a692024b4ea923529e21f406c33ffc1a897760dd
170 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
a692024b4e |
feat(profile): advertise per-variant dictionary versions for offline preload
The Profile now carries dict_versions (game variant -> current dictionary version), populated from the dictionary registry at the profileResponse choke point, so an installed PWA can preload the matching dawg per enabled variant off the existing cold-start profile request instead of adding a round-trip for a rare feature. Wire path: FBS DictVersion table + Profile.dict_versions (additive, backward-compatible trailing field) -> backend dto/registry -> gateway ProfileResp + FBS encoder -> client codec decode into a per-variant map on model.Profile. Empty in a degenerate no-dictionary deployment; the mock serves v1.3.0 for all three variants. Codec decode covered by a bite-tested round-trip unit test. |
||
|
|
68ecd881d9 |
feat(offline): offline-mode state, Settings toggle + blue chrome (Phase C)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m9s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
The deliberate offline mode is now visible: an installed web-PWA user with a confirmed email can switch to offline in Settings, and the header turns blue with an "Offline" chip. (Network gating, the dict preload, the offline lobby + local-game creation, and the service-worker precache follow in later Phase C steps.) - offline.ts / offline.svelte.ts: a sticky, device-scoped reactive offline flag (offlineMode), distinct from connection.svelte's transient reachability signal, with the pure persistence + readiness helpers (offlineReady / missingDicts) unit-tested. - Settings.svelte: an Online / Offline toggle, shown only for an installed web PWA with a confirmed email (the SW-launch + durable-account preconditions). - Header.svelte: a blue-tinted nav (color-mix from the accent, so it tracks light/dark and a Telegram theme override) + an "Offline" chip while offline; the deliberate mode suppresses the transient "Connecting…" indicator. Behaviour-preserving online (the toggle is hidden and offlineMode is false there; e2e 196 green). App entry stays within its size budget (111.6 / 112 KB gzip). |
||
|
|
1654131904 |
feat(offline): wire the local game source into the game screen (Phase B3.2)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m9s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m40s
The game screen now drives a local vs_ai game through the offline engine, dispatched by game id — completing the playable local game (on top of the source, #193). Online play is unchanged. - gamesource.ts: gameSource(id) returns the local source for a `local:` id, else the gateway (the same game-loop interface). The offline engine stays OUT of the app entry bundle — it is dynamically imported on first use (a separate chunk), so online-only users never pay for it (the app entry stays within its size budget). - localgame/id.ts: the tiny id helper (no engine imports) the dispatcher branches on. - Game.svelte: the game-loop calls (state/history/submit/pass/exchange/resign/hint/ evaluate/draft) go through gameSource(id) instead of the gateway directly; a local game's robot-reply events route through the same app event hub the network stream feeds, so the screen reacts to opponent_moved / game_over identically. Behaviour-preserving for network games (gameSource returns the gateway for them). Local verify green: check + test:unit + build + bundle-size gate + e2e (196 passed). |
||
|
|
32298595f2 |
feat(offline): local game source (Phase B3.1)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Successful in 1m9s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
A GatewayClient-shaped facade over the offline engine, so the same game screen can drive a local vs_ai game with no backend (the wiring into Game.svelte is B3.2). - source.ts: LocalSource implements the game-loop subset (GameLoopSource) for a local game id — gameState/gameHistory via replay, submitPlay/pass/exchange/resign apply the human move then run the robot (decide(generateMoves)) synchronously, persisting both and delivering the robot's move through a per-game event emitter (no live stream). hint is gated to >30 min since the robot's last move; evaluate/checkWord are local. It translates the UI's glyph space to the engine's index space with the static letters table. - ruleset.ts: add the static per-variant letters (glyphs), pinned to the Go alphabet — offline is now fully self-contained (no reliance on a warm server alphabet cache). - engine.ts: submitPlay (infers the direction like the server SubmitPlay), evaluatePlay + dictionaryHas for the move preview / word check, and record the main-word coordinate + the words on a play (for the history MoveRecord). - source.test.ts: create -> human pass -> synchronous robot reply via the event, the hint gate, decoded history, and a whole game driven to completion. Pure additive library code; no runtime behavior change (bundle unchanged). |
||
|
|
4fa77bf82c |
feat(offline): local game persistence + replay (Phase B2)
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m41s
Store an offline game durably and reconstruct it — the offline counterpart of the server's replay rehydration. Builds on the engine (#191); not wired into the UI yet (Phase B3). - serialize.ts: a LocalGameRecord (seed + rules + seat metadata + the alphabet-index move journal) and replayGame() — reconstruct a live LocalGame by seeding a fresh engine identically and replaying the journal. The board/bag/racks are not stored; they are deterministic from the seed and the replayed operations, so the record stays small. The journal is dictionary-independent (alphabet-index space, stable per variant). - store.ts: an IndexedDB store for local games (save/get/list/delete), mirroring lib/dict/store.ts — its own database, best-effort, guarded when IndexedDB is absent. - engine.ts: record the swapped tiles on an exchange (needed for exact replay) and expose the game's rule config. - serialize.test.ts: a round-trip — reconstruct a mid-game and a finished game by replay and assert the state (board/racks/bag/scores/turn/log) is identical. Pure additive library code; no runtime behavior change (bundle unchanged). |
