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Author SHA1 Message Date
Ilia Denisov c3c26bbbc0 feat(export): platform-native delivery — TG popup+downloadFile, VK viewer, mobile share sheet
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Per the on-device review, the last hop is now the most native affordance
per platform, all fed by the same signed URL:

- Telegram: the native showPopup chooser returns (safe here — the whole
  TG chain is bridge calls, which need no user activation) and both
  formats go to the native downloadFile dialog on iOS and Android alike.
- VK: the PNG opens in VK's native photo viewer (VKWebAppShowImages) —
  on screen at once, saved/shared from the viewer's own controls; the
  GCG keeps VKWebAppDownloadFile; either falls back to a plain anchor
  download (the desktop iframe). The gateway now serves /dl/* via
  http.ServeContent (Content-Length + Range/206) — another swing at the
  VK Android DownloadManager hang; if it persists, the next step is the
  clipboard fallback for the VK-Android GCG.
- Mobile browsers: the OS share sheet with the fetched file (the proven
  fetch-then-share pattern) — nothing lands in Downloads first; desktop
  keeps the anchor download.

Legacy Telegram (< 8.0, no downloadFile) keeps the app modal + GCG
clipboard copy and hides the image option.
2026-07-02 22:19:46 +02:00
Ilia Denisov c3c27bba5e fix(export): explicit Content-Length on the download responses
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Both hops (backend attachment + gateway /dl forward) wrote the body
through net/http's buffered writer, so anything over the write buffer
went out Transfer-Encoding: chunked. Android's system DownloadManager —
the executor behind VKWebAppDownloadFile — hangs indefinitely on a
download of unknown length (observed on-device: VK Android stuck in
'downloading'); Telegram's downloader tolerates chunked, which is why
only VK broke. The artifact is fully buffered anyway, so the length is
known — set it on both responses.
2026-07-02 19:02:04 +02:00
Ilia Denisov 3471d40576 feat(export): server-rendered artifacts behind one signed download URL
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The finished-game export now works identically on every platform: the
client mints a signed relative URL (game.export_url) carrying its date
locale, IANA time zone and localized non-play labels, resolves it
against its own origin and hands it to the platform's native download —
Telegram downloadFile, VKWebAppDownloadFile, or a plain browser anchor
(also the desktop VK iframe). Both artifacts ride the route: the .gcg
text (no more clipboard mode, except the legacy pre-8.0 Telegram
fallback) and the PNG of the final position.

The PNG is rasterized by a new internal 'renderer' sidecar (node:22-slim
+ skia-canvas + baked Liberation/Noto Color Emoji fonts) executing the
SAME ui/src/lib/gameimage.ts the web project unit-tests, bundled at
image build time — one renderer, no drift; the browser no longer draws
or delivers bytes itself. The backend rebuilds the render payload from
the journal + engine.AlphabetTable, verifies the HMAC (10-minute TTL,
BACKEND_EXPORT_SIGN_KEY, constant-time, uniform 404s) on its public
group, and streams the artifact as a named attachment; the gateway
forwards /dl/* behind the per-IP public rate limiter (caddy @gateway
matcher extended — the landing catch-all trap).

Deploy: renderer service (compose + prod overlay + roll before backend
+ prod push list), EXPORT_SIGN_KEY env (TEST_/PROD_ secrets), CI runs
the sidecar smoke in the ui job. Docs: ARCHITECTURE export-delivery
section, FUNCTIONAL(+_ru), UI_DESIGN, TESTING, deploy/README.
2026-07-02 18:44:07 +02:00
Ilia Denisov 5f574a765d feat(landing): VK entry logo + restore the Telegram channel build-arg
Add the VK Mini App logo next to the Telegram one on the landing hero,
linked via the new VITE_VK_APP_LINK build-arg (full URL, wired through
compose, CI and prod-deploy from TEST_/PROD_VITE_VK_APP_LINK).

Also restore the landing's Telegram link itself: commit 57c778f
collapsed the per-language vars to VITE_TELEGRAM_GAME_CHANNEL_NAME in
compose/CI but left gateway/Dockerfile with the stale _EN/_RU ARGs and
without the plain one, so the built bundle saw the var as undefined and
dead-code-eliminated the whole channel-link branch — deployed landings
(prod included) have shown no Telegram logo since.
2026-07-02 00:10:02 +02:00
Ilia Denisov 2e8fa83814 feat(telemetry): local move-preview adoption metrics (Phase 4)
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Measure uptake of the client-side local move-preview accelerator (§5) so
adoption can be watched before defaulting it on: app cold starts, dictionary
loads by result (fetched / cache_hit / miss) and move previews by path
(local / network — the backend load shed).

