ec0c13bebcd833c8fbe6bfc1ef107050533bde46
171 Commits
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49b67a0354 |
docs(feedback): note interface language + connector bot in the admin detail
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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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02681ae9e0 |
feat(chat): limit in-game chat to one message per turn
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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. |
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02ef31c464 |
feat(ui): landscape iteration — reorder left panel, enable board zoom
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Left panel order is now score / history / status / rack / controls (the history fills the middle and scrolls). Board zoom is re-enabled in landscape with the same gestures as portrait, but height-driven: the viewport is the full right pane, the board fits by height as a centred square when zoomed out, and on zoom-in it magnifies past the pane and pans within it (focus-centred scroll that rides the magnify transition), occupying the full width up to the left panel. Board.svelte gains a landscape prop; portrait stays width-driven and unchanged. landscape.spec.ts now asserts zoom works (the zoomed board overflows the pane). |
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9ec72c8377 |
feat(ui): landscape two-column game layout, board fitted by height
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When the viewport is wider than tall (matchMedia orientation: landscape) the game screen switches from the portrait stack to a two-column layout: the board fills the right column as the largest square that fits the height (no zoom, shrinking by width when cramped — lowest priority), while the left panel stacks the rack (+ make), the status line, the score plaques, the always-open docked history and the controls. Board zoom, the history slide-drawer gestures and the growing nav bar are gated off in landscape; the portrait layout is unchanged and both render from the same snippets so behaviour stays single-sourced. The mock e2e now defaults to a portrait viewport (the mobile-first app the gesture/zoom/history specs are written for); landscape.spec.ts covers the wide layout in its own viewport. |
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c9021fc070 |
feat(ui): preload ongoing games and cache the draft for an instant, jump-free game open
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Opening a game from the lobby for the first time this session showed a brief loading flash, and every open showed a two-step rack->board jump: the saved draft (pending composition) was fetched separately and applied only after the board had already painted the full rack. Both stem from the full state and the draft not being available synchronously at first paint. Cache the draft alongside view+history (CachedGame.draft), make applyDraft take the already-fetched JSON so it runs synchronously, and fetch the draft in the same Promise.all as state+history. setCachedGame preserves the cached draft when the delta path omits it and clears it on a committed move (mirroring the server). A new preload module warms the per-game cache (state, history, draft) for the lobby's ongoing games with bounded concurrency, so opening any of them is instant. Tests: gamecache (preserve/clear/setCachedDraft) and preload (warm/skip) units; existing draft-restore e2e still green. |
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222eaf730f |
feat(game): void unreplayable games as a draw instead of erroring
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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. |
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ff87a3bf62 |
fix(engine): single-word rule connects along the play line
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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. |
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56dbf86472 |
feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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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. |
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cf70e6b1fc |
fix(ui): keep lobby/game caches fresh across screens (no stale-status flash)
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The per-screen in-memory caches (lobbycache, gamecache) were refreshed only by the screen that owns them while it was mounted, so a state change that crossed screens left the other screen's cache stale and it visibly redrew on the next navigation: - game -> lobby: the player's own move advanced the game cache but not the lobby snapshot, and an own move carries no self-directed push event, so returning to the lobby painted the pre-move status until the background refresh corrected it. - lobby -> game (and from any other screen): an opponent's move / game-over refreshed the lobby (while mounted) but never the per-game cache, so opening that game flashed the pre-move board. Make cache freshness cross-screen, owned by the single global stream handler that runs for every live event regardless of the mounted screen: - patchLobbyGame upserts the affected game's GameView into the lobby snapshot; the global handler calls it on opponent_moved / game_over / opponent_joined and on a match_found / game_started seed (so a game started elsewhere is present too). The game board still mirrors the player's own move and its own load() — the two updates no live event carries. - advanceCached (a pure wrapper over the existing delta reducers) advances a not-currently-viewed game's cache from opponent_moved / game_over; the game in view is skipped so its mounted board stays the sole owner (no double apply). End-state behaviour is unchanged (the background refresh always reconciled); this removes the transient stale frame. Unit-tested patchLobbyGame and advanceCached; docs/UI_DESIGN.md updated. |
