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Author SHA1 Message Date
Ilia Denisov cc34622630 feat(vk): show a launch diagnostic on a direct /vk/ open instead of a guest
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Opening the dedicated /vk/ entry directly in an ordinary browser (no signed VK
launch) fell through to the web flow and silently started a throwaway guest,
which is wrong for a VK-only entry. Mirror the existing /telegram/ launch-error
behaviour: render a compact, shareable, privacy-safe diagnostic screen instead.

- Boot: a new branch `onVKPath() && !insideVK()` sets app.launchError and stops
  the fall-through, the VK counterpart of the /telegram/ diagnostic guard.
- Diagnostic (passive, no VK Bridge round-trip): reads the URL launch-parameter
  NAMES (never the `sign` value — auth material), whether the URL was signed,
  `vk_platform`, the iframe/referrer context, plus the shared client-environment
  lines. VK signs the launch URL at load, so — unlike Telegram's initData — the
  parameters never arrive late; hence the VK screen offers Share only, no Retry.
- Generalise the screen: TelegramLaunchError.svelte -> LaunchError.svelte, which
  renders a neutral pre-formatted report and a per-platform title, with Retry
  gated on a `retry` flag (Telegram true, VK false). app.launchError is now a
  neutral LaunchDiag { platform, report, retry }.
- New lib/launchdiag.ts holds the shared pieces both platforms reuse: the
  LaunchDiag shape, the client-environment lines, and the query field-NAME
  reader (moved out of telegram.ts so VK does not duplicate them).

Tests: pure vkDiagLines units, incl. a guard that the `sign` value never leaks
into the report. i18n: launch.errorTitleVk (en/ru). Docs: FUNCTIONAL (+ru) user
story and ARCHITECTURE entry-path note.
2026-07-13 23:25:26 +02:00
Ilia Denisov fe5a3d6d3b fix(login): stop a rate-limit from latching a phantom offline on the login screen
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A fresh email login that hit the per-IP email rate limit stranded the user in
an unrecoverable "offline" state that survived a full PWA restart, even though
the network was fine.

Root cause: the gateway email class (auth.email.request + auth.email.login,
keyed per IP, 5/10min burst 2) trips on the third event, which in the natural
"request code -> wrong code -> correct code" sequence is the correct-code login.
The gateway returns ResourceExhausted; the client mapped it to 'rate_limited',
which retry.ts classified as retryable + a connection code, so exec() called
reportOffline(). That pushes the net-state machine into connecting, whose
recovery probe is an authenticated profile.get -- but the login screen has no
session, so the probe can never succeed and the machine latches offline. The
transport kill switch (assertOnline) then refuses the very login that would fix
it, and because the IP's email bucket refills only 1 token / 120s, each fresh
attempt after a restart is rate-limited again -> offline again.

Fix (client, narrow -- the trigger):
- A rate-limit is no longer treated as connectivity. retry.ts no longer marks
  'rate_limited' retryable or a connection code, so exec() never reports it
  offline; it surfaces as the existing error.rate_limited "slow down" message.
  Not auto-retrying it also stops the ~20s button freeze and avoids feeding the
  gateway's ban tripwire with 6 extra rejections per attempt.

Fix (server):
- Raise the email-code burst 2 -> 4 so the honest request + a mistyped code +
  the correct one is not throttled mid-login. Defence-in-depth over the
  backend's own per-code guards (5-attempt cap + 15-min TTL + send throttle).

Tests: retry classification units updated to the new semantics; a gateway
regression guard asserts the honest three-event email flow passes under the
default policy. gateway/README.md rate-limit note updated.

The deeper gap (the net-state recovery probe is session-gated, so any real
transport failure on the session-less login/confirm screens still cannot
self-heal) is left as a known residual, deferred by the owner.
2026-07-13 22:48:59 +02:00
Ilia Denisov a067a2fd01 chore(android): de-anchor ANDROID_PLAN.md from the docs, re-enable the APK workflow
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Reword every code comment and doc that referenced ANDROID_PLAN.md or its stage anchors (§E, G-step-0, O1) so the living docs no longer depend on the plan file: .claude/CLAUDE.md, deploy/README.md, docs/ARCHITECTURE.md, docs/TESTING.md, ui/README.md, ui/android/.gitignore, ui/e2e/native.spec.ts, ui/src/lib/netstate.ts.

Re-enable the manual signed-APK workflow (android-build.yaml.disabled -> android-build.yaml; the CI host already has the Android SDK; workflow_dispatch-only, so it does not auto-run on this PR). Add docs/ICONS.md — the single-master icon/logo format reference (web, PWA, Android, future iOS, store listings).
2026-07-13 14:05:43 +02:00
Ilia Denisov 25b5ed5516 fix(legal): translate the offer price-list headings in the English view
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The price list is spliced in Russian; the client-side offer transliteration turned its section headings and column headers into transliteration too. Translate the known backend-projected strings (the two section headings and the column headers Наименование/Рубли/Голоса в VK/Stars в Telegram/«Фишки») to English and transliterate only the product names, as requested.
2026-07-13 13:49:01 +02:00
Ilia Denisov de5ab9186c feat(legal): bilingual (RU + EN) legal pages with a language + theme switcher
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Add English versions of the privacy policy, EULA and offer (ui/legal/*_en.md) and render each legal page as one self-contained bilingual document: both language bodies plus a header language toggle and theme toggle (no back), a small inline ES5 script that switches language client-side (no reload, default Russian + persisted) and applies the theme (system default + persisted override) — mirroring the landing. The offer's English view transliterates the Russian product names spliced from the live catalog.

renderLegalHtml now takes both language sources; renderOffer splices the price list into both; the renderer bakes and reads the _en sources and pre-renders the static pages at boot. Also wrap the /offer/ contour probe in the same retry+timeout as the legal probe (the offer page is now bilingual and larger). Docs + renderer/ui tests updated.
2026-07-13 13:22:56 +02:00
Ilia Denisov 7df078f5ed fix(legal): wrap the privacy table's first column, top-align cells
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The shared legal-page template inherited the offer's shrink-to-fit product-name column (width:1% + white-space:nowrap), which stopped the privacy data table's long prose first column from wrapping and blew the table out horizontally. Scope that rule to the offer (body.offer) and top-align all legal-table cells for the multi-line privacy rows.
2026-07-13 13:00:40 +02:00
Ilia Denisov 0f3b4dbcff feat(legal): host the privacy policy and EULA at /privacy/ and /eula/
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Author ui/legal/{privacy,eula}_ru.md, reworked from the source documents: the seller INN is unified (290210610742), contacts unified to the Telegram bot + email + postal address, the EULA governing-law clause leads with Russian law + jurisdiction as residence tiers, the single-binding-language clause is dropped, data collection is scoped to voluntary/support provision, and "Компания" is no longer shout-cased.

