e836dfefba766140c1694c228248818ed75cda09
23 Commits
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1507ceb793 |
feat(payments): live payment-availability kill switch + per-account override
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Let an operator disable purchases live from the admin — a whole rail/channel or one account — and show the user a localized reason on their next attempt, so a provider outage or a misconfig is explained instead of a silent dead button. - rail kill switch (payments.rail_status, per rail direct:web / direct:android / vk / telegram): enabled + a per-language message, edited on the catalog page. Fail-open — a rail with no row stays enabled, so payments are never accidentally killed. The intake gate (CanPurchase in handleWalletOrder, before the order) returns payment_unavailable + the localized message, orthogonal to the security gates. - per-account override (payments.account_payment_override, a row only for non-default): allow / deny / default, edited on the user card. "allow" bypasses ONLY the ops rail switch, never the security gates (trusted platform, the email anchor, the VK-iOS freeze, the min client version). - wire: an additive ExecuteResponse.message envelope field (frozen-contract-safe); the gateway forwards a backend domain-error message; the client shows it on a payment_unavailable buy attempt. - admin: rail toggles on the catalog page, the override control on the user card. - tests: the pure gate (unit, TDD), the store + gate + override end-to-end (integration, migration 00016), the client (svelte-check / vitest). - docs: PAYMENTS (+ru), the decisions log (D45/D46). Fiscalization stays cabinet-side (owner decision) — no itemized-receipt code. Contour-safe: additive migration (two new tables, no wipe), the wire add is additive, and fail-open so nothing is disabled until an operator acts. |
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eef90a152e |
feat(payments): per-channel Robokassa shops on the direct rail
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Split the single Robokassa direct rail into one merchant shop per channel (web / android; ios later), chosen by the trusted X-Platform subtype, while every shop still credits the one `direct` wallet — merchant-account separation for accounting and receipts, not a new wallet. - config: a channel-keyed shops registry (web seeds from the legacy vars or _WEB_*, android from _ANDROID_*); an empty shop leaves the rail dormant; per-shop validation. - intake: the order picks its shop by subtype (unknown falls back to web); the per-shop Result callback is verified by that shop's own Password2 at /pay/robokassa/result/<channel> (the gateway extracts the channel; Caddy's /pay/* glob already forwards it — no Caddyfile change). - persistence: an additive `shop` column on the order (migration 00015), recorded from the payment context, surfaced per entry in the admin report. - standalone apps sign in by email only, so a direct purchase keeps its email anchor. - docs: PAYMENTS (+ru) topology, deploy env vars + compose mapping, the decisions log (D41 revised for the ИП / 54-ФЗ move; D42-D44), the plan. Contour-safe: dormant until shops are configured; the migration is additive (no wipe); no client wire change. Fiscalization (Receipt/Email) and the gateway `direct/android` subtype follow when the ИП / RuStore are live. |
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ed53e25e57 |
feat(backend): per-tier, per-kind active-game limits with a guest funnel
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Cap a player's simultaneous unfinished games per kind (vs_ai, random, friends) with independent guest and durable-account tiers, held in a new single-row backend.config table (-1 = unlimited) behind an in-memory cache and editable live in the admin console (/_gm/limits). Each game is tagged with games.game_kind on creation. This replaces the earlier flat MaxActiveQuickGames=10 combined cap: the per-tier/kind config is the single mechanism, enforced at the same handler gate (ensureUnderGameLimit by kind on lobby/enqueue) plus the durable friends cap in CreateInvitation. game.Service.AtGameLimit only resolves the tier and counts; the limit policy stays at the request edge. Guests are now refused friend requests, friend-code redemption, befriend-in-game and invitation creation outright (403 guest_forbidden) -- previously only the UI hid these. Admin: a kind column in both game lists and the config editor. Defaults: guest 1 vs_ai / 1 random / 0 friends; durable 10 / 10 / 10. |
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1bf612a087 |
feat(admin): manual full-order refund + ledger CSV export
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Closes the admin / reports / catalog work. Each fund row on the /_gm finance panel gains a Refund action (payments.RefundOrderFull): a full-order refund the operator records after refunding on the rail — a refund ledger row + a floor-0 chip revoke (never negative, D27), idempotent (a second refund reports already-refunded). A ledger CSV export (/_gm/ledger.csv, payments.LedgerExport) streams the whole append-only ledger for tax + reconciliation. Tests: refund an order in full (chips revoked, a refund row), an idempotent second refund, the CSV export shape; CSRF-guarded. |
