dc582e9f730770c3d3a95037ea465c445cc5fd93
78 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
dc582e9f73 |
fix(ads): restore reliable banner fades + keep banner on profile update
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
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. |
||
|
|
9e72e2c799 |
feat(ads): banner message editor — top help aside + multi-line fields
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m10s
Admin campaign editor polish: - move the link-formatting help aside to the top of the Messages section, beside the intro note (~40% width), so it no longer drops below and stretches the form fields. - make the English/Russian message fields 3-row, vertically resizable textareas (was single-line inputs) so long text wraps instead of scrolling off to the right. The strip is white-space:nowrap, so a stray newline collapses to a space on display. |
||
|
|
53c6e34c13 |
feat(ads): add a link-formatting help aside to the banner message editor
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 48s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
On the campaign detail page, beside the "Add message" form, a static aside explains the message markdown: plain text is escaped, `[text](url)` becomes a link, and only http(s)/root-relative targets are linkified (others show as plain text). New .form-help (flex row) + .help (muted aside) console styles; wraps below the form on a narrow viewport. |
||
|
|
00a33c227b |
fix(ads): verify a message belongs to its campaign before edit/delete
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s
DeleteMessage/EditMessage acted on the message id without checking it belonged to the campaign id in the URL. A mismatched pair could edit an unrelated campaign's message or — worse — delete the default campaign's last message via another campaign's URL, bypassing the "default keeps >=1 message" guard. Both now load the campaign and return ErrNotFound unless it owns the message (MoveMessage already did). Operator-only, but a real business-logic bypass. Regression test: TestBannerMessageOwnership. |
||
|
|
0946a3f66c |
feat(ads): server-driven ad-banner backend, wire & admin console (PR1)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m12s
Turn the gated-off mock banner into a real advertising subsystem (backend + admin half; the UI rotation lands in PR2). - internal/ads: campaigns (percent weight + validity window; a perpetual, undeletable default that fills the remainder up to 100%), 1..N bilingual messages (en+ru), global display timings; ActiveSet computes the window-filtered, default-remainder, GCD-reduced, language-resolved rotation feed. Smooth-weighted-round-robin math is unit-tested. - migration 00006 (+ jetgen): ad_campaigns / ad_messages / ad_settings, seeded default campaign + house message + default timings. - eligibility = !paid_account && hint_balance==0 && !no_banner role (new role; guests qualify). The resolved feed rides the profile.get response (no new RPC, works for guests, nothing distinct to filter); language by service_language. - live update: a notify `banner` sub-kind (re-poll signal) published when an operator grants hints or grants/revokes no_banner, so the client shows/hides in place. - admin console /_gm/banners (+ /_gm/banner-settings): campaign + message CRUD with reorder, default protection, clamped timings. - wire: fbs BannerInfo/BannerCampaign on Profile; gateway transcode forwards it. - docs: ARCHITECTURE §10, FUNCTIONAL (+ _ru), backend README, PRERELEASE tracker (incl. the deferred app.load aggregator note). |
||
|
|
3bceafbc12 |
feat(robot): occasional off-strategy deviation, strict in the endgame
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m9s
The robot followed its per-game playToWin/lose intent on every move, which made the outcome too predictable. It now flips that intent for a single move on ~20% of opening/midgame turns (a winning robot eases off, a losing one surges ahead), so the chosen strategy may not pan out — which favours the human. The chance tapers linearly to 0 over the last 14 tiles in the bag and is 0 once the bag is empty, so the endgame follows the chosen strategy strictly. The decision is deterministic from the seed (mix(seed,"deviate",moveCount)) and applies to both robot paths via the shared selectMove; the per-game play-to-win intent the admin card shows is unchanged. Adds deviateProb/deviates helpers and unit tests (taper bounds + monotonicity, never-in-endgame, determinism, ~20% distribution); bakes the behaviour into ARCHITECTURE §7, FUNCTIONAL (+_ru), backend/README, PRERELEASE and PLAN Stage 5. |
||
|
|
d2a9441287 |
feat: AI-game refinements (GCG, your_turn, admin, metrics)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
Follow-ups on the honest-AI game, same PR: - GCG export labels the robot seat "AI" instead of its pool name (ExportGCG overrides via accounts.IsRobot); the in-app 🤖 is unchanged. - vs_ai games emit no your_turn (the robot replies instantly, so it would be redundant); opponent_moved still advances the UI. - Admin console shows the AI flag: a 🤖 column in /games and an "AI game" line on the game card (GameRow/GameDetailView gain VsAI). - games_started_total / games_abandoned_total gain a vs_ai attribute; the Grafana Game-domain dashboard splits started/abandoned into human and AI panels. Tests: metrics unit (vs_ai split); integration (no your_turn, GCG "AI"). |
