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developer 6badc20078 Merge pull request 'Release v1.15.0 — in-game UX + wallet redesign + WAL-alert fix' (#243) from development into master 2026-07-10 16:15:20 +00:00
developer a241e43d79 Merge pull request 'Wallet redesign: split buy/spend, compact balance, exchange confirm + insufficient-chips fix' (#242) from feature/wallet-redesign into development
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2026-07-10 16:00:54 +00:00
Ilia Denisov 8ce986922a feat(ui): wallet storefront redesign — split buy/spend, compact balance, exchange confirm
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Reworks the Wallet screen to be more compact and to separate the two flows, and fixes a
reported bug.

Bug: buying a value with too few chips showed the generic "Something went wrong" toast — the
backend's `insufficient_chips` (409) code was propagated correctly but had no i18n mapping, so
`errorKey` fell back to `error.generic`. Add `error.insufficient_chips` / `error.product_not_found`.
Also disable a value's Exchange button up front when the spendable balance cannot cover it (the
server stays authoritative).

Redesign:
- a compact **balance** row leads the screen — the context's own chips (🪙 N) then any linked
  other-platform chips behind that platform's logo (monospaced digits); inside a VK/TG store only
  that store's own segment shows;
- the benefits section is renamed **Active**, moved above the store, shows one inline line
  (hints + ad-free) and hides when nothing is active;
- the **store** splits by a two-way toggle into **Buy chips** (money packs + the watch-an-ad row at
  the top) and **Spend chips** (values, exchanged for chips);
- a value's action reads **Exchange** and opens a single confirmation dialog (chip spends are
  instant, with no provider window to confirm them); the existing cross-platform store-compliance
  warning folds into that same dialog when the spend would draw VK/TG chips.

No payments-model or wire change; the money→chips→values model is unchanged (verified: money buys
only chip packs, values are chips-only — "no-ads for money" is structurally impossible).

Tests: wallet e2e updated for the new layout (chromium + webkit green). Docs: FUNCTIONAL (+_ru)
wallet story rewritten. App bundle budget 126 → 127 KB (always-loaded settings hub).
2026-07-10 17:46:22 +02:00
developer 3469278260 Merge pull request 'fix(monitoring): don't false-fire the WAL-stalled alert on an idle database' (#241) from fix/pg-archive-stalled-idle-falsepositive into development
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2026-07-10 14:31:57 +00:00
Ilia Denisov c66bf1eceb fix(monitoring): pg_archive_stalled must not false-fire on an idle database
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The "WAL archiving stalled" alert fired on prod during a quiet period. An idle Postgres
archives nothing — it never force-switches an empty WAL segment on archive_timeout — so
pg_stat_archiver_last_archive_age grows past 30 min even though archiving is perfectly
healthy (failed_count 0, no .ready segments, pg_wal flat, backups current). A false
positive: no data and no disk at risk (nothing was written, so the frozen recovery point
equals the live state).

Gate the age condition on pg_wal actually growing:

  (pg_stat_archiver_last_archive_age > 1800) and on() (delta(pg_wal_size_bytes[35m]) > 16MB)

so it fires only when WAL is being produced but not archived (the real "pg_wal fills the
disk" danger; genuine archive_command failures are already caught by pg_archive_failing).
`and on()` bridges the two metrics' differing label sets (last_archive_age carries a server
label, the pg_wal gauge does not); delta() (not increase) suits the gauge. pg_stat_wal is
not exported by this postgres_exporter, so pg_wal size growth is the available signal.
Validated on prod with promtool: the expression is empty while idle.

Also fix the runbook command in both archive alerts' annotations: `pgbackrest check` needs
`--pg1-user=scrabble`, or it connects as role "root" (which does not exist) and aborts with
"no database found".
2026-07-10 16:25:01 +02:00
developer 7b4d2421e2 Merge pull request 'In-game UX: board highlight + score badge, full-width rack, bag badge, zoom setting' (#240) from feature/ingame-ux-board-highlight into development
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2026-07-10 14:06:20 +00:00
Ilia Denisov bf46b9492d fix(ui): one-word games must not highlight phantom cross words; review polish
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Board-highlight bug (reported on the contour): formedGeometry walked cross words
unconditionally, so in a single-word (one-word-per-turn) game a staged tile sitting
next to a committed tile lit up a green "cross word" the engine ignores — and which
need not even be a real word (the reported "БО lights up green in a one-word ПОПА
play"). Gate the cross-word walk on the game's multipleWordsPerTurn flag. The score
(8) was already correct — a premium square under the main word.

Also, from review:
- the turn strip reads the staged play's "WORD+WORD = N" while composing a legal move,
  reverting to the turn / result text otherwise;
- the Exchange/Pass dialog shows the bag count ("In the bag: N" / "Bag is empty")
  right-aligned in the title row, via a new optional Modal `titleAside`;
- cosmetics: half the turn strip's bottom padding (the plaques below carry their own
  top pad); a top gap above the landscape rack (it sat flush under the docked history);
  more horizontal padding on tab count badges so a 2-3 digit bag count clears the pill
  ends;
- admin console: the game Summary now shows the single-word / multiple-words rule.

Tests: formed single-word case added; full unit (584) + e2e (chromium + webkit, 113
each) green; backend build + adminconsole templates parse. Docs (FUNCTIONAL +_ru,
UI_DESIGN) updated.
2026-07-10 15:58:05 +02:00
Ilia Denisov 1e1117c28e chore(ui): raise the app bundle budget to 126 KB for the in-game board UX
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2026-07-10 15:03:30 +02:00
Ilia Denisov 77a690fcf6 feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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Remove the under-board status strip and relocate its signals:
- bag count -> a badge on the exchange/pass control + the foot of the move table
- whose-turn / win-lose -> a thin strip above the score plaques
- the tentative-move caption -> the board itself: staged tiles tint green (legal) or
  pink (illegal), the board tiles a formed word runs through go a shade darker, and an
  orange score badge sits on the main word (digit sized like a tile value, clamped on-board)

The word geometry (covered cells + badge anchor) is a new pure client-side helper
(ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or
network preview path alike; the badge's number still comes from the preview score.

Rack: a seven-column grid filling the tray width in both layouts — square, full-width
tiles — with the confirm control in the fixed 7th slot.

Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the
tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted
hint word is never left off-screen.

Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated.
2026-07-10 14:58:32 +02:00
developer 0ca01133b5 Merge pull request 'Release v1.14.1 — ansible certs-dir fix + Robokassa go-live' (#239) from development into master 2026-07-10 10:58:38 +00:00
developer 2683103fc1 Merge pull request 'fix(deploy): provision the certs dir traversable by the nonroot gateway' (#238) from fix/ansible-certs-dir-traversable into development
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2026-07-10 10:39:06 +00:00
Ilia Denisov 2d2dd2bc47 fix(deploy): provision the certs dir traversable by the nonroot gateway
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The Ansible base-directory loop created /opt/scrabble/certs at mode 0750
(deploy:deploy), like config/dumps/images. The gateway (and backend) run as
the distroless nonroot UID 65532 — not the deploy user — so the container
cannot traverse a 0750 certs dir and fails at startup with
"mtls: load server keypair: ... permission denied", crash-looping.

This is latent: a long-running container holds the keypair in memory and
never re-reads the file, so the misconfig only bites when a container
restarts (a host reboot / redeploy). A hoster maintenance reboot exposed it
on prod — the gateway came back crash-looping while the deploy could not SSH
in mid-reboot.

Split certs out of the 0750 loop and create it 0755 (traversable). The keys
stay 0644 by design (the gateway compose relies on it); the host is
single-tenant + SSH-access-controlled, so a traversable certs dir adds no
meaningful exposure. The live prod host was already chmod-fixed by hand; this
keeps the next provisioning run from re-tightening it.
2026-07-10 12:34:21 +02:00
developer 45f0b34881 Merge pull request 'Release v1.14.0 — monetization launch (E5-E8)' (#237) from development into master 2026-07-10 10:11:02 +00:00
developer df9eace09f Merge pull request 'fix(deploy): wire the Robokassa direct rail into the prod deploy + rollback' (#236) from fix/prod-robokassa-wiring into development
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2026-07-10 10:04:03 +00:00
Ilia Denisov 0a0a9e5a8d fix(deploy): wire the Robokassa direct rail into the prod deploy + rollback
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The Robokassa credentials reached only the test contour (ci.yaml → TEST_
secrets). The prod-deploy / prod-rollback workflows and write-prod-env.sh
never rendered BACKEND_ROBOKASSA_*, so on prod the shop login was empty and
the direct RUB rail stayed disabled — the PROD_BACKEND_ROBOKASSA_* secrets
went nowhere.

Export the shop login + Password1/Password2 (secrets) and a
BACKEND_ROBOKASSA_TEST flag (a variable, so go-live is a flag flip not a
secret rotation) from both prod workflows, and emit the four ROBOKASSA_*
vars from write-prod-env.sh (the shared deploy/rollback env renderer) so a
rollback keeps the rail up. The compose already maps ROBOKASSA_* →
BACKEND_ROBOKASSA_*. Document the new secrets/variable in the deploy README
and .env.example. Password3 (Robokassa's JWT-invoice API) is unused.
2026-07-10 11:59:20 +02:00
developer 0c9678c42b Merge pull request 'feat(ui): per-kind active-game limit lock on the New Game screen' (#235) from feature/e8-guest-limits-client into development
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2026-07-10 09:11:40 +00:00
Ilia Denisov e40adfb0c7 fix(games): carry game kind on live events + fix the New Game lock funnel
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Address review of the active-game limit lock:

- Live-event GameViews (opponent_moved, match_found, game_started, ...) did
  not carry game_kind, so a lobby patch from an event zeroed a game's kind
  and the client's per-kind count under-counted — a capped kind read as
  free (a disabled start instead of the lock, and a wrong per-kind result).
  Thread Kind through notify.GameSummary → the event GameView.

- New Game screen refreshes the lobby games on mount so the per-kind count
  reflects the current set, not a stale cached snapshot.

- The guest funnel's login button routes to the profile screen (the account
  controls), not settings.

- Copy: the guest prompt is "sign in to use all the game's features"; the
  durable notice is "finish your active games to start a new one".

Regression tests: the notify opponent-moved payload carries kind; the client
lock locks only the reached kind (vs_ai at cap leaves random open).
2026-07-10 10:55:48 +02:00
Ilia Denisov 3306a016a0 feat(ui): per-kind active-game limit lock on the New Game screen
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Carry the caller's per-tier active-game caps and each game's kind on the
wire (Profile.game_limits + GameView.kind, additive FBS + gateway transcode
+ client codec, committed regen). The New Game screen counts the player's
active games per kind from the lobby and locks a capped start: an outline
button with a lock that opens a funnel modal instead of a game -- a sign-in
prompt for a guest, a "finish a current game first" notice for a signed-in
account (native Telegram popup, in-app modal elsewhere). The lock lifts via
the existing profile refetch after a guest->durable upgrade.

Remove the lobby's old at_game_limit New-Game tab disable + notice: the flag
(now the random-kind cap) conflicted with the per-kind lock -- it hid the
screen where the lock lives and wrongly blocked an unfulfilled kind. The New
Game tab is always enabled; the per-kind start lock is the only gate. The
at_game_limit wire field stays (unused by the client) for a later cleanup.

Tests: client lock logic + codec kind/game_limits roundtrip + gateway
transcode encode + native popup builders (unit); a mock e2e for the lock
badge and the modal.
2026-07-10 10:09:45 +02:00
developer e45167041f Merge pull request 'feat(backend): per-tier, per-kind active-game limits with a guest funnel' (#234) from feature/e8-guest-limits into development
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2026-07-10 07:17:54 +00:00
Ilia Denisov ed53e25e57 feat(backend): per-tier, per-kind active-game limits with a guest funnel
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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
developer 2e5136b22a Merge pull request 'feat(admin): manual full-order refund + ledger CSV export' (#233) from feature/e7-refund-export into development
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2026-07-10 04:52:49 +00:00
Ilia Denisov 1bf612a087 feat(admin): manual full-order refund + ledger CSV export
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Closes the admin / reports / catalog work. Each fund row on the /_gm finance
panel gains a Refund action (payments.RefundOrderFull): a full-order refund the
operator records after refunding on the rail — a refund ledger row + a floor-0
chip revoke (never negative, D27), idempotent (a second refund reports
already-refunded). A ledger CSV export (/_gm/ledger.csv, payments.LedgerExport)
streams the whole append-only ledger for tax + reconciliation.

Tests: refund an order in full (chips revoked, a refund row), an idempotent
second refund, the CSV export shape; CSRF-guarded.
2026-07-10 06:46:18 +02:00
developer ec5c6afa23 Merge pull request 'feat(admin): admin grant — raw benefits and by-product reward bundles' (#232) from feature/e7-admin-grant into development
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2026-07-10 04:37:43 +00:00
Ilia Denisov 82648a4398 fix(game): show granted/bought hints in-game — finish the D31 wire removal
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The in-game hint badge ignored the payments hint wallet: loading a game clobbered
app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the
D31 domain removal but left in the protocol as a dead 0, then synced over the real
balance at game load).

Finish the removal honestly. StateView carries the per-game allowance alone
(hints_remaining); the purchasable wallet lives solely on the profile and the client
adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend
StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView,
the client model/codec/mock/localgame — and dropped the now-unused wallet arg from
hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable
slots after it stay stable across a rolling deploy; no accessor is generated. HintResult
keeps wallet_balance (the real post-spend payments balance the client adopts into the
profile). The StateView type no longer has walletBalance, so the clobber cannot return
without a compile error.

Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the
game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
2026-07-10 06:26:49 +02:00
Ilia Denisov d2d6955cbf feat(admin): admin grant — raw benefits and by-product reward bundles
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The /_gm user card gains a Grant panel: grant raw benefit atoms (hints /
no-ads days / forever) or a defined value product (a reward bundle, including
an archived one), origin-picked. Both write an admin_grant ledger row via
payments.Grant / GrantProduct; the by-product grant records the source
product_id + snapshot. Both refuse a chips atom (never grant currency) or a
tournament atom (no credit target yet); chips/tournament products are also
kept out of the by-product picker.

Tests: the console grant end to end (raw, by-product, refuse a chips pack,
CSRF-guarded).
2026-07-10 05:35:55 +02:00
developer c3eecf16b3 Merge pull request 'feat(admin): product catalog editor' (#231) from feature/e7-catalog-editor into development
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2026-07-10 03:26:26 +00:00
Ilia Denisov 0036b55618 feat(admin): product catalog editor
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The /_gm console gains a Catalog editor — the source of truth for products.
Create / edit / archive-unarchive products, their atom composition and per-rail
prices (RUB via direct / VOTE via vk / XTR via telegram / CHIP value), and
hard-delete only a never-transacted product (an order or ledger reference forces
archive-only, backed by the FK RESTRICT). The archived flag reuses the existing
product.active. Activation revalidates the sellable shape — a pack (the chips
atom ⇒ a money price per rail, chips-only) or a value (no chips ⇒ a CHIP price);
a tournament-bearing product is composable but never sellable yet.

Backed by payments AdminCatalog / CreateProduct / UpdateProduct /
SetProductActive / DeleteProduct + a pure validateProduct.

Tests: validateProduct (pack / value / tournament / duplicate / shape); the
console editor end to end (create, edit, archive, delete-if-clean, refuse a
transacted delete).
2026-07-10 05:18:54 +02:00
developer aabb32081e Merge pull request 'feat(admin): per-user finance panel — balances, benefits, risk, ledger' (#230) from feature/e7-financial-panel into development
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Ilia Denisov e089a0a997 feat(admin): per-user finance panel — balances, benefits, risk, ledger
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The /_gm user card gains a Finance panel: an account's chip balances per
funding segment, benefits per origin (hints, no-ads until/forever), the
recorded refund risk (abuse flag + floor-0 loss), and the append-only ledger
history newest-first. Backed by a new payments.AccountStatement read straight
from the materialized tables + the ledger (uncached — an admin, rare view).

