- 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).
- 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.
A new /_gm/messages console page lists posted chat messages (nudges
excluded) newest-first — time, source (guest/robot/oldest identity kind),
sender (linked to the user card), IP, body, game (linked to the game card)
— searchable by sender name / external-id glob masks and pinnable to one
game (?game=) or sender (?user=), linked from the game and user cards.
The list query lives in social (raw SQL, kind='message', source via a SQL
CASE), reusing the now-exported account.LikePattern. Server-rendered
adminconsole MessagesView + messages.gohtml, 50/page via the shared pager.
Tests: adminconsole render case; backend integration AdminListMessages
(real Postgres) — nudge exclusion, game/sender pins, glob masks, source.
Docs: ARCHITECTURE section 8 chat moderation, PLAN round-6.
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.
Backlog item 2 of ~4 (owner review pass):
- USSR flag emblem redrawn (canonical hammer & sickle, scaled down 1.5x
below the star).
- Touch drag-and-drop: enlarge the drag ghost 1.5x on touch only (the finger
hides the tile); suppress the iOS tap-highlight that lingered on a rack tile
sliding into a dragged tile's slot.
- Telegram fullscreen: its native nav no longer hides our header -- the header
drops below the content-safe-area top inset and the menu (hamburger) lifts
into the nav band, centred (--tg-content-top from the SDK inset + a
tg-fullscreen class; new telegram.ts helper + app wiring).
Tests: UI check/test:unit/build + full e2e (60) green. The iOS tap-highlight
fix and the TG-fullscreen layout want on-device verification on the deploy.
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.
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.
Record round 6 in PLAN.md so the repository (not conversation memory) carries the trace:
the shipped follow-ups (profile, tap-flash, alphabet-keyed variant names + title, chat/nudge
by turn + cooldown reset, About + git-describe version, quick-game rules plaques, the two
fixes, #3 rack drag-reorder, and the #4/#5/#6 persistence backend foundation), plus the
REMAINING next-pass work with ready designs — the persistence gateway op-slice + UI wiring
(lean JSON-string FB; #5 off-turn placement) and the landing + /app/ move (#16-20).
- Telegram (lib/telegram.ts): chrome colours (setHeaderColor/setBackgroundColor/setBottomBarColor) match Telegram's header/bg/bottom bar to the app; native BackButton on sub-screens (app chevron hidden in TG); HapticFeedback on tile place/commit/error; enableClosingConfirmation while a game is open; disableVerticalSwipes so swipe-to-minimise doesn't fight tile drag / board scroll
- #9 board-only vertical scroll: Screen 'column' mode lets the board area scroll while score/status/rack/tab bar stay fixed (zoom keeps its own scroll)
- #10 check-word dialog opens in Modal keyboard-overlay mode (top-anchored, keyboard overlays the empty area) — no resize/relayout jank; other modals stay keyboard-aware
- docs: UI_DESIGN Telegram integration + vertical fit/keyboard; PLAN round 2-3 follow-ups
- PLAN.md: new Stage 17 "Test-contour verification & defect fixes" (exercise the
deployed contour end-to-end and fix what it surfaces — connector liveness check,
path-conditional CI); the former prod-deploy stage becomes Stage 18.
- Renumber every "Stage 17" prod-deploy reference to "Stage 18" across docs,
compose, Caddyfile, ci.yaml and CLAUDE.md; the post-Stage-14 split range is now
"Stages 15–18".
- bot.New now selects Telegram's test environment with the library's native
tgbot.UseTestEnvironment() instead of a token += "/test" hack (functionally
identical URL /bot<token>/test/METHOD, but idiomatic) + a bot test asserting
the getMe path for both test and prod.
- ci.yaml pins TELEGRAM_TEST_ENV=true for the test contour (it IS the test
environment) instead of a TEST_TELEGRAM_TEST_ENV variable: removes the
confusing double-TEST, telegram-specific, prefixed operator knob and the
secret-vs-variable footgun. Prod (Stage 17) leaves it false.
- deploy/README.md + PLAN.md updated.
- backend + gateway multi-stage distroless Dockerfiles; the gateway embeds and
serves the SPA at / and /telegram/ via go:embed (committed dist placeholder,
real build baked in by the image's node stage)
- deploy/docker-compose.yml: backend + gateway + Postgres + Telegram connector
(VPN sidecar) + OTel Collector + Prometheus (15d) + Tempo (72h) + Grafana,
fronted by a caddy owning a single /_gm Basic-Auth (admin console + Grafana
subpath); inter-service on a private network, only caddy on the edge network
- new metrics: backend accounts_created_total{kind} (robots excluded) and an
in-memory gateway active_users{window=24h,7d} gauge
- CI: single .gitea/workflows/ci.yaml (unit/integration/ui + a gated test-contour
deploy) on the new feature/* -> development -> master branch model; the old
go-unit/integration/ui-test workflows are folded in; the connector-scoped
compose is retired (superseded by deploy/)
- docs: ARCHITECTURE §11/§12/§13, root + gateway READMEs, CLAUDE.md branching,
PLAN.md (stage 16 done + refinements + Stage 17 forward-notes)
Service-agnostic refinement of the owner's idea: the sign-in service returns a
set of supported game languages with the user identity, and the lobby gates the
New Game variant choice by it (en -> English; ru -> Russian + Эрудит).