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4409253dce |
fix(ui): also resync an open game on a foreground regain without a stream drop
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Closes the residual tail of the previous commit: when the live stream stays alive across a brief suspend (Telegram/iOS can pause the socket without tearing it down), an in-game event shed from a full hub buffer is never recovered by the reconnect refetch (no reconnect) or the open-game poll (it only runs while the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a foreground regain that did not drop the stream, and have Game.svelte refetch the open game once per resync. Also rescues a missed move/game_over after a suspend. Add a silent-join mock seam + an e2e isolating this path; extend the ARCHITECTURE §10 fallback note. |
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16402e64c0 |
fix(ui): poll/refetch fallback for a missed opponent_joined in the open-game wait
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PR #51 moved the auto-match "wait for an opponent" from the lobby matchmaking screen into the open game but did not carry over that screen's poll fallback. The notify hub is best-effort and never replays, the live-stream resubscribe sends no cursor, and the game screen refreshed only from push events — so an opponent_joined dropped while the stream was down (e.g. a mobile suspend) left the starter stuck on "searching for opponent" until they re-entered the game. Unlike opponent_moved/game_over, opponent_joined has no follow-up event to trigger the existing move-count gap refetch. Recover it in Game.svelte: (A) refetch once on stream reconnect (covers the common suspend/resume case and rescues a missed move/game_over too), and (B) poll game.state every 2.5s while still waiting with the stream down (mirrors the old matchmaking startPoll). Add a mock-mode __stream e2e seam and two specs isolating each path, fix the now-stale streamAlive comment, and document the fallback in ARCHITECTURE §10. |
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0f3671f42d |
feat(admin): online dictionary update — upload archive, preview word diff, install & activate
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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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a4e6727c70 |
feat(ui): merge Exchange/Pass into one action; drop dead Tournaments tab
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Lobby: remove the inert 🏆 Tournaments tab (it only raised a 'coming soon' toast); the lobby is back to three tabs, matching docs/FUNCTIONAL.md. Game: fold the separate 🥺 Skip (pass) tab into the 🔄 tab, now Exchange/Pass. Its dialog passes when no tile is selected (button 'Pass without exchanging') and exchanges when tiles are ('Exchange N'). The tab is no longer gated on an empty bag (pass must stay reachable in the endgame); inside the dialog tile selection is disabled while the bag is below a full rack (bagLen >= RACK_SIZE). The merge is UI-only. A pass is NOT an exchange of zero tiles: the rules allow an exchange only with a full rack left in the bag and forbid a zero-tile swap, while a pass is always legal; GCG (Poslfit) writes a pass as a bare '-' and an exchange as '-TILES'. Pass and exchange stay distinct end-to-end (wire, engine, history/GCG); the dialog dispatches the existing gateway.pass / gateway.exchange. No backend/wire/history/GCG change. Docs: docs/UI_DESIGN.md, docs/FUNCTIONAL.md (+_ru), PRERELEASE.md. Tests: ui/e2e/game.spec.ts. |
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c305363ccd |
feat(lobby): enter the game immediately and wait for the opponent inside it
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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. |
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359758a01a |
feat(ui): tint last-word letters for the recent highlight; lift dark bonus contrast
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Dark theme: the 2x/3x bonus-square pairs were too close to tell apart. Soften the 2x squares (sky blue #4a779b, rose #a8636b) and deepen the 3x squares (#2c527a, #9c3f34) so each pair reads as two distinct steps. Light theme is unchanged. Last-word highlight (both themes): stop tinting the tile background — the tile keeps its normal fill, and instead the placed letters (not the point values) are drawn in the recent-move colour. The opponent-just-moved flash now pulses the letter between its normal colour and the recent colour, with no background animation and no white peak. Reconcile the explicit [data-theme=dark] --tile-recent with the OS-dark value so the highlight reads the same however dark is selected, and darken --tile-recent a step in every theme. Update docs/UI_DESIGN.md. |
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5fa51d04d9 |
fix(engine): EvaluatePlay honors the single-word rule
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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. |
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0b57400c6f |
feat(ui): single-word rule indicators + auto-match select redesign
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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. |
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74455c7b12 |
feat: "multiple words per turn" rule for Russian games
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Add a per-game rule chosen on New Game for Russian variants (default off = the
single-word rule; on = standard Scrabble). Off, only the main word along the play
direction is validated and scored; perpendicular cross-words are ignored,
including in robot move generation. The rule rides every create and enqueue
request and joins the matchmaking key, so games and auto-match stay one uniform
path; "Russian-only" is a UI affordance (English always sends standard and shows
no toggle).