Folds the agreed admin / reports / catalog plan into PLAN.md (the PR stack:
this panel, then the catalog editor, admin grant, refund + ledger export) and
moves the tournament-entry storage design to the tournament stage.
2026-07-10 04:55:55 +02:00
developer 18785efc8c Merge pull request 'release v1.13.0: payments wallet mechanics + database point-in-time recovery' (#220) from development into master 2026-07-08 23:42:15 +00:00
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134 changed files with 4710 additions and 880 deletions
+8
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@@ -99,6 +99,14 @@ jobs:
GRAFANA_ADMIN_PASSWORD: ${{ secrets.PROD_GRAFANA_ADMIN_PASSWORD }} GRAFANA_ADMIN_PASSWORD: ${{ secrets.PROD_GRAFANA_ADMIN_PASSWORD }}
TELEGRAM_BOT_TOKEN: ${{ secrets.PROD_TELEGRAM_BOT_TOKEN }} TELEGRAM_BOT_TOKEN: ${{ secrets.PROD_TELEGRAM_BOT_TOKEN }}
GATEWAY_VK_APP_SECRET: ${{ secrets.GATEWAY_VK_APP_SECRET }} GATEWAY_VK_APP_SECRET: ${{ secrets.GATEWAY_VK_APP_SECRET }}
# Robokassa direct-rail (backend BACKEND_ROBOKASSA_*): the prod shop login + the pass phrases
# that sign the launch request / verify the Result callback, and the test-mode flag — a var so
# go-live is a flag flip, not a secret redeploy ("1" runs test payments against the test
# passwords; empty/"0" is live). An empty login leaves the direct rail disabled.
ROBOKASSA_MERCHANT_LOGIN: ${{ secrets.PROD_BACKEND_ROBOKASSA_MERCHANT_LOGIN }}
ROBOKASSA_PASSWORD1: ${{ secrets.PROD_BACKEND_ROBOKASSA_PASSWORD1 }}
ROBOKASSA_PASSWORD2: ${{ secrets.PROD_BACKEND_ROBOKASSA_PASSWORD2 }}
ROBOKASSA_TEST: ${{ vars.PROD_BACKEND_ROBOKASSA_TEST }}
# VK ID web login: the "Web" app id (the gateway reuses it as GATEWAY_VK_ID_APP_ID at # VK ID web login: the "Web" app id (the gateway reuses it as GATEWAY_VK_ID_APP_ID at
# runtime) + the app's protected key. Both shared across contours. The redirect URL is # runtime) + the app's protected key. Both shared across contours. The redirect URL is
# derived from PUBLIC_BASE_URL in deploy/write-prod-env.sh. # derived from PUBLIC_BASE_URL in deploy/write-prod-env.sh.
+6
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@@ -61,6 +61,12 @@ jobs:
# the SAME env.sh (email / VK login / Grafana alerts survive a rollback). TELEGRAM_MINIAPP_URL # the SAME env.sh (email / VK login / Grafana alerts survive a rollback). TELEGRAM_MINIAPP_URL
# and GRAFANA_ROOT_URL are derived from PUBLIC_BASE_URL in deploy/write-prod-env.sh. # and GRAFANA_ROOT_URL are derived from PUBLIC_BASE_URL in deploy/write-prod-env.sh.
GATEWAY_VK_APP_SECRET: ${{ secrets.GATEWAY_VK_APP_SECRET }} GATEWAY_VK_APP_SECRET: ${{ secrets.GATEWAY_VK_APP_SECRET }}
# Robokassa direct-rail: the rollback re-renders the same runtime env (write-prod-env.sh), so
# it must carry the same credentials or the direct rail goes dark after a rollback.
ROBOKASSA_MERCHANT_LOGIN: ${{ secrets.PROD_BACKEND_ROBOKASSA_MERCHANT_LOGIN }}
ROBOKASSA_PASSWORD1: ${{ secrets.PROD_BACKEND_ROBOKASSA_PASSWORD1 }}
ROBOKASSA_PASSWORD2: ${{ secrets.PROD_BACKEND_ROBOKASSA_PASSWORD2 }}
ROBOKASSA_TEST: ${{ vars.PROD_BACKEND_ROBOKASSA_TEST }}
VITE_VK_APP_ID: ${{ vars.VITE_VK_APP_ID }} VITE_VK_APP_ID: ${{ vars.VITE_VK_APP_ID }}
GATEWAY_VK_ID_CLIENT_SECRET: ${{ secrets.GATEWAY_VK_ID_CLIENT_SECRET }} GATEWAY_VK_ID_CLIENT_SECRET: ${{ secrets.GATEWAY_VK_ID_CLIENT_SECRET }}
GATEWAY_HONEYTOKEN: ${{ secrets.PROD_GATEWAY_HONEYTOKEN }} GATEWAY_HONEYTOKEN: ${{ secrets.PROD_GATEWAY_HONEYTOKEN }}
+164 -50
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@@ -36,8 +36,8 @@ status — without re-deriving decisions.
| E4 | Durability (PITR) | 2 | DONE | | E4 | Durability (PITR) | 2 | DONE |
| E5 | Payment intake | 2 | DONE | | E5 | Payment intake | 2 | DONE |
| E6 | Ads | 2 | DONE | | E6 | Ads | 2 | DONE |
| E7 | Admin & reports | 2 | TODO | | E7 | Admin, reports & catalog | 2 | DONE |
| E8 | Guest limits | — | TODO | | E8 | Guest limits | — | DONE |
| E9 | Tournament fee | future | TODO | | E9 | Tournament fee | future | TODO |
**Release 1** = full mechanics with no real money, exercised via `admin_grant` (E0→E1→E2→E3). **Release 1** = full mechanics with no real money, exercised via `admin_grant` (E0→E1→E2→E3).
@@ -693,75 +693,177 @@ it tunes without a store release.
--- ---
## E7 — Admin & reports ## E7 — Admin, reports & catalog
**Status:** TODO · **Release 2** · depends on: E2 (ledger/grant), E5 (payments/refunds) · **Status:** DONE · **Release 2** · depends on: E2 (ledger/grant/spend), E5 (payments/refunds),
mechanics: PAYMENTS §11. E6 (D31 retired the legacy `hint_balance`/`paid_account`) · mechanics: PAYMENTS §11, §12, D32.
**Goal.** The admin console financial surface: per-user report, admin grant UI, manual **Delivery & baked decisions (this planning round).** A linear PR stack into `development`.
refund UI, ledger export.
**Work (`/_gm`, `backend/internal/server/handlers_admin_console.go` + `adminconsole/`).** - **Archived product = the existing `product.active` flag** (no new column, no migration):
`active=false` **is** "archived". Its three behaviours already hold — hidden from the user
storefront (`store_catalog.go` filters `active`), an **in-flight external payment still
credits** (the `fund` credit path resolves the order and never re-checks `active`; only order
*creation* / chip *spend* require `active`), and a product with any order/ledger row **cannot
be hard-deleted** (FK `orders→product` / `ledger→product` are RESTRICT). The admin toggle is
labelled **Archive / Unarchive**.
- **Delete vs archive:** the editor offers a hard **Delete** only for a product with **no
orders and no ledger rows** (never transacted — the FK is the DB backstop); a transacted
product is **archive-only**.
- **Admin grant = raw atoms + by-product.** Keep the quick raw-atom grant (N hints / no-ads
days / forever) AND add grant-by-product: pick a defined product (including archived "reward"
bundles) and grant its atoms. Both write an `admin_grant` ledger row; by-product records
`product_id` + the snapshot. **Both refuse any set containing `chips`** (admin never grants
currency) **or `tournament`** (no credit target until E9) — an explicit refusal, never a
silent no-op.
- **Manual refund = full order only** for now (the E5 `Refund` engine takes an amount; partial
is a later add if needed).
- **Tournament stays atom-only (E0); its entry economy is E9.** The catalog editor can compose
products carrying the `tournament` atom (archived templates for E9), but granting/spending a
`tournament` atom is refused until E9 designs the storage (recurring types, each its own
benefit + price) — see E9. Adding a `benefits.tournament` counter now was rejected: the model
is multi-type, so a single column would be wrong and force a second DB break.
- The admin grant **no longer mirrors `grant-hints`** (E6/D31 removed that action); it is a
fresh action on `payments.Grant`.
- **Per-user financial panel** on the existing user card (`consoleUserDetail` :343, **Goal.** The admin console financial surface — per-user report, admin grant, manual refund,
`UserDetailView`): segment balances, payments, spends, grants, refunds, full history — ledger export — plus the **configurable product catalog editor** (D32).
read from the append-only ledger + materialized cache.
- **Admin grant** action (mirror the existing `POST /_gm/users/:id/grant-hints`): grant **Work (`/_gm`, `handlers_admin_console.go` + `adminconsole/`, `internal/payments/`).**
concrete values (no-ads days / hints), **origin picker**, **never chips**; writes an
`admin_grant` ledger row (E2 `Grant`). - **Per-user financial panel** on the user card (`consoleUserDetail`, `UserDetailView`): segment
- **Manual refund** action: admin-initiated refund of a specific order (ties to the refund chip balances `(account, source)`, benefits `(account, origin)` (hints, no-ads until/forever),
path); records a `refund` ledger row; best-effort benefit revoke. and the full append-only ledger (fund/spend/admin_grant/refund — amount, origin, product,
- **Ledger export**: CSV/JSON export of the ledger for tax reporting + future Robokassa provider, snapshot) from the ledger + materialized cache. Replaces the retired
reconciliation (export-ready schema; reconciliation itself not built). `PaidAccount`/`HintBalance` fields with the segmented view.
- **Catalog editor** (`/_gm/catalog`): list every product (active + archived) with its atoms and
per-method/currency prices; create/edit (title, atom items `atom_type→quantity`, price rows
`method+currency→amount`); **Archive/Unarchive** (`active`); **Delete** (never-transacted
only). Enforce the projection's shape: a **pack** (carries `chips`) needs a money price per
method; a **value** (no `chips`) needs a single `CHIP` price. A `tournament`-bearing product is
allowed in composition but cannot be activated for sale until E9.
- **Admin grant** action: raw atoms (hints / no-ads days / forever) and by-product (a value
product, incl. archived); **origin picker**; refuses `chips`/`tournament`; `admin_grant` ledger
row (+ `product_id`/snapshot for by-product) via `payments.Grant`.
- **Manual refund** action: refund a specific paid order **in full** — a `refund` ledger row +
best-effort floor-0 benefit revoke (E5 `Refund`).
- **Ledger export**: CSV/JSON for tax + future Robokassa reconciliation (export-ready;
reconciliation itself not built).
- Auth unchanged: gateway Basic-Auth in front of `/_gm` + backend same-origin CSRF on POSTs. - Auth unchanged: gateway Basic-Auth in front of `/_gm` + backend same-origin CSRF on POSTs.
**Tests.** **Tests.**
- unit: report view assembly; grant refuses chips; export shape. - unit: panel view assembly; catalog pack/value shape projection; grant refuses chips + tournament;
- integration: grant/refund write correct ledger rows; report reflects balances+history. editor validation (pack⇒money price, value⇒CHIP price); export shape.
- integration: grant (raw + by-product) writes the right `admin_grant` row + benefit; refund writes
a `refund` row + floor-0 revoke; catalog CRUD round-trips (create→edit→archive→delete-if-clean);
delete refused on a transacted product; panel reflects balances + benefits + history.
**Done-criteria.** An operator can see a user's full financial picture, grant concrete **Done-criteria.** An operator can: see a user's full financial picture; create/edit/archive
values (origin-picked, never chips), issue a manual refund, and export the ledger. products + prices and delete only never-transacted ones; grant concrete values raw or by-product
(origin-picked, never chips/tournament); refund an order in full; export the ledger.
**Notes/risks.** `/_gm` per-user detail already surfaces `PaidAccount`/`HintBalance` — replace **PR stack (linear into `development`, all merged).**
those with the segmented view as the legacy columns retire.
1. ~~**Per-user financial panel**~~ (#230) — read-only ledger/segments/benefits on the user card;
retired the `PaidAccount`/`HintBalance` display.
2. ~~**Catalog editor**~~ (#231) — product/atom/price CRUD + archive/unarchive + delete-if-clean +
shape validation.
3. ~~**Admin grant**~~ (#232, + the D31 hint-wallet wire cleanup that surfaced there) — raw +
by-product, refuse chips/tournament, origin-picked, `admin_grant` + snapshot.
4. ~~**Manual refund** (full order via E5 `Refund`) + **ledger CSV export**~~ — `RefundOrderFull`
(idempotent, floor-0 revoke) on each fund row; `/_gm/ledger.csv`.
**Notes/risks.** High-blast-radius (money, ledger — append-only, trigger-enforced). No mixed-in
refactors. The catalog editor becomes the source of truth for products; the contour SQL seeds
become bootstrap-only.
--- ---
## E8 — Guest limits ## E8 — Guest limits
**Status:** TODO · **standalone** (game-behaviour change; can run in parallel) · depends on: **Status:** DONE · **standalone** (game-behaviour change) · depends on: none · mechanics: PAYMENTS §6.
none · mechanics: PAYMENTS §6.
**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today the **Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today UI-only),
gating is UI-only). with configurable per-tier × per-kind limits so the pressure tunes without a release.
**Finding (verified).** The friend/invitation paths do **not** check `is_guest` on the **Finding (verified).** Two gaps. (a) The friend/invitation paths do **not** check `is_guest` on the
server — only the UI hides them: `social/friends.go:50` `SendFriendRequest`, server — only the UI hides them: `social/friends.go`, `robotfriends.go`, `friendcodes.go`,
`robotfriends.go:41` `RequestInGame`, `friendcodes.go:67` `RedeemFriendCode`, `lobby/invitations.go`. A guest with a valid `X-User-ID` can call them. (b) A **pre-existing** flat
`lobby/invitations.go:208` `CreateInvitation`. A guest with a valid `X-User-ID` can call them cap already existed: `game.MaxActiveQuickGames`=10 — a **combined** cap on `active`+`open` quick
in the UI's stead. games (vs_ai+random together, friend games excluded), counted by `CountActiveQuickGames`, enforced at
the handler (`ensureUnderGameLimit`) with **409 `game_limit_reached`**, surfaced as `at_game_limit`.
E8's per-tier × per-kind config **subsumes and replaces** it (decided: option A).
**Delivery & baked decisions (this planning round).** A linear PR stack; E8 is game-behaviour, no
payments mixed in.
- **`games.game_kind smallint DEFAULT 0`** (0=unknown — pre-E8 games, never gated; 1=vs_ai; 2=random;
3=friends), set on creation (`StartVsAI`=1, `Enqueue`=2, a friend invitation=3). Existing games
stay 0 and fall outside the gate.
- **Limits are per-tier × per-kind**, in a **new single-row `backend.config`** table:
`guest_{vs_ai,random,friends}_limit` + `durable_{vs_ai,random,friends}_limit` (smallint,
**`-1`=unlimited**), seeded `(1,1,0, 10,10,10)`. A guest is capped at 1 vs_ai + 1 random (friends
is moot — the guest gate blocks friend games); a durable account is **10 per kind** — the old flat
MaxActiveQuickGames=10, now split per kind. Editable in the admin.
- **The old flat cap is removed** (option A, owner-agreed): `MaxActiveQuickGames`,
`CountActiveQuickGames`, `atGameLimit` deleted; the per-tier/kind config is the single mechanism,
enforced at the **same handler gate** (`ensureUnderGameLimit(kind)` for `enqueue`
random/vs_ai) plus the durable **friends cap** inside `CreateInvitation`. The gate stays out of the
game domain — `game.Service.AtGameLimit(account, kind)` only resolves tier + counts.
- **A hot in-memory cache** fronts the config (read once on start, invalidated on the admin edit —
mirrors the payments read-cache) so a login / game-create never queries it.
- **"Active" = `open` + `active`** (an open, unmatched random game holds a slot); the limit is on
**creation** — an existing game is grandfathered, never interrupted.
- **Limits ride the wire (forward-compat, no double break):** `Profile.game_limits`
(`GameLimits{vs_ai, random, friends}` — the caller's tier resolved server-side) + `GameView.kind`,
so the client counts active games **per kind** from its lobby and locks the right start button. On
a guest → durable upgrade (register / link) the client **re-fetches the profile** so the new
(durable) limits apply. The client picks the lock's message by tier: a **guest** → the login funnel;
a **durable** account at its cap → a plain "finish a current game first" notice.
**Work.** **Work.**
- **Server guest gate** on friend-request / redeem-code / invitation-create: refuse when the - ~~**PR1 — backend + admin (server-side)** — DONE.~~ The migration (`game_kind` + `backend.config`,
caller `is_guest` (add an `ErrGuestForbidden`-style guard, as `feedback` already has). seeded `1,1,0 / 10,10,10` + jetgen); `game_kind` set on creation and projected onto `game.Game`;
- **Active-game limits** for guests: at most **1 random-opponent game + 1 vs_ai** concurrently the **guest gate** (`ErrGuestForbidden`, mapped to **403 `guest_forbidden`**) on friend-request /
(enforce on game/invitation creation in `lobby`/`game`; today no such limit exists). redeem-code / befriend-in-game / invitation-create; the **active-limit enforce** — the old flat
- Keep the existing UI gating; this adds the server as the source of truth. `MaxActiveQuickGames` mechanism removed and replaced by `ensureUnderGameLimit(kind)` on `enqueue`
(random/vs_ai) plus the durable friends cap in `CreateInvitation`, keyed off
`game.Service.AtGameLimit`; the **`internal/gamelimits` config + hot cache** (loaded at boot,
invalidated on edit); the admin **kind column** in both game lists (`/_gm/games` + the user card)
and a **config editor** (`/_gm/limits`) for the six limits.
- ~~**PR2 — wire + client** — DONE.~~ `Profile.game_limits` (the caller's tier) + `GameView.kind` (FBS
+ gateway transcode + client codec, committed regen); the client counts active games per kind from
the lobby cache (`gamelimits.ts`) and locks a capped new-game start — an **outline 🔒** button that
opens `GameLimitModal` instead of a game, native (Telegram `showPopup`) or the in-app `Modal`
elsewhere, with two messages by tier: a **guest** sign-in funnel ("Войдите или создайте учётную
запись…", Отмена / Вход→`/settings`) and, for a **durable** account at its cap, a plain notice
("Вы достигли лимита одновременных игр, сначала завершите текущие", ОК). The lock lifts via the
existing profile re-fetch after a guest→durable upgrade.
- **Decision (owner-agreed): the lobby's old `at_game_limit` New-Game tab-disable + notice is
removed.** The `at_game_limit` flag (now the random-kind cap) conflicted with the per-kind lock —
it hid the New-Game screen where the lock lives, and wrongly blocked starting an unfulfilled kind.
The tab is always enabled; the per-kind lock on the start button is the only gate. The wire field
`GameList.at_game_limit` stays (unused by the client) for a later cleanup.
**Tests.** **Tests.**
- integration: guest is refused friend/redeem/invitation server-side; guest blocked from a - integration (PR1, done): `game_kind` persisted per path; guest refused friend/redeem/invitation
2nd random / 2nd vs_ai; durable account unaffected. (domain + HTTP 403); guest blocked from a 2nd vs_ai / 2nd random (+ `at_game_limit`); durable on the
- UI: guest sees the funnel (existing hides + any new messaging). higher tier; the durable friends cap + config cache reflecting an admin edit; accept stays exempt.
- unit (PR1, done): the per-tier/kind limit resolution (`Cap`, `LimitsFor`).
- unit + UI (PR2, done): the client lock logic (`gamelimits.ts` — count/cap/lock), the codec kind +
game_limits roundtrip, the gateway transcode game_limits encode, the popup builders, and a mock e2e
(`gamelimit.spec.ts`) — a capped start shows 🔒, opens the modal without navigating, and the lock
clears when the profile refetch lifts the cap.
**Done-criteria.** Guests are server-limited to 1 random + 1 vs_ai and cannot friend/invite; **Done-criteria.** A guest is server-capped (default 1 vs_ai + 1 random, configurable) and cannot
durable accounts unchanged; regression that this does not break existing durable flows. friend/invite; a durable account is capped at 10 per kind (configurable); the client shows the lock +
the tier-appropriate modal and the cap lifts on registration; durable flows otherwise unchanged.
**Notes/risks.** This changes existing game behaviour — its own tests, its own PR, no **Notes/risks.** Game-behaviour change — own PRs, own tests, no payments mixed in. The limit is on
mixed-in payments changes. Decide whether a guest may finish an already-started game (limit creation (existing games grandfathered). The config cache is single-instance (matching the deploy).
on creation, not mid-game) at implementation and record it here.
--- ---
@@ -770,11 +872,23 @@ on creation, not mid-game) at implementation and record it here.
**Status:** TODO · **future** · depends on: E0 (atom provisioned), tournament feature · **Status:** TODO · **future** · depends on: E0 (atom provisioned), tournament feature ·
mechanics: PAYMENTS §5, §7. mechanics: PAYMENTS §5, §7.
**Goal.** Charge a chip entry fee for tournaments. The `tournament` atom + a catalog product **Goal.** A chip entry economy for tournaments. The `tournament` atom is provisioned (E0) and
are provisioned in E0/E7; the spend mechanic reuses E2 (`Spend`). The actual tournament E7's catalog editor can compose tournament products; E7 deliberately **defers the entry storage
feature and its coupling to entry are out of scope until the tournament feature exists. + credit/spend** here, to avoid guessing the schema.
**Done-criteria.** Deferredrevisit when tournaments are built. **Design to settle here (not before — avoid a double DB break).** Tournaments are expected in
**several recurring types** (daily / weekly / monthly …), each its **own benefit with its own
price** — so a single `benefits.tournament` counter is wrong. Model the entry store as
**per-tournament-type** (e.g. a `tournament_type` catalog + a per-`(account, type)` entry
balance), design the pricing, then:
- lift E7's **refusal** of granting/spending the `tournament` atom (admin grant by-product +
chip spend);
- add the **spend** (charge an entry) reusing E2 `Spend`;
- wire the coupling to the actual tournament feature (out of scope until it exists).
**Done-criteria.** Deferred — revisit when tournaments are built; this stage owns the
tournament-entry storage + pricing design.
--- ---
+26 -6
View File
@@ -33,11 +33,16 @@ real game seating the caller with an **empty opponent seat** (status `open`) or,
another player already waits for the same variant and per-turn word rule, seats the another player already waits for the same variant and per-turn word rule, seats the
caller into that open game and starts it — and caller into that open game and starts it — and
friend-game invitations (invite → accept, starting a 24 player game once every friend-game invitations (invite → accept, starting a 24 player game once every
invitee accepts). A **simultaneous-game cap** (`game.MaxActiveQuickGames` = 10) limits a invitee accepts). **Per-tier, per-kind active-game caps** limit a player's simultaneous
player's active quick games — status `active`/`open`, excluding invitation-linked friend unfinished games by kind — `vs_ai`, `random` (quick auto-match), `friends` — with separate
games (`game.Service.CountActiveQuickGames`); the server refuses `lobby/enqueue` and guest and durable-account tiers held in the single-row `backend.config` table (a `-1` means
`invitations` creation with **409 `game_limit_reached`** at the cap (accepting an invitation unlimited), read through an in-memory cache (`internal/gamelimits`) and tuned live in the admin
is exempt), and the `games.list` response carries an `at_game_limit` flag for the lobby. (`/_gm/limits`, no redeploy). Each game is tagged with its `games.game_kind` on creation;
`game.Service.AtGameLimit` counts the account's `active`/`open` games of a kind against the
tier's cap. The server refuses `lobby/enqueue` (random/vs_ai) with **409 `game_limit_reached`**
at the cap, and the `invitations` (friends) path enforces the durable friends cap and refuses a
**guest** outright (guests cannot use friends); accepting an invitation is exempt. The
`games.list` response carries an `at_game_limit` flag (the random-kind cap) for the lobby.
`internal/social` owns the friend graph (request/accept), `internal/social` owns the friend graph (request/accept),
per-user blocks, and per-game chat with nudges folded in as a message kind; chat per-user blocks, and per-game chat with nudges folded in as a message kind; chat
messages are length-capped, content-filtered (no links/emails/phone numbers, messages are length-capped, content-filtered (no links/emails/phone numbers,
@@ -139,7 +144,22 @@ the resolved, weighted campaign feed for an **eligible** viewer (no active **no-
applicable in the current context and no **`no_banner`** role; the message language picked by applicable in the current context and no **`no_banner`** role; the message language picked by
`preferred_language`); changing those inputs `preferred_language`); changing those inputs
publishes a `notify` `banner` re-poll signal so the client shows/hides it in place. publishes a `notify` `banner` re-poll signal so the client shows/hides it in place.
The same gate drives the post-move interstitial config (`Profile.ads`, `adsFor`). The shared wire The same gate drives the post-move interstitial config (`Profile.ads`, `adsFor`). The user card
also carries a **finance panel** (`payments.AccountStatement`): the account's chip balances per
funding segment, benefits per origin, the recorded refund risk, and the append-only ledger history
(newest first) — read straight from the payments tables, uncached. The **catalog editor**
(`/_gm/catalog`, `handlers_admin_catalog.go`) is the source of truth for products (D32): create /
edit / archive-unarchive (the `product.active` flag) products, their atoms and per-rail prices, and
hard-delete only a **never-transacted** product (an order/ledger reference forces archive-only,
backed by the FK); a `tournament`-bearing product is composable but not sellable yet. The user card
also carries an admin **grant** panel: grant raw benefit atoms (hints / no-ads days / forever) or a
defined **value product** (a reward bundle, including an archived one), origin-picked; both write an
`admin_grant` ledger row via `payments.Grant` / `GrantProduct` and **refuse** a chips or `tournament`
atom (never grant currency; no tournament target yet). Each fund row in the panel carries a **Refund**
action (`payments.RefundOrderFull`): a full-order refund the operator records after refunding on the
rail — a `refund` ledger row + a floor-0 chip revoke, idempotent. A **ledger CSV export**
(`/_gm/ledger.csv`, `payments.LedgerExport`) dumps the whole append-only ledger for tax +
reconciliation. The shared wire
contracts live in the sibling [`../pkg`](../pkg) module. contracts live in the sibling [`../pkg`](../pkg) module.
**Account linking & merge** (`/api/v1/user/link/*`). `internal/link` **Account linking & merge** (`/api/v1/user/link/*`). `internal/link`
+13
View File
@@ -28,6 +28,7 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/feedback" "scrabble/backend/internal/feedback"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/link" "scrabble/backend/internal/link"
"scrabble/backend/internal/lobby" "scrabble/backend/internal/lobby"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
@@ -156,6 +157,17 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
logger.Info("active dictionary version", zap.String("version", games.ActiveVersion())) logger.Info("active dictionary version", zap.String("version", games.ActiveVersion()))
games.SetNotifier(hub) games.SetNotifier(hub)
games.SetMetrics(tel.MeterProvider().Meter("scrabble/backend/game")) games.SetMetrics(tel.MeterProvider().Meter("scrabble/backend/game"))
// Active-game limit config: the per-tier, per-kind caps in backend.config, read once into an
// in-memory cache at boot and refreshed when the admin edits them. A boot-time load fails fast if
// the single config row is missing; the game domain reads the cache on every new-game gate.
gameLimits := gamelimits.NewService(gamelimits.NewStore(db))
if err := gameLimits.Load(ctx); err != nil {
return fmt.Errorf("load game-limit config: %w", err)
}
games.SetGameLimits(gameLimits)
logger.Info("game-limit config loaded")
go games.RunSweeper(ctx, cfg.Game.TimeoutSweepInterval) go games.RunSweeper(ctx, cfg.Game.TimeoutSweepInterval)
logger.Info("game turn-timeout sweeper started", logger.Info("game turn-timeout sweeper started",
zap.Duration("interval", cfg.Game.TimeoutSweepInterval)) zap.Duration("interval", cfg.Game.TimeoutSweepInterval))
@@ -305,6 +317,7 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
BanView: banView, BanView: banView,
Ads: adsSvc, Ads: adsSvc,
Payments: paymentsSvc, Payments: paymentsSvc,
GameLimits: gameLimits,
Notifier: hub, Notifier: hub,
ExportSignKey: cfg.ExportSignKey, ExportSignKey: cfg.ExportSignKey,
Renderer: renderer, Renderer: renderer,
@@ -15,12 +15,14 @@
<a href="/_gm/"{{if eq .ActiveNav "dashboard"}} class="active"{{end}}>Dashboard</a> <a href="/_gm/"{{if eq .ActiveNav "dashboard"}} class="active"{{end}}>Dashboard</a>
<a href="/_gm/users"{{if eq .ActiveNav "users"}} class="active"{{end}}>Users</a> <a href="/_gm/users"{{if eq .ActiveNav "users"}} class="active"{{end}}>Users</a>
<a href="/_gm/games"{{if eq .ActiveNav "games"}} class="active"{{end}}>Games</a> <a href="/_gm/games"{{if eq .ActiveNav "games"}} class="active"{{end}}>Games</a>
<a href="/_gm/limits"{{if eq .ActiveNav "limits"}} class="active"{{end}}>Limits</a>
<a href="/_gm/complaints"{{if eq .ActiveNav "complaints"}} class="active"{{end}}>Complaints</a> <a href="/_gm/complaints"{{if eq .ActiveNav "complaints"}} class="active"{{end}}>Complaints</a>
<a href="/_gm/feedback"{{if eq .ActiveNav "feedback"}} class="active"{{end}}>Feedback</a> <a href="/_gm/feedback"{{if eq .ActiveNav "feedback"}} class="active"{{end}}>Feedback</a>
<a href="/_gm/messages"{{if eq .ActiveNav "messages"}} class="active"{{end}}>Messages</a> <a href="/_gm/messages"{{if eq .ActiveNav "messages"}} class="active"{{end}}>Messages</a>
<a href="/_gm/throttled"{{if eq .ActiveNav "throttled"}} class="active"{{end}}>Throttled</a> <a href="/_gm/throttled"{{if eq .ActiveNav "throttled"}} class="active"{{end}}>Throttled</a>
<a href="/_gm/reasons"{{if eq .ActiveNav "reasons"}} class="active"{{end}}>Reasons</a> <a href="/_gm/reasons"{{if eq .ActiveNav "reasons"}} class="active"{{end}}>Reasons</a>
<a href="/_gm/banners"{{if eq .ActiveNav "banners"}} class="active"{{end}}>Banners</a> <a href="/_gm/banners"{{if eq .ActiveNav "banners"}} class="active"{{end}}>Banners</a>
<a href="/_gm/catalog"{{if eq .ActiveNav "catalog"}} class="active"{{end}}>Catalog</a>
<a href="/_gm/dictionary"{{if eq .ActiveNav "dictionary"}} class="active"{{end}}>Dictionary</a> <a href="/_gm/dictionary"{{if eq .ActiveNav "dictionary"}} class="active"{{end}}>Dictionary</a>
<a href="/_gm/broadcast"{{if eq .ActiveNav "broadcast"}} class="active"{{end}}>Broadcast</a> <a href="/_gm/broadcast"{{if eq .ActiveNav "broadcast"}} class="active"{{end}}>Broadcast</a>
<a href="/_gm/grafana/">Grafana ↗</a> <a href="/_gm/grafana/">Grafana ↗</a>
@@ -0,0 +1,44 @@
{{define "content" -}}
<h1>Product catalog</h1>
{{with .Data}}
<p class="note">A <strong>pack</strong> funds chips (a money price per rail — RUB via direct, VOTE via vk, XTR via telegram); a <strong>value</strong> buys benefits with chips (a CHIP price). Archived products are hidden from players but still credit an in-flight payment and can be granted. A product with transactions can only be archived, not deleted. Amounts are in minor units (RUB kopecks; VOTE/XTR/CHIP whole). The <code>tournament</code> atom is not sellable yet — keep such a product archived.</p>
<section class="panel"><h2>Add product</h2>
<form class="form col" method="post" action="/_gm/catalog">
<label>Title <input type="text" name="title" maxlength="120" required></label>
<fieldset><legend>Atoms (quantity; blank = none)</legend>
<label>Chips <input type="number" name="chips" min="0"></label>
<label>Hints <input type="number" name="hints" min="0"></label>
<label>No-ads days <input type="number" name="noads" min="0"></label>
<label>Tournament <input type="number" name="tournament" min="0"></label>
</fieldset>
<fieldset><legend>Prices (minor units; blank = none)</legend>
<label>RUB — direct (kopecks) <input type="number" name="price_rub" min="0"></label>
<label>VOTE — vk <input type="number" name="price_vote" min="0"></label>
<label>XTR — telegram <input type="number" name="price_star" min="0"></label>
<label>CHIP — value <input type="number" name="price_chip" min="0"></label>
</fieldset>
<label><input type="checkbox" name="active" value="true"> Active (on sale)</label>
<div><button type="submit">Add</button></div>
</form>
</section>
<section class="panel"><h2>Products</h2>
<table class="list">
<thead><tr><th>Title</th><th>Status</th><th>Atoms</th><th>Prices</th><th></th></tr></thead>
<tbody>
{{range .Products}}
<tr>
<td><a href="/_gm/catalog/{{.ID}}">{{.Title}}</a></td>
<td>{{if .Active}}<span class="ok">active</span>{{else}}<span class="warn">archived</span>{{end}}{{if .Transacted}} <span class="pill">transacted</span>{{end}}</td>
<td>{{range .Atoms}}<code>{{.Atom}}×{{.Quantity}}</code> {{end}}</td>
<td>{{range .Prices}}<code>{{.Currency}}{{if .Method}}/{{.Method}}{{end}} {{.Amount}}</code> {{end}}</td>
<td class="row-actions">
<form class="form" method="post" action="/_gm/catalog/{{.ID}}/archive"><input type="hidden" name="active" value="{{if .Active}}false{{else}}true{{end}}"><button type="submit">{{if .Active}}Archive{{else}}Unarchive{{end}}</button></form>
{{if not .Transacted}}<form class="form" method="post" action="/_gm/catalog/{{.ID}}/delete" onsubmit="return confirm('Delete this product? It has never been transacted, so this is safe and permanent.')"><button type="submit">Delete</button></form>{{end}}
</td>
</tr>
{{else}}<tr><td colspan="5"><span class="note">no products</span></td></tr>{{end}}
</tbody>
</table>
</section>
{{end}}
{{- end}}
@@ -8,6 +8,7 @@
<li><b>Dictionary</b> {{.DictVersion}}</li> <li><b>Dictionary</b> {{.DictVersion}}</li>
<li><b>Status</b> {{.Status}}{{if .EndReason}} ({{.EndReason}}){{end}}</li> <li><b>Status</b> {{.Status}}{{if .EndReason}} ({{.EndReason}}){{end}}</li>
<li><b>AI game</b> {{if .VsAI}}🤖 yes{{else}}no{{end}}</li> <li><b>AI game</b> {{if .VsAI}}🤖 yes{{else}}no{{end}}</li>
<li><b>Word rule</b> {{if .MultipleWordsPerTurn}}multiple words per turn{{else}}single word per turn{{end}}</li>
<li><b>Players</b> {{.Players}}</li> <li><b>Players</b> {{.Players}}</li>
<li><b>To move</b> seat {{.ToMove}}</li> <li><b>To move</b> seat {{.ToMove}}</li>
<li><b>Moves</b> {{.MoveCount}}</li> <li><b>Moves</b> {{.MoveCount}}</li>
@@ -8,11 +8,11 @@
<a href="/_gm/games?status=finished"{{if eq .Status "finished"}} class="active"{{end}}>finished</a> <a href="/_gm/games?status=finished"{{if eq .Status "finished"}} class="active"{{end}}>finished</a>
</nav> </nav>
<table class="list"> <table class="list">
<thead><tr><th>Game</th><th>Variant</th><th>Status</th><th>🤖</th><th class="num">Players</th><th>Updated</th></tr></thead> <thead><tr><th>Game</th><th>Variant</th><th>Kind</th><th>Status</th><th>🤖</th><th class="num">Players</th><th>Updated</th></tr></thead>
<tbody> <tbody>
{{range .Items}} {{range .Items}}
<tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Status}}</td><td>{{if .VsAI}}🤖{{end}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr> <tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Kind}}</td><td>{{.Status}}</td><td>{{if .VsAI}}🤖{{end}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
{{else}}<tr><td colspan="6"><span class="note">no games</span></td></tr>{{end}} {{else}}<tr><td colspan="7"><span class="note">no games</span></td></tr>{{end}}
</tbody> </tbody>
</table> </table>
<nav class="pager"> <nav class="pager">
@@ -0,0 +1,19 @@
{{define "content" -}}
<h1>Active-game limits</h1>
{{with .Data}}
<p class="note">Per-tier, per-kind caps on a player's simultaneous unfinished games. <strong>-1</strong> = unlimited, <strong>0</strong> = the kind is blocked, a positive number caps concurrent games of that kind. Guests are additionally blocked from friend games outright. Changes apply immediately (no redeploy); games already in progress are never affected.</p>
<section class="panel">
<form class="form col" method="post" action="/_gm/limits">
<h2>Guest</h2>
<label>vs AI <input type="number" name="guest_vs_ai" min="-1" value="{{.GuestVsAI}}" required></label>
<label>Random <input type="number" name="guest_random" min="-1" value="{{.GuestRandom}}" required></label>
<label>Friends <input type="number" name="guest_friends" min="-1" value="{{.GuestFriends}}" required></label>
<h2>Durable account</h2>
<label>vs AI <input type="number" name="durable_vs_ai" min="-1" value="{{.DurableVsAI}}" required></label>
<label>Random <input type="number" name="durable_random" min="-1" value="{{.DurableRandom}}" required></label>
<label>Friends <input type="number" name="durable_friends" min="-1" value="{{.DurableFriends}}" required></label>
<div><button type="submit">Save</button></div>
</form>
</section>
{{end}}
{{- end}}
@@ -0,0 +1,25 @@
{{define "content" -}}
{{with .Data}}
<p class="note"><a href="/_gm/catalog">← all products</a></p>
<h1>{{.Title}} {{if .Active}}<span class="ok">active</span>{{else}}<span class="warn">archived</span>{{end}}{{if .Transacted}} <span class="pill">transacted</span>{{end}}</h1>
<section class="panel"><h2>Edit</h2>
<p class="note">A zero quantity / blank price removes that atom / price. Amounts are in minor units. Saving revalidates the sellable shape when the product is active. Archive / unarchive from the <a href="/_gm/catalog">catalog list</a>.</p>
<form class="form col" method="post" action="/_gm/catalog/{{.ID}}">
<label>Title <input type="text" name="title" value="{{.Title}}" maxlength="120" required></label>
<fieldset><legend>Atoms (quantity; 0 = none)</legend>
<label>Chips <input type="number" name="chips" min="0" value="{{.Chips}}"></label>
<label>Hints <input type="number" name="hints" min="0" value="{{.Hints}}"></label>
<label>No-ads days <input type="number" name="noads" min="0" value="{{.NoAds}}"></label>
<label>Tournament <input type="number" name="tournament" min="0" value="{{.Tournament}}"></label>
</fieldset>
<fieldset><legend>Prices (minor units; 0 = none)</legend>
<label>RUB — direct (kopecks) <input type="number" name="price_rub" min="0" value="{{.PriceRUB}}"></label>
<label>VOTE — vk <input type="number" name="price_vote" min="0" value="{{.PriceVote}}"></label>
<label>XTR — telegram <input type="number" name="price_star" min="0" value="{{.PriceStar}}"></label>
<label>CHIP — value <input type="number" name="price_chip" min="0" value="{{.PriceChip}}"></label>
</fieldset>
<div><button type="submit">Save</button></div>
</form>
</section>
{{end}}
{{- end}}
@@ -63,6 +63,51 @@
<div><button type="submit">{{if .Suspension.Blocked}}Re-block{{else}}Block{{end}}</button></div> <div><button type="submit">{{if .Suspension.Blocked}}Re-block{{else}}Block{{end}}</button></div>
</form> </form>
</section> </section>
<section class="panel"><h2>Finance</h2>
{{if .Finance.Present}}
{{if or .Finance.Segments .Finance.Benefits .Finance.Abuse .Finance.Loss}}
<ul class="kv">
{{range .Finance.Segments}}<li><b>Chips ({{.Source}})</b> {{.Chips}}</li>{{end}}
{{range .Finance.Benefits}}<li><b>Benefits ({{.Origin}})</b> {{.Hints}} hints{{if .Forever}} · no-ads forever{{else if .AdsUntil}} · no-ads until {{.AdsUntil}} (UTC){{end}}</li>{{end}}
{{if or .Finance.Abuse .Finance.Loss}}<li><b>Refund risk</b> <span class="warn">{{if .Finance.Abuse}}abuse-flagged{{end}}{{if .Finance.Loss}} · loss {{.Finance.Loss}} chips{{end}}</span></li>{{end}}
</ul>
{{else}}<p class="note">no balances or benefits</p>{{end}}
<h3>Ledger</h3>
{{$uid := .ID}}
{{if .Finance.Ledger}}
<table class="list">
<thead><tr><th>Time</th><th>Kind</th><th>Source</th><th>Origin</th><th>Chips</th><th>Order</th><th>Provider</th><th>Detail</th><th></th></tr></thead>
<tbody>
{{range .Finance.Ledger}}
<tr><td>{{.At}}</td><td>{{.Kind}}</td><td>{{.Source}}</td><td>{{.Origin}}</td><td>{{.ChipsDelta}}</td><td>{{if .Order}}<code>{{.Order}}</code>{{end}}</td><td>{{.Provider}}</td><td>{{if .Snapshot}}<code>{{.Snapshot}}</code>{{end}}</td>
<td>{{if and (eq .Kind "fund") .Order}}<form class="form" method="post" action="/_gm/users/{{$uid}}/refund" onsubmit="return confirm('Refund this order in full? Record the money refund on the rail first; this revokes the chips (floored at 0).')"><input type="hidden" name="order_id" value="{{.Order}}"><button type="submit">Refund</button></form>{{end}}</td></tr>
{{end}}
</tbody>
</table>
<p class="note"><a href="/_gm/ledger.csv">Export the full ledger (CSV)</a> — all accounts, for tax + reconciliation.</p>
{{else}}<p class="note">no ledger entries</p>{{end}}
{{else}}<p class="note">payments not enabled</p>{{end}}
</section>
<section class="panel"><h2>Grant benefits</h2>
{{if .Grant.Present}}
<p class="note">A zero-price admin sale of a value — <strong>never chips</strong>. The origin is your compliance choice. The by-product grant applies a defined bundle, including an archived reward product.</p>
<form class="form col" method="post" action="/_gm/users/{{.ID}}/grant">
<label>Origin <select name="origin">{{range .Grant.Origins}}<option value="{{.}}">{{.}}</option>{{end}}</select></label>
<label>Hints <input type="number" name="hints" min="0" value="0"></label>
<label>No-ads days <input type="number" name="noads" min="0" value="0"></label>
<label><input type="checkbox" name="forever" value="true"> No-ads forever</label>
<div><button type="submit">Grant</button></div>
</form>
{{if .Grant.Products}}
<h3>Grant a product</h3>
<form class="form col" method="post" action="/_gm/users/{{.ID}}/grant-product">
<label>Origin <select name="origin">{{range .Grant.Origins}}<option value="{{.}}">{{.}}</option>{{end}}</select></label>
<label>Product <select name="product_id">{{range .Grant.Products}}<option value="{{.ID}}">{{.Title}} ({{.Summary}}){{if .Archived}} — archived{{end}}</option>{{end}}</select></label>
<div><button type="submit">Grant product</button></div>
</form>
{{else}}<p class="note">no grantable products — create a value product in the <a href="/_gm/catalog">catalog</a></p>{{end}}
{{else}}<p class="note">payments not enabled</p>{{end}}
</section>
<section class="panel"><h2>Roles</h2> <section class="panel"><h2>Roles</h2>
{{$id := .ID}} {{$id := .ID}}
{{if .Roles}} {{if .Roles}}
@@ -166,11 +211,11 @@
{{end}} {{end}}
<section class="panel"><h2>Games</h2> <section class="panel"><h2>Games</h2>
<table class="list"> <table class="list">
<thead><tr><th>Game</th><th>Variant</th><th>Status</th><th class="num">Players</th><th>Updated</th></tr></thead> <thead><tr><th>Game</th><th>Variant</th><th>Kind</th><th>Status</th><th class="num">Players</th><th>Updated</th></tr></thead>
<tbody> <tbody>
{{range .Games}} {{range .Games}}
<tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Status}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr> <tr><td><a href="/_gm/games/{{.ID}}">{{.ID}}</a></td><td>{{.Variant}}</td><td>{{.Kind}}</td><td>{{.Status}}</td><td class="num">{{.Players}}</td><td>{{.UpdatedAt}}</td></tr>
{{else}}<tr><td colspan="5"><span class="note">no games</span></td></tr>{{end}} {{else}}<tr><td colspan="6"><span class="note">no games</span></td></tr>{{end}}
</tbody> </tbody>
</table> </table>
</section> </section>
+134 -2
View File
@@ -195,6 +195,55 @@ type UserDetailView struct {
Blocks []RelationRow Blocks []RelationRow
BlockedBy []RelationRow BlockedBy []RelationRow
Friends []RelationRow Friends []RelationRow
// Finance is the account's payments picture (balances, benefits, refund risk, ledger). Present
// is false when the payments domain is unwired.
Finance FinanceView
// Grant is the admin-grant panel (origin picker + grantable products). Present is false when the
// payments domain is unwired.
Grant GrantFormView
}
// FinanceView is the account's payments picture on the user card: chip balances per funding
// segment, benefits per origin, the recorded refund risk, and the append-only ledger history
// (newest first). Present is false when the payments domain is unwired.
type FinanceView struct {
Present bool
Segments []SegmentRow
Benefits []BenefitRow
// Abuse is the refund abuse flag; Loss is the unrecoverable chip loss from floor-0 refunds.
Abuse bool
Loss int
Ledger []LedgerRow
}
// SegmentRow is one funding segment's chip balance.
type SegmentRow struct {
Source string
Chips int
}
// BenefitRow is one origin's benefit: the hint wallet, the ad-free expiry (pre-formatted, empty
// when none) and the lifetime ad-free flag.
type BenefitRow struct {
Origin string
Hints int
AdsUntil string
Forever bool
}
// LedgerRow is one append-only ledger entry: its kind, funding source / benefit origin, signed chip
// delta, the product / order / provider it references (empty when none), the raw snapshot JSON and
// the pre-formatted time.
type LedgerRow struct {
Kind string
Source string
Origin string
ChipsDelta int
Product string
Order string
Provider string
Snapshot string
At string
} }
// RelationRow is one cross-linked account in the user card's blocks / blocked-by / friends // RelationRow is one cross-linked account in the user card's blocks / blocked-by / friends
@@ -263,6 +312,8 @@ type GameRow struct {
UpdatedAt string UpdatedAt string
// VsAI marks an honest-AI game (rendered as 🤖 in the list's AI column). // VsAI marks an honest-AI game (rendered as 🤖 in the list's AI column).
VsAI bool VsAI bool
// Kind is the game's origin tag label: vs_ai / random / friends / unknown.
Kind string
} }
// GamesView is the paginated games list, optionally filtered by status. // GamesView is the paginated games list, optionally filtered by status.
@@ -272,6 +323,17 @@ type GamesView struct {
Pager Pager Pager Pager
} }
// GameLimitsView is the per-tier, per-kind active-game limit form: each field is a cap where -1
// is unlimited, 0 blocks the kind, and a positive value caps concurrent games of that kind.
type GameLimitsView struct {
GuestVsAI int
GuestRandom int
GuestFriends int
DurableVsAI int
DurableRandom int
DurableFriends int
}
// GameDetailView is one game with its seats. // GameDetailView is one game with its seats.
type GameDetailView struct { type GameDetailView struct {
ID string ID string
@@ -286,8 +348,12 @@ type GameDetailView struct {
UpdatedAt string UpdatedAt string
FinishedAt string FinishedAt string
// VsAI marks an honest-AI game (shown as a 🤖 flag in the summary). // VsAI marks an honest-AI game (shown as a 🤖 flag in the summary).
VsAI bool VsAI bool
Seats []SeatRow // MultipleWordsPerTurn is the game's cross-word rule: true = standard Scrabble (every cross-word
