aaac816dc251e7d089c2fe5c19fca22f92a1c1a7
127 Commits
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aaac816dc2 |
feat(chat): unread read-receipts with lobby/game dot and history-open ack
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).
UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
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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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2a034ff9be |
fix(ui): don't refetch the lobby on heartbeats
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The lobby refetched /user/games on every stream event, including the 10s keep-alive heartbeat, turning it into a 10s poll. That poll's REST view of a just-committed opponent move could flip a card (and now blink it) seconds before the matching your_turn event — and its toast — arrived over the slower live stream, so the new lobby-card blink appeared to lead the toast by 5-7s (variable with stream delivery; in sync when prompt). Gate the refetch to real events (kind !== 'heartbeat'): the card, its blink and the toast now ride the same event (opponent_moved + your_turn are published together), and the constant 10s full-lobby poll per client is gone. |
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12d128f1cc |
feat(nudge): name the sender; blink lobby cards; re-animate toasts
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The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
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183e08ec80 |
feat(robot): per-game display names from a wide name corpus
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Decouple the displayed opponent name from the small pool of durable robot accounts: the disguised auto-match robot now gets a freshly composed name each game, stamped on a new game_players.display_name seat snapshot. The snapshot also captures humans' names, freezing what an opponent sees for the life of a game (a later rename no longer rewrites past games); readers fall back to the account's current name for pre-migration rows. Names come from a wide composed corpus (internal/robot/namevariety.go): Western locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian game draws Cyrillic + <=20% Latin and never a CJK script; an English game the full corpus -- via robot.PickNamed. Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run of up to five digits, so "Player2007"-style handles are valid for humans too and the disguised robot stays indistinguishable. Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT ''); jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated. |
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dd45af20ef |
fix(ads): fade the scroll rewind + keep the banner strip height constant
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Two polish fixes (owner feedback): - Scroll loop: a long message that scrolled to its right edge rewound with a hard jump (no fade). It now runs the same fade as a message change at each rewind: fade out at the edge, reset the scroll while hidden, fade the same message back in, then scroll again. - Strip height: during the fade gap the message layer is removed, which let the strip collapse by ~1-2px. An always-present invisible spacer now reserves one line of height and the message is overlaid absolutely, so the strip height is constant whether or not the message is showing. Verified live: opacity sampling shows a full fade-out → gap → fade-in at each scroll rewind (~every 6s), and the .ad height stays a single constant value (30.31px) across the whole cycle including the gap. Loop-fade unit-tested. |
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115c92b39a |
fix(ads): pulse a lone banner message through the fade cycle
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A single campaign message (e.g. the default campaign's one message) faded in once on load and then sat frozen — the rotator only ran the fade/advance cycle when more than one message existed, so with one message there were no further fades. Drop the `total > 1` guards: every message now runs the full hold → fade-out → gap → fade-in cycle, so a lone message pulses (the same message fades back in) and a lone long message fades at each scroll-loop boundary. Multi-message rotation is unchanged. Verified by opacity sampling (single message pulses 1→0→gap→0→1 without navigation); the single-message test now asserts the pulse. |
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9f83962bf7 |
feat(ads): carry the banner scroll position across navigation
