9ded5d3d8604eac70c2849679118d6eeaa00e964
66 Commits
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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.
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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). |
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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. |
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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.
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8793bd34f2 |
feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
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. |
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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).
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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. |
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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 |
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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. |
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8e0d7f9e17 |
feat(ui): external dictionary lookup link on the word-check tool
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When a checked word is found, show a 'look it up' text link beside the complaint button that opens an external reference dictionary in a new tab: gramota.ru for the Russian variants, scrabblewordfinder.org for English (word lower-cased and percent-encoded). The link hides for a word that is not found. Inside Telegram it routes through the Mini App SDK's openLink, so Telegram opens it directly instead of the WebView's 'open this link?' confirmation; in a browser the anchor's own target=_blank handles it. Relabel the complaint button to 'Возражаю' (ru); English stays 'Disagree'. |
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800a692766 |
fix(ui): a board pinch-zoom no longer triggers swipe-back
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The edge swipe-back armed on the first finger and fired on release even when a second finger had joined (a pinch-zoom — the board is not .zoomed yet at the first touch, so the hit-test could not skip it). Track the live pointer count in the capture phase and cancel the swipe the moment a second pointer joins; the back navigation fires only for a lone finger. Synthetic-PointerEvent e2e covers both. |
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277954c47f |
feat(feedback): render links in the operator reply (open in a new tab)
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Linkify the operator reply on the feedback screen: http/https/ftp/mailto/tel URLs become anchors (target=_blank rel=noopener), everything else stays escaped text. A small whitelisted regex (no dependency) — the reply is operator-authored, so explicit schemes suffice; dangerous schemes (javascript:/data:) are never linked, and \b avoids matching a scheme inside a word (hotel:, email:). |
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1ae43080ec |
fix(feedback): show the operator reply only on the player's latest message
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A reply was bound to 'the latest message that has a reply', so after the player read a reply and sent a new (unanswered) message, the old reply kept showing as 'Ответ на ваше последнее сообщение'. Bind it to the single most-recent message instead: sending any new message immediately drops the previous reply (the new message has no reply yet), well before the one-week window. Client clears the reply optimistically on submit; the mock mirrors it; inttest covers the case. |
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5287794a72 |
fix(feedback): theme buttons, badge the Info button, simplify admin actions
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- style the About feedback button and the form's Send/attach/remove buttons with
the accent/border tokens used by the New Game CTA, so they follow light/dark
theme (the previous .btn/.ghost classes were not defined globally); the attach
button is a neutral 📎 icon button with an aria-label
- show a round badge on the About 'Feedback' button when a reply is waiting
- admin: one 'ban from feedback' checkbox shared by Delete and Delete-all (via
button formaction); hide Mark read when already read and Archive when archived
- e2e: match the About button by substring (its name gains the badge)
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419ea11b14 |
feat(feedback): in-app user feedback with admin review and account roles
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User-facing Feedback screen (Settings -> Info, registered accounts only): a message (<=1024 runes) plus one optional attachment, an anti-spam gate (one unreviewed message at a time), and the operator's inline reply with a Settings/Info badge. Server-rendered admin console section (/_gm/feedback): unread/read/archived queue with per-user search, detail with read/reply/ archive/delete/delete-all, safe attachment serving (nosniff, images inline via <img>, others download-only). Introduces account_roles, the first per-account role table; feedback_banned blocks only feedback submission, granted/revoked from /users and the delete-with-block action. - migration 00004_feedback (feedback_messages + account_roles) + jetgen - backend internal/feedback (store+service), internal/account/roles.go - wire: FlatBuffers feedback.submit/get/unread; gateway guest gate (Op.NonGuest, is_guest via session resolve) -> guest_forbidden before any backend call - reply push reuses NotificationEvent with a new admin_reply sub-kind - UI: /feedback route + screen, attachment picker, badge, channel detection, i18n - tests: feedback unit (Go+UI), gateway guest-gate, inttest lifecycle, e2e - docs: PLAN stage 19, ARCHITECTURE s15, FUNCTIONAL(+ru), TESTING, READMEs |