// is validated and scored), false = the single-word rule (only the main word along the play
// direction counts). Shown in the summary so an operator can tell the rule at a glance.
MultipleWordsPerTurn bool
Seats []SeatRow
// HasRobot is true when any seat is a robot, gating the robot-target caption; // HasRobot is true when any seat is a robot, gating the robot-target caption;
// RobotTargetPct is the configured global play-to-win rate, in percent. // RobotTargetPct is the configured global play-to-win rate, in percent.
HasRobot bool HasRobot bool
@@ -607,3 +673,69 @@ type FeedbackDetailView struct {
UserTZ string UserTZ string
Banned bool Banned bool
} }
// CatalogView is the product-catalog list page.
type CatalogView struct {
Products []ProductRow
}
// ProductRow is one product in the catalog list: its composition, prices, the archived flag
// (Active) and the transacted flag (which forbids a hard delete).
type ProductRow struct {
ID string
Title string
Active bool
Atoms []AtomRow
Prices []PriceRow
Transacted bool
}
// AtomRow is one atom line of a product row.
type AtomRow struct {
Atom string
Quantity int
}
// PriceRow is one price of a product: the method ("" for a value's CHIP price), the currency, and
// the amount in that currency's minor units.
type PriceRow struct {
Method string
Currency string
Amount int64
}
// ProductFormView is the product edit form, pre-filled from the current composition. Atom quantities
// and prices are flattened to the fixed fields the form offers (0 = absent); Transacted disables the
// delete action.
type ProductFormView struct {
ID string
Title string
Active bool
Chips int
Hints int
NoAds int
Tournament int
PriceRUB int64
PriceVote int64
PriceStar int64
PriceChip int64
Transacted bool
}
// GrantFormView is the admin-grant panel on the user card: the origin picker and the grantable
// products (value bundles — hints / no-ads days — including archived ones; chips and tournament
// products are excluded). Present is false when the payments domain is unwired.
type GrantFormView struct {
Present bool
Origins []string
Products []GrantProductOption
}
// GrantProductOption is one grantable product in the by-product picker: its id, title, an atom
// summary, and whether it is archived (the common case for a non-public reward bundle).
type GrantProductOption struct {
ID string
Title string
Summary string
Archived bool
}
+1 -1
View File
@@ -52,6 +52,7 @@ func gameSummary(g Game, names []string) notify.GameSummary {
TurnTimeoutSecs: int(g.TurnTimeout.Seconds()), TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
MultipleWordsPerTurn: g.MultipleWordsPerTurn, MultipleWordsPerTurn: g.MultipleWordsPerTurn,
VsAI: g.VsAI, VsAI: g.VsAI,
Kind: int(g.Kind),
MoveCount: g.MoveCount, MoveCount: g.MoveCount,
EndReason: g.EndReason, EndReason: g.EndReason,
Seats: seats, Seats: seats,
@@ -74,7 +75,6 @@ func playerState(v StateView, names []string, includeAlphabet bool) (notify.Play
Rack: rack, Rack: rack,
BagLen: v.BagLen, BagLen: v.BagLen,
HintsRemaining: v.HintsRemaining, HintsRemaining: v.HintsRemaining,
WalletBalance: v.WalletBalance,
} }
if includeAlphabet { if includeAlphabet {
tab, err := engine.AlphabetTable(v.Game.Variant) tab, err := engine.AlphabetTable(v.Game.Variant)
+8 -8
View File
@@ -55,16 +55,16 @@ func TestPayloadExchangeRoundTrip(t *testing.T) {
} }
func TestHintsRemaining(t *testing.T) { func TestHintsRemaining(t *testing.T) {
cases := []struct{ allowance, used, wallet, want int }{ cases := []struct{ allowance, used, want int }{
{1, 0, 3, 4}, {1, 0, 1},
{1, 1, 3, 3}, {1, 1, 0},
{1, 2, 3, 3}, // used past allowance clamps to 0 {1, 2, 0}, // used past allowance clamps to 0
{0, 0, 5, 5}, {3, 1, 2},
{2, 1, 0, 1}, {0, 0, 0},
} }
for _, c := range cases { for _, c := range cases {
if got := hintsRemaining(c.allowance, c.used, c.wallet); got != c.want { if got := hintsRemaining(c.allowance, c.used); got != c.want {
t.Errorf("hintsRemaining(%d,%d,%d) = %d, want %d", c.allowance, c.used, c.wallet, got, c.want) t.Errorf("hintsRemaining(%d,%d) = %d, want %d", c.allowance, c.used, got, c.want)
} }
} }
} }
+45 -18
View File
@@ -17,6 +17,7 @@ import (
"scrabble/backend/internal/account" "scrabble/backend/internal/account"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
"scrabble/backend/internal/payments" "scrabble/backend/internal/payments"
"scrabble/backend/internal/session" "scrabble/backend/internal/session"
@@ -57,6 +58,9 @@ type Service struct {
// nil, only the free per-game allowance is served (no purchased hints). vs_ai hints are // nil, only the free per-game allowance is served (no purchased hints). vs_ai hints are
// wallet-free and never touch it. // wallet-free and never touch it.
hintWallet HintWallet hintWallet HintWallet
// limits is the per-tier active-game cap config (cached). Set by SetGameLimits during wiring;
// when nil, no active-game limit is enforced (a game is always creatable).
limits *gamelimits.Service
// clearNudges, when set, marks the actor's pending nudges in a game read once they // clearNudges, when set, marks the actor's pending nudges in a game read once they
// have committed a move (a nudge answered by moving stops counting as unread). It is // have committed a move (a nudge answered by moving stops counting as unread). It is
// best-effort and kept as a func so the game package never imports the social package. // best-effort and kept as a func so the game package never imports the social package.
@@ -126,6 +130,37 @@ func (svc *Service) SetHintWallet(w HintWallet) {
svc.hintWallet = w svc.hintWallet = w
} }
// SetGameLimits installs the active-game limit config (cached), enabling the per-tier caps. When
// unset (nil), a game is always creatable.
func (svc *Service) SetGameLimits(l *gamelimits.Service) {
svc.limits = l
}
// AtGameLimit reports whether accountID has reached its tier's active-game cap for kind — the
// per-tier, per-kind limits held in backend.config, read from the in-memory cache. It resolves
// the caller's tier (guest vs durable) from the account, then counts its open+active games of that
// kind. It reports false (not at the limit) when the limits config is not wired, the account is nil,
// or the resolved cap is gamelimits.Unlimited. It backs the new-game gate (the handler aborts 409
// game_limit_reached) and the lobby's at-limit flag.
func (svc *Service) AtGameLimit(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (bool, error) {
if svc.limits == nil || accountID == uuid.Nil {
return false, nil
}
acc, err := svc.accounts.GetByID(ctx, accountID)
if err != nil {
return false, err
}
limit := svc.limits.LimitsFor(acc.IsGuest).Cap(kind)
if limit == gamelimits.Unlimited {
return false, nil
}
n, err := svc.store.CountActiveByKind(ctx, accountID, kind)
if err != nil {
return false, err
}
return n >= limit, nil
}
// walletContext resolves the payments gate inputs for an account on the current request: the // walletContext resolves the payments gate inputs for an account on the current request: the
// trusted execution context (from the session platform carried on ctx; absent ⇒ untrusted) and // trusted execution context (from the session platform carried on ctx; absent ⇒ untrusted) and
// the account's present identity sources (which chip/benefit segments are awake, §6). // the account's present identity sources (which chip/benefit segments are awake, §6).
@@ -338,6 +373,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
dropoutTiles: params.DropoutTiles.String(), dropoutTiles: params.DropoutTiles.String(),
multipleWordsPerTurn: params.MultipleWordsPerTurn, multipleWordsPerTurn: params.MultipleWordsPerTurn,
vsAI: params.VsAI, vsAI: params.VsAI,
kind: params.Kind,
} }
if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil { if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil {
return Game{}, err return Game{}, err
@@ -401,6 +437,7 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
multipleWordsPerTurn: params.MultipleWordsPerTurn, multipleWordsPerTurn: params.MultipleWordsPerTurn,
status: StatusOpen, status: StatusOpen,
openDeadline: &deadline, openDeadline: &deadline,
kind: gamelimits.KindRandom,
} }
// Decide the first move now by the official draw, with the not-yet-arrived opponent as a // Decide the first move now by the official draw, with the not-yet-arrived opponent as a
// synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves // synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves
@@ -1207,7 +1244,7 @@ func (svc *Service) Hint(ctx context.Context, gameID, accountID uuid.UUID) (Hint
return HintResult{}, err return HintResult{}, err
} }
used++ used++
return HintResult{Move: move, HintsRemaining: hintsRemaining(pre.HintsPerPlayer, used, walletAfter), WalletBalance: walletAfter}, nil return HintResult{Move: move, HintsRemaining: hintsRemaining(pre.HintsPerPlayer, used), WalletBalance: walletAfter}, nil
} }
// Candidates returns the to-move player's legal plays for a seated player on // Candidates returns the to-move player's legal plays for a seated player on
@@ -1290,11 +1327,9 @@ func (svc *Service) GameState(ctx context.Context, gameID, accountID uuid.UUID)
Seat: seat, Seat: seat,
Rack: g.Hand(seat), Rack: g.Hand(seat),
BagLen: g.BagLen(), BagLen: g.BagLen(),
// The hint wallet moved to payments (svc.hintWallet); the deprecated accounts.hint_balance // HintsRemaining is the per-seat allowance only; the purchasable wallet lives on the profile
// is no longer read, so the wire wallet is 0 and HintsRemaining is the per-seat allowance. // (payments) and the client adds it (lib/hints.hintsLeft).
// The client adds the profile's payments hint balance on top (lib/hints.hintsLeft). HintsRemaining: hintsRemaining(pre.HintsPerPlayer, pre.Seats[seat].HintsUsed),
HintsRemaining: hintsRemaining(pre.HintsPerPlayer, pre.Seats[seat].HintsUsed, 0),
WalletBalance: 0,
// vs_ai idle-hint gate (seconds left; 0 for a human game / first move / not your turn). // vs_ai idle-hint gate (seconds left; 0 for a human game / first move / not your turn).
HintUnlockLeftSeconds: hintUnlockLeftSeconds(pre, seat, svc.clock()), HintUnlockLeftSeconds: hintUnlockLeftSeconds(pre, seat, svc.clock()),
}, nil }, nil
@@ -1388,14 +1423,6 @@ func (svc *Service) ListForLobby(ctx context.Context, accountID uuid.UUID) ([]Ga
return kept, nil return kept, nil
} }
// CountActiveQuickGames reports how many in-progress quick games the account holds —
// the count the simultaneous-game limit (MaxActiveQuickGames) is checked against. It
// counts active and still-open quick games (including honest-AI ones) and excludes
// friend games created by invitation and finished games. See Store.CountActiveQuickGames.
func (svc *Service) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
return svc.store.CountActiveQuickGames(ctx, accountID)
}
// HideGame hides a finished game from accountID's own lobby (it stays visible to the other // HideGame hides a finished game from accountID's own lobby (it stays visible to the other
// players); it is irreversible by design. Only a player of a finished game may hide it // players); it is irreversible by design. Only a player of a finished game may hide it
// (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op. // (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op.
@@ -1775,10 +1802,10 @@ func (svc *Service) DictBytes(variant engine.Variant, version string) ([]byte, e
return svc.registry.DictBytes(variant, version) return svc.registry.DictBytes(variant, version)
} }
// hintsRemaining is a player's remaining hint budget: the unspent per-game // hintsRemaining is the unspent per-game hint allowance. The purchasable wallet is separate,
// allowance plus the profile wallet. // carried on the profile (payments), and the client adds it (lib/hints.hintsLeft).
func hintsRemaining(allowance, used, wallet int) int { func hintsRemaining(allowance, used int) int {
return max(0, allowance-used) + wallet return max(0, allowance-used)
} }
// allowedTimeout reports whether d is one of the offered move clocks. // allowedTimeout reports whether d is one of the offered move clocks.
+20 -24
View File
@@ -15,6 +15,7 @@ import (
"scrabble/backend/internal/account" "scrabble/backend/internal/account"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/postgres/jet/backend/model" "scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table" "scrabble/backend/internal/postgres/jet/backend/table"
) )
@@ -45,6 +46,8 @@ type gameInsert struct {
multipleWordsPerTurn bool multipleWordsPerTurn bool
// vsAI marks an honest-AI game (games.vs_ai). // vsAI marks an honest-AI game (games.vs_ai).
vsAI bool vsAI bool
// kind tags the game's origin (games.game_kind) for the active-game limits.
kind gamelimits.Kind
// status is the lifecycle state to create the game in: StatusActive for a normal // status is the lifecycle state to create the game in: StatusActive for a normal
// seated game, StatusOpen for an auto-match game still awaiting an opponent. An // seated game, StatusOpen for an auto-match game still awaiting an opponent. An
// empty string defaults to StatusActive. // empty string defaults to StatusActive.
@@ -138,6 +141,20 @@ func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInse
}) })
} }
// CountActiveByKind counts the account's active (open or in-progress) games of the given kind — the
// per-tier active-game limit is checked against it before a new game of that kind is created.
func (s *Store) CountActiveByKind(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (int, error) {
var n int
if err := s.db.QueryRowContext(ctx,
`SELECT count(*) FROM backend.games g
JOIN backend.game_players p ON p.game_id = g.game_id
WHERE p.account_id = $1 AND g.game_kind = $2 AND g.status IN ('open', 'active')`,
accountID, int16(kind)).Scan(&n); err != nil {
return 0, fmt.Errorf("game: count active by kind %s: %w", accountID, err)
}
return n, nil
}
// insertGameTx inserts the games row and one game_players row per seat (seat 0 // insertGameTx inserts the games row and one game_players row per seat (seat 0
// first) on tx, stamping each seat's display-name snapshot. A seat whose account id is // first) on tx, stamping each seat's display-name snapshot. A seat whose account id is
// uuid.Nil is written with a NULL account_id (and an empty snapshot) — the still-empty // uuid.Nil is written with a NULL account_id (and an empty snapshot) — the still-empty
@@ -155,9 +172,9 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatI
table.Games.GameID, table.Games.Variant, table.Games.DictVersion, table.Games.Seed, table.Games.GameID, table.Games.Variant, table.Games.DictVersion, table.Games.Seed,
table.Games.Status, table.Games.Players, table.Games.TurnTimeoutSecs, table.Games.Status, table.Games.Players, table.Games.TurnTimeoutSecs,
table.Games.HintsAllowed, table.Games.HintsPerPlayer, table.Games.OpenDeadlineAt, table.Games.HintsAllowed, table.Games.HintsPerPlayer, table.Games.OpenDeadlineAt,
table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi, table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi, table.Games.GameKind,
).VALUES(ins.id, ins.variant, ins.dictVersion, ins.seed, status, ins.players, ).VALUES(ins.id, ins.variant, ins.dictVersion, ins.seed, status, ins.players,
ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI) ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI, int16(ins.kind))
if _, err := gi.ExecContext(ctx, tx); err != nil { if _, err := gi.ExecContext(ctx, tx); err != nil {
return fmt.Errorf("insert game: %w", err) return fmt.Errorf("insert game: %w", err)
} }
@@ -501,28 +518,6 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
return out, nil return out, nil
} }
// CountActiveQuickGames counts the account's in-progress quick games — the ones the
// simultaneous-game limit (MaxActiveQuickGames) is checked against. It includes both
// active and still-open (awaiting-opponent) games, the honest-AI ones among them, and
// excludes friend games (those linked to a game_invitations row) and finished games.
// A hidden game still occupies a slot, so this is a dedicated count rather than a
// filter over ListGamesForAccount (which drops hidden games). Joining on the account's
// own seat counts each game once (an open game's empty opponent seat has no account).
func (s *Store) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
// The status literals are game.StatusActive / game.StatusOpen, matching the
// games.status CHECK in the baseline migration.
const q = `
SELECT COUNT(*) FROM backend.games g
JOIN backend.game_players gp ON gp.game_id = g.game_id
LEFT JOIN backend.game_invitations gi ON gi.game_id = g.game_id
WHERE gp.account_id = $1 AND g.status IN ('active', 'open') AND gi.game_id IS NULL`
var n int
if err := s.db.QueryRowContext(ctx, q, accountID).Scan(&n); err != nil {
return 0, fmt.Errorf("game: count active quick games: %w", err)
}
return n, nil
}
// HideGame hides a game from the account's own lobby list (idempotent). The caller validates the // HideGame hides a game from the account's own lobby list (idempotent). The caller validates the
// game is finished and the account is a player. // game is finished and the account is a player.
func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error { func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
@@ -1361,6 +1356,7 @@ func projectGame(g model.Games, seats []model.GamePlayers) (Game, error) {
} }
out.MultipleWordsPerTurn = g.MultipleWordsPerTurn out.MultipleWordsPerTurn = g.MultipleWordsPerTurn
out.VsAI = g.VsAi out.VsAI = g.VsAi
out.Kind = gamelimits.Kind(g.GameKind)
if g.EndReason != nil { if g.EndReason != nil {
out.EndReason = *g.EndReason out.EndReason = *g.EndReason
} }
+11 -16
View File
@@ -7,6 +7,7 @@ import (
"github.com/google/uuid" "github.com/google/uuid"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
) )
// Status values persisted in the games.status column. // Status values persisted in the games.status column.
@@ -94,15 +95,6 @@ const DefaultTurnTimeout = 24 * time.Hour
// one of AllowedTurnTimeouts (never offered in the creation UI). // one of AllowedTurnTimeouts (never offered in the creation UI).
const AIInactivityTimeout = 7 * 24 * time.Hour const AIInactivityTimeout = 7 * 24 * time.Hour
// MaxActiveQuickGames is the cap on a player's simultaneous quick games (human
// auto-match and honest-AI), counting both in-progress (StatusActive) and
// still-open, awaiting-opponent (StatusOpen) games. Friend games created by
// invitation are not counted. At the cap the backend refuses to create a new game
// of any kind — quick or by invitation — and the lobby disables "New Game";
// accepting an incoming invitation is always allowed. See
// Store.CountActiveQuickGames.
const MaxActiveQuickGames = 10
// aiPlayerName labels the robot seat in an honest-AI game's GCG export, so a downloaded // aiPlayerName labels the robot seat in an honest-AI game's GCG export, so a downloaded
// game file shows a clean "AI" rather than the robot's human-like pool name (the in-app // game file shows a clean "AI" rather than the robot's human-like pool name (the in-app
// UI shows 🤖 from the game's vs_ai flag). // UI shows 🤖 from the game's vs_ai flag).
@@ -125,6 +117,10 @@ type CreateParams struct {
// robot is seated at once, the move clock is AIInactivityTimeout, and chat/nudge // robot is seated at once, the move clock is AIInactivityTimeout, and chat/nudge
// and finish-time statistics are suppressed. Set by the lobby's AI-match path. // and finish-time statistics are suppressed. Set by the lobby's AI-match path.
VsAI bool VsAI bool
// Kind tags the game's origin (games.game_kind) for the active-game limits: vs_ai / random /
// friends. The lobby sets it; a zero (unknown) kind is never gated. The active-game limit itself
// is enforced at the new-game handler (Server.ensureUnderGameLimit), not here.
Kind gamelimits.Kind
} }
// Game is the persisted state of a match: the games row joined with its seats. // Game is the persisted state of a match: the games row joined with its seats.
@@ -151,6 +147,9 @@ type Game struct {
// VsAI is true for an honest-AI game (games.vs_ai): the opponent is a robot the // VsAI is true for an honest-AI game (games.vs_ai): the opponent is a robot the
// player knowingly chose, shown as 🤖, with chat/nudge disabled and no statistics. // player knowingly chose, shown as 🤖, with chat/nudge disabled and no statistics.
VsAI bool VsAI bool
// Kind is the game's origin tag (games.game_kind) for the active-game limits: vs_ai / random /
// friends, or unknown for an untagged game. Read-only projection; set once on creation.
Kind gamelimits.Kind
} }
// Seat is one player's standing in a game. // Seat is one player's standing in a game.
@@ -211,10 +210,9 @@ type MoveResult struct {
BagLen int BagLen int
} }
// HintResult is a revealed hint and the requesting player's remaining hint // HintResult is a revealed hint with the per-seat allowance remaining (HintsRemaining) and the
// budget (per-seat allowance plus profile wallet) after spending one. WalletBalance is // purchasable hint wallet after spending one (WalletBalance, from payments). The client adopts
// the global wallet alone, so the client can keep its live wallet authoritative and // WalletBalance into the profile so the badge stays live across games (lib/hints).
// re-derive the per-game allowance (HintsRemaining - WalletBalance).
type HintResult struct { type HintResult struct {
Move engine.MoveRecord Move engine.MoveRecord
HintsRemaining int HintsRemaining int
@@ -241,9 +239,6 @@ type StateView struct {
Rack []string Rack []string
BagLen int BagLen int
HintsRemaining int HintsRemaining int
// WalletBalance is the player's global hint-wallet balance alone (HintsRemaining folds
// it in with the per-game allowance), so the client keeps the wallet live across games.
WalletBalance int
// HintUnlockLeftSeconds is, for a vs_ai game on the requesting player's turn, the seconds left // HintUnlockLeftSeconds is, for a vs_ai game on the requesting player's turn, the seconds left
// until the idle hint unlocks (the robot's last move plus the idle window, from the server clock); // until the idle hint unlocks (the robot's last move plus the idle window, from the server clock);
// 0 for the human's first move, when it is not their turn, or a non-vs_ai game. The vs_ai hint is // 0 for the human's first move, when it is not their turn, or a non-vs_ai game. The vs_ai hint is
+149
View File
@@ -0,0 +1,149 @@
// Package gamelimits holds the per-tier, per-kind active-game caps (a guest funnel) with a hot
// in-memory cache over the single-row backend.config, so a login or a game-create never queries it.
package gamelimits
import (
"context"
"database/sql"
"fmt"
"sync"
"github.com/go-jet/jet/v2/postgres"
"scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table"
)
// Kind is a game's kind, mirroring backend.games.game_kind. 0 (unknown) is an untagged game, never gated.
type Kind int16
const (
KindUnknown Kind = 0
KindVsAI Kind = 1
KindRandom Kind = 2
KindFriends Kind = 3
)
// String returns the kind's label for admin game lists and logs.
func (k Kind) String() string {
switch k {
case KindVsAI:
return "vs_ai"
case KindRandom:
return "random"
case KindFriends:
return "friends"
default:
return "unknown"
}
}
// Unlimited is the limit sentinel meaning no cap.
const Unlimited = -1
// Limits is a tier's active-game caps per kind (-1 = unlimited).
type Limits struct {
VsAI int
Random int
Friends int
}
// Cap returns the limit for kind; the unknown kind is never capped.
func (l Limits) Cap(kind Kind) int {
switch kind {
case KindVsAI:
return l.VsAI
case KindRandom:
return l.Random
case KindFriends:
return l.Friends
default:
return Unlimited
}
}
// Config is the per-tier limit config (the single backend.config row).
type Config struct {
Guest Limits
Durable Limits
}
// Store reads and writes the single-row backend.config.
type Store struct{ db *sql.DB }
// NewStore constructs a Store over db.
func NewStore(db *sql.DB) *Store { return &Store{db: db} }
func (s *Store) load(ctx context.Context) (Config, error) {
var c model.Config
if err := postgres.SELECT(table.Config.AllColumns).FROM(table.Config).LIMIT(1).
QueryContext(ctx, s.db, &c); err != nil {
return Config{}, fmt.Errorf("gamelimits: load config: %w", err)
}
return Config{
Guest: Limits{VsAI: int(c.GuestVsAiLimit), Random: int(c.GuestRandomLimit), Friends: int(c.GuestFriendsLimit)},
Durable: Limits{VsAI: int(c.DurableVsAiLimit), Random: int(c.DurableRandomLimit), Friends: int(c.DurableFriendsLimit)},
}, nil
}
func (s *Store) save(ctx context.Context, c Config) error {
if _, err := s.db.ExecContext(ctx,
`UPDATE backend.config SET guest_vs_ai_limit=$1, guest_random_limit=$2, guest_friends_limit=$3,
durable_vs_ai_limit=$4, durable_random_limit=$5, durable_friends_limit=$6 WHERE only_row`,
c.Guest.VsAI, c.Guest.Random, c.Guest.Friends, c.Durable.VsAI, c.Durable.Random, c.Durable.Friends); err != nil {
return fmt.Errorf("gamelimits: save config: %w", err)
}
return nil
}
// Service fronts the config with an in-memory cache (single-instance, matching the deploy). Load
// once at startup; Update after an admin edit refreshes it in place.
type Service struct {
store *Store
mu sync.RWMutex
cfg Config
}
// NewService constructs a Service over store. Call Load before serving.
func NewService(store *Store) *Service { return &Service{store: store} }
// Load reads the config into the cache. Call once at startup.
func (s *Service) Load(ctx context.Context) error {
c, err := s.store.load(ctx)
if err != nil {
return err
}
s.set(c)
return nil
}
func (s *Service) set(c Config) {
s.mu.Lock()
s.cfg = c
s.mu.Unlock()
}
// Get returns the cached config.
func (s *Service) Get() Config {
s.mu.RLock()
defer s.mu.RUnlock()
return s.cfg
}
// LimitsFor returns the cached limits for the account tier (guest or durable).
func (s *Service) LimitsFor(isGuest bool) Limits {
c := s.Get()
if isGuest {
return c.Guest
}
return c.Durable
}
// Update saves the config and refreshes the cache in place (the admin edit).
func (s *Service) Update(ctx context.Context, c Config) error {
if err := s.store.save(ctx, c); err != nil {
return err
}
s.set(c)
return nil
}
@@ -0,0 +1,44 @@
package gamelimits
import "testing"
// TestLimitsCap checks Cap maps each kind to its field and leaves the unknown kind uncapped, so a
// untagged game (game_kind 0) is never gated.
func TestLimitsCap(t *testing.T) {
l := Limits{VsAI: 1, Random: 2, Friends: 3}
for _, tc := range []struct {
kind Kind
want int
}{
{KindVsAI, 1},
{KindRandom, 2},
{KindFriends, 3},
{KindUnknown, Unlimited},
{Kind(99), Unlimited},
} {
if got := l.Cap(tc.kind); got != tc.want {
t.Errorf("Cap(%d) = %d, want %d", tc.kind, got, tc.want)
}
}
}
// TestServiceLimitsForTier checks LimitsFor selects the guest or durable tier from the cached config.
func TestServiceLimitsForTier(t *testing.T) {
svc := NewService(nil)
svc.set(Config{
Guest: Limits{VsAI: 1, Random: 1, Friends: 0},
Durable: Limits{VsAI: 10, Random: 10, Friends: 10},
})
if got := svc.LimitsFor(true); got != (Limits{VsAI: 1, Random: 1, Friends: 0}) {
t.Errorf("guest limits = %+v, want {1 1 0}", got)
}
if got := svc.LimitsFor(false); got != (Limits{VsAI: 10, Random: 10, Friends: 10}) {
t.Errorf("durable limits = %+v, want {10 10 10}", got)
}
// The unlimited sentinel resolves through the tier too.
svc.set(Config{Durable: Limits{VsAI: Unlimited, Random: Unlimited, Friends: Unlimited}})
if got := svc.LimitsFor(false).Cap(KindVsAI); got != Unlimited {
t.Errorf("durable vs_ai cap = %d, want unlimited (-1)", got)
}
}
@@ -0,0 +1,79 @@
//go:build integration
package inttest
import (
"context"
"net/http"
"strings"
"testing"
"github.com/google/uuid"
"scrabble/backend/internal/payments"
)
// benefitFor returns the account's benefit on the given origin from its statement.
func benefitFor(t *testing.T, pay *payments.Service, id uuid.UUID, origin payments.Source) payments.OriginBenefit {
t.Helper()
stmt, err := pay.AccountStatement(context.Background(), id)
if err != nil {
t.Fatalf("statement: %v", err)
}
for _, b := range stmt.Benefits {
if b.Origin == origin {
return b
}
}
return payments.OriginBenefit{}
}
// TestConsoleAdminGrant drives the admin grant: a raw benefit grant, a by-product grant of a reward
// bundle, and a refusal to grant a chips pack; the create is CSRF-guarded.
func TestConsoleAdminGrant(t *testing.T) {
ctx := context.Background()
srv, _, pay := bannerServer(t)
h := srv.Handler()
id := provisionAccount(t)
const origin = "http://admin.test"
base := "http://admin.test/_gm/users/" + id.String()
// CSRF: a grant without the origin header is refused.
if code, _ := consoleDo(h, http.MethodPost, base+"/grant", "origin=direct&hints=1", ""); code != http.StatusForbidden {
t.Fatalf("grant without origin = %d, want 403", code)
}
// Raw grant: 5 hints + 30 no-ads days to the direct origin.
if code, body := consoleDo(h, http.MethodPost, base+"/grant", "origin=direct&hints=5&noads=30", origin); code != http.StatusOK || !strings.Contains(body, "Granted") {
t.Fatalf("raw grant = %d, has 'Granted' = %v", code, strings.Contains(body, "Granted"))
}
if b := benefitFor(t, pay, id, payments.SourceDirect); b.Hints != 5 || b.AdsPaidUntil.IsZero() {
t.Fatalf("after raw grant: hints=%d adsUntil-zero=%v, want 5 hints + a no-ads term", b.Hints, b.AdsPaidUntil.IsZero())
}
// By-product grant: an archived reward bundle (3 hints) to vk.
reward, err := pay.CreateProduct(ctx, payments.ProductInput{
Title: "reward-3-hints", Atoms: []payments.AtomLine{{Atom: "hints", Quantity: 3}},
}, false)
if err != nil {
t.Fatalf("create reward: %v", err)
}
if code, body := consoleDo(h, http.MethodPost, base+"/grant-product", "origin=vk&product_id="+reward.String(), origin); code != http.StatusOK || !strings.Contains(body, "Granted") {
t.Fatalf("product grant = %d, has 'Granted' = %v", code, strings.Contains(body, "Granted"))
}
if b := benefitFor(t, pay, id, payments.SourceVK); b.Hints != 3 {
t.Fatalf("after product grant: vk hints=%d, want 3", b.Hints)
}
// A chips pack cannot be granted.
pack, err := pay.CreateProduct(ctx, payments.ProductInput{
Title: "grant-pack", Atoms: []payments.AtomLine{{Atom: "chips", Quantity: 100}},
Prices: []payments.PriceLine{{Method: "direct", Currency: payments.CurrencyRUB, Amount: 14900}},
}, true)
if err != nil {
t.Fatalf("create pack: %v", err)
}
if code, body := consoleDo(h, http.MethodPost, base+"/grant-product", "origin=direct&product_id="+pack.String(), origin); code != http.StatusOK || !strings.Contains(body, "cannot grant chips") {
t.Fatalf("chips grant = %d, has 'cannot grant chips' = %v", code, strings.Contains(body, "cannot grant chips"))
}
}
@@ -0,0 +1,77 @@
//go:build integration
package inttest
import (
"context"
"net/http"
"strings"
"testing"
"scrabble/backend/internal/payments"
)
// TestConsoleRefundAndExport drives the manual refund and the ledger CSV export: a funded order is
// refunded in full (chips revoked, a refund row), the refund is idempotent, and the export carries
// the fund + refund rows; the refund POST is CSRF-guarded.
func TestConsoleRefundAndExport(t *testing.T) {
ctx := context.Background()
srv, _, pay := bannerServer(t)
h := srv.Handler()
id := provisionAccount(t)
const origin = "http://admin.test"
base := "http://admin.test/_gm/users/" + id.String()
// Fund a pack: 100 chips + a fund ledger row.
prod := seedPackProduct(t, 100, methodPrice{method: "direct", currency: "RUB", amount: 14900})
res, err := pay.CreateOrder(ctx, id, payments.NewContext("direct", "web"), []payments.Source{payments.SourceDirect}, prod, "robokassa")
if err != nil {
t.Fatalf("order: %v", err)
}
paid, _ := payments.MoneyFromMinor(14900, payments.CurrencyRUB)
if _, err := pay.Fund(ctx, res.OrderID, "robokassa", res.OrderID.String(), paid); err != nil {
t.Fatalf("fund: %v", err)
}
// CSRF: a refund without the origin header is refused.
if code, _ := consoleDo(h, http.MethodPost, base+"/refund", "order_id="+res.OrderID.String(), ""); code != http.StatusForbidden {
t.Fatalf("refund without origin = %d, want 403", code)
}
// Refund the order in full → 100 chips revoked (none spent).
if code, body := consoleDo(h, http.MethodPost, base+"/refund", "order_id="+res.OrderID.String(), origin); code != http.StatusOK || !strings.Contains(body, "revoked 100 chips") {
t.Fatalf("refund = %d, has 'revoked 100 chips' = %v", code, strings.Contains(body, "revoked 100 chips"))
}
stmt, err := pay.AccountStatement(ctx, id)
if err != nil {
t.Fatalf("statement: %v", err)
}
for _, sg := range stmt.Segments {
if sg.Source == payments.SourceDirect && sg.Chips != 0 {
t.Errorf("after refund: direct chips = %d, want 0", sg.Chips)
}
}
kinds := map[string]int{}
for _, e := range stmt.Ledger {
kinds[e.Kind]++
}
if kinds["fund"] != 1 || kinds["refund"] != 1 {
t.Errorf("ledger kinds = %v, want one fund + one refund", kinds)
}
// A second refund of the same order is idempotent.
if code, body := consoleDo(h, http.MethodPost, base+"/refund", "order_id="+res.OrderID.String(), origin); code != http.StatusOK || !strings.Contains(body, "Already refunded") {
t.Fatalf("second refund = %d, has 'Already refunded' = %v", code, strings.Contains(body, "Already refunded"))
}
// Export the whole ledger as CSV: the header, this account, and its fund + refund rows.
code, body := consoleDo(h, http.MethodGet, "http://admin.test/_gm/ledger.csv", "", "")
if code != http.StatusOK {
t.Fatalf("export = %d, want 200", code)
}
for _, want := range []string{"created_at,account_id,kind", id.String(), ",fund,", ",refund,"} {
if !strings.Contains(body, want) {
t.Errorf("ledger CSV missing %q", want)
}
}
}
@@ -0,0 +1,97 @@
//go:build integration
package inttest
import (
"context"
"net/http"
"strings"
"testing"
"github.com/google/uuid"
"scrabble/backend/internal/payments"
)
// productByTitle finds a catalog product by its (unique in the test) title.
func productByTitle(t *testing.T, pay *payments.Service, title string) payments.AdminProduct {
t.Helper()
all, err := pay.AdminCatalog(context.Background())
if err != nil {
t.Fatalf("admin catalog: %v", err)
}
for _, p := range all {
if p.Title == title {
return p
}
}
t.Fatalf("product %q not found", title)
return payments.AdminProduct{}
}
// TestConsoleCatalogEditor drives the catalog editor end to end: create is CSRF-guarded; a value and
// a pack are created and edited; an invalid active product is refused; archive hides it; a
// never-transacted product deletes; a transacted product is refused deletion (archive only).
func TestConsoleCatalogEditor(t *testing.T) {
ctx := context.Background()
srv, _, pay := bannerServer(t)
h := srv.Handler()
const origin = "http://admin.test"
const catalog = "http://admin.test/_gm/catalog"
// CSRF: a create without the origin header is refused.
if code, _ := consoleDo(h, http.MethodPost, catalog, "title=x&hints=1&price_chip=10&active=true", ""); code != http.StatusForbidden {
t.Fatalf("create without origin = %d, want 403", code)
}
// Create a value product: 5 hints for 50 chips, active.
if code, body := consoleDo(h, http.MethodPost, catalog, "title=cat-hints-5&hints=5&price_chip=50&active=true", origin); code != http.StatusOK || !strings.Contains(body, "Created") {
t.Fatalf("create value = %d, has 'Created' = %v", code, strings.Contains(body, "Created"))
}
val := productByTitle(t, pay, "cat-hints-5")
if !val.Active || len(val.Atoms) != 1 || val.Atoms[0].Atom != "hints" || val.Atoms[0].Quantity != 5 {
t.Fatalf("created value = %+v", val)
}
// An invalid active pack (chips, no money price) is refused.
if code, body := consoleDo(h, http.MethodPost, catalog, "title=cat-bad&chips=100&active=true", origin); code != http.StatusOK || !strings.Contains(body, "Invalid product") {
t.Fatalf("bad pack = %d, has 'Invalid product' = %v", code, strings.Contains(body, "Invalid product"))
}
if _, err := pay.AdminCatalog(ctx); err != nil {
t.Fatalf("catalog: %v", err)
}
// Edit the value: raise to 8 hints.
base := catalog + "/" + val.ID.String()
if code, _ := consoleDo(h, http.MethodPost, base, "title=cat-hints-8&hints=8&price_chip=50&active=true", origin); code != http.StatusOK {
t.Fatalf("edit = %d", code)
}
if got := productByTitle(t, pay, "cat-hints-8"); len(got.Atoms) != 1 || got.Atoms[0].Quantity != 8 {
t.Fatalf("after edit atoms = %+v, want 8 hints", got.Atoms)
}
// Archive it → hidden from the storefront (the user Catalog filters active).
if code, _ := consoleDo(h, http.MethodPost, base+"/archive", "active=false", origin); code != http.StatusOK {
t.Fatalf("archive = %d", code)
}
if productByTitle(t, pay, "cat-hints-8").Active {
t.Error("product still active after archive")
}
// Delete the never-transacted product.
if code, body := consoleDo(h, http.MethodPost, base+"/delete", "", origin); code != http.StatusOK || !strings.Contains(body, "Deleted") {
t.Fatalf("delete clean = %d, has 'Deleted' = %v", code, strings.Contains(body, "Deleted"))
}
// A transacted product cannot be deleted — only archived.
if code, _ := consoleDo(h, http.MethodPost, catalog, "title=cat-pack&chips=100&price_rub=14900&active=true", origin); code != http.StatusOK {
t.Fatal("create pack failed")
}
pack := productByTitle(t, pay, "cat-pack")
if _, err := pay.CreateOrder(ctx, uuid.New(), payments.NewContext("direct", "web"), []payments.Source{payments.SourceDirect}, pack.ID, "robokassa"); err != nil {
t.Fatalf("create order: %v", err)
}
if code, body := consoleDo(h, http.MethodPost, catalog+"/"+pack.ID.String()+"/delete", "", origin); code != http.StatusOK || !strings.Contains(body, "Cannot delete") {
t.Fatalf("delete transacted = %d, has 'Cannot delete' = %v", code, strings.Contains(body, "Cannot delete"))
}
}
+186 -103
View File
@@ -5,6 +5,7 @@ package inttest
import ( import (
"context" "context"
"encoding/json" "encoding/json"
"errors"
"fmt" "fmt"
"net/http" "net/http"
"net/http/httptest" "net/http/httptest"
@@ -18,59 +19,119 @@ import (
"scrabble/backend/internal/account" "scrabble/backend/internal/account"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/server" "scrabble/backend/internal/server"
"scrabble/backend/internal/social"
) )
// The game-limit suite covers the simultaneous quick-game cap (game.MaxActiveQuickGames): // The game-limit suite covers the per-tier, per-kind active-game caps (backend.config): the
// the counting rule (Store/Service.CountActiveQuickGames) and the HTTP gate that refuses a // game_kind tag persisted per creation path, the tier resolution + counting rule
// new game once the cap is reached, while accepting an incoming invitation stays allowed. // (game.Service.AtGameLimit), the HTTP gate + lobby at_game_limit flag, the guest gate on friend
// actions, and the config hot-cache reflecting an admin edit. Accepting an invitation stays exempt.
// TestCountActiveQuickGames checks the count includes active and open quick games (the // newGameLimits builds a gamelimits service over the shared pool and loads the seeded config
// honest-AI ones among them) and excludes finished games, friend games (created by // (guest 1/1/0, durable 10/10/10).
// invitation) and games the account is not seated in. func newGameLimits(t *testing.T) *gamelimits.Service {
func TestCountActiveQuickGames(t *testing.T) { t.Helper()
gl := gamelimits.NewService(gamelimits.NewStore(testDB))
if err := gl.Load(context.Background()); err != nil {
t.Fatalf("load game limits: %v", err)
}
return gl
}
// restoreDefaultLimits resets the single config row to the migration seed on cleanup, so a test that
// edited it never leaks its values into another (the row is a shared singleton).
func restoreDefaultLimits(t *testing.T, gl *gamelimits.Service) {
t.Helper()
t.Cleanup(func() {
_ = gl.Update(context.Background(), gamelimits.Config{
Guest: gamelimits.Limits{VsAI: 1, Random: 1, Friends: 0},
Durable: gamelimits.Limits{VsAI: 10, Random: 10, Friends: 10},
})
})
}
// gameKind reads a game's persisted game_kind tag.
func gameKind(t *testing.T, gameID uuid.UUID) int16 {
t.Helper()
var k int16
if err := testDB.QueryRowContext(context.Background(),
`SELECT game_kind FROM backend.games WHERE game_id=$1`, gameID).Scan(&k); err != nil {
t.Fatalf("read game_kind: %v", err)
}
return k
}
// mustCreateKind creates an active game seating the accounts, tagged with kind, and returns its id.
func mustCreateKind(t *testing.T, games *game.Service, seats []uuid.UUID, kind gamelimits.Kind) uuid.UUID {
t.Helper()
g, err := games.Create(context.Background(), game.CreateParams{
Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Kind: kind,
})
if err != nil {
t.Fatalf("create game (kind=%d): %v", kind, err)
}
return g.ID
}
// startFriendGameID has inviter invite invitee to a friend game and the invitee accept, returning
// the started game's id.
func startFriendGameID(t *testing.T, inv *lobby.InvitationService, inviter, invitee uuid.UUID) uuid.UUID {
t.Helper()
ctx := context.Background()
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
if err != nil {
t.Fatalf("create invitation: %v", err)
}
got, err := inv.RespondInvitation(ctx, invitation.ID, invitee, true)
if err != nil {
t.Fatalf("accept invitation: %v", err)
}
if got.GameID == nil {
t.Fatal("accepted invitation has no game id")
}
return *got.GameID
}
// TestGameKindPersisted checks each creation path stamps the right game_kind: random (auto-match)
// =2, vs_ai =1, friend (by invitation) =3.
func TestGameKindPersisted(t *testing.T) {
ctx := context.Background() ctx := context.Background()
clearOpenGames(t) clearOpenGames(t)
games := newGameService() games := newGameService()
human := provisionAccount(t) inv := newInvitationService()
opp := provisionAccount(t) human, opp := provisionAccount(t), provisionAccount(t)
if n := mustCount(t, games, human); n != 0 { rnd, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour}, time.Now().Add(time.Minute), nil)
t.Fatalf("fresh account count = %d, want 0", n) if err != nil {
t.Fatalf("open random game: %v", err)
}
if k := gameKind(t, rnd.ID); k != int16(gamelimits.KindRandom) {
t.Errorf("random game_kind = %d, want %d", k, gamelimits.KindRandom)
} }
// An open (awaiting-opponent) quick game counts. ai := mustCreateKind(t, games, []uuid.UUID{human, opp}, gamelimits.KindVsAI)
if _, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{ if k := gameKind(t, ai); k != int16(gamelimits.KindVsAI) {
Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour, t.Errorf("vs_ai game_kind = %d, want %d", k, gamelimits.KindVsAI)
}, time.Now().Add(time.Minute), nil); err != nil {
t.Fatalf("open quick game: %v", err)
} }
// An active quick game and an honest-AI quick game both count (neither has an invitation row).
mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 1)
mustCreateQuick(t, games, []uuid.UUID{human, opp}, true, 2)
// A finished quick game does NOT count. friend := startFriendGameID(t, inv, human, opp)
fin := mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 3) if k := gameKind(t, friend); k != int16(gamelimits.KindFriends) {
if _, err := testDB.ExecContext(ctx, `UPDATE backend.games SET status='finished' WHERE game_id=$1`, fin); err != nil { t.Errorf("friend game_kind = %d, want %d", k, gamelimits.KindFriends)
t.Fatalf("finish game: %v", err)
}
// A game the human is not seated in does NOT count.
mustCreateQuick(t, games, []uuid.UUID{opp, provisionAccount(t)}, false, 4)
// A friend game (created by invitation) does NOT count, even though it is active.
startFriendGame(t, human)
if n := mustCount(t, games, human); n != 3 {
t.Fatalf("active quick count = %d, want 3 (active + AI + open)", n)
} }
} }
// TestGameLimitGate drives the cap through the assembled HTTP server: under the cap the lobby // TestGuestActiveGameLimitHTTP drives the guest random cap through the assembled server: the first
// reports at_game_limit false; at the cap it flips to true and both new-game endpoints (quick // auto-match opens a game, the lobby then flags at_game_limit, and a second enqueue is refused 409
// enqueue and invitation creation) are refused with 409 game_limit_reached, while accepting an // game_limit_reached. It also checks the guest vs_ai and friends caps resolve at the domain level.
// incoming invitation is still allowed. func TestGuestActiveGameLimitHTTP(t *testing.T) {
func TestGameLimitGate(t *testing.T) {
ctx := context.Background() ctx := context.Background()
clearOpenGames(t)
gl := newGameLimits(t)
games := newGameService() games := newGameService()
games.SetGameLimits(gl)
srv := server.New(":0", server.Deps{ srv := server.New(":0", server.Deps{
Logger: zaptest.NewLogger(t), Logger: zaptest.NewLogger(t),
DB: testDB, DB: testDB,
@@ -78,88 +139,110 @@ func TestGameLimitGate(t *testing.T) {
Games: games, Games: games,
Matchmaker: newMatchmaker(t, newRobotService(t, newGameService()), time.Minute, 0), Matchmaker: newMatchmaker(t, newRobotService(t, newGameService()), time.Minute, 0),
Invitations: newInvitationService(), Invitations: newInvitationService(),
GameLimits: gl,
}) })
human := provisionAccount(t) guest := provisionGuest(t)
if gamesListAtLimit(t, srv, guest) {
t.Fatal("a fresh guest must be under the random game limit")
}
// The first auto-match opens a random game (guest random cap = 1).
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", guest, `{"variant":"erudit_ru"}`); rec.Code != http.StatusOK {
t.Fatalf("first enqueue = %d (%s), want 200", rec.Code, rec.Body.String())
}
// At the cap: the lobby flags it and a second enqueue is refused with the stable code.
if !gamesListAtLimit(t, srv, guest) {
t.Fatal("after one random game the guest must be at the limit")
}
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", guest, `{"variant":"erudit_ru"}`); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
t.Fatalf("second enqueue = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
}
// A guest is refused the friends flow outright at the HTTP edge (403 guest_forbidden).