||
|
|
e4cf143e9f |
feat(offline): local game engine (Phase B1)
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m9s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
The offline vs_ai game engine — a faithful TS port of backend/internal/engine that drives a whole local game with no backend. Composes with the move generator (#188) and robot strategy (#189) from Phase A; not yet wired into the UI (Phase B2/B3). - ui/src/lib/localgame/ruleset.ts: static per-variant tile values / bag counts / blank count, mirrored from rules.go (offline scoring is self-contained; online uses the server alphabet). Pinned by ruleset.parity.test.ts against a Go fixture. - bag.ts: the tile bag (fill from counts/blanks, draw-from-end, return+reshuffle) on a deterministic in-house PRNG — a game replays from its seed, not bit-identical to a server game (per plan). - board.ts: the mutable board, satisfying the validator/generator read view + set(). - engine.ts: LocalGame — deal / play (reusing validate.ts) / pass / exchange / resign, scoreless(6) & out-of-tiles end detection, end-of-game rack penalties, winner; mirrors game.go. The end-game math is exported as pure functions, pinned against the Go engine (engine.parity.test.ts, 9 constructed positions). - engine.test.ts: a full-loop smoke — two robots play a whole vs_ai game to completion via generateMoves + decide, and it is reproducible from the seed. - backend: movegen now dumps the per-variant rulesets; a new in-package engine emitter (endfixture_test.go, env-gated) produces the end-game golden. Pure additive library code; no runtime behavior change (unused at runtime, bundle unchanged). |
||
|
|
a9c8f1ecfe |
test(offline): real-dictionary move-generator conformance in CI
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m38s
Phase A (A4): prove the ported move generator (#188) against the FULL shipped dictionaries, not just the tiny samples — the deep graphs and complete 26/33-letter alphabets the samples cannot reach. - backend/cmd/movegen: add a -dawg-dir mode that emits per-variant golden move-gen vectors from the real dawgs (a bounded first-move + a blank case + a deep 7-tile mid-game position). Regenerated in CI to /tmp, never committed (like the dictgen/validategen vectors), so no dictionary version is pinned into the repo. - ui/src/lib/dict/generate.realparity.test.ts: env-gated (DICT_DAWG_DIR + DICT_MOVEGEN_DIR) parity against that golden — 9 positions across scrabble_en / scrabble_ru / erudit_ru match the Go solver exactly. Skips cleanly when unset. - .gitea/workflows/ci.yaml: the conformance job now generates the movegen golden and points the gated vitest at it (DICT_MOVEGEN_DIR). |
||
|
|
8c5995c076 |
feat(offline): port robot move-choice strategy to TS (parity-pinned)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m9s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m37s
Phase A (2/2) of PWA offline mode: the offline robot picks its move exactly as the server does, so a local vs_ai game plays the same. Builds on the move generator from #188; not wired into a game loop yet (Phase B). - ui/src/lib/robot/strategy.ts: port of backend/internal/robot/strategy.go's move-choice slice — mix (FNV-1a, via BigInt for bit-exact uint64), playToWin (~40% play-to-win), deviates (the fading off-strategy wobble) and selectMove (pick the candidate whose resulting margin lands closest to the +/-[1,30] band, conservative tie-break), composed by decide(). The generator's ranked moves feed straight in. Think-time/sleep/nudge scheduling is server-only and not ported. - backend/internal/robot/strategyfixture_test.go: an in-package, env-gated emitter (EMIT_STRATEGY_FIXTURES=1) writing golden fixtures from the real Go strategy — it reaches the unexported mix/playToWin/deviates/selectMove. - strategy.parity.test.ts: 21 mix + 56 decision cases match Go exactly (play/ exchange/pass, the deviate flip, tie-break, band overshoot). Pure additive library code; no runtime behavior change (unused at runtime, so the bundle is unchanged). |
||
|
|
c334a9d7b7 |
feat(offline): port DAWG cursor + move generator to TS (parity-pinned)
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m38s
First engine-first step of PWA offline mode (Phase A): the client-side move generator — the "robot brain" a local vs_ai game will run on-device — with no runtime wiring yet (Phase B). - dawg.ts: add the step-by-step cursor (root/final/next/arcs), a faithful port of dafsa traverse.go over the reader's existing bitstream. - generate.ts: the Appel-Jacobson generator (leftPart/extendRight + cross-sets + counts-rack + board transpose + moveKey ranking), reusing the cursor and validate.ts evaluate/connected. A cross-set LetterSet is a Uint8Array, so the 33-letter Russian alphabet (index 32) is exact under JS bit ops. - validate.ts: export connected for the generator's connectivity filter. - backend/cmd/movegen: dev tool building small sample dictionaries and emitting golden move-generation fixtures from the real Go solver (EN + RU). - tests: dawg.cursor.test.ts (enumeration bijection vs indexOf) and generate.parity.test.ts (7/7 vs the Go solver: empty board, mid-game, blank, single-word rule, Russian index-32 cross-set). The committed EN sample also unblocks the existing skipped dawg.parity.test.ts once wired with DICT_* in CI. Pure additive library code; no runtime behavior change. |