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d1ba666495 |
feat(admin): manual account blocking (suspensions)
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Operator-driven hard block, the counterpart to the soft high-rate flag: permanent or until a date, with an optional reason chosen from an editable en+ru picklist (snapshotted onto the block). A block forfeits the player's active games (opponent wins, as a resignation) and cancels their open matchmaking games. A backend gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked, which threads through the gateway as the Execute result_code; the UI surfaces it as a terminal blocked screen and stops all push/poll. Temporary blocks self-expire; the operator can unblock at any time (lost games stay lost). Sessions are not revoked, so the blocked client can still reach the exempt block-status endpoint. Backend: migration 00003 (account_suspensions + suspension_reasons) + jet regen; account suspension store; game.ForfeitAllForAccount; requireNotSuspended gate + block-status endpoint; admin console block/unblock + Reasons CRUD. Wire: fbs BlockStatus + account.block_status gateway op. UI: blocked screen, app state, transport/codec, i18n. Docs: ARCHITECTURE, FUNCTIONAL(+ru), PRERELEASE (AB). |
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5f53ec81b9 |
fix(chat): no chat field or nudge on a finished game
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A finished game is read-only: gate the nudge behind canNudge (active game, opponent's turn) so it no longer shows on a finished (or otherwise non-active) game — where the backend rejects it anyway. The message field is already hidden off your own turn. Extend the finished-game e2e to assert neither Send nor Nudge is offered. |
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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. |
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02ef31c464 |
feat(ui): landscape iteration — reorder left panel, enable board zoom
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Left panel order is now score / history / status / rack / controls (the history fills the middle and scrolls). Board zoom is re-enabled in landscape with the same gestures as portrait, but height-driven: the viewport is the full right pane, the board fits by height as a centred square when zoomed out, and on zoom-in it magnifies past the pane and pans within it (focus-centred scroll that rides the magnify transition), occupying the full width up to the left panel. Board.svelte gains a landscape prop; portrait stays width-driven and unchanged. landscape.spec.ts now asserts zoom works (the zoomed board overflows the pane). |
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9ec72c8377 |
feat(ui): landscape two-column game layout, board fitted by height
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When the viewport is wider than tall (matchMedia orientation: landscape) the game screen switches from the portrait stack to a two-column layout: the board fills the right column as the largest square that fits the height (no zoom, shrinking by width when cramped — lowest priority), while the left panel stacks the rack (+ make), the status line, the score plaques, the always-open docked history and the controls. Board zoom, the history slide-drawer gestures and the growing nav bar are gated off in landscape; the portrait layout is unchanged and both render from the same snippets so behaviour stays single-sourced. The mock e2e now defaults to a portrait viewport (the mobile-first app the gesture/zoom/history specs are written for); landscape.spec.ts covers the wide layout in its own viewport. |
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1cc6c0d56e |
fix(ui): stop the game-screen freeze when an opponent joins (reactive self-loop)
The in-game live-event $effect read `view`/`moves`/`placement` (via cacheSnapshot and direct reads) AND wrote `view` in its branches, so those reads became the effect's own dependencies: writing `view = …` re-ran the effect, and with app.lastEvent unchanged it re-entered the same branch and wrote `view` again — a tight self-invalidating loop that pinned the main thread, freezing the board and rack. opponent_moved escaped it only because applyMoveDelta is idempotent on the move count (no cache → no write on the second pass); opponent_joined and game_over have no such guard, so an opponent joining hung the whole screen. Tracking `placement` similarly re-fired the handler on every tile the player placed after an opponent's move (a spurious reload). Fix: the effect must depend only on app.lastEvent and process each event once. Wrap the branch body in `untrack`, scoping its view/moves/placement reads out of the effect's dependency set; the writes inside no longer re-trigger it. e2e: after the opponent joins, placing a rack tile must render a pending tile — verified RED (frozen, 0 pending tiles, both engines) before the fix, GREEN after. |
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f3914af793 |
fix(ui): recentre the board on a hint taken while already zoomed in