||
|
|
aa765a0c06 |
feat: honest AI opponent in quick game
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m12s
New Game's quick game gains an explicit opponent selector — 🤖 AI (default) or 👤 Random player. AI starts a game seated with a pooled robot that joins and moves at once: no per-move timeout (a 7-day inactivity loss reusing the turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown as 🤖 everywhere. The random path (disguised robot) is unchanged. Driven by one game flag (games.vs_ai), set only on AI-started games so the disguised path is never revealed; Matchmaker.StartVsAI seats the robot directly (no open pool); the robot replies event-driven via the game service's after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView. |
||
|
|
6679260d0a |
feat(session): carry the bot service_language on the Session wire
Thread the Telegram bot's service language (en/ru) from the session mint response through the gateway into the FlatBuffers Session, so the UI knows which bot the player signed in through. handleTelegramAuth refreshes the account's service language onto the response before minting (it was set after the fetched copy). Empty for a non-Telegram login. |
||
|
|
55ed87fb11 |
feat(feedback): snapshot the sender's language and connector bot at submit
Store the sender's interface language (lang) and, for a message that arrived through an external connector (Telegram), the bot language (channel_lang) on the feedback row at submit time, so the operator console shows the state as it was rather than the account's current settings (same snapshot discipline as a suspension reason). Added additively in migration 00005. The console detail reads these columns instead of loading the account live. |
||
|
|
2a4ce319d9 |
feat(feedback): show the sender's interface language and connector bot in admin
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
In the console feedback detail, show the sender's interface language (account preferred_language) always, and — for a message that arrived through an external connector (currently Telegram) — the bot they last used (en/ru, from the account's service_language). |
||
|
|
1ae43080ec |
fix(feedback): show the operator reply only on the player's latest message
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
A reply was bound to 'the latest message that has a reply', so after the player read a reply and sent a new (unanswered) message, the old reply kept showing as 'Ответ на ваше последнее сообщение'. Bind it to the single most-recent message instead: sending any new message immediately drops the previous reply (the new message has no reply yet), well before the one-week window. Client clears the reply optimistically on submit; the mock mirrors it; inttest covers the case. |
||
|
|
5287794a72 |
fix(feedback): theme buttons, badge the Info button, simplify admin actions
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
- style the About feedback button and the form's Send/attach/remove buttons with
the accent/border tokens used by the New Game CTA, so they follow light/dark
theme (the previous .btn/.ghost classes were not defined globally); the attach
button is a neutral 📎 icon button with an aria-label
- show a round badge on the About 'Feedback' button when a reply is waiting
- admin: one 'ban from feedback' checkbox shared by Delete and Delete-all (via
button formaction); hide Mark read when already read and Archive when archived
- e2e: match the About button by substring (its name gains the badge)
|
||
|
|
419ea11b14 |
feat(feedback): in-app user feedback with admin review and account roles
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m12s
User-facing Feedback screen (Settings -> Info, registered accounts only): a message (<=1024 runes) plus one optional attachment, an anti-spam gate (one unreviewed message at a time), and the operator's inline reply with a Settings/Info badge. Server-rendered admin console section (/_gm/feedback): unread/read/archived queue with per-user search, detail with read/reply/ archive/delete/delete-all, safe attachment serving (nosniff, images inline via <img>, others download-only). Introduces account_roles, the first per-account role table; feedback_banned blocks only feedback submission, granted/revoked from /users and the delete-with-block action. - migration 00004_feedback (feedback_messages + account_roles) + jetgen - backend internal/feedback (store+service), internal/account/roles.go - wire: FlatBuffers feedback.submit/get/unread; gateway guest gate (Op.NonGuest, is_guest via session resolve) -> guest_forbidden before any backend call - reply push reuses NotificationEvent with a new admin_reply sub-kind - UI: /feedback route + screen, attachment picker, badge, channel detection, i18n - tests: feedback unit (Go+UI), gateway guest-gate, inttest lifecycle, e2e - docs: PLAN stage 19, ARCHITECTURE s15, FUNCTIONAL(+ru), TESTING, READMEs |
||
|
|
192e4a2433 |
feat(admin): grant hints to a user's wallet from the console
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s
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). |
||
|
|
290874720f |
perf(admin): cache the suspension gate lookup
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 46s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m4s