||
|
|
061366da5a |
feat(email): PWA login sends code only; drop admin link from alert emails
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m40s
Two email changes, per the owner: 1. Code-only login from an installed PWA. A login requested while running as a standalone PWA now omits the one-tap confirm link from the email — the link would open in a separate browser whose minted session cannot reach the PWA, stranding the login. The code is typed in the same window instead. The client sends a `pwa` flag (isStandalone) on the email-code request (a new FBS field, threaded through the gateway); the backend omits the deeplink when it is set, reusing the existing deletion-code link-omission path. Non-PWA browser logins keep the one-tap link. No polling, no migration. 2. Security: the operator alert digest no longer embeds the admin-console (/_gm) URL. An admin link must never travel in an email, where a mail provider could cache or index it; the operator opens the console directly. Tests: an inttest asserting the PWA login email omits the link (and a browser one keeps it); a codec round-trip of the new pwa field; the alert-digest test flipped to guard the admin link is absent. Docs: ARCHITECTURE + FUNCTIONAL (+ru). |
||
|
|
51147a1429 |
feat(pwa): installable web app + landing web entry
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 19s
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m43s
Make the web SPA an installable PWA and surface it to users: - manifest.webmanifest + an install-only service worker + 192/512/maskable icons (ui/public); PWA head tags in index.html; the .webmanifest MIME type registered in the gateway (the distroless image has no /etc/mime.types). - Platform-adaptive install CTA (components/InstallApp.svelte + lib/pwa): one-tap on Chromium, manual Add-to-Home-Screen instructions on iOS Safari, hidden elsewhere / once installed / inside a Mini App. Shown under the logged-out login card and at the bottom of Settings. - The landing gains a third entry linking /app/ (the brand tile), with a caption under all three (Telegram / VK / Веб-версия). The service worker is navigation-only (network-first, cached-shell fallback); hashed assets and the Connect stream are untouched. It exists to satisfy Chromium's installability requirement and is the single growth point for a future opt-in offline mode. Tests: pwa.ts unit tests; a webui probe (manifest/sw.js content-type + the SPA-fallback-to-HTML trap); e2e for the one-tap CTA, the iOS instructions modal and the landing web entry. Docs: ARCHITECTURE §13, FUNCTIONAL (+ru), gateway README. |
||
|
|
6db9178449 |
feat(banner): per-campaign colour overrides and urgent alerts
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m50s
Non-default campaigns gain an optional colour override (background / text / link) in two sets — one for every theme, one for the dark theme only — and an "urgent" flag. - Colours ride profile.get as six trailing FlatBuffers strings on BannerCampaign (backward-compatible). The client resolves the cascade (dark <- dark ?? all, light <- all) per rendered theme and derives the strip border from the background in JS (no CSS color-mix, for the old Android WebView floor); AdBanner applies them as inline vars scoped to the strip. - Urgent is resolved entirely server-side: while any enabled, in-window urgent campaign exists, computeActiveSet returns only the urgent campaigns and bannerFor skips the eligibility gate — so a system notice reaches every viewer (paid / hint-holding / no_banner included) and preempts the ordinary feed. No wire field; it appears on each viewer's next profile.get. - Admin console (/_gm/banners): native colour pickers + a live light/dark preview of the strip, and an urgent toggle. The default campaign stays plain, enforced by the service and a DB CHECK. Migration 00009 is additive (nullable colour columns + a bool default + all-or-nothing / hex / default-plain CHECKs) — expand-contract, rollback-safe. Docs: ARCHITECTURE §10, UI_DESIGN, FUNCTIONAL (+ru). Tests: ads unit (urgent preempt + colour validation), codec + resolver unit, gateway transcode, and integration (colour round-trip + urgent bypass against real Postgres). |
||
|
|
400b6ac2a5 |
fix(ui): hold info toast ~1s before it rises and fades
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 8s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
The info toast began drifting up and fading the instant it finished appearing (the CSS keyframes went straight from the 12% appeared-stop to the 100% risen-and-faded stop), so a glanced message was already leaving. Insert a ~1s hold at full opacity/rest before the rise-and-fade: extend the animation 2s → 3s with keyframe stops at 8% (appeared, ~240ms) and 41% (end of the ~1s hold), keeping the original rise-and-fade pace for the tail. The reduced-motion variant gets the same appear/hold/fade timing (fade only, no travel). The showToast dismissal timer is bumped 2000 → 3000ms to stay in lockstep with the animation (the error toast's 4s dwell is unchanged). |
||
|
|
fb7490f1df |
fix(ui): poll for out-of-band email confirmation
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