opp := provisionAccount(t) opp := provisionAccount(t)
// Under the cap: the lobby reports the player is not limited.
if gamesListAtLimit(t, srv, human) {
t.Fatal("a fresh account must be under the game limit")
}
// Reach the cap with active quick games seating the human (no invitation row → quick).
for i := 0; i < game.MaxActiveQuickGames; i++ {
mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, int64(i+1))
}
// At the cap: the lobby flags it and both create paths are refused with the stable code.
if !gamesListAtLimit(t, srv, human) {
t.Fatalf("at %d games at_game_limit must be true", game.MaxActiveQuickGames)
}
// erudit_ru is in the default variant preferences, so the variant gate passes and the
// game-limit gate is what fires here.
if rec := userPost(t, srv, "/api/v1/user/lobby/enqueue", human, `{"variant":"erudit_ru"}`); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
t.Fatalf("enqueue at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
}
invBody := fmt.Sprintf(`{"variant":"erudit_ru","invitee_ids":[%q]}`, opp.String()) invBody := fmt.Sprintf(`{"variant":"erudit_ru","invitee_ids":[%q]}`, opp.String())
if rec := userPost(t, srv, "/api/v1/user/invitations", human, invBody); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" { if rec := userPost(t, srv, "/api/v1/user/invitations", guest, invBody); rec.Code != http.StatusForbidden || errorCode(t, rec) != "guest_forbidden" {
t.Fatalf("invitation at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec)) t.Fatalf("guest invitation = (%d, %q), want (403, guest_forbidden)", rec.Code, errorCode(t, rec))
} }
// Accepting an incoming invitation is never blocked, even at the cap: another player invites // The guest vs_ai cap is 1: one vs_ai game puts the guest at the vs_ai limit.
// the capped human, who accepts over HTTP and the game starts (friend games do not count). mustCreateKind(t, games, []uuid.UUID{guest, opp}, gamelimits.KindVsAI)
inviter := provisionAccount(t) if at, err := games.AtGameLimit(ctx, guest, gamelimits.KindVsAI); err != nil || !at {
inv := newInvitationService() t.Fatalf("guest vs_ai at-limit = (%v, %v), want (true, nil)", at, err)
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{human}, englishInvite())
if err != nil {
t.Fatalf("create invitation: %v", err)
} }
if rec := userPost(t, srv, "/api/v1/user/invitations/"+invitation.ID.String()+"/accept", human, ""); rec.Code != http.StatusOK { // The guest friends cap is 0: a guest is always at the friends limit (the 403 gate blocks first).
t.Fatalf("accept at limit = %d (%s), want 200 — accept must bypass the cap", rec.Code, rec.Body.String()) if at, err := games.AtGameLimit(ctx, guest, gamelimits.KindFriends); err != nil || !at {
t.Fatalf("guest friends at-limit = (%v, %v), want (true, nil)", at, err)
} }
} }
// mustCount returns the account's active-quick-game count, failing on error. // TestDurableTierHigherLimit checks a durable account resolves the durable tier, not the guest one:
func mustCount(t *testing.T, games *game.Service, id uuid.UUID) int { // one random game leaves it well under the durable cap (10).
t.Helper() func TestDurableTierHigherLimit(t *testing.T) {
n, err := games.CountActiveQuickGames(context.Background(), id)
if err != nil {
t.Fatalf("count active quick games: %v", err)
}
return n
}
// mustCreateQuick creates an active quick game (no invitation) seating the given accounts and
// returns its id; vsAI flags an honest-AI game (the service then applies the 7-day clock).
func mustCreateQuick(t *testing.T, games *game.Service, seats []uuid.UUID, vsAI bool, seed int64) uuid.UUID {
t.Helper()
p := game.CreateParams{Variant: engine.VariantEnglish, Seats: seats, TurnTimeout: 24 * time.Hour, Seed: seed}
if vsAI {
p.VsAI = true
p.TurnTimeout = 0 // the service applies the 7-day AI inactivity clock for vs_ai games
}
g, err := games.Create(context.Background(), p)
if err != nil {
t.Fatalf("create quick game (vsAI=%v): %v", vsAI, err)
}
return g.ID
}
// startFriendGame has a fresh inviter invite the given account to a friend game and the invitee
// accept it, so the (active) friend game exists with its game_invitations row.
func startFriendGame(t *testing.T, invitee uuid.UUID) {
t.Helper()
ctx := context.Background() ctx := context.Background()
gl := newGameLimits(t)
games := newGameService()
games.SetGameLimits(gl)
durable, opp := provisionAccount(t), provisionAccount(t)
mustCreateKind(t, games, []uuid.UUID{durable, opp}, gamelimits.KindRandom)
if at, err := games.AtGameLimit(ctx, durable, gamelimits.KindRandom); err != nil || at {
t.Fatalf("durable random at-limit after one game = (%v, %v), want (false, nil)", at, err)
}
}
// TestGuestForbiddenFriendActions checks a guest is refused every friend action server-side (the UI
// hides them; this is the source of truth): creating an invitation, sending a friend request, and
// redeeming a friend code.
func TestGuestForbiddenFriendActions(t *testing.T) {
ctx := context.Background()
guest := provisionGuest(t)
other := provisionAccount(t)
inv := newInvitationService() inv := newInvitationService()
if _, err := inv.CreateInvitation(ctx, guest, []uuid.UUID{other}, englishInvite()); !errors.Is(err, lobby.ErrGuestForbidden) {
t.Fatalf("guest CreateInvitation err = %v, want ErrGuestForbidden", err)
}
soc := newSocialService()
if err := soc.SendFriendRequest(ctx, guest, other); !errors.Is(err, social.ErrGuestForbidden) {
t.Fatalf("guest SendFriendRequest err = %v, want ErrGuestForbidden", err)
}
if _, err := soc.RedeemFriendCode(ctx, guest, "000000"); !errors.Is(err, social.ErrGuestForbidden) {
t.Fatalf("guest RedeemFriendCode err = %v, want ErrGuestForbidden", err)
}
}
// TestDurableFriendsCapAndConfigCache lowers the durable friends cap to 1 through the service (the
// admin-edit path), checks a durable inviter is refused a second friend game with 409, and that
// accepting an incoming invitation is still exempt from the cap.
func TestDurableFriendsCapAndConfigCache(t *testing.T) {
ctx := context.Background()
gl := newGameLimits(t)
restoreDefaultLimits(t, gl)
cfg := gl.Get()
cfg.Durable.Friends = 1
if err := gl.Update(ctx, cfg); err != nil {
t.Fatalf("update durable friends cap: %v", err)
}
games := newGameService()
games.SetGameLimits(gl)
inv := lobby.NewInvitationService(lobby.NewStore(testDB), games, account.NewStore(testDB), newSocialService())
inviter := provisionAccount(t) inviter := provisionAccount(t)
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite()) d2, d3 := provisionAccount(t), provisionAccount(t)
if err != nil {
t.Fatalf("create invitation: %v", err) // The inviter's first friend game reaches the (lowered) cap of 1.
startFriendGameID(t, inv, inviter, d2)
if at, err := games.AtGameLimit(ctx, inviter, gamelimits.KindFriends); err != nil || !at {
t.Fatalf("inviter friends at-limit = (%v, %v), want (true, nil)", at, err)
} }
if _, err := inv.RespondInvitation(ctx, invitation.ID, invitee, true); err != nil { // A second invitation is refused: the cache reflects the edit.
t.Fatalf("accept invitation: %v", err) if _, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{d3}, englishInvite()); !errors.Is(err, game.ErrGameLimitReached) {
t.Fatalf("second invitation err = %v, want ErrGameLimitReached", err)
} }
// Accept stays exempt: someone else invites the capped inviter, who accepts and the game starts.
startFriendGameID(t, inv, d3, inviter)
} }
// gamesListAtLimit fetches /api/v1/user/games and returns its at_game_limit flag. // gamesListAtLimit fetches /api/v1/user/games and returns its at_game_limit flag.
+7 -6
View File
@@ -424,13 +424,13 @@ func TestHintPolicy(t *testing.T) {
t.Fatalf("first hint: %v", err) t.Fatalf("first hint: %v", err)
} }
// The allowance is spent before the wallet: with an empty wallet, the state now reports no // The allowance is spent before the wallet: with an empty wallet, the state now reports no
// hints left and a zero wallet, so the per-game allowance (HintsRemaining-WalletBalance) is 0. // per-game allowance left (HintsRemaining is the allowance alone; the wallet lives on the profile).
st, err := svc.GameState(ctx, g.ID, seats[0]) st, err := svc.GameState(ctx, g.ID, seats[0])
if err != nil { if err != nil {
t.Fatalf("state: %v", err) t.Fatalf("state: %v", err)
} }
if st.HintsRemaining != 0 || st.WalletBalance != 0 { if st.HintsRemaining != 0 {
t.Errorf("after allowance hint: hints=%d wallet=%d, want 0/0", st.HintsRemaining, st.WalletBalance) t.Errorf("after allowance hint: hints=%d, want 0", st.HintsRemaining)
} }
if _, err := svc.Hint(ctx, g.ID, seats[0]); !errors.Is(err, game.ErrNoHintsLeft) { if _, err := svc.Hint(ctx, g.ID, seats[0]); !errors.Is(err, game.ErrNoHintsLeft) {
t.Fatalf("second hint = %v, want ErrNoHintsLeft", err) t.Fatalf("second hint = %v, want ErrNoHintsLeft", err)
@@ -444,9 +444,10 @@ func TestHintPolicy(t *testing.T) {
if err != nil { if err != nil {
t.Fatalf("wallet hint: %v", err) t.Fatalf("wallet hint: %v", err)
} }
// The allowance stays exhausted; the wallet dropped 2->1, and WalletBalance carries it alone. // The allowance stays exhausted (HintsRemaining is the allowance alone, so 0); the wallet dropped
if res.HintsRemaining != 1 || res.WalletBalance != 1 { // 2->1 and WalletBalance carries it (the client adopts it into the profile).
t.Errorf("wallet hint: hints=%d wallet=%d, want 1/1", res.HintsRemaining, res.WalletBalance) if res.HintsRemaining != 0 || res.WalletBalance != 1 {
t.Errorf("wallet hint: hints=%d wallet=%d, want 0/1", res.HintsRemaining, res.WalletBalance)
} }
// game_players.hints_used counts BOTH hints (1 allowance + 1 wallet) — the per-game total // game_players.hints_used counts BOTH hints (1 allowance + 1 wallet) — the per-game total
// that feeds the player's lifetime hint statistics, not just the allowance. // that feeds the player's lifetime hint statistics, not just the allowance.
@@ -0,0 +1,101 @@
//go:build integration
package inttest
import (
"context"
"net/http"
"strings"
"testing"
"github.com/google/uuid"
"scrabble/backend/internal/payments"
)
// TestAccountStatement checks the admin financial statement: a funded pack shows as a chip segment
// + a fund ledger row, an admin grant as a benefit + an admin_grant row, the ledger is newest-first,
// and a clean account carries no refund risk.
func TestAccountStatement(t *testing.T) {
ctx := context.Background()
svc := newPaymentsService()
acc := uuid.New()
// A funded pack: 100 chips to the direct segment + a fund ledger row.
prod := seedPackProduct(t, 100, methodPrice{method: "direct", currency: "RUB", amount: 14900})
res, err := svc.CreateOrder(ctx, acc, payments.NewContext("direct", "web"), []payments.Source{payments.SourceDirect}, prod, "robokassa")
if err != nil {
t.Fatalf("create order: %v", err)
}
paid, _ := payments.MoneyFromMinor(14900, payments.CurrencyRUB)
if _, err := svc.Fund(ctx, res.OrderID, "robokassa", res.OrderID.String(), paid); err != nil {
t.Fatalf("fund: %v", err)
}
// An admin grant: 5 hints to the direct origin + an admin_grant ledger row.
if err := svc.Grant(ctx, acc, payments.SourceDirect, 5, 0, false); err != nil {
t.Fatalf("grant: %v", err)
}
stmt, err := svc.AccountStatement(ctx, acc)
if err != nil {
t.Fatalf("statement: %v", err)
}
if len(stmt.Segments) != 1 || stmt.Segments[0].Source != payments.SourceDirect || stmt.Segments[0].Chips != 100 {
t.Fatalf("segments = %+v, want 100 chips on direct", stmt.Segments)
}
if len(stmt.Benefits) != 1 || stmt.Benefits[0].Origin != payments.SourceDirect || stmt.Benefits[0].Hints != 5 {
t.Fatalf("benefits = %+v, want 5 hints on direct", stmt.Benefits)
}
if len(stmt.Ledger) != 2 {
t.Fatalf("ledger rows = %d, want 2 (fund + admin_grant)", len(stmt.Ledger))
}
// Newest-first ordering (the grant is the later write).
if stmt.Ledger[0].CreatedAt.Before(stmt.Ledger[1].CreatedAt) {
t.Error("ledger is not newest-first")
}
kinds := map[string]int{}
for _, e := range stmt.Ledger {
kinds[e.Kind]++
if e.Kind == "fund" && e.ChipsDelta != 100 {
t.Errorf("fund chips delta = %d, want 100", e.ChipsDelta)
}
}
if kinds["fund"] != 1 || kinds["admin_grant"] != 1 {
t.Fatalf("ledger kinds = %v, want one fund + one admin_grant", kinds)
}
if stmt.Risk.Present {
t.Errorf("risk = %+v, want none for a clean account", stmt.Risk)
}
}
// TestConsoleFinancePanel checks the user card renders the finance panel: a funded pack + an admin
// grant surface as the segment balance, the benefit and the ledger rows.
func TestConsoleFinancePanel(t *testing.T) {
ctx := context.Background()
srv, _, pay := bannerServer(t)
id := provisionAccount(t)
prod := seedPackProduct(t, 100, methodPrice{method: "direct", currency: "RUB", amount: 14900})
res, err := pay.CreateOrder(ctx, id, payments.NewContext("direct", "web"), []payments.Source{payments.SourceDirect}, prod, "robokassa")
if err != nil {
t.Fatalf("create order: %v", err)
}
paid, _ := payments.MoneyFromMinor(14900, payments.CurrencyRUB)
if _, err := pay.Fund(ctx, res.OrderID, "robokassa", res.OrderID.String(), paid); err != nil {
t.Fatalf("fund: %v", err)
}
if err := pay.Grant(ctx, id, payments.SourceDirect, 5, 0, false); err != nil {
t.Fatalf("grant: %v", err)
}
code, body := consoleDo(srv.Handler(), http.MethodGet, "http://admin.test/_gm/users/"+id.String(), "", "")
if code != http.StatusOK {
t.Fatalf("user card = %d, want 200", code)
}
for _, want := range []string{"Finance", "Chips (direct)", "Benefits (direct)", "5 hints", "admin_grant", "fund"} {
if !strings.Contains(body, want) {
t.Errorf("finance panel missing %q", want)
}
}
}
+16
View File
@@ -15,6 +15,7 @@ import (
"scrabble/backend/internal/account" "scrabble/backend/internal/account"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
"scrabble/backend/internal/postgres/jet/backend/model" "scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table" "scrabble/backend/internal/postgres/jet/backend/table"
@@ -218,6 +219,20 @@ func (svc *InvitationService) CreateInvitation(ctx context.Context, inviterID uu
if !slices.Contains(game.AllowedTurnTimeouts, settings.TurnTimeout) { if !slices.Contains(game.AllowedTurnTimeouts, settings.TurnTimeout) {
return Invitation{}, fmt.Errorf("%w: turn timeout %s not allowed", ErrInvalidInvitation, settings.TurnTimeout) return Invitation{}, fmt.Errorf("%w: turn timeout %s not allowed", ErrInvalidInvitation, settings.TurnTimeout)
} }
// A guest cannot invite: friend games are a durable-account feature. The UI hides the flow;
// this is the server source of truth.
if acc, err := svc.accounts.GetByID(ctx, inviterID); err != nil {
return Invitation{}, err
} else if acc.IsGuest {
return Invitation{}, ErrGuestForbidden
}
// A durable inviter is still capped: refuse a new friend game once the per-tier friends limit is
// reached. The guest branch above short-circuits before here, so this is the durable cap.
if atLimit, err := svc.games.AtGameLimit(ctx, inviterID, gamelimits.KindFriends); err != nil {
return Invitation{}, err
} else if atLimit {
return Invitation{}, game.ErrGameLimitReached
}
seen := map[uuid.UUID]bool{inviterID: true} seen := map[uuid.UUID]bool{inviterID: true}
// suppressed collects invitees who have blocked the inviter: the invitation is still // suppressed collects invitees who have blocked the inviter: the invitation is still
// created and persisted for them, but they are never notified and never see it (their // created and persisted for them, but they are never notified and never see it (their
@@ -336,6 +351,7 @@ func (svc *InvitationService) startGame(ctx context.Context, invitationID uuid.U
HintsPerPlayer: inv.Settings.HintsPerPlayer, HintsPerPlayer: inv.Settings.HintsPerPlayer,
DropoutTiles: inv.Settings.DropoutTiles, DropoutTiles: inv.Settings.DropoutTiles,
MultipleWordsPerTurn: inv.Settings.MultipleWordsPerTurn, MultipleWordsPerTurn: inv.Settings.MultipleWordsPerTurn,
Kind: gamelimits.KindFriends,
}) })
if err != nil { if err != nil {
return err return err
+9 -1
View File
@@ -15,17 +15,22 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
) )
// GameCreator is the slice of the game domain the lobby needs: starting a seated // GameCreator is the slice of the game domain the lobby needs: starting a seated
// game and reading a player's initial view of it. game.Service satisfies it. // game, reading a player's initial view of it, and testing a caller's active-game
// cap. game.Service satisfies it.
type GameCreator interface { type GameCreator interface {
Create(ctx context.Context, params game.CreateParams) (game.Game, error) Create(ctx context.Context, params game.CreateParams) (game.Game, error)
// InitialState returns a seated player's full initial view of a started game, used // InitialState returns a seated player's full initial view of a started game, used
// to enrich the game_started event so the client renders the new game without a // to enrich the game_started event so the client renders the new game without a
// follow-up fetch. // follow-up fetch.
InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error) InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
// AtGameLimit reports whether accountID has reached its tier's active-game cap for kind. The
// invitation path uses it to enforce the friends limit before opening one.
AtGameLimit(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (bool, error)
} }
// RobotProvider supplies a robot account to substitute for a missing human in // RobotProvider supplies a robot account to substitute for a missing human in
@@ -62,6 +67,9 @@ var (
// ErrInvalidInvitation is returned for a malformed invitation (bad player // ErrInvalidInvitation is returned for a malformed invitation (bad player
// count, duplicate or self invitee, or unacceptable settings). // count, duplicate or self invitee, or unacceptable settings).
ErrInvalidInvitation = errors.New("lobby: invalid invitation") ErrInvalidInvitation = errors.New("lobby: invalid invitation")
// ErrGuestForbidden is returned when a guest attempts a durable-only action (invite a
// friend); the friend flow is gated to durable accounts.
ErrGuestForbidden = errors.New("lobby: guests cannot invite")
// ErrInvitationBlocked is returned when a block stands between the inviter and // ErrInvitationBlocked is returned when a block stands between the inviter and
// an invitee. // an invitee.
ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts") ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts")
+2
View File
@@ -10,6 +10,7 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
) )
@@ -141,6 +142,7 @@ func (m *Matchmaker) StartVsAI(ctx context.Context, accountID uuid.UUID, variant
if rand.IntN(2) == 1 { if rand.IntN(2) == 1 {
params.Seats = []uuid.UUID{robotID, accountID} params.Seats = []uuid.UUID{robotID, accountID}
} }
params.Kind = gamelimits.KindVsAI
g, err := m.games.Create(ctx, params) g, err := m.games.Create(ctx, params)
if err != nil { if err != nil {
return EnqueueResult{}, err return EnqueueResult{}, err
+1 -1
View File
@@ -37,6 +37,7 @@ func toWireGame(g GameSummary) wire.GameView {
TurnTimeoutSecs: g.TurnTimeoutSecs, TurnTimeoutSecs: g.TurnTimeoutSecs,
MultipleWordsPerTurn: g.MultipleWordsPerTurn, MultipleWordsPerTurn: g.MultipleWordsPerTurn,
VsAI: g.VsAI, VsAI: g.VsAI,
Kind: g.Kind,
MoveCount: g.MoveCount, MoveCount: g.MoveCount,
EndReason: g.EndReason, EndReason: g.EndReason,
Seats: seats, Seats: seats,
@@ -83,7 +84,6 @@ func buildStateView(b *flatbuffers.Builder, s PlayerState) flatbuffers.UOffsetT
Rack: s.Rack, Rack: s.Rack,
BagLen: s.BagLen, BagLen: s.BagLen,
HintsRemaining: s.HintsRemaining, HintsRemaining: s.HintsRemaining,
WalletBalance: s.WalletBalance,
Alphabet: alphabet, Alphabet: alphabet,
}) })
} }
+2 -2
View File
@@ -115,7 +115,7 @@ func TestGameOverPayloadRoundTrips(t *testing.T) {
func TestOpponentMovedPayloadRoundTrips(t *testing.T) { func TestOpponentMovedPayloadRoundTrips(t *testing.T) {
uid, gid := uuid.New(), uuid.New() uid, gid := uuid.New(), uuid.New()
move := engine.MoveRecord{Player: 1, Action: engine.ActionPlay, Words: []string{"STOOL"}, Score: 24, Total: 130} move := engine.MoveRecord{Player: 1, Action: engine.ActionPlay, Words: []string{"STOOL"}, Score: 24, Total: 130}
summary := notify.GameSummary{ID: gid.String(), MoveCount: 9, ToMove: 0, Seats: []notify.SeatStanding{{Seat: 1, Score: 130}}} summary := notify.GameSummary{ID: gid.String(), MoveCount: 9, ToMove: 0, Kind: 2, Seats: []notify.SeatStanding{{Seat: 1, Score: 130}}}
in := notify.OpponentMoved(uid, gid, move, summary, 42) in := notify.OpponentMoved(uid, gid, move, summary, 42)
if in.Kind != notify.KindOpponentMoved { if in.Kind != notify.KindOpponentMoved {
t.Fatalf("kind = %q", in.Kind) t.Fatalf("kind = %q", in.Kind)
@@ -132,7 +132,7 @@ func TestOpponentMovedPayloadRoundTrips(t *testing.T) {
if m == nil || m.Player() != 1 || string(m.Action()) != "play" || m.Total() != 130 { if m == nil || m.Player() != 1 || string(m.Action()) != "play" || m.Total() != 130 {
t.Fatalf("move wrong: %+v", m) t.Fatalf("move wrong: %+v", m)
} }
if g := ev.Game(nil); g == nil || g.MoveCount() != 9 || g.ToMove() != 0 { if g := ev.Game(nil); g == nil || g.MoveCount() != 9 || g.ToMove() != 0 || g.Kind() != 2 {
t.Fatalf("game summary wrong: %+v", ev.Game(nil)) t.Fatalf("game summary wrong: %+v", ev.Game(nil))
} }
} }
+3 -1
View File
@@ -35,6 +35,9 @@ type GameSummary struct {
EndReason string EndReason string
Seats []SeatStanding Seats []SeatStanding
LastActivityUnix int64 LastActivityUnix int64
// Kind is the game's origin for the active-game limits (0 unknown, 1 vs_ai, 2 random, 3 friends);
// it rides live events so a lobby patch keeps the per-kind count correct.
Kind int
} }
// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an // AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
@@ -56,7 +59,6 @@ type PlayerState struct {
Rack []int Rack []int
BagLen int BagLen int
HintsRemaining int HintsRemaining int
WalletBalance int
Alphabet []AlphabetLetter Alphabet []AlphabetLetter
} }
+191
View File
@@ -0,0 +1,191 @@
package payments
import (
"context"
"errors"
"fmt"
"strings"
"github.com/google/uuid"
)
// AdminProduct is one catalog product for the admin editor: its full composition, every price, the
// archived flag (Active), and whether it has ever been transacted — which forbids a hard delete
// (orders / ledger rows reference it, and the ledger is append-only).
type AdminProduct struct {
ID uuid.UUID
Title string
Active bool
Atoms []AtomLine
Prices []PriceLine
Transacted bool
}
// AtomLine is one atom of a product: the atom type and its positive quantity.
type AtomLine struct {
Atom string
Quantity int
}
// PriceLine is one price of a product: the payment method ("" for a value's CHIP price, which is
// stored with a NULL method), the currency, and the amount in that currency's minor units.
type PriceLine struct {
Method string
Currency Currency
Amount int64
}
// ProductInput is the editable content of a product: its title, atom composition and prices.
type ProductInput struct {
Title string
Atoms []AtomLine
Prices []PriceLine
}
// knownAtoms is the fixed atom set, mirroring the catalog_atom seed / CHECK.
var knownAtoms = map[string]bool{atomChips: true, "hints": true, "noads_days": true, "tournament": true}
// validCurrency reports whether c is one of the four catalog currencies.
func validCurrency(c Currency) bool {
switch c {
case CurrencyRUB, CurrencyVote, CurrencyStar, CurrencyChip:
return true
}
return false
}
// validateProduct checks a product's composition and prices. When sellable is true (the product is
// or is becoming active) it also enforces the storefront shape: a pack (the chips atom ⇒ a money
// price per method and no CHIP price, chips-only) or a value (no chips ⇒ a single CHIP price and no
// money price). The tournament atom is never sellable (its economy is the tournament stage), so an
// active product may not carry it; an archived draft may (a template for later) and skips the shape
// check.
func validateProduct(in ProductInput, sellable bool) error {
if strings.TrimSpace(in.Title) == "" {
return errors.New("product title is required")
}
if len(in.Atoms) == 0 {
return errors.New("product needs at least one atom")
}
seen := map[string]bool{}
hasChips, hasTournament, hasBenefit := false, false, false
for _, a := range in.Atoms {
if !knownAtoms[a.Atom] {
return fmt.Errorf("unknown atom %q", a.Atom)
}
if seen[a.Atom] {
return fmt.Errorf("duplicate atom %q", a.Atom)
}
seen[a.Atom] = true
if a.Quantity <= 0 {
return fmt.Errorf("atom %q quantity must be positive", a.Atom)
}
switch a.Atom {
case atomChips:
hasChips = true
case "tournament":
hasTournament = true
default:
hasBenefit = true
}
}
priceSeen := map[string]bool{}
hasChipPrice, hasMoneyPrice := false, false
for _, p := range in.Prices {
if p.Method != "" && p.Method != string(SourceVK) && p.Method != string(SourceTelegram) && p.Method != string(SourceDirect) {
return fmt.Errorf("invalid price method %q", p.Method)
}
if !validCurrency(p.Currency) {
return fmt.Errorf("invalid currency %q", p.Currency)
}
if p.Amount < 0 {
return errors.New("price amount must be non-negative")
}
if p.Currency == CurrencyChip && p.Method != "" {
return errors.New("a CHIP price must have no method")
}
if p.Currency != CurrencyChip && p.Method == "" {
return fmt.Errorf("a %s price needs a payment method", p.Currency)
}
key := p.Method + "|" + string(p.Currency)
if priceSeen[key] {
return fmt.Errorf("duplicate price (%s, %s)", p.Method, p.Currency)
}
priceSeen[key] = true
if p.Currency == CurrencyChip {
hasChipPrice = true
} else {
hasMoneyPrice = true
}
}
if !sellable {
return nil // an archived draft may be incomplete
}
if hasTournament {
return errors.New("a product carrying the tournament atom cannot be sold yet")
}
if hasChips {
if hasBenefit {
return errors.New("a chip pack must contain only the chips atom")
}
if !hasMoneyPrice || hasChipPrice {
return errors.New("a chip pack needs a money price per method and no CHIP price")
}
} else {
if !hasChipPrice || hasMoneyPrice {
return errors.New("a value needs a single CHIP price and no money price")
}
}
return nil
}
// AdminCatalog lists every product (active and archived) with its composition, prices and whether it
// has been transacted, for the admin editor. Read uncached, straight from the catalog tables.
func (s *Service) AdminCatalog(ctx context.Context) ([]AdminProduct, error) {
return s.store.adminCatalog(ctx)
}
// CreateProduct validates and inserts a new product with its atoms and prices, returning its id. A
// product created active must satisfy the sellable shape.
func (s *Service) CreateProduct(ctx context.Context, in ProductInput, active bool) (uuid.UUID, error) {
if err := validateProduct(in, active); err != nil {
return uuid.Nil, err
}
return s.store.createProduct(ctx, in, active, s.clock())
}
// UpdateProduct validates and replaces a product's title, atoms and prices. An active product must
// satisfy the sellable shape.
func (s *Service) UpdateProduct(ctx context.Context, id uuid.UUID, in ProductInput) (err error) {
active, err := s.store.productActive(ctx, id)
if err != nil {
return err
}
if err := validateProduct(in, active); err != nil {
return err
}
return s.store.updateProduct(ctx, id, in, s.clock())
}
// SetProductActive archives (active=false) or unarchives a product. Unarchiving revalidates the
// sellable shape, so a draft or a tournament product cannot be put on sale.
func (s *Service) SetProductActive(ctx context.Context, id uuid.UUID, active bool) error {
if active {
in, err := s.store.productInput(ctx, id)
if err != nil {
return err
}
if err := validateProduct(in, true); err != nil {
return err
}
}
return s.store.setProductActive(ctx, id, active, s.clock())
}
// DeleteProduct hard-deletes a product only when it has never been transacted (no order or ledger
// row references it); otherwise it returns ErrProductTransacted and the caller archives instead.
func (s *Service) DeleteProduct(ctx context.Context, id uuid.UUID) error {
return s.store.deleteProduct(ctx, id)
}
@@ -0,0 +1,47 @@
package payments
import "testing"
func TestValidateProduct(t *testing.T) {
pack := ProductInput{
Title: "100 chips",
Atoms: []AtomLine{{Atom: "chips", Quantity: 100}},
Prices: []PriceLine{{Method: "direct", Currency: CurrencyRUB, Amount: 14900}},
}
value := ProductInput{
Title: "5 hints",
Atoms: []AtomLine{{Atom: "hints", Quantity: 5}},
Prices: []PriceLine{{Method: "", Currency: CurrencyChip, Amount: 50}},
}
tests := []struct {
name string
in ProductInput
sellable bool
wantErr bool
}{
{"valid pack", pack, true, false},
{"valid value", value, true, false},
{"pack with a benefit atom", ProductInput{Title: "x", Atoms: []AtomLine{{"chips", 100}, {"hints", 5}}, Prices: pack.Prices}, true, true},
{"pack without money price", ProductInput{Title: "x", Atoms: pack.Atoms, Prices: value.Prices}, true, true},
{"value without chip price", ProductInput{Title: "x", Atoms: value.Atoms, Prices: pack.Prices}, true, true},
{"tournament sellable is refused", ProductInput{Title: "cup", Atoms: []AtomLine{{"tournament", 1}}, Prices: value.Prices}, true, true},
{"tournament draft is allowed", ProductInput{Title: "cup", Atoms: []AtomLine{{"tournament", 1}}}, false, false},
{"unknown atom", ProductInput{Title: "x", Atoms: []AtomLine{{"gold", 1}}}, false, true},
{"duplicate atom", ProductInput{Title: "x", Atoms: []AtomLine{{"hints", 1}, {"hints", 2}}}, false, true},
{"non-positive quantity", ProductInput{Title: "x", Atoms: []AtomLine{{"hints", 0}}}, false, true},
{"chip price with a method", ProductInput{Title: "x", Atoms: value.Atoms, Prices: []PriceLine{{Method: "direct", Currency: CurrencyChip, Amount: 50}}}, true, true},
{"money price without a method", ProductInput{Title: "x", Atoms: pack.Atoms, Prices: []PriceLine{{Method: "", Currency: CurrencyRUB, Amount: 149}}}, true, true},
{"duplicate price", ProductInput{Title: "x", Atoms: pack.Atoms, Prices: []PriceLine{{Method: "direct", Currency: CurrencyRUB, Amount: 1}, {Method: "direct", Currency: CurrencyRUB, Amount: 2}}}, true, true},
{"empty title", ProductInput{Title: " ", Atoms: value.Atoms, Prices: value.Prices}, true, true},
{"no atoms", ProductInput{Title: "x", Prices: value.Prices}, true, true},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
err := validateProduct(tt.in, tt.sellable)
if (err != nil) != tt.wantErr {
t.Fatalf("validateProduct = %v, wantErr %v", err, tt.wantErr)
}
})
}
}
+41
View File
@@ -0,0 +1,41 @@
package payments
import (
"context"
"github.com/google/uuid"
)
// providerAdmin tags an operator-initiated refund in the ledger, distinct from a rail's own refund
// (robokassa / vk / telegram). The refund idempotency key (providerAdmin, order id) allows exactly
// one manual full refund per order.
const providerAdmin = "admin"
// RefundOrderFull refunds a paid order in full at the operator's request: it revokes the funded
// chips best-effort (floored at 0, never negative — D27), records a refund ledger row, and is
// idempotent (a second call reports AlreadyRefunded). The operator performs the actual money refund
// on the rail (Robokassa cabinet / VK support / Telegram refundStarPayment); this records it.
func (s *Service) RefundOrderFull(ctx context.Context, orderID uuid.UUID) (RefundOutcome, error) {
o, err := s.store.orderByID(ctx, orderID)
if err != nil {
return RefundOutcome{}, err
}
refunded, err := MoneyFromMinor(o.expectedAmount, Currency(o.currency))
if err != nil {
return RefundOutcome{}, err
}
return s.store.refund(ctx, orderID, providerAdmin, orderID.String(), refunded, s.clock())
}
// LedgerExportRow is one append-only ledger row for the tax / reconciliation export, carrying the
// account it belongs to alongside the entry fields.
type LedgerExportRow struct {
AccountID string
LedgerEntry
}
// LedgerExport reads the entire append-only ledger (all accounts, newest first) for a CSV/JSON
// export — tax reporting and future rail reconciliation. Uncached, admin-only.
func (s *Service) LedgerExport(ctx context.Context) ([]LedgerExportRow, error) {
return s.store.allLedger(ctx)
}
+52
View File
@@ -156,6 +156,41 @@ func (s *Service) Grant(ctx context.Context, accountID uuid.UUID, origin Source,
return s.store.grant(ctx, accountID, origin, d, snapshot, s.clock()) return s.store.grant(ctx, accountID, origin, d, snapshot, s.clock())
} }
// GrantProduct grants a product's benefit atoms (hints, no-ads days) to an origin as a zero-price
// admin sale, recording the source product on the ledger row (auditable to it). It refuses a
// product carrying the chips atom (never granted — D16) or the tournament atom (no credit target
// yet), and one whose atoms yield no grantable benefit.
func (s *Service) GrantProduct(ctx context.Context, accountID uuid.UUID, origin Source, productID uuid.UUID) error {
if !origin.Valid() {
return fmt.Errorf("payments: invalid grant origin %q", origin)
}
in, err := s.store.productInput(ctx, productID)
if err != nil {
return err
}
var d benefitDelta
for _, a := range in.Atoms {
switch a.Atom {
case "hints":
d.hintsAdd += a.Quantity
case "noads_days":
d.noAdsDays += a.Quantity
case atomChips:
return ErrCannotGrantChips
case "tournament":
return ErrCannotGrantTournament
}
}
if d.zero() {
return ErrNothingToGrant
}
snapshot, err := marshalGrantProduct(productID, in.Title, d)
if err != nil {
return err
}
return s.store.grantProduct(ctx, accountID, origin, productID, d, snapshot, s.clock())
}
// MergeTx merges the secondary account's segments and benefits into the primary inside the // MergeTx merges the secondary account's segments and benefits into the primary inside the
// caller's transaction (the account-merge flow). The caller invalidates the affected caches // caller's transaction (the account-merge flow). The caller invalidates the affected caches
// after committing (Invalidate). // after committing (Invalidate).
@@ -244,3 +279,20 @@ func marshalGrant(d benefitDelta) ([]byte, error) {
} }
return b, nil return b, nil
} }
// marshalGrantProduct builds the snapshot for an admin grant-by-product: the source product and the
// benefit atoms it granted (price 0).
func marshalGrantProduct(productID uuid.UUID, title string, d benefitDelta) ([]byte, error) {
atoms := map[string]int{}
if d.hintsAdd > 0 {
atoms["hints"] = d.hintsAdd
}
if d.noAdsDays > 0 {
atoms["noads_days"] = d.noAdsDays
}
b, err := json.Marshal(purchaseSnapshot{ProductID: productID.String(), Title: title, Atoms: atoms, PriceChips: 0})
if err != nil {
return nil, fmt.Errorf("payments: marshal product grant snapshot: %w", err)
}
return b, nil
}
+63
View File
@@ -0,0 +1,63 @@
package payments
import (
"context"
"time"
"github.com/google/uuid"
)
// Statement is an account's full financial picture for the admin console: chip balances per funding
// segment, benefits per origin, the recorded refund risk, and the append-only ledger history
// (newest first). Read straight from the materialized tables + the ledger, uncached — an admin-only,
// rare view, not a hot path.
type Statement struct {
Segments []SegmentChips
Benefits []OriginBenefit
Risk RiskInfo
Ledger []LedgerEntry
}
// SegmentChips is one funding segment's chip balance.
type SegmentChips struct {
Source Source
Chips int
}
// OriginBenefit is one origin's benefit state: the hint wallet, the ad-free term (zero AdsPaidUntil
// when none) and the lifetime ad-free flag.
type OriginBenefit struct {
Origin Source
Hints int
AdsPaidUntil time.Time
AdsForever bool
}
// RiskInfo is the account's recorded refund risk: whether it is abuse-flagged and the unrecoverable
// chip loss accumulated by floor-0 refunds. Present is false when the account has no risk row.
type RiskInfo struct {
Present bool
Abuse bool
LossChips int
}
// LedgerEntry is one append-only ledger row projected for the report. The string ids are empty when
// the column is NULL; Snapshot is the raw purchase/refund JSON (empty when none).
type LedgerEntry struct {
Kind string
Source string
Origin string
ChipsDelta int
ProductID string
OrderID string
Provider string
ProviderPaymentID string
Snapshot string
CreatedAt time.Time
}
// AccountStatement assembles the account's financial picture (segments, benefits, risk, full ledger
// history) for the admin console, straight from the materialized tables and the ledger (uncached).
func (s *Service) AccountStatement(ctx context.Context, accountID uuid.UUID) (Statement, error) {
return s.store.accountStatement(ctx, accountID)
}
@@ -0,0 +1,218 @@
package payments
import (
"context"
"database/sql"
"errors"
"fmt"
"time"
"github.com/go-jet/jet/v2/postgres"
"github.com/go-jet/jet/v2/qrm"
"github.com/google/uuid"
"scrabble/backend/internal/postgres/jet/payments/model"
"scrabble/backend/internal/postgres/jet/payments/table"
)
// ErrProductTransacted is returned when a hard delete is attempted on a product an order or ledger
// row references — it must be archived instead, to keep the append-only ledger resolvable.
var ErrProductTransacted = errors.New("payments: product has transactions; archive instead of delete")
// adminCatalog lists every product (active and archived) with its atoms, prices and transacted flag.
func (s *Store) adminCatalog(ctx context.Context) ([]AdminProduct, error) {
var prods []model.Product
if err := postgres.SELECT(table.Product.AllColumns).
FROM(table.Product).
ORDER_BY(table.Product.CreatedAt.ASC()).
QueryContext(ctx, s.db, &prods); err != nil {
return nil, fmt.Errorf("payments: admin list products: %w", err)
}
out := make([]AdminProduct, 0, len(prods))
for _, p := range prods {
atoms, prices, err := s.productComposition(ctx, p.ProductID)
if err != nil {
return nil, err
}
transacted, err := s.productTransacted(ctx, p.ProductID)
if err != nil {
return nil, err
}
out = append(out, AdminProduct{
ID: p.ProductID, Title: p.Title, Active: p.Active,
Atoms: atoms, Prices: prices, Transacted: transacted,
})
}
return out, nil
}
// productComposition reads one product's atom lines and price rows.
func (s *Store) productComposition(ctx context.Context, id uuid.UUID) ([]AtomLine, []PriceLine, error) {
var items []model.ProductItem
if err := postgres.SELECT(table.ProductItem.AllColumns).
FROM(table.ProductItem).
WHERE(table.ProductItem.ProductID.EQ(postgres.UUID(id))).
ORDER_BY(table.ProductItem.AtomType.ASC()).
QueryContext(ctx, s.db, &items); err != nil {
return nil, nil, fmt.Errorf("payments: load items %s: %w", id, err)
}
atoms := make([]AtomLine, len(items))
for i, it := range items {
atoms[i] = AtomLine{Atom: it.AtomType, Quantity: int(it.Quantity)}
}
var prs []model.ProductPrice
if err := postgres.SELECT(table.ProductPrice.AllColumns).
FROM(table.ProductPrice).
WHERE(table.ProductPrice.ProductID.EQ(postgres.UUID(id))).
QueryContext(ctx, s.db, &prs); err != nil {
return nil, nil, fmt.Errorf("payments: load prices %s: %w", id, err)
}
prices := make([]PriceLine, len(prs))
for i, pr := range prs {
method := ""
if pr.Method != nil {
method = *pr.Method
}
prices[i] = PriceLine{Method: method, Currency: Currency(pr.Currency), Amount: pr.Amount}
}
return atoms, prices, nil
}
// productTransacted reports whether any order or ledger row references the product.
func (s *Store) productTransacted(ctx context.Context, id uuid.UUID) (bool, error) {
var yes bool
if err := s.db.QueryRowContext(ctx,
`SELECT EXISTS(SELECT 1 FROM payments.orders WHERE product_id=$1)
OR EXISTS(SELECT 1 FROM payments.ledger WHERE product_id=$1)`, id).Scan(&yes); err != nil {
return false, fmt.Errorf("payments: product transacted %s: %w", id, err)
}
return yes, nil
}
// productActive reads a product's archived flag, ErrProductNotFound when it is missing.
func (s *Store) productActive(ctx context.Context, id uuid.UUID) (bool, error) {
var p model.Product
err := postgres.SELECT(table.Product.Active).FROM(table.Product).
WHERE(table.Product.ProductID.EQ(postgres.UUID(id))).LIMIT(1).
QueryContext(ctx, s.db, &p)
if errors.Is(err, qrm.ErrNoRows) {
return false, ErrProductNotFound
}
if err != nil {
return false, fmt.Errorf("payments: product active %s: %w", id, err)
}
return p.Active, nil
}
// productInput reads a product's current editable content (title, atoms, prices).
func (s *Store) productInput(ctx context.Context, id uuid.UUID) (ProductInput, error) {
var p model.Product
err := postgres.SELECT(table.Product.AllColumns).FROM(table.Product).
WHERE(table.Product.ProductID.EQ(postgres.UUID(id))).LIMIT(1).
QueryContext(ctx, s.db, &p)
if errors.Is(err, qrm.ErrNoRows) {
return ProductInput{}, ErrProductNotFound
}
if err != nil {
return ProductInput{}, fmt.Errorf("payments: product input %s: %w", id, err)
}
atoms, prices, err := s.productComposition(ctx, id)
if err != nil {
return ProductInput{}, err
}
return ProductInput{Title: p.Title, Atoms: atoms, Prices: prices}, nil
}
// createProduct inserts a product with its atoms and prices in one transaction, returning its id.
func (s *Store) createProduct(ctx context.Context, in ProductInput, active bool, now time.Time) (uuid.UUID, error) {
id := uuid.New()
if err := withTx(ctx, s.db, func(tx *sql.Tx) error {
if _, err := tx.ExecContext(ctx,
`INSERT INTO payments.product (product_id, title, active, created_at, updated_at) VALUES ($1,$2,$3,$4,$4)`,
id, in.Title, active, now); err != nil {
return fmt.Errorf("insert product: %w", err)
}
return insertComposition(ctx, tx, id, in)
}); err != nil {
return uuid.Nil, fmt.Errorf("payments: create product: %w", err)
}
return id, nil
}
// updateProduct replaces a product's title, atoms and prices in one transaction (active unchanged).
func (s *Store) updateProduct(ctx context.Context, id uuid.UUID, in ProductInput, now time.Time) error {
return withTx(ctx, s.db, func(tx *sql.Tx) error {
res, err := tx.ExecContext(ctx,
`UPDATE payments.product SET title=$2, updated_at=$3 WHERE product_id=$1`, id, in.Title, now)
if err != nil {
return fmt.Errorf("payments: update product %s: %w", id, err)
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrProductNotFound
}
if _, err := tx.ExecContext(ctx, `DELETE FROM payments.product_item WHERE product_id=$1`, id); err != nil {
return fmt.Errorf("payments: clear items %s: %w", id, err)
}
if _, err := tx.ExecContext(ctx, `DELETE FROM payments.product_price WHERE product_id=$1`, id); err != nil {
return fmt.Errorf("payments: clear prices %s: %w", id, err)
}
return insertComposition(ctx, tx, id, in)
})
}
// insertComposition inserts a product's atom items and price rows inside tx (a value's CHIP price
// carries a NULL method).
func insertComposition(ctx context.Context, tx *sql.Tx, id uuid.UUID, in ProductInput) error {
for _, a := range in.Atoms {
if _, err := tx.ExecContext(ctx,
`INSERT INTO payments.product_item (product_id, atom_type, quantity) VALUES ($1,$2,$3)`,
id, a.Atom, a.Quantity); err != nil {
return fmt.Errorf("insert item %s: %w", a.Atom, err)
}
}
for _, p := range in.Prices {
var method any
if p.Method != "" {
method = p.Method
}
if _, err := tx.ExecContext(ctx,
`INSERT INTO payments.product_price (product_id, method, currency, amount) VALUES ($1,$2,$3,$4)`,
id, method, string(p.Currency), p.Amount); err != nil {
return fmt.Errorf("insert price %s: %w", p.Currency, err)
}
}
return nil
}
// setProductActive flips the archived flag.
func (s *Store) setProductActive(ctx context.Context, id uuid.UUID, active bool, now time.Time) error {
res, err := s.db.ExecContext(ctx,
`UPDATE payments.product SET active=$2, updated_at=$3 WHERE product_id=$1`, id, active, now)
if err != nil {
return fmt.Errorf("payments: set product active %s: %w", id, err)
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrProductNotFound
}
return nil
}
// deleteProduct hard-deletes a never-transacted product (its items/prices cascade); a transacted
// product is refused with ErrProductTransacted.
func (s *Store) deleteProduct(ctx context.Context, id uuid.UUID) error {
transacted, err := s.productTransacted(ctx, id)
if err != nil {
return err
}
if transacted {
return ErrProductTransacted
}
res, err := s.db.ExecContext(ctx, `DELETE FROM payments.product WHERE product_id=$1`, id)
if err != nil {
return fmt.Errorf("payments: delete product %s: %w", id, err)
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrProductNotFound
}
return nil
}
@@ -0,0 +1,132 @@
package payments
import (
"context"
"errors"
"fmt"
"time"
"github.com/go-jet/jet/v2/postgres"
"github.com/go-jet/jet/v2/qrm"
"github.com/google/uuid"
"scrabble/backend/internal/postgres/jet/payments/model"
"scrabble/backend/internal/postgres/jet/payments/table"
)
// statementOrder is the fixed segment/origin ordering the report renders, so the panel is stable
// (the balance/benefit maps iterate randomly).
var statementOrder = []Source{SourceDirect, SourceVK, SourceTelegram}
// accountStatement reads the account's balances, benefits, refund risk and full ledger history for
// the admin report. Uncached and outside any transaction — an operator view, not a hot path.
func (s *Store) accountStatement(ctx context.Context, accountID uuid.UUID) (Statement, error) {
st, err := s.loadState(ctx, accountID)
if err != nil {
return Statement{}, err
}
var out Statement
for _, src := range statementOrder {
if chips, ok := st.chips[src]; ok {
out.Segments = append(out.Segments, SegmentChips{Source: src, Chips: chips})
}
if b, ok := st.benefits[src]; ok {
out.Benefits = append(out.Benefits, OriginBenefit{
Origin: src, Hints: b.hints, AdsPaidUntil: derefTime(b.adsPaidUntil), AdsForever: b.adsForever,
})
}
}
var risk model.AccountRisk
err = postgres.SELECT(table.AccountRisk.AllColumns).
FROM(table.AccountRisk).
WHERE(table.AccountRisk.AccountID.EQ(postgres.UUID(accountID))).
LIMIT(1).
QueryContext(ctx, s.db, &risk)
switch {
case err == nil:
out.Risk = RiskInfo{Present: true, Abuse: risk.Abuse, LossChips: int(risk.LossChips)}
case errors.Is(err, qrm.ErrNoRows):
// no risk row — a clean account
default:
return Statement{}, fmt.Errorf("payments: load risk %s: %w", accountID, err)
}
var rows []model.Ledger
if err := postgres.SELECT(table.Ledger.AllColumns).
FROM(table.Ledger).