- Engine: consume scrabble-solver v1.1.0's PlayOptions{IgnoreCrossWords}, threaded
through engine.Options.MultipleWordsPerTurn -> playOpts() into validate, score
and generate.
- Backend: thread the flag through game CreateParams/Game + store (games column),
lobby InvitationSettings + invitation row, and the matchmaker queue key (variant
+ rule); persisted, so a rebuilt-from-journal game keeps it. Baseline migration
gains multiple_words_per_turn (DB not versioned); jet regenerated.
- Edge: multiple_words_per_turn added to the EnqueueRequest / CreateInvitationRequest
FlatBuffers tables (Go + TS regenerated) and threaded through the gateway.
- UI: a "Multiple words per turn" toggle on New Game, shown for Russian variants
only (auto-match and friend invite), default off; English silently sends standard.
- Tests: backend engine/matchmaker; UI unit (gating) + Playwright e2e (solver
corner-case + GCG fixtures ship in v1.1.0). Docs + PRERELEASE tracker updated.
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92f48a3b12 |
Backend infers play direction; UI previews words and gates submit on legality
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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. |
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e68fe61e39 |
UI: render move history as a per-seat column grid + swipe-down to open
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Replace the flat chronological move list with a ruled matrix aligned under the score plaque: one column per seat, each seat's moves filling its column top to bottom. A cell is the move's word(s) and its score, "WORD (12)", centred; the player names and the running total are dropped (the plaque heads the column and shows the live total). Non-play moves keep their dim parenthesised tag; the awaited opponent's next cell shows a dim "thinking..." (never the viewer's own turn). Thin 1px rules between columns and rows match the panel's separator. Re-introduce a swipe-down-on-the-board gesture to open the history, gated to the zoom-out board scrolled to its top so it never fights the zoomed board's pan or the stage's own vertical scroll (the conflict that retired this gesture before). Grid layout extracted to lib/history.ts (unit-tested); add game.thinking to the EN/RU catalogs; e2e covers the gesture and the grid on Chromium and WebKit. |
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ad91bc728b |
UI: taller tg-fullscreen header + labelled hub tabs
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- tg-fullscreen: +20px header height — without the (removed) hamburger the title bar lost its bulk and sat flush on Telegram's native nav band. - Settings/Comms hub tabs gain text labels under the icons (Settings / Profile / Friends / Info and Chat / Dictionary); the icon is aria-hidden so the label names the button. New i18n keys about.tab, game.dictionary. |
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fc1261e078 |
UI: tab-bar navigation — drop the hamburger
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Replace Menu.svelte (hamburger) everywhere with tab-bar navigation: - Settings hub (SettingsHub) from the lobby ⚙️ tab: Settings/Profile/ Friends/About as in-place tabs, back → lobby; the lobby ⚙️ badge counts incoming friend requests (invitations keep their own lobby section). - Comms hub (CommsHub) from the move-history 💬: Chat/Dictionary tabs, back → game; Dictionary only while the game is active. - Game menu items relocate into the open history: 🏁 leave / 📤 export in the header, 🤝 add-friend per opponent card, 💬 comms; unread chat is badged on the score bar + the 💬. - TapConfirm (tap → fading ✅ → tap) replaces the Skip/Hint press-and-hold popovers and drives the add-friend confirm. - Fix the move-history "jump": the slid board is inert and the stage can't scroll, so a swipe up genuinely closes the history. Remove Menu.svelte + HoldConfirm.svelte. Docs: UI_DESIGN, FUNCTIONAL(+ru), PRERELEASE. UI check/unit/build/bundle/e2e (Chromium+WebKit) all green. |
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2a48df9b83 |
R7: trip report + docs/tracker bake-back; mark R7 done
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- loadtest/REPORT-R7.md: the final stress-run report — method, the 500-player resource profile, the agreed tuning, the validation (transport_error 2.49% -> 0.72% at 3 gateway cores; the burst run showing connection-bound behavior), and the prod-sizing recommendation for Stage 18. - loadtest/README.md: per-player transports, --cpus capping, docker_stats (was cAdvisor), the absolute BACKEND_DICT_DIR for ./loadtest/... , and report links. - docs/TESTING.md + docs/ARCHITECTURE.md: observability now uses the otelcol docker_stats receiver (cAdvisor removed); links to both trip reports. - CLAUDE.md: repo-layout line reflects docker_stats + per-service limits. - PRERELEASE.md: R7 marked done in the tracker + heading; a Refinements entry recording the decisions, findings, applied tuning and validation. This is the final pre-release hardening phase; Stage 18 (prod cutover) is next. |
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c31ac7088c |
R6(b): reconcile docs with code — restore guest-reaper mention
