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Author SHA1 Message Date
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 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
developer 780ff68ec2 Merge pull request 'release: offline mode + local pass-and-play (hotseat) — proposed v1.12.0' (#212) from development into master 2026-07-07 14:40:43 +00:00
developer 57ff2d03f8 Merge pull request 'Release v1.11.0: PWA install + code-only PWA login + email/metrics fixes' (#187) from development into master 2026-07-05 21:02:08 +00:00
developer a9d0986e74 Merge pull request 'Release v1.10.0: banner colours + urgent, and 3 UI fixes' (#183) from development into master 2026-07-05 14:10:25 +00:00
developer 45957bdcd6 Merge pull request 'Release: promote development → master (old Android WebView support + unsupported-engine telemetry)' (#178) from development into master 2026-07-04 21:23:29 +00:00
developer 829e29a726 Merge pull request 'Release v1.8.0: prod build fix (re-promote)' (#175) from development into master 2026-07-03 21:48:13 +00:00
developer 399508f2f0 Merge pull request 'Release v1.8.0: promote development → master' (#173) from development into master 2026-07-03 21:31:25 +00:00
developer 3a18e683ca Merge pull request 'release: VK Mini App + landscape UI + dict v1.3.1 seed (development→master)' (#144) from development into master 2026-06-30 05:37:43 +00:00
developer 93d086a8a3 Merge pull request 'release: v1.7.0 — Telegram Mini App embedding enhancements' (#138) from development into master 2026-06-24 11:49:44 +00:00
developer 8fe1bdba6b Merge pull request 'release: v1.6.0 — promo deep-link seeds EN variant (+ UI nits)' (#135) from development into master 2026-06-23 21:02:19 +00:00
developer 7923b3cc09 Merge pull request 'release v1.5.1: support-relay card + topic-reopen fixes' (#133) from development into master 2026-06-23 16:54:01 +00:00
developer 4891216749 Merge pull request 'release v1.5.0: Telegram bot support relay' (#131) from development into master 2026-06-23 16:16:04 +00:00
developer f1b8769c89 Merge pull request 'release: v1.4.1 — Telegram nav (windowed, own back button, debug panel)' (#129) from development into master 2026-06-23 13:27:31 +00:00
developer b6f28a2423 Merge pull request 'release: v1.4.0 — Telegram launch diagnostic + dynamic SDK load' (#127) from development into master 2026-06-23 08:40:09 +00:00
developer e32ee9ce68 Merge pull request 'Release: development → master' (#125) from development into master 2026-06-22 22:36:42 +00:00
developer dc946a1faf Merge pull request 'release v1.2.2: edge HTTP/3 stall fix + db-size dashboard threshold' (#121) from development into master 2026-06-22 19:50:58 +00:00
developer 384bd143d0 Merge pull request 'Promote development → master: banner tip set + banner/push language fix' (#114) from development into master 2026-06-22 18:28:00 +00:00
developer c5d22fceca Merge pull request 'Promote development → master: Erudit blank star + dictionary v1.3.0 pin' (#111) from development into master 2026-06-22 13:12:01 +00:00
developer deaa7a29c5 Merge pull request 'Promote development → master (docs finalize + UI tweaks + Telegram name fallback)' (#108) from development into master 2026-06-22 07:27:40 +00:00
developer 24017bcb7f Merge pull request 'Promote development → master (deploy v2: versioning + visible jobs + rollback)' (#106) from development into master 2026-06-22 06:01:03 +00:00
developer 2c4f4b10dc Merge pull request 'Promote development → master (initial production release: pre-release line + Stage 18)' (#104) from development into master 2026-06-22 05:05:48 +00:00
109 changed files with 2772 additions and 718 deletions
+8
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@@ -99,6 +99,14 @@ jobs:
GRAFANA_ADMIN_PASSWORD: ${{ secrets.PROD_GRAFANA_ADMIN_PASSWORD }}
TELEGRAM_BOT_TOKEN: ${{ secrets.PROD_TELEGRAM_BOT_TOKEN }}
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
# 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.
+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
# 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 }}
# 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 }}
GATEWAY_VK_ID_CLIENT_SECRET: ${{ secrets.GATEWAY_VK_ID_CLIENT_SECRET }}
GATEWAY_HONEYTOKEN: ${{ secrets.PROD_GATEWAY_HONEYTOKEN }}
+73 -23
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@@ -37,7 +37,7 @@ status — without re-deriving decisions.
| E5 | Payment intake | 2 | DONE |
| E6 | Ads | 2 | DONE |
| E7 | Admin, reports & catalog | 2 | DONE |
| E8 | Guest limits | — | TODO |
| E8 | Guest limits | — | DONE |
| E9 | Tournament fee | future | TODO |
**Release 1** = full mechanics with no real money, exercised via `admin_grant` (E0→E1→E2→E3).
@@ -782,38 +782,88 @@ become bootstrap-only.