- Connector hosts two bots in one container (one per service language, each its
own token + game channel; the same telegram_id spans both). ValidateInitData
tries each token and returns the validating bot's service_language +
supported_languages. Per-language config (TELEGRAM_BOT_TOKEN_EN/_RU, channels).
- supported_languages rides the Session (fbs, session-scoped, not persisted); the
UI offers only the matching variants on New Game — gating only the START of a
new game (auto-match + friend invite), not accept/open/play; backend does not
enforce.
- service_language persisted (accounts.service_language, migration 00010, written
every login, last-login-wins) and routes the user-facing Notify push back
through the right bot (push-target coalesces with preferred_language).
- Admin SendToUser/SendToGameChannel gain an operator-chosen language selector in
the console (unrelated to ValidateInitData).
- Non-Telegram logins carry the gateway default set
(GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants).
Wire (committed regen): ValidateInitDataResponse +service_language
+supported_languages; Session +supported_languages; SendToUser/SendToGameChannel
+language. Docs (ARCHITECTURE/FUNCTIONAL/_ru/READMEs) + PLAN updated; stage marked done.
- backend/go.mod pins gitea.iliadenisov.ru/developer/scrabble-solver v1.0.0; the engine's
imports use the published module path; go.work drops the solver replace (GOPRIVATE fetches
it directly from Gitea). The solver's wordlist/dictdawg are now public packages.
- CI (go-unit, integration): drop the solver sibling-clone, set GOPRIVATE, and download the
dictionary DAWG release artifact (scrabble-dawg-<DICT_VERSION>.tar.gz from the new
scrabble-dictionary repo) for BACKEND_DICT_DIR.
- Docs: ARCHITECTURE §5/§11/§13/§14 + backend/README updated to the published-module +
release-artifact model. PLAN.md re-scoped Stage 14 to the split and added Stages 15 (deploy
infra & test contour), 16 (prod contour), 17 (dual Telegram bots); TODO-1/TODO-2 marked done.
Live play now exchanges per-variant alphabet indices instead of concrete
letters (rack out; submit-play, evaluate, exchange, word-check in). The client
caches each variant's (index, letter, value) table behind
StateRequest.include_alphabet and renders the rack and blank chooser from it,
dropping the hardcoded value/alphabet tables. History, the durable journal and
GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged).
- pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet;
StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile];
Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated).
- engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/
DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test.
- backend server edge maps index<->letter (new thin game.Service.GameVariant);
game.Service domain methods, engine.Game and the robot keep one letter-based
play path. The gateway forwards indices verbatim (no alphabet table).
- ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts
is geometry-only; the mock seeds a fixture table; the UI normalises display to
upper case (codec + cache), leaving placement/board/checkword unchanged.
Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value
tables. Discharges TODO-4.
New platform/telegram connector (own container, bot token only there):
- go-telegram/bot long-poll loop: /start deep-links + Mini App launch button.
- gRPC API pkg/proto/telegram/v1 (Telegram service): ValidateInitData, Notify
(renders a localized message + deep-link button), SendToUser/SendToGameChannel
(admin, wired in Stage 10). Generic methods are platform-agnostic (external_id).
- Bot API base override for Telegram's test environment; Dockerfile + compose
(VPN sidecar, no public ingress); README.
Gateway:
- initData validation relocated from the gateway into the connector; the gateway
calls ValidateInitData over gRPC (GATEWAY_CONNECTOR_ADDR), drops the bot token,
and deletes internal/auth.
- Out-of-app push: runPushPump routes events whose recipient has no live in-app
stream to connector.Notify, gated by /internal/push-target + the in-app-only
flag (race-free de-dup); HasSubscribers added to the push hub.
Backend:
- Migration 00007 accounts.notifications_in_app_only (default true) + jetgen.
- ProvisionTelegram seeds a new account's language/display name from the launch
fields; IdentityExternalID reverse lookup; /internal/push-target handler.
UI:
- Telegram Mini App launch: detect initData, apply themeParams, authTelegram,
route the deep-link start_param (g/i/f); /telegram/ guard redirects outside
Telegram. Vite relative base + telegram-web-app.js. In-app-only profile toggle;
share-to-Telegram link for a friend code. Vitest + Playwright coverage.
Wire/docs/CI: fbs Profile/UpdateProfileRequest gain notifications_in_app_only
(Go + TS); go.work uses ./platform/telegram; go-unit.yaml covers it; PLAN,
ARCHITECTURE, FUNCTIONAL (+ru), UI_DESIGN, READMEs updated.
