Commit Graph

46 Commits

Author SHA1 Message Date
Ilia Denisov eef90a152e feat(payments): per-channel Robokassa shops on the direct rail
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 19s
CI / ui (pull_request) Successful in 1m16s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m0s
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.
2026-07-14 14:57:34 +02:00
Ilia Denisov ed53e25e57 feat(backend): per-tier, per-kind active-game limits with a guest funnel
CI / changes (pull_request) Successful in 5s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 20s
CI / ui (pull_request) Has been skipped
CI / conformance (pull_request) Successful in 11s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m41s
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.
2026-07-10 09:03:57 +02:00
Ilia Denisov dbd76d53e8 feat(ads): rewarded video (VK) — client-attested credit + daily/hourly caps
CI / changes (pull_request) Successful in 4s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 26s
CI / ui (pull_request) Successful in 1m11s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m53s
The first ads slice: a voluntary rewarded video credits chips. VK Mini App ads
(VKWebAppShowNativeAds) expose only a client-side watch result — no
server-to-server verify — so the credit is client-attested, guarded by a server
daily + hourly cap (config reward_daily_cap / reward_hourly_cap, default 50 / 10).
The caps are both anti-abuse (bounding a forger who skips the ad and calls the
endpoint directly) and an economic conversion lever (limiting free chips so a
player who wants more buys). D29 amended to VK's reality.

Backend: CreditReward (VK-only, order-less, idempotent on a client nonce, floored
by the caps; payout from config rewarded_payout_chips, default 0 = off) + the
wallet.reward edge op returning the updated wallet (reward_chips gates the
"watch for chips" CTA). Additive migration (two config columns).

Client: the ads-network abstraction (lib/ads.ts, VK impl) + the VK bridge
(vkRewardedReady / vkShowRewarded) + the Wallet CTA + i18n. A contour test stub
(VITE_ADS_STUB -> a toast instead of a real ad; prod always real) and a temporary
diagnostic that logs the raw VK data, so we confirm on the contour exactly what
VK returns (harden to signature-verify if it carries one).

Tests: backend integration (credit, nonce idempotency, hourly cap, disabled,
non-VK refusal) + codec unit (reward wire). Docs: PAYMENTS(+ru) §10, D29 amend,
PLAN E6. Bundle: shared budget 30->31 (reward i18n strings).
2026-07-10 00:41:42 +02:00
Ilia Denisov 21fb14facf feat(payments): refund engine (best-effort revoke, never negative)
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 18s
CI / ui (pull_request) Has been skipped
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m45s
The last money-intake slice: reverse a paid order best-effort, exactly once. All
refunds are admin-triggered (E7) — no rail pushes an unsolicited refund (Robokassa
via its refund API / cabinet, VK via support, Telegram via refundStarPayment), so
this ships the engine they all converge on, not a webhook.

The Refund method matches the paid order, appends a refund ledger row (idempotent on
(provider, provider_refund_id) — distinct from the fund's payment id, so both
coexist), and revokes the funded chips floored at 0 (never negative — D27,
balances_chips_chk). When the chips were already spent, the unrecoverable remainder
is recorded as a per-account loss + abuse flag in the new additive
payments.account_risk table (read by the E7 report). The refund ledger row's chip
delta is what was actually reclaimed (the ledger stays reconcilable); the full
reversal rides in the snapshot; the order stays paid.

Additive migration (a new table only) -> rollback-safe, no contour wipe. Robokassa
refund-status polling is deferred (a worker not worth it at low chargeback volume);
failed events are not wired (no rail signals a hard post-charge server decline).

Tests: integration (full revoke; revoke-after-spend = floor-0 + loss + abuse;
duplicate idempotent; unpaid-order guard). Docs: PAYMENTS(+ru) §9, PLAN (E5 -> DONE).
2026-07-09 23:21:10 +02:00
Ilia Denisov 92633f935e feat(payments): trusted platform signal on the session
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 18s
CI / ui (pull_request) Successful in 1m7s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m42s
Record the execution platform (kind vk|telegram|direct + device subtype
ios|android|web) on each session, captured at creation and carried
gateway->backend as a trusted X-Platform header, so the upcoming
store-compliance gate has an unforgeable execution context.