A small best-effort client beacon (POST /metrics/local-eval, session-gated)
batches counter deltas and posts them on a 60s timer and when the app is
backgrounded — never on the gameplay path: the in-app counters are plain
in-memory increments, only the periodic flush touches the network and it is
fire-and-forget. The gateway folds each batch into three OTel counters
(local_eval_cold_start_total, local_eval_dict_load_total,
local_eval_preview_total), clamped against a spoofed inflation.

- gateway: counters + recordLocalEval + session-gated /metrics/local-eval handler
- ui: localeval-metrics accumulator/beacon; hooks in the dict loader, in
  Game.recompute and in bootstrap (skipped under the mock harness)
- caddy: route /metrics/* to the gateway
- docs: ARCHITECTURE §11; Grafana "Scrabble — Users" dashboard panels
2026-07-01 23:31:49 +02:00
Ilia Denisov 5689f7f6a3 feat: on-device move preview (local eval) with network fallback
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Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.

- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
  (immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
  game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
  IndexedDB (best-effort, self-healing on a rejected blob) and reused across
  sessions; a warm-up overlay covers a cold load, then the network preview is the
  fallback; a bad-connection breaker stops warming after repeated misses; the move
  preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
  CI against the release dictionaries. A hidden debug readout lists the cached
  dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
2026-07-01 22:58:40 +02:00
Ilia Denisov 65c194264c feat(vk): embed the game as a VK Mini App
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Mirror the Telegram Mini App wrapper for VK: the SPA loads at a new /vk/
entry, authenticates from VK's signed launch parameters, and provisions a
'vk' platform identity — the minimum to run the game in VK test mode.

- Gateway verifies the launch signature in-process (internal/vkauth:
  HMAC-SHA256 over the sorted vk_* params under GATEWAY_VK_APP_SECRET,
  base64url) — a pure offline check, no side-service. New auth.vk op
  (gated on the secret), backendclient.VKAuth, /vk/ SPA mount.
- Backend: KindVK + ProvisionVK/vkSeed, /sessions/vk handler, identity
  kind widened to include 'vk' (migration 00005, expand-contract).
- UI: src/lib/vk.ts (VK Bridge, lazy-imported), bootVK + the /vk/ boot
  dispatch, encodeVKLogin + authVK across transport/client/mock. VK omits
  the name from the signed params, so the client reads it via
  VKWebAppGetUserInfo as an unsigned display seed.
- Deploy: /vk in the edge Caddyfile, GATEWAY_VK_APP_SECRET wired through
  compose + .env.example + CI (TEST_) + prod-deploy (PROD_).
- Admin console: surface the VK user id (link to the VK profile) next to
  the Telegram id on the user card.
- Docs: ARCHITECTURE §12/§13, FUNCTIONAL (+ _ru), gateway README; VK
  integration reference under .claude/.

Signature algorithm verified against dev.vk.com plus independent Node/Python
references and a %2C edge-case vector.
2026-06-27 11:37:31 +02:00
Ilia Denisov 03dfc29a54 feat(telegram): promo deep-link seeds English Scrabble for new users
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The promo bot button carries a configurable variant-seed start-param (default verudit_ru-scrabble_en). The gateway parses start_param from the validated initData and forwards it; the backend, on first contact only, seeds the new account variant_preferences from it (English Scrabble alongside the default Erudit).

No schema change (the scrabble_en CHECK is already in the baseline) and the gateway<->backend REST field is additive, so the rolling deploy is safe in either order. TELEGRAM_PROMO_START_PARAM configures the payload (empty forwards the user own /start payload). Covered by account unit tests, a gateway transcode test, and an integration test asserting new-only seeding.
2026-06-23 21:51:52 +02:00
Ilia Denisov ef2c2d1eb9 feat(account): seed the time zone from the client's detected offset at creation
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A new account's time_zone defaulted to 'UTC' until the player saved a profile, so the
robot's sleep window and the turn-timeout away-window sweeper — both anchored to the
account zone via account.ResolveZone — ran on UTC for every fresh player, skewing
robot-game timing until a manual Settings save. Seed the zone at creation instead, from
the client's detected "±HH:MM" offset.

