Store the hints a player used in each game, and add two lifetime tiles —
Moves and Hint share — to the statistics screen.
- per-game: game_players.hints_used now counts EVERY hint (allowance + wallet),
not just the free allowance, so it is the seat's true total hints used this
game. The allowance decision (used < HintsPerPlayer) and the hint badge values
(hints_remaining / wallet_balance) are unchanged — the lobby hint-count fix does
NOT regress; only the admin "hints used" column, which silently under-counted
wallet hints, becomes accurate.
- account_stats gains two summed counters: moves (the player's plays — passes and
exchanges excluded) and hints_used (every hint). Computed at game finish in
buildStats over the same non-guest, non-honest-AI games as the rest of the stats.
- wire: StatsView gains moves + hints_used (trailing); gateway + UI codec + model;
regen.
- ui: two tiles (Moves, Hint share = hints_used/moves, one-decimal % in the active
locale); card order games·wins·draws·losses·moves·hint-share·best game·win-rate.
- docs: ARCHITECTURE §9 + baseline comment, FUNCTIONAL (+ru), UI_DESIGN.
Tests: TestHintPolicy (hints_used counts the wallet hint), TestGameLifecycleAndStats
(moves>0, hints=0), gateway stats round-trip, UI hintShare unit + codec + e2e.
Replace the single "best move" number on the statistics screen with a
full-width per-variant breakdown: the highest-scoring play in each variant
the player has played, drawn as game tiles (a wildcard shows its letter but
no value), with the words and scores right-aligned to shared edges.
- backend: new account_best_move table (PK account_id+variant) keeping the
main word as JSON tiles {letter,value,blank}; captured at game finish in
buildStats (blank flags taken from every placed blank — equivalent to the
final board), upserted in the finish transaction and replaced only by a
strictly higher-scoring play. Guest/honest-AI games still record nothing.
GetStats + statsDTO expose best_moves.
- wire: StatsView gains best_moves:[BestMoveView{variant,score,word:[BestMoveTile]}]
(trailing, backward-compatible); gateway encodeStats + UI codec updated.
- ui: new WordTiles component (board's tile look, fixed px size); Stats.svelte
drops the maxWord card and adds the full-width best-move card (catalogue
order, empty variants omitted).
- docs: ARCHITECTURE §9 + schema, FUNCTIONAL (+ru), UI_DESIGN.
Tests: mainWordTiles unit + buildStats end-to-end (inttest) + gateway and UI
codec round-trips (incl. a blank tile) + e2e.
Two regressions from the previous banner pass:
- Fade (#2): the manual-opacity fade could paint opacity 0 and 1 in one frame and
skip the transition — most visible for a single (default) campaign message,
whose only fade is the first show. Revert the fade to Svelte transition:fade
(which forces the from-state, so even the first/only message fades), keeping it
on its own {#if} layer independent of the scroll. A freshly-mounted view onto a
running cycle still renders the live message instantly (inFade duration 0 once),
so navigation does not replay the fade. Verified by opacity sampling: advances
fade, navigation stays at opacity 1.
- Profile update (#3): the banner block was attached only to GET /profile, so a
profile.update (e.g. a language switch) returned a profile without it and the
banner vanished until reload. A shared profileResponse() now attaches the banner
to GET, PUT and the link/merge profile responses. Regression test added
(TestBannerSurvivesProfileUpdate).
Still open: the scroll position is not preserved across navigation (the view
remounts); discussed separately.
Operator-driven hard block, the counterpart to the soft high-rate flag: permanent or until a date, with an optional reason chosen from an editable en+ru picklist (snapshotted onto the block). A block forfeits the player's active games (opponent wins, as a resignation) and cancels their open matchmaking games. A backend gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked, which threads through the gateway as the Execute result_code; the UI surfaces it as a terminal blocked screen and stops all push/poll. Temporary blocks self-expire; the operator can unblock at any time (lost games stay lost). Sessions are not revoked, so the blocked client can still reach the exempt block-status endpoint.
Backend: migration 00003 (account_suspensions + suspension_reasons) + jet regen; account suspension store; game.ForfeitAllForAccount; requireNotSuspended gate + block-status endpoint; admin console block/unblock + Reasons CRUD. Wire: fbs BlockStatus + account.block_status gateway op. UI: blocked screen, app state, transport/codec, i18n. Docs: ARCHITECTURE, FUNCTIONAL(+ru), PRERELEASE (AB).
New platform/telegram connector (own container, bot token only there):
- go-telegram/bot long-poll loop: /start deep-links + Mini App launch button.
- gRPC API pkg/proto/telegram/v1 (Telegram service): ValidateInitData, Notify
(renders a localized message + deep-link button), SendToUser/SendToGameChannel
(admin, wired in Stage 10). Generic methods are platform-agnostic (external_id).
- Bot API base override for Telegram's test environment; Dockerfile + compose
(VPN sidecar, no public ingress); README.
Gateway:
- initData validation relocated from the gateway into the connector; the gateway
calls ValidateInitData over gRPC (GATEWAY_CONNECTOR_ADDR), drops the bot token,
and deletes internal/auth.
- Out-of-app push: runPushPump routes events whose recipient has no live in-app
stream to connector.Notify, gated by /internal/push-target + the in-app-only
flag (race-free de-dup); HasSubscribers added to the push hub.
Backend:
- Migration 00007 accounts.notifications_in_app_only (default true) + jetgen.
- ProvisionTelegram seeds a new account's language/display name from the launch
fields; IdentityExternalID reverse lookup; /internal/push-target handler.
UI:
- Telegram Mini App launch: detect initData, apply themeParams, authTelegram,
route the deep-link start_param (g/i/f); /telegram/ guard redirects outside
Telegram. Vite relative base + telegram-web-app.js. In-app-only profile toggle;
share-to-Telegram link for a friend code. Vitest + Playwright coverage.
Wire/docs/CI: fbs Profile/UpdateProfileRequest gain notifications_in_app_only
(Go + TS); go.work uses ./platform/telegram; go-unit.yaml covers it; PLAN,
ARCHITECTURE, FUNCTIONAL (+ru), UI_DESIGN, READMEs updated.
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.