Serve both as static pages through the render sidecar, reusing a shared renderLegalHtml generalised from renderOfferHtml: new GET /privacy/ and GET /eula/ (301 from the slashless form), the markdown baked into the image, no backend fetch. Route them at the edge via the @legal caddy matcher with a CI probe asserting each page's canonical URL + the seller INN, so a missing route cannot silently fall through to the landing. Add the two links to the landing footer.

Docs baked in: ARCHITECTURE (renderer legal pages + edge routing), FUNCTIONAL (+_ru) footer, renderer/README routes. Tests: renderer legal.test.mjs, ui renderLegalHtml unit, landing footer e2e.
2026-07-13 12:08:27 +02:00
Ilia Denisov 2d1fadb50c feat(offline): implicit net-state model, two-tier version gate, unified lobby
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Land the offline-model redesign (ANDROID_PLAN.md O1-O7): replace the explicit offline toggle with a single detected net-state machine, unify the lobby, and add a two-tier client-version gate. Contour-safe: both version vars empty => dormant, the wire change is additive, so web/pwa/vk/tg behaviour is unchanged unless the gate is deliberately configured.

O1 net-state reducer (test-first). O2 store + wiring (connection/offline shims; +@capacitor/network). O3 remove the offline toggle + migrate the pref. O4 two-tier gate: hard update_required degrades to an offline Update/Play-offline notice (not terminal); soft GATEWAY_RECOMMENDED_CLIENT_VERSION -> X-Update-Recommended nudge. O5 unified lobby (device-local + greyed-from-cache server games; self-set identity; closes G-step-0). O6 create flows (with-friends online/offline segment + offline dict guard). O7 docs.

Telegram/VK stay online-only (contour review): the offline model is channel-gated via offlineCapable() (native + plain web; false in the mini-apps). offlineMode.active is hard-gated on it, so the whole model (blue chrome, unified/greyed lobby, transport kill switch, device-local vs_ai/hotseat create) stays inert in Telegram/VK regardless of the detected net state (closing a version-lock path that could have flipped them offline); and New Game's with-friends hides the online/offline segment there, leaving the remote invite alone. ARCHITECTURE already declared "Telegram/VK are exempt" - this makes the code match.

Deploy/CI: wire the version gate through the deploy (GATEWAY_MIN_CLIENT_VERSION + GATEWAY_RECOMMENDED_CLIENT_VERSION as plain unprefixed vars via compose + ci.yaml + prod-deploy.yaml + write-prod-env.sh + .env.example) so the gate is live when set (test-contour commit-hash version fails open; empty => dormant). Disable the manual android-build CI workflow for now (rename .disabled). Bump the app bundle budget 127->130 KB for the added always-loaded wiring. Fix the UI Docker stage (gateway/Dockerfile): install --ignore-scripts so the Alpine/musl SPA build no longer tries to native-build sharp (a local android:assets tool, unused in the image); esbuild's binary is an optional dep so Vite still builds.

Tests: gateway go green (two-tier gate over a real HTTP handler); docker build of the landing + gateway targets green locally; compose --no-interpolate confirms the gateway env; two new telegram.spec.ts e2e (offline signal keeps the chrome online + quick-match opponent choice visible => server enqueue; with-friends shows no pass-and-play), RED-verified; svelte-check 0/0, vitest 617, e2e 248 (chromium + webkit), build + bundle-size 127.8/130.
2026-07-13 02:50:41 +02:00
Ilia Denisov e077258567 feat(ui): offline-first native boot + lazy server-guest reconciliation
Native (Capacitor) cold boot with no cached session now enters as a
device-local guest in auto-offline mode and lands straight in the lobby
(never /login), so the app opens and plays local vs_ai / hotseat with the
APK's bundled dictionaries and zero network. When the gateway becomes
reachable, reconcileServerGuest silently mints + adopts a server guest and
clears the auto-offline, lighting up online features. Web / PWA / Telegram /
VK are byte-for-byte unchanged.

- transport: exec gains { silent, allowOffline } so background reconciliation
  bypasses the offline kill switch (like the reachability probe) and never
  raises the terminal update overlay (a too-old client stays a local guest);
  new authGuestSilent on the client interface, the real transport and the mock.
- app: native no-session boot branch; reconcileServerGuest fired at boot, by
  the recovery poll and the online event; the poll routes the session-less
  guest through reconciliation, since checkReachable needs a token it lacks.
- native: initNativeShell tolerates a missing Capacitor bridge.
- e2e: new native.spec.ts (inject window.androidBridge; boot -> offline lobby,
  local vs_ai move, reconcile -> online, hotseat start) + playwright.config
  bundles the dawgs into dist-e2e/dict for the loader's bundled tier.
2026-07-12 18:03:52 +02:00
Ilia Denisov bcd5a1d02d feat(ui): offline-first foundations — bundled dicts + local-guest identity
The additive groundwork for the native offline-first experience (ANDROID_PLAN.md §D).
Inert until the native cold-boot lands: on the web these paths never fire, so web / VK /
Telegram behaviour is unchanged.

- ui/scripts/bundle-dicts.mjs copies the scrabble-dictionary release DAWGs into
  dist/dict/<variant>@<version>.dawg for the native pipeline (run after `pnpm build`,
  before `cap sync`).
- The dict loader gains a bundled tier between the IndexedDB and network tiers, attempted
  only on a native channel (a packaged app serves ./dict/<key>.dawg from its assets).
  Native-gated rather than the plan's "404 on the web" because the relative path would
  otherwise hit the gateway's own session-gated /dict/ route.
- __DICT_VERSION__ Vite define (from VITE_DICT_VERSION, default "dev") + its ambient
  declaration; the offline vs_ai / hotseat creates in NewGame fall back to it when a
  device-local guest has no profile-advertised version.
- New lib/localguest.ts: a persisted device-local guest id (no DB row); the offline vs_ai
  human seat uses it (and the localized common.guest name) when there is no server session.

svelte-check clean, vitest green, native + web builds clean. The cold-boot rewrite,
reconciliation, the Profile soft-sign-in gating and the offline-first e2e follow.
2026-07-12 16:41:19 +02:00
Ilia Denisov a57fd355ba feat(gateway,ui): client-version gate — turn away too-old builds
Introduce a minimum-supported-client gate so a future incompatible wire change
can turn away installed builds too old to speak it, cleanly, instead of letting
them crash on decode. It rides the outermost stable layer (an HTTP header), never
the FlatBuffers payload.

