Two follow-ups from a contour test where a user joined the chat, then
registered, and got no write access — with silent logs.
Observability: log every chat_member update (chat id, configured id, user,
old->new status), the eligibility result and the grant outcome; plus a startup
self-check that warns loudly when the bot is not an administrator in the chat
with the restrict-members ("Ban users") right — the common misconfiguration,
previously invisible in the logs.
Grant on first registration: a user who joins the moderated chat BEFORE
registering is covered by no chat_member event, so the join-time grant never
fires for them. ProvisionTelegram now reports first contact, and the Telegram
auth handler emits chat_access_changed on it, so the gateway re-evaluates and
grants write access if the user is already in the chat.
Decide who moves first by the official rule: each seated player draws one
tile, the one closest to "A" leads (a blank beats every letter), ties
re-drawing until a single leader remains. Each draw uses honest per-draw
crypto/rand entropy (not the deterministic bag seed), so the recorded draw —
not a seed — is the only account of the outcome. The leader takes seat 0, so
the engine and journal replay are unchanged.
The draw is recorded with the game (game_setup_draws, migration 00013) for
future tournaments, designed as a discrete "player N draws a tile" step.
Friend/AI games draw at creation. Auto-match draws when the game opens,
against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are
back-filled to the real opponent on join — so the opener's seat is fixed up
front and the existing open-game pre-move is preserved with no reseating.
Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step
board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with
A-O/1-15 headers and highlighted premium squares, placed letters with their
tile value as a subscript, rack panels around the board (seat 0 top, 1
bottom, 2 left, 3 right) with the current player highlighted, and a per-move
log with the tiles drawn and the bag remainder.
Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
Add an "Add hints" form on the admin user card that additively tops up a
player's hint wallet (1-100 per grant). The grant is raise-only by
construction (an additive UPDATE never lowers the balance) and stays correct
under a concurrent in-game spend; a per-grant cap bounds a fat-finger, since
the console can never reduce a wallet.
The in-game hint policy is unchanged and already correct: a game offers the
per-seat allowance plus the wallet, spending the allowance first and the
wallet only after (covered by TestHintPolicy).
- 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 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.