## E8 — Guest limits
**Status:** TODO · **standalone** (game-behaviour change; can run in parallel) · depends on:
none · mechanics: PAYMENTS §6.
**Status:** DONE · **standalone** (game-behaviour change) · depends on: none · mechanics: PAYMENTS §6.
**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today the
gating is UI-only).
**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today 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
server — only the UI hides them: `social/friends.go:50` `SendFriendRequest`,
`robotfriends.go:41` `RequestInGame`, `friendcodes.go:67` `RedeemFriendCode`,
`lobby/invitations.go:208` `CreateInvitation`. A guest with a valid `X-User-ID` can call them
in the UI's stead.
**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`, `robotfriends.go`, `friendcodes.go`,
`lobby/invitations.go`. A guest with a valid `X-User-ID` can call them. (b) A **pre-existing** flat
cap already existed: `game.MaxActiveQuickGames`=10 — a **combined** cap on `active`+`open` quick
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.**
- **Server guest gate** on friend-request / redeem-code / invitation-create: refuse when the
caller `is_guest` (add an `ErrGuestForbidden`-style guard, as `feedback` already has).
- **Active-game limits** for guests: at most **1 random-opponent game + 1 vs_ai** concurrently
(enforce on game/invitation creation in `lobby`/`game`; today no such limit exists).
- Keep the existing UI gating; this adds the server as the source of truth.
- ~~**PR1 — backend + admin (server-side)** — DONE.~~ The migration (`game_kind` + `backend.config`,
seeded `1,1,0 / 10,10,10` + jetgen); `game_kind` set on creation and projected onto `game.Game`;
the **guest gate** (`ErrGuestForbidden`, mapped to **403 `guest_forbidden`**) on friend-request /
redeem-code / befriend-in-game / invitation-create; the **active-limit enforce** — the old flat
`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.**
- integration: guest is refused friend/redeem/invitation server-side; guest blocked from a
2nd random / 2nd vs_ai; durable account unaffected.
- UI: guest sees the funnel (existing hides + any new messaging).
- integration (PR1, done): `game_kind` persisted per path; guest refused friend/redeem/invitation
(domain + HTTP 403); guest blocked from a 2nd vs_ai / 2nd random (+ `at_game_limit`); durable on the
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;
durable accounts unchanged; regression that this does not break existing durable flows.
**Done-criteria.** A guest is server-capped (default 1 vs_ai + 1 random, configurable) and cannot
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
mixed-in payments changes. Decide whether a guest may finish an already-started game (limit
on creation, not mid-game) at implementation and record it here.
**Notes/risks.** Game-behaviour change — own PRs, own tests, no payments mixed in. The limit is on
creation (existing games grandfathered). The config cache is single-instance (matching the deploy).
---
+10 -5
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
caller into that open game and starts it — and
friend-game invitations (invite → accept, starting a 24 player game once every
invitee accepts). A **simultaneous-game cap** (`game.MaxActiveQuickGames` = 10) limits a
player's active quick games — status `active`/`open`, excluding invitation-linked friend
games (`game.Service.CountActiveQuickGames`); the server refuses `lobby/enqueue` and
`invitations` creation with **409 `game_limit_reached`** at the cap (accepting an invitation
is exempt), and the `games.list` response carries an `at_game_limit` flag for the lobby.
