fdf14d589749e2918913c54eb6f3610129c165b5
122 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
6e77de4c1e |
feat: sparser robot nudges, typed unread badge, lobby unread bump
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 53s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m26s
Three owner-requested polish changes: - robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a flat uniform 9-12 h wait before every nudge; the existing sleep-window gate still skips and defers a nudge that would land in the robot's night. - ui: colour the lobby/in-game unread dot by type -- the regular danger colour when a chat message is unread, a softer amber (--warn) when only nudges are. Adds a per-viewer unread_messages flag (chat_messages.kind='message') across the backend DTO, FlatBuffers wire, gateway transcode and the UI store. - ui: float games with any unread notification to the top of the lobby's your-turn and opponent-turn sections (finished keeps its order), reusing the existing unread_chat flag. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire field is backward-compatible. |
||
|
|
f3768d20f2 |
feat(robot): shrink endgame think time when both sides pass
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) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m17s
In a dead-drawn endgame — the two most recent journal moves are both passes, so the board and the robot's rack are frozen and the robot is bound to pass again — the robot still waited out its long late-game think time (up to 90 min) before passing, needlessly dragging out a decided game. Shorten that delay to a [0.8, 1.5]x band around the human's last-move think time (the gap between the last two journal entries), clamped to [30s, 8min] and taken as a min with the normal schedule, so the robot never moves slower. A slow human collapses to the 8-min cap; a fast human is tracked, with the floor keeping the robot from passing suspiciously instantly. The anchor reads the move journal only (no schema change), stays deterministic from the seed, and still defers to the sleep window. RobotTurns now carries EndgamePass + OppLastMove, filled by one batched journal query on the scan; the honest-AI single-game trigger keeps the normal path (it moves at once). NextMoveAt (admin ETA) is left as the normal-schedule upper bound. |
||
|
|
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 |
||
|
|
81b9e1529e |
feat(social): asymmetric per-user block, in-game block control, admin lists
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 51s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
|
||
|
|
9d52885a6e |
fix(matchmaking): re-enqueue opens a new game, not the caller's own
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
A second "random opponent" enqueue with the same variant and per-turn rule, while the caller's first game was still open (awaiting an opponent), returned that same open game, so a player could never start a fresh random game while one was still searching. Drop the own-open short-circuit (step 1) in store.OpenOrJoin: a re-enqueue now joins another player's open game or opens a fresh one. Accumulation stays bounded by MaxActiveQuickGames, which counts open games. Update the matchmaker/service/store doc comments and ARCHITECTURE.md, and flip the pinning test to assert the new behavior. |
||
|
|
8793bd34f2 |
feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
The statistics screen gains real depth, plus a hint-count bug fix found along the way. - Best move per variant: the screen shows the actual best-move word (drawn as game tiles; a wildcard shows its letter but no value), broken down by game variant, empty variants omitted. New account_best_move table, written at game finish. - Moves & hint share: two new lifetime tiles — the player's play count and the share of plays that used a hint — from summed account_stats counters (moves, hints_used). Honest-AI games are excluded, like the rest of the stats. - Hint-count fix: the in-game hint badge no longer goes stale across games. The global wallet now rides the wire apart from the per-game allowance (wallet_balance on StateView/HintResult/StatsView), so the client reads the live wallet rather than a per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet), its true per-game total. - Account merge: sums the new moves/hints_used counters and merges the per-variant best moves (higher score kept), which it previously dropped. - Admin: the user card shows Moves and Hints used. - UI polish: tab/label wording, game-over text, and e2e selectors hardened against label changes. All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru, UISN_DESIGN) updated in step. |
||
|
|
2f4aa1b75b |
feat(lobby): drop left honest-AI games from the finished list
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) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m4s
A finished honest-AI (vs_ai) game the player left — by resigning or by abandoning it to the 7-day inactivity timeout (end_reason 'resign'/'timeout') — no longer appears in that player's own lobby finished list. The new game.Service.ListForLobby filters ListForAccount for the lobby endpoint only; the admin console and the account-merge count keep the full set. The filter keys on the game's end reason, not on which seat left, so it extends to any player should the robot ever resign. |
||
|
|
c3b3cafcdd |
feat(observability): add the Scrabble — Messages Grafana dashboard
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 48s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 59s
Visualises the chat read-receipt metrics added with the read-receipt feature (the dashboard was deferred there per the owner): posted rate by kind, the unread backlog (chat_unread_messages gauge), and the publish-to-read latency (chat_read_duration — average by kind plus overall p50/p95). Mirrors the game-domain dashboard's structure; the file provider auto-discovers it. |
||
|
|
20f2a5a011 |
feat(chat): a message to a disguised robot opponent is born read
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 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
A pooled robot substituted into an ordinary (non-AI) game never opens the chat, so a text message to it would linger unread forever — skewing the unread count and the publish-to-read metric. Clear its recipient bit at PostMessage time (robotRecipients via account.IsRobot), so the message is born read. The human sender never had their own message unread, so this is invisible to them; a nudge to a robot already self-clears when the robot answers by moving. |
||
|
|
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.