- backend.sessions gains nullable platform_kind/platform_subtype columns
  (migration 00011, CHECK-constrained, jet regenerated); session.Platform
  captures them at mint, resolve returns them, middleware exposes platform(c).
  kind is derived from the establish endpoint, never a client field; the
  account-merge session mint inherits the caller's platform.
- gateway derives the platform (VK subtype from the signed vk_platform via
  vkauth, Telegram/direct best-effort from the client) and injects X-Platform
  on every authenticated backend call through the request context.
- ui submits a best-effort device subtype on the telegram/guest/email login
  requests (new FBS subtype field); VK is server-derived from the signed params.
- an unattributed session is untrusted (view-only); VK/TG self-heal on the next
  cold-start re-mint, direct/email on re-login.

Signal plumbing only, no user-visible change; X-Platform is inert until the
gate consumes it.
2026-07-08 03:31:51 +02:00
Ilia Denisov ce8b5026c1 feat(payments): add the payments schema, currency domain and money type
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 20s
CI / ui (pull_request) Has been skipped
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m45s
Stand up the payments data foundation: a self-contained `payments` Postgres
schema for the in-game currency, wallets, benefits, catalog, orders and the
append-only operations ledger, behind a domain package — nothing wired to real
money yet.

- Migration 00010: the `payments` schema and a NOLOGIN confinement role (ALL on
  payments.*, nothing on backend); the ledger with a BEFORE UPDATE/DELETE
  append-only trigger and a partial idempotency index; the materialised
  balances/benefits; the catalog (atoms seeded) + products + per-method prices;
  the typed single-row config; orders and payment_events. There is no
  cross-schema foreign key — account_id is a plain uuid kept consistent in code,
  which keeps the domain extractable. Expand-contract and reversible.
- Money is a bigint in the currency's minor units carried by a `Money` value
  type (exact, math/big): no float ever touches an amount, and a whole-unit
  currency cannot hold a fraction.
- Extend jetgen to generate the payments schema; construct the service in the
  composition root behind a narrow interface with a boot reachability check.
- Tests: integration (role confinement via SET ROLE, the append-only trigger,
  CHECK constraints, the idempotency index, and a forward+backward migration),
  Money unit tests, and an import-boundary test keeping the payments jet code
  private to the domain.
- Docs: PLAN.md, docs/PAYMENTS.md (+ _ru mirror) updated to the built model.
2026-07-08 01:07:56 +02:00
Ilia Denisov 6db9178449 feat(banner): per-campaign colour overrides and urgent alerts
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 1m8s
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m50s
Non-default campaigns gain an optional colour override (background / text /
link) in two sets — one for every theme, one for the dark theme only — and an
"urgent" flag.

- Colours ride profile.get as six trailing FlatBuffers strings on
  BannerCampaign (backward-compatible). The client resolves the cascade
  (dark <- dark ?? all, light <- all) per rendered theme and derives the strip
  border from the background in JS (no CSS color-mix, for the old Android
  WebView floor); AdBanner applies them as inline vars scoped to the strip.
- Urgent is resolved entirely server-side: while any enabled, in-window urgent
  campaign exists, computeActiveSet returns only the urgent campaigns and
  bannerFor skips the eligibility gate — so a system notice reaches every viewer
  (paid / hint-holding / no_banner included) and preempts the ordinary feed. No
  wire field; it appears on each viewer's next profile.get.
- Admin console (/_gm/banners): native colour pickers + a live light/dark
  preview of the strip, and an urgent toggle. The default campaign stays plain,
  enforced by the service and a DB CHECK.

Migration 00009 is additive (nullable colour columns + a bool default +
all-or-nothing / hex / default-plain CHECKs) — expand-contract, rollback-safe.

