Commit Graph

5 Commits

Author SHA1 Message Date
Ilia Denisov 57c778f9b2 feat(telegram,game): single bot + per-user variant preferences
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Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.

- Telegram: one bot; drop service_language and the supported_languages
  set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
  connector proto). The single bot renders chat and out-of-app push in
  the recipient's preferred_language; remove the game-language push
  routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
  {erudit_ru}, CHECK non-empty + subset of the three variants). Gates
  the New Game picker, vs-AI and the friend invitation the player
  creates, enforced server-side (HTTP 400 otherwise); an invited friend
  may still accept any variant. Edited on the Settings screen; variants
  are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
  and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
  VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
  to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
  backend, ui, UI_DESIGN, PRERELEASE).

The migration squash is deferred to a follow-up PR.
2026-06-20 14:23:25 +02:00
Ilia Denisov 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
2026-06-16 22:51:18 +02:00
Ilia Denisov 74455c7b12 feat: "multiple words per turn" rule for Russian games
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Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).

- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
  through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
  and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
  lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
  + rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
  gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
  FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
  only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
  corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
2026-06-12 02:17:30 +02:00
Ilia Denisov 8881214213 R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN)
references from comments, doc-comments, service READMEs, the current-state docs
(ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the
.fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage
history.

- Rename the only stage-named identifiers: registerStage8 -> registerSocialOps,
  registerStage11 -> registerLinkOps (gateway transcode).
- Split stage6_test.go: TestEmailLoginFlow -> email_test.go,
  TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go.
- Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged
  .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments).

go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
2026-06-10 16:56:03 +02:00
Ilia Denisov d733ce3119 Stage 8: UI social/account/history surfaces
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
Tests · UI / test (push) Successful in 16s
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.
2026-06-03 19:47:40 +02:00