The suspension gate runs CurrentSuspension on every authenticated request. Add a write-through in-memory cache on account.Store keyed by account id, invalidated on Suspend/LiftSuspension, with the cached entry re-evaluated against the wall clock so a temporary block lapses without an explicit invalidation. Single-instance, matching the deployment (one shared Store). Keeps the gate off the database on the hot path while a block still takes effect on the next request. |
||
|
|
d1ba666495 |
feat(admin): manual account blocking (suspensions)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m10s
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). |
||
|
|
02681ae9e0 |
feat(chat): limit in-game chat to one message per turn
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
Enforce one chat message per turn on both ends. The backend rejects a second message in the same turn (ErrChatAlreadySentThisTurn -> 409 chat_already_sent), keyed on the move-driven turn start (turn_started_at). The UI derives "already wrote this turn" from the message list against GameView.lastActivityUnix (no counter, survives reopening, resets on turn change), hides the field behind a short caption once the limit is reached, and now reloads the game state on turn/game-state events so the toggle and the limit follow the live game. Enter is gated on !busy to avoid a double-send in the in-flight window. Backend: new game.TurnStartedAt; social GameReader gains it; PostMessage enforces the limit reusing lastMessageAt. UI: new lib/chatlimit.ts pure logic + unit tests; Chat/ChatScreen wiring; chat.sentThisTurn and error.chat_already_sent i18n (en/ru); extended chat e2e. Docs: FUNCTIONAL (+ru), ARCHITECTURE, UI_DESIGN. |
||
|
|
222eaf730f |
feat(game): void unreplayable games as a draw instead of erroring
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 46s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m13s
A committed move that becomes illegal under a tightened rule (the single-word connectivity fix) makes engine replay fail, which left such games unopenable — an empty screen and an 'illegal play' error. Now the first open closes the game gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner), preserves the journal, and surfaces an impersonal organizer note at the end of the move history and in the GCG export. - engine: EndAborted + Abort() (draw, no rack adjustment; winner -1). - service: replay aborts on ErrIllegalPlay; liveGame persists the void once (lazy, on open); GameState re-reads for the settled view. - store: VoidGame finishes the game and stamps a draw without a journal row. - migration 00002: allow end_reason 'aborted'. - ui: organizer note under the history grid; i18n en/ru. - docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3. |
||
|
|
ff87a3bf62 |
fix(engine): single-word rule connects along the play line
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m11s
Bumps the engine to scrabble-solver v1.1.1, where a single-word-per-turn play must form its word along its own line through an existing tile: a multi-tile play that touches the board only perpendicular to itself (the contour РЮМ/КЕД/ОР cases) no longer connects. For a single tile that abuts the board on both axes the engine now plays the higher-scoring legal orientation instead of the geometrically longer one (playDirection), so a real word is never rejected in favour of a non-word. Reworks the single-word solver/engine tests for the corrected rule (no longer a superset of standard play) and updates ARCHITECTURE/FUNCTIONAL/PRERELEASE. |
||
|
|
56dbf86472 |
feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 48s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
Builds on the cross-screen cache work: the global stream handler now keeps both caches current no matter which screen is mounted, and invitations become a live delta channel so the lobby's invitations list is fresh from any screen too. Client (boundary already started): - advanceCached now also folds opponent_joined into a not-currently-viewed game's cache via a new pure reducer applyOpponentJoined (extracted and reused by the mounted game board), so opening an open game that filled while you were elsewhere is flash-free. - patchLobbyInvitation upserts a still-pending invitation and removes a terminal one (started/declined/cancelled/expired); the global notify handler calls it on the invitation / invitation_update sub-kinds. Invitations delta channel (no wire/gateway/connector change — the notification already carries the full invitation with id/status/game_id end to end): - notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate constructor (shares encoding with NotificationInvitation). The Telegram connector renders no message for it, so a decline/cancel never becomes an out-of-app push. - lobby: emit the changed invitation to every participant on respond (accept/decline), on the final accept's game start, and on cancel — so each participant's lobby patches its list in place. The authoritative list holds only pending invitations, so the client's pending-vs-terminal rule matches it exactly. Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the NotificationInvitationUpdate encoding unit test, and integration assertions that decline/cancel/accept publish invitation_update to every participant. Full local suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs: ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated. |