Docs: ARCHITECTURE §10, UI_DESIGN, FUNCTIONAL (+ru). Tests: ads unit (urgent
preempt + colour validation), codec + resolver unit, gateway transcode, and
integration (colour round-trip + urgent bypass against real Postgres).
2026-07-05 15:36:35 +02:00
Ilia Denisov 0eefbfd6a4 fix(account): dedupe colliding identities on merge, journaling to the dossier
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Has been skipped
CI / conformance (pull_request) Successful in 9s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m2s
An account merge blanket-reassigned all of the secondary's identities to the primary,
so merging two accounts that each had a confirmed email (or telegram/vk) left the
survivor with two identities of one kind — which the profile and the retention dossier
both treat as singular (the profile showed an arbitrary one; a later change-email
journaled only one). The merge now keeps the primary's identity and journals the
secondary's colliding one to retained_identities (reason=merge) before dropping it, so
the survivor has one identity per kind and the absorbed credential still lands in the
legal dossier.

- migration 00008: widen retained_identities.reason CHECK to admit 'merge'
  (expand-contract — Up only widens the set, so an image rollback stays DB-safe).
- accountmerge: dedupeIdentities + retainMergedIdentity before the identity reassign.
- inttest TestAccountMergeDedupesEmail; docs ARCHITECTURE §4 + retention.go reason note.
2026-07-03 19:32:52 +02:00
Ilia Denisov 710ab06333 feat(db): retention schema for account deletion (migration 00007)
Additive/expand-contract: new append-only retained_identities table (the legal
dossier of every detached credential, keyed by account_id, TTL'd by detached_at)
plus nullable accounts columns last_login_at/last_login_ip (cold-load stamp) and
deleted_at/deleted_display_name (tombstone + retained real name). Regenerates the
go-jet models for accounts + retained_identities only.
2026-07-03 11:50:14 +02:00
Ilia Denisov d5b4bba018 feat(account): restore the confirm deeplink token (domain layer)
Re-apply the deeplink backend deferred out of PR1a: migration 00006 adds
email_confirmations.purpose + link_token_hash (hand-edited jet), each issued code
now carries an opaque 256-bit token (only its SHA-256 stored), and ConfirmByToken
resolves a token to a login (confirm + clear guest) or a link (attach when free,
signal merge when owned elsewhere). issueCode now embeds the /app/#/confirm/<token>
link in the email. The confirm endpoint, gateway RPC and SPA route follow.
2026-07-03 04:07:10 +02:00
Ilia Denisov 65c194264c feat(vk): embed the game as a VK Mini App
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 1m0s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
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.
2026-06-27 11:37:31 +02:00
Ilia Denisov 004aca4e97 feat(feedback): capture the browser UTC offset; Filed time in three zones
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 55s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m20s
The account time zone defaults to UTC until a player saves a profile, so a
report's Filed time could only render in UTC even for a player clearly in
another zone. Capture the client's detected "±HH:MM" offset (browser_tz) with
each submission and show the Filed time in three zones in the operator console
— UTC, the browser offset detected at submit, and the sender's saved profile
zone — each shown "N/A" when not known, so the operator can tell what is
certainly known from what is merely defaulted.

- Thread browser_tz through the fbs envelope (+ Go/TS codegen), the gateway
  transcode + backend client, and the backend feedback service/store; add the
  column via migration 00004 (additive, image-rollback-safe).
- Fix fmtTimeIn to resolve "±HH:MM" offsets via account.ResolveZone;
  time.LoadLocation alone silently fell back to UTC for offset zones, which is
  the second reason a "+02:00" sender showed only UTC.
- Update ARCHITECTURE/FUNCTIONAL(+ru) docs and the feedback integration test.
2026-06-22 18:05:39 +02:00
Ilia Denisov b78ce42922 feat(feedback): capture the app version; show version + local Filed time
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Each feedback submission now carries the client app version (__APP_VERSION__),
snapshotted like the interface language: FlatBuffers FeedbackSubmitRequest gains
a version field → gateway transcode → backend, persisted in a new nullable
feedback_messages.app_version column (migration 00003, additive so an image
rollback stays DB-safe). The operator console detail shows the app version and
renders the Filed time in UTC plus the sender's time zone (fmtTimeIn).