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The board only scrolled to the hint's word when the hint also toggled zoom (the zoom-out case): the recenter effect tracked `zoomed` and read `focus` untracked, so a hint taken while ALREADY zoomed in — no zoom change — never recentred and the board stayed parked where the player was looking. Add a `recenter` nonce the hint bumps; the board's scroll effect tracks it and, when it fires without a zoom toggle, pans straight to `focus` (the board width is stable, so the width-driven zoom tween has nothing to ride). Placing a 2nd+ tile or hovering a dragged tile still set `focus` without the nonce, so the board never jumps on those — the original no-jump intent is preserved. e2e: zoom into the corner, then hint (the mock plays at the centre) — the board pans toward the centre. Verified RED without the fix (both engines), GREEN with. |
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4409253dce |
fix(ui): also resync an open game on a foreground regain without a stream drop
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Closes the residual tail of the previous commit: when the live stream stays alive across a brief suspend (Telegram/iOS can pause the socket without tearing it down), an in-game event shed from a full hub buffer is never recovered by the reconnect refetch (no reconnect) or the open-game poll (it only runs while the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a foreground regain that did not drop the stream, and have Game.svelte refetch the open game once per resync. Also rescues a missed move/game_over after a suspend. Add a silent-join mock seam + an e2e isolating this path; extend the ARCHITECTURE §10 fallback note. |
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16402e64c0 |
fix(ui): poll/refetch fallback for a missed opponent_joined in the open-game wait
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PR #51 moved the auto-match "wait for an opponent" from the lobby matchmaking screen into the open game but did not carry over that screen's poll fallback. The notify hub is best-effort and never replays, the live-stream resubscribe sends no cursor, and the game screen refreshed only from push events — so an opponent_joined dropped while the stream was down (e.g. a mobile suspend) left the starter stuck on "searching for opponent" until they re-entered the game. Unlike opponent_moved/game_over, opponent_joined has no follow-up event to trigger the existing move-count gap refetch. Recover it in Game.svelte: (A) refetch once on stream reconnect (covers the common suspend/resume case and rescues a missed move/game_over too), and (B) poll game.state every 2.5s while still waiting with the stream down (mirrors the old matchmaking startPoll). Add a mock-mode __stream e2e seam and two specs isolating each path, fix the now-stale streamAlive comment, and document the fallback in ARCHITECTURE §10. |
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a4e6727c70 |
feat(ui): merge Exchange/Pass into one action; drop dead Tournaments tab
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Lobby: remove the inert 🏆 Tournaments tab (it only raised a 'coming soon' toast); the lobby is back to three tabs, matching docs/FUNCTIONAL.md. Game: fold the separate 🥺 Skip (pass) tab into the 🔄 tab, now Exchange/Pass. Its dialog passes when no tile is selected (button 'Pass without exchanging') and exchanges when tiles are ('Exchange N'). The tab is no longer gated on an empty bag (pass must stay reachable in the endgame); inside the dialog tile selection is disabled while the bag is below a full rack (bagLen >= RACK_SIZE). The merge is UI-only. A pass is NOT an exchange of zero tiles: the rules allow an exchange only with a full rack left in the bag and forbid a zero-tile swap, while a pass is always legal; GCG (Poslfit) writes a pass as a bare '-' and an exchange as '-TILES'. Pass and exchange stay distinct end-to-end (wire, engine, history/GCG); the dialog dispatches the existing gateway.pass / gateway.exchange. No backend/wire/history/GCG change. Docs: docs/UI_DESIGN.md, docs/FUNCTIONAL.md (+_ru), PRERELEASE.md. Tests: ui/e2e/game.spec.ts. |
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a3cb917ec7 |
fix(lobby): land in the opened game on enqueue + keep open games active in the lobby
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Review fixes for open-game auto-match: decodeMatchResult dropped the game when matched=false (an open game awaiting an opponent), so the client never navigated into it - decode the game whenever present. The lobby grouped open games (status != 'active') into 'finished'; treat 'open' as in progress in groupGames/isMyTurn and resultBadge. The under-board status bar now reads "Opponent's turn" while the empty opponent seat is to move (instead of the searching placeholder). The New Game rule toggle is shown from the start when a Russian variant is available, so selecting a variant no longer shifts the layout. Regression tests: codec (game decoded with matched=false), lobbysort + result (open is in progress), and the new-game e2e updated. UI-only; no backend or schema change. |
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c305363ccd |
feat(lobby): enter the game immediately and wait for the opponent inside it
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Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place. Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent". Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated. |
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f73f76220d |
test(ui): cover the invitation-card single-word indicator
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Make the mock invitation a Russian single-word game so the card's "One word per turn" line renders, and assert it in the lobby e2e. |