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d2d6955cbf |
feat(admin): admin grant — raw benefits and by-product reward bundles
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The /_gm user card gains a Grant panel: grant raw benefit atoms (hints / no-ads days / forever) or a defined value product (a reward bundle, including an archived one), origin-picked. Both write an admin_grant ledger row via payments.Grant / GrantProduct; the by-product grant records the source product_id + snapshot. Both refuse a chips atom (never grant currency) or a tournament atom (no credit target yet); chips/tournament products are also kept out of the by-product picker. Tests: the console grant end to end (raw, by-product, refuse a chips pack, CSRF-guarded). |
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e089a0a997 |
feat(admin): per-user finance panel — balances, benefits, risk, ledger
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The /_gm user card gains a Finance panel: an account's chip balances per funding segment, benefits per origin (hints, no-ads until/forever), the recorded refund risk (abuse flag + floor-0 loss), and the append-only ledger history newest-first. Backed by a new payments.AccountStatement read straight from the materialized tables + the ledger (uncached — an admin, rare view). Folds the agreed admin / reports / catalog plan into PLAN.md (the PR stack: this panel, then the catalog editor, admin grant, refund + ledger export) and moves the tournament-entry storage design to the tournament stage. |
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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. |
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3faca690dd |
fix(delete): review follow-ups — admin Deleted filter, guest gate, dialog spacing
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- Admin /users gains a Deleted scope (between People and Robots); every other scope now hides tombstoned accounts (deleted_at filter in UserFilter). - Admin delete-user is offered for any non-deleted account (drop the not-guest gate, so a stale is_guest account can still be tombstoned). - Harden EmailService.ConfirmCode to ClearGuest — defence-in-depth so no confirmed-email path leaves is_guest set (the currently-live paths already do). - Space the delete/change dialog's action row from its input field. Integration tests: the Deleted filter scoping + ConfirmCode guest promotion. |
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251c7af3f6 |
feat(admin): deleted-account dossier + operator delete-user action
The user-detail console gains a Deletion & retention panel: last login (time + IP), the tombstone (deleted-at + retained real name), and the retention journal (the legal dossier of detached credentials). A Delete-user action runs the same deletion orchestration as the in-app flow (mirrors the email-erase pattern). Store readers RetainedIdentities + DeletionInfo back the view; integration test covers them. |
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356bf1a5ba |
feat(admin): search users by email + erase a bound email
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Add an exact (strict) email filter to the /users list (UserFilter.EmailExact → a kind='email' identity match) with a search input, and an 'Erase email' action on the user card that deletes the bound email identity and its pending confirmations, freeing the address. It refuses to remove the account's only identity (ErrLastIdentity), which would leave it unreachable. Integration tests for both. |
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65c194264c |
feat(vk): embed the game as a VK Mini App
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Mirror the Telegram Mini App wrapper for VK: the SPA loads at a new /vk/ entry, authenticates from VK's signed launch parameters, and provisions a 'vk' platform identity — the minimum to run the game in VK test mode. - Gateway verifies the launch signature in-process (internal/vkauth: HMAC-SHA256 over the sorted vk_* params under GATEWAY_VK_APP_SECRET, base64url) — a pure offline check, no side-service. New auth.vk op (gated on the secret), backendclient.VKAuth, /vk/ SPA mount. - Backend: KindVK + ProvisionVK/vkSeed, /sessions/vk handler, identity kind widened to include 'vk' (migration 00005, expand-contract). - UI: src/lib/vk.ts (VK Bridge, lazy-imported), bootVK + the /vk/ boot dispatch, encodeVKLogin + authVK across transport/client/mock. VK omits the name from the signed params, so the client reads it via VKWebAppGetUserInfo as an unsigned display seed. - Deploy: /vk in the edge Caddyfile, GATEWAY_VK_APP_SECRET wired through compose + .env.example + CI (TEST_) + prod-deploy (PROD_). - Admin console: surface the VK user id (link to the VK profile) next to the Telegram id on the user card. - Docs: ARCHITECTURE §12/§13, FUNCTIONAL (+ _ru), gateway README; VK integration reference under .claude/. Signature algorithm verified against dev.vk.com plus independent Node/Python references and a %2C edge-case vector. |
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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.
