Commit Graph

317 Commits

Author SHA1 Message Date
Ilia Denisov 9644bd6e5e style(lobby): bold the score line, a touch smaller
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Per owner follow-up: the whole lobby score line is now bold (font-weight 700,
matching the over-the-board score plaques) and a hair smaller (0.8rem) to offset
the heavier weight. The viewer's own number keeps its green/red standing tint.
2026-06-19 21:51:50 +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
developer 9ded5d3d86 Merge pull request 'feat: sparser robot nudges, typed unread badge, lobby unread bump' (#87) from feature/robot-nudge-badge-sort into development
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2026-06-19 18:36:34 +00:00
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
developer c67a5d51f1 Merge pull request 'feat(robot): shrink endgame think time when both sides pass' (#86) from feature/robot-endgame-shrink into development
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2026-06-19 14:00:59 +00:00
Ilia Denisov f3768d20f2 feat(robot): shrink endgame think time when both sides pass
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In a dead-drawn endgame — the two most recent journal moves are both
passes, so the board and the robot's rack are frozen and the robot is
bound to pass again — the robot still waited out its long late-game think
time (up to 90 min) before passing, needlessly dragging out a decided game.

Shorten that delay to a [0.8, 1.5]x band around the human's last-move think
time (the gap between the last two journal entries), clamped to [30s, 8min]
and taken as a min with the normal schedule, so the robot never moves
slower. A slow human collapses to the 8-min cap; a fast human is tracked,
with the floor keeping the robot from passing suspiciously instantly. The
anchor reads the move journal only (no schema change), stays deterministic
from the seed, and still defers to the sleep window.

RobotTurns now carries EndgamePass + OppLastMove, filled by one batched
journal query on the scan; the honest-AI single-game trigger keeps the
normal path (it moves at once). NextMoveAt (admin ETA) is left as the
normal-schedule upper bound.
2026-06-19 12:48:39 +02:00
developer 0eb1e0ef47 Merge pull request 'perf(ui): reuse hint result as move preview, skip redundant evaluate' (#85) from feature/hint-preview-reuse into development
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2026-06-19 10:18:14 +00:00
Ilia Denisov d0681c5efe fix(ui): lower-case hint preview words to match evaluate
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A hint's MoveRecord words are upper-cased on decode (for the move-history view),
whereas an EvalResult keeps the backend's lower case. Seeding the move preview
from the hint verbatim flipped the score caption to upper case and nudged its
height. Lower-case the words in previewFromHint so the caption reads the same
as the evaluate path it replaces.
2026-06-19 12:12:53 +02:00
Ilia Denisov 0dd4099d68 perf(ui): reuse hint result as move preview, skip redundant evaluate
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Taking a hint auto-placed the suggested tiles and then called recompute(),
which round-trips a debounced evaluate for that exact placement. The hint is
the engine's own top-ranked, fully scored legal move, so its move already
carries the score, words and direction an evaluate would return — the second
call was pure duplicate work and added a visible disabled->enabled flicker on
the submit button over slow links.

Seed the move preview directly from the hint move via previewFromHint and
cancel any pending evaluate timer so a stale one cannot clobber it. A later
manual edit re-arms recompute() as before, so rearranged tiles are re-evaluated
normally. Client-only; no backend, wire or schema change.
2026-06-19 12:03:27 +02:00
developer b65a3ecc9c Merge pull request 'feat(ui): UI polish batch (toast, gestures, lobby, settings, admin count)' (#84) from feature/ui-polish-batch into development
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2026-06-19 08:17:50 +00:00
Ilia Denisov b156d3403c fix(ui): polish board→rack recall drag and its gesture interplay
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- The rack now animates the opening drop gap for a board-tile recall drag too
  (the reorder transition was gated on a rack-source drag only).
- While a board tile is dragged over the rack (a recall, gap shown), the 
  confirm and its preview caption are hidden so they don't sit over the gap;
  they return if the tile is dragged back out over the board.
- A recall drop lands off the boardwrap, so its pointerup never reached the
  boardwrap handler and left a stale id in the active-pointer set — the next
  board swipe then read as multi-touch and the shuffle / history pull went dead.
  Reconcile the pointer when a drag ends or cancels. Regression e2e added.
2026-06-19 10:12:48 +02:00
Ilia Denisov 4adb608ad1 feat(ui): vs-AI comms trim, overlay confirm button, recall-to-slot drag
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- vs-AI: the comms hub drops the Chat tab (Dictionary only); a finished AI
  game has no comms at all, so its 💬 history-header entry is hidden too.
- Confirm-move : redone as an absolute overlay pinned to the right edge (its
  right edge sits under the preview caption), so the rack keeps a fixed tile
  size — this reverts the tile-shrink that resized the letters at 6 tiles.
- Recall: dragging a placed tile back to the rack now drops it at the slot the
  pointer is over (drag-to-position, a gap opens), instead of snapping to its
  original slot; double-tap still recalls to the origin. New pure recallToSlot.