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0b57400c6f |
feat(ui): single-word rule indicators + auto-match select redesign
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Surface the per-game "single word" rule to the client and refine the random-opponent New Game screen. - Wire: thread multiple_words_per_turn into the GameView and Invitation FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both the backend push-event and gateway REST paths. - In-game indicators (single-word games only): a small 1 in the status bar's score-preview slot (yields to the live preview) and a centred "One word per turn" label in the history-drawer header. Standard games show neither. - Invitation card gains a "One word per turn" line for single-word invitations. - Auto-match redesign: variant plaques are mutually-exclusive selects (highlight on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom "Start game" button (disabled until a variant is chosen) confirms. The rule toggle appears once a Russian variant is selected. - Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN. |
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74455c7b12 |
feat: "multiple words per turn" rule for Russian games
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Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).
- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
+ rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
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c32a15730a |
UI: fix the lobby slide on Telegram cold launch (correct the cause)
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The first attempt (the App.svelte `started` gate) targeted the first pane mount,
but the slide is a second render. On a Telegram cold launch the URL fragment is
Telegram's #tgWebAppData=... launch params, which the router parsed as notfound;
bootstrap's navigate('/') then corrected it to the lobby asynchronously, re-keying
the route pane (notfound -> lobby) and sliding the lobby in as if returning from a
screen. A reload was static because the hash was already #/.
Treat a Telegram launch fragment as the lobby root in the router, so the route is
correct from the first pane (no re-key, no slide). Extract the pure hash->Route
parsing into routeparse.ts so it unit-tests without a DOM, and revert the gate
(the first pane never slid — local transitions skip the initial mount, as clean
browser launches showed).
Tests: routeparse unit tests (incl. the tgWebApp fragment); an e2e that launches
with the fragment in the URL and asserts the lobby plus the normalised #/ hash.
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a41c35d5f9 |
UI: gesture & history polish — pinch/swipe fix, wider back-swipe, nudge align, history overscroll
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- Stop a two-finger pinch-out from also opening the history: the board wrapper arms its open/close pull only while a single pointer is down (a 2nd finger is a pinch, owned by Board). - Widen the edge-swipe-back activation band to the left half of the viewport (was 20%). - Align a chat nudge by sender like a bubble — your own to the right, the opponent's to the left (only the alignment changes). - Kill the iOS rubber-band inside the history drawer (overscroll-behavior: none). e2e: a two-finger pinch does not open the history; a back-swipe from the left half navigates back. |
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6268b9d2a2 |
UI: pin the SPA document so iOS/WKWebView cannot rubber-band the page
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On iOS (notably the Telegram Mini App) the document elastic-overscrolls on a vertical drag even with overscroll-behavior:none — the whole page stretches and bounces, and it fought the board's swipe-to-open-history. Telegram's own swipe-to-minimise is already disabled at launch; this removes the remaining WebKit document bounce by pinning the document (position:fixed + overflow:hidden) for the game SPA only. Every screen already fits the visual viewport (--vvh) and scrolls its own inner areas, so the document never needed to scroll. Scoped to the app via an `app-shell` class set in main.ts; the standalone landing page (landing.ts) keeps its normal scrolling document. e2e locks the contract on both entries. |
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e68fe61e39 |
UI: render move history as a per-seat column grid + swipe-down to open
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Replace the flat chronological move list with a ruled matrix aligned under the score plaque: one column per seat, each seat's moves filling its column top to bottom. A cell is the move's word(s) and its score, "WORD (12)", centred; the player names and the running total are dropped (the plaque heads the column and shows the live total). Non-play moves keep their dim parenthesised tag; the awaited opponent's next cell shows a dim "thinking..." (never the viewer's own turn). Thin 1px rules between columns and rows match the panel's separator. Re-introduce a swipe-down-on-the-board gesture to open the history, gated to the zoom-out board scrolled to its top so it never fights the zoomed board's pan or the stage's own vertical scroll (the conflict that retired this gesture before). Grid layout extracted to lib/history.ts (unit-tested); add game.thinking to the EN/RU catalogs; e2e covers the gesture and the grid on Chromium and WebKit. |
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ac29dca865 |
UI: fix last-move highlight, localize move history, clamp zoom overscroll