||
|
|
0f3671f42d |
feat(admin): online dictionary update — upload archive, preview word diff, install & activate
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 23s
CI / integration (pull_request) Successful in 18s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s
Replace the dictionary hot-reload with an online update flow in the GM console (/_gm/dictionary): the operator uploads scrabble-dawg-vX.Y.Z.tar.gz, previews the per-variant words added/removed against the active dictionary, and confirms to install + activate it. Versions are immutable; in-progress games keep their pinned version while new games use the new one. - engine: DiffWords (enumerate both DAWGs, decode only the differences), OpenFinder, Registry.Finder, DictFiles; OpenWithVersions skips the .staging area. - dictadmin: hardened release-archive validation + extraction (path-traversal, symlink, oversize, entry-count rejection) and staging -> install (atomic rename). - game: active dictionary version persisted in the dictionary_state singleton (single source of truth, restored on boot), concurrency-safe accessor. - storage: BACKEND_DICT_DIR is a named volume seeded from the image (nonroot-owned), so uploaded versions persist across redeploys; the build's DICT_VERSION labels the seed and equals the resident tag (BACKEND_DICT_VERSION). - docs: ARCHITECTURE §5, FUNCTIONAL (+ru), backend README, TESTING, PRERELEASE. Tests: engine + dictadmin unit; integration upload->preview->install->activate-> restart->pin->immutability->CSRF. |
||
|
|
94534ad0f2 |
feat(admin): add an 'open' filter to the console games list
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
The games-list status filter offered only active/finished; add 'open' (auto-match games awaiting an opponent) to the subnav and accept it in normalizeGameStatus. Render test covers the new filter link. |
||
|
|
c305363ccd |
feat(lobby): enter the game immediately and wait for the opponent inside it
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 1s
CI / deploy (pull_request) Successful in 1m4s
Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place. Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent". Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated. |
||
|
|
eeb078d528 |
fix(admin): keep the filter query intact in console pager and export links
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m6s
The paginated users and messages lists interpolate the pre-encoded filter
query (url.Values.Encode) after the "?" in their pager and CSV-export links.
There html/template treats it as a single query value and percent-encodes the
structural "=" and "&" again, so "kind=robots" rendered as "kind%3drobots" and
the multi-pair message filter collapsed -- every page step dropped the active
filter.
Type FilterQuery as template.URL so the already-escaped fragment is emitted
verbatim (the attribute-level "&" -> "&" stays correct, the browser decodes
it back). It is safe because url.Values.Encode output is strictly
percent-encoded. games/complaints use status={{.Status}} -- a single value in
proper query-value context -- and were never affected.
|
||
|
|
5fa51d04d9 |
fix(engine): EvaluatePlay honors the single-word rule
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s
The move preview (EvaluatePlay) validated under standard rules — it called ValidatePlay without the game's play options — so under the single-word rule it rejected a play whose only flaw was incidental invalid perpendicular cross-words, even though SubmitPlay accepts it. The UI gates the submit button on the preview, so such a play (e.g. КРАН bridging an existing Р on the test contour) could not be made. Pass g.playOpts() via ValidatePlayOpts, mirroring Play, so the preview's legality and score match submission. Robots are unaffected — they search via GenerateMovesOpts and submit via Play, both already opts-aware — and a regression test asserts that too. |
||
|
|
0b57400c6f |
feat(ui): single-word rule indicators + auto-match select redesign
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 46s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m9s
Surface the per-game "single word" rule to the client and refine the random-opponent New Game screen. - Wire: thread multiple_words_per_turn into the GameView and Invitation FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both the backend push-event and gateway REST paths. - In-game indicators (single-word games only): a small 1 in the status bar's score-preview slot (yields to the live preview) and a centred "One word per turn" label in the history-drawer header. Standard games show neither. - Invitation card gains a "One word per turn" line for single-word invitations. - Auto-match redesign: variant plaques are mutually-exclusive selects (highlight on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom "Start game" button (disabled until a variant is chosen) confirms. The rule toggle appears once a Russian variant is selected. - Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN. |
||
|
|
74455c7b12 |
feat: "multiple words per turn" rule for Russian games
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m10s
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.
