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.
Following the in-game bar, the Connecting indicator now also visually disables the
other proactive (server-sending) controls while offline: chat send + nudge, profile
save / link email|telegram / merge-confirm, friends (redeem, get-code, accept/decline,
unfriend, block, unblock), New Game (auto-match variant + send-invitation) and the
lobby hide ❌. Purely local controls (board/rack/reset, menus, navigation, settings,
copy-code) stay live. Each reads the global connection.online signal; full e2e + check
green.
- Profile: drop the hint-balance line.
- Board: no mobile tap flash on a cell tap (-webkit-tap-highlight-color: transparent),
matching the web click; the only intentional cell animation stays the last-word flash.
- Variant names keyed by the game's alphabet, not the UI language: english -> Scrabble
always, russian_scrabble -> Скрэббл always (unlocalized, never collide), erudit localized.
- Chat/nudge are mutually exclusive by turn: the message field + Send show on your turn,
the nudge replaces them on the opponent's turn; while the nudge cooldown is active the
button is disabled with a grey 'awaiting reply' caption to its left.
- Board drag now auto-zooms toward a cell after holding the tile over it ~1s (#3).
- Profile is inline-editable: drop the Edit/Cancel toggle, form is always shown
for durable accounts; hint balance stays read-only; re-populate after link/merge (#5).
- A pending tile recalls by double-tap (same cell) or by dragging it back onto the
rack (unzoomed board); a single tap no longer recalls (#10).
- e2e: lock double-tap recall + single-tap no-op; drop the removed Edit-profile click.
- #4 bag label: '{n} in the bag' / 'Bag is empty' (was 'Bag {n}')
- #6 allow a single trailing dot in display names (backend + UI regex + tests)
- #1 double-tap zooms toward the tapped cell, not the top-left
- #8 shuffle fires a short multi-pulse haptic
- #11 highlighted/flashing tiles darken their bottom edge too (shadow joins the flash)
- #13 toast slides up from the bottom and fades out
- #7 hide the logout button (kept wired behind `hidden`)
- #16 admin game seats: left-align numeric columns, clarify the 'Hints used' header
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.
Third owner-review pass (iPhone):
- Modals (and the chat) size their backdrop to window.visualViewport, so they stay
fully above the software keyboard (dvh alone left the sheet partly behind it).
- On the owner's call, every profile / new-game picker is a native <select> for
consistent cross-platform behaviour: the away window returns to hour + 10-minute
selects (which also avoids the iOS time-wheel "clear" button), alongside the offset
timezone and the game-type / move-time / hints selects. Native time/wheel inputs
render differently per OS and cannot be forced to match.
- New-game "play with friends" has no preselected game type — an explicit, required
pick (empty placeholder); Send invitation stays disabled until both a type and a
friend are chosen. A smart default (from play history / language) is TODO-6.
Second owner-review pass (iPhone simulator):
- Chat (and the modal) are sized in dvh so they shrink above the software keyboard,
keeping the start of the conversation on screen instead of pushed off the top.
- The profile away window returns to a native <input type="time" step="600"> (the iOS
wheel with 10-minute steps) instead of separate dropdowns; the timezone stays a
native offset <select>.
- A finished game reserves the rack's height (min-height) so the footer no longer
collapses when the final rack is empty — no layout jump versus an active game.
- New-game "play with friends" is made compact: a searchable, bounded-scroll friend
list, the game-type / move-time / hints controls as native selects in one row
(labels above), and Send invitation pinned at the bottom — it scales to many friends.
Owner-review follow-up on the Stage 8 branch:
- Friend code is copyable (📋 + toast). The lobby notification badge is fixed —
it had inherited the hamburger-bar style — into a proper round count dot.
- Safari: min-width:0 on flex text inputs (friend code, profile, chat) so they
shrink instead of pushing the adjacent button off-screen.
- Profile editing is validated on both the UI and the backend: display-name format
(letters joined by single space/./_ separators, no leading/trailing/adjacent
separators, <=32 runes), a UTC-offset timezone picker (account.ResolveZone parses
±HH:MM or a legacy IANA name), a 10-minute away grid capped at 12h (wrap-aware),
and email format; Save is disabled and invalid fields red-bordered until valid.
Language stays in Settings.
- In a game, an "add to friends" menu item flips to a disabled "request sent"; chat
send/nudge became ⬆️/🛎️ icon buttons.
- A finished game drops its last-word highlight, hides Check word / Drop game,
disables zoom, and draws an inert (greyed) footer instead of hiding it.
Tests: account validators (name/away/zone), UI profileValidation, e2e for the
finished-game footer/menu and the copy control. Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +ru, UI_DESIGN) updated for the display-name rule, UTC-offset timezone
and the 12h away window.
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.