Touches: fbs schema + regenerated Go/TS codegen, codec + transport (the client
attaches its build), gateway transcode + backendclient, feedback store/service,
admin view + template, docs (ARCHITECTURE §15, FUNCTIONAL + _ru). Verified:
feedback integration tests (migration + version round-trip), codec round-trip,
check/unit/build green.
2026-06-22 17:02:05 +02:00
Ilia Denisov c36543e54e feat(ads): seed the house banner with the curated tip set
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m17s
Migration 00002 replaces the default (house) campaign's single seed tip with
the 47 curated, language-agnostic Scrabble tips — one bilingual ad_messages row
each (body_en + body_ru), which the client round-robins per ARCHITECTURE §ads.

Data-only: the ad_messages schema is unchanged, so a backend image rollback
stays DB-safe. Down restores the original single seed tip. Verified up/down
against a throwaway Postgres (47 rows; apostrophes escaped).
2026-06-22 15:44:49 +02:00
Ilia Denisov 483e945209 refactor(db): squash migrations into a single baseline
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m9s
Consolidate the incremental goose migrations (00001-00014) into one
baseline. There is no production data, so the squash carries no data
migration. The baseline was generated from the end-state schema and
verified schema-identical to the squashed set (pg_dump diff) plus a full
integration run; the default house ad-campaign seed is carried over (a
schema-only dump omits it). The per-feature narrative that lived in the
squashed migrations is preserved in git history and docs/ARCHITECTURE.md.

Deploy note: this breaks goose's version continuity, so the test contour
DB must be wiped once — DROP SCHEMA backend CASCADE + restart backend —
for goose to re-apply the single baseline fresh. No prod data exists.
2026-06-20 15:11:40 +02:00
Ilia Denisov 57c778f9b2 feat(telegram,game): single bot + per-user variant preferences
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 57s
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.
2026-06-20 14:23:25 +02:00
Ilia Denisov caefc8f579 feat(game): official first-move tile draw + admin step-by-step replay
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Decide who moves first by the official rule: each seated player draws one
tile, the one closest to "A" leads (a blank beats every letter), ties
re-drawing until a single leader remains. Each draw uses honest per-draw
crypto/rand entropy (not the deterministic bag seed), so the recorded draw —
not a seed — is the only account of the outcome. The leader takes seat 0, so
the engine and journal replay are unchanged.

The draw is recorded with the game (game_setup_draws, migration 00013) for
future tournaments, designed as a discrete "player N draws a tile" step.
Friend/AI games draw at creation. Auto-match draws when the game opens,
against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are
back-filled to the real opponent on join — so the opener's seat is fixed up
front and the existing open-game pre-move is preserved with no reseating.

Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step
board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with
A-O/1-15 headers and highlighted premium squares, placed letters with their
tile value as a subscript, rack panels around the board (seat 0 top, 1
bottom, 2 left, 3 right) with the current player highlighted, and a per-move
log with the tiles drawn and the bag remainder.

Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
2026-06-20 08:47:18 +02:00
Ilia Denisov c127bc9f0e feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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 54s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m25s
Functional: the in-game add-friend handshake aimed at an auto-match opponent who is
secretly a pooled robot now records the request per (game, seat) in a new
robot_friend_requests table -- never against the shared robot account -- mirroring the
robot_blocks pattern. The shared account stays out of friendships, the "requested" state
is pinned to the seat (not leaked across the player's other games), the robot ignores it,
and a background reaper drops the row 7 days after its game finishes. The outgoing-requests
list carries these per-game rows so the seat control stays disabled across reloads. No
withdraw UI, per owner decision.

Cosmetics:
- Lobby: an in-progress game tints the viewer's own score number green when leading or
  tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order,
  matching the over-the-board scoreboard.
- Stats: the per-variant best move is laid out on two lines -- the variant label, then the
  score (right-aligned in its column) and the word tiles (left-aligned) below it.
- Dark theme: the played-tile background is a touch darker so a player-placed tile reads
  with more contrast (light theme unchanged).

Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the
same change.
2026-06-19 21:39:27 +02:00
Ilia Denisov 64be0572b3 fix(social): robot blocks
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Successful in 52s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
Blocking an auto-match opponent who is secretly a pooled robot is recorded  instead in a separate `robot_blocks` table.