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81b9e1529e |
feat(social): asymmetric per-user block, in-game block control, admin lists
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Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
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8793bd34f2 |
feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
The statistics screen gains real depth, plus a hint-count bug fix found along the way. - Best move per variant: the screen shows the actual best-move word (drawn as game tiles; a wildcard shows its letter but no value), broken down by game variant, empty variants omitted. New account_best_move table, written at game finish. - Moves & hint share: two new lifetime tiles — the player's play count and the share of plays that used a hint — from summed account_stats counters (moves, hints_used). Honest-AI games are excluded, like the rest of the stats. - Hint-count fix: the in-game hint badge no longer goes stale across games. The global wallet now rides the wire apart from the per-game allowance (wallet_balance on StateView/HintResult/StatsView), so the client reads the live wallet rather than a per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet), its true per-game total. - Account merge: sums the new moves/hints_used counters and merges the per-variant best moves (higher score kept), which it previously dropped. - Admin: the user card shows Moves and Hints used. - UI polish: tab/label wording, game-over text, and e2e selectors hardened against label changes. All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru, UISN_DESIGN) updated in step. |
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419ea11b14 |
feat(feedback): in-app user feedback with admin review and account roles
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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 |
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192e4a2433 |
feat(admin): grant hints to a user's wallet from the console
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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). |
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d1ba666495 |
feat(admin): manual account blocking (suspensions)
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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). |
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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. |
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356f490546 |
Stage 17 round 6 (#18, PR D): admin Messages moderation section
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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. |
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635f2fd9fc |
Stage 17: backend defect fixes (nudge code, TG name, robot names/timing, multi-device push, move-duration metric + admin analytics)
- #3 nudge-on-own-turn: distinct result code nudge_own_turn + i18n (was reused 'not_your_turn') - #2 sanitize connector registration name to the editable format; Player/Игрок-XXXXX fallback - #5 variant-aware robot name pools (composed full/colloquial first + surname forms; ru gets <=20% latin) - #4 move-number-aware robot move timing (early 1-5min -> late 10-90min, skew k=4) - #7 emit move event to the actor too (multi-device sync); opponent_moved stays in-app only - #1 live game_move_duration{variant,phase} histogram + admin console per-user min/avg/max columns and an inline-SVG move-time-by-move-number chart (offline from the journal) - ProvisionRobot bypasses editor name validation (system names like 'Peter J.') |
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e9f836db87 |
Stage 15: dual Telegram bots & language-gated variants
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Service-agnostic refinement of the owner's idea: the sign-in service returns a set of supported game languages with the user identity, and the lobby gates the New Game variant choice by it (en -> English; ru -> Russian + Эрудит). - Connector hosts two bots in one container (one per service language, each its own token + game channel; the same telegram_id spans both). ValidateInitData tries each token and returns the validating bot's service_language + supported_languages. Per-language config (TELEGRAM_BOT_TOKEN_EN/_RU, channels). - supported_languages rides the Session (fbs, session-scoped, not persisted); the UI offers only the matching variants on New Game — gating only the START of a new game (auto-match + friend invite), not accept/open/play; backend does not enforce. - service_language persisted (accounts.service_language, migration 00010, written every login, last-login-wins) and routes the user-facing Notify push back through the right bot (push-target coalesces with preferred_language). - Admin SendToUser/SendToGameChannel gain an operator-chosen language selector in the console (unrelated to ValidateInitData). - Non-Telegram logins carry the gateway default set (GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants). Wire (committed regen): ValidateInitDataResponse +service_language +supported_languages; Session +supported_languages; SendToUser/SendToGameChannel +language. Docs (ARCHITECTURE/FUNCTIONAL/_ru/READMEs) + PLAN updated; stage marked done. |
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01485d8fc6 | Stage 11: account linking & merge (email + Telegram Login Widget) (#12) | ||
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3a640a17a4 | Stage 10: admin console & dictionary ops (complaint review, hot-reload, broadcasts) (#11) |