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Per the owner's idea: instead of moving the banner out of the per-screen header (which would change its position), remember the banner's "life stage" and resume it on the next screen. The engine already keeps the message + rotation timing; this adds the scroll offset: - bannerEngine tracks the in-flight scroll (target, duration, start). On attach, if a scroll is still running, it computes the current offset and calls the new host's resumeScroll(fromTx, toPx, remaining) — the view jumps to the carried offset and continues to the end over the remaining time, instead of restarting at the left. - A finished scroll is left at its end; the rotator's own loop then takes over. Verified: spot-checked in the browser (a long message at offset -785 resumes at -788 on the next screen, not 0) and unit-tested (attach mid-scroll calls resumeScroll with a partial offset and the remaining duration). |
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dc582e9f73 |
fix(ads): restore reliable banner fades + keep banner on profile update
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Two regressions from the previous banner pass: - Fade (#2): the manual-opacity fade could paint opacity 0 and 1 in one frame and skip the transition — most visible for a single (default) campaign message, whose only fade is the first show. Revert the fade to Svelte transition:fade (which forces the from-state, so even the first/only message fades), keeping it on its own {#if} layer independent of the scroll. A freshly-mounted view onto a running cycle still renders the live message instantly (inFade duration 0 once), so navigation does not replay the fade. Verified by opacity sampling: advances fade, navigation stays at opacity 1. - Profile update (#3): the banner block was attached only to GET /profile, so a profile.update (e.g. a language switch) returned a profile without it and the banner vanished until reload. A shared profileResponse() now attaches the banner to GET, PUT and the link/merge profile responses. Regression test added (TestBannerSurvivesProfileUpdate). Still open: the scroll position is not preserved across navigation (the view remounts); discussed separately. |
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5fb0daa746 |
fix(ads): banner truly continuous across navigation + re-measure on resize
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The previous engine kept the scheduler running but the view re-`show()`-ed the
current message on every (re)mount, replaying the fade on each navigation — which
looked like the cycle restarting (especially for a single message). Now:
- A mounted AdBanner reads the engine's live message (bannerCurrent) and renders
it immediately, with no fade; attach no longer re-shows. Only a real advance
fades. Verified: opacity stays 1.0 across a navigation, message preserved.
- The fade is manual opacity on a .fadewrap layer (not transition:fade), kept
independent of the scroll (inner track transform), so a long message still
fades at both ends and a {#key} remount cannot force an intro fade.
- A viewport size change (portrait↔landscape) re-measures the current message
(remeasureBanner on resize/orientationchange, debounced) so the scroll
re-evaluates for the new width — the owner accepts the restart on resize.
Rotator gains restart(); engine gains bannerCurrent()/remeasureBanner().
Engine continuity + remeasure unit-tested.
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3b20abe0bd |
feat(ads): banner under the header, continuous across navigation, robust fades
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Banner UX refinements (owner feedback):
- Position: render the banner inside Header (under the title) instead of in
Screen, so it sits in the same place on every screen. In the game the grown
nav's spare height now falls below the banner (banner under title, board
pinned to the bottom) — it no longer jumps to the game area.
- Continuity: move the rotation into a persistent module engine
(lib/bannerEngine) — the scheduler + timer live outside the components, so a
navigation (which remounts the view) continues the cycle instead of restarting
it. Each AdBanner only attaches as the DOM host and resyncs to the live message.
- Fades: a long, scrolling message now fades at both ends. The fade is a
{#if} transition:fade layer, independent of the scroll (the inner track's
transform), so the two no longer interfere.
Verified live (mock + Playwright): same position in lobby and game; the cycle
continues across lobby↔game; opacity sampling shows fade-out + fade-in for the
long message. Engine continuity unit-tested.