Now blocking behaves the same in that game (struck name, hidden composer) and lists the blocked opponent under the name you saw, but is recorded only against that game — the disguise holds, the shared robot is never globally blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out of opponents).

- the shared robot account is never put in `blocks`
- the matchmaker keeps it free and it is not blocked under its other per-game names
- the blocked list and the in-game card still show it by joining that table; an unblock deletes the row
2026-06-18 13:12:19 +02:00
developer 8793bd34f2 feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
CI / changes (push) Successful in 2s
CI / unit (push) Successful in 9s
CI / integration (push) Successful in 17s
CI / ui (push) Successful in 52s
CI / gate (push) Successful in 0s
CI / deploy (push) Successful in 1m8s
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.
2026-06-17 22:17:27 +00:00
Ilia Denisov aaac816dc2 feat(chat): unread read-receipts with lobby/game dot and history-open ack
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 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m16s
Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).

UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
2026-06-17 11:12:38 +02:00
Ilia Denisov 183e08ec80 feat(robot): per-game display names from a wide name corpus
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 1m10s
Decouple the displayed opponent name from the small pool of durable robot
accounts: the disguised auto-match robot now gets a freshly composed name each
game, stamped on a new game_players.display_name seat snapshot. The snapshot
also captures humans' names, freezing what an opponent sees for the life of a
game (a later rename no longer rewrites past games); readers fall back to the
account's current name for pre-migration rows.

Names come from a wide composed corpus (internal/robot/namevariety.go): Western
locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed
Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian
game draws Cyrillic + <=20% Latin and never a CJK script; an English game the
full corpus -- via robot.PickNamed.

Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run
of up to five digits, so "Player2007"-style handles are valid for humans too
and the disguised robot stays indistinguishable.

Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT '');
jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated.
2026-06-16 12:28:04 +02:00
Ilia Denisov 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).
2026-06-15 23:00:19 +02:00
Ilia Denisov 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.
2026-06-15 20:14:24 +02:00
Ilia Denisov 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.
2026-06-15 13:25:27 +02:00
Ilia Denisov 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
2026-06-15 12:23:10 +02:00
Ilia Denisov 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).
2026-06-14 21:55:59 +02:00
Ilia Denisov 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.
2026-06-14 16:57:27 +02:00
Ilia Denisov 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.
2026-06-13 23:29:06 +02:00
Ilia Denisov 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.
2026-06-12 16:00:22 +02:00
Ilia Denisov 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.
2026-06-12 02:17:30 +02:00
Ilia Denisov 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.
2026-06-10 16:56:03 +02:00
Ilia Denisov 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.
2026-06-10 02:14:10 +02:00
Ilia Denisov 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.
2026-06-09 12:09:50 +02:00
Ilia Denisov 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.
2026-06-09 00:26:35 +02:00
Ilia Denisov 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.
2026-06-07 12:29:32 +02:00
Ilia Denisov e9f836db87 Stage 15: dual Telegram bots & language-gated variants
Tests · Go / test (push) Successful in 9s
Tests · Integration / integration (push) Successful in 10s
Tests · UI / test (push) Successful in 20s
Tests · Go / test (pull_request) Successful in 8s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
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.
2026-06-05 09:35:53 +02:00
developer 01485d8fc6 Stage 11: account linking & merge (email + Telegram Login Widget) (#12)
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 11s
Tests · UI / test (push) Successful in 18s
2026-06-04 09:18:17 +00:00
developer 3a640a17a4 Stage 10: admin console & dictionary ops (complaint review, hot-reload, broadcasts) (#11)
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
2026-06-04 07:27:49 +00:00
Ilia Denisov cf66ed7e26 Stage 9: Telegram integration (connector side-service, Mini App, out-of-app push)
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 12s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
New platform/telegram connector (own container, bot token only there):
- go-telegram/bot long-poll loop: /start deep-links + Mini App launch button.
- gRPC API pkg/proto/telegram/v1 (Telegram service): ValidateInitData, Notify
  (renders a localized message + deep-link button), SendToUser/SendToGameChannel
  (admin, wired in Stage 10). Generic methods are platform-agnostic (external_id).
- Bot API base override for Telegram's test environment; Dockerfile + compose
  (VPN sidecar, no public ingress); README.