- Carry browser_tz on the three account-creating auth requests (TelegramLoginRequest,
  GuestLoginRequest, EmailRequestRequest — the email account is provisioned at the
  code-request step, not at login) through the fbs envelope (+ Go/TS codegen), the
  gateway transcode + backend client, and the backend auth handlers into
  ProvisionTelegram / ProvisionGuest / ProvisionEmail.
- create() now writes time_zone explicitly: the validated detected offset, or 'UTC'
  (equal to the column default) when absent or malformed — deterministic, never guessed.
  The column is already NOT NULL DEFAULT 'UTC', so no migration is needed and existing
  accounts keep 'UTC'. An existing account is never overwritten on re-login.
- A detected zero offset is stored as "+00:00" (the zone is known and equals UTC),
  distinct from the "UTC" default that means "unknown" — which the feedback console's
  three-zone Filed display already reflects.
- Guard the guest handler against an empty payload (the bootstrap historically carried
  none) so it degrades to no-seed rather than panicking in GetRootAs*.
- Tests: zone seeding across Telegram/guest/email plus the "+00:00"/malformed/empty
  cases and the not-overwrite rule; codec round-trip for the three auth encoders.
  ARCHITECTURE + FUNCTIONAL(+ru) updated.
2026-06-22 18:43:24 +02:00
Ilia Denisov 004aca4e97 feat(feedback): capture the browser UTC offset; Filed time in three zones
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The account time zone defaults to UTC until a player saves a profile, so a
report's Filed time could only render in UTC even for a player clearly in
another zone. Capture the client's detected "±HH:MM" offset (browser_tz) with
each submission and show the Filed time in three zones in the operator console
— UTC, the browser offset detected at submit, and the sender's saved profile
zone — each shown "N/A" when not known, so the operator can tell what is
certainly known from what is merely defaulted.

- Thread browser_tz through the fbs envelope (+ Go/TS codegen), the gateway
  transcode + backend client, and the backend feedback service/store; add the
  column via migration 00004 (additive, image-rollback-safe).
- Fix fmtTimeIn to resolve "±HH:MM" offsets via account.ResolveZone;
  time.LoadLocation alone silently fell back to UTC for offset zones, which is
  the second reason a "+02:00" sender showed only UTC.
- Update ARCHITECTURE/FUNCTIONAL(+ru) docs and the feedback integration test.
2026-06-22 18:05:39 +02:00
Ilia Denisov b78ce42922 feat(feedback): capture the app version; show version + local Filed time
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Each feedback submission now carries the client app version (__APP_VERSION__),
snapshotted like the interface language: FlatBuffers FeedbackSubmitRequest gains
a version field → gateway transcode → backend, persisted in a new nullable
feedback_messages.app_version column (migration 00003, additive so an image
rollback stays DB-safe). The operator console detail shows the app version and
renders the Filed time in UTC plus the sender's time zone (fmtTimeIn).

Touches: fbs schema + regenerated Go/TS codegen, codec + transport (the client
attaches its build), gateway transcode + backendclient, feedback store/service,
admin view + template, docs (ARCHITECTURE §15, FUNCTIONAL + _ru). Verified:
feedback integration tests (migration + version round-trip), codec round-trip,
check/unit/build green.
2026-06-22 17:02:05 +02:00
Ilia Denisov 8d45ae6e3b feat: stamp the build version into every service
pkg/version.Version (default "dev") is set at link time via -ldflags from each
service Dockerfile's VERSION build-arg, which the deploy passes as the git tag
(git describe --tags). It surfaces as the OpenTelemetry service.version resource
attribute (so Grafana/Tempo are version-aware), alongside the SPA's existing
About version. Adds the VERSION build-arg to the backend/gateway/validator/bot
compose builds and a serviceResource test covering service.name + service.version.
2026-06-22 07:28:27 +02:00
Ilia Denisov e2771826fd perf(gateway): pool backend conns; loadtest evaluate hot path
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The loadtest harness never modelled game.evaluate — the debounced per-tile
play preview a real client fires several times per turn, the hottest gameplay
call. Model it (one evaluate per placed tile + reconsideration re-previews +
draft.save, human-paced; --eval / --eval-recon toggle it).

That realistic load surfaced the real bottleneck: the gateway's backend HTTP
client used the default transport (MaxIdleConnsPerHost=2), so every sync call
to the single backend host churned a fresh TCP connection — ~26500 TIME_WAIT
sockets at 500 players (near the ephemeral-port ceiling), burning ~1.75 gateway
cores while the backend sat near-idle. It was the unfixed root of the residual
transport_error the earlier passes chased on the client side.

Widen the keep-alive pool (backendMaxIdleConns=512, ~2x the observed 225-conn
peak). At 500 players the churn collapses to ~0 and peak gateway CPU drops ~7x
(~1.75 -> ~0.26 cores); postgres (~1.65 cores) becomes the busiest service.
This overturns the earlier "gateway is the binding constraint, scale it
horizontally" sizing — that was sizing around this bug, not a real floor.

