), plus #5 -- tiles may be arranged on the
opponent's turn (placement relaxed; the preview and Make-move stay
your-turn-only, so an off-turn draft is position-only).
Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
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10412fee8e |
Stage 17 round 5 — backend/correctness bug fixes
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- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat (not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat. - Quick-match cancel was a UI no-op (only stopped polling): add the full path (REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no later robot-substituted game). NewGame dequeues on cancel and on abandon. - Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win. The winner now takes rank 1 and the viewer is placed from rank 2 — matching the game-detail screen. - Friend request to a robot: robots no longer block requests; the request stays pending and expires (friendRequestTTL), mirroring a human who ignores it. - Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a correct message; the chat nudge button disables during the hourly cooldown; the nudge note reads 'Waiting for your move!' (button keeps the Nudge action label). Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot inttest, result.ts 0-0 resignation, nudge_too_soon mapping. |
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1d0bafaabb |
Stage 17: UI defect fixes (russian variant, Telegram theme/nav/banner, reconnect, hint zoom, plaque, history, transitions, per-game cache)
- #6 align the UI variant id to the backend canonical 'russian_scrabble' (type, variants, Lobby, mock, tests) — fixes the New->Russian 400 - #11/#12 inside Telegram force the colour scheme from WebApp.colorScheme (over OS prefers-color-scheme, fixing the Telegram Desktop breakage) and hide the theme switcher - #14/#15 nav bar takes Telegram's bg; announcement banner gets a dedicated subtle --ad-bg accent token - #16 suppress the reconnect banner while backgrounded and silently reconnect the live stream on return to the foreground - #17 hint zoom scrolls to the placement's bounding box, not the top-left - #19/#20 players plaque: active seat raised with side shadows, others sunk; tap toggles history - #21/#23 history: scrollbar-gutter:stable (no word jitter); fixed-height drawer pins the bottom shadow to the board - #3 (UI) disable nudge on the player's own turn - #18a directional screen slide transitions (forward in from the right, back reveals the lobby) - #13 per-game in-memory cache: instant render on re-entry + background refresh - e2e: openGame waits for the slide transition to settle |
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e9f836db87 |
Stage 15: dual Telegram bots & language-gated variants
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Service-agnostic refinement of the owner's idea: the sign-in service returns a set of supported game languages with the user identity, and the lobby gates the New Game variant choice by it (en -> English; ru -> Russian + Эрудит). - Connector hosts two bots in one container (one per service language, each its own token + game channel; the same telegram_id spans both). ValidateInitData tries each token and returns the validating bot's service_language + supported_languages. Per-language config (TELEGRAM_BOT_TOKEN_EN/_RU, channels). - supported_languages rides the Session (fbs, session-scoped, not persisted); the UI offers only the matching variants on New Game — gating only the START of a new game (auto-match + friend invite), not accept/open/play; backend does not enforce. - service_language persisted (accounts.service_language, migration 00010, written every login, last-login-wins) and routes the user-facing Notify push back through the right bot (push-target coalesces with preferred_language). - Admin SendToUser/SendToGameChannel gain an operator-chosen language selector in the console (unrelated to ValidateInitData). - Non-Telegram logins carry the gateway default set (GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants). Wire (committed regen): ValidateInitDataResponse +service_language +supported_languages; Session +supported_languages; SendToUser/SendToGameChannel +language. Docs (ARCHITECTURE/FUNCTIONAL/_ru/READMEs) + PLAN updated; stage marked done. |
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90eaf4964b |
Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
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Live play now exchanges per-variant alphabet indices instead of concrete letters (rack out; submit-play, evaluate, exchange, word-check in). The client caches each variant's (index, letter, value) table behind StateRequest.include_alphabet and renders the rack and blank chooser from it, dropping the hardcoded value/alphabet tables. History, the durable journal and GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged). - pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet; StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile]; Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated). - engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/ DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test. - backend server edge maps index<->letter (new thin game.Service.GameVariant); game.Service domain methods, engine.Game and the robot keep one letter-based play path. The gateway forwards indices verbatim (no alphabet table). - ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts is geometry-only; the mock seeds a fixture table; the UI normalises display to upper case (codec + cache), leaving placement/board/checkword unchanged. Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value tables. Discharges TODO-4. |
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01485d8fc6 | Stage 11: account linking & merge (email + Telegram Login Widget) (#12) | ||
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cf66ed7e26 |
Stage 9: Telegram integration (connector side-service, Mini App, out-of-app push)
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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. |
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d733ce3119 |
Stage 8: UI social/account/history surfaces
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. |
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453ddc5e94 |
Stage 7 (wip): UI shell, libs, mock transport, screens (lobby->game), e2e smoke
- plain Svelte 5 + TS + Vite (no SvelteKit); CSS-token design system (Telegram-ready), hash router, IndexedDB session - pure libs: domain model, premium/value maps ported from solver, board replay, placement state machine, i18n en/ru - in-memory mock transport + seed data; pnpm start runs lobby->active game->board with no backend - board: pointer-drag + tap placement, MakeMove (popup / 1s-hold commit), two-state zoom, blank chooser, exchange, hint, word-check, chat - Playwright smoke (mock) green; svelte-check clean; mock bundle ~37 KB gzip |