Gateway:
- New internal/clientver: dependency-free parse + compare of the leading
  MAJOR.MINOR.PATCH (a git-describe suffix is tolerated).
- GATEWAY_MIN_CLIENT_VERSION config (empty => gate dormant; validated at load).
- connectsrv checks the X-Client-Version header before decoding the payload:
  Execute returns result_code="update_required" (before the registry lookup),
  Subscribe returns FailedPrecondition. It fails open on an absent or garbled
  header — the header is a client-controlled compatibility signal, not an access
  control.

Client:
- Attach X-Client-Version on every call.
- A terminal update.svelte.ts store + a non-dismissable UpdateOverlay (native
  opens VITE_STORE_URL, web reloads); retry.ts maps FailedPrecondition to the
  update_required sentinel; a mock __update hook drives the e2e.

Wire-additive and contour-safe: no FBS/proto regen, no schema migration; the gate
stays dormant until GATEWAY_MIN_CLIENT_VERSION is deliberately set, so web / VK /
Telegram behaviour is unchanged. The silent reconciliation seam is deferred to the
offline-first work (its only caller). Tests: Go clientver/config/connectsrv gate
tests, retry.test.ts, Playwright update.spec.ts.
2026-07-12 15:47:41 +02:00
Ilia Denisov de003e862a feat(android): resolve gateway origin on native, skip SW, hide MVP purchases
Make the web SPA behave correctly inside the Capacitor native shell, where the
bundle loads from a local origin:

- New lib/origin.ts gatewayOrigin(): absolute URLs resolve to VITE_GATEWAY_URL on
  native (the finished-game export/share URL in Game.svelte and the Wallet
  site-root link), falling back to the page origin on web. transport.ts already
  resolved via VITE_GATEWAY_URL and is left as-is.
- Skip the PWA service worker on the native channel (the assets are already local;
  a worker would risk serving stale content across store updates).
- Hide the money-purchase UI in the MVP: new distribution.purchasesHidden() folds
  VITE_PAYMENTS_DISABLED and the Google Play flag. The Wallet "buy" tab shows a
  neutral, pointer-free note (wallet.purchasesSoon) for the RuStore MVP and keeps
  the RuStore stub Google-Play-only. A ?nopay mock force mirrors ?gp for the e2e.
- Native env types in vite-env.d.ts.

Client-only, contour-safe: no wire/proto/schema change; web/VK/Telegram unchanged.
Tests: origin + purchasesHidden unit tests, a ?nopay wallet e2e. svelte-check
clean, vitest green, web + native vite build clean.
2026-07-12 14:58:35 +02:00
Ilia Denisov 0f5db0ee91 feat(android): scaffold Capacitor 8 native project + hardware Back button
Add @capacitor/{core,android,app,cli,assets} to ui/, a capacitor.config.ts (appId ru.eruditgame.app, appName Эрудит, webDir dist — bundle model, no server.url), and the generated ui/android/ Gradle project (tracked; build outputs and the machine-specific local.properties gitignored, keystore patterns un-commented so signing material can never be committed). Wire the Android hardware Back button in ui/src/lib/native.ts behind a dynamic @capacitor/app import (web/mock bundles never load it), called from App.svelte onMount and reusing routeDepth for the navigation-root check. Whitelist sharp in pnpm-workspace.yaml for @capacitor/assets icon generation.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-12 01:34:25 +02:00
Ilia Denisov 40acbcccdd feat(offer): sort and align the §4.4 price tables, style them for both themes
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- packs sorted by ascending rouble price;
- values grouped hints-only -> no-ads-only -> no-ads+hints -> tournament
  (the tournament group is empty until such products become sellable),
  ascending chip price within each group;
- price columns right-aligned (GFM "---:" separators);
- tables span the full content width; the name column shrinks to its content
  and never wraps;
- muted-but-visible cell borders on the dark theme, where the section rule
  colour blends into the background.
2026-07-11 11:29:41 +02:00
Ilia Denisov b6c2598710 feat(offer): live catalog price list in the public offer, served by the render sidecar
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Robokassa moderation requires the public offer to list every digital good with
its price. Move /offer/ off the static landing container to the render sidecar:
it splices the live catalog price list (§4.4) into the owner-edited
ui/legal/offer_ru.md and renders it with the shared ui/src/lib/offer.ts — one
renderer, no drift, always matching the current catalog with no redeploy.

- backend: /api/v1/internal/offer/pricing (internal, off the edge allow-list)
  projects the active catalog into two markdown tables — chip packs priced per
  rail (roubles / VK votes / Telegram Stars) and chip-priced values — through
  payments.Money so no float reaches the page. Cached in memory: warmed at boot,
  marked stale on every catalog mutation, so a served render issues no query.
- renderer: GET /offer/ fetches the tables and substitutes them at the
  <#pricing_template#> marker, then renders; offer_ru.md is baked into the image
  and marked is bundled from ui. GET /offer -> 301. Only /offer/ is edge-exposed.
- caddy: route /offer/ to the sidecar; drop the now-dead landing /offer/
  handlers and the vite emit-offer plugin.
- offer: fill §4.3 (the chip-payment wording) and drop the in-page back link.
- landing footer: a feedback link (the offer's Telegram contact) beside the
  offer link.
- docs (ARCHITECTURE, FUNCTIONAL +_ru, renderer README), CI /offer/ probe,
  unit + integration + node tests.
2026-07-10 20:25:41 +02:00
Ilia Denisov 8ce986922a feat(ui): wallet storefront redesign — split buy/spend, compact balance, exchange confirm
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Reworks the Wallet screen to be more compact and to separate the two flows, and fixes a
reported bug.

Bug: buying a value with too few chips showed the generic "Something went wrong" toast — the
backend's `insufficient_chips` (409) code was propagated correctly but had no i18n mapping, so
`errorKey` fell back to `error.generic`. Add `error.insufficient_chips` / `error.product_not_found`.
Also disable a value's Exchange button up front when the spendable balance cannot cover it (the
server stays authoritative).