WHERE(table.Ledger.AccountID.EQ(postgres.UUID(accountID))).
ORDER_BY(table.Ledger.CreatedAt.DESC()).
QueryContext(ctx, s.db, &rows); err != nil {
return Statement{}, fmt.Errorf("payments: load ledger %s: %w", accountID, err)
}
for _, r := range rows {
out.Ledger = append(out.Ledger, LedgerEntry{
Kind: r.Kind,
Source: derefStr(r.Source),
Origin: derefStr(r.Origin),
ChipsDelta: int(r.ChipsDelta),
ProductID: derefUUID(r.ProductID),
OrderID: derefUUID(r.OrderID),
Provider: derefStr(r.Provider),
ProviderPaymentID: derefStr(r.ProviderPaymentID),
Snapshot: derefStr(r.Snapshot),
CreatedAt: r.CreatedAt,
})
}
return out, nil
}
// allLedger reads the entire append-only ledger (all accounts, newest first) for the admin export.
func (s *Store) allLedger(ctx context.Context) ([]LedgerExportRow, error) {
var rows []model.Ledger
if err := postgres.SELECT(table.Ledger.AllColumns).
FROM(table.Ledger).
ORDER_BY(table.Ledger.CreatedAt.DESC()).
QueryContext(ctx, s.db, &rows); err != nil {
return nil, fmt.Errorf("payments: export ledger: %w", err)
}
out := make([]LedgerExportRow, 0, len(rows))
for _, r := range rows {
out = append(out, LedgerExportRow{
AccountID: r.AccountID.String(),
LedgerEntry: LedgerEntry{
Kind: r.Kind,
Source: derefStr(r.Source),
Origin: derefStr(r.Origin),
ChipsDelta: int(r.ChipsDelta),
ProductID: derefUUID(r.ProductID),
OrderID: derefUUID(r.OrderID),
Provider: derefStr(r.Provider),
ProviderPaymentID: derefStr(r.ProviderPaymentID),
Snapshot: derefStr(r.Snapshot),
CreatedAt: r.CreatedAt,
},
})
}
return out, nil
}
// derefStr returns the pointed-to string, or "" when the pointer is nil (a NULL column).
func derefStr(p *string) string {
if p == nil {
return ""
}
return *p
}
// derefUUID renders the pointed-to UUID as a string, or "" when the pointer is nil.
func derefUUID(p *uuid.UUID) string {
if p == nil {
return ""
}
return p.String()
}
// derefTime returns the pointed-to time, or the zero time when the pointer is nil (a NULL column).
func derefTime(p *time.Time) time.Time {
if p == nil {
return time.Time{}
}
return *p
}
+24
View File
@@ -26,6 +26,14 @@ var (
// ErrNotAValue means the product has no chip price (it is a chip pack or unpriced), so it // ErrNotAValue means the product has no chip price (it is a chip pack or unpriced), so it
// cannot be bought with chips. // cannot be bought with chips.
ErrNotAValue = errors.New("payments: product is not a chip-priced value") ErrNotAValue = errors.New("payments: product is not a chip-priced value")
// ErrCannotGrantChips means an admin grant targeted a product carrying the chips atom — the
// admin never grants currency (a gifted balance would bypass the cash desk, D16).
ErrCannotGrantChips = errors.New("payments: cannot grant chips")
// ErrCannotGrantTournament means an admin grant targeted a product carrying the tournament atom,
// which has no credit target until the tournament stage.
ErrCannotGrantTournament = errors.New("payments: cannot grant a tournament atom yet")
// ErrNothingToGrant means the product's atoms yield no grantable benefit (hints / no-ads days).
ErrNothingToGrant = errors.New("payments: product has nothing to grant")
) )
// withTx runs fn inside a transaction on db, rolling back on error or panic. // withTx runs fn inside a transaction on db, rolling back on error or panic.
@@ -312,6 +320,22 @@ func (s *Store) grant(ctx context.Context, accountID uuid.UUID, origin Source, d
return nil return nil
} }
// grantProduct is grant with the source product recorded on the ledger row (product_id), for an
// admin grant-by-product — the benefit is the product's atoms, the ledger stays auditable to it.
func (s *Store) grantProduct(ctx context.Context, accountID uuid.UUID, origin Source, productID uuid.UUID, d benefitDelta, snapshot []byte, now time.Time) error {
err := withTx(ctx, s.db, func(tx *sql.Tx) error {
if err := insertLedgerTx(ctx, tx, accountID, "admin_grant", nil, &origin, 0, &productID, nil, nil, nil, snapshot, now); err != nil {
return err
}
return applyBenefitTx(ctx, tx, accountID, origin, d, now)
})
if err != nil {
return err
}
s.cache.invalidate(accountID)
return nil
}
// consumeHint decrements one hint from the first applicable origin (in the given priority order) // consumeHint decrements one hint from the first applicable origin (in the given priority order)
// that has one, with a guarded update. It returns whether a hint was spent. // that has one, with a guarded update. It returns whether a hint was spent.
func (s *Store) consumeHint(ctx context.Context, accountID uuid.UUID, origins []Source, now time.Time) (bool, error) { func (s *Store) consumeHint(ctx context.Context, accountID uuid.UUID, origins []Source, now time.Time) (bool, error) {
@@ -0,0 +1,18 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
type Config struct {
OnlyRow bool `sql:"primary_key"`
GuestVsAiLimit int16
GuestRandomLimit int16
GuestFriendsLimit int16
DurableVsAiLimit int16
DurableRandomLimit int16
DurableFriendsLimit int16
}
@@ -33,4 +33,5 @@ type Games struct {
DropoutTiles string DropoutTiles string
MultipleWordsPerTurn bool MultipleWordsPerTurn bool
VsAi bool VsAi bool
GameKind int16
} }
@@ -0,0 +1,96 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var Config = newConfigTable("backend", "config", "")
type configTable struct {
postgres.Table
// Columns
OnlyRow postgres.ColumnBool
GuestVsAiLimit postgres.ColumnInteger
GuestRandomLimit postgres.ColumnInteger
GuestFriendsLimit postgres.ColumnInteger
DurableVsAiLimit postgres.ColumnInteger
DurableRandomLimit postgres.ColumnInteger
DurableFriendsLimit postgres.ColumnInteger
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type ConfigTable struct {
configTable
EXCLUDED configTable
}
// AS creates new ConfigTable with assigned alias
func (a ConfigTable) AS(alias string) *ConfigTable {
return newConfigTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new ConfigTable with assigned schema name
func (a ConfigTable) FromSchema(schemaName string) *ConfigTable {
return newConfigTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new ConfigTable with assigned table prefix
func (a ConfigTable) WithPrefix(prefix string) *ConfigTable {
return newConfigTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new ConfigTable with assigned table suffix
func (a ConfigTable) WithSuffix(suffix string) *ConfigTable {
return newConfigTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newConfigTable(schemaName, tableName, alias string) *ConfigTable {
return &ConfigTable{
configTable: newConfigTableImpl(schemaName, tableName, alias),
EXCLUDED: newConfigTableImpl("", "excluded", ""),
}
}
func newConfigTableImpl(schemaName, tableName, alias string) configTable {
var (
OnlyRowColumn = postgres.BoolColumn("only_row")
GuestVsAiLimitColumn = postgres.IntegerColumn("guest_vs_ai_limit")
GuestRandomLimitColumn = postgres.IntegerColumn("guest_random_limit")
GuestFriendsLimitColumn = postgres.IntegerColumn("guest_friends_limit")
DurableVsAiLimitColumn = postgres.IntegerColumn("durable_vs_ai_limit")
DurableRandomLimitColumn = postgres.IntegerColumn("durable_random_limit")
DurableFriendsLimitColumn = postgres.IntegerColumn("durable_friends_limit")
allColumns = postgres.ColumnList{OnlyRowColumn, GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
mutableColumns = postgres.ColumnList{GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
defaultColumns = postgres.ColumnList{OnlyRowColumn, GuestVsAiLimitColumn, GuestRandomLimitColumn, GuestFriendsLimitColumn, DurableVsAiLimitColumn, DurableRandomLimitColumn, DurableFriendsLimitColumn}
)
return configTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
OnlyRow: OnlyRowColumn,
GuestVsAiLimit: GuestVsAiLimitColumn,
GuestRandomLimit: GuestRandomLimitColumn,
GuestFriendsLimit: GuestFriendsLimitColumn,
DurableVsAiLimit: DurableVsAiLimitColumn,
DurableRandomLimit: DurableRandomLimitColumn,
DurableFriendsLimit: DurableFriendsLimitColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -37,6 +37,7 @@ type gamesTable struct {
DropoutTiles postgres.ColumnString DropoutTiles postgres.ColumnString
MultipleWordsPerTurn postgres.ColumnBool MultipleWordsPerTurn postgres.ColumnBool
VsAi postgres.ColumnBool VsAi postgres.ColumnBool
GameKind postgres.ColumnInteger
AllColumns postgres.ColumnList AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList MutableColumns postgres.ColumnList
@@ -98,9 +99,10 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
DropoutTilesColumn = postgres.StringColumn("dropout_tiles") DropoutTilesColumn = postgres.StringColumn("dropout_tiles")
MultipleWordsPerTurnColumn = postgres.BoolColumn("multiple_words_per_turn") MultipleWordsPerTurnColumn = postgres.BoolColumn("multiple_words_per_turn")
VsAiColumn = postgres.BoolColumn("vs_ai") VsAiColumn = postgres.BoolColumn("vs_ai")
allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn} GameKindColumn = postgres.IntegerColumn("game_kind")
mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn} allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn} mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
) )
return gamesTable{ return gamesTable{
@@ -127,6 +129,7 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
DropoutTiles: DropoutTilesColumn, DropoutTiles: DropoutTilesColumn,
MultipleWordsPerTurn: MultipleWordsPerTurnColumn, MultipleWordsPerTurn: MultipleWordsPerTurnColumn,
VsAi: VsAiColumn, VsAi: VsAiColumn,
GameKind: GameKindColumn,
AllColumns: allColumns, AllColumns: allColumns,
MutableColumns: mutableColumns, MutableColumns: mutableColumns,
@@ -21,6 +21,7 @@ func UseSchema(schema string) {
Blocks = Blocks.FromSchema(schema) Blocks = Blocks.FromSchema(schema)
ChatMessages = ChatMessages.FromSchema(schema) ChatMessages = ChatMessages.FromSchema(schema)
Complaints = Complaints.FromSchema(schema) Complaints = Complaints.FromSchema(schema)
Config = Config.FromSchema(schema)
DictionaryState = DictionaryState.FromSchema(schema) DictionaryState = DictionaryState.FromSchema(schema)
EmailConfirmations = EmailConfirmations.FromSchema(schema) EmailConfirmations = EmailConfirmations.FromSchema(schema)
FeedbackMessages = FeedbackMessages.FromSchema(schema) FeedbackMessages = FeedbackMessages.FromSchema(schema)
@@ -0,0 +1,36 @@
-- Guest-limit foundation (E8): tag each game with its kind so the per-tier, per-kind active-game
-- limits are enforceable, and add the single-row config that holds those limits (tuned in the admin,
-- no release). It replaces the old hardcoded MaxActiveQuickGames=10 combined cap with a per-tier,
-- per-kind config. game_kind: 0=unknown (pre-E8 games, never gated), 1=vs_ai, 2=random, 3=friends —
-- set on creation. The limits are smallint with -1 = unlimited; a guest defaults to 1 vs_ai + 1
-- random (friends 0, moot — the guest gate blocks friend games), a durable account to 10 per kind
-- (the old cap, now per kind). Additive only — applies forward via goose with no data rewrite (no
-- contour wipe); an image rollback ignores the column + table.
-- +goose Up
ALTER TABLE backend.games
ADD COLUMN game_kind smallint DEFAULT 0 NOT NULL;
ALTER TABLE backend.games
ADD CONSTRAINT games_game_kind_chk CHECK (game_kind >= 0 AND game_kind <= 3);
CREATE TABLE backend.config (
only_row boolean DEFAULT true NOT NULL,
guest_vs_ai_limit smallint DEFAULT 1 NOT NULL,
guest_random_limit smallint DEFAULT 1 NOT NULL,
guest_friends_limit smallint DEFAULT 0 NOT NULL,
durable_vs_ai_limit smallint DEFAULT 10 NOT NULL,
durable_random_limit smallint DEFAULT 10 NOT NULL,
durable_friends_limit smallint DEFAULT 10 NOT NULL,
CONSTRAINT config_pkey PRIMARY KEY (only_row),
CONSTRAINT config_single_row_chk CHECK (only_row),
CONSTRAINT config_limits_chk CHECK (
guest_vs_ai_limit >= -1 AND guest_random_limit >= -1 AND guest_friends_limit >= -1 AND
durable_vs_ai_limit >= -1 AND durable_random_limit >= -1 AND durable_friends_limit >= -1)
);
INSERT INTO backend.config (only_row) VALUES (true);
-- +goose Down
DROP TABLE backend.config;
ALTER TABLE backend.games DROP COLUMN game_kind;
+1
View File
@@ -72,6 +72,7 @@ func (s *Server) profileResponse(ctx context.Context, acc account.Account) profi
} }
r.Banner = s.bannerFor(ctx, acc, cxt, present) r.Banner = s.bannerFor(ctx, acc, cxt, present)
r.Ads = s.adsFor(ctx, acc, cxt, present) r.Ads = s.adsFor(ctx, acc, cxt, present)
r.GameLimits = s.gameLimitsDTOFor(acc.IsGuest)
s.fillLinkedIdentities(ctx, &r, acc.ID) s.fillLinkedIdentities(ctx, &r, acc.ID)
r.DictVersions = s.currentDictVersions() r.DictVersions = s.currentDictVersions()
return r return r
+18 -3
View File
@@ -78,6 +78,18 @@ type profileResponse struct {
// Filled outside the pure projection (it reads the dictionary registry), so it is empty // Filled outside the pure projection (it reads the dictionary registry), so it is empty
// for callers that build the DTO without a Server. See Server.profileResponse. // for callers that build the DTO without a Server. See Server.profileResponse.
DictVersions []dictVersion `json:"dict_versions,omitempty"` DictVersions []dictVersion `json:"dict_versions,omitempty"`
// GameLimits carries the caller's tier active-game caps per kind (-1 = unlimited); the client
// counts its active games per kind from the lobby and locks a capped New-Game start. Filled
// outside the pure projection (it reads the limits config). See Server.profileResponse.
GameLimits *gameLimitsDTO `json:"game_limits,omitempty"`
}
// gameLimitsDTO is the caller's tier active-game caps per kind (-1 = unlimited), for the client's
// per-kind New-Game lock. profileResponse.GameLimits carries it.
type gameLimitsDTO struct {
VsAI int `json:"vs_ai"`
Random int `json:"random"`
Friends int `json:"friends"`
} }
// dictVersion pairs a game variant's stable label (engine.Variant.String) with its current // dictVersion pairs a game variant's stable label (engine.Variant.String) with its current
@@ -134,7 +146,11 @@ type gameDTO struct {
MultipleWordsPerTurn bool `json:"multiple_words_per_turn"` MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
// VsAI marks an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend // VsAI marks an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend
// are suppressed in the client. // are suppressed in the client.
VsAI bool `json:"vs_ai"` VsAI bool `json:"vs_ai"`
// Kind is the game's origin for the active-game limits (game.Kind): 0 unknown (a pre-existing
// game), 1 vs_ai, 2 random, 3 friends. The lobby counts active games per kind to lock a capped
// New-Game start.
Kind int `json:"kind"`
MoveCount int `json:"move_count"` MoveCount int `json:"move_count"`
EndReason string `json:"end_reason"` EndReason string `json:"end_reason"`
// LastActivityUnix is the lobby sort key: the current turn's start for an active // LastActivityUnix is the lobby sort key: the current turn's start for an active
@@ -177,7 +193,6 @@ type stateDTO struct {
Rack []int `json:"rack"` Rack []int `json:"rack"`
BagLen int `json:"bag_len"` BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"` HintsRemaining int `json:"hints_remaining"`
WalletBalance int `json:"wallet_balance"`
// HintUnlockLeftSeconds is the vs_ai idle-hint gate: seconds until the hint unlocks (0 for a human // HintUnlockLeftSeconds is the vs_ai idle-hint gate: seconds until the hint unlocks (0 for a human
// game / first move / not your turn). The client anchors a monotonic countdown to it. // game / first move / not your turn). The client anchors a monotonic countdown to it.
HintUnlockLeftSeconds int `json:"hint_unlock_left_seconds"` HintUnlockLeftSeconds int `json:"hint_unlock_left_seconds"`
@@ -278,6 +293,7 @@ func gameDTOFromGame(g game.Game) gameDTO {
TurnTimeoutSecs: int(g.TurnTimeout.Seconds()), TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
MultipleWordsPerTurn: g.MultipleWordsPerTurn, MultipleWordsPerTurn: g.MultipleWordsPerTurn,
VsAI: g.VsAI, VsAI: g.VsAI,
Kind: int(g.Kind),
MoveCount: g.MoveCount, MoveCount: g.MoveCount,
EndReason: g.EndReason, EndReason: g.EndReason,
LastActivityUnix: last.Unix(), LastActivityUnix: last.Unix(),
@@ -334,7 +350,6 @@ func stateDTOFrom(v game.StateView, includeAlphabet bool) (stateDTO, error) {
Rack: rack, Rack: rack,
BagLen: v.BagLen, BagLen: v.BagLen,
HintsRemaining: v.HintsRemaining, HintsRemaining: v.HintsRemaining,
WalletBalance: v.WalletBalance,
HintUnlockLeftSeconds: v.HintUnlockLeftSeconds, HintUnlockLeftSeconds: v.HintUnlockLeftSeconds,
} }
if includeAlphabet { if includeAlphabet {
+2
View File
@@ -319,6 +319,8 @@ func statusForError(err error) (int, string) {
return http.StatusConflict, "request_declined" return http.StatusConflict, "request_declined"
case errors.Is(err, social.ErrFriendCodeInvalid): case errors.Is(err, social.ErrFriendCodeInvalid):
return http.StatusUnprocessableEntity, "friend_code_invalid" return http.StatusUnprocessableEntity, "friend_code_invalid"
case errors.Is(err, social.ErrGuestForbidden), errors.Is(err, lobby.ErrGuestForbidden):
return http.StatusForbidden, "guest_forbidden"
case errors.Is(err, feedback.ErrGuestForbidden): case errors.Is(err, feedback.ErrGuestForbidden):
return http.StatusForbidden, "feedback_guest_forbidden" return http.StatusForbidden, "feedback_guest_forbidden"
case errors.Is(err, feedback.ErrBanned): case errors.Is(err, feedback.ErrBanned):
@@ -0,0 +1,278 @@
package server
import (
"context"
"errors"
"fmt"
"strconv"
"strings"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
"scrabble/backend/internal/adminconsole"
"scrabble/backend/internal/payments"
)
// catalogBack is the product-list path the catalog console actions return to.
const catalogBack = "/_gm/catalog"
// atomField pairs a form field with its atom type; priceField pairs a form field with the payment
// method + currency it prices, following the one-currency-per-rail mapping (direct→RUB, vk→VOTE,
// telegram→XTR) plus the value's CHIP price (no method).
var atomFields = []struct{ field, atom string }{
{"chips", "chips"}, {"hints", "hints"}, {"noads", "noads_days"}, {"tournament", "tournament"},
}
var priceFields = []struct {
field, method string
currency payments.Currency
}{
{"price_rub", "direct", payments.CurrencyRUB},
{"price_vote", "vk", payments.CurrencyVote},
{"price_star", "telegram", payments.CurrencyStar},
{"price_chip", "", payments.CurrencyChip},
}
// consoleCatalog lists every product (active and archived) with its composition, prices, transacted
// flag, and the inline create form.
func (s *Server) consoleCatalog(c *gin.Context) {
products, err := s.payments.AdminCatalog(c.Request.Context())
if err != nil {
s.consoleError(c, err)
return
}
var view adminconsole.CatalogView
for _, p := range products {
view.Products = append(view.Products, catalogRow(p))
}
s.renderConsole(c, "catalog", "catalog", "Catalog", view)
}
// catalogRow projects a product into its list row.
func catalogRow(p payments.AdminProduct) adminconsole.ProductRow {
row := adminconsole.ProductRow{ID: p.ID.String(), Title: p.Title, Active: p.Active, Transacted: p.Transacted}
for _, a := range p.Atoms {
row.Atoms = append(row.Atoms, adminconsole.AtomRow{Atom: a.Atom, Quantity: a.Quantity})
}
for _, pr := range p.Prices {
row.Prices = append(row.Prices, adminconsole.PriceRow{Method: pr.Method, Currency: string(pr.Currency), Amount: pr.Amount})
}
return row
}
// consoleCatalogDetail renders one product's edit form, pre-filled from its current composition.
func (s *Server) consoleCatalogDetail(c *gin.Context) {
id, ok := s.consoleUUID(c, catalogBack)
if !ok {
return
}
products, err := s.payments.AdminCatalog(c.Request.Context())
if err != nil {
s.consoleError(c, err)
return
}
for _, p := range products {
if p.ID == id {
s.renderConsole(c, "product_detail", "catalog", p.Title, productForm(p))
return
}
}
s.renderConsoleMessage(c, "Not found", "no such product", catalogBack)
}
// productForm builds the pre-filled edit form for a product.
func productForm(p payments.AdminProduct) adminconsole.ProductFormView {
fv := adminconsole.ProductFormView{ID: p.ID.String(), Title: p.Title, Active: p.Active, Transacted: p.Transacted}
for _, a := range p.Atoms {
switch a.Atom {
case "chips":
fv.Chips = a.Quantity
case "hints":
fv.Hints = a.Quantity
case "noads_days":
fv.NoAds = a.Quantity
case "tournament":
fv.Tournament = a.Quantity
}
}
for _, pr := range p.Prices {
switch pr.Currency {
case payments.CurrencyRUB:
fv.PriceRUB = pr.Amount
case payments.CurrencyVote:
fv.PriceVote = pr.Amount
case payments.CurrencyStar:
fv.PriceStar = pr.Amount
case payments.CurrencyChip:
fv.PriceChip = pr.Amount
}
}
return fv
}
// parseProductForm reads a product's title, atoms, prices and active flag from the submitted form.
func parseProductForm(c *gin.Context) (payments.ProductInput, bool) {
in := payments.ProductInput{Title: strings.TrimSpace(c.PostForm("title"))}
for _, a := range atomFields {
if q, err := strconv.Atoi(strings.TrimSpace(c.PostForm(a.field))); err == nil && q > 0 {
in.Atoms = append(in.Atoms, payments.AtomLine{Atom: a.atom, Quantity: q})
}
}
for _, p := range priceFields {
if amt, err := strconv.ParseInt(strings.TrimSpace(c.PostForm(p.field)), 10, 64); err == nil && amt > 0 {
in.Prices = append(in.Prices, payments.PriceLine{Method: p.method, Currency: p.currency, Amount: amt})
}
}
return in, c.PostForm("active") != ""
}
// consoleCreateProduct validates and inserts a new product from the create form.
func (s *Server) consoleCreateProduct(c *gin.Context) {
in, active := parseProductForm(c)
if _, err := s.payments.CreateProduct(c.Request.Context(), in, active); err != nil {
s.renderConsoleMessage(c, "Invalid product", err.Error(), catalogBack)
return
}
s.renderConsoleMessage(c, "Created", "the product was created", catalogBack)
}
// consoleUpdateProduct validates and replaces a product's title, atoms and prices.
func (s *Server) consoleUpdateProduct(c *gin.Context) {
id, ok := s.consoleUUID(c, catalogBack)
if !ok {
return
}
in, _ := parseProductForm(c)
back := catalogBack + "/" + id.String()
if err := s.payments.UpdateProduct(c.Request.Context(), id, in); err != nil {
s.renderConsoleMessage(c, "Invalid product", err.Error(), back)
return
}
s.renderConsoleMessage(c, "Saved", "the product was updated", back)
}
// consoleArchiveProduct archives or unarchives a product (the desired state rides in the form);
// unarchiving revalidates the sellable shape.
func (s *Server) consoleArchiveProduct(c *gin.Context) {
id, ok := s.consoleUUID(c, catalogBack)
if !ok {
return
}
active := c.PostForm("active") == "true"
if err := s.payments.SetProductActive(c.Request.Context(), id, active); err != nil {
s.renderConsoleMessage(c, "Cannot change status", err.Error(), catalogBack)
return
}
s.renderConsoleMessage(c, "Updated", "the product status was changed", catalogBack)
}
// consoleDeleteProductAction hard-deletes a never-transacted product; a transacted one is refused
// with a hint to archive instead.
func (s *Server) consoleDeleteProductAction(c *gin.Context) {
id, ok := s.consoleUUID(c, catalogBack)
if !ok {
return
}
err := s.payments.DeleteProduct(c.Request.Context(), id)
if errors.Is(err, payments.ErrProductTransacted) {
s.renderConsoleMessage(c, "Cannot delete", "this product has transactions; archive it instead", catalogBack)
return
}
if err != nil {
s.consoleError(c, err)
return
}
s.renderConsoleMessage(c, "Deleted", "the product was deleted", catalogBack)
}
// consoleGrant grants raw benefit atoms (hints / no-ads days / forever) to a chosen origin — a
// zero-price admin sale.
func (s *Server) consoleGrant(c *gin.Context) {
id, ok := s.consoleUUID(c, "/_gm/users")
if !ok {
return
}
back := "/_gm/users/" + id.String()
if s.payments == nil {
s.renderConsoleMessage(c, "Unavailable", "payments are not enabled", back)
return
}
origin := payments.Source(c.PostForm("origin"))
hints, _ := strconv.Atoi(strings.TrimSpace(c.PostForm("hints")))
noads, _ := strconv.Atoi(strings.TrimSpace(c.PostForm("noads")))
forever := c.PostForm("forever") != ""
if err := s.payments.Grant(c.Request.Context(), id, origin, hints, noads, forever); err != nil {
s.renderConsoleMessage(c, "Grant failed", err.Error(), back)
return
}
s.publishBannerChange(id)
s.renderConsoleMessage(c, "Granted", "the benefit was granted", back)
}
// consoleGrantProduct grants a value product's atoms (a reward bundle, possibly archived) to a
// chosen origin. It refuses a product carrying chips or the tournament atom (payments enforces it).
func (s *Server) consoleGrantProduct(c *gin.Context) {
id, ok := s.consoleUUID(c, "/_gm/users")
if !ok {
return
}
back := "/_gm/users/" + id.String()
if s.payments == nil {
s.renderConsoleMessage(c, "Unavailable", "payments are not enabled", back)
return
}
origin := payments.Source(c.PostForm("origin"))
productID, err := uuid.Parse(strings.TrimSpace(c.PostForm("product_id")))
if err != nil {
s.renderConsoleMessage(c, "Grant failed", "choose a product", back)
return
}
if err := s.payments.GrantProduct(c.Request.Context(), id, origin, productID); err != nil {
s.renderConsoleMessage(c, "Grant failed", err.Error(), back)
return
}
s.publishBannerChange(id)
s.renderConsoleMessage(c, "Granted", "the product was granted", back)
}
// grantForm builds the admin-grant panel: the origin picker and the grantable products (value
// bundles, including archived ones — chips and tournament products are excluded).
func (s *Server) grantForm(ctx context.Context) adminconsole.GrantFormView {
fv := adminconsole.GrantFormView{Present: true, Origins: []string{"direct", "vk", "telegram"}}
products, err := s.payments.AdminCatalog(ctx)
if err != nil {
return fv
}
for _, p := range products {
if grantableProduct(p) {
fv.Products = append(fv.Products, adminconsole.GrantProductOption{
ID: p.ID.String(), Title: p.Title, Summary: atomSummary(p.Atoms), Archived: !p.Active,
})
}
}
return fv
}
// grantableProduct reports whether a product can be admin-granted: it carries at least one benefit
// atom (hints / no-ads days) and no chips or tournament atom.
func grantableProduct(p payments.AdminProduct) bool {
benefit := false
for _, a := range p.Atoms {
switch a.Atom {
case "chips", "tournament":
return false
case "hints", "noads_days":
benefit = true
}
}
return benefit
}
// atomSummary renders a product's atoms as "hints×5, noads_days×30".
func atomSummary(atoms []payments.AtomLine) string {
parts := make([]string, 0, len(atoms))
for _, a := range atoms {
parts = append(parts, fmt.Sprintf("%s×%d", a.Atom, a.Quantity))
}
return strings.Join(parts, ", ")
}
@@ -21,6 +21,7 @@ import (
"scrabble/backend/internal/dictadmin" "scrabble/backend/internal/dictadmin"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/payments"
"scrabble/backend/internal/ratewatch" "scrabble/backend/internal/ratewatch"
"scrabble/backend/internal/robot" "scrabble/backend/internal/robot"
"scrabble/backend/internal/social" "scrabble/backend/internal/social"
@@ -57,6 +58,9 @@ func (s *Server) registerConsole(router *gin.Engine) {
gm.POST("/users/:id/grant-role", s.consoleGrantRole) gm.POST("/users/:id/grant-role", s.consoleGrantRole)
gm.POST("/users/:id/revoke-role", s.consoleRevokeRole) gm.POST("/users/:id/revoke-role", s.consoleRevokeRole)
gm.POST("/users/:id/remove-email", s.consoleRemoveEmail) gm.POST("/users/:id/remove-email", s.consoleRemoveEmail)
gm.POST("/users/:id/grant", s.consoleGrant)
gm.POST("/users/:id/grant-product", s.consoleGrantProduct)
gm.POST("/users/:id/refund", s.consoleRefund)
gm.POST("/users/:id/delete", s.consoleDeleteUser) gm.POST("/users/:id/delete", s.consoleDeleteUser)
gm.GET("/reasons", s.consoleReasons) gm.GET("/reasons", s.consoleReasons)
gm.POST("/reasons", s.consoleCreateReason) gm.POST("/reasons", s.consoleCreateReason)
@@ -66,6 +70,10 @@ func (s *Server) registerConsole(router *gin.Engine) {
gm.POST("/bans/unban", s.consoleUnban) gm.POST("/bans/unban", s.consoleUnban)
gm.GET("/games", s.consoleGames) gm.GET("/games", s.consoleGames)
gm.GET("/games/:id", s.consoleGameDetail) gm.GET("/games/:id", s.consoleGameDetail)
if s.gamelimits != nil {
gm.GET("/limits", s.consoleLimits)
gm.POST("/limits", s.consoleUpdateLimits)
}
gm.GET("/complaints", s.consoleComplaints) gm.GET("/complaints", s.consoleComplaints)
gm.GET("/complaints/:id", s.consoleComplaintDetail) gm.GET("/complaints/:id", s.consoleComplaintDetail)
gm.POST("/complaints/:id/resolve", s.consoleResolveComplaint) gm.POST("/complaints/:id/resolve", s.consoleResolveComplaint)
@@ -101,6 +109,15 @@ func (s *Server) registerConsole(router *gin.Engine) {
gm.GET("/banner-settings", s.consoleBannerSettings) gm.GET("/banner-settings", s.consoleBannerSettings)
gm.POST("/banner-settings", s.consoleUpdateBannerSettings) gm.POST("/banner-settings", s.consoleUpdateBannerSettings)
} }
if s.payments != nil {
gm.GET("/catalog", s.consoleCatalog)
gm.POST("/catalog", s.consoleCreateProduct)
gm.GET("/catalog/:id", s.consoleCatalogDetail)
gm.POST("/catalog/:id", s.consoleUpdateProduct)
gm.POST("/catalog/:id/archive", s.consoleArchiveProduct)
gm.POST("/catalog/:id/delete", s.consoleDeleteProductAction)
gm.GET("/ledger.csv", s.consoleLedgerExport)
}
} }
// consoleDashboard renders the landing page: the top-line counts and the resident // consoleDashboard renders the landing page: the top-line counts and the resident
@@ -436,9 +453,41 @@ func (s *Server) consoleUserDetail(c *gin.Context) {
view.Friends = relationRows(rels) view.Friends = relationRows(rels)
} }
} }
if s.payments != nil {
if stmt, err := s.payments.AccountStatement(ctx, id); err == nil {
view.Finance = financeView(stmt)
} else {
s.log.Warn("console: account statement failed", zap.String("account", id.String()), zap.Error(err))
}
view.Grant = s.grantForm(ctx)
}
s.renderConsole(c, "user_detail", "users", acc.DisplayName, view) s.renderConsole(c, "user_detail", "users", acc.DisplayName, view)
} }
// financeView projects an account's payments statement into the user-card finance panel, with the
// benefit expiry and ledger times pre-formatted for the logic-free template.
func financeView(stmt payments.Statement) adminconsole.FinanceView {
fv := adminconsole.FinanceView{Present: true, Abuse: stmt.Risk.Abuse, Loss: stmt.Risk.LossChips}
for _, sg := range stmt.Segments {
fv.Segments = append(fv.Segments, adminconsole.SegmentRow{Source: string(sg.Source), Chips: sg.Chips})
}
for _, b := range stmt.Benefits {
row := adminconsole.BenefitRow{Origin: string(b.Origin), Hints: b.Hints, Forever: b.AdsForever}
if !b.AdsPaidUntil.IsZero() {
row.AdsUntil = fmtTime(b.AdsPaidUntil)
}
fv.Benefits = append(fv.Benefits, row)
}
for _, e := range stmt.Ledger {
fv.Ledger = append(fv.Ledger, adminconsole.LedgerRow{
Kind: e.Kind, Source: e.Source, Origin: e.Origin, ChipsDelta: e.ChipsDelta,
Product: e.ProductID, Order: e.OrderID, Provider: e.Provider, Snapshot: e.Snapshot,
At: fmtTime(e.CreatedAt),
})
}
return fv
}
// relationRows maps the social graph entries to the cross-linked, date-formatted rows the // relationRows maps the social graph entries to the cross-linked, date-formatted rows the
// user card renders. // user card renders.
func relationRows(rels []social.AdminRelation) []adminconsole.RelationRow { func relationRows(rels []social.AdminRelation) []adminconsole.RelationRow {
@@ -517,6 +566,7 @@ func (s *Server) consoleGameDetail(c *gin.Context) {
Status: g.Status, Players: g.Players, ToMove: g.ToMove, EndReason: g.EndReason, Status: g.Status, Players: g.Players, ToMove: g.ToMove, EndReason: g.EndReason,
MoveCount: g.MoveCount, CreatedAt: fmtTime(g.CreatedAt), UpdatedAt: fmtTime(g.UpdatedAt), MoveCount: g.MoveCount, CreatedAt: fmtTime(g.CreatedAt), UpdatedAt: fmtTime(g.UpdatedAt),
FinishedAt: fmtTimePtr(g.FinishedAt), VsAI: g.VsAI, FinishedAt: fmtTimePtr(g.FinishedAt), VsAI: g.VsAI,
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
} }
// Resolve seats and detect robot seats; capture the human opponent's timezone, which // Resolve seats and detect robot seats; capture the human opponent's timezone, which
// anchors the robot's sleep window for the next-move ETA. // anchors the robot's sleep window for the next-move ETA.
@@ -1199,7 +1249,7 @@ func (s *Server) consoleUUID(c *gin.Context, back string) (uuid.UUID, bool) {
// gameRow projects a game summary into its console row. // gameRow projects a game summary into its console row.
func gameRow(g game.Game) adminconsole.GameRow { func gameRow(g game.Game) adminconsole.GameRow {
return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt), VsAI: g.VsAI} return adminconsole.GameRow{ID: g.ID.String(), Variant: g.Variant.String(), Status: g.Status, Players: g.Players, UpdatedAt: fmtTime(g.UpdatedAt), VsAI: g.VsAI, Kind: g.Kind.String()}
} }
// trimForm returns the trimmed value of a posted form field. // trimForm returns the trimmed value of a posted form field.
@@ -0,0 +1,75 @@
package server
import (
"fmt"
"github.com/gin-gonic/gin"
"scrabble/backend/internal/adminconsole"
"scrabble/backend/internal/gamelimits"
)
// gameLimitsDTOFor resolves the caller's tier active-game caps into the profile DTO, so the client
// can lock a capped New-Game start per kind. It returns nil when the limits config is not wired.
func (s *Server) gameLimitsDTOFor(isGuest bool) *gameLimitsDTO {
if s.gamelimits == nil {
return nil
}
l := s.gamelimits.LimitsFor(isGuest)
return &gameLimitsDTO{VsAI: l.VsAI, Random: l.Random, Friends: l.Friends}
}
// consoleLimits renders the per-tier, per-kind active-game limit form (backend.config), read from
// the in-memory cache.
func (s *Server) consoleLimits(c *gin.Context) {
cfg := s.gamelimits.Get()
s.renderConsole(c, "limits", "limits", "Game limits", adminconsole.GameLimitsView{
GuestVsAI: cfg.Guest.VsAI,
GuestRandom: cfg.Guest.Random,
GuestFriends: cfg.Guest.Friends,
DurableVsAI: cfg.Durable.VsAI,
DurableRandom: cfg.Durable.Random,
DurableFriends: cfg.Durable.Friends,
})
}
// consoleUpdateLimits saves the active-game limits and refreshes the hot cache in place. Each
// field is a per-kind cap: -1 is unlimited, 0 blocks the kind, a positive value caps concurrent games.
func (s *Server) consoleUpdateLimits(c *gin.Context) {
cfg := gamelimits.Config{
Guest: gamelimits.Limits{
VsAI: atoiForm(c, "guest_vs_ai"),
Random: atoiForm(c, "guest_random"),
Friends: atoiForm(c, "guest_friends"),
},
Durable: gamelimits.Limits{
VsAI: atoiForm(c, "durable_vs_ai"),
Random: atoiForm(c, "durable_random"),
Friends: atoiForm(c, "durable_friends"),
},
}
if err := validateGameLimits(cfg); err != nil {
s.renderConsoleMessage(c, "Invalid", err.Error(), "/_gm/limits")
return
}
if err := s.gamelimits.Update(c.Request.Context(), cfg); err != nil {
s.consoleError(c, err)
return
}
s.renderConsoleMessage(c, "Saved", "game limits updated", "/_gm/limits")
}
// validateGameLimits rejects a limit below -1 (the unlimited sentinel); -1, 0 and any positive count
// are valid. It mirrors the backend.config CHECK so a bad value is refused with a clean message
// rather than a raw database error.
func validateGameLimits(cfg gamelimits.Config) error {
for _, v := range []int{
cfg.Guest.VsAI, cfg.Guest.Random, cfg.Guest.Friends,
cfg.Durable.VsAI, cfg.Durable.Random, cfg.Durable.Friends,
} {
if v < gamelimits.Unlimited {
return fmt.Errorf("a limit must be -1 (unlimited), 0, or a positive count")
}
}
return nil
}
@@ -0,0 +1,71 @@
package server
import (
"encoding/csv"
"fmt"
"strconv"
"strings"
"time"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
)
// consoleRefund refunds a paid order in full at the operator's request. The operator performs the
// actual money refund on the rail (Robokassa cabinet / VK support / Telegram refundStarPayment);
// this records it — a refund ledger row and a floor-0 chip revoke (never negative, D27). Idempotent.
func (s *Server) consoleRefund(c *gin.Context) {
id, ok := s.consoleUUID(c, "/_gm/users")
if !ok {
return
}
back := "/_gm/users/" + id.String()
if s.payments == nil {
s.renderConsoleMessage(c, "Unavailable", "payments are not enabled", back)
return
}
orderID, err := uuid.Parse(strings.TrimSpace(c.PostForm("order_id")))
if err != nil {
s.renderConsoleMessage(c, "Refund failed", "no order to refund", back)
return
}
out, err := s.payments.RefundOrderFull(c.Request.Context(), orderID)
if err != nil {
s.renderConsoleMessage(c, "Refund failed", err.Error(), back)
return
}
if out.AlreadyRefunded {
s.renderConsoleMessage(c, "Already refunded", "this order was already refunded", back)
return
}
s.publishBannerChange(id)
msg := fmt.Sprintf("revoked %d chips", out.Revoked)
if out.Loss > 0 {
msg += fmt.Sprintf("; %d chips were already spent (recorded as a loss + abuse flag)", out.Loss)
}
s.renderConsoleMessage(c, "Refunded", msg, back)
}
// consoleLedgerExport streams the entire append-only ledger as a CSV attachment for tax reporting
// and rail reconciliation. The snapshot column carries the raw purchase/refund JSON.
func (s *Server) consoleLedgerExport(c *gin.Context) {
rows, err := s.payments.LedgerExport(c.Request.Context())
if err != nil {
s.consoleError(c, err)
return
}
c.Header("Content-Type", "text/csv; charset=utf-8")
c.Header("Content-Disposition", `attachment; filename="ledger.csv"`)
w := csv.NewWriter(c.Writer)
_ = w.Write([]string{
"created_at", "account_id", "kind", "source", "origin", "chips_delta",
"product_id", "order_id", "provider", "provider_payment_id", "snapshot",
})
for _, r := range rows {
_ = w.Write([]string{
r.CreatedAt.UTC().Format(time.RFC3339), r.AccountID, r.Kind, r.Source, r.Origin,
strconv.Itoa(r.ChipsDelta), r.ProductID, r.OrderID, r.Provider, r.ProviderPaymentID, r.Snapshot,
})
}
w.Flush()
}
+14 -22
View File
@@ -10,6 +10,7 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
) )
// The handlers below cover the game and chat operations the UI needs. They follow // The handlers below cover the game and chat operations the UI needs. They follow
@@ -46,10 +47,11 @@ type historyDTO struct {
} }
// gameListDTO is the caller's games (active and finished) for the lobby. AtGameLimit // gameListDTO is the caller's games (active and finished) for the lobby. AtGameLimit
// reports whether the caller has reached the simultaneous quick-game cap // reports whether the caller has reached its tier's active-game cap for the random
// (game.MaxActiveQuickGames); while it is true the lobby disables "New Game" and shows a // (quick auto-match) kind (the per-tier, per-kind limits in backend.config); while
// notice. It rides the lobby response — which the lobby re-fetches on every game event — // it is true the lobby disables "New Game" and shows a notice. It rides the lobby
// instead of a separate request. // response — which the lobby re-fetches on every game event — instead of a separate
// request.
type gameListDTO struct { type gameListDTO struct {
Games []gameDTO `json:"games"` Games []gameDTO `json:"games"`
AtGameLimit bool `json:"at_game_limit"` AtGameLimit bool `json:"at_game_limit"`
@@ -395,23 +397,13 @@ func (s *Server) handleSaveDraft(c *gin.Context) {
c.JSON(http.StatusOK, okResponse{OK: true}) c.JSON(http.StatusOK, okResponse{OK: true})
} }
// atGameLimit reports whether uid already holds the maximum number of simultaneous // ensureUnderGameLimit aborts the request with 409 game_limit_reached when uid has reached its
// quick games (game.MaxActiveQuickGames). It backs both the lobby's at_game_limit flag // tier's active-game cap for kind (the per-tier, per-kind limits in backend.config), and reports
// and the new-game gate; friend games created by invitation are not counted. // whether the caller may proceed. It guards the quick new-game entry points — auto-match (random)
func (s *Server) atGameLimit(ctx context.Context, uid uuid.UUID) (bool, error) { // and AI (vs_ai). Friend-invitation limits are enforced in the lobby's CreateInvitation, and
n, err := s.games.CountActiveQuickGames(ctx, uid) // accepting an incoming invitation is deliberately exempt.
if err != nil { func (s *Server) ensureUnderGameLimit(c *gin.Context, uid uuid.UUID, kind gamelimits.Kind) bool {
return false, err atLimit, err := s.games.AtGameLimit(c.Request.Context(), uid, kind)
}
return n >= game.MaxActiveQuickGames, nil
}
// ensureUnderGameLimit aborts the request with 409 game_limit_reached when uid is at the
// simultaneous quick-game cap, and reports whether the caller may proceed. It guards
// every new-game entry point — quick auto-match/AI and invitation creation; accepting an
// incoming invitation is deliberately exempt.
func (s *Server) ensureUnderGameLimit(c *gin.Context, uid uuid.UUID) bool {
atLimit, err := s.atGameLimit(c.Request.Context(), uid)
if err != nil { if err != nil {
s.abortErr(c, err) s.abortErr(c, err)
return false return false
@@ -437,7 +429,7 @@ func (s *Server) handleListGames(c *gin.Context) {
s.abortErr(c, err) s.abortErr(c, err)
return return
} }
atLimit, err := s.atGameLimit(c.Request.Context(), uid) atLimit, err := s.games.AtGameLimit(c.Request.Context(), uid, gamelimits.KindRandom)
if err != nil { if err != nil {
s.abortErr(c, err) s.abortErr(c, err)
return return
@@ -133,9 +133,6 @@ func (s *Server) handleCreateInvitation(c *gin.Context) {
} }
inviteeIDs = append(inviteeIDs, id) inviteeIDs = append(inviteeIDs, id)
} }
if !s.ensureUnderGameLimit(c, uid) {
return
}
inv, err := s.invitations.CreateInvitation(c.Request.Context(), uid, inviteeIDs, settings) inv, err := s.invitations.CreateInvitation(c.Request.Context(), uid, inviteeIDs, settings)
if err != nil { if err != nil {
s.abortErr(c, err) s.abortErr(c, err)
+6 -3
View File
@@ -8,6 +8,7 @@ import (
"github.com/google/uuid" "github.com/google/uuid"
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
) )
// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The // The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
@@ -189,13 +190,15 @@ func (s *Server) handleEnqueue(c *gin.Context) {
if !s.ensureVariantAllowed(c, uid, variant.String()) { if !s.ensureVariantAllowed(c, uid, variant.String()) {
return return
} }
if !s.ensureUnderGameLimit(c, uid) { kind := gamelimits.KindRandom
return
}
enter := s.matchmaker.Enqueue enter := s.matchmaker.Enqueue
if req.VsAI { if req.VsAI {
kind = gamelimits.KindVsAI
enter = s.matchmaker.StartVsAI enter = s.matchmaker.StartVsAI
} }
if !s.ensureUnderGameLimit(c, uid, kind) {
return
}
res, err := enter(c.Request.Context(), uid, variant, req.MultipleWordsPerTurn) res, err := enter(c.Request.Context(), uid, variant, req.MultipleWordsPerTurn)
if err != nil { if err != nil {
s.abortErr(c, err) s.abortErr(c, err)
+7
View File
@@ -25,6 +25,7 @@ import (
"scrabble/backend/internal/engine" "scrabble/backend/internal/engine"
"scrabble/backend/internal/feedback" "scrabble/backend/internal/feedback"
"scrabble/backend/internal/game" "scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/link" "scrabble/backend/internal/link"
"scrabble/backend/internal/lobby" "scrabble/backend/internal/lobby"
"scrabble/backend/internal/notify" "scrabble/backend/internal/notify"
@@ -100,6 +101,10 @@ type Deps struct {
// console routes are registered when the wallet surface lands. A nil Payments // console routes are registered when the wallet surface lands. A nil Payments
// omits them. // omits them.
Payments *payments.Service Payments *payments.Service
// GameLimits is the per-tier, per-kind active-game limit config, cached in memory. The
// game domain reads it through game.Service (SetGameLimits) for the new-game gate; the admin
// console reads and edits it here. A nil GameLimits omits the limits console section.
GameLimits *gamelimits.Service
// Notifier publishes live-event intents — here the banner-eligibility re-poll // Notifier publishes live-event intents — here the banner-eligibility re-poll
// signal the banner/hint/role console actions emit. A nil Notifier discards // signal the banner/hint/role console actions emit. A nil Notifier discards
// them (notify.Nop). // them (notify.Nop).
@@ -140,6 +145,7 @@ type Server struct {
banview *banview.View banview *banview.View
ads *ads.Service ads *ads.Service
payments *payments.Service payments *payments.Service
gamelimits *gamelimits.Service
robokassa robokassa.Config robokassa robokassa.Config
notifier notify.Publisher notifier notify.Publisher
console *adminconsole.Renderer console *adminconsole.Renderer
@@ -194,6 +200,7 @@ func New(addr string, deps Deps) *Server {
banview: deps.BanView, banview: deps.BanView,
ads: deps.Ads, ads: deps.Ads,
payments: deps.Payments, payments: deps.Payments,
gamelimits: deps.GameLimits,
robokassa: deps.Robokassa, robokassa: deps.Robokassa,
notifier: notifier, notifier: notifier,
renderer: deps.Renderer, renderer: deps.Renderer,
+6
View File
@@ -65,6 +65,12 @@ func (svc *Service) IssueFriendCode(ctx context.Context, accountID uuid.UUID) (F
// ErrRequestBlocked (a block stands between the pair). A redeem bypasses any prior // ErrRequestBlocked (a block stands between the pair). A redeem bypasses any prior
// decline between the two: it clears the old row and writes a fresh friendship. // decline between the two: it clears the old row and writes a fresh friendship.
func (svc *Service) RedeemFriendCode(ctx context.Context, redeemerID uuid.UUID, code string) (uuid.UUID, error) { func (svc *Service) RedeemFriendCode(ctx context.Context, redeemerID uuid.UUID, code string) (uuid.UUID, error) {
// A guest cannot use friends: a durable-account feature (the UI hides it).
if acc, err := svc.accounts.GetByID(ctx, redeemerID); err != nil {
return uuid.UUID{}, err
} else if acc.IsGuest {
return uuid.UUID{}, ErrGuestForbidden
}
issuerID, codeID, err := svc.store.liveFriendCodeByHash(ctx, hashFriendCode(code), svc.now()) issuerID, codeID, err := svc.store.liveFriendCodeByHash(ctx, hashFriendCode(code), svc.now())
if err != nil { if err != nil {
return uuid.UUID{}, err return uuid.UUID{}, err
+7
View File
@@ -51,6 +51,13 @@ func (svc *Service) SendFriendRequest(ctx context.Context, requesterID, addresse
if requesterID == addresseeID { if requesterID == addresseeID {
return ErrSelfRelation return ErrSelfRelation
} }
// A guest cannot use friends — friends are a durable-account feature; the UI hides the