Consolidate the loadtest trip reports into one loadtest/REPORT.md (drop the
R2/R7 split) and bake the finding into README / PRERELEASE / ARCHITECTURE /
TESTING.
2026-06-21 19:55:57 +02:00
Ilia Denisov e71e40eef5 feat(telegram): promo bot + channel-chat moderation gate
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Add a second standalone promo bot to the bot container (answers /start with a
localized message + a URL button into the main bot's Mini App) and gate write
access in a channel's linked discussion chat: grant on join when the Telegram
user is registered and neither admin-suspended nor holding a new chat_muted
role, and revoke/grant on the matching moderation change for a member currently
in the chat.

Eligibility (registered AND NOT suspended AND NOT chat_muted; the game
suspension dominates) is resolved once in the backend and reached two ways: the
bot's join-time unary ResolveChatEligibility over the existing mTLS bot-link,
and a backend chat_access_changed event -> gateway -> ChatGate command
(idempotent; a temporary-block-expiry sweeper may over-emit). The bot guards the
block/unblock path with getChatMember, since bots cannot list members.

A web_app button cannot open another bot's Mini App (it signs initData with the
sending bot's token), so the promo button is a t.me ?startapp URL reusing the
UI's VITE_TELEGRAM_LINK. The bot must be a chat admin with the restrict-members
right and chat_member in its allowed updates.

No schema change: chat_muted reuses the data-driven account_roles table.
2026-06-21 14:46:51 +02:00
Ilia Denisov 041106d623 feat(gateway): temporary IP ban (fail2ban) fed by rejections + honeypot/honeytoken
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Add a prod-only, in-memory IP ban enforced at the edge, fed by three signals:
sustained rate-limiter rejections (the IP-keyed public/email/admin classes — the
user class stays the backend soft-flag's concern), a honeypot decoy-path hit (the
contour caddy tags decoys with X-Scrabble-Honeypot and routes them to the gateway),
and a honeytoken (a planted bearer, GATEWAY_HONEYTOKEN). A banned IP is refused with
429 by the abuseGuard middleware before any work — covering the Connect edge, the
live stream and the static SPA/landing the per-op limiter never gated.

The ban is off by default: it keys by the real client IP the shared-NAT test contour
does not expose, so a ban there would be self-inflicted; detection still logs in the
contour, only the ban action is gated (GATEWAY_ABUSE_BAN_ENABLED). Rejection bans last
GATEWAY_ABUSE_BAN_DURATION; tripwire/honeytoken hits are near-zero-false-positive and
earn longer fixed bans. Each ban increments gateway_abuse_banned_total{reason}.

Operators see and lift active bans on the admin console's Throttled page; the gateway
syncs its active set to the backend every 30s (POST /api/v1/internal/bans/sync,
backend/internal/banview) and applies the operator unbans the response returns.

PRERELEASE phase AG. Docs baked into ARCHITECTURE / FUNCTIONAL (+ru) / both READMEs.
2026-06-21 08:54:20 +02:00
Ilia Denisov 6aeb529f13 feat(telegram): split connector into home validator + remote bot
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Move all Telegram egress off the main host. The single connector held the
bot token, long-polled Telegram and answered the gateway/backend over the
trusted internal network, so the whole component (including login validation)
shared fate with its VPN sidecar. Split it into two binaries that share the
token:

- cmd/validator (home, no VPN): Mini App initData + Login Widget HMAC only,
  never calls the Bot API. The gateway dials it for Telegram auth, so game
  login is now independent of Telegram reachability.
- cmd/bot (remote): Bot API long-poll + sendMessage, the only component
  reaching Telegram. It holds no inbound port — it dials the gateway over a
  new reverse mTLS bot-link (pkg/proto/botlink/v1) and executes the send
  commands the gateway pushes.

The gateway funnels sends to the bot-link: out-of-app push is fire-and-forget
(at-most-once, dropped if no bot is connected); the backend admin broadcasts
reach a gateway-served relay that forwards them and awaits the bot's ack
(SendToUser/SendToGameChannel contract preserved). mTLS (pkg/mtls) is the one
inter-service link that leaves the trusted segment; validator<->gateway and
the relay stay plaintext internal. The bot is Telegram-rate-limited.

One bot now; the gateway bot registry, an owns_updates flag and per-command
ids leave seams for N later. Webhook rejected (one URL per token, adds inbound
+ a static address).

The unified test contour runs the split (the bot keeps its VPN sidecar and
dials the gateway by its internal name; bot-link certs from deploy/gen-certs.sh,
generated in CI). The prod wiring — the bot on a separate host (no VPN), the
gateway bot-link port published, PROD_ certs with scheduled rotation, an SSH
deploy of both hosts together — is the deferred final stage (PRERELEASE.md TX,
Stage 18).