Tests: placement recallToSlot units; e2e recall-to-position; vs-AI comms e2e
updated. Docs: UI_DESIGN + FUNCTIONAL (+ru).
2026-06-19 09:54:30 +02:00
Ilia Denisov b5688d4848 fix(ui): right-align the confirm-move glyph under the preview caption
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The  box already ended at var(--pad) from the screen edge, but place-items:
center centred the glyph inside the 56px box, so it sat ~14px left of the green
preview caption (.scores, text-align:right at the same var(--pad)). Right-align
the glyph (place-items: center end) so its right edge lands under the caption's.
2026-06-19 09:17:39 +02:00
Ilia Denisov ab1ad998aa feat(ui): batch of UI polish tweaks
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- admin dashboard "Users" count excludes robots (CountUsers, humans only)
- lobby finished-game delete reveal: background matches header/tab-bar (--bg-elev)
- mobile: swipe up on the zoom-out board (no staged tiles) shuffles the rack
- lobby: status icons -25%, game-row top/bottom padding halved
- toast: info tier drifts up ~a tab-bar height while fading over 2s and dismisses
  on tap; error tier unchanged
- game: confirm-move button stays pinned at the right edge; rack tiles shrink to
  fit so a full rack never overflows onto it
- telegram: a successful invite-link redeem shows a welcome window pointing at the bot
- settings: remove the grid-lines toggle; the board is always a gapless checkerboard
- settings/comms hubs: the selected tab highlight wraps icon + label as a pill

Docs: UI_DESIGN (toast, board surface, selected tab), PLAN; e2e updated for the
removed grid-lines toggle.
2026-06-19 08:56:29 +02:00
owner 1c87313a78 Merge pull request 'feat(social): asymmetric per-user block, in-game block control, admin lists' (#83) from feature/in-game-block-and-friend-ux into development
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Reviewed-on: https://gitea.lan/developer/scrabble-game/pulls/83
Reviewed-by: Ilia <3+owner@noreply.gitea.iliadenisov.ru>
2026-06-19 06:15:15 +00:00
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
Ilia Denisov 81b9e1529e feat(social): asymmetric per-user block, in-game block control, admin lists
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Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.

- backend: a directional blockExists guard across chat/nudge/friends/invitations
  (store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
  the matchmaker excludes a block-related pair (both directions) from auto-match;
  user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
  (red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
  composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
2026-06-18 11:50:34 +02:00
owner 9074417762 Merge pull request 'fix(matchmaking): re-enqueue opens a new game, not the caller's own' (#82) from feature/reenqueue-opens-new-game into development
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Reviewed-on: https://gitea.lan/developer/scrabble-game/pulls/82
Reviewed-by: Ilia <3+owner@noreply.gitea.iliadenisov.ru>
2026-06-18 08:38:41 +00:00
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
developer 5a3f0951ae Merge pull request 'feat: AI-game & resign UX cleanup (lobby drop, board reveal, GCG share fix, hide AI export)' (#80) from feature/lobby-drop-left-ai-games into development
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2026-06-17 12:11:24 +00:00
Ilia Denisov fb0ddab0f1 feat(ui): hide GCG export in honest-AI games
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A vs_ai game is throwaway practice, so its finished history header no longer
offers the 📤 GCG export (an empty slot keeps the comms icon pinned right).
Docs note the AI exclusion; UI_DESIGN also records that confirming a resign
reveals the full board (closes the history drawer, zooms out).
2026-06-17 14:01:08 +02:00
Ilia Denisov e850ecd83b fix(ui): don't strand the Mini App on a cancelled GCG share
On iOS WKWebView (the Telegram Mini App), cancelling the Web Share sheet fell
through to the Blob <a download> fallback. iOS ignores the download attribute,
so clicking the anchor navigated the webview to the blob: URL — replacing the
SPA with the raw GCG file, with no way back (force-quit only).

