- accounts.flagged_high_rate_at baked into the R1 baseline (no prod data; the
contour schema is wiped after merge); jet regenerated — the regen also picks
up the previously missing game_drafts/game_hidden models.
- account.Store: FlagHighRate (set-once), ClearHighRateFlag, the flag in
GetByID/ListUsers and a ListFlaggedHighRate review queue.
- New internal/ratewatch: ingests the gateway rejection reports, keeps a
bounded in-memory episode window for the console and applies the
conservative auto-flag (1000 rejected / 10 min, BACKEND_HIGHRATE_FLAG_*).
- POST /api/v1/internal/ratelimit/report (network-trusted, like
sessions/resolve).
- Admin console: Throttled page (episodes + flagged accounts), a high-rate
badge in the user list, the marker + operator clear action on the user card.
- Tests: ratewatch unit suite, report-route handler test, renderer cases,
integration coverage for the store round-trip and the console flow.
The sender name and message body are user-controlled; a leading =, +, -, @, tab or
CR in the CSV export would execute as a formula when a moderator opens it in a
spreadsheet. csvSafe() prefixes such values with a single quote. Unit-tested.
A right-aligned 'Export CSV ↓' link in the filter row downloads /_gm/messages.csv
with the active filters (game / sender / name / ext masks), exporting every matching
message (capped at 100k) regardless of the page window — columns time, source,
sender_id, sender, ip, message, game_id.
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.
The admin game detail now shows, per robot seat, the game's deterministic play-to-win
decision (from the bag seed) and — while it is that robot's turn — its scheduled next-move
ETA (sampled think-time delay, deferred past the sleep window), plus a caption with the
~40% global target. Wiring: robot.PlayToWin/NextMoveAt/PlayToWinTargetPercent exports,
account.IsRobot, game RobotSchedule (seed + turn-start). Tests: NextMoveAt invariants
(never early, never in the sleep window), PlayToWin export, and an admin render integration
test asserting the intent + ETA + target appear.
- account.ListUsers/CountUsers with a UserFilter: people vs robots (by a robot identity),
case-insensitive '*'/'?' glob masks on display_name and any identity's external_id
- admin users list shows the real kind (robot/guest/registered), defaults to people,
with a People/Robots toggle + a filter form; pager preserves the filter
- integration test for the filter; SQL verified against the live contour DB
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.