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- Highlight tracks the last move overall (not the last word): a trailing pass/exchange now highlights nothing, so the board no longer lights up the opponent's old word after our own empty move. - Make the highlight event-driven: refreshed only on a real game event (open/refresh, opponent move, our own committed move) and dismissed the moment composing starts, so recalling a just-placed tile never re-triggers it. - Localize non-play move-history labels via new move.* catalog keys (pass/exchange/resign/timeout); the label printed the raw English action. - Clamp the zoomed board's pan at its edge (overscroll-behavior: none), removing the native rubber-band past the content. Tests: lastMoveCells unit coverage (trailing pass/exchange -> empty), i18n RU label assertions, an e2e overscroll-contract check on the zoomed viewport. |
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fbd67c085c |
UI: widen the edge-swipe-back activation band
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Replace the very-narrow 24px edge-swipe trigger with a left band of ~20% of the viewport width (EDGE_FRACTION) so the back-swipe is easy to reach, keeping the simple instant-navigate behaviour (the route slide plays the animation). A hit-test keeps the wider band clear of the rack, a draggable pending tile, a zoomed-in board and text inputs, so it never hijacks those drags. Test: e2e (Chromium+WebKit) — the band swipe returns to the lobby; a swipe starting on the rack does not navigate. |
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29f655aacd |
UI: tg-fullscreen header gap +10px (was +20) + font-scale regression test
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The +20px gap was too far; use +10px (padding-top safe-top+16). The gap is fixed px, so the clearance from Telegram's native nav stays constant when the user scales the font up — the title grows downward and the bar with it, no overflow. Locked by a new e2e test that asserts the title top is unchanged across font sizes and never overflows the bar. |
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ad91bc728b |
UI: taller tg-fullscreen header + labelled hub tabs
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- tg-fullscreen: +20px header height — without the (removed) hamburger the title bar lost its bulk and sat flush on Telegram's native nav band. - Settings/Comms hub tabs gain text labels under the icons (Settings / Profile / Friends / Info and Chat / Dictionary); the icon is aria-hidden so the label names the button. New i18n keys about.tab, game.dictionary. |
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fc1261e078 |
UI: tab-bar navigation — drop the hamburger
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Replace Menu.svelte (hamburger) everywhere with tab-bar navigation: - Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/ Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts incoming friend requests (invitations keep their own lobby section). - Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs, back → game; Dictionary only while the game is active. - Game menu items relocate into the open history: 🏁 leave / 📤 export in the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is badged on the score bar + the 💬. - TapConfirm (tap → fading ✅ → tap) replaces the Skip/Hint press-and-hold popovers and drives the add-friend confirm. - Fix the move-history "jump": the slid board is inert and the stage can't scroll, so a swipe up genuinely closes the history. Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru), PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green. |
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8881214213 |
R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN) references from comments, doc-comments, service READMEs, the current-state docs (ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the .fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage history. - Rename the only stage-named identifiers: registerStage8 -> registerSocialOps, registerStage11 -> registerLinkOps (gateway transcode). - Split stage6_test.go: TestEmailLoginFlow -> email_test.go, TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go. - Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments). go build/vet/gofmt clean across modules; integration typecheck and pnpm check green. |
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26aa154547 |
R1: schema & naming reset — squash migrations, rename variants
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Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod data; verified schema-identical to the chain via a pg_dump diff + the green integration suite) and rename the game-variant labels english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the backend, the FlatBuffers wire values and the UI. dawg filenames and the Go enum identifiers are unchanged; the i18n display keys are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups. |
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ef61b778fc |
Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