Redesign:
- a compact **balance** row leads the screen — the context's own chips (🪙 N) then any linked
  other-platform chips behind that platform's logo (monospaced digits); inside a VK/TG store only
  that store's own segment shows;
- the benefits section is renamed **Active**, moved above the store, shows one inline line
  (hints + ad-free) and hides when nothing is active;
- the **store** splits by a two-way toggle into **Buy chips** (money packs + the watch-an-ad row at
  the top) and **Spend chips** (values, exchanged for chips);
- a value's action reads **Exchange** and opens a single confirmation dialog (chip spends are
  instant, with no provider window to confirm them); the existing cross-platform store-compliance
  warning folds into that same dialog when the spend would draw VK/TG chips.

No payments-model or wire change; the money→chips→values model is unchanged (verified: money buys
only chip packs, values are chips-only — "no-ads for money" is structurally impossible).

Tests: wallet e2e updated for the new layout (chromium + webkit green). Docs: FUNCTIONAL (+_ru)
wallet story rewritten. App bundle budget 126 → 127 KB (always-loaded settings hub).
2026-07-10 17:46:22 +02:00
Ilia Denisov bf46b9492d fix(ui): one-word games must not highlight phantom cross words; review polish
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Board-highlight bug (reported on the contour): formedGeometry walked cross words
unconditionally, so in a single-word (one-word-per-turn) game a staged tile sitting
next to a committed tile lit up a green "cross word" the engine ignores — and which
need not even be a real word (the reported "БО lights up green in a one-word ПОПА
play"). Gate the cross-word walk on the game's multipleWordsPerTurn flag. The score
(8) was already correct — a premium square under the main word.

Also, from review:
- the turn strip reads the staged play's "WORD+WORD = N" while composing a legal move,
  reverting to the turn / result text otherwise;
- the Exchange/Pass dialog shows the bag count ("In the bag: N" / "Bag is empty")
  right-aligned in the title row, via a new optional Modal `titleAside`;
- cosmetics: half the turn strip's bottom padding (the plaques below carry their own
  top pad); a top gap above the landscape rack (it sat flush under the docked history);
  more horizontal padding on tab count badges so a 2-3 digit bag count clears the pill
  ends;
- admin console: the game Summary now shows the single-word / multiple-words rule.

Tests: formed single-word case added; full unit (584) + e2e (chromium + webkit, 113
each) green; backend build + adminconsole templates parse. Docs (FUNCTIONAL +_ru,
UI_DESIGN) updated.
2026-07-10 15:58:05 +02:00
Ilia Denisov 77a690fcf6 feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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Remove the under-board status strip and relocate its signals:
- bag count -> a badge on the exchange/pass control + the foot of the move table
- whose-turn / win-lose -> a thin strip above the score plaques
- the tentative-move caption -> the board itself: staged tiles tint green (legal) or
  pink (illegal), the board tiles a formed word runs through go a shade darker, and an
  orange score badge sits on the main word (digit sized like a tile value, clamped on-board)

The word geometry (covered cells + badge anchor) is a new pure client-side helper
(ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or
network preview path alike; the badge's number still comes from the preview score.

Rack: a seven-column grid filling the tray width in both layouts — square, full-width
tiles — with the confirm control in the fixed 7th slot.

Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the
tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted
hint word is never left off-screen.

Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated.
2026-07-10 14:58:32 +02:00
Ilia Denisov e40adfb0c7 fix(games): carry game kind on live events + fix the New Game lock funnel
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Address review of the active-game limit lock:

- Live-event GameViews (opponent_moved, match_found, game_started, ...) did
  not carry game_kind, so a lobby patch from an event zeroed a game's kind
  and the client's per-kind count under-counted — a capped kind read as
  free (a disabled start instead of the lock, and a wrong per-kind result).
  Thread Kind through notify.GameSummary → the event GameView.

- New Game screen refreshes the lobby games on mount so the per-kind count
  reflects the current set, not a stale cached snapshot.

- The guest funnel's login button routes to the profile screen (the account
  controls), not settings.

- Copy: the guest prompt is "sign in to use all the game's features"; the
  durable notice is "finish your active games to start a new one".

Regression tests: the notify opponent-moved payload carries kind; the client
lock locks only the reached kind (vs_ai at cap leaves random open).
2026-07-10 10:55:48 +02:00
Ilia Denisov 3306a016a0 feat(ui): per-kind active-game limit lock on the New Game screen
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Carry the caller's per-tier active-game caps and each game's kind on the
wire (Profile.game_limits + GameView.kind, additive FBS + gateway transcode
+ client codec, committed regen). The New Game screen counts the player's
active games per kind from the lobby and locks a capped start: an outline
button with a lock that opens a funnel modal instead of a game -- a sign-in
prompt for a guest, a "finish a current game first" notice for a signed-in
account (native Telegram popup, in-app modal elsewhere). The lock lifts via
the existing profile refetch after a guest->durable upgrade.

Remove the lobby's old at_game_limit New-Game tab disable + notice: the flag
(now the random-kind cap) conflicted with the per-kind lock -- it hid the
screen where the lock lives and wrongly blocked an unfulfilled kind. The New
Game tab is always enabled; the per-kind start lock is the only gate. The
at_game_limit wire field stays (unused by the client) for a later cleanup.

Tests: client lock logic + codec kind/game_limits roundtrip + gateway
transcode encode + native popup builders (unit); a mock e2e for the lock
badge and the modal.
2026-07-10 10:09:45 +02:00
Ilia Denisov 82648a4398 fix(game): show granted/bought hints in-game — finish the D31 wire removal
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The in-game hint badge ignored the payments hint wallet: loading a game clobbered
app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the
D31 domain removal but left in the protocol as a dead 0, then synced over the real
balance at game load).

Finish the removal honestly. StateView carries the per-game allowance alone
(hints_remaining); the purchasable wallet lives solely on the profile and the client
adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend
StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView,
the client model/codec/mock/localgame — and dropped the now-unused wallet arg from
hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable
slots after it stay stable across a rolling deploy; no accessor is generated. HintResult
keeps wallet_balance (the real post-spend payments balance the client adopts into the
profile). The StateView type no longer has walletBalance, so the clobber cannot return
without a compile error.

Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the
game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
2026-07-10 06:26:49 +02:00
Ilia Denisov 7ce8101cfa test(ads): lock the hint-pushed ad restarting the vs_ai gap (no over-serving)
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2026-07-10 03:43:57 +02:00
Ilia Denisov b5c8a04f0b fix(ads): share one interstitial cooldown timer across kinds
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Cooldowns were tracked per kind ({move,hint}), so a hint ad and a move ad
did not see each other: after a hinted move's ad the move timer was still
zero, and the next plain move fired an ad immediately — two ads within a
minute, under the cooldown. Track a single shared last-shown time; the kind
only selects the required gap (hint 1m, move 5m, vs_ai 30m) measured from the
last interstitial of any kind. A hint can still fire on its shorter gap
(D30's "independent" hint cooldown), but never stacks a second ad within a
cooldown.