An email link/code can be confirmed out of band: the recipient taps the one-tap link in the email, which confirms in another browser/session. The backend already publishes a `notify` `profile` re-fetch signal for this (handlers_auth.go handleEmailConfirmLink), and the client re-fetches on it. But the live stream is single-shot with no replay: a Mini App backgrounded while the user is in their mail app tapping the link drops the stream and misses the event (the gateway hub has no subscriber to deliver to), and the reconnect on foreground does not re-sync — so the open code form stayed until a manual reload. On Telegram Desktop the app is never backgrounded, so the push works and there was no bug. Add a client-side fallback: while an add-email confirmation is pending (a code was sent, no email yet), poll `profile.get` on a 4s interval and on foreground regain until the address lands; the effect stops as soon as the email appears. The live push still updates instantly when foregrounded — this only covers the backgrounded-miss gap. Tests: a mock e2e attaches the email WITHOUT emitting a live event (new window.__mock.clearEmail / confirmEmailOutOfBand seams), so it exercises the poll, not the push, and asserts the code form collapses into the email row. Docs: ARCHITECTURE.md §10 notes the single-shot gap + the poll fallback. |
||
|
|
7dcd62fdd7 |
feat(ui): reload the SPA on maintenance recovery
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m6s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m47s
The deploy that ends a maintenance window may ship a client-incompatible change (wire/schema bump), and the in-session bundle is the old one. On recovery, reload to pick up the fresh client instead of just hiding the overlay. Ordering is safe: the edge maintenance flag (deploy/prod-deploy.sh) spans the WHOLE roll and clears only at script exit — after the gateway (which serves the embedded SPA) has rolled — so the edge 503s everything until the entire deploy is live; recovery therefore always serves the new SPA. A window.__maint.recover() hook + e2e cover the reload. |
||
|
|
d67e582c03 |
feat(ui): in-session maintenance overlay on the edge 503 marker
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 1m4s
CI / conformance (pull_request) Successful in 11s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
The edge caddy 503 carries X-Scrabble-Maintenance during a deploy window, but a user already in the running SPA only sees their calls start failing — the static caddy page catches only a fresh load. Detect that marker (strictly — not any transient 'unavailable', which the Connecting indicator already covers) on the raw ConnectError at the two transport catch sites (unary exec + the live subscribe stream), before toGatewayError discards the response headers, and raise a non-dismissable dimmed overlay that mirrors the static caddy page. It self-clears: a capped-backoff poll (a cheap read, mirroring connection.svelte.ts) lifts it on the first success, and a manual "retry" button forces an immediate re-check — so it can never get stuck. On detection the read retry loop fails fast, so a window doesn't burn the retry budget on every call. - pure detector maintenance.ts (maintenanceRetryMs / parseRetryAfterMs) + unit tests; the store + self-clearing poll in maintenance.svelte.ts (mirrors connection.svelte.ts) - MaintenanceOverlay.svelte (clones Splash's fixed/inset/dimmed shell, non-dismissable), mounted app-global in App.svelte after Coachmark - transport.ts detects + reports at both catch sites, clears on any successful read - i18n RU "Технические работы" / EN "Under maintenance"; a window.__maint mock hook (the mock can't emit a real 503) + a Playwright spec Prod is same-origin (VITE_GATEWAY_URL empty) so the marker header is readable without a CORS expose-header. Verified: pnpm check (0), unit (402), build, e2e (186, Chromium+WebKit). |
||
|
|
2c465c01d2 |
feat(account): VK ID web login to link a VK identity from a browser
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 18s
CI / ui (pull_request) Successful in 1m4s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m39s
A browser has no signed VK Mini App launch params, so linking VK on the web uses
VK ID's raw OAuth 2.1 flow (PKCE, no @vkid/sdk): the SPA redirects to VK's hosted
login and returns with an authorization code, which the gateway exchanges
server-side (confidential, under the VK "Web" app's protected key) for the trusted
vk user id — then the existing link/merge machinery attaches or merges it.
- fbs LinkVKRequest{code, device_id, code_verifier}; codec + TS bindings.
- backend link.Service ConfirmVK/MergeVK/attachVK (KindVK, mirror Telegram),
handleLinkVK[Merge], routes /user/link/vk[/merge], backendclient LinkVK[Merge].
- gateway internal/vkid confidential code exchange (id.vk.com/oauth2/auth);
transcode link.vk.confirm/merge (registered only when configured) + config
GATEWAY_VK_ID_{APP_ID,CLIENT_SECRET,REDIRECT_URL} + main wiring.
- UI lib/vkid (PKCE authorize redirect + callback), Profile "Link VK" control,
boot callback handling; a merge re-authorizes for a fresh code (VK codes are
single-use). Web-only (a redirect strands a Mini App webview).
- Deploy: VITE_VK_APP_ID + VITE_VK_ID_REDIRECT_URL build args + gateway env,
ci.yaml/prod-deploy TEST_/PROD_ vars, compose/Dockerfile/.env.example/README.
- Tests: vkid exchange unit (string/number user_id, id_token fallback, errors),
transcode link.vk, backend ConfirmVK/MergeVK inttest, codec encodeLinkVK.
- Docs: ARCHITECTURE §4, FUNCTIONAL(+ru), gateway README.
|
||
|
|
cabcd94d92 |
feat(profile): account-deletion flow + terminal deleted screen
Profile gains a Delete-account control (durable accounts) opening a step-up dialog: a
mailed code for an email account, or the typed DELETE phrase for a platform-only one.
On success the app swaps to a terminal AccountDeleted screen ('Учётная запись удалена')
with a Close that closes the host Mini App (telegramClose / vkClose; web = no close).
Wires deleteRequest/deleteConfirm through client/transport/mock/codec; ru/en i18n;
codec wire test + Chromium/WebKit e2e.