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cb4a31a860 |
feat(ads): client banner rotation, fade UX & live toggle (PR2)
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Consume the server-driven banner block (PR1) in the UI and retire the gate. - banner.ts: createScheduler — a smooth weighted round-robin over campaigns (each appears its weight share per cycle, evenly interleaved) with round-robin over a campaign's messages; the rotator drives fade-in -> hold/scroll -> fade-out -> gap -> fade-in, a lone message stays put, reduce-motion swaps instantly without scroll. - model.ts/codec.ts: Profile.banner (Banner/BannerCampaign/BannerTimings) decoded from the fbs block. - Screen.svelte: drop the compile-time SHOW_AD_BANNER; render AdBanner from app.profile.banner (campaigns + timings + reduceMotion). - AdBanner.svelte: opacity-driven fades + scroll host; the rotator is recreated when the campaigns/timings change (a `banner` notify re-fetch swaps them in place). - app.svelte.ts: on the `notify` `banner` sub-kind, refreshProfile() so the banner shows/hides in place. - tests: scheduler distribution + round-robin, the fade sequence, single-message, reduce-motion, stop(); codec banner decode. UI_DESIGN.md + trackers updated. |
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0946a3f66c |
feat(ads): server-driven ad-banner backend, wire & admin console (PR1)
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Turn the gated-off mock banner into a real advertising subsystem (backend + admin half; the UI rotation lands in PR2). - internal/ads: campaigns (percent weight + validity window; a perpetual, undeletable default that fills the remainder up to 100%), 1..N bilingual messages (en+ru), global display timings; ActiveSet computes the window-filtered, default-remainder, GCD-reduced, language-resolved rotation feed. Smooth-weighted-round-robin math is unit-tested. - migration 00006 (+ jetgen): ad_campaigns / ad_messages / ad_settings, seeded default campaign + house message + default timings. - eligibility = !paid_account && hint_balance==0 && !no_banner role (new role; guests qualify). The resolved feed rides the profile.get response (no new RPC, works for guests, nothing distinct to filter); language by service_language. - live update: a notify `banner` sub-kind (re-poll signal) published when an operator grants hints or grants/revokes no_banner, so the client shows/hides in place. - admin console /_gm/banners (+ /_gm/banner-settings): campaign + message CRUD with reorder, default protection, clamped timings. - wire: fbs BannerInfo/BannerCampaign on Profile; gateway transcode forwards it. - docs: ARCHITECTURE §10, FUNCTIONAL (+ _ru), backend README, PRERELEASE tracker (incl. the deferred app.load aggregator note). |
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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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bd0482c376 |
feat(ui): route all in-app external links through Telegram openLink
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Extend the openLink routing from the dictionary lookup to every external
link shown inside the Mini App, so none triggers the WebView's 'open this
link?' confirmation. A shared onExternalLinkClick handler resolves the anchor
via closest() (so it also works delegated on {@html} content), backed by a
pure routeExternalLinkInTelegram decision: only inside Telegram, only an
external http(s) target=_blank link, excluding same-origin/in-app and t.me
links (t.me keeps openTelegramLink). Applied to the word-check lookup, the
About rules link, the Feedback operator-reply links, and the feature-gated
announcement banner.
Outside Telegram every anchor keeps its native target=_blank.
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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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4d6df4bd8b | Merge pull request 'feat(ui): настоящий share friend-code + ссылка по текущему боту (service_language)' (#66) from feat/friend-invite-share into development | ||
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00129414e5 |
feat(ui): force Mini App fullscreen on mobile, not via the share link
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Replace the shared-link &mode=fullscreen (which would also force fullscreen on desktop) with an imperative requestFullscreen() on launch, gated to mobile clients (ios/android/android_x) — mirroring how Telegram's own Mini Apps go immersive on phones while desktop keeps the bot's full-size window. It triggers the existing fullscreenChanged -> safe-area resync; a no-op on clients predating Bot API 8.0. |
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853730823b |
feat(ui): refine Telegram invite & close UX
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- Shared invite links open the Mini App fullscreen (mode=fullscreen), so a shared link matches the bot's own fullscreen launch. - A used or expired invite deep-link now lands the visitor in the lobby with a gentle notice pointing at the right bot (@<username>, by service language), instead of a red "code invalid/expired" error on the Friends screen. - The in-game close confirmation is armed only on Telegram mobile clients; on desktop (tdesktop/macOS/web) it is skipped, where the "changes may not be saved" dialog is just noise (drafts auto-save). |
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01d2d1f368 |
fix(ui): per-bot invite caption + friendly self-redeem note
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- The share caption is now in the bot's language: 'Давай играть в Эрудит!' (ru bot), "Let's play Scrabble!" (en bot) — picked by the session service language, not the interface language. - Redeeming your own invite (deep link or manual) no longer shows the scary 'can't do that to yourself' error; it shows a friendly neutral note instead. |