Tests: a hint uses the shorter shared gap; a move does not stack onto a
just-shown hint ad.
2026-07-10 03:36:18 +02:00
Ilia Denisov 13be7c3d9a feat(ads): VK post-move interstitial + retire deprecated hint_balance/paid_account
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Interstitial video after a confirmed play or a hint, VK-only, offline
banner-only. The gate is client-mirrored: the backend puts the config
cooldowns (global 5m / vs_ai 30m / hint 1m) and a suppressed flag (the
no-ads / no_banner gate, same as the banner) on Profile.ads via adsFor;
the client self-gates on a per-kind last-shown time in localStorage, with
the VITE_ADS_STUB contour "ad fired" toast. Never fires after a pass,
exchange or resign. maybeShowInterstitial + vkShowInterstitial; the codec
and gateway transcode carry the ads block.

Also retires the deprecated accounts.hint_balance / paid_account domain
usage (expand-contract, code only — the columns stay for a later DROP so
image rollback stays DB-safe): drop the Account fields and their scan, the
dead account.SpendHint, account.GrantHints and the admin grant-hints
action; the in-game hint display now comes wholly from the payments hint
benefit. Banner eligibility and account merge no longer read the legacy
flags.

Tests: ads.test.ts (the client-mirrored gate), the codec ads round-trip,
the gateway ads transcode test, and a profile ads-config integration test
(cooldowns + suppressed under no-ads / no_banner). Docs: PAYMENTS §10 (+ru)
interstitial, the decision amends, backend README, the plan.
2026-07-10 02:48:10 +02:00
Ilia Denisov 9acf6ab3b4 fix(payments): VK-iOS freeze is purchase-only; remove the rewarded diagnostic
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Testing the rewarded slice surfaced a contradiction: rewarded ads let a VK-iOS
user earn vk chips, but the blanket VK-iOS "spend freeze" then blocked spending
them (the wallet showed "5 (view-only)"). Apple's ToS forbids only BUYING in-app
values on VK-iOS (money -> chips), not spending or earning them — so the freeze is
corrected to purchase-only: vkFrozen() now gates only CreateOrder (the money-in
step), not spendableSources (spending). VK-wallet chips — earned via rewarded ads
or bought on the same account elsewhere (VK Android) — now spend on VK-iOS too.
(Owner's ToS finding.)

Also: the temporary contour diagnostic confirmed VK returns only {result:true} for
a rewarded view (no token/signature) — client-attested is final, no hardening
possible — so the diagnostic (the log and the diag wire field) is removed.

Docs: PAYMENTS(+ru) VK-iOS freeze + D17 amend + PLAN E6. Tests updated (gate /
wallet VK-iOS now spendable).
2026-07-10 01:27:26 +02:00
Ilia Denisov dbd76d53e8 feat(ads): rewarded video (VK) — client-attested credit + daily/hourly caps
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The first ads slice: a voluntary rewarded video credits chips. VK Mini App ads
(VKWebAppShowNativeAds) expose only a client-side watch result — no
server-to-server verify — so the credit is client-attested, guarded by a server
daily + hourly cap (config reward_daily_cap / reward_hourly_cap, default 50 / 10).
The caps are both anti-abuse (bounding a forger who skips the ad and calls the
endpoint directly) and an economic conversion lever (limiting free chips so a
player who wants more buys). D29 amended to VK's reality.

Backend: CreditReward (VK-only, order-less, idempotent on a client nonce, floored
by the caps; payout from config rewarded_payout_chips, default 0 = off) + the
wallet.reward edge op returning the updated wallet (reward_chips gates the
"watch for chips" CTA). Additive migration (two config columns).

Client: the ads-network abstraction (lib/ads.ts, VK impl) + the VK bridge
(vkRewardedReady / vkShowRewarded) + the Wallet CTA + i18n. A contour test stub
(VITE_ADS_STUB -> a toast instead of a real ad; prod always real) and a temporary
diagnostic that logs the raw VK data, so we confirm on the contour exactly what
VK returns (harden to signature-verify if it carries one).

Tests: backend integration (credit, nonce idempotency, hourly cap, disabled,
non-VK refusal) + codec unit (reward wire). Docs: PAYMENTS(+ru) §10, D29 amend,
PLAN E6. Bundle: shared budget 30->31 (reward i18n strings).
2026-07-10 00:41:42 +02:00
Ilia Denisov 6e03ce0131 feat(payments): Telegram Stars payment rail
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Accept real money via Telegram Stars (XTR) — the third intake rail
alongside Robokassa (direct) and VK Votes.

Only the bot reaches Telegram, so the rail funnels through the reverse
mTLS bot-link:
- the gateway mints the invoice on a CreateInvoice command (the bot
  calls createInvoiceLink, XTR; the link goes to WebApp.openInvoice);
- the bot gates each pre_checkout_query via a ValidatePreCheckout unary
  (the order must exist, be still creditable and not already paid — the
  reusable-invoice double-pay guard; the decline reason is localised to
  the order account's language);
- a completed successful_payment is queued in a durable pure-Go SQLite
  outbox and forwarded via a ForwardPayment unary, credited once
  (idempotent on telegram_payment_charge_id, honours an expired order),
  re-driven on restart and every 30s.

The rail is wired by TELEGRAM_STARS_OUTBOX_DIR (default /data) but stays
inert until a chip pack carries an XTR price, so seeding a Stars price in
the admin is the go-live.