|
||
|
|
e4fc7f033d |
feat(profile): sign-in methods matrix — email add/change, provider link/unlink
Profile shows the account's sign-in methods for guests and durable accounts alike: add or change email, link Telegram on the web (login widget), and unlink a linked provider. Email is never unlinked (it is changed); unlink is offered only when another identity remains, and a change to an address owned by another account shows the non-disclosing 'check the address or contact support'. Add-VK-on-web stays deferred (no VK OAuth). Wires linkUnlink / changeEmailRequest / changeEmailConfirm through the client, transport, mock and codec (encodeLinkUnlink + LinkResult 'unlinked'/'changed' statuses); codec wire tests; ru/en i18n. |
||
|
|
3a823ca7ef |
feat(profile): carry linked identities in the profile (email, telegram, vk)
Add email / telegram_linked / vk_linked to the Profile (fbs table + regenerated Go/TS bindings, gateway ProfileResp + encodeProfile, backend DTO, UI model + decode). They are filled outside the pure projection — Server.profileResponse now reads the account's identities (like the banner seam) — and will drive the profile's Add / Unlink / change-email controls. |
||
|
|
54af644429 |
fix(ui): localise the confirm screen, drop the brand on the error state
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m3s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m42s
The session-less /confirm page defaulted to English, so it showed the English app title. Carry the recipient's language on the deeplink (?lang) and setLocale on load so the page matches the email. Show a localised brand wordmark (Эрудит / Erudit, matching the email) on the success state only; the invalid/expired state now shows just the message, no header. |
||
|
|
1dca6741f1 |
feat(ui): auto-confirm the email deeplink on load
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 1m3s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m44s
Drop the confirm button: the /confirm screen confirms the token as soon as it loads. The token rides the URL fragment (never sent to the server), so a plain link prefetch cannot reach it, and the manual six-digit code is the fallback if an aggressive scanner runs the page. Update the ARCHITECTURE/FUNCTIONAL wording accordingly and swap the confirm.prompt/action strings for confirm.busy (en+ru). |
||
|
|
65f2c87a74 |
docs+test(email): document the confirm deeplink + wire-contract tests
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 1m3s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m52s
Document the one-tap confirm deeplink in ARCHITECTURE (§4 the login magic-link / link confirm+profile-refresh, prefetch-safe token) and the new notify 'profile' sub-kind (§10), and add the one-tap link to the FUNCTIONAL email story (+ru). Add codec round-trip assertions for the EmailRequest language field and encodeEmailConfirmLink (the mock e2e bypasses the codec). |
||
|
|
409462fc09 |
feat(ui): one-tap confirm deeplink screen + client language
Add the /confirm/<token> SPA route and Confirm screen: a prefetch-safe button POSTs the token via a new confirmEmailLink RPC (client/transport/mock/codec + ConfirmLinkResult model). A login adopts the minted session and enters the app; a link shows confirmed / merge-in-the-app; an invalid or expired token asks for a new code. Exempt /confirm from the no-session /login redirect. Forward the client locale on the email request (authEmailRequest gains language → app.locale) so a fresh web login email is localised. Handle the new 'profile' live-event sub-kind by re-fetching the profile, so a link confirmed in another browser reflects in-app at once. i18n en+ru. |
||
|
|
d5fbaa3034 |
feat(export): server-rendered artifacts behind one signed download URL (#160)
CI / changes (push) Successful in 1s
CI / unit (push) Successful in 9s
CI / integration (push) Successful in 15s
CI / ui (push) Successful in 1m2s
CI / conformance (push) Successful in 9s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m42s
The finished-game export (GCG + a new PNG of the final position) is one signed, short-lived relative URL (game.export_url; HMAC-SHA256, 10-min TTL, BACKEND_EXPORT_SIGN_KEY) resolved against the client's own origin and delivered by the best affordance each platform has (five on-device review rounds): - TG Android/desktop: native showPopup chooser -> native downloadFile dialog (bridge-only chain, activation-safe). - TG iOS: app-modal chooser -> OS share sheet with the fetched file (a popup callback cannot supply the activation the sheet needs). - VK iOS: VKWebAppDownloadFile for both formats. - VK Android: the PNG opens in VK's native image viewer, the GCG copies to the clipboard (the VK Android downloader hangs on any download, Content-Length/Range notwithstanding). - VK desktop iframe / desktop browsers: plain anchor downloads. - Mobile browsers: the OS share sheet (fetch-then-share). - Legacy TG (< Bot API 8.0): app modal + GCG clipboard, no image option. The PNG is rasterized on demand by the new internal `renderer` sidecar (node:22-slim + skia-canvas + baked Liberation/Noto Color Emoji fonts) executing the SAME ui/src/lib/gameimage.ts the ui project unit-tests; the backend rebuilds the render payload from the journal + engine.AlphabetTable, and the device date locale, IANA time zone and localized non-play labels ride the signed URL. Nothing is stored — the artifact re-derives from the immutable journal on each GET. The gateway forwards /dl/* (caddy @gateway matcher extended) behind the per-IP public rate limiter and serves bytes via http.ServeContent. Deploy: renderer service in compose + prod overlay + rolling order + prod push list; TEST_/PROD_EXPORT_SIGN_KEY secrets; the sidecar smoke runs in the ui CI job. Docs: ARCHITECTURE, FUNCTIONAL(+_ru), UI_DESIGN, TESTING, deploy/README, renderer/README. |
||
|
|
946420db93 |
fix(game): own export chooser modal; PNG option outside in-app webviews only
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 59s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m26s
Telegram's native showPopup delivers its callback with no user activation, so navigator.share (TG iOS) and clipboard writes (TG Android GCG copy) silently fail from it — the chooser is now always the app's own modal, keeping the button click's gesture alive for the delivery APIs. The data:URL preview modal is dropped: the Android TG/VK long-press menu mangles data: URLs (dead download, black-screen open, base64 clipboard garbage), so a binary PNG has no working client-side route in those webviews at all. The image option is withheld there until the server-rendered signed-URL delivery (Telegram downloadFile / VKWebAppDownloadFile) lands; the plain web and mobile browsers keep it. On-device findings by the owner on the test contour (TG iOS, TG Android, VK Android). |
||
|
|
a0eacf3011 |
feat(game): finished-game export as a PNG image behind a format chooser
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 59s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m16s
The history header's export button now opens a chooser — Telegram's native popup inside Telegram, the app's own modal elsewhere — offering the GCG file and a new client-rendered PNG of the final position (lib/gameimage, Canvas 2D, lazy dynamic import, zero dependencies): light theme, classic A..O/1..15 axes, label-free premium fills, and a fixed-typography per-seat scoresheet with GCG-style move coordinates, multi-word sub-lines, endgame rack-settlement row, winner trophy and a hostname + device-locale finish date footer; a long game stretches the board, never the typography. Delivery mirrors the GCG rules (Web Share with no blob fallback, else download) except on Android Telegram/VK WebViews and the desktop VK iframe, where a binary PNG has no clipboard-text fallback: those get a preview modal with a long-press/right-click save hint and a copy-image button where ClipboardItem exists. |
||
|
|
65063621a9 |
fix: landing smoke test
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 57s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m18s
|
||
|
|
4e169c368d |
chore: i18n game descriptions
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Failing after 1m0s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Failing after 0s
CI / deploy (pull_request) Has been skipped
|
||
|
|
5f574a765d |
feat(landing): VK entry logo + restore the Telegram channel build-arg
Add the VK Mini App logo next to the Telegram one on the landing hero,
linked via the new VITE_VK_APP_LINK build-arg (full URL, wired through
compose, CI and prod-deploy from TEST_/PROD_VITE_VK_APP_LINK).
