Commit Graph

22 Commits

Author SHA1 Message Date
Ilia Denisov 9d52885a6e fix(matchmaking): re-enqueue opens a new game, not the caller's own
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A second "random opponent" enqueue with the same variant and per-turn
rule, while the caller's first game was still open (awaiting an
opponent), returned that same open game, so a player could never start a
fresh random game while one was still searching.

Drop the own-open short-circuit (step 1) in store.OpenOrJoin: a
re-enqueue now joins another player's open game or opens a fresh one.
Accumulation stays bounded by MaxActiveQuickGames, which counts open
games. Update the matchmaker/service/store doc comments and
ARCHITECTURE.md, and flip the pinning test to assert the new behavior.
2026-06-18 10:18:44 +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 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 183e08ec80 feat(robot): per-game display names from a wide name corpus
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Decouple the displayed opponent name from the small pool of durable robot
accounts: the disguised auto-match robot now gets a freshly composed name each
game, stamped on a new game_players.display_name seat snapshot. The snapshot
also captures humans' names, freezing what an opponent sees for the life of a
game (a later rename no longer rewrites past games); readers fall back to the
account's current name for pre-migration rows.

Names come from a wide composed corpus (internal/robot/namevariety.go): Western
locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed
Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian
game draws Cyrillic + <=20% Latin and never a CJK script; an English game the
full corpus -- via robot.PickNamed.

Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run
of up to five digits, so "Player2007"-style handles are valid for humans too
and the disguised robot stays indistinguishable.

Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT '');
jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated.
2026-06-16 12:28:04 +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 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 02681ae9e0 feat(chat): limit in-game chat to one message per turn
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Enforce one chat message per turn on both ends. The backend rejects a
second message in the same turn (ErrChatAlreadySentThisTurn -> 409
chat_already_sent), keyed on the move-driven turn start (turn_started_at).
The UI derives "already wrote this turn" from the message list against
GameView.lastActivityUnix (no counter, survives reopening, resets on turn
change), hides the field behind a short caption once the limit is reached,
and now reloads the game state on turn/game-state events so the toggle and
the limit follow the live game. Enter is gated on !busy to avoid a
double-send in the in-flight window.

Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage
enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure
logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and
error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL
(+ru), ARCHITECTURE, UI_DESIGN.
2026-06-14 20:18:58 +02:00
Ilia Denisov 222eaf730f feat(game): void unreplayable games as a draw instead of erroring
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A committed move that becomes illegal under a tightened rule (the single-word
connectivity fix) makes engine replay fail, which left such games unopenable —
an empty screen and an 'illegal play' error. Now the first open closes the game
gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner),
preserves the journal, and surfaces an impersonal organizer note at the end of
the move history and in the GCG export.

- engine: EndAborted + Abort() (draw, no rack adjustment; winner -1).
- service: replay aborts on ErrIllegalPlay; liveGame persists the void once
  (lazy, on open); GameState re-reads for the settled view.
- store: VoidGame finishes the game and stamps a draw without a journal row.
- migration 00002: allow end_reason 'aborted'.
- ui: organizer note under the history grid; i18n en/ru.
- docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3.
2026-06-14 16:57:27 +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 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.
2026-06-12 16:00:22 +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 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 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 cdf616d6c4 Stage 17 round 6 (#7): reset the nudge cooldown once the player acts
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The hourly nudge cooldown now clears as soon as the sender has moved or posted a chat
since their last nudge — engagement lifts the 'don't spam' limit. Backend: Nudge checks
game.LastMoveAt + the sender's last non-nudge chat against the last nudge time
(GameReader gains LastMoveAt). UI: nudgeOnCooldown mirrors it — a chat reset is read from
the message list, a move is tracked client-side (lastActedAt on commit/pass/exchange; the
backend stays authoritative across a reload). Integration test covers the reset.
2026-06-07 11:32:08 +02:00
Ilia Denisov f916d5e0ca Stage 17 round 5 (L2): robot play-to-win intent + next-move ETA in the admin game card
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The admin game detail now shows, per robot seat, the game's deterministic play-to-win
decision (from the bag seed) and — while it is that robot's turn — its scheduled next-move
ETA (sampled think-time delay, deferred past the sleep window), plus a caption with the
~40% global target. Wiring: robot.PlayToWin/NextMoveAt/PlayToWinTargetPercent exports,
account.IsRobot, game RobotSchedule (seed + turn-start). Tests: NextMoveAt invariants
(never early, never in the sleep window), PlayToWin export, and an admin render integration
test asserting the intent + ETA + target appear.
2026-06-07 09:42:23 +02:00
Ilia Denisov 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.
2026-06-04 16:26:43 +02:00
developer 3a640a17a4 Stage 10: admin console & dictionary ops (complaint review, hot-reload, broadcasts) (#11)
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2026-06-04 07:27:49 +00:00
Ilia Denisov d733ce3119 Stage 8: UI social/account/history surfaces
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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.
2026-06-03 19:47:40 +02:00
Ilia Denisov 65689b903f Stage 7 (wip): wire remaining ops (backend REST, FBS, gateway transcode) + real UI transport
backend: REST handlers for pass/exchange/resign/hint/evaluate/check_word/complaint/history/chat-list/nudge + new game.ListForAccount (my games) + seat display_name resolution
pkg/fbs: GameActionRequest/ExchangeRequest/EvalRequest/EvalResult/CheckWordRequest/WordCheckResult/ComplaintRequest/HintResult/History/GameList/ChatList + SeatView.display_name; committed Go regenerated (flatc 23.5.26)
gateway: 11 new transcode ops + backendclient methods + FB encoders
ui: edge TS codegen (flatc --ts + protoc-gen-es, committed), FlatBuffers<->model codec, real connect-web transport (binary, bearer auth, Subscribe). prod bundle ~69KB gzip JS
2026-06-03 00:49:07 +02:00
Ilia Denisov 85baabe4ba Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)
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- internal/robot: durable kind='robot' account pool (migration 00004); every
  per-game and per-turn choice derived deterministically from the game seed
  (restart-stable FNV mix); a background move driver; margin targeting (band
  1-30, closest-to-band); right-skewed [2,90]min delays (median ~10m);
  opponent-anchored sleep with +/-3h drift; daytime nudge reply + proactive
  12h nudge; friend/chat blocked via profile toggles.
- engine.Candidates (decoded ranked plays); game.Candidates + RobotTurns;
  social.LastNudgeAt.
- matchmaker: 10s wait then robot substitution (reaper) + Poll delivery seam.
- config (BACKEND_ROBOT_DRIVE_INTERVAL, BACKEND_LOBBY_ROBOT_WAIT,
  BACKEND_LOBBY_REAPER_INTERVAL); main wiring + boot-time pool provisioning.
- metrics: robot account_stats (authoritative balance) + robot_games_finished_total
  OTel counter + per-finish log.
- docs: PLAN, ARCHITECTURE, FUNCTIONAL(+ru), TESTING, README; account.go comment.
- tests: robot strategy units, matchmaker reaper/Poll, engine.Candidates; inttest
  robot full-game / substitution / proactive-nudge.
2026-06-02 21:02:20 +02:00
Ilia Denisov bfa8797f8c Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
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Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged.

New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer).

Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
2026-06-02 19:29:30 +02:00
Ilia Denisov 751e74b14f Stage 3: game domain (lifecycle, journal+cache, hint, word-check, GCG, stats)
Tests · Go / test (push) Successful in 6s
Tests · Integration / integration (push) Successful in 8s
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internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.

Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.

Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.

Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
2026-06-02 17:33:49 +02:00