The lobby tinted only the viewer's own number, and a tie counted as
"leading" — so an even score showed only the viewer's number green,
reading as if the viewer were ahead. A fresh 0:0 board did the same,
accenting the start of a game where nobody has scored.
scoreStanding is now per-seat: the viewer's seat stays green when
leading or tied and red when trailing; an opponent's seat greens only
when it ties the viewer for the lead, so an equal non-zero score paints
both numbers green. When the top score is 0 (nobody has moved) every
number is left muted, like a finished game.
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.
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.
The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:
- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);
falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.
Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.
Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.
Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
Review fixes for open-game auto-match: decodeMatchResult dropped the game when matched=false (an open game awaiting an opponent), so the client never navigated into it - decode the game whenever present. The lobby grouped open games (status != 'active') into 'finished'; treat 'open' as in progress in groupGames/isMyTurn and resultBadge. The under-board status bar now reads "Opponent's turn" while the empty opponent seat is to move (instead of the searching placeholder). The New Game rule toggle is shown from the start when a Russian variant is available, so selecting a variant no longer shifts the layout.
Regression tests: codec (game decoded with matched=false), lobbysort + result (open is in progress), and the new-game e2e updated. UI-only; no backend or schema change.
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.