Also restore the landing's Telegram link itself: commit
|
||
|
|
db17287113 |
fix(ui): route external links out of the Android VK WebView
The Android VK client's WebView ignores target=_blank and navigates the Mini App's own window to the target, stranding the player outside the game with no way back (the dictionary lookup, About/Feedback links, the ad banner and the bot-link modal fallbacks). vk-bridge 3.x has no method to open an external URL, so external links are routed through VK's own leave-VK redirect (vk.com/away.php), which the client intercepts natively and hands to the system browser. onExternalLinkClick moves from lib/telegram to a new lib/links that composes the Telegram and VK routers; iOS and desktop VK open _blank correctly and are left alone. |
||
|
|
2e8fa83814 |
feat(telemetry): local move-preview adoption metrics (Phase 4)
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 57s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m17s
Measure uptake of the client-side local move-preview accelerator (§5) so adoption can be watched before defaulting it on: app cold starts, dictionary loads by result (fetched / cache_hit / miss) and move previews by path (local / network — the backend load shed). A small best-effort client beacon (POST /metrics/local-eval, session-gated) batches counter deltas and posts them on a 60s timer and when the app is backgrounded — never on the gameplay path: the in-app counters are plain in-memory increments, only the periodic flush touches the network and it is fire-and-forget. The gateway folds each batch into three OTel counters (local_eval_cold_start_total, local_eval_dict_load_total, local_eval_preview_total), clamped against a spoofed inflation. - gateway: counters + recordLocalEval + session-gated /metrics/local-eval handler - ui: localeval-metrics accumulator/beacon; hooks in the dict loader, in Game.recompute and in bootstrap (skipped under the mock harness) - caddy: route /metrics/* to the gateway - docs: ARCHITECTURE §11; Grafana "Scrabble — Users" dashboard panels |
||
|
|
5689f7f6a3 |
feat: on-device move preview (local eval) with network fallback
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 58s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m17s
Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
IndexedDB (best-effort, self-healing on a rejected blob) and reused across
sessions; a warm-up overlay covers a cold load, then the network preview is the
fallback; a bad-connection breaker stops warming after repeated misses; the move
preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
CI against the release dictionaries. A hidden debug readout lists the cached
dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
|
||
|
|
5f9b4a7a38 |
feat(ui): paint VK status bar to the app theme (VKWebAppSetViewSettings)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 58s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m13s
Parity with the Telegram chrome painting: on a VK Mini App launch and on every theme change, set VK's status-bar appearance (and, on Android, the action/navigation bar colours) from the app's live theme tokens, so the VK chrome matches the UI instead of clashing. syncVKChrome mirrors syncTelegramChrome; the status-bar appearance is derived from the --bg token's luminance (appearanceForBg, unit-tested). Wired into the VK onScheme handler (fires on launch + on theme change) and setTheme. Docs: UI_DESIGN VK integration. |
||
|
|
4458f0e545 | Merge pull request 'fix(ui): copy GCG to clipboard on Android in-app WebViews' (#151) from feature/gcg-export-android-fix into development | ||
|
|
88b6761e28 |
fix(ui): copy GCG to clipboard on Android in-app WebViews
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 57s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m16s
On-device diagnostics from Android Telegram and VK confirmed both expose no navigator.share AND no navigator.canShare, so the export fell to a Blob <a download> that those WebViews silently ignore — nothing happened. pickGcgDelivery is now a 3-way decision: Web Share where available (iOS), a clipboard copy in an Android in-app WebView (Telegram/VK: no share, dead download), else a desktop Blob download. shareOrDownloadGcg reports the outcome so the game shows a "GCG copied" toast; the copy is VKWebAppCopyText inside VK (which also covers the desktop VK iframe, where navigator.clipboard is blocked) and navigator.clipboard otherwise. Unit tests cover the 3-way choice and the copy/failed outcomes; new i18n key game.gcgCopied (en+ru); docs ARCHITECTURE/FUNCTIONAL(+ru)/UI_DESIGN/TESTING. |
||
|
|
71c3411276 |
fix(ui): mobile in-app WebView polish (tap-flash, VK haptics, swipe-back)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 57s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m13s
- Tap-highlight: add -webkit-tap-highlight-color: transparent on #app. Android in-app WebViews (Telegram, VK) flashed a momentary selection-like box on tappable nodes on tap — seen on the header title and the back chevron; user-select (already none) does not govern it. Inherited, so this clears it app-wide. - VK haptics: mirror the Telegram haptic set on VK via VK Bridge taptic (impact / notification / selection), routed through a new shared lib/haptics.ts dispatcher. VK users previously got no haptics; the game and error call sites now fire haptic() instead of telegramHaptic(). - VK swipe-back: disable VK's horizontal swipe-back at launch (VKWebAppSetSwipeSettings history:false) so it does not fight the app's own edge-swipe-back and on-board tile drag — parity with Telegram's disabled vertical swipes; the app owns navigation via its back chevron. Docs: UI_DESIGN (no-select / tap-highlight, VK integration). |
||
|
|
6636d7c309 |
feat(ui): first-run onboarding coachmarks
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 57s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m20s