|
||
|
|
92f48a3b12 |
Backend infers play direction; UI previews words and gates submit on legality
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 44s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m9s
A single tile that only extended a word perpendicular to the client-declared direction was rejected: the UI always sent dir=H for one-tile plays (the dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing "А" above "БАК" to form "АБАК" failed the solver's main-word-length check even though the word is in the dictionary. Make the backend infer a play's orientation from the placed tiles and the board (internal/engine.resolveDirection): two or more tiles by the line they share, a lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V" (SubmitPlayDir) so a rebuilt game matches the one committed. UI: stop computing/sending direction; the preview now shows the words a move forms with its total score (game.previewWords); the make-move control is disabled until the play is confirmed legal; the "your turn" label hides while tiles are pending. Delete the orphaned Controls.svelte. Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode and the loadtest edge client to the new contract. Bake the decision into ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README. |
||
|
|
c6e0dac940 |
R6(c): centralize shared integration-test fixtures in helpers.go
Move the cross-file integration fixtures — the service constructors (newGameService/newSocialService/newRobotService/newMatchmaker), the game-assembly helpers (newMirror/newGameWithSeats/newDraftGame), account provisioning (provisionAccount/provisionGuest) and the stats reader — out of the domain test files (newGameService alone was used by 10 files) into a single backend/internal/inttest/helpers.go. Helpers used by a single file stay local. Pure relocation: the helper bodies are unchanged, no test logic changes; the imports the moves left unused are pruned. go vet -tags=integration is clean. |
||
|
|
b47c47e969 |
R6(c): share the nested FB builders between notify and gateway transcode
Extract the FlatBuffers builders for the wire tables shared by the backend push encoder and the gateway edge transcoder — GameView, MoveRecord, StateView, AccountRef, Invitation and their nested rows — into a new scrabble/pkg/wire package. Both callers keep their local builder signatures (no call sites move) but now map their own source types (the backend's notify.* payloads and the decoded engine.MoveRecord; the gateway's backendclient.* REST DTOs) to neutral wire.* structs and delegate the construction to package wire, the single definition of the nested-table layout. Behaviour-preserving: the verified-identical field sets mean the wire bytes decode the same, and the notify + transcode round-trip tests pass unchanged. The fiddly Start/Add/End + reverse-prepend vector boilerplate now lives once; the two encode files shrink while pkg/wire carries the shared logic. |
||
|
|
1079878654 |
R6(c): drop dead opponent_moved scalars (seat/action/score/total)
These pre-R4 summary scalars on OpponentMovedEvent were redundant with the move/game delta and read by nobody — the UI codec and mock take only move/game/bag_len, and the gateway forwards the push payload verbatim. Removed from scrabble.fbs, the notify emit (notify/events.go) and the round-trip test; regenerated the FB Go + TS bindings. No prod data, so the wire-slot renumber is free and there is no DB change. |
||
|
|
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. |
||
|
|
41a642ef97 |
R4: push enrichment — events carry a state delta, kill the last poll
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback. - pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS. - backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size. - gateway: MoveResult transcode carries rack+bag_len. - ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false. - docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements. |
||
|
|
ab58062565 |
R3: backend rate-limit observability — ratewatch, auto-flag, admin throttled view
- 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. |
||
|
|
26aa154547 |
R1: schema & naming reset — squash migrations, rename variants
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
Squash the 12 goose migrations into one 00001_baseline.sql (there is no prod data; verified schema-identical to the chain via a pg_dump diff + the green integration suite) and rename the game-variant labels english/russian_scrabble/erudit -> scrabble_en/scrabble_ru/erudit_ru across the backend, the FlatBuffers wire values and the UI. dawg filenames and the Go enum identifiers are unchanged; the i18n display keys are kept. Adds PRERELEASE.md (the R1-R7 pre-release tracker), linked from CLAUDE.md. Contour DB wipe and the scrabble-dictionary tidy are follow-ups. |
||
|
|
bf7dca0a09 |
Stage 17: fix the robot-nudge frequency + per-game push language