|
||
|
|
63ab85a5e5 |
feat(lobby): cap simultaneous quick games at 10
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 1m8s
Limit a player to 10 active quick games (auto-match + AI); friend games created by invitation are not counted. At the cap the backend refuses both new-game entry points — quick enqueue and invitation creation — with 409 game_limit_reached, while accepting an incoming invitation stays allowed, so friend games are capped from the other end. The lobby disables "New Game" and shows a low-emphasis notice, driven by a new at_game_limit flag on games.list (no per-event payload: a turn change does not move the count, and the lobby already re-fetches games.list on entry and every game event). - game.MaxActiveQuickGames + Store/Service.CountActiveQuickGames (active/open seats, no game_invitations row; hidden games still count -> dedicated count) - Server.ensureUnderGameLimit gating handleEnqueue + handleCreateInvitation; game.ErrGameLimitReached -> 409 game_limit_reached - FB GameList.at_game_limit (regenerated Go + TS) through the gateway transcode and UI codec; gameListDTO + lobbycache snapshot + Lobby.svelte + i18n - tests: integration count rule + HTTP gate + accept bypass; server error map; gateway transcode round-trip; UI codec + lobbycache unit; e2e gamelimit - docs: PRERELEASE (GL), FUNCTIONAL(+ru), ARCHITECTURE 8, UI_DESIGN, backend README |
||
|
|
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. |
||
|
|
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). |
||
|
|
3bceafbc12 |
feat(robot): occasional off-strategy deviation, strict in the endgame
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) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m9s
The robot followed its per-game playToWin/lose intent on every move, which made the outcome too predictable. It now flips that intent for a single move on ~20% of opening/midgame turns (a winning robot eases off, a losing one surges ahead), so the chosen strategy may not pan out — which favours the human. The chance tapers linearly to 0 over the last 14 tiles in the bag and is 0 once the bag is empty, so the endgame follows the chosen strategy strictly. The decision is deterministic from the seed (mix(seed,"deviate",moveCount)) and applies to both robot paths via the shared selectMove; the per-game play-to-win intent the admin card shows is unchanged. Adds deviateProb/deviates helpers and unit tests (taper bounds + monotonicity, never-in-endgame, determinism, ~20% distribution); bakes the behaviour into ARCHITECTURE §7, FUNCTIONAL (+_ru), backend/README, PRERELEASE and PLAN Stage 5. |
||
|
|
d2a9441287 |
feat: AI-game refinements (GCG, your_turn, admin, metrics)
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 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
Follow-ups on the honest-AI game, same PR: - GCG export labels the robot seat "AI" instead of its pool name (ExportGCG overrides via accounts.IsRobot); the in-app 🤖 is unchanged. - vs_ai games emit no your_turn (the robot replies instantly, so it would be redundant); opponent_moved still advances the UI. - Admin console shows the AI flag: a 🤖 column in /games and an "AI game" line on the game card (GameRow/GameDetailView gain VsAI). - games_started_total / games_abandoned_total gain a vs_ai attribute; the Grafana Game-domain dashboard splits started/abandoned into human and AI panels. Tests: metrics unit (vs_ai split); integration (no your_turn, GCG "AI"). |
||
|
|
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. |
||
|
|
8073971fca |
docs: bake Telegram invite & launch refinements into ARCHITECTURE/UI_DESIGN
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 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 57s
- UI_DESIGN: mobile immersive fullscreen on launch (desktop keeps full-size); the close confirmation is now mobile-only; friend-code share-via-Telegram deep-link (per-bot, by service language), the friendly self-redeem note, and the outdated-link lobby notice. - ARCHITECTURE: the service language rides the Session wire so the client builds the per-bot invite link; the friend code is shared as a startapp deep-link with graceful spent/expired handling. |
||
|
|
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 |
||
|
|
192e4a2433 |
feat(admin): grant hints to a user's wallet from the console
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s
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). |
||
|
|
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). |
||
|
|
02681ae9e0 |
feat(chat): limit in-game chat to one message per turn
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 1m8s
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. |
||
|
|
c9021fc070 |
feat(ui): preload ongoing games and cache the draft for an instant, jump-free game open
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 46s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m2s
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. |
||
|
|
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. |
||
|
|
ff87a3bf62 |
fix(engine): single-word rule connects along the play line
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m11s