The share path no longer falls back to a download: Web Share is available on
that platform, so a cancelled or failed share is a no-op and the user can
retry. The Blob download stays the desktop-only path (no Web Share).
2026-06-17 14:01:02 +02:00
Ilia Denisov 2c24d54047 feat(ui): reveal the full board on resign (close history, zoom out)
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After the player confirms a resign, close the move-history drawer (portrait;
the landscape dock is unaffected) and zoom the board out if it was magnified,
so the resigned game shows its full final board.
2026-06-17 13:33:27 +02:00
Ilia Denisov 2f4aa1b75b feat(lobby): drop left honest-AI games from the finished list
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A finished honest-AI (vs_ai) game the player left — by resigning or by
abandoning it to the 7-day inactivity timeout (end_reason 'resign'/'timeout')
— no longer appears in that player's own lobby finished list.

The new game.Service.ListForLobby filters ListForAccount for the lobby
endpoint only; the admin console and the account-merge count keep the full
set. The filter keys on the game's end reason, not on which seat left, so it
extends to any player should the robot ever resign.
2026-06-17 13:03:35 +02:00
developer 712ef205c1 Merge pull request 'fix(ui): pin the in-game ad-banner height on a short viewport' (#79) from feature/game-banner-fixed-height into development
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2026-06-17 10:28:53 +00:00
Ilia Denisov 7cd4474945 fix(ui): pin the in-game ad-banner height on a short viewport
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The ad banner lives inside the grown game header (`.nav.grow`, portrait
game only). That rule carried `flex: 1 1 auto`, so on a short viewport the
flex algorithm shrank the header — clipping the banner (`.ad` is
`overflow:hidden`) — *and* the board's scroll area at the same time. The
banner and the board ended up splitting the vertical squeeze.

Drop the shrink (`flex: 1 0 auto`): the header still grows into spare height
(banner under the title, board pinned to the bottom), but on a short viewport
it holds its natural height and the board's own scroll (`.stage`) absorbs the
whole squeeze. The banner now keeps a constant height.

Portrait-only: in landscape and on every other screen `.nav` is already
`flex: 0 0 auto`, so the banner never shrank there.