invitee accepts). **Per-tier, per-kind active-game caps** limit a player's simultaneous
unfinished games by kind — `vs_ai`, `random` (quick auto-match), `friends` — with separate
guest and durable-account tiers held in the single-row `backend.config` table (a `-1` means
unlimited), read through an in-memory cache (`internal/gamelimits`) and tuned live in the admin
(`/_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),
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,
+13
View File
@@ -28,6 +28,7 @@ import (
"scrabble/backend/internal/engine"
"scrabble/backend/internal/feedback"
"scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/link"
"scrabble/backend/internal/lobby"
"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()))
games.SetNotifier(hub)
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)
logger.Info("game turn-timeout sweeper started",
zap.Duration("interval", cfg.Game.TimeoutSweepInterval))
@@ -305,6 +317,7 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
BanView: banView,
Ads: adsSvc,
Payments: paymentsSvc,
GameLimits: gameLimits,
Notifier: hub,
ExportSignKey: cfg.ExportSignKey,
Renderer: renderer,
@@ -15,6 +15,7 @@
<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/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/feedback"{{if eq .ActiveNav "feedback"}} class="active"{{end}}>Feedback</a>
<a href="/_gm/messages"{{if eq .ActiveNav "messages"}} class="active"{{end}}>Messages</a>
@@ -8,6 +8,7 @@
<li><b>Dictionary</b> {{.DictVersion}}</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>Word rule</b> {{if .MultipleWordsPerTurn}}multiple words per turn{{else}}single word per turn{{end}}</li>
<li><b>Players</b> {{.Players}}</li>
<li><b>To move</b> seat {{.ToMove}}</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>
</nav>
<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>
{{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>
{{else}}<tr><td colspan="6"><span class="note">no games</span></td></tr>{{end}}
<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="7"><span class="note">no games</span></td></tr>{{end}}
</tbody>
</table>
<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}}
@@ -211,11 +211,11 @@
{{end}}
<section class="panel"><h2>Games</h2>
<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>
{{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>
{{else}}<tr><td colspan="5"><span class="note">no games</span></td></tr>{{end}}
<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="6"><span class="note">no games</span></td></tr>{{end}}
</tbody>
</table>
</section>
+19 -2
View File
@@ -312,6 +312,8 @@ type GameRow struct {
UpdatedAt string
// VsAI marks an honest-AI game (rendered as 🤖 in the list's AI column).
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.
@@ -321,6 +323,17 @@ type GamesView struct {
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.
type GameDetailView struct {
ID string
@@ -335,8 +348,12 @@ type GameDetailView struct {
UpdatedAt string
FinishedAt string
// VsAI marks an honest-AI game (shown as a 🤖 flag in the summary).
VsAI bool
Seats []SeatRow
VsAI bool
// 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;
// RobotTargetPct is the configured global play-to-win rate, in percent.
HasRobot bool
+1
View File
@@ -52,6 +52,7 @@ func gameSummary(g Game, names []string) notify.GameSummary {
TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
VsAI: g.VsAI,
Kind: int(g.Kind),
MoveCount: g.MoveCount,
EndReason: g.EndReason,
Seats: seats,
+37 -8
View File
@@ -17,6 +17,7 @@ import (
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify"
"scrabble/backend/internal/payments"
"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
// wallet-free and never touch it.
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
// 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.
@@ -126,6 +130,37 @@ func (svc *Service) SetHintWallet(w HintWallet) {
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
// 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).
@@ -338,6 +373,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
dropoutTiles: params.DropoutTiles.String(),
multipleWordsPerTurn: params.MultipleWordsPerTurn,
vsAI: params.VsAI,
kind: params.Kind,
}
if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil {
return Game{}, err
@@ -401,6 +437,7 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
multipleWordsPerTurn: params.MultipleWordsPerTurn,
status: StatusOpen,
openDeadline: &deadline,
kind: gamelimits.KindRandom,
}
// 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
@@ -1386,14 +1423,6 @@ func (svc *Service) ListForLobby(ctx context.Context, accountID uuid.UUID) ([]Ga
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
// 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.
+20 -24
View File
@@ -15,6 +15,7 @@ import (
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table"
)
@@ -45,6 +46,8 @@ type gameInsert struct {
multipleWordsPerTurn bool
// vsAI marks an honest-AI game (games.vs_ai).
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
// seated game, StatusOpen for an auto-match game still awaiting an opponent. An
// 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
// 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
@@ -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.Status, table.Games.Players, table.Games.TurnTimeoutSecs,
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,
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 {
return fmt.Errorf("insert game: %w", err)
}
@@ -501,28 +518,6 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
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
// game is finished and the account is a player.
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.VsAI = g.VsAi
out.Kind = gamelimits.Kind(g.GameKind)
if g.EndReason != nil {
out.EndReason = *g.EndReason
}
+8 -9
View File
@@ -7,6 +7,7 @@ import (
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
)
// 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).
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
// 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).
@@ -125,6 +117,10 @@ type CreateParams struct {
// 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.
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.
@@ -151,6 +147,9 @@ type Game struct {
// 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.