Pass (a) removed a stale "(reaping abandoned guest rows is deferred — TODO-3)" note from ARCHITECTURE §3, but guest reaping is implemented (the background reaper, BACKEND_GUEST_REAP_INTERVAL / BACKEND_GUEST_RETENTION, covered by inttest). State the current behaviour instead. A full section-by-section review of ARCHITECTURE / FUNCTIONAL (+_ru) / TESTING / UI_DESIGN against the code found no other drift — each R-phase baked its own docs, and FUNCTIONAL/TESTING already describe the reaper correctly. |
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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. |
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41a642ef97 |
R4: push enrichment — events carry a state delta, kill the last poll
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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. |
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7e75c32d07 |
R3: dashboards, docs and tracker bake-back
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- Edge/UX dashboard: aggregate request-rate vs rejection-rate panel (gateway_rate_limited_total by class; no per-user labels). - ARCHITECTURE §2/§11/§12/§13: body cap + explicit h2c sizing, the rate-limit observability pipeline and auto-flag policy, the admin-limiter note (and the caddy-path gap), the landing container topology; fixed the stale 120/min per-user figure. - FUNCTIONAL (+_ru): the Throttled view and the reversible high-rate flag. - gateway/backend/deploy READMEs, TESTING.md, root CLAUDE.md updated. - PRERELEASE.md: R3 interview decisions + implementation refinements logged; tracker R3 -> done (this PR implements it; CI gates the merge). |
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aa137e3558 |
R2: load-test harness + contour resource observability
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New scrabble/loadtest module (the pre-release stress harness): seeds 1000 guest + 10000 durable accounts with pre-created sessions directly in Postgres (token hash matches backend/internal/session), drives virtual players through the edge protocol (real 2-4p games assembled via invitations, mid-ranked legal moves generated locally by the embedded scrabble-solver — the edge carries no board, so the client replays history), plus nudge/chat/check-word/draft/profile/stats and a gateway-hammer that verifies the rate limiter. Prints a trip-report summary (per-op latency percentiles, result codes, live-event tally). Go unit tests cover the pure pieces; the DAWG-backed move test runs under BACKEND_DICT_DIR. Contour: add cAdvisor + postgres_exporter + a 'Scrabble - Resources' Grafana dashboard and the two Prometheus scrape jobs, for the R2/R7 stress-run resource baseline. CI: gate ./loadtest/... (path filter + vet/build/test). Docs: TESTING, ARCHITECTURE, project CLAUDE repo layout. |
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26aa154547 |
R1: schema & naming reset — squash migrations, rename variants
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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. |
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bf7dca0a09 |
Stage 17: fix the robot-nudge frequency + per-game push language
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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. |
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d87c0fb10b |
Stage 17: cap display-name special characters at 5 (ui + backend)
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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). |
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ef61b778fc |
Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
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Connectivity failures become state, not a toast on every attempt. A global online signal (lib/connection.svelte.ts) flips on a transport unavailable / rate_limited and on the live stream's drop, driving a pure-CSS header spinner + 'Connecting…' in place of the title and softly disabling the in-game server actions (commit / exchange / pass / hint; local board/rack/reset stay live). - transport: exec auto-retries with capped exponential backoff — every op on a rate-limit (rejected before processing, safe), reads only on unavailable (a mutation is never blindly re-sent, to avoid double-applying one whose response was lost; its button is disabled while offline so the player re-issues on reconnect). A reachability watcher (profile.get probe) and any successful traffic clear the signal. - the old red error.unavailable toast is gone (handleError suppresses connection codes; the indicator replaces it). A server-data screen still opens with the spinner and fills on reconnect (global indicator + read auto-retry), so navigation is never dead. - pure retry policy unit-tested (retry.ts); a mock-only window.__conn hook drives a Chromium+WebKit e2e (indicator shows offline, the action disables, both clear on reconnect). Full suite + build green. - docs: ARCHITECTURE transport note, FUNCTIONAL (+ _ru), PLAN tracker (incl. #1 — the bot already drains all updates, no change). Also records #1 as investigated/no-change in PLAN. Other server-action buttons (chat send, profile save, …) still degrade to a safe no-op offline; visual disable is easy to extend. |
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f166ff30fe |
Stage 17 #4: enrich the out-of-app your-turn push + add game-over
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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.