A one-time coachmark overlay walks a new player through the lobby and their first game board: a light dimmed layer draws one tail-pointed hint bubble at a time, advancing on a tap anywhere and removing itself for good after the last hint. Two independent series (lobby: settings/stats/new game; game: header/pass-exchange/hints/shuffle/rack), gated by a per-device persisted flag and marked done only after the last hint, so an interrupted run replays from the start. A deep-link into Settings -> Friends still triggers the lobby series on the first trip back to the lobby. Targets carry a data-coach attribute, so one positioning engine anchors the bubble in both portrait and landscape, re-measuring each frame until the geometry settles (route slide, hidden-banner reflow, fonts). The promo banner hides while the overlay is up (app.coachActive); a hidden DebugPanel "Reset visited" control replays the walk-through. Off by default in the mock build so the Playwright smoke is unaffected; ?coach forces it on for the dedicated e2e. Pure geometry (step lists, nextVisibleStep, placeBubble) in lib/coachmark.ts (unit-tested); Coachmark.svelte renders. Docs: FUNCTIONAL(+ru) onboarding story, UI_DESIGN coachmark section. |
||
|
|
d76f1f4026 |
fix(vk): friend-code link is the plain vk.com/app link (VK strips iframe query payload)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m33s
The contour diagnostic confirmed VK forwards only the signed vk_* params to the iframe — a custom payload on the app link is dropped (the '#' eaten by the vk.com SPA, a '?' query stripped), so the friend-code cannot ride the link. The VK share link is now just vk.com/app<id>; the recipient enters the copied code by hand (VKWebAppCopyText works). The vkStartParam reader + bootVK routing stay as a no-op, ready for a post-moderation channel. Removes the temporary deep-link diagnostic. |
||
|
|
0ea9764a0d |
chore(vk): temporary deep-link diagnostic (remove after contour catch)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 56s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m26s
|
||
|
|
6a5ce12fab |
fix(vk): friend-code link as ?hash, Android safe-area via bridge insets, landscape home-bar colour
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m22s
Contour review of the VK Bridge group: - #6 invite link: VK's documented '#' direct-link payload is eaten by the vk.com SPA before it reaches the app, so the friend-code link now carries the payload as a query param (vk.com/app<id>?hash=f<code>); the recipient already reads the `hash` query param (vkStartParam). (Whether VK forwards the '?' through to the iframe is being confirmed on the contour.) - #8 Android: the VK mobile webview does not surface the home-bar inset via CSS env() (config insets are iOS-only), so subscribe to the bridge insets (VKWebAppUpdateConfig + VKWebAppUpdateInsets) and set --tg-safe-* to max(env(), the VK value). - #8 landscape colour: the home-indicator strip was the (grey) page background because the two-pane landscape game has no bottom bar. The left-panel controls bar now paints its own chrome into the inset (Screen gains a selfInset flag that drops the shell's detached padding strip), and the game-land runs flush to the edge. Verified: svelte-check, 347 unit, build, bundle-gate; the landscape safe-area painting reproduced in the mock (controls bar + board reach the edge, strip takes the bar colour). The VK-Bridge / VK launch behaviours (Android insets, the ?hash forward) need the live contour. |
||
|
|
da17c18895 |
feat(vk): native share/copy, auto theme, friend-code deep link, home-bar safe area
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m25s
Group B of the VK integration — the contour-verified follow-up to the launch+auth MVP: - Share/copy inside the VK iframe go through VK Bridge: the friend-code invite shares via VKWebAppShare and copies via VKWebAppCopyText, since navigator.share is absent in the desktop iframe and navigator.clipboard is blocked there. - The invite link is a VK Mini App direct link (vk.com/app<id>#f<code>) on VK instead of the Telegram link; the app id comes from vk_app_id in the launch params (no build arg needed). The recipient's launch routes the deep link from VK's `hash` launch query parameter. - The app's "auto" theme follows the VK client's light/dark appearance (VKWebAppUpdateConfig), which the VK mobile webview's prefers-color-scheme does not track. - The safe-area CSS vars default to env(safe-area-inset-*), so the VK mobile layout clears the home bar (and Capacitor/PWA too); Telegram still overrides them from its SDK. vk.ts adds vkAppId/vkStartParam/vkShare/vkCopyText/vkOnScheme. Verified: svelte-check, 347 unit (+ vkAppId/vkStartParam/vkShareLink), build, bundle-gate. The VK-Bridge behaviours need the live contour (not reproducible headless). |
||
|
|
500a01cf97 |
fix(ui): landscape board zoom/pan + rack tile rendering, shorter mobile block label
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 57s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m28s
Bugs surfaced while testing in VK but present on every platform (verified across browsers, not VK-specific): - Rack tiles: the letter used a fixed rem size, so in landscape — where tiles shrink below 46px in the narrow left panel — it overflowed and dropped into the bottom-left corner. Size it relative to the rack (cqw, like the board's labels; the tile's own container-query size resolves unreliably under flex + aspect-ratio). - Landscape board zoom positioned "in two steps": the per-frame clamp-to-max reached the wide axis before the tall one. Interpolate both scroll axes together by time over the grow/shrink transition instead (settles on zoom-out too). - The zoomed board could not be panned with a mouse (touch scrolls the overflow:auto viewport natively; a mouse cannot drag-scroll a div). Add a drag-to-pan handler, active only while zoomed, off pending tiles, past a small movement threshold, swallowing the trailing click so it does not also act on a cell. - Shorten the in-game block-confirm label ru "Блокируем?" -> "В бан?" (the long form overflowed the seat score chip on mobile). |