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.
+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)
}
}
+186 -103
View File
@@ -5,6 +5,7 @@ package inttest
import (
"context"
"encoding/json"
"errors"
"fmt"
"net/http"
"net/http/httptest"
@@ -18,59 +19,119 @@ import (
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/server"
"scrabble/backend/internal/social"
)
// The game-limit suite covers the simultaneous quick-game cap (game.MaxActiveQuickGames):
// the counting rule (Store/Service.CountActiveQuickGames) and the HTTP gate that refuses a
// new game once the cap is reached, while accepting an incoming invitation stays allowed.
// The game-limit suite covers the per-tier, per-kind active-game caps (backend.config): the
// game_kind tag persisted per creation path, the tier resolution + counting rule
// (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
// honest-AI ones among them) and excludes finished games, friend games (created by
// invitation) and games the account is not seated in.
func TestCountActiveQuickGames(t *testing.T) {
// newGameLimits builds a gamelimits service over the shared pool and loads the seeded config
// (guest 1/1/0, durable 10/10/10).
func newGameLimits(t *testing.T) *gamelimits.Service {
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()
clearOpenGames(t)
games := newGameService()
human := provisionAccount(t)
opp := provisionAccount(t)
inv := newInvitationService()
human, opp := provisionAccount(t), provisionAccount(t)
if n := mustCount(t, games, human); n != 0 {
t.Fatalf("fresh account count = %d, want 0", n)
rnd, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour}, time.Now().Add(time.Minute), nil)
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.
if _, _, err := games.OpenOrJoin(ctx, human, game.CreateParams{
Variant: engine.VariantEnglish, TurnTimeout: 24 * time.Hour,
}, time.Now().Add(time.Minute), nil); err != nil {
t.Fatalf("open quick game: %v", err)
ai := mustCreateKind(t, games, []uuid.UUID{human, opp}, gamelimits.KindVsAI)
if k := gameKind(t, ai); k != int16(gamelimits.KindVsAI) {
t.Errorf("vs_ai game_kind = %d, want %d", k, gamelimits.KindVsAI)
}
// 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.
fin := mustCreateQuick(t, games, []uuid.UUID{human, opp}, false, 3)
if _, err := testDB.ExecContext(ctx, `UPDATE backend.games SET status='finished' WHERE game_id=$1`, fin); err != nil {
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)
friend := startFriendGameID(t, inv, human, opp)
if k := gameKind(t, friend); k != int16(gamelimits.KindFriends) {
t.Errorf("friend game_kind = %d, want %d", k, gamelimits.KindFriends)
}
}
// TestGameLimitGate drives the cap through the assembled HTTP server: under the cap the lobby
// reports at_game_limit false; at the cap it flips to true and both new-game endpoints (quick
// enqueue and invitation creation) are refused with 409 game_limit_reached, while accepting an
// incoming invitation is still allowed.
func TestGameLimitGate(t *testing.T) {
// TestGuestActiveGameLimitHTTP drives the guest random cap through the assembled server: the first
// auto-match opens a game, the lobby then flags at_game_limit, and a second enqueue is refused 409
// game_limit_reached. It also checks the guest vs_ai and friends caps resolve at the domain level.
func TestGuestActiveGameLimitHTTP(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
gl := newGameLimits(t)
games := newGameService()
games.SetGameLimits(gl)
srv := server.New(":0", server.Deps{
Logger: zaptest.NewLogger(t),
DB: testDB,
@@ -78,88 +139,110 @@ func TestGameLimitGate(t *testing.T) {
Games: games,
Matchmaker: newMatchmaker(t, newRobotService(t, newGameService()), time.Minute, 0),
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)
// 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())
if rec := userPost(t, srv, "/api/v1/user/invitations", human, invBody); rec.Code != http.StatusConflict || errorCode(t, rec) != "game_limit_reached" {
t.Fatalf("invitation at limit = (%d, %q), want (409, game_limit_reached)", rec.Code, errorCode(t, rec))
if rec := userPost(t, srv, "/api/v1/user/invitations", guest, invBody); rec.Code != http.StatusForbidden || errorCode(t, rec) != "guest_forbidden" {
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 capped human, who accepts over HTTP and the game starts (friend games do not count).
inviter := provisionAccount(t)
inv := newInvitationService()
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{human}, englishInvite())
if err != nil {
t.Fatalf("create invitation: %v", err)
// The guest vs_ai cap is 1: one vs_ai game puts the guest at the vs_ai limit.