Docs: ARCHITECTURE, PRERELEASE (phase TX), platform/telegram + gateway +
backend + deploy READMEs, FUNCTIONAL(+ru), CLAUDE.md, .env.example.
2026-06-21 00:19:07 +02:00
Ilia Denisov 57c778f9b2 feat(telegram,game): single bot + per-user variant preferences
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Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.

- Telegram: one bot; drop service_language and the supported_languages
  set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
  connector proto). The single bot renders chat and out-of-app push in
  the recipient's preferred_language; remove the game-language push
  routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
  {erudit_ru}, CHECK non-empty + subset of the three variants). Gates
  the New Game picker, vs-AI and the friend invitation the player
  creates, enforced server-side (HTTP 400 otherwise); an invited friend
  may still accept any variant. Edited on the Settings screen; variants
  are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
  and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
  VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
  to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
  backend, ui, UI_DESIGN, PRERELEASE).

The migration squash is deferred to a follow-up PR.
2026-06-20 14:23:25 +02:00
Ilia Denisov c127bc9f0e feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is
secretly a pooled robot now records the request per (game, seat) in a new
robot_friend_requests table -- never against the shared robot account -- mirroring the
robot_blocks pattern. The shared account stays out of friendships, the "requested" state
is pinned to the seat (not leaked across the player's other games), the robot ignores it,
and a background reaper drops the row 7 days after its game finishes. The outgoing-requests
list carries these per-game rows so the seat control stays disabled across reloads. No
withdraw UI, per owner decision.

Cosmetics:
- Lobby: an in-progress game tints the viewer's own score number green when leading or
  tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order,
  matching the over-the-board scoreboard.
- Stats: the per-variant best move is laid out on two lines -- the variant label, then the
  score (right-aligned in its column) and the word tiles (left-aligned) below it.
- Dark theme: the played-tile background is a touch darker so a player-placed tile reads
  with more contrast (light theme unchanged).

Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the
same change.
2026-06-19 21:39:27 +02:00
Ilia Denisov 6e77de4c1e feat: sparser robot nudges, typed unread badge, lobby unread bump
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Three owner-requested polish changes:

- robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a
  flat uniform 9-12 h wait before every nudge; the existing sleep-window gate
  still skips and defers a nudge that would land in the robot's night.
- ui: colour the lobby/in-game unread dot by type -- the regular danger colour
  when a chat message is unread, a softer amber (--warn) when only nudges are.
  Adds a per-viewer unread_messages flag (chat_messages.kind='message') across
  the backend DTO, FlatBuffers wire, gateway transcode and the UI store.
- ui: float games with any unread notification to the top of the lobby's
  your-turn and opponent-turn sections (finished keeps its order), reusing the
  existing unread_chat flag.

Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire
field is backward-compatible.
2026-06-19 16:50:48 +02:00
Ilia Denisov 64be0572b3 fix(social): robot blocks
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Blocking an auto-match opponent who is secretly a pooled robot is recorded  instead in a separate `robot_blocks` table.

Now blocking behaves the same in that game (struck name, hidden composer) and lists the blocked opponent under the name you saw, but is recorded only against that game — the disguise holds, the shared robot is never globally blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out of opponents).

- the shared robot account is never put in `blocks`
- the matchmaker keeps it free and it is not blocked under its other per-game names
- the blocked list and the in-game card still show it by joining that table; an unblock deletes the row
2026-06-18 13:12:19 +02:00
developer 8793bd34f2 feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
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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.
2026-06-17 22:17:27 +00:00
Ilia Denisov aaac816dc2 feat(chat): unread read-receipts with lobby/game dot and history-open ack
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).

UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
2026-06-17 11:12:38 +02:00
Ilia Denisov 63ab85a5e5 feat(lobby): cap simultaneous quick games at 10
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Limit a player to 10 active quick games (auto-match + AI); friend games created
by invitation are not counted. At the cap the backend refuses both new-game
entry points — quick enqueue and invitation creation — with 409
game_limit_reached, while accepting an incoming invitation stays allowed, so
friend games are capped from the other end. The lobby disables "New Game" and
shows a low-emphasis notice, driven by a new at_game_limit flag on games.list
(no per-event payload: a turn change does not move the count, and the lobby
already re-fetches games.list on entry and every game event).

- game.MaxActiveQuickGames + Store/Service.CountActiveQuickGames (active/open
  seats, no game_invitations row; hidden games still count -> dedicated count)
- Server.ensureUnderGameLimit gating handleEnqueue + handleCreateInvitation;
  game.ErrGameLimitReached -> 409 game_limit_reached
- FB GameList.at_game_limit (regenerated Go + TS) through the gateway transcode
  and UI codec; gameListDTO + lobbycache snapshot + Lobby.svelte + i18n
- tests: integration count rule + HTTP gate + accept bypass; server error map;
  gateway transcode round-trip; UI codec + lobbycache unit; e2e gamelimit
- docs: PRERELEASE (GL), FUNCTIONAL(+ru), ARCHITECTURE 8, UI_DESIGN, backend README
2026-06-16 22:51:18 +02:00
Ilia Denisov 0946a3f66c feat(ads): server-driven ad-banner backend, wire & admin console (PR1)
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Turn the gated-off mock banner into a real advertising subsystem (backend +
admin half; the UI rotation lands in PR2).