// flow, this is the server source of truth.
if acc, err := svc.accounts.GetByID(ctx, requesterID); err != nil {
return err
} else if acc.IsGuest {
return ErrGuestForbidden
}
iBlockThem, err := svc.store.blockExists(ctx, requesterID, addresseeID) iBlockThem, err := svc.store.blockExists(ctx, requesterID, addresseeID)
if err != nil { if err != nil {
return err return err
+6
View File
@@ -42,6 +42,12 @@ func (svc *Service) RequestInGame(ctx context.Context, requesterID, addresseeID,
if requesterID == addresseeID { if requesterID == addresseeID {
return ErrSelfRelation return ErrSelfRelation
} }
// A guest cannot use friends: a durable-account feature (the UI hides it).
if acc, err := svc.accounts.GetByID(ctx, requesterID); err != nil {
return err
} else if acc.IsGuest {
return ErrGuestForbidden
}
isRobot, err := svc.accounts.IsRobot(ctx, addresseeID) isRobot, err := svc.accounts.IsRobot(ctx, addresseeID)
if err != nil { if err != nil {
return err return err
+3
View File
@@ -59,6 +59,9 @@ var (
// ErrRequestBlocked is returned when the addressee does not accept friend // ErrRequestBlocked is returned when the addressee does not accept friend
// requests (their global toggle) or a block stands between the two accounts. // requests (their global toggle) or a block stands between the two accounts.
ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests") ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests")
// ErrGuestForbidden is returned when a guest attempts a durable-only action (send a friend
// request, redeem a friend code); friends are a durable-account feature.
ErrGuestForbidden = errors.New("social: guests cannot use friends")
// ErrRequestNotFound is returned when no pending friend request matches. // ErrRequestNotFound is returned when no pending friend request matches.
ErrRequestNotFound = errors.New("social: no pending friend request") ErrRequestNotFound = errors.New("social: no pending friend request")
// ErrNoSharedGame is returned when a friend request targets someone the // ErrNoSharedGame is returned when a friend request targets someone the
+11
View File
@@ -125,6 +125,17 @@ GATEWAY_VK_APP_SECRET=
# come from VITE_VK_APP_ID / VITE_VK_ID_REDIRECT_URL above. All three empty disables link.vk.*. # come from VITE_VK_APP_ID / VITE_VK_ID_REDIRECT_URL above. All three empty disables link.vk.*.
GATEWAY_VK_ID_CLIENT_SECRET= GATEWAY_VK_ID_CLIENT_SECRET=
# --- Payments: Robokassa (direct RUB rail) ----------------------------------
# The shop's merchant login + the two pass phrases (Password1 signs the launch request,
# Password2 signs/verifies the Result callback). An empty login leaves the direct rail off.
# ROBOKASSA_TEST=1 runs test payments against the shop's TEST pass phrases (no real money);
# empty/0 is live. Mapped in compose to BACKEND_ROBOKASSA_*; Gitea TEST_/PROD_ secrets, with
# PROD_BACKEND_ROBOKASSA_TEST a variable so go-live is a flag flip, not a secret redeploy.
ROBOKASSA_MERCHANT_LOGIN=
ROBOKASSA_PASSWORD1=
ROBOKASSA_PASSWORD2=
ROBOKASSA_TEST=
# --- Gateway anti-abuse ------------------------------------------------------ # --- Gateway anti-abuse ------------------------------------------------------
# Planted honeytoken bearer value: any request presenting it is flagged — a 24h IP ban # Planted honeytoken bearer value: any request presenting it is flagged — a 24h IP ban
# where the IP ban is on (prod), logs + a ban metric otherwise (test). Plant the value # where the IP ban is on (prod), logs + a ban metric otherwise (test). Plant the value
+7 -2
View File
@@ -76,6 +76,9 @@ compose binds from this directory.
| `GM_BASICAUTH_HASH` | secret | bcrypt hash gating `/_gm` (admin console + Grafana). Generate with `docker run --rm caddy:2-alpine caddy hash-password --plaintext '<pw>'`. | | `GM_BASICAUTH_HASH` | secret | bcrypt hash gating `/_gm` (admin console + Grafana). Generate with `docker run --rm caddy:2-alpine caddy hash-password --plaintext '<pw>'`. |
| `TELEGRAM_MINIAPP_URL` | derived | The Mini App URL the bot hands out in deep links / buttons. The deploy derives `PUBLIC_BASE_URL + /telegram/`; set it directly only for a local run (compose still `:?`-requires it). | | `TELEGRAM_MINIAPP_URL` | derived | The Mini App URL the bot hands out in deep links / buttons. The deploy derives `PUBLIC_BASE_URL + /telegram/`; set it directly only for a local run (compose still `:?`-requires it). |
| `EXPORT_SIGN_KEY` | secret | HMAC key signing the public finished-game export download URLs (`/dl/*`). Generate with `openssl rand -base64 32`. | | `EXPORT_SIGN_KEY` | secret | HMAC key signing the public finished-game export download URLs (`/dl/*`). Generate with `openssl rand -base64 32`. |
| `BACKEND_ROBOKASSA_MERCHANT_LOGIN` | secret | Robokassa shop login for the direct RUB rail. Empty leaves the rail off. |
| `BACKEND_ROBOKASSA_PASSWORD1` / `…_PASSWORD2` | secret | Robokassa pass phrases: Password1 signs the launch request, Password2 signs/verifies the Result callback. Use the shop's **test** pair while `…_ROBOKASSA_TEST=1`, the **live** pair for real money. (Password3 — Robokassa's JWT-invoice API — is unused.) |
| `BACKEND_ROBOKASSA_TEST` | **variable** | `1` runs test payments against the test pass phrases (no real money); empty/`0` is live. A variable, not a secret, so go-live is a flag flip + redeploy, not a secret rotation. |
**Plus the bot token**`TELEGRAM_BOT_TOKEN` (secret), shared by the validator (HMAC **Plus the bot token**`TELEGRAM_BOT_TOKEN` (secret), shared by the validator (HMAC
secret) and the bot (Bot API). It defaults to empty in compose, but both **fail at secret) and the bot (Bot API). It defaults to empty in compose, but both **fail at
@@ -252,8 +255,10 @@ shipping or redeploying this stack does **not** start archiving — the artifact
armed, which is why an un-armed prod deploy can never pile WAL onto the disk. The base-backup armed, which is why an un-armed prod deploy can never pile WAL onto the disk. The base-backup
timer is provisioned by the Ansible `main` role behind `pitr_enabled` (also default off). Two timer is provisioned by the Ansible `main` role behind `pitr_enabled` (also default off). Two
Grafana alerts watch health: `WAL archiving failing` (`pg_stat_archiver_failed_count` rising) Grafana alerts watch health: `WAL archiving failing` (`pg_stat_archiver_failed_count` rising)
and `WAL archiving stalled` (`pg_stat_archiver_last_archive_age` over 30 min) — both and `WAL archiving stalled` (last archive over 30 min old **while `pg_wal_size_bytes` is growing**
absent/NaN-safe, so they stay quiet until archiving is armed. — the pg_wal-growth guard keeps an idle database, which archives nothing because it writes nothing,
from false-triggering during quiet hours) — both absent/NaN-safe, so they stay quiet until
archiving is armed.
**Assessment (owner-reviewed; the gate before the first real money).** Measured on prod **Assessment (owner-reviewed; the gate before the first real money).** Measured on prod
`pg_stat_wal`: WAL is generated at **~0.77 MB/day** and the database is **~9.6 MB**. At `pg_stat_wal`: WAL is generated at **~0.77 MB/day** and the database is **~9.6 MB**. At
+15 -1
View File
@@ -213,6 +213,20 @@
loop: loop:
- "" - ""
- config - config
- certs
- dumps - dumps
- images - images
# The certs dir holds the reverse-mTLS bot-link keypair, bind-mounted into the gateway (and
# backend) which run as the distroless nonroot UID 65532 — not the deploy user. The dir must be
# traversable by "other" (0755) or the nonroot process cannot open the 0644 keypair and crash-loops
# at startup ("mtls: load server keypair: ... permission denied") — a latent failure that only bites
# on a container restart (e.g. a host reboot), not while a long-running container holds the keypair
# in memory. The keys themselves are 0644 by design (see the gateway compose); the host is
# single-tenant and SSH-access-controlled, so a traversable certs dir adds no meaningful exposure.
- name: Create the scrabble certs directory (traversable by the nonroot gateway UID)
ansible.builtin.file:
path: "{{ scrabble_base_dir }}/certs"
state: directory
owner: "{{ deploy_user }}"
group: "{{ deploy_user }}"
mode: "0755"
@@ -245,8 +245,14 @@ groups:
conditions: conditions:
- evaluator: { type: gt, params: [0] } - evaluator: { type: gt, params: [0] }
labels: { severity: critical } labels: { severity: critical }
annotations: { summary: 'pgBackRest archive_command is failing — PITR is degrading and pg_wal can fill the disk. Run `docker exec scrabble-postgres pgbackrest --stanza=scrabble check`.' } annotations: { summary: 'pgBackRest archive_command is failing — PITR is degrading and pg_wal can fill the disk. Run `docker exec scrabble-postgres pgbackrest --stanza=scrabble --pg1-user=scrabble check`.' }
# Fires only when the last archive is >30 min old AND pg_wal is actually growing (WAL is being
# produced but not archived). A genuinely idle database archives nothing — Postgres does not
# force-switch an empty segment on archive_timeout — so `last_archive_age` alone false-triggers
# during quiet hours; the pg_wal-growth guard removes that. `and on()` bridges the differing
# label sets (last_archive_age has a server label, the pg_wal gauge does not); delta() (not
# increase) suits the pg_wal_size_bytes gauge. Real archive failures are caught by pg_archive_failing.
- uid: pg_archive_stalled - uid: pg_archive_stalled
title: WAL archiving stalled title: WAL archiving stalled
condition: C condition: C
@@ -255,11 +261,11 @@ groups:
execErrState: OK execErrState: OK
data: data:
- refId: A - refId: A
relativeTimeRange: { from: 300, to: 0 } relativeTimeRange: { from: 2100, to: 0 }
datasourceUid: prometheus datasourceUid: prometheus
model: model:
refId: A refId: A
expr: pg_stat_archiver_last_archive_age expr: (pg_stat_archiver_last_archive_age > 1800) and on() (delta(pg_wal_size_bytes[35m]) > 16777216)
instant: true instant: true
- refId: C - refId: C
datasourceUid: __expr__ datasourceUid: __expr__
@@ -270,4 +276,4 @@ groups:
conditions: conditions:
- evaluator: { type: gt, params: [1800] } - evaluator: { type: gt, params: [1800] }
labels: { severity: critical } labels: { severity: critical }
annotations: { summary: 'No WAL segment archived for over 30 minutes (archive_timeout is 5m) — archiving is stalled; the PITR recovery point is frozen and pg_wal may grow.' } annotations: { summary: 'No WAL archived for over 30 minutes while pg_wal keeps growing — archiving is genuinely stalled; the PITR recovery point is frozen and pg_wal will fill the disk. Run `docker exec scrabble-postgres pgbackrest --stanza=scrabble --pg1-user=scrabble check`.' }
+4
View File
@@ -52,6 +52,10 @@ export APP_VERSION='$APP_VERSION'
export TELEGRAM_BOT_TOKEN='$TELEGRAM_BOT_TOKEN' export TELEGRAM_BOT_TOKEN='$TELEGRAM_BOT_TOKEN'
export TELEGRAM_MINIAPP_URL='$TELEGRAM_MINIAPP_URL' export TELEGRAM_MINIAPP_URL='$TELEGRAM_MINIAPP_URL'
export GATEWAY_VK_APP_SECRET='$GATEWAY_VK_APP_SECRET' export GATEWAY_VK_APP_SECRET='$GATEWAY_VK_APP_SECRET'
export ROBOKASSA_MERCHANT_LOGIN='$ROBOKASSA_MERCHANT_LOGIN'
export ROBOKASSA_PASSWORD1='$ROBOKASSA_PASSWORD1'
export ROBOKASSA_PASSWORD2='$ROBOKASSA_PASSWORD2'
export ROBOKASSA_TEST='$ROBOKASSA_TEST'
export VITE_VK_APP_ID='$VITE_VK_APP_ID' export VITE_VK_APP_ID='$VITE_VK_APP_ID'
export VITE_VK_ID_REDIRECT_URL='$VITE_VK_ID_REDIRECT_URL' export VITE_VK_ID_REDIRECT_URL='$VITE_VK_ID_REDIRECT_URL'
export GATEWAY_VK_ID_CLIENT_SECRET='$GATEWAY_VK_ID_CLIENT_SECRET' export GATEWAY_VK_ID_CLIENT_SECRET='$GATEWAY_VK_ID_CLIENT_SECRET'
+29 -13
View File
@@ -435,7 +435,11 @@ Key points:
through a **session-gated `GET /dict/{variant}/{version}`** edge route through a **session-gated `GET /dict/{variant}/{version}`** edge route
(immutable; cached in IndexedDB best-effort) and reused across sessions; any (immutable; cached in IndexedDB best-effort) and reused across sessions; any
miss, storage eviction or a bad-connection breaker falls back to the network miss, storage eviction or a bad-connection breaker falls back to the network
`evaluate`. The warm-up overlay is `docs/UI_DESIGN.md`. `evaluate`. The warm-up overlay is `docs/UI_DESIGN.md`. The **on-board rendering** of a staged
play — the legality tint, the cells a formed word covers, and where the score badge anchors — is a
separate **pure geometry helper** (`ui/src/lib/formed.ts`) derived from the board and the staged
tiles, so it works regardless of which eval path produced the preview (the badge's number still
comes from the preview's score): legality and score stay with the eval, geometry with the board.
## 6. Game rules ## 6. Game rules
@@ -650,18 +654,30 @@ in either direction (the enqueue excludes the caller's `BlockedWith` set);
game is `open` the starter may move on their turn, but resign, chat and nudge are game is `open` the starter may move on their turn, but resign, chat and nudge are
refused (no opponent yet) and the lobby and opponent card show a "searching for refused (no opponent yet) and the lobby and opponent card show a "searching for
opponent" placeholder. opponent" placeholder.
- **Simultaneous-game cap**: a player may hold at most `game.MaxActiveQuickGames` - **Active-game caps (per tier, per kind)**: a player's simultaneous unfinished games are
(**10**) active quick games. `game.Service.CountActiveQuickGames` counts the games capped per **kind**`vs_ai`, `random` (quick auto-match), `friends` — with independent
seating the account in status `active` or `open` **without** a linked **guest** and **durable-account** tiers. The caps live in the single-row `backend.config`
`game_invitations` row — friend games are excluded, and hidden games still occupy a table (`-1` = unlimited), read once at boot into an in-memory cache (`internal/gamelimits`)
slot, so it is a dedicated count rather than a filter over the lobby list. The backend and refreshed in place when an operator edits them in the admin (`/_gm/limits`) — so a
**gate** (`Server.ensureUnderGameLimit`) refuses **both** new-game entry points at the login or game-create never queries the table. The seeded defaults are guest **1 vs_ai / 1
cap — `POST /lobby/enqueue` and `POST /invitations` — with **409 `game_limit_reached`**; random / 0 friends** and durable **10 / 10 / 10** (this replaced the earlier flat
**accepting** an invitation (`POST /invitations/:id/accept`) is never gated, so friend `MaxActiveQuickGames`=10 combined cap). Each game is tagged with `games.game_kind` on
games are capped only at initiation. The lobby learns the state from a boolean creation (0 = an untagged game, never gated). `game.Service.AtGameLimit` resolves the
**`at_game_limit`** carried on the `games.list` response — the lobby already re-fetches account's tier, then counts its `active`/`open` games of the kind (hidden games still
that on entry and on every game event, so the flag needs no separate request or occupy a slot) against the cap. The gate (`Server.ensureUnderGameLimit`) refuses
per-event payload; while it is set the client disables **New Game** and shows a notice. `POST /lobby/enqueue` — random or vs_ai per the request — with **409 `game_limit_reached`**;
the `POST /invitations` (friends) path enforces the durable friends cap the same way and
refuses a **guest** outright with **403** (guests cannot use friends — the same guest gate
covers friend requests and friend-code redemption). **Accepting** an invitation
(`POST /invitations/:id/accept`) is never gated, so friend games are capped only at
initiation. The client counts its lobby games per kind against the per-tier caps it reads on
the profile (`Profile.game_limits`, carrying `GameView.kind`), and locks a capped kind's
New-Game start — a 🔒 outline button that opens a prompt instead of a game: a sign-in funnel
for a guest, a "finish a current game first" notice for a durable account (native inside
Telegram, an in-app modal elsewhere), lifting when the profile is re-fetched after a
guest→durable upgrade. The `games.list` `at_game_limit` boolean (now the random-kind cap) is
still carried but no longer drives the UI — the per-kind start lock superseded the old
New-Game-tab disable.
- **Friends**: two add paths over one `friendships` table. A **one-time - **Friends**: two add paths over one `friendships` table. A **one-time
code** the to-be-added player issues (a `friend_codes` row: 6-digit numeric, code** the to-be-added player issues (a `friend_codes` row: 6-digit numeric,
SHA-256-hashed, **12 h** TTL, one live code per issuer, single-use, redeem SHA-256-hashed, **12 h** TTL, one live code per issuer, single-use, redeem
+42 -25
View File
@@ -190,24 +190,31 @@ Mini App, the link only opens the app and the recipient enters the copied code b
settings and the game starts once every invitee has accepted — any decline cancels it, and an unanswered invitation settings and the game starts once every invitee has accepted — any decline cancels it, and an unanswered invitation
expires after seven days. expires after seven days.
**Simultaneous-game cap.** A player may hold at most **10 active quick games** at once **Active-game caps (per kind).** A player's simultaneous unfinished games are capped **per kind**
counting both in-progress and still-searching auto-match/AI games, but **not** friend games against the AI, in a random match, and by friend invitation — with separate limits for a **guest**
created by invitation. At the cap the **New Game** button is disabled (greyed) and a plain, and a signed-in (durable) account, tuned by the operator without a release. A **guest** may hold **1**
low-emphasis line under the lists reads *"You've reached the simultaneous games limit."*; both game against the AI and **1** random match at once and cannot start friend games at all; a signed-in
clear automatically once an active game finishes and the count drops below ten. The cap blocks account holds up to **10** of each kind. Only in-progress and still-searching games count; a finished
**starting** any game (a quick game or a friend invitation, which share the New Game entry), but game frees its slot, and games already in progress are never interrupted. On the **New Game** screen a
**accepting an incoming invitation is never blocked** — so friend games are capped from the other start whose kind is at its cap shows a **🔒** and, when tapped, opens a short prompt instead of a game:
end (you cannot initiate one while at the cap) while you can always join a game you are invited to. a **guest** is invited to sign in or create an account (to play several games at once), a signed-in
player is told to finish a current game first. **Accepting an incoming invitation is never blocked**
friend games are capped only when you start one. The server enforces every cap regardless of the
client, and refuses a guest's friend request, friend code or invitation outright.
### Playing a game ### Playing a game
Place tiles, pass, exchange, or resign. Pass and exchange share one control — Place tiles, pass, exchange, or resign. Pass and exchange share one control —
choosing no tiles passes the turn, choosing tiles exchanges them. Tiles are laid choosing no tiles passes the turn, choosing tiles exchanges them. The tiles left in the
bag are shown as a count on that control and at the foot of the move table. Tiles are laid
without choosing a direction — the game infers the play's orientation, so a single without choosing a direction — the game infers the play's orientation, so a single
tile that extends tile that extends
an existing word (down a column or across a row) is accepted. A play is validated an existing word (down a column or across a row) is accepted. A play is validated
against the game's dictionary at submit time and scored; an unlimited preview against the game's dictionary at submit time and scored; an unlimited preview shows
reports the word(s) a tentative move would form and its score, or that it is not **on the board itself** whether the tentative move is legal — the staged tiles turn a light
legal, and the move is offered for submission only once it is confirmed legal. The preview is green once they form a word, a shade darker on the board tiles the word runs through (in a
one-word-per-turn game only the main word), or a calm pink when they form none — and an
**orange badge** on the main word carries the move's
score. The confirm control is offered only once the move is legal. The preview is
computed **on-device** for an instant response once the game's dictionary has loaded — a computed **on-device** for an instant response once the game's dictionary has loaded — a
brief warm-up shows on the first open otherwise — and falls back to the server whenever the brief warm-up shows on the first open otherwise — and falls back to the server whenever the
local dictionary is unavailable. The dictionary check tool is local dictionary is unavailable. The dictionary check tool is
@@ -369,7 +376,9 @@ an email or Telegram and merging accounts are covered under "Accounts, linking &
merge". Inside the Telegram Mini App, Telegram's own ⋮ menu also offers a **Settings** merge". Inside the Telegram Mini App, Telegram's own ⋮ menu also offers a **Settings**
entry that opens this screen, and your display preferences (theme, board-label style and entry that opens this screen, and your display preferences (theme, board-label style and
reduce-motion — not the interface language, which follows your account) sync across your reduce-motion — not the interface language, which follows your account) sync across your
Telegram devices. Telegram devices. On a touch device the settings also offer a **Zoom the board** toggle (on by
default): with it off, dropping a tile no longer auto-magnifies the board toward it. It is a
per-device preference and is hidden on desktop, where the board already fits and never auto-zooms.
**Preferences (which variants you can be matched into).** A profile setting picks the game **Preferences (which variants you can be matched into).** A profile setting picks the game
variants — Erudite, Russian Scrabble and English Scrabble, shown **Erudite-first** — you allow variants — Erudite, Russian Scrabble and English Scrabble, shown **Erudite-first** — you allow
@@ -525,21 +534,29 @@ shown defensively (text escaped, attachments downloaded rather than rendered).
### Wallet ### Wallet
Durable players have a **Wallet** — a tab in the Settings hub, between Friends and About; guests have Durable players have a **Wallet** — a tab in the Settings hub, between Friends and About; guests have
none. It shows their **chips** (the in-game currency, split by where they were funded — VK, Telegram none. A compact **balance** leads the screen: the running context's own **chips** (the in-game
or the web), their **active benefits** (ads off until a date or forever, and the available hint currency) first, then any linked other-platform chips behind that platform's logo — VK, Telegram or
count), and a **store**. What is visible and spendable depends on **where the app runs**, by the the web, split by where they were funded. What is visible and spendable depends on **where the app
store-compliance rules in [`PAYMENTS.md`](PAYMENTS.md): inside a store only that store's chips are runs**, by the store-compliance rules in [`PAYMENTS.md`](PAYMENTS.md): inside a store only that
usable; on the open web all attached chips are, drawn web → VK → Telegram; on VK-iOS the balance is store's chips are usable; on the open web all attached chips are, drawn web → VK → Telegram; on
shown but frozen for spending. VK-iOS the balance is shown but frozen for spending.
Below the balance an **Active** line lists what the player currently holds — the remaining hint count
and, if bought, the ad-free end date (or "forever"); it is hidden when nothing is active. The
**store** then splits, by a two-way toggle, into **Buy chips** and **Spend chips**:
- **Buy chips** — the **chip packs** bought with real money, priced in the running context's currency
(VK Votes, Telegram Stars, or roubles on the web), plus, at the top, a **watch-an-ad-for-chips**
option where it is offered. Paying opens the provider's payment page (accepting the public offer).
- **Spend chips** — the **values** bought with chips (extra hints, days without ads) at a fixed chip
price. Their action reads **Exchange**, and a value the balance cannot cover is disabled. Tapping
Exchange asks the player to **confirm** (the spend is instant, with no provider window to stand in
for a confirmation); that same dialog also carries the store-compliance **warning** when a web
spend would draw VK/Telegram chips — the benefit then works only on the web and in the app.
The **store** lists **values** bought with chips (extra hints, days without ads) at a fixed chip
price shown in every context, and **chip packs** bought with real money, priced in the running
context's currency (VK Votes, Telegram Stars, or roubles on the web). Buying a value applies its
benefit at once. Before a web purchase that would draw VK/Telegram chips, the app **warns** that the
benefit will then work only on the web and in the app — a store rule — and asks the player to confirm.
On the **Google Play** build the money purchases are hidden behind a note pointing to the RuStore On the **Google Play** build the money purchases are hidden behind a note pointing to the RuStore
build (Google's in-app-currency rule); spending already-earned chips still works. The wallet keeps build (Google's in-app-currency rule); spending already-earned chips still works. The wallet keeps
**no purchase history** — only the current balances, benefits and store. **no purchase history** — only the current balances, active benefits and store.
### Advertising banner ### Advertising banner
+47 -28
View File
@@ -197,25 +197,32 @@ e-mail) либо ввод фразы. Активные игры форфейтя
выбирает настройки, и партия стартует, когда приняли все приглашённые — любой отказ отменяет приглашение, а без выбирает настройки, и партия стартует, когда приняли все приглашённые — любой отказ отменяет приглашение, а без
ответа приглашение протухает через семь дней. ответа приглашение протухает через семь дней.
**Лимит одновременных партий.** Игрок может держать одновременно не более **10 активных **Лимит одновременных партий (по видам).** Число одновременных незавершённых партий игрока
быстрых партий** — считаются и идущие, и ещё ищущие соперника авто-подбор/AI-партии, но **не** ограничено **по видам**против AI, в случайном подборе и по приглашению друзей — с раздельными
игры с друзьями, созданные приглашением. На лимите кнопка **«Новая игра»** становится неактивной лимитами для **гостя** и для вошедшего (постоянного) аккаунта; оператор настраивает их без релиза.
(серой), а под списками появляется ненавязчивая строка *«Вы достигли лимита одновременных **Гость** может держать **1** партию против AI и **1** случайную одновременно и вовсе не может
партий»*; и кнопка, и надпись снимаются автоматически, как только активная партия завершается и создавать игры с друзьями; вошедший аккаунт — до **10** каждого вида. Считаются только идущие и ещё
счётчик опускается ниже десяти. Лимит запрещает **создавать** любую партию (быструю или ищущие соперника партии; завершённая освобождает слот, а уже идущие партии никогда не прерываются.
приглашение в игру с друзьями — у них общий вход «Новая игра»), но **принимать входящее На экране **«Новая игра»** старт того вида, что достиг лимита, показывает **🔒** и по нажатию
приглашение никогда не запрещено** — так игры с друзьями ограничиваются «с другого конца» (на открывает короткое сообщение вместо партии: **гостю** предлагают войти или создать учётную запись
лимите их нельзя инициировать), а присоединиться к партии по приглашению можно всегда. (чтобы играть несколько партий сразу), вошедшему — сначала завершить текущую. **Принимать входящее
приглашение никогда не запрещено** — игры с друзьями ограничиваются только при создании. Сервер
применяет все лимиты независимо от клиента и напрямую отклоняет заявку в друзья, код друга или
приглашение от гостя.
### Игровой процесс ### Игровой процесс
Выкладывание фишек, пас, обмен или сдача. Пас и обмен — один элемент управления: Выкладывание фишек, пас, обмен или сдача. Пас и обмен — один элемент управления:
без выбранных фишек — пас, с выбранными — обмен. Фишки кладутся без выбора без выбранных фишек — пас, с выбранными — обмен. Число оставшихся в мешке фишек
показано счётчиком на этом элементе и внизу таблицы ходов. Фишки кладутся без выбора
направления — игра сама определяет ориентацию хода, поэтому одна фишка, продолжающая направления — игра сама определяет ориентацию хода, поэтому одна фишка, продолжающая
уже лежащее уже лежащее
слово (по столбцу или по строке), принимается. Ход проверяется по словарю партии при слово (по столбцу или по строке), принимается. Ход проверяется по словарю партии при
сдаче и считается; безлимитный предпросмотр показывает слово (или слова), которое сдаче и считается; безлимитный предпросмотр показывает **прямо на доске**, допустим ли
образует предполагаемый ход, и его очки — либо что ход недопустим, — и ход можно предполагаемый ход: выложенные фишки становятся светло-зелёными, когда образуют слово
отправить только после подтверждения, что он допустим. Предпросмотр считается **на устройстве** (и чуть темнее — фишки доски, через которые проходит слово; в партии «одно слово за ход»
подсвечивается только основное слово), или спокойно-розовыми, когда слова нет, — а
**оранжевый бейдж** на основном слове несёт очки хода. Кнопка
подтверждения появляется только когда ход допустим. Предпросмотр считается **на устройстве**
и отвечает мгновенно, как только словарь партии загружен — иначе при первом открытии показывается и отвечает мгновенно, как только словарь партии загружен — иначе при первом открытии показывается
короткий прогрев, — и уходит на сервер, если локальный словарь недоступен. Инструмент проверки слова безлимитный и короткий прогрев, — и уходит на сервер, если локальный словарь недоступен. Инструмент проверки слова безлимитный и
предлагает пожаловаться на любой результат; для найденного слова он также даёт ссылку на предлагает пожаловаться на любой результат; для найденного слова он также даёт ссылку на
@@ -378,7 +385,10 @@ UTC; при создании аккаунта она подставляется
Mini App пункт **Settings** в системном меню «⋮» Telegram также открывает этот экран, а Mini App пункт **Settings** в системном меню «⋮» Telegram также открывает этот экран, а
ваши настройки отображения (тема, стиль подписей клеток и reduce-motion — кроме языка ваши настройки отображения (тема, стиль подписей клеток и reduce-motion — кроме языка
интерфейса, который следует за аккаунтом) синхронизируются между вашими устройствами в интерфейса, который следует за аккаунтом) синхронизируются между вашими устройствами в
Telegram. Telegram. На сенсорном устройстве в настройках также есть переключатель **«Приближать
доску»** (по умолчанию включён): если выключить, при кидании фишки доска больше не
приближается к ней автоматически. Это настройка на устройство, и она скрыта на десктопе,
где доска и так помещается целиком и авто-зума нет.
**Предпочтения (в какие варианты тебя можно подбирать).** Настройка профиля задаёт варианты **Предпочтения (в какие варианты тебя можно подбирать).** Настройка профиля задаёт варианты
игры — Эрудит, русский Scrabble и английский Scrabble, показанные **сначала Эрудит**, — в игры — Эрудит, русский Scrabble и английский Scrabble, показанные **сначала Эрудит**, — в
@@ -538,21 +548,30 @@ high-rate флага. С карточки пользователя операт
### Кошелёк ### Кошелёк
У постоянных (не гостевых) игроков есть **Кошелёк** — вкладка в разделе настроек, между «Друзьями» и У постоянных (не гостевых) игроков есть **Кошелёк** — вкладка в разделе настроек, между «Друзьями» и
«О программе»; у гостей его нет. Он показывает **фишки** (внутриигровую валюту, разделённую по тому, «О программе»; у гостей его нет. Экран открывает компактный **баланс**: сначала собственные **фишки**
где она была пополнена — VK, Telegram или веб), **активные блага** (реклама выключена до даты или (внутриигровая валюта) текущего контекста, затем привязанные фишки других платформ за их логотипом —
навсегда, и число доступных подсказок) и **магазин**. Что видно и что можно потратить, зависит от VK, Telegram или веб, разделённые по тому, где они были пополнены. Что видно и что можно потратить,
того, **где запущено приложение**, по правилам соответствия магазинам из [`PAYMENTS.md`](PAYMENTS.md): зависит от того, **где запущено приложение**, по правилам соответствия магазинам из
внутри магазина доступны только его фишки; в открытом вебе — все привязанные, списываются в порядке [`PAYMENTS.md`](PAYMENTS.md): внутри магазина доступны только его фишки; в открытом вебе — все
веб → VK → Telegram; на VK-iOS баланс показан, но трата заморожена. привязанные, списываются в порядке веб → VK → Telegram; на VK-iOS баланс показан, но трата заморожена.
**Магазин** перечисляет **ценности**, покупаемые за фишки (дополнительные подсказки, дни без рекламы), Под балансом строка **«Активные»** перечисляет, что у игрока есть сейчас — остаток подсказок и, если
по фиксированной цене в фишках, одинаковой во всех контекстах, и **наборы фишек**, покупаемые за куплено, дату окончания «без рекламы» (или «навсегда»); она скрыта, когда активного ничего нет. Далее
настоящие деньги, в валюте текущего контекста (голоса VK, звёзды Telegram или рубли в вебе). Покупка **магазин** двухпозиционным переключателем делится на **«Купить фишки»** и **«Потратить фишки»**:
ценности сразу применяет её благо. Перед покупкой в вебе, которая списала бы фишки VK/Telegram,
приложение **предупреждает**, что благо будет работать только в вебе и в приложении — это правило - **Купить фишки** — **наборы фишек** за настоящие деньги, в валюте текущего контекста (голоса VK,
магазинов — и просит подтверждения. В сборке для **Google Play** покупки за деньги скрыты за подсказкой звёзды Telegram или рубли в вебе), а сверху — вариант **«ролик за фишки»**, где он предлагается.
установить сборку из RuStore (правило Google о внутриигровой валюте); трата уже заработанных фишек Оплата открывает страницу провайдера (с принятием публичной оферты).
по-прежнему работает. Кошелёк **не хранит историю покупок** — только текущие балансы, блага и магазин. - **Потратить фишки** — **ценности** за фишки (дополнительные подсказки, дни без рекламы) по
фиксированной цене в фишках. Их действие называется **«Обмен»**, а ценность, на которую не хватает
баланса, недоступна. Тап по «Обмену» просит **подтверждения** (трата мгновенна, окна провайдера,
которое сошло бы за подтверждение, нет); это же окно несёт и **предупреждение** соответствия
магазинам, когда трата в вебе списала бы фишки VK/Telegram — благо тогда работает только в вебе и в
приложении.
В сборке для **Google Play** покупки за деньги скрыты за подсказкой установить сборку из RuStore
(правило Google о внутриигровой валюте); трата уже заработанных фишек по-прежнему работает. Кошелёк
**не хранит историю покупок** — только текущие балансы, активные блага и магазин.
### Рекламный баннер ### Рекламный баннер
+4 -2
View File
@@ -319,10 +319,12 @@ cache. Identity-presence (which segments are awake, §6) is supplied by the call
here, so unlink/re-link takes effect immediately. here, so unlink/re-link takes effect immediately.
**Admin rewards.** An admin grants **concrete values only** (no-ads / hints) — **never **Admin rewards.** An admin grants **concrete values only** (no-ads / hints) — **never
chips** (a gifted currency balance = a store cash-desk bypass). The admin **picks the chips** (a gifted currency balance = a store cash-desk bypass). It grants either raw atoms or a
**defined value product** (a reward bundle, which may be archived — hidden from the store but
grantable); both refuse a `chips` or `tournament` atom. The admin **picks the
origin** at grant time (compliance is on them: `origin=vk` point-wise/low-volume = low risk, origin** at grant time (compliance is on them: `origin=vk` point-wise/low-volume = low risk,
`origin=direct` = safe). A grant is a ledger transaction of type `admin_grant`, price 0 `origin=direct` = safe). A grant is a ledger transaction of type `admin_grant`, price 0
chips — full audit of rewards. chips (the by-product grant records the source `product_id` + snapshot) — full audit of rewards.
**Per-user financial report** in the admin console `/_gm` — segment balances, payments, **Per-user financial report** in the admin console `/_gm` — segment balances, payments,
spends, grants, refunds, full history — as an extension of the existing user card spends, grants, refunds, full history — as an extension of the existing user card
+5 -2
View File
@@ -318,10 +318,13 @@ in-process кэш сегментов и бенефитов по ключу-ак
вызывающий, здесь не кэшируется, поэтому отвязка/повторная привязка действует сразу. вызывающий, здесь не кэшируется, поэтому отвязка/повторная привязка действует сразу.
**Награждение админом.** Админ начисляет **только конкретные ценности** (без рекламы / **Награждение админом.** Админ начисляет **только конкретные ценности** (без рекламы /
подсказки) — **никогда не Фишки** (подаренный баланс валюты = обход кассы стора). Админ подсказки) — **никогда не Фишки** (подаренный баланс валюты = обход кассы стора). Выдаёт либо
сырыми атомами, либо **готовым продуктом-ценностью** (набор-награда, возможно архивный — скрыт
из магазина, но выдаётся); оба отказывают на атоме `chips` или `tournament`. Админ
**выбирает origin** при выдаче (ответственность за комплаенс на нём: `origin=vk` **выбирает origin** при выдаче (ответственность за комплаенс на нём: `origin=vk`
точечно/малый объём = низкий риск, `origin=direct` = безопасно). Грант — транзакция журнала точечно/малый объём = низкий риск, `origin=direct` = безопасно). Грант — транзакция журнала
типа `admin_grant`, цена 0 Фишек — полный аудит наград. типа `admin_grant`, цена 0 Фишек (грант по продукту пишет исходный `product_id` + снапшот) —
полный аудит наград.
**Финансовый отчёт по пользователю** в админке `/_gm` — балансы сегментов, платежи, траты, **Финансовый отчёт по пользователю** в админке `/_gm` — балансы сегментов, платежи, траты,
гранты, возвраты, полная история — расширение существующей карточки (`UserDetailView`, гранты, возвраты, полная история — расширение существующей карточки (`UserDetailView`,
+42 -26
View File
@@ -179,16 +179,16 @@ e2e and the screenshots.
back near the edges. It **recentres only on a zoom-in** — placing a 2nd+ tile or back near the edges. It **recentres only on a zoom-in** — placing a 2nd+ tile or
hovering a dragged tile never jumps the board. On touch the first tile placement auto-zooms hovering a dragged tile never jumps the board. On touch the first tile placement auto-zooms
in centred on the target, and **holding a dragged tile over a cell ~1 s** auto-zooms there in centred on the target, and **holding a dragged tile over a cell ~1 s** auto-zooms there
the first time. A **swipe down on the zoom-out board** opens the history, but only when the the first time — both gated by the **Zoom the board** setting (on by default; the toggle is
shown only on a touch device). A **swipe down on the zoom-out board** opens the history, but only when the
board is scrolled to its top so it never fights the stage's own vertical scroll (the conflict board is scrolled to its top so it never fights the stage's own vertical scroll (the conflict
that once retired this gesture) — and it is suppressed on the zoomed board, where the that once retired this gesture) — and it is suppressed on the zoomed board, where the
one-finger drag pans (and on desktop / the landscape iframe, where a mouse cannot drag-scroll the one-finger drag pans (and on desktop / the landscape iframe, where a mouse cannot drag-scroll the
viewport natively, a **drag-to-pan** handler moves the zoomed board instead — active only while viewport natively, a **drag-to-pan** handler moves the zoomed board instead — active only while
zoomed, off pending tiles, past a small threshold, swallowing the trailing click). History also zoomed, off pending tiles, past a small threshold, swallowing the trailing click). History also
opens on a **tap of the score bar** and closes on a tap or opens on a **tap of the score bar** and closes on a tap or
an **upward swipe** of the then-inert board (below). A **hint** auto-zooms centred on the an **upward swipe** of the then-inert board (below). Taking a **hint** while zoomed in **zooms
hint's placement, not out** to the whole board, so the hint's word — highlighted (below) — is never left off-screen.
the top-left.
- **Placing & recall** (`Game.svelte`): a rack tile is placed by tap-then-tap or by - **Placing & recall** (`Game.svelte`): a rack tile is placed by tap-then-tap or by
dragging it onto a cell; while a dragged tile is carried over the board, the aimed-at empty dragging it onto a cell; while a dragged tile is carried over the board, the aimed-at empty
cell is **highlighted as a drop target** (an accent ring). A pending tile is taken back by a cell is **highlighted as a drop target** (an accent ring). A pending tile is taken back by a
@@ -224,7 +224,7 @@ e2e and the screenshots.
are pinned to the card's edges. are pinned to the card's edges.
Unread chat is also badged on the score bar itself, so it shows with the history closed. Unread chat is also badged on the score bar itself, so it shows with the history closed.
- **Vertical fit & keyboard**: when the game does not fit the viewport, only the - **Vertical fit & keyboard**: when the game does not fit the viewport, only the
board area scrolls vertically (`Screen` `column` mode; the score bar, status, rack and tab board area scrolls vertically (`Screen` `column` mode; the turn strip, score bar, rack and tab
bar stay fixed), while zoom keeps its own scroll. The check-word dialog opens in bar stay fixed), while zoom keeps its own scroll. The check-word dialog opens in
`Modal` keyboard-overlay mode — the small sheet is top-anchored and the soft keyboard `Modal` keyboard-overlay mode — the small sheet is top-anchored and the soft keyboard
overlays the empty area below, so the layout doesn't resize/jank; other modals stay overlays the empty area below, so the layout doesn't resize/jank; other modals stay
@@ -235,23 +235,32 @@ e2e and the screenshots.
(`min(100cqw, 100cqh)`, height-driven in `Board.svelte`'s `.scaler.land`) inside a (`min(100cqw, 100cqh)`, height-driven in `Board.svelte`'s `.scaler.land`) inside a
`container-type: size` pane, shrinking by width when the column is narrow — the board has the `container-type: size` pane, shrinking by width when the column is narrow — the board has the
**lowest priority**, so the left panel is never squeezed. The **left panel** stacks, top to **lowest priority**, so the left panel is never squeezed. The **left panel** stacks, top to
bottom: the score plaques, the **always-open** history (docked and scrolling with its header bottom: the **turn/result strip**, the score plaques, the **always-open** history (docked and
sticky — no slide-down drawer, no score-bar toggle), the status line (bag · turn · score scrolling with its header sticky and the **bag count** pinned at its foot — no slide-down drawer,
preview), the rack (+ the ✅ make control) and, pinned at the bottom, the controls tab bar. Board no score-bar toggle), the rack (with the ✅ confirm control in its fixed 7th slot) and, pinned at
the bottom, the controls tab bar. Board
**zoom works as in portrait** (double-tap / pinch / placement auto-zoom), but the viewport is the **zoom works as in portrait** (double-tap / pinch / placement auto-zoom), but the viewport is the
full pane: zoom-out shows the height-fitted square centred, and zoom-in magnifies the board past full pane: zoom-out shows the height-fitted square centred, and zoom-in magnifies the board past
the pane and pans within it, occupying the full width up to the left panel (the focus-centred the pane and pans within it, occupying the full width up to the left panel (the focus-centred
scroll is set directly, without the portrait width-progress tween). Only the history open/close scroll is set directly, without the portrait width-progress tween). Only the history open/close
swipes are dropped (it is always open) and the nav bar does not grow (`growNav` off). The swipes are dropped (it is always open) and the nav bar does not grow (`growNav` off). The
portrait layout is byte-for-byte unchanged; both layouts render from the same snippets, so the portrait layout is byte-for-byte unchanged; both layouts render from the same snippets, so the
behaviour and markup stay single-sourced. The rack tiles size to the (fixed-width) panel rather behaviour and markup stay single-sourced. The rack is a **seven-column grid** filling the tray
than the viewport width so seven tiles never overflow the column. width in both layouts, so the tiles are square and as large as the row allows (the confirm ✅ takes
- **Highlights**: pending tiles use a slightly darker tile background (no outline). The the fixed 7th slot while a play is staged).
- **Highlights**: while composing a play the staged tiles are **tinted by legality** — a light
green once they form a word (a shade darker on the committed board tiles the word runs through —
in a **single-word game** only the main word lights up, since the engine ignores cross words),
a calm pink when they form none — and an **orange score badge** sits on a corner of the main
word's tile, its digit sized like a tile's point value (so it scales with the zoom) and clamped
to stay on the board. Off-turn or with no preview the staged tiles keep the plain pending fill.
The colours are theme tokens in `app.css` (`--tile-pending-legal` / `-illegal`, `--tile-formed`,
`--score-badge`); the geometry — which cells a word covers and where the badge anchors — is a