mustCreateKind(t, games, []uuid.UUID{guest, opp}, gamelimits.KindVsAI)
if at, err := games.AtGameLimit(ctx, guest, gamelimits.KindVsAI); err != nil || !at {
t.Fatalf("guest vs_ai at-limit = (%v, %v), want (true, nil)", at, err)
}
if rec := userPost(t, srv, "/api/v1/user/invitations/"+invitation.ID.String()+"/accept", human, ""); rec.Code != http.StatusOK {
t.Fatalf("accept at limit = %d (%s), want 200 — accept must bypass the cap", rec.Code, rec.Body.String())
// The guest friends cap is 0: a guest is always at the friends limit (the 403 gate blocks first).
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.
func mustCount(t *testing.T, games *game.Service, id uuid.UUID) int {
t.Helper()
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()
// TestDurableTierHigherLimit checks a durable account resolves the durable tier, not the guest one:
// one random game leaves it well under the durable cap (10).
func TestDurableTierHigherLimit(t *testing.T) {
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()
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)
invitation, err := inv.CreateInvitation(ctx, inviter, []uuid.UUID{invitee}, englishInvite())
if err != nil {
t.Fatalf("create invitation: %v", err)
d2, d3 := provisionAccount(t), provisionAccount(t)
// 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 {
t.Fatalf("accept invitation: %v", err)
// A second invitation is refused: the cache reflects the edit.
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.
+16
View File
@@ -15,6 +15,7 @@ import (
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify"
"scrabble/backend/internal/postgres/jet/backend/model"
"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) {
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}
// 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
@@ -336,6 +351,7 @@ func (svc *InvitationService) startGame(ctx context.Context, invitationID uuid.U
HintsPerPlayer: inv.Settings.HintsPerPlayer,
DropoutTiles: inv.Settings.DropoutTiles,
MultipleWordsPerTurn: inv.Settings.MultipleWordsPerTurn,
Kind: gamelimits.KindFriends,
})
if err != nil {
return err
+9 -1
View File
@@ -15,17 +15,22 @@ import (
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify"
)
// 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 {
Create(ctx context.Context, params game.CreateParams) (game.Game, error)
// 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
// follow-up fetch.
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
@@ -62,6 +67,9 @@ var (
// ErrInvalidInvitation is returned for a malformed invitation (bad player
// count, duplicate or self invitee, or unacceptable settings).
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
// an invitee.
ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts")
+2
View File
@@ -10,6 +10,7 @@ import (
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify"
)
@@ -141,6 +142,7 @@ func (m *Matchmaker) StartVsAI(ctx context.Context, accountID uuid.UUID, variant
if rand.IntN(2) == 1 {
params.Seats = []uuid.UUID{robotID, accountID}
}
params.Kind = gamelimits.KindVsAI
g, err := m.games.Create(ctx, params)
if err != nil {
return EnqueueResult{}, err
+1
View File
@@ -37,6 +37,7 @@ func toWireGame(g GameSummary) wire.GameView {
TurnTimeoutSecs: g.TurnTimeoutSecs,
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
VsAI: g.VsAI,
Kind: g.Kind,
MoveCount: g.MoveCount,
EndReason: g.EndReason,
Seats: seats,
+2 -2
View File
@@ -115,7 +115,7 @@ func TestGameOverPayloadRoundTrips(t *testing.T) {
func TestOpponentMovedPayloadRoundTrips(t *testing.T) {
uid, gid := uuid.New(), uuid.New()
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)
if in.Kind != notify.KindOpponentMoved {
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 {
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))
}
}
+3
View File
@@ -35,6 +35,9 @@ type GameSummary struct {
EndReason string
Seats []SeatStanding
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
@@ -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
MultipleWordsPerTurn 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
MultipleWordsPerTurn postgres.ColumnBool
VsAi postgres.ColumnBool
GameKind postgres.ColumnInteger
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
@@ -98,9 +99,10 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
DropoutTilesColumn = postgres.StringColumn("dropout_tiles")
MultipleWordsPerTurnColumn = postgres.BoolColumn("multiple_words_per_turn")
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}
mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn}
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn}
GameKindColumn = postgres.IntegerColumn("game_kind")
allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
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{
@@ -127,6 +129,7 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
DropoutTiles: DropoutTilesColumn,
MultipleWordsPerTurn: MultipleWordsPerTurnColumn,
VsAi: VsAiColumn,
GameKind: GameKindColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
@@ -21,6 +21,7 @@ func UseSchema(schema string) {
Blocks = Blocks.FromSchema(schema)
ChatMessages = ChatMessages.FromSchema(schema)
Complaints = Complaints.FromSchema(schema)
Config = Config.FromSchema(schema)
DictionaryState = DictionaryState.FromSchema(schema)
EmailConfirmations = EmailConfirmations.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.Ads = s.adsFor(ctx, acc, cxt, present)
r.GameLimits = s.gameLimitsDTOFor(acc.IsGuest)
s.fillLinkedIdentities(ctx, &r, acc.ID)
r.DictVersions = s.currentDictVersions()
return r
+18 -1
View File
@@ -78,6 +78,18 @@ type profileResponse struct {
// 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.