- internal/ads: campaigns (percent weight + validity window; a perpetual,
  undeletable default that fills the remainder up to 100%), 1..N bilingual
  messages (en+ru), global display timings; ActiveSet computes the
  window-filtered, default-remainder, GCD-reduced, language-resolved rotation
  feed. Smooth-weighted-round-robin math is unit-tested.
- migration 00006 (+ jetgen): ad_campaigns / ad_messages / ad_settings, seeded
  default campaign + house message + default timings.
- eligibility = !paid_account && hint_balance==0 && !no_banner role (new role;
  guests qualify). The resolved feed rides the profile.get response (no new RPC,
  works for guests, nothing distinct to filter); language by service_language.
- live update: a notify `banner` sub-kind (re-poll signal) published when an
  operator grants hints or grants/revokes no_banner, so the client shows/hides
  in place.
- admin console /_gm/banners (+ /_gm/banner-settings): campaign + message CRUD
  with reorder, default protection, clamped timings.
- wire: fbs BannerInfo/BannerCampaign on Profile; gateway transcode forwards it.
- docs: ARCHITECTURE §10, FUNCTIONAL (+ _ru), backend README, PRERELEASE tracker
  (incl. the deferred app.load aggregator note).
2026-06-15 23:00:19 +02:00
Ilia Denisov aa765a0c06 feat: honest AI opponent in quick game
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New Game's quick game gains an explicit opponent selector — 🤖 AI (default)
or 👤 Random player. AI starts a game seated with a pooled robot that joins
and moves at once: no per-move timeout (a 7-day inactivity loss reusing the
turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown
as 🤖 everywhere. The random path (disguised robot) is unchanged.

Driven by one game flag (games.vs_ai), set only on AI-started games so the
disguised path is never revealed; Matchmaker.StartVsAI seats the robot
directly (no open pool); the robot replies event-driven via the game service's
after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
2026-06-15 20:14:24 +02:00
Ilia Denisov 03eb8044ff feat(ui): real friend-invite share with a per-bot link
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The friend-code 'share' was an <a> that just opened the bot. Make it a real share:
Telegram's native share-to-chat picker inside the Mini App (openTelegramLink +
t.me/share/url), the system share sheet (navigator.share) on the web, else copy the
link. The shared deep link points at the same bot the player is in — it picks
VITE_TELEGRAM_LINK_EN/_RU by the session's service language, falling back to the
single VITE_TELEGRAM_LINK. Adds the per-bot build args across Dockerfile / compose /
ci.yaml / .env / docs; PLAN TODO-5 updated.
2026-06-15 15:49:36 +02:00
Ilia Denisov 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.
2026-06-15 15:49:26 +02:00
Ilia Denisov 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
2026-06-15 12:23:10 +02:00
Ilia Denisov 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).
2026-06-14 21:55:59 +02:00
Ilia Denisov 0f3671f42d feat(admin): online dictionary update — upload archive, preview word diff, install & activate
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Replace the dictionary hot-reload with an online update flow in the GM console
(/_gm/dictionary): the operator uploads scrabble-dawg-vX.Y.Z.tar.gz, previews the
per-variant words added/removed against the active dictionary, and confirms to
install + activate it. Versions are immutable; in-progress games keep their pinned
version while new games use the new one.

- engine: DiffWords (enumerate both DAWGs, decode only the differences), OpenFinder,
  Registry.Finder, DictFiles; OpenWithVersions skips the .staging area.
- dictadmin: hardened release-archive validation + extraction (path-traversal,
  symlink, oversize, entry-count rejection) and staging -> install (atomic rename).
- game: active dictionary version persisted in the dictionary_state singleton
  (single source of truth, restored on boot), concurrency-safe accessor.
- storage: BACKEND_DICT_DIR is a named volume seeded from the image (nonroot-owned),
  so uploaded versions persist across redeploys; the build's DICT_VERSION labels the
  seed and equals the resident tag (BACKEND_DICT_VERSION).
- docs: ARCHITECTURE §5, FUNCTIONAL (+ru), backend README, TESTING, PRERELEASE.