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4999478ded |
Stage 17 #5: hide finished games from your own lobby list
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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. |
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70110effd9 |
Chat + word-check as their own screens; in-game unread badge (review item 7)
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- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a header back to the game and no tab-bar, replacing their modals. The soft keyboard just resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt. - A new chat message raises an unread badge on the in-game hamburger + the Chat menu row (per game, cleared on opening the chat), mirroring the lobby badge. - TG native back + the header back chevron return chat/check to their game. - Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header. Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru). |
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645df52c0b |
Round-6 follow-up: UX polish + client-IP fix
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- Client IP: the compose caddy trusts X-Forwarded-For from private-range upstreams (trusted_proxies private_ranges), so the real client IP survives the host-caddy hop (it was logging the docker caddy hop 172.18.0.x for chat moderation and bucketing the gateway per-IP rate limiter on it). Correct and spoof-safe in both contours (prod has no host caddy); peerIP unit-tested. - Ad banner gated off behind a compile-time SHOW_AD_BANNER=false (the if-branch, the AdBanner import and banner.ts are tree-shaken out of the prod bundle). - Landing: the Telegram entry is just the 64px logo (clickable, no button/text). - TG-fullscreen header: title + menu centred as a pair (hamburger right of the title), pinned to the bottom of the TG nav band. - Edge-swipe back (Screen): a left-edge rightward drag navigates to back (touch/pen only, armed from <=24px; skipped inside Telegram). - Chat soft-keyboard: a bottom-sheet Modal lifted above the keyboard by a visualViewport-driven transform (compositor-only, no page/sheet relayout). iOS-specific, needs on-device tuning; native resize=none awaits Capacitor. - Tests: e2e for the in-game '✓ in friends' item and a board→board tile relocation; codec units for last_activity_unix + OutgoingRequestList. Deferred to the next PR (agreed): #4 enrich the your-turn/game-end push; #5 hide finished games from the lobby. |
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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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6b6baf5710 |
Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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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. |
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3fd279cf8c |
Landing v2: icon switchers, ephemeral theme, channel link, drop browser CTA
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Owner review-pass rework of the landing page: - Rename the per-language Telegram link build var VITE_TELEGRAM_LINK_EN/_RU -> VITE_TELEGRAM_GAME_CHANNEL_NAME_EN/_RU (it carries a channel username; the landing builds https://t.me/<name> -- the same channels the connector posts to via TELEGRAM_GAME_CHANNEL_ID_*). - Language switcher -> a globe icon dropdown (flags + names), saved + synced to the app prefs. - Theme switcher -> a sun/moon icon toggle, ephemeral (follows the system scheme, no auto, never persisted) -- galaxy-game style. - Drop the "Play in browser" CTA (no standalone-web onboarding yet). Docs: FUNCTIONAL(+ru), PLAN, deploy + ui READMEs. |
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e16076c89e |
Stage 17 round 6 (#16-20): landing page, /app/ move, cache + stream fixes
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Close out Stage 17 round 6: - Landing page at / — one Vite build with two entries (index.html = game SPA, landing.html = a lightweight landing reusing the theme/i18n/ aboutContent leaf modules, not the app store). - Move the web game SPA to /app/; the Telegram Mini App stays at /telegram/ (gateway webui.Handler(stripPrefix, indexName): landing at /, SPA at /app/ + /telegram/). Per-language "Play in Telegram" link via new VITE_TELEGRAM_LINK_EN/_RU build vars (button hides when unset). - Cache headers: hash-named /assets/* immutable, HTML shells no-cache (the go:embed zero modtime emitted no validators, so the client re-downloaded the whole bundle every launch). - Live-stream 15s abort fix: an immediate heartbeat on open + a 10s default interval (the first tick at 15s raced the edge idle timeout -> reconnect storm). PLAN/ARCHITECTURE(§13)/FUNCTIONAL(+ru)/gateway+ui+deploy READMEs updated; round 6 closed. Tests: gateway webui/connectsrv units, ui landing unit + e2e, full e2e (60) green. |