||
|
|
65c194264c |
feat(vk): embed the game as a VK Mini App
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 1m0s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Mirror the Telegram Mini App wrapper for VK: the SPA loads at a new /vk/ entry, authenticates from VK's signed launch parameters, and provisions a 'vk' platform identity — the minimum to run the game in VK test mode. - Gateway verifies the launch signature in-process (internal/vkauth: HMAC-SHA256 over the sorted vk_* params under GATEWAY_VK_APP_SECRET, base64url) — a pure offline check, no side-service. New auth.vk op (gated on the secret), backendclient.VKAuth, /vk/ SPA mount. - Backend: KindVK + ProvisionVK/vkSeed, /sessions/vk handler, identity kind widened to include 'vk' (migration 00005, expand-contract). - UI: src/lib/vk.ts (VK Bridge, lazy-imported), bootVK + the /vk/ boot dispatch, encodeVKLogin + authVK across transport/client/mock. VK omits the name from the signed params, so the client reads it via VKWebAppGetUserInfo as an unsigned display seed. - Deploy: /vk in the edge Caddyfile, GATEWAY_VK_APP_SECRET wired through compose + .env.example + CI (TEST_) + prod-deploy (PROD_). - Admin console: surface the VK user id (link to the VK profile) next to the Telegram id on the user card. - Docs: ARCHITECTURE §12/§13, FUNCTIONAL (+ _ru), gateway README; VK integration reference under .claude/. Signature algorithm verified against dev.vk.com plus independent Node/Python references and a %2C edge-case vector. |
||
|
|
2ba7cc3086 |
feat(telegram): native dialogs for confirms and deep-link notices
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 56s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Inside the Mini App, route the destructive confirmations (resign, block, unfriend) through Telegram's native showConfirm, and present the deep-link info modals (stale invite, welcome-on-redeem) as a native showPopup whose button opens the bot chat. Outside Telegram, or on a client predating the dialogs, the existing in-app Modal is used unchanged; offline also keeps the modal so the action retains its disabled state. Adds showConfirm/showPopup wrappers to telegram.ts and a pure popup-params builder (nativedialogs.ts) with unit tests; the deep-link modal components choose native vs in-app via an effect gated on insideTelegram + dialog availability. |
||
|
|
8a5a5d6c4d |
feat(telegram): sync client display prefs via CloudStorage
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 56s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m20s
Theme, reduce-motion and board labels lived only in local IndexedDB/localStorage, so they did not follow the user across devices and could be lost when the Telegram WebView cleared storage. Mirror these three device-independent prefs to Telegram CloudStorage (Bot API 6.9) from the single local-persist point (persistPrefs), and reconcile them from CloudStorage in the background on launch (reconcileCloudPrefs) so a change made on another device follows the user here. The local store stays the instant-render cache; the interface language is intentionally excluded (it syncs via the durable account). Pure encode/decode extracted to cloudprefs.ts with unit tests; the CloudStorage transport wrappers are added to telegram.ts. No-op outside Telegram or on a client predating CloudStorage. |
||
|
|
ea931c6680 |
feat(telegram): native SettingsButton opens our Settings screen
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m16s
Inside the Mini App, reveal Telegram's native Settings button (Bot API 7.0) and route its taps to the Settings screen — the standard Mini App affordance. The in-app gear entry stays the primary path (two entry points by design). No-op outside Telegram or on a client predating the button. |
||
|
|
b84bd1297e |
feat(telegram): clear bottom and side safe-area insets
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m17s
Only the device safe-area TOP inset was mirrored, so on phones with a home indicator the rack / bottom bar sat under it, and in landscape the notch clipped the screen edges. Mirror the full device safe-area inset (bottom / left / right) into new --tg-safe-bottom / --tg-safe-left / --tg-safe-right CSS vars (0 outside Telegram) and pad the shared Screen wrapper by them, so every screen clears the home indicator and the landscape notch; the top inset stays owned by the header. Replace telegramSafeAreaTop with telegramSafeAreaInset (the full inset object), with a unit test. |
||
|
|
0fb6004a8b |
feat(telegram): re-apply theme live on themeChanged
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 56s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
The Mini App read Telegram's themeParams/colorScheme only once at launch, so switching Telegram's light/dark theme (or its auto day/night) while the app was open left the SPA on stale colours until a relaunch. Subscribe to the themeChanged WebApp event and re-apply the theme live. Extract the launch-time token + colour-scheme + chrome application into syncTelegramTheme (reading live themeParams when no launch snapshot is passed) and call it from both applyTelegramChrome (launch) and the new event handler. Add a telegramThemeParams live getter (+ unit test). Drop the stale 'immersive fullscreen' note from applyTelegramChrome — the app deliberately does not request fullscreen. |
||
|
|
f8fab4a4c2 |
fix(ui): rename Friends "Share via Telegram" to "Share"
The share button uses the OS Web Share sheet outside Telegram (the TG share picker only inside it), so "via Telegram" was misleading. Rename to a neutral "Share"/"Поделиться" and drop the now-unused tgshare class. |