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. |
||
|
|
56dbf86472 |
feat(lobby): keep lobby/game caches fresh from any screen + invitation delta channel
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 48s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
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. |
||
|
|
4409253dce |
fix(ui): also resync an open game on a foreground regain without a stream drop
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 48s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 59s
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. |
||
|
|
16402e64c0 |
fix(ui): poll/refetch fallback for a missed opponent_joined in the open-game wait
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 47s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 57s
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. |
||
|
|
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. |
||
|
|
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. |
||
|
|
5fa51d04d9 |
fix(engine): EvaluatePlay honors the single-word rule
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s
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. |
||
|
|
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.
|
||
|
|
92f48a3b12 |
Backend infers play direction; UI previews words and gates submit on legality
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 44s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m9s
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. |
||
|
|
2a48df9b83 |
R7: trip report + docs/tracker bake-back; mark R7 done
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 58s
- 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. |
||
|
|
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. |
||
|
|
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. |
||
|
|
41a642ef97 |
R4: push enrichment — events carry a state delta, kill the last poll
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 37s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
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. |
||
|
|
7e75c32d07 |
R3: dashboards, docs and tracker bake-back
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 36s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s
- 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). |
||
|
|
aa137e3558 |
R2: load-test harness + contour resource observability
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 38s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Failing after 3s
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. |
||
|
|
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. |
||
|
|
bf7dca0a09 |
Stage 17: fix the robot-nudge frequency + per-game push language
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m6s
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. |
||
|
|
ef61b778fc |
Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Has been skipped
CI / integration (pull_request) Has been skipped
CI / ui (pull_request) Successful in 36s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 55s
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. |
||
|
|
f166ff30fe |
Stage 17 #4: enrich the out-of-app your-turn push + add game-over
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 34s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m20s
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.
|
||
|
|
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. |
||
|
|
645df52c0b |
Round-6 follow-up: UX polish + client-IP fix
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s
- 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. |
||
|
|
356f490546 |
Stage 17 round 6 (#18, PR D): admin Messages moderation section
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 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m14s
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. |
||
|
|
6b6baf5710 |
Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
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 31s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
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. |
||
|
|
e16076c89e |
Stage 17 round 6 (#16-20): landing page, /app/ move, cache + stream fixes
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 31s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 55s
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. |
||
|
|
a420d6a2cd |
Stage 17 round 5 docs: bake the bug fixes + UI polish + L2 into live docs
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 29s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 52s
- 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). |
||
|
|
4fd82335db |
Stage 17 (#14): raise robot early-move band [1,5] -> [3,10] min (slower openings)
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 27s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m1s
|
||
|
|
09fec2b83c |
Stage 17: bake decisions into PLAN, ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, READMEs; mark stage done
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 26s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m4s
- 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 |