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03eb8044ff |
feat(ui): real friend-invite share with a per-bot link
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The friend-code 'share' was an <a> that just opened the bot. Make it a real share: Telegram's native share-to-chat picker inside the Mini App (openTelegramLink + t.me/share/url), the system share sheet (navigator.share) on the web, else copy the link. The shared deep link points at the same bot the player is in — it picks VITE_TELEGRAM_LINK_EN/_RU by the session's service language, falling back to the single VITE_TELEGRAM_LINK. Adds the per-bot build args across Dockerfile / compose / ci.yaml / .env / docs; PLAN TODO-5 updated. |
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6679260d0a |
feat(session): carry the bot service_language on the Session wire
Thread the Telegram bot's service language (en/ru) from the session mint response through the gateway into the FlatBuffers Session, so the UI knows which bot the player signed in through. handleTelegramAuth refreshes the account's service language onto the response before minting (it was set after the fetched copy). Empty for a non-Telegram login. |
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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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30a7c24140 |
fix(ui): interface language follows the device, not the Telegram bot
On login the UI no longer overrides the interface language from the account's preferred_language. The live interface follows the device — the explicit local choice (saved, locked) or the system-language guess — so opening the mini-app via the ru-bot on an English system keeps the interface English (it was forced to Russian by the account seed). preferred_language is still written from Settings and used for out-of-app push routing; it just no longer dictates the UI on launch. |
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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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ac62d29ef7 |
feat(ui): name the previous player in the your-turn toast
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The in-app "your turn" toast (shown when it becomes your turn in another game) now reads "<Opponent>: Your turn!", naming the player who moved just before this one — the previous seat in turn order, so it reads the same in games with any number of players. Falls back to the bare "Your turn" label when no name is present (an older peer, or a gap event without one). YourTurnEvent already carries opponent_name end to end: the backend sets it (game.displayName of the last mover) and the gateway forwards the payload opaquely, so this is a client-only change — decode the field, thread it through PushEvent, and pick the localized string. |
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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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c9021fc070 |
feat(ui): preload ongoing games and cache the draft for an instant, jump-free game open
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Opening a game from the lobby for the first time this session showed a brief loading flash, and every open showed a two-step rack->board jump: the saved draft (pending composition) was fetched separately and applied only after the board had already painted the full rack. Both stem from the full state and the draft not being available synchronously at first paint. Cache the draft alongside view+history (CachedGame.draft), make applyDraft take the already-fetched JSON so it runs synchronously, and fetch the draft in the same Promise.all as state+history. setCachedGame preserves the cached draft when the delta path omits it and clears it on a committed move (mirroring the server). A new preload module warms the per-game cache (state, history, draft) for the lobby's ongoing games with bounded concurrency, so opening any of them is instant. Tests: gamecache (preserve/clear/setCachedDraft) and preload (warm/skip) units; existing draft-restore e2e still green. |
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222eaf730f |
feat(game): void unreplayable games as a draw instead of erroring
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A committed move that becomes illegal under a tightened rule (the single-word connectivity fix) makes engine replay fail, which left such games unopenable — an empty screen and an 'illegal play' error. Now the first open closes the game gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner), preserves the journal, and surfaces an impersonal organizer note at the end of the move history and in the GCG export. - engine: EndAborted + Abort() (draw, no rack adjustment; winner -1). - service: replay aborts on ErrIllegalPlay; liveGame persists the void once (lazy, on open); GameState re-reads for the settled view. - store: VoidGame finishes the game and stamps a draw without a journal row. - migration 00002: allow end_reason 'aborted'. - ui: organizer note under the history grid; i18n en/ru. - docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3. |
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553152e195 |
refactor(ui): harden the board's recenter dependency and gate it on a real bump
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The recenter effect declared its dependency with a bare `void recenter`, which a production minifier could drop as a side-effect-free statement (the e2e runs only the unminified dev server, so it would not catch that). Read the nonce into a used variable and gate the pan on it actually changing (`recentered`), so the reactive dependency is robust to minification and the board pans only on an explicit hint recenter — never on an incidental re-run such as a viewport resize. |