Verified in the mock UI (portrait, live banner): at 440px tall the banner
held 30px (was clipped to 14px) while the board scrolled; the tall-viewport
layout is unchanged. Full UI suite green locally (check, 272 unit, build,
bundle-size, 140 e2e).
2026-06-17 12:24:11 +02:00
developer 236152ea7b Merge pull request 'feat(observability): Scrabble — Messages Grafana dashboard' (#78) from feature/messages-dashboard into development
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2026-06-17 10:05:16 +00:00
Ilia Denisov c3b3cafcdd feat(observability): add the Scrabble — Messages Grafana dashboard
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Visualises the chat read-receipt metrics added with the read-receipt feature
(the dashboard was deferred there per the owner): posted rate by kind, the
unread backlog (chat_unread_messages gauge), and the publish-to-read latency
(chat_read_duration — average by kind plus overall p50/p95). Mirrors the
game-domain dashboard's structure; the file provider auto-discovers it.
2026-06-17 12:00:58 +02:00
developer b71f006ddf Merge pull request 'feat(chat): unread read-receipts — lobby/game dot, history-open ack, admin + metrics' (#77) from feature/chat-read-receipts into development
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2026-06-17 09:52:23 +00:00
Ilia Denisov 20f2a5a011 feat(chat): a message to a disguised robot opponent is born read
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A pooled robot substituted into an ordinary (non-AI) game never opens the
chat, so a text message to it would linger unread forever — skewing the unread
count and the publish-to-read metric. Clear its recipient bit at PostMessage
time (robotRecipients via account.IsRobot), so the message is born read. The
human sender never had their own message unread, so this is invisible to them;
a nudge to a robot already self-clears when the robot answers by moving.
2026-06-17 11:46:59 +02:00
Ilia Denisov a7f3df9346 fix(chat): don't restore unread on a failed read-ack (would loop the in-game effect; REST re-seed self-heals)
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2026-06-17 11:14:25 +02:00
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
developer d53ff18a67 Merge pull request 'feat(lobby): cap simultaneous quick games at 10' (#76) from feature/quick-game-limit into development
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2026-06-16 21:00:41 +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
developer 05d83ced86 Merge pull request 'feat(nudge): name the sender; blink lobby cards; re-animate toasts' (#75) from feature/nudge-name-lobby-blink into development
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2026-06-16 19:33:57 +00:00
Ilia Denisov 2a034ff9be fix(ui): don't refetch the lobby on heartbeats
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The lobby refetched /user/games on every stream event, including the 10s
keep-alive heartbeat, turning it into a 10s poll. That poll's REST view of a
just-committed opponent move could flip a card (and now blink it) seconds before
the matching your_turn event — and its toast — arrived over the slower live
stream, so the new lobby-card blink appeared to lead the toast by 5-7s (variable
with stream delivery; in sync when prompt).

Gate the refetch to real events (kind !== 'heartbeat'): the card, its blink and
the toast now ride the same event (opponent_moved + your_turn are published
together), and the constant 10s full-lobby poll per client is gone.
2026-06-16 21:06:31 +02:00
Ilia Denisov 12d128f1cc feat(nudge): name the sender; blink lobby cards; re-animate toasts
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The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:

- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);

falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.

Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.

Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.

Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
2026-06-16 19:09:24 +02:00
developer e9dfa4ccb8 Merge pull request 'fix(robot): rare dot between handle words, prefer underscore' (#74) from feature/robot-nick-separator into development
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2026-06-16 14:20:37 +00:00
Ilia Denisov 9c30bdf8e7 fix(robot): make a dot between two handle words rare, prefer underscore
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A handle joining two meaningful words with a dot ("Тихий.Воин", "Hidden.Hunter")
reads as machine-generated — people use "_" there, a dot only rarely. assembleHandle
now picks "_" about nine times in ten and "." only about one in ten for the
separator-joined form; the camelCase and bare-noun forms are unchanged.
2026-06-16 16:10:39 +02:00
developer 51d7c4e005 Merge pull request 'feat(robot): per-game opponent names from a wide corpus + frozen seat-name snapshot' (#73) from feature/robot-name-variety into development
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2026-06-16 13:58:35 +00:00
Ilia Denisov 14b5f61af9 feat(robot): gender-agree Cyrillic handle adjectives
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Cyrillic adjective+noun handles paired a masculine adjective with any noun, so a
feminine noun read ungrammatically ("Вольный Комета"). Carry masculine + feminine
adjective forms (cyrAdjective) and tag each noun's gender (cyrNoun); cyrillicNick
now renders the adjective in the agreeing form ("Рыжая Комета", "Дикий Волк"), and a
few feminine nouns (Комета/Звезда/Молния/Пантера/Рысь/Буря/Сова/Акула) are added for variety.
2026-06-16 15:51:00 +02:00
Ilia Denisov 6d66545062 fix(robot): show the per-game name in REST game views, not the account name
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The seat display-name snapshot only reached the live-event path (seatNames);
the REST DTO layer still resolved seat names from the account store
(fillSeatNames), so the game screen and lobby list showed the robot's seeded
account name ("Женя") while the your_turn toast showed its per-game name
("Звёздный_Барс2"). Carry the snapshot into gameDTOFromGame and have
fillSeatNames fall back to the account only for a seat with no snapshot (a
pre-snapshot legacy row). Friends and invitations keep account names (the
persistent identity, not a per-game disguise).
2026-06-16 15:22:27 +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
developer ac1c89c0ee Merge pull request 'docs(ui): correct the banner section to the shipped rotation behaviour' (#72) from docs/banner-ui-accuracy into development
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2026-06-16 05:57:14 +00:00
Ilia Denisov 52f2caae51 docs(ui): correct the banner section to the shipped rotation behaviour
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The banner UX evolved across the PR2 polish iterations past what UI_DESIGN
described. Bring the section in line with the shipped behaviour:

