e089a0a997eef39c0db6fa47dce37b91f335e20d
9 Commits
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5689f7f6a3 |
feat: on-device move preview (local eval) with network fallback
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CI / deploy (pull_request) Successful in 1m17s
Score and validate a tentative move on-device instead of a per-arrangement network
round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a `conformance` CI job (full-dictionary reader
parity plus a battery of plays across every variant and both cross-word rules,
including the inferred orientation). The server stays authoritative — submit_play
re-validates — so the local result is an advisory accelerator only.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg; caddy routes /dict to the gateway.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: the dictionary loads on game open (low priority so it never starves the
game on a slow link; aborted at a 5s cap or when leaving the game), is cached in
IndexedDB (best-effort, self-healing on a rejected blob) and reused across
sessions; a warm-up overlay covers a cold load, then the network preview is the
fallback; a bad-connection breaker stops warming after repeated misses; the move
preview cancels its in-flight request when the tiles change.
- parity generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run in
CI against the release dictionaries. A hidden debug readout lists the cached
dictionaries + breaker state, and its reset clears the cache.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
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48b06f4594 |
docs: finalize documentation to the production state
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CI / ui (pull_request) Successful in 57s
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CI / deploy (pull_request) Successful in 1m21s
The project is live in production, so the staged-development scaffolding is removed. - Delete the staged trackers PLAN.md and PRERELEASE.md. - Rewrite CLAUDE.md: drop the per-stage workflow; codify the ongoing development principles (How we work) and the production model (Branching, CI & production): manual prod-deploy / prod-rollback, semver release tags, Ansible provisioning, expand-contract migrations. - De-stage the living docs (README, ARCHITECTURE, TESTING, deploy/ansible, loadtest, platform/telegram READMEs) and the docker-compose tuning comments: drop the Stage N / R1-R7 / pre-release labels, keep every number and rationale, and fix the now-dangling PLAN.md / PRERELEASE.md references to describe the current state. - Reword stale 'later stage' Go doc comments for subsystems that have shipped. |
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95f5703372 |
fix(engine): make .seed_version marker authoritative (no boot refusal)
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CI / ui (pull_request) Successful in 53s
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The seed-drift guard shipped as refuse-boot: the backend exited when BACKEND_DICT_VERSION disagreed with the flat dir's recorded .seed_version. On the test contour that turned a harmless-in-intent action — bumping the TEST_DICT_VERSION variable to the active release (v1.2.1) on a volume seeded as v1.0.0 — into a crash loop, because DICT_VERSION is the *seed* of a fresh volume, not the active version (which the admin console drives). Make the marker authoritative instead: OpenWithVersions resolves the flat dir's version from .seed_version when present and ignores bootVersion on an already-seeded volume; bootVersion only seeds a fresh volume's marker. So a bumped build seed on a live volume is a no-op (it can't relabel live bytes and can't void games pinned to the prior label), and it correctly seeds the next fresh volume. The subdirectory scan now skips the resolved seed, so a version also present as a subdir (e.g. v1.2.1 uploaded via the console while the build seed is bumped to v1.2.1) is still loaded rather than shadowed by the flat bytes. Tests: marker-wins over a bumped boot version; a bumped boot keeps the matching subdir resident (the live-contour case). Docs updated (ARCHITECTURE §5, READMEs, compose/.env, PRERELEASE DV) from "refuses to boot" to "marker wins / ignored". Verified locally against v1.2.1: gofmt, build, vet, unit, integration green. |
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a5db10c46e |
feat(engine,deploy): seed-drift guard + track current dictionary release
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CI / deploy (pull_request) Successful in 1m12s
The dictionary release moved to v1.2.1 while DICT_VERSION stayed pinned at v1.0.0 in CI and the image/compose seed defaults. Two problems: 1. CI validated against a stale dictionary. 2. The contour seed could be bumped on a live volume, which silently relabels the already-seeded bytes — voiding games pinned to the prior label and serving the wrong dictionary for new ones. The flat DAWGs carry no embedded version, so this drift was undetectable. Changes: - Seed-drift guard: OpenWithVersions records the flat dir's version in a .seed_version marker on first boot and refuses to start when a later BACKEND_DICT_VERSION disagrees. DICT_VERSION is now the seed for a *fresh* volume only; a live contour migrates through the admin console (old versions stay resident, in-progress games keep replaying). - Track the current release: CI's DICT_VERSION centralised to one workflow-level env (v1.2.1); image/compose/.env seed defaults bumped to v1.2.1. The deploy job keeps reading the per-contour vars.TEST_DICT_VERSION. - Docs: ARCHITECTURE §5 (decision record), backend/deploy READMEs, PRERELEASE tracker (DV row). Verified locally against the v1.2.1 artifact: gofmt, build, vet, unit and integration (-tags=integration) all green. |
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0f3671f42d |
feat(admin): online dictionary update — upload archive, preview word diff, install & activate
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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. |
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ec435c0e7f |
Stage 14: solver & dictionary split — consume published module + DAWG artifact (TODO-1/TODO-2)
- backend/go.mod pins gitea.iliadenisov.ru/developer/scrabble-solver v1.0.0; the engine's imports use the published module path; go.work drops the solver replace (GOPRIVATE fetches it directly from Gitea). The solver's wordlist/dictdawg are now public packages. - CI (go-unit, integration): drop the solver sibling-clone, set GOPRIVATE, and download the dictionary DAWG release artifact (scrabble-dawg-<DICT_VERSION>.tar.gz from the new scrabble-dictionary repo) for BACKEND_DICT_DIR. - Docs: ARCHITECTURE §5/§11/§13/§14 + backend/README updated to the published-module + release-artifact model. PLAN.md re-scoped Stage 14 to the split and added Stages 15 (deploy infra & test contour), 16 (prod contour), 17 (dual Telegram bots); TODO-1/TODO-2 marked done. |
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3a640a17a4 | Stage 10: admin console & dictionary ops (complaint review, hot-reload, broadcasts) (#11) | ||
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751e74b14f |
Stage 3: game domain (lifecycle, journal+cache, hint, word-check, GCG, stats)
internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.
Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.
Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.
Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
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6d0dd4fb14 |
Stage 2: engine package over scrabble-solver (registry, bag, Game, replay)
backend/internal/engine wraps the sibling scrabble-solver library in-process: - Registry: versioned DAWG load via dafsa.Load, keyed by (variant, dict_version), latest-per-variant; English / Russian / Эрудит handled uniformly. - Bag: own deterministic, seeded tile bag with Draw + Return (for exchanges), since the solver's self-play bag cannot return tiles. - Game: pure rules engine — deal, play/pass/exchange/resign, refill, per-move scoring, turn order, and end-condition detection (empty bag + empty rack, six scoreless turns, resignation) with end-game rack adjustment. - decode/ReplayBoard: dictionary-independent MoveRecords and board replay via scrabble.Apply (no internal/encoding), realising ARCHITECTURE §9.1. Wiring: go.work gains "replace scrabble-solver => ../scrabble-solver"; backend requires scrabble-solver (placeholder) and github.com/iliadenisov/dafsa directly. Both Go CI workflows clone the public solver sibling (master HEAD, no token) and set BACKEND_DICT_DIR. Docs: ARCHITECTURE §5/§14, TESTING engine layer, backend README, and PLAN refinements + deferred TODOs (publish/version solver; split engine vs dictionary generator). |