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m6s
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. |
||
|
|
d87c0fb10b |
Stage 17: cap display-name special characters at 5 (ui + backend)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 35s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m3s
display_name validation gains a rule: at most 5 special characters — the '.' / '_' punctuation (spaces, which separate words, don't count) — so a still-well-formed name can't be mostly punctuation. Mirrored in the Go ValidateDisplayName and the UI validDisplayName; both unit-tested (5 ok, 6 rejected, 'J. R. R. Tolkien' ok). Docs: FUNCTIONAL (+ _ru). |
||
|
|
f166ff30fe |
Stage 17 #4: enrich the out-of-app your-turn push + add game-over
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 34s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m20s
The Telegram 'your turn' notification now names the opponent and recaps their last
move (voiced as the opponent: «{name}: my move — «WORD». Score 120:95» for a scoring
play; a short 'swapped / passed, your turn' otherwise), and a new game-over
notification reports the result + final score when a game ends by any path (closing
play, all-pass, resign, timeout). Scores are recipient-first (the reader's score
leads), 2-4 players (120:95:80).
- schema: YourTurnEvent gains opponent_name/last_action/last_word/score_line
(appended, backward-compatible); new GameOverEvent{result, score_line}. Go + UI
bindings regenerated (flatc 23.5.26 + pnpm codegen).
- backend: notify.YourTurn enriched + notify.GameOver; emitMove resolves the mover's
name and emits per-recipient (your_turn to the next mover, game_over to every seat),
with recipient-first score lines built in one place.
- gateway: game_over joins the out-of-app whitelist (routing.go).
- connector: render builds the enriched your_turn + game_over text per language (en/ru).
- tests: notify round-trip (enriched + game_over), emit (enriched fields + game_over to
all seats / per-seat result), connector render (en/ru), routing; integration replay
(play → your_turn with real name; resign → game_over) green.
- docs: ARCHITECTURE push catalog + out-of-app set, FUNCTIONAL (+ _ru), PLAN tracker.
|
||
|
|
4999478ded |
Stage 17 #5: hide finished games from your own lobby list
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 35s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m16s
A player can remove a finished game from their own 'my games' list. The action is per-account, finished-only and irreversible (the game stays for the other players; there is no un-hide). - backend: migration 00012 game_hidden(account_id, game_id); store HideGame + hiddenGameIDs + ListGamesForAccount filtering; service HideGame (seat + finished checks, reusing ErrNotAPlayer / ErrGameActive); POST /api/v1/user/games/:id/hide. - gateway: game.hide edge op (reuses GameActionRequest -> Ack) + backendclient.HideGame. - ui: finished rows reveal a delete via swipe-left (touch) or a kebab tap (desktop), active rows get an inert chevron for icon alignment; optimistic removal + lobby-cache sync; mock + transport + client wiring; lobby.hideGame label (en/ru). - tests: integration (active->ErrGameActive, outsider->ErrNotAPlayer, per-account, idempotent), gateway transcode round-trip, mock e2e (kebab -> delete); hardened a pre-existing chat-screen .back transition flake surfaced by the new test's timing. - docs: ARCHITECTURE persistence list, FUNCTIONAL (+ _ru) lobby story, PLAN tracker. |
||
|
|
461e330bfc |
Admin Messages CSV: defuse spreadsheet formula injection
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 33s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m15s
The sender name and message body are user-controlled; a leading =, +, -, @, tab or CR in the CSV export would execute as a formula when a moderator opens it in a spreadsheet. csvSafe() prefixes such values with a single quote. Unit-tested. |
||
|
|
c96d714fec |
Admin Messages: CSV export of the whole filtered list
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 33s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m14s
A right-aligned 'Export CSV ↓' link in the filter row downloads /_gm/messages.csv with the active filters (game / sender / name / ext masks), exporting every matching message (capped at 100k) regardless of the page window — columns time, source, sender_id, sender, ip, message, game_id. |
||
|
|
356f490546 |
Stage 17 round 6 (#18, PR D): admin Messages moderation section
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m14s
A new /_gm/messages console page lists posted chat messages (nudges excluded) newest-first — time, source (guest/robot/oldest identity kind), sender (linked to the user card), IP, body, game (linked to the game card) — searchable by sender name / external-id glob masks and pinnable to one game (?game=) or sender (?user=), linked from the game and user cards. The list query lives in social (raw SQL, kind='message', source via a SQL CASE), reusing the now-exported account.LikePattern. Server-rendered adminconsole MessagesView + messages.gohtml, 50/page via the shared pager. Tests: adminconsole render case; backend integration AdminListMessages (real Postgres) — nudge exclusion, game/sender pins, glob masks, source. Docs: ARCHITECTURE section 8 chat moderation, PLAN round-6. |
