Two owner-reported defects from a live contour game.
A. Frequency: the robot's proactive nudge fired hourly for 12h+ (a 12h idle threshold
then the 1h cooldown, uncapped). Replaced with a lengthening, randomized schedule
(proactiveNudgeGap): the first nudge ~60-90 min into the human's turn, each later gap
growing toward 1-6h (uniform sample in [60min, ceil], ceil ramping 90min->6h over 12h
of idle, measured from the previous nudge), so a long wait gets a handful of
increasingly-spaced reminders instead of a stream.
B. Language: out-of-app push routed by the recipient's GLOBAL service_language
(last-login-wins), so after re-logging via the RU bot an English game's nudges came
from the RU bot. Now a game push (your_turn, game_over, nudge, match_found) carries
the game's own language (engine.Variant.Language) on push.Event, and the gateway
routes by it (falling back to service_language for non-game pushes). The New-Game
variant-gating guarantees the game's bot is one the player has started, so delivery is
never blocked.
Tests: proactiveNudgeGap unit + retimed TestRobotProactiveNudge; TestVariantLanguage;
emit your_turn/game_over language; TestNudgeRoutedByGameLanguage integration. Docs:
ARCHITECTURE (§7 nudge, §10/§13 routing), FUNCTIONAL (+ _ru), PLAN tracker.
- Resign on the opponent's turn: engine ResignSeat(seat) resigns a specific seat
(not just toMove); game.Resign bypasses the turn check and forfeits the actor's seat.
- Quick-match cancel was a UI no-op (only stopped polling): add the full path
(REST /lobby/cancel -> gateway lobby.cancel -> client) and clear the matchmaker's
pending result on Cancel, so a cancelled search is dequeued (no 'already queued', no
later robot-substituted game). NewGame dequeues on cancel and on abandon.
- Lobby win/loss: result.ts ranked by score, so a 0-0 resignation read as a win.
The winner now takes rank 1 and the viewer is placed from rank 2 — matching the
game-detail screen.
- Friend request to a robot: robots no longer block requests; the request stays
pending and expires (friendRequestTTL), mirroring a human who ignores it.
- Nudge cooldown: ErrNudgeTooSoon now maps to a distinct nudge_too_soon code with a
correct message; the chat nudge button disables during the hourly cooldown; the
nudge note reads 'Waiting for your move!' (button keeps the Nudge action label).
Tests: engine/service off-turn resign, matchmaker cancel-clears-result, friend-to-robot
inttest, result.ts 0-0 resignation, nudge_too_soon mapping.
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.
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.