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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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56dbf86472 |
feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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Builds on the cross-screen cache work: the global stream handler now keeps both caches current no matter which screen is mounted, and invitations become a live delta channel so the lobby's invitations list is fresh from any screen too. Client (boundary already started): - advanceCached now also folds opponent_joined into a not-currently-viewed game's cache via a new pure reducer applyOpponentJoined (extracted and reused by the mounted game board), so opening an open game that filled while you were elsewhere is flash-free. - patchLobbyInvitation upserts a still-pending invitation and removes a terminal one (started/declined/cancelled/expired); the global notify handler calls it on the invitation / invitation_update sub-kinds. Invitations delta channel (no wire/gateway/connector change — the notification already carries the full invitation with id/status/game_id end to end): - notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate constructor (shares encoding with NotificationInvitation). The Telegram connector renders no message for it, so a decline/cancel never becomes an out-of-app push. - lobby: emit the changed invitation to every participant on respond (accept/decline), on the final accept's game start, and on cancel — so each participant's lobby patches its list in place. The authoritative list holds only pending invitations, so the client's pending-vs-terminal rule matches it exactly. Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the NotificationInvitationUpdate encoding unit test, and integration assertions that decline/cancel/accept publish invitation_update to every participant. Full local suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs: ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated. |
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cf70e6b1fc |
fix(ui): keep lobby/game caches fresh across screens (no stale-status flash)
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The per-screen in-memory caches (lobbycache, gamecache) were refreshed only by the screen that owns them while it was mounted, so a state change that crossed screens left the other screen's cache stale and it visibly redrew on the next navigation: - game -> lobby: the player's own move advanced the game cache but not the lobby snapshot, and an own move carries no self-directed push event, so returning to the lobby painted the pre-move status until the background refresh corrected it. - lobby -> game (and from any other screen): an opponent's move / game-over refreshed the lobby (while mounted) but never the per-game cache, so opening that game flashed the pre-move board. Make cache freshness cross-screen, owned by the single global stream handler that runs for every live event regardless of the mounted screen: - patchLobbyGame upserts the affected game's GameView into the lobby snapshot; the global handler calls it on opponent_moved / game_over / opponent_joined and on a match_found / game_started seed (so a game started elsewhere is present too). The game board still mirrors the player's own move and its own load() — the two updates no live event carries. - advanceCached (a pure wrapper over the existing delta reducers) advances a not-currently-viewed game's cache from opponent_moved / game_over; the game in view is skipped so its mounted board stays the sole owner (no double apply). End-state behaviour is unchanged (the background refresh always reconciled); this removes the transient stale frame. Unit-tested patchLobbyGame and advanceCached; docs/UI_DESIGN.md updated. |
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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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cb75623677 |
feat(ui): lighten the light-theme last-word highlight to a brighter burgundy
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At #8c4a3c the highlight blended into the lighter board in the light theme. Give the light theme a lighter burgundy #9c5849 while the dark theme keeps #8c4a3c — the two are tuned per theme because perceived contrast depends on the surrounding board tone. |
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107add13b6 |
feat(ui): use a warm burgundy for the last-word highlight in both themes
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The gold/brown recent colour shared the tile's warm hue, so it could not separate from both the near-black glyph (when dark) and the tan tile (when light) at once. Switch --tile-recent to a burgundy #8c4a3c whose red hue stays distinct from both, in light and dark, and unify the value across all three theme blocks. |
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359758a01a |
feat(ui): tint last-word letters for the recent highlight; lift dark bonus contrast
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Dark theme: the 2x/3x bonus-square pairs were too close to tell apart. Soften the 2x squares (sky blue #4a779b, rose #a8636b) and deepen the 3x squares (#2c527a, #9c3f34) so each pair reads as two distinct steps. Light theme is unchanged. Last-word highlight (both themes): stop tinting the tile background — the tile keeps its normal fill, and instead the placed letters (not the point values) are drawn in the recent-move colour. The opponent-just-moved flash now pulses the letter between its normal colour and the recent colour, with no background animation and no white peak. Reconcile the explicit [data-theme=dark] --tile-recent with the OS-dark value so the highlight reads the same however dark is selected, and darken --tile-recent a step in every theme. Update docs/UI_DESIGN.md. |
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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. |