Tests: backend integration (order->forward->credit once, duplicate,
pre_checkout gate) + bot outbox unit (idempotent, restart re-drive) +
executor createInvoice. Docs: PAYMENTS(+ru) §9, ARCHITECTURE, the
platform/telegram README, PLAN.
2026-07-09 21:35:29 +02:00
Ilia Denisov f6aa0ba4b0 fix(ui): correct the VK-iOS purchase block + add an iOS store note
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The VK-iOS detection used platformSubtype(), which is server-derived for VK and
so never reported iOS on the client — the pack CTA stayed active and a tap hit a
403 with a generic error. Read the device family from the signed vk_platform
launch param (normalizeSubtype(vkPlatform())) instead. Under the store header on
VK-iOS, add a note that purchases are prohibited by Apple policy, linking to the
web version (opened through VK's external-link route).
2026-07-09 20:11:35 +02:00
Ilia Denisov f48ebf2151 fix(ui): VK-iOS shows the pack CTA disabled with a toast, not a failed buy
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Money purchases are not permitted in the VK iOS app (Apple ToS), and the backend
already refuses them (the CreateOrder VK-iOS freeze). Show the pack "Buy" muted
there and explain on tap ("purchases are not available on this platform"),
instead of letting the tap hit a 403 and a generic error toast. The storefront
still lists the packs.
2026-07-09 19:57:10 +02:00
Ilia Denisov 3bb9f10fad feat(payments): VK Votes payment rail
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Wire the VK Mini Apps ("голоса") rail end to end, reusing the intake engine. The
wallet.order endpoint branches by rail: a VK context opens a pending order
(provider vk) and returns its id, which the client passes to VKWebAppShowOrderBox.
VK's two-phase payment callback is verified at the gateway with the app protected
key (GATEWAY_VK_APP_SECRET) and proxied to a backend intake handler: get_item
returns the ordered pack's title and vote price; a chargeable order_status_change
credits the vk segment exactly once (the same Fund, idempotent on VK's own order
id) and records a succeeded event, so the dispatcher push refreshes the wallet.
Integration test for the VK order->credit path.
2026-07-09 19:27:57 +02:00
Ilia Denisov 3367cc2bf1 feat(payments): payment-event dispatcher + the provider-return UX
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Deliver payment_events to connected clients as an in-app wallet-refresh push: a
background dispatcher drains undispatched events and publishes a KindNotification
"payment" signal, marking each delivered; the client bumps a wallet-refresh
counter the open Wallet screen watches, re-fetching in place. A return-focus
refetch is the fallback. The Robokassa Success/Fail return now serves a
self-closing page (the payment opens in a separate window) so the customer drops
back into the live app instead of a cold start. Integration test for the event
drain/mark queue.
2026-07-09 18:26:06 +02:00
Ilia Denisov 936a70ab94 feat(ui): wire the chip-pack purchase to Robokassa
Replace the disabled "Soon" pack action with a real purchase: the Wallet opens a
money order (wallet.order) and sends the player to the provider's hosted-payment
page (window.open via openExternalUrl); the chips are credited later by the
verified server callback. Add a public-offer link under the packs (paying
accepts the offer). Codec order round-trip unit test + a mock-e2e purchase test;
the Google Play stub and the chip-spend paths are unchanged.
2026-07-09 17:43:02 +02:00
Ilia Denisov 625fc3135a feat(ui): serve the public offer at /offer/ with a landing footer link
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The offer is the legal document a purchase accepts, needed before real-money
intake goes live. Convert the source PDF to an editable ui/legal/offer_ru.md and
render it to a standalone static dist/offer/index.html at build (a vite
emit-offer plugin using marked); the landing container serves it at /offer/,
with a bare /offer redirecting in. Add a small centered "Публичная оферта"
footer link on the landing (ru/en) and a CI probe asserting /offer/ serves the
page rather than silently falling through to the landing shell.
2026-07-09 16:03:50 +02:00
Ilia Denisov 4aa6174968 feat(payments): wallet screen with balances, benefits and storefront
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Add the "Кошелёк" section to the settings hub: context-visible chip
balances, active benefits (no-ads term/forever, hints) and a storefront of
chip-priced values and money-priced chip packs. Guests have no wallet; the
Google Play build hides the money purchases behind a RuStore stub; a web
purchase that would draw VK/Telegram chips warns first.

Add the catalog read path the storefront needs — a context-projected
GET /api/v1/user/wallet/catalog (payments service + store, gateway op
wallet.catalog, FBS Catalog/CatalogProduct/CatalogAtom, client decode) —
plus the client leg for the existing wallet.get/buy ops. Value spends reuse
the existing spend path; the chip-pack purchase (money order flow) arrives
with payment intake, so its action is a disabled placeholder for now.

Covered by Go unit (catalog projection) + integration (/wallet/catalog over
Postgres), vitest (formatting, spendable selection, web-spend warning, GP
flag, codec + gateway encode round-trips) and Playwright mock e2e (render,
guest-hidden, GP stub, warning) on Chromium + WebKit.
2026-07-08 12:37:32 +02:00
Ilia Denisov 1c06d1d0d1 feat(payments): chip wallet, store-compliance gate and benefit application
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Stand up the internal chip/benefit mechanic behind the narrow payments interface:
context-aware balances and benefits, an atomic chip spend, admin grants as
zero-price value sales, the one-directional store-compliance gate (VK/TG same-
origin only, web draws direct→vk→tg, VK-iOS frozen, untrusted fail-closed), and
per-origin hint and no-ads application with term stacking. Reads are served from
an in-process, account-keyed write-through cache (mirroring the suspension gate),
so hot paths issue no query to the payments schema.

Flip the online-game hint wallet and the ad-banner suppression from the deprecated
accounts.hint_balance / paid_account columns to the payments benefit (a hint
balance no longer suppresses the banner — only a no-ads benefit does), and fold
chip segments and benefits by origin on account merge, inside the merge tx. Add
the GET/POST /api/v1/user/wallet edge chain (REST → Connect → FlatBuffers) plus
its codec unit test; no wallet UI yet.

Bring the frozen owner decisions log into the repo at
docs/PAYMENTS_DECISIONS_ru.md (it was untracked under .vscode) and reference it
from PLAN.md; record the read-cache design and the present-sources interface in
PLAN.md and docs/PAYMENTS.md (+ RU mirror).
2026-07-08 06:06:40 +02:00
Ilia Denisov 92633f935e feat(payments): trusted platform signal on the session
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Record the execution platform (kind vk|telegram|direct + device subtype
ios|android|web) on each session, captured at creation and carried
gateway->backend as a trusted X-Platform header, so the upcoming
store-compliance gate has an unforgeable execution context.

- backend.sessions gains nullable platform_kind/platform_subtype columns
  (migration 00011, CHECK-constrained, jet regenerated); session.Platform
  captures them at mint, resolve returns them, middleware exposes platform(c).
  kind is derived from the establish endpoint, never a client field; the
  account-merge session mint inherits the caller's platform.
- gateway derives the platform (VK subtype from the signed vk_platform via
  vkauth, Telegram/direct best-effort from the client) and injects X-Platform
  on every authenticated backend call through the request context.
- ui submits a best-effort device subtype on the telegram/guest/email login
  requests (new FBS subtype field); VK is server-derived from the signed params.
- an unattributed session is untrusted (view-only); VK/TG self-heal on the next
  cold-start re-mint, direct/email on re-login.