Gateway:
- initData validation relocated from the gateway into the connector; the gateway
  calls ValidateInitData over gRPC (GATEWAY_CONNECTOR_ADDR), drops the bot token,
  and deletes internal/auth.
- Out-of-app push: runPushPump routes events whose recipient has no live in-app
  stream to connector.Notify, gated by /internal/push-target + the in-app-only
  flag (race-free de-dup); HasSubscribers added to the push hub.

Backend:
- Migration 00007 accounts.notifications_in_app_only (default true) + jetgen.
- ProvisionTelegram seeds a new account's language/display name from the launch
  fields; IdentityExternalID reverse lookup; /internal/push-target handler.

UI:
- Telegram Mini App launch: detect initData, apply themeParams, authTelegram,
  route the deep-link start_param (g/i/f); /telegram/ guard redirects outside
  Telegram. Vite relative base + telegram-web-app.js. In-app-only profile toggle;
  share-to-Telegram link for a friend code. Vitest + Playwright coverage.

Wire/docs/CI: fbs Profile/UpdateProfileRequest gain notifications_in_app_only
(Go + TS); go.work uses ./platform/telegram; go-unit.yaml covers it; PLAN,
ARCHITECTURE, FUNCTIONAL (+ru), UI_DESIGN, READMEs updated.
2026-06-04 07:10:21 +02:00
Ilia Denisov d733ce3119 Stage 8: UI social/account/history surfaces
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
Tests · UI / test (push) Successful in 16s
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode ->
backend REST -> existing domain services): friends (incl. one-time friend
codes), per-user blocks, friend-game invitations, profile editing + email
binding, the statistics screen, and the in-game history + GCG export.

Friends gain two add paths (interview decision, a deliberate plan change):
one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited
redeem); and play-gated requests (shared game required) where an explicit
decline is permanent, an ignored request lapses after 30 days, and a code
bypasses a decline. Migration 00006 widens friendships_status_chk and adds
friend_codes.

Lobby notification badge is poll + push: a new generic `notify` event drives
it live; the client polls on open/focus. Language stays a single Settings
control that writes through to the durable account's preferred_language. GCG
export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file.

Tests: backend unit + inttest (friend gate/decline/code, ListInvitations,
GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI
vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN
(Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN,
TESTING, module READMEs.
2026-06-03 19:47:40 +02:00
Ilia Denisov 408da3f201 Stage 6: gateway edge (Connect/FlatBuffers over h2c, platform/email/guest auth, sessions, rate-limit, admin passthrough, live push bridge)
Tests · Go / test (push) Successful in 8s
Tests · Integration / integration (push) Successful in 11s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 10s
New public ingress and the first network edge. Framework + a vertical slice of
operations end-to-end; remaining ops reuse the same transcode pattern in Stage 7.

Contracts (new module scrabble/pkg):
- push.proto (backend->gateway gRPC server-stream) + scrabble.fbs (FlatBuffers
  edge payloads), committed generated Go; buf/flatc Makefiles (dev-time codegen).

Backend:
- REST handlers on the /api/v1 groups: internal session endpoints
  (telegram/guest/email login -> mint, resolve, revoke) and the user slice
  (profile, submit_play, state, lobby enqueue/poll, chat).
- internal/notify in-process Publisher hub + internal/pushgrpc gRPC server
  (BACKEND_GRPC_ADDR) streaming your_turn/opponent_moved/chat/nudge/match_found;
  emission in game.commit, social, matchmaker.
- migration 00005 accounts.is_guest; guests are durable rows excluded from stats;
  ProvisionGuest; email-as-login (RequestLoginCode/LoginWithCode).