pure client-side helper (`lib/formed.ts`), independent of the move evaluator. The
last completed word keeps the normal tile background; instead its letters — not the point last completed word keeps the normal tile background; instead its letters — not the point
values — are drawn in the recent-move colour, in both themes. It is static while it is the values — are drawn in the recent-move colour, in both themes. It is static while it is the
opponent's turn (our word), and a 1 s flash (the letter pulses between its normal colour opponent's turn (our word), and a 1 s flash (the letter pulses between its normal colour
and the recent-move colour) when it is our turn (their word). While placing, only the and the recent-move colour) when it is our turn (their word).
pending tiles are highlighted.
- **Bonus-square labels** — a Settings choice (`boardlabels.ts`): `beginner` shows a - **Bonus-square labels** — a Settings choice (`boardlabels.ts`): `beginner` shows a
split `3×` / `word` (localized слово/буква), `classic` a single `3W` / `3С`, `none` split `3×` / `word` (localized слово/буква), `classic` a single `3W` / `3С`, `none`
nothing. Default **beginner**. nothing. Default **beginner**.
@@ -267,18 +276,22 @@ e2e and the screenshots.
otherwise it reverts. Used by the **Hint** tab (the icon morphs to ✅, no label — replacing otherwise it reverts. Used by the **Hint** tab (the icon morphs to ✅, no label — replacing
the old press-and-hold popover) and the in-game **add-friend 🤝** and **block ✖️** card the old press-and-hold popover) and the in-game **add-friend 🤝** and **block ✖️** card
controls. The **Drop game** action keeps its `Modal` confirmation (a destructive, less-frequent action). controls. The **Drop game** action keeps its `Modal` confirmation (a destructive, less-frequent action).
- **MakeMove / Reset**: when ≥1 tile is pending the rack collapses its used slots - **Confirm / Reset**: while ≥1 tile is pending a **borderless ✅ icon button** (styled like a
and shifts left, a **borderless ✅ icon button** (styled like a tab, not a filled accent tab, not a filled accent button) takes the rack's **fixed 7th slot** and commits the move — no
button) beside the rack commits the move — no popover, and disabled while the pending word popover, and disabled while the pending word is known illegal; the 🔀 Shuffle tab is replaced by
is known illegal; the 🔀 Shuffle tab is replaced by a **↩️ Reset** tab. a **↩️ Reset** tab.
- **Game tab bar**: 🔄 Exchange/Pass (opens a dialog — pick tiles to **Exchange N**, or pick - **Game tab bar**: 🔄 Exchange/Pass (a **bag-count badge** on its icon while the bag is non-empty;
opens a dialog — pick tiles to **Exchange N**, or pick
none to **Pass without exchanging**; pass is always available on your turn, exchange only none to **Pass without exchanging**; pass is always available on your turn, exchange only
while the bag still holds a full rack, below which the tiles disable and only the pass while the bag still holds a full rack, below which the tiles disable and only the pass
remains), 🛟 Hint (with a remaining-count badge, disabled at zero); 🔀 Shuffle (no label, remains), 🛟 Hint (with a remaining-count badge, disabled at zero); 🔀 Shuffle (no label,
no confirm), which no confirm), which
**animates** — tiles hop along a low parabola to their new slots (duration scaled by the **animates** — tiles hop along a low parabola to their new slots (duration scaled by the
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. The distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. A **thin strip
under-board slot shows the **Scores: N** preview. The screen **title** is the variant's above the score plaques** reads, while composing a legal play, the formed word(s) and the move
score ("WORD+WORD = N"); otherwise whose turn it is, or the viewer's result once the game ends. The
move score also rides the board badge (above), never an under-board caption.
The screen **title** is the variant's
display name (Scrabble / Скрэббл / Erudite / Эрудит), not a constant "Scrabble". display name (Scrabble / Скрэббл / Erudite / Эрудит), not a constant "Scrabble".
## Advertising banner (`components/AdBanner.svelte` in `components/Header.svelte`, `lib/banner.ts` + `lib/bannerEngine.ts`) ## Advertising banner (`components/AdBanner.svelte` in `components/Header.svelte`, `lib/banner.ts` + `lib/bannerEngine.ts`)
@@ -347,12 +360,15 @@ its entrance (`components/Toast.svelte`, re-keyed on a per-message sequence). An
lives ~2 s, drifting up by about the tab-bar height as it fades (a plain fade, no travel, under lives ~2 s, drifting up by about the tab-bar height as it fades (a plain fade, no travel, under
reduce-motion); an **error** toast dwells longer (~4 s). Either dismisses instantly on tap. reduce-motion); an **error** toast dwells longer (~4 s). Either dismisses instantly on tap.
**Simultaneous-game cap.** When the player is at the active-quick-game cap (`games.list` **Active-game caps.** A player's simultaneous unfinished games are capped per kind (vs AI / random /
`at_game_limit`), the lobby's **New Game** tab is **disabled** (greyed via the shared friends) against the caller's per-tier limits (`Profile.game_limits`), counted client-side from the
`.tab:disabled` opacity) and a plain, low-emphasis line — muted, centred, no accent — sits lobby games. The lobby's **New Game** tab is **always enabled** — the lock lives on the per-kind
under the lists with the localized "limit reached" notice. Both follow the flag carried in the start, not the tab. On the **New Game** screen a start whose kind is at its cap renders as an
cached lobby snapshot, so they render in their last-known state on entry (the button stays **outline** button with a **🔒** (not the filled accent CTA), so it reads as gated rather than ready;
enabled on the first, uncached load) and flip in place when an event refreshes the lobby. tapped, it opens a short prompt instead of a game — inside Telegram a **native popup**, elsewhere the
in-app **Modal**. A **guest** sees a sign-in funnel (Cancel / Sign in → the account screen); a
signed-in account at its cap sees a plain "finish a current game first" notice (OK). The lock lifts in
place when the profile is re-fetched after a guest→durable upgrade.
## Social, account & history surfaces ## Social, account & history surfaces
+11 -1
View File
@@ -47,6 +47,16 @@ type ProfileResp struct {
// DictVersions is the current dictionary version per game variant, forwarded verbatim // DictVersions is the current dictionary version per game variant, forwarded verbatim
// into the Profile payload so an offline-capable client preloads the matching dawg. // into the Profile payload so an offline-capable client preloads the matching dawg.
DictVersions []DictVersion `json:"dict_versions,omitempty"` DictVersions []DictVersion `json:"dict_versions,omitempty"`
// GameLimits is the caller's tier active-game caps per kind (-1 = unlimited), forwarded verbatim
// into the Profile payload for the client's per-kind New-Game lock.
GameLimits *GameLimitsResp `json:"game_limits,omitempty"`
}
// GameLimitsResp is the caller's tier active-game caps per kind (-1 = unlimited) in the profile.
type GameLimitsResp struct {
VsAI int `json:"vs_ai"`
Random int `json:"random"`
Friends int `json:"friends"`
} }
// AdsResp is the post-move interstitial config in the profile: the client-mirrored cooldowns // AdsResp is the post-move interstitial config in the profile: the client-mirrored cooldowns
@@ -170,6 +180,7 @@ type GameResp struct {
Seats []SeatResp `json:"seats"` Seats []SeatResp `json:"seats"`
UnreadChat bool `json:"unread_chat"` UnreadChat bool `json:"unread_chat"`
UnreadMessages bool `json:"unread_messages"` UnreadMessages bool `json:"unread_messages"`
Kind int `json:"kind"`
} }
// MoveResultResp is the outcome of a committed move. Rack carries the actor's refilled rack as // MoveResultResp is the outcome of a committed move. Rack carries the actor's refilled rack as
@@ -197,7 +208,6 @@ type StateResp struct {
Rack []int `json:"rack"` Rack []int `json:"rack"`
BagLen int `json:"bag_len"` BagLen int `json:"bag_len"`
HintsRemaining int `json:"hints_remaining"` HintsRemaining int `json:"hints_remaining"`
WalletBalance int `json:"wallet_balance"`
HintUnlockLeftSeconds int `json:"hint_unlock_left_seconds"` HintUnlockLeftSeconds int `json:"hint_unlock_left_seconds"`
Alphabet []AlphabetEntryJSON `json:"alphabet,omitempty"` Alphabet []AlphabetEntryJSON `json:"alphabet,omitempty"`
} }
+13 -1
View File
@@ -194,6 +194,15 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
fb.AdsInfoAddSuppressed(b, p.Ads.Suppressed) fb.AdsInfoAddSuppressed(b, p.Ads.Suppressed)
ads = fb.AdsInfoEnd(b) ads = fb.AdsInfoEnd(b)
} }
// The active-game limits table (scalars only), built before Profile is opened.
var gameLimits flatbuffers.UOffsetT
if p.GameLimits != nil {
fb.GameLimitsStart(b)
fb.GameLimitsAddVsAi(b, int32(p.GameLimits.VsAI))
fb.GameLimitsAddRandom(b, int32(p.GameLimits.Random))
fb.GameLimitsAddFriends(b, int32(p.GameLimits.Friends))
gameLimits = fb.GameLimitsEnd(b)
}
fb.ProfileStart(b) fb.ProfileStart(b)
fb.ProfileAddUserId(b, uid) fb.ProfileAddUserId(b, uid)
fb.ProfileAddDisplayName(b, name) fb.ProfileAddDisplayName(b, name)
@@ -219,6 +228,9 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
if p.Ads != nil { if p.Ads != nil {
fb.ProfileAddAds(b, ads) fb.ProfileAddAds(b, ads)
} }
if p.GameLimits != nil {
fb.ProfileAddGameLimits(b, gameLimits)
}
b.Finish(fb.ProfileEnd(b)) b.Finish(fb.ProfileEnd(b))
return b.FinishedBytes() return b.FinishedBytes()
} }
@@ -405,7 +417,6 @@ func toWireState(s backendclient.StateResp) wire.StateView {
Rack: s.Rack, Rack: s.Rack,
BagLen: s.BagLen, BagLen: s.BagLen,
HintsRemaining: s.HintsRemaining, HintsRemaining: s.HintsRemaining,
WalletBalance: s.WalletBalance,
HintUnlockLeftSeconds: s.HintUnlockLeftSeconds, HintUnlockLeftSeconds: s.HintUnlockLeftSeconds,
Alphabet: alphabet, Alphabet: alphabet,
} }
@@ -625,6 +636,7 @@ func toWireGame(g backendclient.GameResp) wire.GameView {
LastActivityUnix: g.LastActivityUnix, LastActivityUnix: g.LastActivityUnix,
UnreadChat: g.UnreadChat, UnreadChat: g.UnreadChat,
UnreadMessages: g.UnreadMessages, UnreadMessages: g.UnreadMessages,
Kind: g.Kind,
} }
} }
@@ -0,0 +1,61 @@
package transcode_test
import (
"context"
"net/http"
"testing"
"scrabble/gateway/internal/transcode"
fb "scrabble/pkg/fbs/scrabblefb"
)
// TestProfileGetEncodesGameLimits verifies the gateway forwards the backend's per-kind active-game
// caps into the Profile payload — the caps the client's New-Game lock reads. The encode is not
// exercised by the mock e2e (it bypasses the codec), so a dropped field would only surface here.
func TestProfileGetEncodesGameLimits(t *testing.T) {
backend, cleanup := fakeBackend(t, func(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodGet || r.URL.Path != "/api/v1/user/profile" {
t.Errorf("unexpected %s %q", r.Method, r.URL.Path)
}
_, _ = w.Write([]byte(`{"user_id":"u-1","display_name":"Kaya","preferred_language":"en",` +
`"game_limits":{"vs_ai":1,"random":1,"friends":0}}`))
})
defer cleanup()
reg := transcode.NewRegistry(backend, nil)
op, ok := reg.Lookup(transcode.MsgProfileGet)
if !ok {
t.Fatal("profile.get not registered")
}
payload, err := op.Handler(context.Background(), transcode.Request{UserID: "u-1"})
if err != nil {
t.Fatalf("handler: %v", err)
}
gl := fb.GetRootAsProfile(payload, 0).GameLimits(nil)
if gl == nil {
t.Fatal("profile carries no game_limits block")
}
if gl.VsAi() != 1 || gl.Random() != 1 || gl.Friends() != 0 {
t.Errorf("game limits = %d/%d/%d, want 1/1/0", gl.VsAi(), gl.Random(), gl.Friends())
}
}
// TestProfileGetNoGameLimits verifies a profile without a game_limits block encodes none (the
// backend omits it only when the limits config is unwired; normally the block is present).
func TestProfileGetNoGameLimits(t *testing.T) {
backend, cleanup := fakeBackend(t, func(w http.ResponseWriter, r *http.Request) {
_, _ = w.Write([]byte(`{"user_id":"u-1","display_name":"Kaya","preferred_language":"en"}`))
})
defer cleanup()
reg := transcode.NewRegistry(backend, nil)
op, _ := reg.Lookup(transcode.MsgProfileGet)
payload, err := op.Handler(context.Background(), transcode.Request{UserID: "u-1"})
if err != nil {
t.Fatalf("handler: %v", err)
}
if p := fb.GetRootAsProfile(payload, 0); p.GameLimits(nil) != nil {
t.Error("profile without a game_limits block unexpectedly carries one")
}
}
+3 -3
View File
@@ -59,7 +59,7 @@ func TestGameStateRoundTripForwardsUserID(t *testing.T) {
if r.URL.Path != "/api/v1/user/games/g-1/state" { if r.URL.Path != "/api/v1/user/games/g-1/state" {
t.Errorf("unexpected path %q", r.URL.Path) t.Errorf("unexpected path %q", r.URL.Path)
} }
_, _ = w.Write([]byte(`{"game":{"id":"g-1","variant":"scrabble_en","status":"active","players":2,"to_move":1,"seats":[{"seat":0,"account_id":"u-7","score":5}]},"seat":0,"rack":[0,1],"bag_len":80,"hints_remaining":4,"wallet_balance":3,"hint_unlock_left_seconds":1200}`)) _, _ = w.Write([]byte(`{"game":{"id":"g-1","variant":"scrabble_en","status":"active","players":2,"to_move":1,"seats":[{"seat":0,"account_id":"u-7","score":5}]},"seat":0,"rack":[0,1],"bag_len":80,"hints_remaining":4,"hint_unlock_left_seconds":1200}`))
}) })
defer cleanup() defer cleanup()
@@ -77,8 +77,8 @@ func TestGameStateRoundTripForwardsUserID(t *testing.T) {
t.Fatalf("handler: %v", err) t.Fatalf("handler: %v", err)
} }
st := fb.GetRootAsStateView(payload, 0) st := fb.GetRootAsStateView(payload, 0)
if st.BagLen() != 80 || st.RackLength() != 2 || st.HintsRemaining() != 4 || st.WalletBalance() != 3 || st.HintUnlockLeftSeconds() != 1200 { if st.BagLen() != 80 || st.RackLength() != 2 || st.HintsRemaining() != 4 || st.HintUnlockLeftSeconds() != 1200 {
t.Fatalf("state decoded wrong: bag=%d rack=%d hints=%d wallet=%d unlockLeft=%d", st.BagLen(), st.RackLength(), st.HintsRemaining(), st.WalletBalance(), st.HintUnlockLeftSeconds()) t.Fatalf("state decoded wrong: bag=%d rack=%d hints=%d unlockLeft=%d", st.BagLen(), st.RackLength(), st.HintsRemaining(), st.HintUnlockLeftSeconds())
} }
game := st.Game(nil) game := st.Game(nil)
if game == nil || string(game.Id()) != "g-1" || string(game.Variant()) != "scrabble_en" || game.ToMove() != 1 { if game == nil || string(game.Id()) != "g-1" || string(game.Variant()) != "scrabble_en" || game.ToMove() != 1 {
+26 -10
View File
@@ -80,6 +80,11 @@ table GameView {
// message (not just a nudge). With unread_chat it colours the badge — both set is the regular // message (not just a nudge). With unread_chat it colours the badge — both set is the regular
// badge, unread_chat alone is the softer nudge-only badge. // badge, unread_chat alone is the softer nudge-only badge.
unread_messages:bool; unread_messages:bool;
// kind is the game's origin for the active-game limits: 0 unknown (a pre-existing game, never
// gated), 1 vs_ai, 2 random, 3 friends. The lobby counts active games per kind against the
// caller's per-kind limits (Profile.game_limits) to lock a capped New-Game start (added
// trailing — backward-compatible).
kind:int;
} }
// MoveRecord is one decoded move (a committed play, or a hint preview). // MoveRecord is one decoded move (a committed play, or a hint preview).
@@ -267,6 +272,10 @@ table Profile {
// ads carries the post-move interstitial config (cooldowns + suppressed) for the client-mirrored // ads carries the post-move interstitial config (cooldowns + suppressed) for the client-mirrored
// gate (added trailing — backward-compatible). // gate (added trailing — backward-compatible).
ads:AdsInfo; ads:AdsInfo;
// game_limits carries the caller's tier active-game caps per kind (-1 = unlimited); the client
// counts its active games per kind from the lobby and locks a capped New-Game start (added
// trailing — backward-compatible).
game_limits:GameLimits;
} }
// AdsInfo is the post-move interstitial config: the client-mirrored cooldowns (seconds) and whether // AdsInfo is the post-move interstitial config: the client-mirrored cooldowns (seconds) and whether
@@ -278,6 +287,15 @@ table AdsInfo {
suppressed:bool; suppressed:bool;
} }
// GameLimits is the caller's tier active-game caps per kind (-1 = unlimited), resolved to the
// guest or durable tier server-side. It rides Profile.game_limits for the client's per-kind
// New-Game lock.
table GameLimits {
vs_ai:int;
random:int;
friends:int;
}
// BlockStatus reports the caller's current manual block. The UI fetches it after any operation // BlockStatus reports the caller's current manual block. The UI fetches it after any operation
// returns the "account_blocked" result code, then replaces every screen with the terminal blocked // returns the "account_blocked" result code, then replaces every screen with the terminal blocked
// screen and stops all push/poll. permanent is false for a temporary block; until is an RFC3339 // screen and stops all push/poll. permanent is false for a temporary block; until is an RFC3339
@@ -330,12 +348,11 @@ table StateView {
bag_len:int; bag_len:int;
hints_remaining:int; hints_remaining:int;
alphabet:[AlphabetEntry]; alphabet:[AlphabetEntry];
// wallet_balance is the requesting player's global hint-wallet balance, sent apart from // wallet_balance is deprecated (D31): the purchasable hint wallet moved to the profile (payments),
// hints_remaining (which folds the wallet in with the per-game allowance) so the client can // and hints_remaining now carries the per-game allowance alone. The field is tombstoned rather than
// separate the two: the per-game allowance remaining is hints_remaining - wallet_balance, and // deleted so the vtable slots of the fields after it stay stable across a rolling deploy (an old
// the wallet is a single global figure the client keeps live across games (added trailing — // SPA served before the deploy must keep reading a new gateway correctly). No accessor is generated.
// backward-compatible). wallet_balance:int (deprecated);
wallet_balance:int;
// hint_unlock_left_seconds is, for a vs_ai game, how many seconds until the idle hint unlocks // hint_unlock_left_seconds is, for a vs_ai game, how many seconds until the idle hint unlocks
// (the robot's last move plus the idle window, computed from the SERVER clock online / the device // (the robot's last move plus the idle window, computed from the SERVER clock online / the device
// clock offline, capped at the window and floored at 0); 0 for a human's first move (no robot move // clock offline, capped at the window and floored at 0); 0 for a human's first move (no robot move
@@ -393,10 +410,9 @@ table ComplaintRequest {
note:string; note:string;
} }
// HintResult is the top-ranked move plus the remaining hint budget. wallet_balance is the // HintResult is the top-ranked move plus hints_remaining (the per-game allowance alone) and
// global hint-wallet balance after spending (see StateView.wallet_balance), so the client // wallet_balance (the purchasable hint wallet after spending, from payments). The client adopts
// refreshes its live wallet and re-derives the per-game allowance (added trailing — // wallet_balance into the profile so the badge stays live across games (see lib/hints).
// backward-compatible).
table HintResult { table HintResult {
move:MoveRecord; move:MoveRecord;
hints_remaining:int; hints_remaining:int;
+94
View File
@@ -0,0 +1,94 @@
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type GameLimits struct {
_tab flatbuffers.Table
}
func GetRootAsGameLimits(buf []byte, offset flatbuffers.UOffsetT) *GameLimits {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &GameLimits{}
x.Init(buf, n+offset)
return x
}
func FinishGameLimitsBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsGameLimits(buf []byte, offset flatbuffers.UOffsetT) *GameLimits {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &GameLimits{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedGameLimitsBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *GameLimits) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *GameLimits) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *GameLimits) VsAi() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameLimits) MutateVsAi(n int32) bool {
return rcv._tab.MutateInt32Slot(4, n)
}
func (rcv *GameLimits) Random() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameLimits) MutateRandom(n int32) bool {
return rcv._tab.MutateInt32Slot(6, n)
}
func (rcv *GameLimits) Friends() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameLimits) MutateFriends(n int32) bool {
return rcv._tab.MutateInt32Slot(8, n)
}
func GameLimitsStart(builder *flatbuffers.Builder) {
builder.StartObject(3)
}
func GameLimitsAddVsAi(builder *flatbuffers.Builder, vsAi int32) {
builder.PrependInt32Slot(0, vsAi, 0)
}
func GameLimitsAddRandom(builder *flatbuffers.Builder, random int32) {
builder.PrependInt32Slot(1, random, 0)
}
func GameLimitsAddFriends(builder *flatbuffers.Builder, friends int32) {
builder.PrependInt32Slot(2, friends, 0)
}
func GameLimitsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+16 -1
View File
@@ -209,8 +209,20 @@ func (rcv *GameView) MutateUnreadMessages(n bool) bool {
return rcv._tab.MutateBoolSlot(32, n) return rcv._tab.MutateBoolSlot(32, n)
} }
func (rcv *GameView) Kind() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(34))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateKind(n int32) bool {
return rcv._tab.MutateInt32Slot(34, n)
}
func GameViewStart(builder *flatbuffers.Builder) { func GameViewStart(builder *flatbuffers.Builder) {
builder.StartObject(15) builder.StartObject(16)
} }
func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) { func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0) builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
@@ -260,6 +272,9 @@ func GameViewAddUnreadChat(builder *flatbuffers.Builder, unreadChat bool) {
func GameViewAddUnreadMessages(builder *flatbuffers.Builder, unreadMessages bool) { func GameViewAddUnreadMessages(builder *flatbuffers.Builder, unreadMessages bool) {
builder.PrependBoolSlot(14, unreadMessages, false) builder.PrependBoolSlot(14, unreadMessages, false)
} }
func GameViewAddKind(builder *flatbuffers.Builder, kind int32) {
builder.PrependInt32Slot(15, kind, 0)
}
func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT { func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject() return builder.EndObject()
} }
+17 -1
View File
@@ -244,8 +244,21 @@ func (rcv *Profile) Ads(obj *AdsInfo) *AdsInfo {
return nil return nil
} }
func (rcv *Profile) GameLimits(obj *GameLimits) *GameLimits {
o := flatbuffers.UOffsetT(rcv._tab.Offset(40))
if o != 0 {
x := rcv._tab.Indirect(o + rcv._tab.Pos)
if obj == nil {
obj = new(GameLimits)
}
obj.Init(rcv._tab.Bytes, x)
return obj
}
return nil
}
func ProfileStart(builder *flatbuffers.Builder) { func ProfileStart(builder *flatbuffers.Builder) {
builder.StartObject(18) builder.StartObject(19)
} }
func ProfileAddUserId(builder *flatbuffers.Builder, userId flatbuffers.UOffsetT) { func ProfileAddUserId(builder *flatbuffers.Builder, userId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(userId), 0) builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(userId), 0)
@@ -307,6 +320,9 @@ func ProfileStartDictVersionsVector(builder *flatbuffers.Builder, numElems int)
func ProfileAddAds(builder *flatbuffers.Builder, ads flatbuffers.UOffsetT) { func ProfileAddAds(builder *flatbuffers.Builder, ads flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(17, flatbuffers.UOffsetT(ads), 0) builder.PrependUOffsetTSlot(17, flatbuffers.UOffsetT(ads), 0)
} }
func ProfileAddGameLimits(builder *flatbuffers.Builder, gameLimits flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(18, flatbuffers.UOffsetT(gameLimits), 0)
}
func ProfileEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT { func ProfileEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject() return builder.EndObject()
} }
-15
View File
@@ -144,18 +144,6 @@ func (rcv *StateView) AlphabetLength() int {
return 0 return 0
} }
func (rcv *StateView) WalletBalance() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateWalletBalance(n int32) bool {
return rcv._tab.MutateInt32Slot(16, n)
}
func (rcv *StateView) HintUnlockLeftSeconds() int32 { func (rcv *StateView) HintUnlockLeftSeconds() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(18)) o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
if o != 0 { if o != 0 {
@@ -195,9 +183,6 @@ func StateViewAddAlphabet(builder *flatbuffers.Builder, alphabet flatbuffers.UOf
func StateViewStartAlphabetVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT { func StateViewStartAlphabetVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4) return builder.StartVector(4, numElems, 4)
} }
func StateViewAddWalletBalance(builder *flatbuffers.Builder, walletBalance int32) {
builder.PrependInt32Slot(6, walletBalance, 0)
}
func StateViewAddHintUnlockLeftSeconds(builder *flatbuffers.Builder, hintUnlockLeftSeconds int32) { func StateViewAddHintUnlockLeftSeconds(builder *flatbuffers.Builder, hintUnlockLeftSeconds int32) {
builder.PrependInt32Slot(7, hintUnlockLeftSeconds, 0) builder.PrependInt32Slot(7, hintUnlockLeftSeconds, 0)
} }
+4 -2
View File
@@ -49,6 +49,9 @@ type GameView struct {
// UnreadMessages is a per-viewer flag: at least one unread entry is a real message (not just // UnreadMessages is a per-viewer flag: at least one unread entry is a real message (not just
// a nudge), so the badge can be coloured apart from the nudge-only case. // a nudge), so the badge can be coloured apart from the nudge-only case.
UnreadMessages bool UnreadMessages bool
// Kind is the game's origin for the active-game limits: 0 unknown (a pre-existing game), 1 vs_ai,
// 2 random, 3 friends. The lobby counts active games per kind to lock a capped New-Game start.
Kind int
} }
// TileRecord is one tile in a decoded MoveRecord (the concrete letter, "?" for a blank // TileRecord is one tile in a decoded MoveRecord (the concrete letter, "?" for a blank
@@ -92,7 +95,6 @@ type StateView struct {
Rack []int Rack []int
BagLen int BagLen int
HintsRemaining int HintsRemaining int
WalletBalance int
HintUnlockLeftSeconds int HintUnlockLeftSeconds int
Alphabet []AlphabetEntry Alphabet []AlphabetEntry
} }
@@ -170,6 +172,7 @@ func BuildGameView(b *flatbuffers.Builder, g GameView) flatbuffers.UOffsetT {
fb.GameViewAddVsAi(b, g.VsAI) fb.GameViewAddVsAi(b, g.VsAI)
fb.GameViewAddUnreadChat(b, g.UnreadChat) fb.GameViewAddUnreadChat(b, g.UnreadChat)
fb.GameViewAddUnreadMessages(b, g.UnreadMessages) fb.GameViewAddUnreadMessages(b, g.UnreadMessages)
fb.GameViewAddKind(b, int32(g.Kind))
return fb.GameViewEnd(b) return fb.GameViewEnd(b)
} }
@@ -256,7 +259,6 @@ func BuildStateView(b *flatbuffers.Builder, s StateView) flatbuffers.UOffsetT {
fb.StateViewAddRack(b, rack) fb.StateViewAddRack(b, rack)
fb.StateViewAddBagLen(b, int32(s.BagLen)) fb.StateViewAddBagLen(b, int32(s.BagLen))
fb.StateViewAddHintsRemaining(b, int32(s.HintsRemaining)) fb.StateViewAddHintsRemaining(b, int32(s.HintsRemaining))
fb.StateViewAddWalletBalance(b, int32(s.WalletBalance))
fb.StateViewAddHintUnlockLeftSeconds(b, int32(s.HintUnlockLeftSeconds)) fb.StateViewAddHintUnlockLeftSeconds(b, int32(s.HintUnlockLeftSeconds))
if hasAlphabet { if hasAlphabet {
fb.StateViewAddAlphabet(b, alphabet) fb.StateViewAddAlphabet(b, alphabet)
+2 -2
View File
@@ -261,7 +261,7 @@ test('dropping the game ends it and shows the result', async ({ page }) => {
await page.locator('.scoreboard').click(); // open the history await page.locator('.scoreboard').click(); // open the history
await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁 in the history header await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁 in the history header
await page.locator('button.danger').click(); // confirm in the modal await page.locator('button.danger').click(); // confirm in the modal
await expect(page.locator('.status .over')).toBeVisible(); await expect(page.locator('.turnstrip.result')).toBeVisible();
}); });
test('resigning reveals the full board: closes the history and zooms out', async ({ page }) => { test('resigning reveals the full board: closes the history and zooms out', async ({ page }) => {
@@ -283,7 +283,7 @@ test('resigning reveals the full board: closes the history and zooms out', async
await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁 await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁
await page.locator('button.danger').click(); // confirm await page.locator('button.danger').click(); // confirm
await expect(page.locator('.status .over')).toBeVisible(); // the game ended await expect(page.locator('.turnstrip.result')).toBeVisible(); // the game ended
await expect(page.locator('.history')).toHaveCount(0); // history auto-closed (portrait) await expect(page.locator('.history')).toHaveCount(0); // history auto-closed (portrait)
await expect(page.locator('.viewport.zoomed')).toHaveCount(0); // board zoomed out await expect(page.locator('.viewport.zoomed')).toHaveCount(0); // board zoomed out
}); });
+31 -22
View File
@@ -1,31 +1,40 @@
import { expect, test } from './fixtures'; import { expect, test } from './fixtures';
// The simultaneous quick-game cap. When the backend reports the player is at the limit // The active-game limit lock on the New Game screen. When a start's kind is at the caller's per-kind
// (games.list at_game_limit), the lobby disables the "New Game" tab and shows a plain, // cap (Profile.game_limits), the start button shows a 🔒 and opens a funnel modal instead of a game;
// low-emphasis notice under the lists; when it clears, the button re-enables and the // when the cap lifts (the profile refetch a guest→durable upgrade would trigger), the lock clears and
// notice goes. Driven by the mock transport's __mock.setGameLimit seam (no backend), which // the button starts a game again. Driven by the mock's __mock.setGameLimits seam (no backend). The
// also nudges the lobby to re-fetch (the lobby refreshes on any live event). // native Telegram popup path is verified on the contour; here the cross-platform in-app modal shows
// (the mock profile is a durable account, so it is the "finish a current game first" notice).
test('lobby: New Game disables and a notice shows at the simultaneous-game limit', async ({ page }) => { type Limits = { vsAi: number; random: number; friends: number };
function setLimits(l: Limits) {
(window as unknown as { __mock: { setGameLimits(l: Limits): void } }).__mock.setGameLimits(l);
}
test('new game: a start locks at its per-kind cap and the funnel modal opens', async ({ page }) => {
await page.goto('/'); await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click(); await page.getByRole('button', { name: /guest/i }).click();
// Below the limit: the New Game tab is enabled and no notice is shown. // The New Game button always opens the screen now — the per-kind lock lives on the start button.
const newGame = page.getByRole('button', { name: /🎲/ }); await page.getByRole('button', { name: /🎲/ }).click();
await expect(newGame).toBeEnabled();
await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);
// Reach the limit: the button greys out (disabled) and the notice appears under the lists. const start = page.getByRole('button', { name: /start game/i });
await page.evaluate(() => await expect(start).not.toContainText('🔒');
(window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(true),
);
await expect(newGame).toBeDisabled();
await expect(page.getByText(/reached the simultaneous games limit/i)).toBeVisible();
// Drop back below the limit (a game finished): the button re-enables and the notice clears. // Cap every kind: the AI start (the default opponent) locks.
await page.evaluate(() => await page.evaluate(setLimits, { vsAi: 0, random: 0, friends: 0 });
(window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(false), await expect(start).toContainText('🔒');
);
await expect(newGame).toBeEnabled(); // Tapping the locked start opens the modal instead of a game, and does not navigate away.
await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0); await start.click();
const notice = page.getByText(/reached the limit/i);
await expect(notice).toBeVisible();
await expect(page).toHaveURL(/\/new$/);
await page.getByRole('button', { name: /^ok$/i }).click();
await expect(notice).toHaveCount(0);
// Lift the cap (the same profile-refetch path a registration takes): the lock clears.
await page.evaluate(setLimits, { vsAi: 10, random: 10, friends: 10 });
await expect(start).not.toContainText('🔒');
}); });
+41
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@@ -0,0 +1,41 @@
import { expect, test } from './fixtures';
// The in-game composition UX after the under-board status strip was removed:
// - whose turn (or the final result) shows in a thin strip above the score plaques;
// - the tiles left in the bag ride the exchange control as a badge and repeat at the foot of the
// move table;
// - staging a play tints its tiles on the board and shows the orange move-score badge, and the
// confirm control sits in the rack's fixed 7th slot.
// Mock transport only: the mock has no dictionary (Game.svelte skips the local evaluator under the
// mock mode) and its network evaluator accepts any placement, so a staged tile always reads as legal.
test('in-game UX: turn strip, bag badge + table footer, staged-play highlight and score badge', async ({ page }) => {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
await page.getByRole('button', { name: /🎲/ }).click();
await page.getByRole('button', { name: 'Random player' }).click();
await page.locator('.variant').first().click();
await page.getByRole('button', { name: /Start game/i }).click();
// Attach the opponent deterministically, then it is the player's turn.
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
await expect(page.getByText('Robo')).toBeVisible();
// The old under-board status line is gone; a thin turn strip sits above the plaques instead.
await expect(page.locator('.turnstrip')).toBeVisible();
await expect(page.locator('.status')).toHaveCount(0);
// The bag count rides the exchange control (the first tab) as a badge, and repeats at the foot of
// the move table, out of the scrolling grid.
await expect(page.locator('.tab').first().locator('.badge')).toBeVisible();
await page.locator('.scoreboard').click(); // open the history drawer
await expect(page.locator('.hbagfoot')).toContainText(/bag/i);
await page.locator('.scoreboard').click(); // close it again
// Stage a play: the pending tile reads as legal (green), the orange move-score badge shows on the
// board, and the confirm control takes the rack's 7th slot.
await page.locator('.rack .tile').first().click();
await page.locator('[data-cell]:not(.filled)').nth(112).click(); // centre (row 7, col 7)
await expect(page.locator('[data-cell].pending.legal')).toHaveCount(1);
await expect(page.locator('.scorebadge')).toBeVisible();
await expect(page.locator('.make')).toBeVisible();
});
+1 -1
View File
@@ -75,7 +75,7 @@ test('AI game: after it ends, no GCG export and no comms entry', async ({ page }
await page.locator('.scoreboard').click(); await page.locator('.scoreboard').click();
await page.getByRole('button', { name: 'Drop game' }).click(); await page.getByRole('button', { name: 'Drop game' }).click();
await page.locator('button.danger').click(); await page.locator('button.danger').click();
await expect(page.locator('.status .over')).toBeVisible(); await expect(page.locator('.turnstrip.result')).toBeVisible();
// Reopen the history (resigning auto-closed it): the finished AI game offers no GCG export and // Reopen the history (resigning auto-closed it): the finished AI game offers no GCG export and
// no comms entry at all. // no comms entry at all.
+2 -2
View File
@@ -22,8 +22,8 @@ test('guest reaches a board and previews a placement', async ({ page }) => {
await rackTile.click(); await rackTile.click();
await page.locator('[data-cell]:not(.filled)').nth(30).click(); await page.locator('[data-cell]:not(.filled)').nth(30).click();
await expect(page.locator('[data-cell].pending')).toHaveCount(1); await expect(page.locator('[data-cell].pending')).toHaveCount(1);
// The score preview appears where the hints count used to be. // The move-score badge appears on the board for the staged play.
await expect(page.locator('.scores')).toContainText(/\d/); await expect(page.locator('.scorebadge')).toContainText(/\d/);
// The contextual MakeMove control (✅) appears once a tile is pending. // The contextual MakeMove control (✅) appears once a tile is pending.
await expect(page.locator('.make')).toBeVisible(); await expect(page.locator('.make')).toBeVisible();
+41 -24
View File
@@ -1,9 +1,10 @@
import { expect, test, type Page } from './fixtures'; import { expect, test, type Page } from './fixtures';
// The Wallet section against the mock transport (no backend). The mock seeds a web/native (direct) // The Wallet section against the mock transport (no backend). The mock seeds a web/native (direct)
// account holding a direct + vk chip segment and a small catalog (two chip-priced values and one // account holding a direct (120) + vk (400) chip segment and a small catalog (two chip-priced values
// rouble-priced chip pack — see lib/mock/client.ts), so the storefront, the store-compliance // and one rouble-priced chip pack — see lib/mock/client.ts), so the compact balance, the split
// warning and the Google Play stub are all exercisable without a backend. // storefront, the exchange-confirm dialog (with its store-compliance warning) and the Google Play
// stub are all exercisable without a backend.
async function loginLobby(page: Page): Promise<void> { async function loginLobby(page: Page): Promise<void> {
await page.goto('/'); await page.goto('/');
@@ -22,24 +23,33 @@ async function openWallet(page: Page): Promise<void> {
await expect(page.getByTestId('wallet')).toBeVisible(); await expect(page.getByTestId('wallet')).toBeVisible();
} }
test('wallet: balances, benefits and the storefront render for a durable account', async ({ page }) => { test('wallet: balance, active benefits and the split storefront render for a durable account', async ({ page }) => {
await loginLobby(page); await loginLobby(page);
await openWallet(page); await openWallet(page);
// Balances: the seeded direct ("Web") and vk segments. // The compact balance leads with the context's own (direct/"Web") chips, then the linked vk
await expect(page.getByRole('heading', { name: 'Balance' })).toBeVisible(); // segment behind its logo.
await expect(page.getByText('Web', { exact: true })).toBeVisible(); const balance = page.getByTestId('balance');
await expect(page.getByText('VK', { exact: true })).toBeVisible(); await expect(balance).toContainText('120');
await expect(balance).toContainText('400');
await expect(balance.locator('.plogo')).toHaveCount(1); // the one linked (vk) platform
// Benefits + the storefront: two values priced in chips, one pack priced in roubles. // The active benefits (the seeded 5 hints) sit above the store.
await expect(page.getByRole('heading', { name: 'Benefits' })).toBeVisible(); await expect(page.getByRole('heading', { name: 'Active' })).toBeVisible();
await expect(page.getByTestId('active')).toContainText('Hints: 5');
await expect(page.getByRole('heading', { name: 'Store' })).toBeVisible(); await expect(page.getByRole('heading', { name: 'Store' })).toBeVisible();
await expect(page.getByTestId('product')).toHaveCount(3);
const pack = page.locator('[data-kind="pack"]'); // Default tab — Buy chips: one rouble-priced pack + the public offer, and no values.
await expect(pack).toContainText('₽'); await expect(page.locator('[data-kind="pack"]')).toHaveCount(1);
// The pack purchase is wired to money intake: an enabled Buy action, with the public-offer link. await expect(page.locator('[data-kind="pack"]')).toContainText('₽');
await expect(pack.getByTestId('buy-pack')).toBeEnabled(); await expect(page.locator('[data-kind="pack"]').getByTestId('buy-pack')).toBeEnabled();
await expect(page.getByTestId('offer')).toContainText('Public offer'); await expect(page.getByTestId('offer')).toContainText('Public offer');
await expect(page.locator('[data-kind="value"]')).toHaveCount(0);
// Spend chips tab: the two chip-priced values, exchanged (not bought) with the "Exchange" button.
await page.getByTestId('tab-spend').click();
await expect(page.locator('[data-kind="value"]')).toHaveCount(2);
await expect(page.locator('[data-kind="value"]').first().getByTestId('buy')).toHaveText('Exchange');
}); });
test('wallet: buying a chip pack opens the provider payment page', async ({ page }) => { test('wallet: buying a chip pack opens the provider payment page', async ({ page }) => {
@@ -87,32 +97,39 @@ test('wallet: the Google Play build hides the money purchases behind the RuStore
await expect(page.getByText('Your turn')).toBeVisible(); await expect(page.getByText('Your turn')).toBeVisible();
await openWallet(page); await openWallet(page);
// The chip pack is gone; the stub points at the RuStore build. Spending earned chips still works. // Buy chips: the chip pack is gone; the stub points at the RuStore build.
await expect(page.getByTestId('gp-stub')).toBeVisible(); await expect(page.getByTestId('gp-stub')).toBeVisible();
await expect(page.locator('[data-kind="pack"]')).toHaveCount(0); await expect(page.locator('[data-kind="pack"]')).toHaveCount(0);
// Spending earned chips still works — the values live in the Spend tab.
await page.getByTestId('tab-spend').click();
await expect(page.locator('[data-kind="value"]').first().getByTestId('buy')).toBeVisible(); await expect(page.locator('[data-kind="value"]').first().getByTestId('buy')).toBeVisible();
}); });
test('wallet: a web spend that would draw store chips warns first, then completes', async ({ page }) => { test('wallet: a web spend that would draw store chips confirms with a warning, then completes', async ({ page }) => {
await loginLobby(page); await loginLobby(page);
await openWallet(page); await openWallet(page);
await page.getByTestId('tab-spend').click();
// The 300-chip value drains direct (120) then reaches into vk (180) → a store segment → warn. // The 300-chip value drains direct (120) then reaches into vk (180) → a store segment → the confirm
// dialog carries the cross-platform warning.
await page.locator('[data-pid="val-noads-30"]').getByTestId('buy').click(); await page.locator('[data-pid="val-noads-30"]').getByTestId('buy').click();
await expect(page.getByTestId('warn')).toBeVisible(); await expect(page.getByTestId('warn')).toBeVisible();
await page.getByTestId('warn-confirm').click(); await page.getByTestId('spend-confirm').click();
await expect(page.getByTestId('warn')).toBeHidden(); // The spend applied: the no-ads benefit now shows an end date in the Active section.
// The spend applied: the no-ads benefit now shows an end date.
await expect(page.getByTestId('wallet')).toContainText('No ads until'); await expect(page.getByTestId('wallet')).toContainText('No ads until');
}); });
test('wallet: a spend the direct segment covers alone does not warn', async ({ page }) => { test('wallet: a spend the direct segment covers alone confirms without a warning', async ({ page }) => {
await loginLobby(page); await loginLobby(page);
await openWallet(page); await openWallet(page);
await page.getByTestId('tab-spend').click();
// The 100-chip value is covered by the direct segment (120) alone → no store draw, no warning. // The 100-chip value is covered by the direct segment (120) alone → the confirm dialog shows, but
// with no cross-platform warning.
await page.locator('[data-pid="val-hints-50"]').getByTestId('buy').click(); await page.locator('[data-pid="val-hints-50"]').getByTestId('buy').click();
await expect(page.getByTestId('spend-body')).toBeVisible();
await expect(page.getByTestId('warn')).toBeHidden(); await expect(page.getByTestId('warn')).toBeHidden();
await page.getByTestId('spend-confirm').click();
// The hints benefit rose from 5 to 55. // The hints benefit rose from 5 to 55.
await expect(page.getByTestId('wallet')).toContainText('Hints 55'); await expect(page.getByTestId('wallet')).toContainText('Hints: 55');
}); });
+12 -14
View File
@@ -74,11 +74,11 @@ test.describe('touch placement', () => {
}); });
}); });
// A hint taken while the board is ALREADY zoomed in must still scroll to the played word — the // A hint taken while the board is ALREADY zoomed in now zooms OUT to the whole board, so the played
// zoom state does not change, so without an explicit recenter the board stays parked where the // word — highlighted while composing — is guaranteed visible rather than parked off-screen under the
// player was looking (the reported rough edge). The mock hint plays at the centre star (7,7), so // old zoom (the owner changed this from the former recentre-on-the-word behaviour, so the word can
// zooming into the top-left corner first and then hinting must pan the board toward the centre. // never be lost off-screen). The mock hint plays at the centre star (7,7).
test('a hint recentres an already-zoomed board on the played word', async ({ page }) => { test('a hint zooms out an already-zoomed board so the played word is visible', async ({ page }) => {
await page.goto('/'); await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click(); await page.getByRole('button', { name: /guest/i }).click();
await page.getByRole('button', { name: /Ann/ }).click(); await page.getByRole('button', { name: /Ann/ }).click();
@@ -91,19 +91,17 @@ test('a hint recentres an already-zoomed board on the played word', async ({ pag
el.click(); el.click();
el.click(); el.click();
}); });
const viewport = page.locator('.viewport.zoomed'); await expect(page.locator('.viewport.zoomed')).toBeVisible();
await expect(viewport).toBeVisible();