Signal plumbing only, no user-visible change; X-Platform is inert until the
gate consumes it.
2026-07-08 03:31:51 +02:00
Ilia Denisov a7f483792f feat(offline): randomise the hotseat seating (random first mover)
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The 2-4 hotseat players now start in a random seating order (so who goes
first, and the turn order, is random) — matching the online games. The
engine starts at seat 0, so shuffling the seats at creation picks the
starter; the shuffle is seed-driven (a distinct derivation from the tile
bag), so replay reproduces it. Scoped to hotseat — vs_ai stays human-first.
- lib/roster.ts: shuffleSeeded (unit-tested); NewGame shuffles buildSeats
  with the game seed before create.
- e2e: pin a seed that keeps the roster order so the lock assertions stay
  deterministic.
2026-07-07 16:20:53 +02:00
Ilia Denisov 80cc2a76e8 fix(ui): unify tie-for-lead result across lobby + game (shared victory, not a draw)
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Bring the online lobby badge and the in-game 'you won/lost' text to the
same competition ranking the hotseat seat medals use: in a 3-4 player game
a TIE for the lead is a SHARED victory for the top scorers and a placed
finish for those below — not a full draw for everyone (winner() is -1 on
any tie, so isWinner alone conflated them). An aborted game and a genuine
all-level finish stay a draw; a win by resignation (winner at a not-higher
score) is unchanged.
- result.ts: resultBadge no-winner branch ranks by final score; placeBadge
  helper; resigned seats excluded from the ranking.
- Game.svelte: resultText aligned (shared lead = won, below = lost).
2026-07-07 15:47:34 +02:00
Ilia Denisov 1e087be90a fix(offline): hotseat finished-game medals by final score (fix all-last-place on a tie)
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Reported: a hotseat game ended by 6 scoreless passes deducts each rack
(correct rule, same as online: -8/-14/-8 here), which tied two seats for
the lead. The engine's winner() returns -1 on a tie, so seatMedal read it
as a full draw and gave EVERY seat the last-place medal.

- result.ts: seatMedal now ranks by the FINAL score (competition ranking —
  a tie for the lead shares the trophy), not the single-winner flag. A
  resigned / host-excluded seat places last with no medal and does not push
  the others down.
- model.ts: Seat.resigned (offline-only); engine.resignedOf getter; the
  local source surfaces it on the game view.
- The scoreless rack deduction is unchanged (standard rules, owner-confirmed).
2026-07-07 15:37:25 +02:00
Ilia Denisov 84d0385c95 fix(offline): scope the medal treatment to hotseat only
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Per owner: a vs_ai game (one human) keeps its 'you won/lost' status text
AND its lobby medal — the hidden-status + per-seat-medal treatment applies
only to hotseat, where 2-4 local players make a single 'you' meaningless.
isLocalGameId -> game.hotseat at the three call sites (statusBlock, seat
plaque, lobby card).
2026-07-07 15:00:59 +02:00
Ilia Denisov 0ed34c7720 feat(offline): per-seat medals in local games; drop the you-won text + lobby medal
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For a local (offline) game the outcome is not always about a single
'you' (hotseat is 2-4 players), so:
- Game.svelte: a finished local game no longer shows the viewer-centric
  'you won/lost/draw' status; instead each seat plaque shows a per-seat
  place medal, left of the name (result.seatMedal — trophy for the winner,
  then places by score; a draw medals everyone).
- Lobby.svelte: a local game shows no lobby medal (resultBadge is
  viewer-centric and no seat matches the account) — its result lives on
  the in-game plaques.
- result.ts: seatMedal(game, seat), unit-tested.
2026-07-07 14:54:44 +02:00
Ilia Denisov 52d0c559f9 fix(ui): local-game history (hide social, keep dictionary); Enter dismisses keyboard; email-code autosubmit
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- History drawer in a local (offline) game: the seat plaques no longer
  show the add-friend/block controls — canAddFriend/canBlock now exclude a
  local game (hotseat seats have synthetic account ids that slipped past
  the vs_ai-only guard) — and the Dictionary entry is restored: an active
  hotseat game keeps the comms button, and CommsHub is Dictionary-only for
  a chatless vs_ai OR hotseat game (ChatScreen never mounts offline).
- Enter on any single-line <input> now dismisses the soft keyboard (blur);
  a <textarea> (feedback) keeps Enter for newlines. One global handler.
- Login email code: the friend-code spread-digit style (.codein), a
  6-char cap, auto-submit on the 6th digit, and Enter to submit.
- e2e: the local-game history has no social controls and keeps the
  dictionary entry.
2026-07-07 14:45:53 +02:00
Ilia Denisov beda6ccd3d fix(ui): iOS soft-keyboard shell alignment + hotseat relock on return
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iOS Safari/WKWebView does not shrink the layout viewport for the soft
keyboard (Android Chrome does): the visual viewport shrinks AND offsets
down toward the focused field, and the values do not cleanly revert. The
pinned shell tracked only the height (--vvh), not the offset, so its
top-anchored content misaligned on iOS — empty space below the form,
worst on a repeat focus. Fix (one place; covers NewGame, Chat, Feedback):
- app.svelte.ts syncViewport: also mirror visualViewport.offsetTop into
  --vv-top, and scroll the focused field into view on the keyboard-open
  transition (iOS does not reliably scroll a pinned document to it).
- app.css: the pinned app-shell body follows top=--vv-top + height=--vvh
  (was inset:0), so it stays on the visible area.
- e2e/viewport.spec.ts emulates the visual-viewport resize+offset (a fake
  window.visualViewport) to verify the shell follows, on Chromium+WebKit.