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a420d6a2cd |
Stage 17 round 5 docs: bake the bug fixes + UI polish + L2 into live docs
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- ARCHITECTURE: resign on the opponent's turn (ResignSeat + turn-check bypass); robots block chat but accept-and-ignore friend requests; quick-match /lobby/cancel; the admin robot play-to-win intent + next-move ETA panel. - UI_DESIGN: even A->B zoom (recentre only on zoom-in), pinch, drop-target highlight, shuffle ≤0.3s + reduce-motion, borderless make-move disabled on illegal, variant title. - FUNCTIONAL (+ru): variant display names (Scrabble/Erudite); robot ignores friend requests. - PLAN: round-5 refinements bullet (+ the bilingual two-Scrabble open edge). |
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3856b34f8a |
Stage 17 docs: round-4 UI (inline profile, double-tap/drag recall, hover-zoom, animated shuffle, lines-off board)
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- UI_DESIGN: double-tap recall vs zoom, hover-hold drag auto-zoom, placing & recall rules, grid-lines toggle (gapless checkerboard default), animated shuffle; fix the stale MakeMove/Reset description (direct ✅ button + ↩️ Reset tab, no popover). - FUNCTIONAL (+ru): optional trailing '.' in display names; profile edited inline. - PLAN: robot early band [1,5]→[3,10] (#14); round-4 refinements + deferred #2/#16. |
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4fd82335db |
Stage 17 (#14): raise robot early-move band [1,5] -> [3,10] min (slower openings)
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f6bffd1f57 |
Stage 17 (contour round 3): Telegram Mini Apps polish, board scroll, keyboard overlay
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- Telegram (lib/telegram.ts): chrome colours (setHeaderColor/setBackgroundColor/setBottomBarColor) match Telegram's header/bg/bottom bar to the app; native BackButton on sub-screens (app chevron hidden in TG); HapticFeedback on tile place/commit/error; enableClosingConfirmation while a game is open; disableVerticalSwipes so swipe-to-minimise doesn't fight tile drag / board scroll - #9 board-only vertical scroll: Screen 'column' mode lets the board area scroll while score/status/rack/tab bar stay fixed (zoom keeps its own scroll) - #10 check-word dialog opens in Modal keyboard-overlay mode (top-anchored, keyboard overlays the empty area) — no resize/relayout jank; other modals stay keyboard-aware - docs: UI_DESIGN Telegram integration + vertical fit/keyboard; PLAN round 2-3 follow-ups |
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09fec2b83c |
Stage 17: bake decisions into PLAN, ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, READMEs; mark stage done
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- PLAN: Stage 17 Refinements entry + caveats resolved summary + tracker done - ARCHITECTURE §7 (move-number robot timing, composed variant-aware names), §10 (move event to the actor too), §11 (game_move_duration metric + offline admin per-user analytics), §14 (current branch model, path-conditional CI + gate, connector liveness) - FUNCTIONAL(+ru): robot draws language-appropriate names - UI_DESIGN: screen transitions, Telegram theme/nav, ad-banner accent, players plaque + history drawer - backend README: robot timing/names refinements |
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4a07d48a7b |
Fix Grafana dashboards mount; keep connector OTLP (AWG_CONF must omit DNS=)
- deploy/docker-compose.yml: mount the provisioned dashboards at
/etc/grafana/dashboards, not /var/lib/grafana/dashboards — the grafana-data
volume mounts over the latter and shadows the nested bind, so the provider
logged "readdirent /var/lib/grafana/dashboards: no such file or directory".
dashboards.yaml provider path updated to match.
- Connector telemetry stays OTLP. The VPN sidecar's netns reaches the collector's
internal IP fine (connected route, off-tunnel), but the sidecar's DNS hijacks
name resolution: AWG_CONF must NOT carry a DNS= directive, else otelcol won't
resolve ("produced zero addresses"). Without DNS= the netns uses Docker's
resolver (resolves both otelcol and api.telegram.org). Documented in
deploy/README.md (AWG_CONF row + wiring note), ARCHITECTURE §13, compose comment.
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efbaf657c6 |
Stage 16: insert Stage 17 (test-contour verification); renumber prod deploy to 18
- PLAN.md: new Stage 17 "Test-contour verification & defect fixes" (exercise the deployed contour end-to-end and fix what it surfaces — connector liveness check, path-conditional CI); the former prod-deploy stage becomes Stage 18. - Renumber every "Stage 17" prod-deploy reference to "Stage 18" across docs, compose, Caddyfile, ci.yaml and CLAUDE.md; the post-Stage-14 split range is now "Stages 15–18". |