await page.waitForTimeout(400); // let the zoom-in settle near the top-left corner
const before = await viewport.evaluate((el) => ({ left: el.scrollLeft, top: el.scrollTop }));
// Take a hint (the control confirms on a second tap), which plays at the centre. // Take a hint (the control confirms on a second tap), which plays at the centre.
const hint = page.getByRole('button', { name: 'Hint' }); const hint = page.getByRole('button', { name: 'Hint' });
await hint.click(); await hint.click();
await hint.click(); await hint.click();
await page.waitForTimeout(300); // the board pans to the hint word
const after = await viewport.evaluate((el) => ({ left: el.scrollLeft, top: el.scrollTop })); // The board zoomed out — no zoomed viewport — with the hint's play staged (the confirm control
// The board panned from the top-left toward the centre word: both offsets grew. // shows). The mock hint plays on the centre star, which the seeded game already occupies, so the
expect(after.left).toBeGreaterThan(before.left + 20); // staged tile hides under the committed one; the confirm control is the reliable "a play is
expect(after.top).toBeGreaterThan(before.top + 20); // staged" signal.
await expect(page.locator('.viewport.zoomed')).toHaveCount(0);
await expect(page.locator('.make')).toBeVisible();
}); });
+5 -1
View File
@@ -32,9 +32,13 @@ const DIST = 'dist';
// storefront logic and the catalog codec load with the always-mounted settings hub (its i18n lands // storefront logic and the catalog codec load with the always-mounted settings hub (its i18n lands
// in the shared chunk) — and to 125 for the payment intake rails: the wallet order flow, the // in the shared chunk) — and to 125 for the payment intake rails: the wallet order flow, the
// Telegram Stars openInvoice / VK order-box launch and the per-button in-flight state ride the same // Telegram Stars openInvoice / VK order-box launch and the per-button in-flight state ride the same
// always-loaded Wallet screen, then to 126 for the in-game board-feedback UX — the staged-play
// highlight geometry (lib/formed.ts), the on-board score badge and the bag / turn-strip / board-zoom
// wiring live in the always-loaded Game / Board / Rack screens, then to 127 for the wallet storefront
// redesign — its buy/spend toggle, compact balance and exchange-confirm dialog ride the same
// always-loaded Wallet screen. The heavy parts — the dict loader, the move generator and the preload // always-loaded Wallet screen. The heavy parts — the dict loader, the move generator and the preload
// orchestration — still stay in lazy chunks. Scoped CSS lands in the CSS chunk, not this JS budget. // orchestration — still stay in lazy chunks. Scoped CSS lands in the CSS chunk, not this JS budget.
const BUDGET = { app: 125, shared: 31, landing: 5 }; const BUDGET = { app: 127, shared: 31, landing: 5 };
// gzipped returns the gzipped byte size of a built asset, or 0 when the reference is not a // gzipped returns the gzipped byte size of a built asset, or 0 when the reference is not a
// local file (e.g. the Telegram SDK loaded from a CDN) or is missing. // local file (e.g. the Telegram SDK loaded from a CDN) or is missing.
+1
View File
@@ -55,6 +55,7 @@
locale: lc, locale: lc,
reduceMotion: prefs.reduceMotion ?? false, reduceMotion: prefs.reduceMotion ?? false,
boardLabels: prefs.boardLabels ?? 'beginner', boardLabels: prefs.boardLabels ?? 'beginner',
zoomBoard: prefs.zoomBoard ?? true,
}); });
prefs = { ...prefs, locale: lc }; prefs = { ...prefs, locale: lc };
} }
+16
View File
@@ -29,6 +29,14 @@
--tile-edge: #d8c190; --tile-edge: #d8c190;
--tile-text: #2a2113; --tile-text: #2a2113;
--tile-pending: #f2cf73; --tile-pending: #f2cf73;
/* In-composition highlight of the staged play (see game/Board.svelte): a calm reddish-pink
when the tiles form no word, a light green for the player's own tiles once they do, a
deeper green for the board tiles a formed word runs through, and the orange move-score
badge. Tuned per theme; refined on the contour. */
--tile-pending-illegal: #f2c7bf;
--tile-pending-legal: #c9e7bd;
--tile-formed: #a5cf93;
--score-badge: #e5811d;
/* Last-word highlight letter a lighter burgundy than the dark theme on purpose: against /* Last-word highlight letter a lighter burgundy than the dark theme on purpose: against
the lighter tile the perceived contrast needs it, so the two are tuned per theme. */ the lighter tile the perceived contrast needs it, so the two are tuned per theme. */
--tile-recent: #9c5849; --tile-recent: #9c5849;
@@ -84,6 +92,10 @@
--tile-edge: #b6a473; --tile-edge: #b6a473;
--tile-text: #20190d; --tile-text: #20190d;
--tile-pending: #d8b75e; --tile-pending: #d8b75e;
--tile-pending-illegal: #d8a99f;
--tile-pending-legal: #a9cf94;
--tile-formed: #83b571;
--score-badge: #e88f31;
--tile-recent: #8c4a3c; --tile-recent: #8c4a3c;
--prem-tw: #9c3f34; /* 3x word: a touch darker red */ --prem-tw: #9c3f34; /* 3x word: a touch darker red */
--prem-dw: #a8636b; /* 2x word: softer, pinker */ --prem-dw: #a8636b; /* 2x word: softer, pinker */
@@ -115,6 +127,10 @@
--tile-edge: #b6a473; --tile-edge: #b6a473;
--tile-text: #20190d; --tile-text: #20190d;
--tile-pending: #f0d98f; --tile-pending: #f0d98f;
--tile-pending-illegal: #d8a99f;
--tile-pending-legal: #a9cf94;
--tile-formed: #83b571;
--score-badge: #e88f31;
/* Last-word highlight letter a warm burgundy whose red hue stays distinct from both the /* Last-word highlight letter a warm burgundy whose red hue stays distinct from both the
near-black glyph and the warm tile. The light theme uses a lighter burgundy (tuned per near-black glyph and the warm tile. The light theme uses a lighter burgundy (tuned per
theme; perceived contrast depends on the surrounding board). */ theme; perceived contrast depends on the surrounding board). */
+70
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@@ -0,0 +1,70 @@
<script lang="ts">
import { t } from '../lib/i18n/index.svelte';
import { insideTelegram, telegramDialogsAvailable, telegramShowPopup } from '../lib/telegram';
import { LOGIN_BUTTON_ID, gameLimitGuestPopup, gameLimitDurablePopup } from '../lib/nativedialogs';
import Modal from './Modal.svelte';
// The New-Game screen raises this when the player taps a start whose kind is at its cap. guest
// picks the message: a sign-in funnel (a guest plays more by registering) vs a durable account's
// plain "finish a current game first" notice. onclose dismisses; onlogin routes a guest to sign-in.
let { open, guest, onclose, onlogin }: { open: boolean; guest: boolean; onclose: () => void; onlogin: () => void } = $props();
const title = $derived(guest ? t('new.limitGuestTitle') : t('new.limitDurableTitle'));
const body = $derived(guest ? t('new.limitGuestBody') : t('new.limitDurableBody'));
// Native path: inside the Mini App with native dialogs, present Telegram's own popup instead of
// the in-app modal (evaluated at fire time — the SDK loads after mount). A guest popup's login
// button routes to sign-in; any other dismissal closes. The message here is a plain notice with
// no gesture-gated follow-up, so a native popup is safe (unlike share/clipboard flows).
let shown = false;
$effect(() => {
if (open && !shown && insideTelegram() && telegramDialogsAvailable()) {
shown = true;
const params = guest
? gameLimitGuestPopup(title, body, t('common.cancel'), t('new.limitLogin'))
: gameLimitDurablePopup(title, body, t('common.ok'));
void telegramShowPopup(params).then((id) => (guest && id === LOGIN_BUTTON_ID ? onlogin() : onclose()));
} else if (!open) {
shown = false;
}
});
</script>
{#if open && !(insideTelegram() && telegramDialogsAvailable())}
<Modal {title} onclose={onclose}>
<p class="msg">{body}</p>
<div class="actions">
{#if guest}
<button class="cancel" onclick={onclose}>{t('common.cancel')}</button>
<button class="primary" onclick={onlogin}>{t('new.limitLogin')}</button>
{:else}
<button class="primary" onclick={onclose}>{t('common.ok')}</button>
{/if}
</div>
</Modal>
{/if}
<style>
.msg {
margin: 0 0 16px;
line-height: 1.5;
}
.actions {
display: flex;
gap: 8px;
}
.actions button {
flex: 1;
padding: 10px 12px;
border-radius: var(--radius-sm);
border: 1px solid var(--accent);
}
.cancel {
background: transparent;
color: var(--accent);
}
.primary {
background: var(--accent);
color: var(--accent-text);
}
</style>
+23 -1
View File
@@ -3,12 +3,16 @@
let { let {
title = '', title = '',
titleAside = '',
onclose, onclose,
overlayKeyboard = false, overlayKeyboard = false,
bottomSheet = false, bottomSheet = false,
children, children,
}: { }: {
title?: string; title?: string;
/** Optional secondary text pinned to the right of the title row, in a lighter (non-bold)
* muted style — e.g. the bag count beside the "Exchange or pass" title. */
titleAside?: string;
onclose?: () => void; onclose?: () => void;
overlayKeyboard?: boolean; overlayKeyboard?: boolean;
bottomSheet?: boolean; bottomSheet?: boolean;
@@ -65,7 +69,12 @@
style:--kb={bottomSheet ? `${kb}px` : null} style:--kb={bottomSheet ? `${kb}px` : null}
onclick={(e) => e.stopPropagation()} onclick={(e) => e.stopPropagation()}
> >
{#if title}<h2>{title}</h2>{/if} {#if title}
<div class="titlerow">
<h2>{title}</h2>
{#if titleAside}<span class="aside">{titleAside}</span>{/if}
</div>
{/if}
{@render children?.()} {@render children?.()}
</div> </div>
</div> </div>
@@ -121,8 +130,21 @@
max-height: 86dvh; max-height: 86dvh;
overflow: auto; overflow: auto;
} }
.titlerow {
display: flex;
justify-content: space-between;
align-items: baseline;
gap: 8px;
}
h2 { h2 {
margin: 0 0 10px; margin: 0 0 10px;
font-size: 1.05rem; font-size: 1.05rem;
} }
/* Secondary title-row text (e.g. the bag count): lighter and muted so the title still leads. */
.aside {
font-weight: 400;
font-size: 0.9rem;
color: var(--text-muted);
white-space: nowrap;
}
</style> </style>
+3 -1
View File
@@ -85,7 +85,9 @@
color: var(--accent-text); color: var(--accent-text);
border-radius: 999px; border-radius: 999px;
min-width: 15px; min-width: 15px;
padding: 0 3px; /* Enough horizontal room that a two/three-digit count (e.g. the bag count) does not touch the
pill's rounded ends. */
padding: 0 5px;
line-height: 1.4; line-height: 1.4;
text-align: center; text-align: center;
} }
+68
View File
@@ -23,6 +23,9 @@
focus, focus,
recenter, recenter,
dropTarget, dropTarget,
previewLegal,
formed,
scoreBadge,
oncell, oncell,
ontogglezoom, ontogglezoom,
onrecall, onrecall,
@@ -48,6 +51,15 @@
recenter: number; recenter: number;
/** The cell a dragged tile is currently aimed at, highlighted as a drop target. */ /** The cell a dragged tile is currently aimed at, highlighted as a drop target. */
dropTarget: { row: number; col: number } | null; dropTarget: { row: number; col: number } | null;
/** While composing: true when the staged tiles form a legal play, false when not, null when
* there is no preview (off-turn, nothing staged, or a recall drag) — tints the pending tiles
* green vs a calm pink. */
previewLegal: boolean | null;
/** "row,col" keys of every committed board cell a formed word runs through, greened a shade
* darker than the player's own staged tiles. */
formed: Set<string>;
/** The orange move-score badge for the legal play being composed, or null. */
scoreBadge: { row: number; col: number; corner: 'tr' | 'bl'; score: number } | null;
oncell: (row: number, col: number) => void; oncell: (row: number, col: number) => void;
ontogglezoom: (row: number, col: number) => void; ontogglezoom: (row: number, col: number) => void;
/** Recall the pending tile at (row, col) — fired on a double-tap of a pending cell. */ /** Recall the pending tile at (row, col) — fired on a double-tap of a pending cell. */
@@ -60,6 +72,20 @@
const z = $derived(zoomed ? Z : 1); const z = $derived(zoomed ? Z : 1);
const premClass: Record<Premium, string> = { '': '', TW: 'tw', DW: 'dw', TL: 'tl', DL: 'dl' }; const premClass: Record<Premium, string> = { '': '', TW: 'tw', DW: 'dw', TL: 'tl', DL: 'dl' };
// The score badge sits on a corner of its anchor cell, clamped so the whole pill stays on the
// board. Its position is a percentage of the (15-cell) board; CSS centres the pill on the point.
const BADGE_MARGIN = 2.4;
const badgePos = $derived.by(() => {
const b = scoreBadge;
if (!b) return null;
const cell = 100 / 15;
let x = b.corner === 'tr' ? (b.col + 1) * cell : b.col * cell;
let y = b.corner === 'tr' ? b.row * cell : (b.row + 1) * cell;
x = Math.max(BADGE_MARGIN, Math.min(100 - BADGE_MARGIN, x));
y = Math.max(BADGE_MARGIN, Math.min(100 - BADGE_MARGIN, y));
return { x, y };
});
let viewport = $state<HTMLElement>(); let viewport = $state<HTMLElement>();
// Genuine layout zoom (the board grows; cqw labels stay constant), so native scroll // Genuine layout zoom (the board grows; cqw labels stay constant), so native scroll
@@ -315,6 +341,9 @@
class="cell {premClass[premium[r][c]]}" class="cell {premClass[premium[r][c]]}"
class:filled={!!cell} class:filled={!!cell}
class:pending={!!p && !cell} class:pending={!!p && !cell}
class:legal={!!p && !cell && previewLegal === true}
class:illegal={!!p && !cell && previewLegal === false}
class:formed={!!cell && formed.has(key(r, c))}
class:hl={!!cell && highlight.has(key(r, c)) && !flash} class:hl={!!cell && highlight.has(key(r, c)) && !flash}
class:flash={!!cell && flash && highlight.has(key(r, c))} class:flash={!!cell && flash && highlight.has(key(r, c))}
class:dark={premium[r][c] === '' && !cell && !p && (r + c) % 2 === 1} class:dark={premium[r][c] === '' && !cell && !p && (r + c) % 2 === 1}
@@ -342,6 +371,9 @@
</button> </button>
{/each} {/each}
{/each} {/each}
{#if scoreBadge && badgePos}
<span class="scorebadge" style="left:{badgePos.x}%; top:{badgePos.y}%">{scoreBadge.score}</span>
{/if}
</div> </div>
</div> </div>
</div> </div>
@@ -397,6 +429,8 @@
gap: 0; gap: 0;
background: var(--board-bg); background: var(--board-bg);
padding: 0; padding: 0;
/* Anchor for the absolutely-positioned score badge (its percentages resolve against the board). */
position: relative;
} }
.cell { .cell {
position: relative; position: relative;
@@ -445,6 +479,19 @@
board) instead of the touch starting a board pan. */ board) instead of the touch starting a board pan. */
touch-action: none; touch-action: none;
} }
/* While composing, the staged play recolours its tiles: a calm reddish-pink when they form no
word, a light green for the player's own tiles once they do; committed board tiles a formed
word runs through go a shade darker (see lib/formed + Game.svelte). .formed sits after .filled
so it wins on committed cells (equal specificity). */
.cell.pending.illegal {
background: var(--tile-pending-illegal);
}
.cell.pending.legal {
background: var(--tile-pending-legal);
}
.cell.formed {
background: var(--tile-formed);
}
.cell.droptarget { .cell.droptarget {
/* The cell a carried tile is aimed at: an accent ring plus a light accent wash, so the /* The cell a carried tile is aimed at: an accent ring plus a light accent wash, so the
target reads clearly while dragging without obscuring the bonus label underneath. */ target reads clearly while dragging without obscuring the bonus label underneath. */
@@ -545,4 +592,25 @@
font-weight: 700; font-weight: 700;
white-space: nowrap; white-space: nowrap;
} }
/* The move-score badge for the legal play being composed: an orange pill centred on a corner of
the main word's tile (see lib/formed.badgePlacement + Game.svelte), its digit sized like a
tile's point value so it scales with the zoom. Decorative — no pointer events — and drawn above
the tiles. */
.scorebadge {
position: absolute;
transform: translate(-50%, -50%);
z-index: 5;
pointer-events: none;
border-radius: 999px;
background: var(--score-badge);
color: #fff;
font-weight: 700;
line-height: 1;
white-space: nowrap;
padding: 2px 5px; /* px fallback for Chrome < 105 (no cqw) */
padding: 0.4cqw 0.9cqw;
font-size: calc(2.4vmin * var(--z, 1)); /* cqw fallback for Chrome < 105 see .letter */
font-size: 2.4cqw;
box-shadow: 0 0 0 1px rgba(0, 0, 0, 0.25);
}
</style> </style>
+125 -107
View File
@@ -49,6 +49,7 @@
type Placement, type Placement,
} from '../lib/placement'; } from '../lib/placement';
import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft'; import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
import { badgePlacement, formedGeometry } from '../lib/formed';
let { id }: { id: string } = $props(); let { id }: { id: string } = $props();
@@ -251,7 +252,8 @@
view = st; view = st;
// Anchor the vs_ai idle-hint countdown to the freshly fetched seconds-left (0 = open / non-vs_ai). // Anchor the vs_ai idle-hint countdown to the freshly fetched seconds-left (0 = open / non-vs_ai).
armHintGate(st.game.vsAi ? (st.hintUnlockLeftSeconds ?? 0) : 0); armHintGate(st.game.vsAi ? (st.hintUnlockLeftSeconds ?? 0) : 0);
syncWallet(st.walletBalance); // The game state no longer carries the hint wallet (it lives on the profile); do not touch
// app.profile.hintBalance here — that would clobber the authoritative payments balance.
// Seed the unread flag from the authoritative state (the live stream only raises it). // Seed the unread flag from the authoritative state (the live stream only raises it).
seedChatUnread(id, st.game.unreadChat, st.game.unreadMessages); seedChatUnread(id, st.game.unreadChat, st.game.unreadMessages);
moves = hist.moves; moves = hist.moves;
@@ -482,6 +484,23 @@
// move's ✅ confirm and its preview caption are hidden so they don't sit over the opening gap; // move's ✅ confirm and its preview caption are hidden so they don't sit over the opening gap;
// they return the moment the tile is dragged back out over the board. // they return the moment the tile is dragged back out over the board.
const recallOverRack = $derived(draggingPend != null && reorderTo != null); const recallOverRack = $derived(draggingPend != null && reorderTo != null);
// The composed play's word geometry (client-side, independent of the move evaluator): the cells a
// formed word runs through — greened on the board — and the main word that anchors the score
// badge. Derived only for a legal preview, and never while dragging a staged tile back over the
// rack (recallOverRack), so the highlight and badge clear the instant a recall begins.
const EMPTY_FORMED = new Set<string>();
const formedGeom = $derived(
preview?.legal && !recallOverRack
? formedGeometry(board, placement.pending, !!view?.game.multipleWordsPerTurn)
: null,
);
const formedCells = $derived(formedGeom?.cells ?? EMPTY_FORMED);
const boardBadge = $derived(
formedGeom && preview?.legal ? { ...badgePlacement(formedGeom.main), score: preview.score } : null,
);
// The pending-tile tint: null (default colour) with no preview or during a recall drag, otherwise
// the play's legality — green when legal, a calm pink when not.
const previewLegal: boolean | null = $derived(recallOverRack ? null : preview ? preview.legal : null);
let dragPointerId = -1; let dragPointerId = -1;
function beginDrag(src: DragSrc, e: PointerEvent) { function beginDrag(src: DragSrc, e: PointerEvent) {
@@ -609,7 +628,7 @@
? setTimeout(() => { ? setTimeout(() => {
// Still holding the tile over this cell: magnify into it. Only the first // Still holding the tile over this cell: magnify into it. Only the first
// (zoom-in) hold centres; once zoomed we never move the board on hover. // (zoom-in) hold centres; once zoomed we never move the board on hover.
if (drag && isCoarse() && !landscape && !zoomed) { if (drag && isCoarse() && !landscape && !zoomed && app.zoomBoard) {
focus = c; focus = c;
zoomed = true; zoomed = true;
haptic('light'); haptic('light');
@@ -728,8 +747,8 @@
if (pendingMap.has(`${row},${col}`)) return; if (pendingMap.has(`${row},${col}`)) return;
focus = { row, col }; focus = { row, col };
// Auto-zoom is portrait-only: landscape fits the whole board, magnifying it there // Auto-zoom is portrait-only: landscape fits the whole board, magnifying it there
// only hides the rest of the position. // only hides the rest of the position. The "Zoom the board" setting can turn it off.
if (isCoarse() && !landscape && !zoomed) zoomed = true; if (isCoarse() && !landscape && !zoomed && app.zoomBoard) zoomed = true;
if (placement.rack[index] === BLANK) { if (placement.rack[index] === BLANK) {
blankPrompt = { rackIndex: index, row, col }; blankPrompt = { rackIndex: index, row, col };
return; return;
@@ -833,10 +852,9 @@
seat: r.move.player, seat: r.move.player,
rack: r.rack, rack: r.rack,
bagLen: r.bagLen, bagLen: r.bagLen,
// A move is not a hint, so the per-game allowance and the wallet are unchanged: carry both // A move is not a hint, so the per-game allowance is unchanged: carry it forward. The badge
// forward (their difference is the stable allowance; the badge adds the live wallet). // adds the live wallet from the profile.
hintsRemaining: view?.hintsRemaining ?? 0, hintsRemaining: view?.hintsRemaining ?? 0,
walletBalance: view?.walletBalance ?? 0,
}; };
// The move result is an authoritative per-viewer view: a nudge the actor just answered by // The move result is an authoritative per-viewer view: a nudge the actor just answered by
// moving is already cleared server-side, so reconcile the unread flag from it. // moving is already cleared server-side, so reconcile the unread flag from it.
@@ -1030,24 +1048,12 @@
// Mark the turn as hinted: the interstitial fires when the player CONFIRMS the move (commit), // Mark the turn as hinted: the interstitial fires when the player CONFIRMS the move (commit),
// not now — showing it here would interrupt placing the preview and revert the board on close. // not now — showing it here would interrupt placing the preview and revert the board on close.
hintUsedThisTurn = true; hintUsedThisTurn = true;
// Scroll the (zoomed) board to the hint's placement rather than the top-left: // A hint just landed: if the board was zoomed in, zoom OUT to the whole board so the hint's
// focus the centre of the laid tiles' bounding box. // word — highlighted green while composing — is guaranteed visible rather than possibly
const p = placement.pending; // parked off-screen under the old zoom. A full board needs no scroll-to-word, so the former
if (p.length) { // focus/recenter step is gone with the zoom-in.
const rows = p.map((tt) => tt.row); if (zoomed) zoomed = false;
const cols = p.map((tt) => tt.col); view = { ...view, hintsRemaining: h.hintsRemaining };
focus = {
row: Math.round((Math.min(...rows) + Math.max(...rows)) / 2),
col: Math.round((Math.min(...cols) + Math.max(...cols)) / 2),
};
// Ask the board to scroll to the hint word. A zoomed-out board zooms in (and centres)
// on the next line (portrait only); this nonce also recentres a board that is already
// zoomed in, where the unchanged zoom state would otherwise leave it parked where the
// player was looking.
recenter++;
}
if (isCoarse() && !landscape) zoomed = true;
view = { ...view, hintsRemaining: h.hintsRemaining, walletBalance: h.walletBalance };
syncWallet(h.walletBalance); syncWallet(h.walletBalance);
// The hint is the engine's own top-ranked, fully scored legal move: reuse it as the // The hint is the engine's own top-ranked, fully scored legal move: reuse it as the
// preview instead of a redundant evaluate (same engine call, same placement). Cancel any // preview instead of a redundant evaluate (same engine call, same placement). Cancel any
@@ -1486,15 +1492,16 @@
{#if landscape} {#if landscape}
<div class="game-land"> <div class="game-land">
<div class="leftpane"> <div class="leftpane">
{@render turnStrip()}
{@render scoreboardBlock()} {@render scoreboardBlock()}
<div class="history land">{@render historyBody()}</div> <div class="history land">{@render historyBody()}</div>
{@render statusBlock()}
{@render rackRow()} {@render rackRow()}
<TabBar>{@render controlButtons()}</TabBar> <TabBar>{@render controlButtons()}</TabBar>
</div> </div>
<div class="rightpane">{@render boardBlock()}</div> <div class="rightpane">{@render boardBlock()}</div>
</div> </div>
{:else} {:else}
{@render turnStrip()}
{@render scoreboardBlock()} {@render scoreboardBlock()}
<div class="stage" class:histopen={historyOpen} bind:this={stageEl}> <div class="stage" class:histopen={historyOpen} bind:this={stageEl}>
{#if historyOpen} {#if historyOpen}
@@ -1502,7 +1509,6 @@
{/if} {/if}
{@render boardBlock()} {@render boardBlock()}
</div> </div>
{@render statusBlock()}
{@render rackRow()} {@render rackRow()}
{/if} {/if}
{:else} {:else}
@@ -1517,6 +1523,24 @@
<!-- Reusable game-screen pieces, arranged differently by the portrait and landscape branches <!-- Reusable game-screen pieces, arranged differently by the portrait and landscape branches
above so the markup and logic stay single-sourced (see the {#if landscape} split). --> above so the markup and logic stay single-sourced (see the {#if landscape} split). -->
{#snippet turnStrip()}
<!-- A thin line above the score plaques: while composing a legal play it reads the formed
word(s) and the move score ("WORD+WORD = N"); otherwise whose turn it is during play, or the
viewer's result once the game ends. A hotseat game shows its result as per-seat medals on the
plaques (2-4 local players have no single "you"), so the strip is hidden when it is over. -->
{#if view && !(gameOver && view.game.hotseat)}
<div class="turnstrip" class:result={gameOver}>
{#if gameOver}
{resultText()}
{:else if preview?.legal && !recallOverRack}
{preview.words.map((w) => w.toUpperCase()).join('+')} = {preview.score}
{:else}
{view.game.hotseat ? t('hotseat.turnOf', { name: hotseatName(view.game.toMove) }) : isMyTurn ? t('game.yourTurn') : turnLabel()}
{/if}
</div>
{/if}
{/snippet}
{#snippet scoreboardBlock()} {#snippet scoreboardBlock()}
{#if view} {#if view}
{@const badge = badgeKind(app.chatUnread[id] ?? false, app.messageUnread[id] ?? false)} {@const badge = badgeKind(app.chatUnread[id] ?? false, app.messageUnread[id] ?? false)}
@@ -1603,10 +1627,11 @@
{/each} {/each}
{/each} {/each}
</div> </div>
{#if view.game.endReason === 'aborted'}
<p class="horganizer">{t('game.abortedNote')}</p>
{/if}
</div> </div>
{#if view.game.endReason === 'aborted'} <div class="hbagfoot">{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</div>
<p class="horganizer">{t('game.abortedNote')}</p>
{/if}
{/if} {/if}
{/snippet} {/snippet}
@@ -1639,6 +1664,9 @@
{focus} {focus}
{recenter} {recenter}
{dropTarget} {dropTarget}
{previewLegal}
formed={formedCells}
scoreBadge={boardBadge}
oncell={onCell} oncell={onCell}
ontogglezoom={(r, c) => { focus = { row: r, col: c }; if (!gameOver) zoomed = !zoomed; }} ontogglezoom={(r, c) => { focus = { row: r, col: c }; if (!gameOver) zoomed = !zoomed; }}
onrecall={onRecall} onrecall={onRecall}
@@ -1647,25 +1675,6 @@
</div> </div>
{/snippet} {/snippet}
{#snippet statusBlock()}
{#if view}
<div class="status">
<span>{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</span>
{#if gameOver}
<!-- A hotseat game shows its result as per-seat medals on the plaques (below), not a
viewer-centric "you won/lost" — with 2-4 local players there is no single "you". A vs_ai
game keeps the "you won/lost" text (one human). -->
{#if !view.game.hotseat}<strong class="over">{resultText()}</strong>{/if}
{:else if placement.pending.length === 0}
<span class="turn-ind">{view.game.hotseat ? t('hotseat.turnOf', { name: hotseatName(view.game.toMove) }) : isMyTurn ? t('game.yourTurn') : turnLabel()}</span>
{/if}
<span class="scores">
{#if recallOverRack}{:else if preview}{preview.legal ? t('game.previewWords', { words: preview.words.join(', '), n: preview.score }) : t('game.previewIllegal')}{/if}
</span>
</div>
{/if}
{/snippet}
{#snippet rackRow()} {#snippet rackRow()}
<!-- The footer is drawn even when the game is over (rack + controls), but inert: <!-- The footer is drawn even when the game is over (rack + controls), but inert:
a finished game shows the final rack greyed out and the controls disabled. --> a finished game shows the final rack greyed out and the controls disabled. -->
@@ -1680,23 +1689,26 @@
slots={rackSlots} slots={rackSlots}
{variant} {variant}
{selected} {selected}
{landscape}
shuffling={shuffling && !app.reduceMotion} shuffling={shuffling && !app.reduceMotion}
draggingId={reorderDragId} draggingId={reorderDragId}
dropIndex={reorderTo} dropIndex={reorderTo}
confirm={!gameOver && placement.pending.length > 0 && !recallOverRack ? confirmBtn : undefined}
ondown={onRackDown} ondown={onRackDown}
/> />
{/if} {/if}
</div> </div>
{#if !gameOver && placement.pending.length > 0 && !recallOverRack}
<button class="make" onclick={commit} disabled={busy || !canMove || !netReady || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
{/if}
</div> </div>
{/snippet} {/snippet}
{#snippet confirmBtn()}
<!-- The confirm-move control lives in the rack's fixed 7th slot (see Rack). Shown only while a
play is staged; disabled until the preview says it is legal. -->
<button class="make" onclick={commit} disabled={busy || !canMove || !netReady || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
{/snippet}
{#snippet controlButtons()} {#snippet controlButtons()}
<button class="tab" disabled={busy || !canMove || !netReady} onclick={openExchange}> <button class="tab" disabled={busy || !canMove || !netReady} onclick={openExchange}>
<span class="sq" data-coach="game-turn">🔄</span><span class="lbl">{t('game.draw')}</span> <span class="sq" data-coach="game-turn">🔄{#if view && view.bagLen > 0}<span class="badge">{view.bagLen}</span>{/if}</span><span class="lbl">{t('game.draw')}</span>
</button> </button>
{#if view?.game.hotseat} {#if view?.game.hotseat}
<!-- Hotseat: no hints. The freed slot becomes the host (referee) button — always available <!-- Hotseat: no hints. The freed slot becomes the host (referee) button — always available
@@ -1757,7 +1769,11 @@
{/if} {/if}
{#if exchangeOpen && view} {#if exchangeOpen && view}
<Modal title={t('game.exchangeTitle')} onclose={() => (exchangeOpen = false)}> <Modal
title={t('game.exchangeTitle')}
titleAside={view.bagLen === 0 ? t('game.bagEmpty') : t('game.bagCount', { n: view.bagLen })}
onclose={() => (exchangeOpen = false)}
>
<div class="exch"> <div class="exch">
{#each view.rack as letter, i (i)} {#each view.rack as letter, i (i)}
<button class="etile" class:sel={exchangeSel.includes(i)} disabled={!canExchange} onclick={() => toggleExch(i)}> <button class="etile" class:sel={exchangeSel.includes(i)} disabled={!canExchange} onclick={() => toggleExch(i)}>
@@ -1906,6 +1922,25 @@
font-weight: 700; font-weight: 700;
font-variant-numeric: tabular-nums; font-variant-numeric: tabular-nums;
} }
/* The thin turn/result line above the score plaques (see turnStrip): whose turn it is during
play, accented for the viewer's win/lose result once the game ends. */
.turnstrip {
flex: none;
/* A smaller bottom pad than top: the score plaques below carry their own top padding, so an
even strip read as too tall with the text pushed up. */
padding: 4px var(--pad) 2px;
text-align: center;
font-size: 0.85rem;
font-weight: 600;
color: var(--text);
background: var(--bg-elev);
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.turnstrip.result {
color: var(--accent);
}
.stage { .stage {
position: relative; position: relative;
/* The board is the only part that scrolls vertically when the game does not fit; /* The board is the only part that scrolls vertically when the game does not fit;
@@ -1924,16 +1959,12 @@
position: absolute; position: absolute;
inset: 0 0 auto 0; inset: 0 0 auto 0;
z-index: 2; z-index: 2;
/* A fixed-height drawer matching the board's slid offset, so the bottom border /* A fixed-height drawer matching the board's slid offset, so the bottom border and its shadow
and its shadow pin to the board immediately instead of tracking the table as pin to the board immediately instead of tracking the table as moves accumulate. It is a flex
moves accumulate. scrollbar-gutter reserves the scrollbar so the centred word column: the header and the pinned bag footer stay put while the grid (.hgridwrap) scrolls. */
column does not jump left/right when the list overflows. */
height: 62%; height: 62%;
overflow: auto; display: flex;
/* No iOS rubber-band inside the drawer: the moves list does not elastically bounce past its flex-direction: column;
ends (the document is already pinned; this stops the inner scroller's own bounce). */
overscroll-behavior: none;
scrollbar-gutter: stable;
background: var(--surface-2); background: var(--surface-2);
box-shadow: inset 0 -6px 10px -8px rgba(0, 0, 0, 0.5); box-shadow: inset 0 -6px 10px -8px rgba(0, 0, 0, 0.5);
border-bottom: 1px solid var(--border); border-bottom: 1px solid var(--border);
@@ -1945,8 +1976,26 @@
The wrapper's horizontal padding matches the scoreboard so the columns line up under the The wrapper's horizontal padding matches the scoreboard so the columns line up under the
plaques. */ plaques. */
.hgridwrap { .hgridwrap {
flex: 1 1 auto;
min-height: 0;
overflow: auto;
/* No iOS rubber-band inside the scroller: the moves list does not elastically bounce past its
ends (the document is already pinned; this stops the inner scroller's own bounce). */
overscroll-behavior: none;
/* Reserve the scrollbar so the centred word column does not jump left/right on overflow. */
scrollbar-gutter: stable;
padding: 8px var(--pad); padding: 8px var(--pad);
} }
/* The bag count pinned bottom-left of the move table, out of the scrolling grid, so it stays put
as moves accumulate. The same count also rides the exchange control as a badge (see
controlButtons), which is the always-visible indicator when the table is closed. */
.hbagfoot {
flex: none;
padding: 6px var(--pad);
color: var(--text-muted);
font-size: 0.85rem;
border-top: 1px solid var(--border);
}
.hgrid { .hgrid {
display: grid; display: grid;
gap: 1px; gap: 1px;
@@ -1991,28 +2040,6 @@
.boardwrap.slid :global(.viewport) { .boardwrap.slid :global(.viewport) {
pointer-events: none; pointer-events: none;
} }
.status {
display: flex;
flex: none;
align-items: center;
justify-content: space-between;
padding: 2px var(--pad) 6px;
color: var(--text-muted);
font-size: 0.85rem;
}
.turn-ind {
font-weight: 600;
color: var(--text);
}
.over {
color: var(--accent);
}
.scores {
font-weight: 600;
color: var(--ok);
min-width: 64px;
text-align: right;
}
/* The single-word-rule label centred in the history header between its two icons. */ /* The single-word-rule label centred in the history header between its two icons. */
.oneword-label { .oneword-label {
flex: 1; flex: 1;
@@ -2033,40 +2060,31 @@
pointer-events: none; pointer-events: none;
opacity: 0.55; opacity: 0.55;
} }
/* Landscape: the rack sits directly under the docked history (no board between them), so give it a
small gap above; portrait gets its spacing from the board's own padding. */
.game-land .rack-row {
padding-top: 6px;
}
.rack-wrap { .rack-wrap {
flex: 1; flex: 1;
min-width: 0; min-width: 0;
} }
/* A borderless icon button (like the tab bar), not a filled accent button — and disabled /* The confirm-move control occupies the rack's fixed 7th column while a play is staged (a
while the pending word is known to be illegal. It is an overlay, NOT a flex sibling of the borderless icon button, like the tab bar). It is rendered inside the rack grid (see Rack), so it
rack: the rack keeps the full row width with a fixed tile size (no reflow or tile resize lines up with the tiles and stays the rightmost slot no matter how many tiles remain. */
when a tile is staged), and the button is absolutely pinned over the slots a staged tile
frees on the right. Its right edge sits at var(--pad) — directly under the right edge of the
preview caption above (.status shares that padding). */
.make { .make {
position: absolute; grid-column: 7;
right: var(--pad); align-self: stretch;
top: 0; display: grid;
bottom: 6px; place-items: center;
width: 56px;
background: none; background: none;
color: var(--text); color: var(--text);
border: none; border: none;
display: grid;
place-items: center end;
font-size: 1.8rem; font-size: 1.8rem;
} }
.make:disabled { .make:disabled {
opacity: 0.4; opacity: 0.4;
} }
/* Landscape: the rack fills a narrow fixed-width panel with exactly seven tile slots, so the 56px
button (sized for the roomy portrait rack) is wider than the single slot a staged tile frees and
overlaps the now-rightmost tile. Match the button to one landscape tile slot (its width formula),
so it sits inside the freed slot with its right edge level with the rack's right edge — the
mirror of the first tile's left edge. */
.game-land .make {
width: calc((100% - 2 * var(--pad) - 6 * 5px) / 7);
}
/* The move-history header: leave (active) / export (finished) on the left, comms on the /* The move-history header: leave (active) / export (finished) on the left, comms on the
right, icon-only. Sticky so it stays atop the scrolling move list. */ right, icon-only. Sticky so it stays atop the scrolling move list. */
.hhead { .hhead {
+23 -43
View File
@@ -4,15 +4,16 @@
import { valueForLetter } from '../lib/alphabet'; import { valueForLetter } from '../lib/alphabet';
import type { Variant } from '../lib/model'; import type { Variant } from '../lib/model';
import { usesStarBlank, BLANK_STAR } from '../lib/variants'; import { usesStarBlank, BLANK_STAR } from '../lib/variants';
import type { Snippet } from 'svelte';
let { let {
slots, slots,
variant, variant,
selected, selected,
landscape = false,
shuffling = false, shuffling = false,
draggingId = null, draggingId = null,
dropIndex = null, dropIndex = null,
confirm,
ondown, ondown,
}: { }: {
// Each slot carries a stable id that travels with its tile through a shuffle, so the // Each slot carries a stable id that travels with its tile through a shuffle, so the
@@ -20,14 +21,14 @@
slots: (RackSlot & { id: number })[]; slots: (RackSlot & { id: number })[];
variant: Variant; variant: Variant;
selected: number | null; selected: number | null;
/** Landscape layout: size the tiles to share the (narrow) left-panel width instead of the
* viewport-width measure, so seven tiles never overflow the panel. */
landscape?: boolean;
shuffling?: boolean; shuffling?: boolean;
// While a rack tile is being dragged to reorder it, draggingId is its id (hidden here — // While a rack tile is being dragged to reorder it, draggingId is its id (hidden here —
// the drag ghost stands in) and dropIndex is the slot where a gap opens. // the drag ghost stands in) and dropIndex is the slot where a gap opens.
draggingId?: number | null; draggingId?: number | null;
dropIndex?: number | null; dropIndex?: number | null;
/** The confirm-move control, rendered as the fixed 7th slot of the rack while a play is staged
* (the parent owns the button and its enablement; the rack only positions it). */
confirm?: Snippet;
ondown: (e: PointerEvent, index: number) => void; ondown: (e: PointerEvent, index: number) => void;
} = $props(); } = $props();
@@ -57,7 +58,7 @@
} }
</script> </script>
<div class="rack" class:reordering={draggingId != null || dropIndex != null} class:landscape data-rack> <div class="rack" class:reordering={draggingId != null || dropIndex != null} data-rack>
{#each shown as slot, i (slot.id)} {#each shown as slot, i (slot.id)}
<button <button
class="tile" class="tile"
@@ -75,21 +76,26 @@
{/if} {/if}
</button> </button>
{/each} {/each}
{@render confirm?.()}
</div> </div>
<style> <style>
/* Seven equal columns filling the whole tray width, so the tiles are square and as large as the
row allows — the same in portrait and landscape. The tile glyphs use cqw against the rack width
(the query container) so they track the tile size, the way the board sizes its labels on its
.scaler. */
.rack { .rack {
display: flex; display: grid;
grid-template-columns: repeat(7, 1fr);
gap: 5px; gap: 5px;
align-items: center; align-items: start;
/* Reserve one tile's height so an empty rack (e.g. a finished game) keeps the container-type: inline-size;
footer the same size as during play — no layout jump between states. */ /* Reserve about one tile's height so an empty rack (e.g. a finished game) keeps the footer the
same size as during play — no layout jump between states. */
min-height: min(12.5vw, 46px); min-height: min(12.5vw, 46px);
} }
.tile { .tile {
position: relative; position: relative;
flex: 0 0 auto;
width: min(12.5vw, 46px);
aspect-ratio: 1; aspect-ratio: 1;
background: var(--tile-bg); background: var(--tile-bg);
color: var(--tile-text); color: var(--tile-text);
@@ -97,7 +103,6 @@
border-radius: 5px; border-radius: 5px;
box-shadow: inset 0 -3px 0 var(--tile-edge); box-shadow: inset 0 -3px 0 var(--tile-edge);
font-weight: 700; font-weight: 700;
font-size: 1.4rem;
touch-action: none; touch-action: none;
user-select: none; user-select: none;
-webkit-user-select: none; -webkit-user-select: none;
@@ -109,35 +114,6 @@
outline: 3px solid var(--accent); outline: 3px solid var(--accent);
outline-offset: -3px; outline-offset: -3px;
} }
/* Landscape: the rack sits in a fixed-width left panel, so the tiles share the panel width
(capped at the portrait size) and shrink below it when the panel is narrow, instead of the
viewport-width measure that would overflow seven tiles in a column. */
.rack.landscape {
/* Size the tile glyphs relative to the rack (the board sizes its labels the same way, on its
.scaler container). The tile is a flex + aspect-ratio item whose OWN container-query size
resolves unreliably, so the rack — which has a definite width — is the query container. A
fixed-rem letter overflowed the tile once it shrank below 46px in a narrow left panel and
dropped into the bottom-left corner. The cqw values track the rack≈7×tile relation. */
container-type: inline-size;
}
.rack.landscape .tile {
/* Fixed tile size (1/7 of the fixed-width rack, accounting for the six 5px gaps), NOT flex-grow:
so placing a tile leaves the remaining ones put instead of growing them to refill the row —
matching the portrait rack. The constant rack width also keeps the cqw glyphs above steady as
tiles leave. */
flex: 0 0 auto;
width: calc((100% - 6 * 5px) / 7);
max-width: 46px;
}
.rack.landscape .letter {
font-size: 6cqw;
}
.rack.landscape .val {
font-size: 3.1cqw;
}
.rack.landscape .star {
font-size: 7.6cqw;
}
/* While reordering, tiles at/after the drop slot slide right to open a gap there (one /* While reordering, tiles at/after the drop slot slide right to open a gap there (one
tile width plus the rack gap), so the drop position is visible. */ tile width plus the rack gap), so the drop position is visible. */
.rack.reordering .tile { .rack.reordering .tile {
@@ -150,12 +126,15 @@
position: absolute; position: absolute;
top: 8%; top: 8%;
left: 14%; left: 14%;
font-size: 6vmin; /* cqw fallback for Chrome < 105 approximates the portrait rack viewport width */
font-size: 6cqw;
} }
.val { .val {
position: absolute; position: absolute;
right: 4px; right: 4px;
bottom: 1px; bottom: 1px;
font-size: 0.7rem; font-size: 3.1vmin; /* cqw fallback for Chrome < 105 */
font-size: 3.1cqw;
font-weight: 600; font-weight: 600;
} }
/* Erudit's blank ("звёздочка") shows its star horizontally centred on the otherwise empty /* Erudit's blank ("звёздочка") shows its star horizontally centred on the otherwise empty
@@ -167,6 +146,7 @@
left: 0; left: 0;
right: 0; right: 0;
text-align: center; text-align: center;
font-size: 1.7rem; font-size: 7.6vmin; /* cqw fallback for Chrome < 105 */
font-size: 7.6cqw;
} }
</style> </style>
+1
View File
@@ -42,6 +42,7 @@ export { FriendCode } from './scrabblefb/friend-code.js';
export { FriendList } from './scrabblefb/friend-list.js'; export { FriendList } from './scrabblefb/friend-list.js';
export { FriendRespondRequest } from './scrabblefb/friend-respond-request.js'; export { FriendRespondRequest } from './scrabblefb/friend-respond-request.js';
export { GameActionRequest } from './scrabblefb/game-action-request.js'; export { GameActionRequest } from './scrabblefb/game-action-request.js';
export { GameLimits } from './scrabblefb/game-limits.js';
export { GameList } from './scrabblefb/game-list.js'; export { GameList } from './scrabblefb/game-list.js';
export { GameOverEvent } from './scrabblefb/game-over-event.js'; export { GameOverEvent } from './scrabblefb/game-over-event.js';
export { GameView } from './scrabblefb/game-view.js'; export { GameView } from './scrabblefb/game-view.js';
+66
View File
@@ -0,0 +1,66 @@
// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
export class GameLimits {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):GameLimits {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsGameLimits(bb:flatbuffers.ByteBuffer, obj?:GameLimits):GameLimits {
return (obj || new GameLimits()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsGameLimits(bb:flatbuffers.ByteBuffer, obj?:GameLimits):GameLimits {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new GameLimits()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
vsAi():number {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
random():number {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
friends():number {
const offset = this.bb!.__offset(this.bb_pos, 8);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
static startGameLimits(builder:flatbuffers.Builder) {
builder.startObject(3);
}
static addVsAi(builder:flatbuffers.Builder, vsAi:number) {
builder.addFieldInt32(0, vsAi, 0);
}
static addRandom(builder:flatbuffers.Builder, random:number) {
builder.addFieldInt32(1, random, 0);
}
static addFriends(builder:flatbuffers.Builder, friends:number) {
builder.addFieldInt32(2, friends, 0);
}
static endGameLimits(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createGameLimits(builder:flatbuffers.Builder, vsAi:number, random:number, friends:number):flatbuffers.Offset {
GameLimits.startGameLimits(builder);
GameLimits.addVsAi(builder, vsAi);
GameLimits.addRandom(builder, random);
GameLimits.addFriends(builder, friends);
return GameLimits.endGameLimits(builder);
}
}

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