Hotseat: returning to the lobby now re-locks the current seat (its PIN is
re-prompted) — LocalSource.relock, cleared in Game.svelte onDestroy.
Root-caused a crash it exposed: a $props() value (id) reads back undefined
during Svelte teardown, so isLocalGameId(id) threw and aborted onDestroy
(breaking navigation) — read the id from the loaded view instead.
2026-07-07 14:10:57 +02:00
Ilia Denisov 903de7d41d fix(offline): unlock finished hotseat games + raise entry budget to 120
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- source: a finished hotseat game is never locked (its final rack is
  shown for review, not an Unlock button); guard locked on !isOver.
- bundle-size: raise the app-entry budget 115 -> 120 KB for the hotseat
  UI (PIN pad, roster, host menu), which lives in the always-loaded New
  Game / Game / Lobby screens; the offline engine + PIN hashing stay lazy.
2026-07-07 12:04:46 +02:00
Ilia Denisov 4ddc690c38 feat(offline): hotseat in-game seat lock + host menu
Game.svelte drives a hotseat game:
- the seat-to-move's rack is replaced by an Unlock button when the seat
  is PIN-locked (board stays visible); canMove gates the move controls
  on the unlock; PinPad(verify) -> source.unlockSeat reveals it.
- the hint slot becomes a host button (hints off in hotseat), always
  enabled while the game runs (acts on a locked seat too). Master-PIN ->
  action sheet: skip current / exclude a player / end the game, each with
  a confirm + a fading check; terminate deletes and returns to the lobby.
- per-turn advance re-fetches the next seat's (locked) state; self-resign
  and chat are hidden (hotseat resign is a host action, no comms).
- gamesource: expose unlockSeat / verifyHostPin / hostAction on the local
  proxy. i18n hotseat.* (en + ru).
2026-07-07 11:39:43 +02:00
Ilia Denisov 6216359c6f feat(offline): hotseat creation roster + host-participate flow
NewGame offline 'with friends' now builds a local pass-and-play game:
- lib/roster.ts: keep-last-valid name + roster->seats (unit-tested).
- NewGame.svelte: master host-PIN gate (rows disabled until set),
  'are you playing too?' prompt seating the host at row 0, 2-4 player
  rows with inline name validation + optional per-seat PIN, add/remove
  (remove behind the master PIN), variant + multiple-words, Start.
- PinPad: verification via a verify(pin) callback (UI-held lock at
  creation, source-held in-game) instead of a lock prop.
- i18n: hotseat.* (en + ru); the offline mode selector is now shown offline.
2026-07-07 11:28:17 +02:00
Ilia Denisov 8c67d679d9 feat(offline): hotseat record schema + source (locks, host actions)
Extend the local game to offline pass-and-play (hotseat):
- serialize.ts: Seat.pin, record hotseat + hostPin (all optional; old
  vs_ai records read hotseat as false).
- source.ts: create() takes hotseat/hostPin + per-seat pins; stateView
  reveals the seat-to-move's rack and withholds it (locked) when that
  seat is PIN-locked, until unlockSeat; ephemeral per-turn unlock
  re-locks on advance; new unlockSeat / verifyHostPin / hostAction
  (skip/resign/terminate); gameView sets vsAi=!hotseat + the hotseat flag.
- model.ts: GameView.hotseat, StateView.locked (offline-only, optional).

Tests: source.hotseat (lock/unlock/re-lock, host skip/resign/terminate,
master-PIN gate, natural-end persistence) + serialize hotseat shape.
2026-07-07 11:20:39 +02:00
Ilia Denisov 69673e7727 feat(offline): PIN lock primitives + Apple-style keypad
Groundwork for offline pass-and-play (hotseat) seat/host PIN locks:
- lib/pin.ts: salted SHA-256 PinLock (newSalt/hashPin/newLock/verifyPin);
  a social lock for a shared device (documented, not cryptography).
- components/PinPad.svelte: 4-digit keypad (set/verify/change), auto-submit
  on the 4th digit, shake on mismatch, hardware-keyboard support.
- i18n: pin.* keys (en + ru).

Engine/source/UI wiring follows.
2026-07-07 11:11:13 +02:00
Ilia Denisov 16cd3d0411 fix(router): update route rune synchronously in navigate()
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navigate() wrote location.hash and left router.route to the asynchronous
hashchange event. bootstrap flips app.ready in the same tick right after
navigate('/login') on an unauthenticated cold start, so for one frame the app
rendered with app.ready=true and the stale route ('lobby', from the empty hash)
— briefly mounting the lobby shell (tab bar + a doomed games.list) under the new
login screen before hashchange settled it.

Update router.route synchronously inside navigate(); the later hashchange
re-parses to the same value. This removes the boot lobby-flash (and its spurious
games.list 401) and, as the root cause, the offline e2e flake: enterLobby could
latch that transient lobby tab-bar instead of clicking through login, then the
Settings-tab click at line 44 fought the tab detaching into the login slide
(~7% of runs, both engines).

Also:
- offline.spec enterLobby: wait for the guest button and click it, instead of a
  point-in-time count() that a pre-login splash frame sampled as 0 (skipping the
  click and hanging / latching the transient).
- New e2e router.spec pins the synchronous-route property (RED on the old code,
  which returned the previous route; GREEN now) via a mock-only __router seam.

Verify: check 0 / unit 490 / build / bundle 114.3/115 / full e2e 200 / the
offline+router stress at 40x on both engines 160/160 (was 6/80 failing).
2026-07-07 01:44:16 +02:00
Ilia Denisov 7fc1301b31 feat(hint): unify the vs_ai idle hint online + offline (server-enforced, monotonic)
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Online vs_ai hints were broken: #207 made the vs_ai hint button always-enabled and
wallet-free (assuming all vs_ai = the offline idle-gate), but the backend still served
online vs_ai from the allowance/wallet, so over-clicking hit ErrNoHintsLeft -> a generic
error toast. Now online vs_ai uses the SAME idle-gate model as offline.

Backend: Hint() for a vs_ai game skips the allowance/wallet and increments no hints_used
(owner: vs_ai counts toward no hint statistic), and is idle-gated from the SERVER clock --
it returns ErrHintLocked (code hint_locked) until the robot's last move + 30 min, else
serves the top move. GameState/StateView expose hint_unlock_left_seconds (server-computed
seconds remaining; 0 for a human game / first move / not-your-turn). Pure helper
hintUnlockLeftSeconds unit-tested.

Wire: StateView gains hint_unlock_left_seconds (FlatBuffers, additive); pkg/wire + gateway
transcode carry it (round-trip test).

Client: the gate counts down from a MONOTONIC clock (performance.now()) anchored to the
source's seconds-left when it lands (on load from the view; to the full window when the
robot moves), so a client clock change cannot skew it and a relaunch re-reads a fresh
value. The vs_ai hint button (online + offline) shows the lock + toast; doHint handles the
hint_locked backstop by re-syncing. Replaces #207's absolute hintUnlockAtMs on the
wire/model/delta (the offline record keeps the absolute for persistence; the view exposes
seconds-left).

Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated. Verified: go build/vet + game/server/transcode
tests (+ new hintUnlockLeftSeconds); ui check 0 / unit 490 / e2e 198 (one pre-existing
webkit offline flake) / app entry 114.2/115.
2026-07-07 00:42:43 +02:00