- a lone message pulses (fades out and back in) instead of sitting frozen;
- a long message's scroll rewind fades (out → rewind hidden → fade the same
  message back in) instead of every-message-only fades;
- the scroll position carries across a navigation (resumeScroll), rather than
  restarting at the left;
- the strip reserves a constant line height (invisible spacer + absolute
  message layer) so it does not jump while the message is gone during the gap.

ARCHITECTURE §10 already deferred these client-fade details to UI_DESIGN, so
this is the only doc that drifted. Docs-only, no code change.
2026-06-16 07:54:13 +02:00
developer 27871f2a1d Merge pull request 'feat(ads): client banner rotation, fade UX & live toggle (PR2)' (#71) from feature/ad-network-ui into development
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2026-06-16 05:45:01 +00:00
Ilia Denisov dd45af20ef fix(ads): fade the scroll rewind + keep the banner strip height constant
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Two polish fixes (owner feedback):

- Scroll loop: a long message that scrolled to its right edge rewound with a hard
  jump (no fade). It now runs the same fade as a message change at each rewind:
  fade out at the edge, reset the scroll while hidden, fade the same message back
  in, then scroll again.
- Strip height: during the fade gap the message layer is removed, which let the
  strip collapse by ~1-2px. An always-present invisible spacer now reserves one
  line of height and the message is overlaid absolutely, so the strip height is
  constant whether or not the message is showing.

Verified live: opacity sampling shows a full fade-out → gap → fade-in at each
scroll rewind (~every 6s), and the .ad height stays a single constant value
(30.31px) across the whole cycle including the gap. Loop-fade unit-tested.
2026-06-16 07:18:50 +02:00
Ilia Denisov 115c92b39a fix(ads): pulse a lone banner message through the fade cycle
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A single campaign message (e.g. the default campaign's one message) faded in once
on load and then sat frozen — the rotator only ran the fade/advance cycle when
more than one message existed, so with one message there were no further fades.
Drop the `total > 1` guards: every message now runs the full hold → fade-out →
gap → fade-in cycle, so a lone message pulses (the same message fades back in)
and a lone long message fades at each scroll-loop boundary. Multi-message
rotation is unchanged. Verified by opacity sampling (single message pulses
1→0→gap→0→1 without navigation); the single-message test now asserts the pulse.
2026-06-16 06:39:12 +02:00
Ilia Denisov 9f83962bf7 feat(ads): carry the banner scroll position across navigation
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Per the owner's idea: instead of moving the banner out of the per-screen header
(which would change its position), remember the banner's "life stage" and resume
it on the next screen. The engine already keeps the message + rotation timing;
this adds the scroll offset:

- bannerEngine tracks the in-flight scroll (target, duration, start). On attach,
  if a scroll is still running, it computes the current offset and calls the new
  host's resumeScroll(fromTx, toPx, remaining) — the view jumps to the carried
  offset and continues to the end over the remaining time, instead of restarting
  at the left.
- A finished scroll is left at its end; the rotator's own loop then takes over.

Verified: spot-checked in the browser (a long message at offset -785 resumes at
-788 on the next screen, not 0) and unit-tested (attach mid-scroll calls
resumeScroll with a partial offset and the remaining duration).
2026-06-16 06:26:12 +02:00