Tests: engine + dictadmin unit; integration upload->preview->install->activate->
restart->pin->immutability->CSRF.
2026-06-13 23:29:06 +02:00
Ilia Denisov efaf633691 fix(gateway): put the opened game on the wire even when the enqueue is not yet matched
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The real cause of 'Start game does not enter the game': encodeMatch gated the MatchResult game on matched (matched := m.Matched && m.Game != nil), so an open game awaiting an opponent (matched=false, game set) lost its game on the wire and the client had nothing to navigate into. Encode the game whenever m.Game is present; the backend's matched flag is authoritative. Regression test added (matched=false + game reaches the wire). The earlier codec fix guarded the same drop on the decode side.
2026-06-13 10:50:16 +02:00
Ilia Denisov 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.
2026-06-12 10:28:29 +02:00
Ilia Denisov 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.
2026-06-12 02:17:30 +02:00
Ilia Denisov 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.
2026-06-11 22:42:33 +02:00
Ilia Denisov b47c47e969 R6(c): share the nested FB builders between notify and gateway transcode
Extract the FlatBuffers builders for the wire tables shared by the backend push
encoder and the gateway edge transcoder — GameView, MoveRecord, StateView,
AccountRef, Invitation and their nested rows — into a new scrabble/pkg/wire
package. Both callers keep their local builder signatures (no call sites move)
but now map their own source types (the backend's notify.* payloads and the
decoded engine.MoveRecord; the gateway's backendclient.* REST DTOs) to neutral
wire.* structs and delegate the construction to package wire, the single
definition of the nested-table layout.

Behaviour-preserving: the verified-identical field sets mean the wire bytes
decode the same, and the notify + transcode round-trip tests pass unchanged. The
fiddly Start/Add/End + reverse-prepend vector boilerplate now lives once; the two
encode files shrink while pkg/wire carries the shared logic.
2026-06-10 17:21:18 +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 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.
2026-06-10 08:01:50 +02:00
Ilia Denisov f20a4b49ff R3: split the landing into its own static container
- gateway/Dockerfile gains a `landing` target: caddy:2-alpine + the shared
  Vite build (identical build args keep the ui stage a single cached build);
  the gateway target drops landing.html from the embed.
- The contour caddy routes /app/, /telegram/ and the Connect path to the
  gateway; the catch-all — the landing at / and any stray path — goes to the
  new landing service, so junk traffic is absorbed by static file serving.
- deploy/landing/Caddyfile mirrors the webui caching (immutable assets,
  no-cache shells) and falls back unknown paths to the landing shell.
- The gateway's / now 308-redirects to /app/ (keeps a local no-caddy run
  usable); webui placeholder landing.html removed.
- CI deploy probe checks both / (landing) and /app/ (gateway).

Verified: both images build; the landing container serves landing.html at /
(no-cache) with junk-path fallback; the gateway image redirects / to /app/
and carries no landing content.
2026-06-10 02:20:10 +02:00
Ilia Denisov 8878711cf3 R3: gateway edge hardening — body cap, h2c sizing, rate-limit observability
- GATEWAY_MAX_BODY_BYTES (1 MiB): connect WithReadMaxBytes + http.MaxBytesReader
  on the public mux; explicit http2.Server MaxConcurrentStreams/IdleTimeout and
  an http.Server ReadHeaderTimeout (R2 report follow-up).
- gateway_rate_limited_total{class} counter, Debug per rejection, a rejection
  tracker drained every 30 s into a Warn summary per key and a report POST to
  /api/v1/internal/ratelimit/report (feeds the admin view + auto-flag).
- The dead AdminPerMinute/AdminBurst policy now guards the /_gm mount (429),
  ahead of its Basic-Auth.
- resolve() logs the cause of infra session-resolve failures at Warn (the
  transient unauthenticated dips from the R2 run); unknown tokens stay silent.
2026-06-10 01:58:48 +02:00
Ilia Denisov 0c55574ddd R2: drop ./loadtest from the backend/gateway/telegram image builds
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Adding the loadtest module to go.work (use ./loadtest + the scrabble/gateway
replace it needs) broke the other services' Docker builds: their reduced
workspace still referenced ./loadtest (not in their build context), failing with
'cannot load module loadtest: open loadtest/go.mod: no such file or directory'.
Each service Dockerfile now also -dropuse=./loadtest; backend and telegram (which
do not COPY ./gateway) additionally -dropreplace the loadtest-only scrabble/gateway
replace. Verified by building all three images plus loadtest locally.
2026-06-09 23:57:26 +02:00
Ilia Denisov 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.
2026-06-09 12:09:50 +02:00
Ilia Denisov bf7dca0a09 Stage 17: fix the robot-nudge frequency + per-game push language
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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.
2026-06-09 08:06:58 +02:00
Ilia Denisov f166ff30fe Stage 17 #4: enrich the out-of-app your-turn push + add game-over
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The Telegram 'your turn' notification now names the opponent and recaps their last
move (voiced as the opponent: «{name}: my move — «WORD». Score 120:95» for a scoring
play; a short 'swapped / passed, your turn' otherwise), and a new game-over
notification reports the result + final score when a game ends by any path (closing
play, all-pass, resign, timeout). Scores are recipient-first (the reader's score
leads), 2-4 players (120:95:80).