||
|
|
6b6baf5710 |
Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 31s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Lobby: group the my-games list into your-turn / opponent-turn / finished (empty sections hidden), ordered by last activity (your-turn oldest-first, the other two newest-first), as a compact line-separated list. gameDTO and FB GameView gain last_activity_unix (turn start while active, finish time once finished); a pure lib/lobbysort.ts holds the grouping/ordering. Friends: the in-game 'add to friends' item is now server-derived via a new GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with a pending OR declined request (both read as 'request sent'), so it is correct across reloads; it shows a disabled '✓ in friends' once accepted. It live-updates when the opponent answers: RespondFriendRequest now publishes friend_added (accept) / friend_declined (new notify sub-kind, decline) to the original requester, whose open game re-derives its friend state. Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests; backend integration ListOutgoingRequests + respond-publishes-to-requester; e2e updated for the new lobby section labels + a non-friend active opponent. Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN. |
||
|
|
f5c2404123 |
Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):
- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
(rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
load (lib/draft.ts), plus #5 -- tiles may be arranged on the
opponent's turn (placement relaxed; the preview and Make-move stay
your-turn-only, so an off-turn draft is position-only).
Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
|
||
|
|
06c8039281 |
Stage 17 round 6 (#4/#5/#6 backend): per-game draft store + conflict reset
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 30s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m3s
Foundation for persisting a player's client-side composition: a game_drafts table (game_id, account_id, rack_order, board_tiles jsonb) with raw-SQL store/service methods — GetDraft/SaveDraft (seated-player check) and, on every committed move, clearing the actor's own draft and resetting any opponent's board draft whose cell the play overlapped (the draft can no longer be placed; the rack order is kept). Integration tests cover the round-trip, the actor clear, the overlap reset, a non-conflicting survival, and the outsider rejection. The gateway op slice + UI wiring follow. |
||
|
|
cdf616d6c4 |
Stage 17 round 6 (#7): reset the nudge cooldown once the player acts
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 30s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m4s
The hourly nudge cooldown now clears as soon as the sender has moved or posted a chat since their last nudge — engagement lifts the 'don't spam' limit. Backend: Nudge checks game.LastMoveAt + the sender's last non-nudge chat against the last nudge time (GameReader gains LastMoveAt). UI: nudgeOnCooldown mirrors it — a chat reset is read from the message list, a move is tracked client-side (lastActedAt on commit/pass/exchange; the backend stays authoritative across a reload). Integration test covers the reset. |
||
|
|
2cb2b57cdb |
Stage 17 round 6 (#10 backend): enforce chat only on your turn
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 30s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m3s
PostMessage now rejects a chat sent on a finished game or when it is not the sender's turn (ErrChatNotYourTurn -> 409 chat_not_your_turn), matching the UI where the message field is hidden off-turn and only the nudge shows. Existing chat tests post on the to-move seat and are unaffected; adds an off-turn-rejection integration test + the dto mapping case + the UI error message. |
||
|
|
f916d5e0ca |
Stage 17 round 5 (L2): robot play-to-win intent + next-move ETA in the admin game card
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 29s
CI / gate (pull_request) Successful in 1s
CI / deploy (pull_request) Successful in 1m14s
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. |
||
|
|
3899ffda0f |
Stage 17 round 5: fix robot-pool test for the new friend-request policy
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 30s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Failing after 11s
TestRobotPoolProvisionsRobotAccounts asserted robots block friend requests; they no longer do (a request stays pending and expires like a human ignore). Assert chat is blocked and friend requests are open. (Unblocks the integration job / contour deploy.) |