Gateway (new module scrabble/gateway):
- Connect Gateway service over h2c (Execute + Subscribe), FlatBuffers<->JSON
  transcode registry, Telegram initData HMAC validator (seam), session cache,
  token-bucket rate limiter (3 classes), push fan-out hub, backend REST + push
  gRPC client, admin Basic-Auth reverse proxy.

go.work: use ./pkg, ./gateway + replace scrabble/pkg. CI: gateway/**, pkg/**
path filters; unit build/vet/test span all three modules. Docs (PLAN,
ARCHITECTURE, FUNCTIONAL+ru, TESTING, READMEs) updated; gateway/pkg unit tests +
guest/email-login integration tests.
2026-06-02 22:38:24 +02:00
Ilia Denisov 85baabe4ba Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)
Tests · Go / test (push) Successful in 6s
Tests · Integration / integration (push) Successful in 10s
Tests · Go / test (pull_request) Successful in 5s
Tests · Integration / integration (pull_request) Successful in 10s
- internal/robot: durable kind='robot' account pool (migration 00004); every
  per-game and per-turn choice derived deterministically from the game seed
  (restart-stable FNV mix); a background move driver; margin targeting (band
  1-30, closest-to-band); right-skewed [2,90]min delays (median ~10m);
  opponent-anchored sleep with +/-3h drift; daytime nudge reply + proactive
  12h nudge; friend/chat blocked via profile toggles.
- engine.Candidates (decoded ranked plays); game.Candidates + RobotTurns;
  social.LastNudgeAt.
- matchmaker: 10s wait then robot substitution (reaper) + Poll delivery seam.
- config (BACKEND_ROBOT_DRIVE_INTERVAL, BACKEND_LOBBY_ROBOT_WAIT,
  BACKEND_LOBBY_REAPER_INTERVAL); main wiring + boot-time pool provisioning.
- metrics: robot account_stats (authoritative balance) + robot_games_finished_total
  OTel counter + per-finish log.
- docs: PLAN, ARCHITECTURE, FUNCTIONAL(+ru), TESTING, README; account.go comment.
- tests: robot strategy units, matchmaker reaper/Poll, engine.Candidates; inttest
  robot full-game / substitution / proactive-nudge.
2026-06-02 21:02:20 +02:00
Ilia Denisov bfa8797f8c Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
Tests · Go / test (push) Successful in 6s
Tests · Integration / integration (push) Successful in 9s
Tests · Go / test (pull_request) Successful in 6s
Tests · Integration / integration (pull_request) Successful in 9s
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged.

New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer).

Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
2026-06-02 19:29:30 +02:00
Ilia Denisov 751e74b14f Stage 3: game domain (lifecycle, journal+cache, hint, word-check, GCG, stats)
Tests · Go / test (push) Successful in 6s
Tests · Integration / integration (push) Successful in 8s
Tests · Go / test (pull_request) Successful in 5s
Tests · Integration / integration (pull_request) Successful in 8s
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.
2026-06-02 17:33:49 +02:00
Ilia Denisov eeaad62b10 Stage 1: backend foundation (Postgres, sessions, accounts, OTel)
Tests · Go / test (push) Successful in 11s
Tests · Integration / integration (push) Successful in 8s
- internal/postgres: pgx-over-database/sql pool (otelsql), embedded goose
  migrations into schema 'backend', committed go-jet code + cmd/jetgen tool.
- internal/account: durable accounts + unified telegram/email identities
  (UUIDv7 keys), find-or-create provisioning with unique-conflict handling.
- internal/session: opaque 256-bit tokens stored as a SHA-256 hash, revoke-only
  (no TTL); write-through cache gating /readyz; store + service.
- internal/telemetry: OTel tracer/meter providers (none/stdout) + request-timing
  middleware; internal/config gains Postgres + OTel env loading.
- internal/server: /api/v1 {public,user,internal,admin} skeleton + X-User-ID
  middleware; /readyz checks DB ping + cache; main wires
  telemetry -> db+migrate -> warm cache -> server.
- Tests: unit + integration (build tag 'integration', testcontainers
  postgres:17) for migrations, accounts, sessions, readyz; new integration.yaml.
- Docs: ARCHITECTURE, TESTING, PLAN refinements, root + backend READMEs.

Session/account REST handlers deferred to Stage 6 (gateway); OTLP + dashboards
to Stage 11.
2026-06-02 13:52:26 +02:00