- schema: YourTurnEvent gains opponent_name/last_action/last_word/score_line
  (appended, backward-compatible); new GameOverEvent{result, score_line}. Go + UI
  bindings regenerated (flatc 23.5.26 + pnpm codegen).
- backend: notify.YourTurn enriched + notify.GameOver; emitMove resolves the mover's
  name and emits per-recipient (your_turn to the next mover, game_over to every seat),
  with recipient-first score lines built in one place.
- gateway: game_over joins the out-of-app whitelist (routing.go).
- connector: render builds the enriched your_turn + game_over text per language (en/ru).
- tests: notify round-trip (enriched + game_over), emit (enriched fields + game_over to
  all seats / per-seat result), connector render (en/ru), routing; integration replay
  (play → your_turn with real name; resign → game_over) green.
- docs: ARCHITECTURE push catalog + out-of-app set, FUNCTIONAL (+ _ru), PLAN tracker.
2026-06-09 01:15:18 +02:00
Ilia Denisov 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.
2026-06-09 00:26:35 +02:00
Ilia Denisov 645df52c0b Round-6 follow-up: UX polish + client-IP fix
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- 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
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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.
2026-06-08 19:23:48 +02:00
Ilia Denisov 3fd279cf8c Landing v2: icon switchers, ephemeral theme, channel link, drop browser CTA
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Owner review-pass rework of the landing page:
- Rename the per-language Telegram link build var
  VITE_TELEGRAM_LINK_EN/_RU -> VITE_TELEGRAM_GAME_CHANNEL_NAME_EN/_RU
  (it carries a channel username; the landing builds https://t.me/<name> --
  the same channels the connector posts to via TELEGRAM_GAME_CHANNEL_ID_*).
- Language switcher -> a globe icon dropdown (flags + names), saved + synced
  to the app prefs.
- Theme switcher -> a sun/moon icon toggle, ephemeral (follows the system
  scheme, no auto, never persisted) -- galaxy-game style.
- Drop the "Play in browser" CTA (no standalone-web onboarding yet).

Docs: FUNCTIONAL(+ru), PLAN, deploy + ui READMEs.
2026-06-08 16:40:07 +02:00
Ilia Denisov e16076c89e Stage 17 round 6 (#16-20): landing page, /app/ move, cache + stream fixes
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Close out Stage 17 round 6:

- Landing page at / — one Vite build with two entries (index.html = game
  SPA, landing.html = a lightweight landing reusing the theme/i18n/
  aboutContent leaf modules, not the app store).
- Move the web game SPA to /app/; the Telegram Mini App stays at /telegram/
  (gateway webui.Handler(stripPrefix, indexName): landing at /, SPA at /app/
  + /telegram/). Per-language "Play in Telegram" link via new
  VITE_TELEGRAM_LINK_EN/_RU build vars (button hides when unset).
- Cache headers: hash-named /assets/* immutable, HTML shells no-cache (the
  go:embed zero modtime emitted no validators, so the client re-downloaded
  the whole bundle every launch).
- Live-stream 15s abort fix: an immediate heartbeat on open + a 10s default
  interval (the first tick at 15s raced the edge idle timeout -> reconnect
  storm).

PLAN/ARCHITECTURE(§13)/FUNCTIONAL(+ru)/gateway+ui+deploy READMEs updated;
round 6 closed. Tests: gateway webui/connectsrv units, ui landing unit + e2e,
full e2e (60) green.
2026-06-08 13:33:05 +02:00
Ilia Denisov 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.
2026-06-07 22:25:29 +02:00
Ilia Denisov 74683f294f Stage 17 round 6 (#13/About): About screen content + app version from git describe
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- About screen: prominent localized title (Scrabble / Эрудит (Скрэббл)), a rules link
  (en/ru Wikipedia), and the Random-game / Game-with-friends sections; copy lives in a
  shared aboutContent module (the landing will reuse it). The random-game move limit
  inlines the 24h auto-match clock.
- App version: Vite define __APP_VERSION__ from VITE_APP_VERSION (default 'dev'), wired as
  a Docker build-arg sourced from `git describe --tags --always` in the deploy step — no
  manual version bumps. The fallback keeps a plain/local build working.
2026-06-07 11:39:31 +02:00