Third owner-review pass (iPhone):
- Modals (and the chat) size their backdrop to window.visualViewport, so they stay
fully above the software keyboard (dvh alone left the sheet partly behind it).
- On the owner's call, every profile / new-game picker is a native <select> for
consistent cross-platform behaviour: the away window returns to hour + 10-minute
selects (which also avoids the iOS time-wheel "clear" button), alongside the offset
timezone and the game-type / move-time / hints selects. Native time/wheel inputs
render differently per OS and cannot be forced to match.
- New-game "play with friends" has no preselected game type — an explicit, required
pick (empty placeholder); Send invitation stays disabled until both a type and a
friend are chosen. A smart default (from play history / language) is TODO-6.
Owner-review follow-up on the Stage 8 branch:
- Friend code is copyable (📋 + toast). The lobby notification badge is fixed —
it had inherited the hamburger-bar style — into a proper round count dot.
- Safari: min-width:0 on flex text inputs (friend code, profile, chat) so they
shrink instead of pushing the adjacent button off-screen.
- Profile editing is validated on both the UI and the backend: display-name format
(letters joined by single space/./_ separators, no leading/trailing/adjacent
separators, <=32 runes), a UTC-offset timezone picker (account.ResolveZone parses
±HH:MM or a legacy IANA name), a 10-minute away grid capped at 12h (wrap-aware),
and email format; Save is disabled and invalid fields red-bordered until valid.
Language stays in Settings.
- In a game, an "add to friends" menu item flips to a disabled "request sent"; chat
send/nudge became ⬆️/🛎️ icon buttons.
- A finished game drops its last-word highlight, hides Check word / Drop game,
disables zoom, and draws an inert (greyed) footer instead of hiding it.
Tests: account validators (name/away/zone), UI profileValidation, e2e for the
finished-game footer/menu and the copy control. Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +ru, UI_DESIGN) updated for the display-name rule, UTC-offset timezone
and the 12h away window.
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode ->
backend REST -> existing domain services): friends (incl. one-time friend
codes), per-user blocks, friend-game invitations, profile editing + email
binding, the statistics screen, and the in-game history + GCG export.
Friends gain two add paths (interview decision, a deliberate plan change):
one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited
redeem); and play-gated requests (shared game required) where an explicit
decline is permanent, an ignored request lapses after 30 days, and a code
bypasses a decline. Migration 00006 widens friendships_status_chk and adds
friend_codes.
Lobby notification badge is poll + push: a new generic `notify` event drives
it live; the client polls on open/focus. Language stays a single Settings
control that writes through to the durable account's preferred_language. GCG
export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file.
Tests: backend unit + inttest (friend gate/decline/code, ListInvitations,
GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI
vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN
(Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN,
TESTING, module READMEs.
- nav bar grows ONLY in game (other screens: minimal nav, content fills); tab bar always bottom
- tab bar: tighter icon/label spacing, bigger icons, hint badge on the icon corner
- board zoom reworked to width-based (real native scroll, fixes Safari/Chrome) + constant cqw labels; pinch & swipe-to-history dropped (conflict), double-tap kept, history via menu
- beginner bonus labels shrunk to fit cells
- Draw opens exchange directly (no confirm); confirm popovers restyled like the hamburger dropdown (vertical); removed the floating direction toggle
- pending tiles darker bg (no outline); last-word dark-tile highlight (static / 1s flash)
- check button disabled for <2/>15 chars, already-checked, or 5s cooldown
- global user-select:none (inputs exempt); docs updated; TODO-4 alphabet-on-wire
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged.
New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer).
Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.
Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.
Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.
Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
backend/internal/engine wraps the sibling scrabble-solver library in-process:
- Registry: versioned DAWG load via dafsa.Load, keyed by (variant, dict_version),
latest-per-variant; English / Russian / Эрудит handled uniformly.
- Bag: own deterministic, seeded tile bag with Draw + Return (for exchanges),
since the solver's self-play bag cannot return tiles.
- Game: pure rules engine — deal, play/pass/exchange/resign, refill, per-move
scoring, turn order, and end-condition detection (empty bag + empty rack, six
scoreless turns, resignation) with end-game rack adjustment.
- decode/ReplayBoard: dictionary-independent MoveRecords and board replay via
scrabble.Apply (no internal/encoding), realising ARCHITECTURE §9.1.
Wiring: go.work gains "replace scrabble-solver => ../scrabble-solver"; backend
requires scrabble-solver (placeholder) and github.com/iliadenisov/dafsa directly.
Both Go CI workflows clone the public solver sibling (master HEAD, no token) and
set BACKEND_DICT_DIR.
Docs: ARCHITECTURE §5/§14, TESTING engine layer, backend README, and PLAN
refinements + deferred TODOs (publish/version solver; split engine vs dictionary
generator).