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Connectivity failures become state, not a toast on every attempt. A global online signal (lib/connection.svelte.ts) flips on a transport unavailable / rate_limited and on the live stream's drop, driving a pure-CSS header spinner + 'Connecting…' in place of the title and softly disabling the in-game server actions (commit / exchange / pass / hint; local board/rack/reset stay live). - transport: exec auto-retries with capped exponential backoff — every op on a rate-limit (rejected before processing, safe), reads only on unavailable (a mutation is never blindly re-sent, to avoid double-applying one whose response was lost; its button is disabled while offline so the player re-issues on reconnect). A reachability watcher (profile.get probe) and any successful traffic clear the signal. - the old red error.unavailable toast is gone (handleError suppresses connection codes; the indicator replaces it). A server-data screen still opens with the spinner and fills on reconnect (global indicator + read auto-retry), so navigation is never dead. - pure retry policy unit-tested (retry.ts); a mock-only window.__conn hook drives a Chromium+WebKit e2e (indicator shows offline, the action disables, both clear on reconnect). Full suite + build green. - docs: ARCHITECTURE transport note, FUNCTIONAL (+ _ru), PLAN tracker (incl. #1 — the bot already drains all updates, no change). Also records #1 as investigated/no-change in PLAN. Other server-action buttons (chat send, profile save, …) still degrade to a safe no-op offline; visual disable is easy to extend. |
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13361c098c |
Stage 17 #5: make the active-row chevron open the game (not a no-op)
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Owner review: the '>' on an active game row should be a real tap target that opens the game, like the rest of the row — not inert. The chevron now navigates (kept out of the tab order / a11y tree since the row's main button already does the same), and active-row swipes no longer suppress the tap. Adds an e2e for the chevron navigation. |
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4999478ded |
Stage 17 #5: hide finished games from your own lobby list
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A player can remove a finished game from their own 'my games' list. The action is per-account, finished-only and irreversible (the game stays for the other players; there is no un-hide). - backend: migration 00012 game_hidden(account_id, game_id); store HideGame + hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide. - gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame. - ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop), active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache sync; mock + transport + client wiring; lobby.hideGame label (en/ru). - tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account, idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a pre-existing chat-screen .back transition flake surfaced by the new test's timing. - docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker. |
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70110effd9 |
Chat + word-check as their own screens; in-game unread badge (review item 7)
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- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a header back to the game and no tab-bar, replacing their modals. The soft keyboard just resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt. - A new chat message raises an unread badge on the in-game hamburger + the Chat menu row (per game, cleared on opening the chat), mirroring the lobby badge. - TG native back + the header back chevron return chat/check to their game. - Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header. Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru). |
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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. |
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6b6baf5710 |
Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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Lobby: group the my-games list into your-turn / opponent-turn / finished (empty sections hidden), ordered by last activity (your-turn oldest-first, the other two newest-first), as a compact line-separated list. gameDTO and FB GameView gain last_activity_unix (turn start while active, finish time once finished); a pure lib/lobbysort.ts holds the grouping/ordering. Friends: the in-game 'add to friends' item is now server-derived via a new GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with a pending OR declined request (both read as 'request sent'), so it is correct across reloads; it shows a disabled '✓ in friends' once accepted. It live-updates when the opponent answers: RespondFriendRequest now publishes friend_added (accept) / friend_declined (new notify sub-kind, decline) to the original requester, whose open game re-derives its friend state. Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests; backend integration ListOutgoingRequests + respond-publishes-to-requester; e2e updated for the new lobby section labels + a non-friend active opponent. Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN. |
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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. |
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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. |
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f5c2404123 |
Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
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Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):
- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
(rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
load (lib/draft.ts), plus #5 -- tiles may be arranged on the
opponent's turn (placement relaxed; the preview and Make-move stay
your-turn-only, so an off-turn draft is position-only).
Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
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