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
@@ -134,7 +146,11 @@ type gameDTO struct {
MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
// VsAI marks an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend
// 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"`
EndReason string `json:"end_reason"`
// LastActivityUnix is the lobby sort key: the current turn's start for an active
@@ -277,6 +293,7 @@ func gameDTOFromGame(g game.Game) gameDTO {
TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
VsAI: g.VsAI,
Kind: int(g.Kind),
MoveCount: g.MoveCount,
EndReason: g.EndReason,
LastActivityUnix: last.Unix(),
+2
View File
@@ -319,6 +319,8 @@ func statusForError(err error) (int, string) {
return http.StatusConflict, "request_declined"
case errors.Is(err, social.ErrFriendCodeInvalid):
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):
return http.StatusForbidden, "feedback_guest_forbidden"
case errors.Is(err, feedback.ErrBanned):
@@ -70,6 +70,10 @@ func (s *Server) registerConsole(router *gin.Engine) {
gm.POST("/bans/unban", s.consoleUnban)
gm.GET("/games", s.consoleGames)
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/:id", s.consoleComplaintDetail)
gm.POST("/complaints/:id/resolve", s.consoleResolveComplaint)
@@ -562,6 +566,7 @@ func (s *Server) consoleGameDetail(c *gin.Context) {
Status: g.Status, Players: g.Players, ToMove: g.ToMove, EndReason: g.EndReason,
MoveCount: g.MoveCount, CreatedAt: fmtTime(g.CreatedAt), UpdatedAt: fmtTime(g.UpdatedAt),
FinishedAt: fmtTimePtr(g.FinishedAt), VsAI: g.VsAI,
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
}
// Resolve seats and detect robot seats; capture the human opponent's timezone, which
// anchors the robot's sleep window for the next-move ETA.
@@ -1244,7 +1249,7 @@ func (s *Server) consoleUUID(c *gin.Context, back string) (uuid.UUID, bool) {
// gameRow projects a game summary into its console row.
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.
@@ -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
}
+14 -22
View File
@@ -10,6 +10,7 @@ import (
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
)
// 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
// reports whether the caller has reached the simultaneous quick-game cap
// (game.MaxActiveQuickGames); while it is true the lobby disables "New Game" and shows a
// notice. It rides the lobby response — which the lobby re-fetches on every game event —
// instead of a separate request.
// reports whether the caller has reached its tier's active-game cap for the random
// (quick auto-match) kind (the per-tier, per-kind limits in backend.config); while
// it is true the lobby disables "New Game" and shows a notice. It rides the lobby
// response — which the lobby re-fetches on every game event — instead of a separate
// request.
type gameListDTO struct {
Games []gameDTO `json:"games"`
AtGameLimit bool `json:"at_game_limit"`
@@ -395,23 +397,13 @@ func (s *Server) handleSaveDraft(c *gin.Context) {
c.JSON(http.StatusOK, okResponse{OK: true})
}
// atGameLimit reports whether uid already holds the maximum number of simultaneous
// quick games (game.MaxActiveQuickGames). It backs both the lobby's at_game_limit flag
// and the new-game gate; friend games created by invitation are not counted.
func (s *Server) atGameLimit(ctx context.Context, uid uuid.UUID) (bool, error) {
n, err := s.games.CountActiveQuickGames(ctx, uid)
if err != nil {
return false, err
}
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)
// ensureUnderGameLimit aborts the request with 409 game_limit_reached when uid has reached its
// tier's active-game cap for kind (the per-tier, per-kind limits in backend.config), and reports
// whether the caller may proceed. It guards the quick new-game entry points — auto-match (random)
// and AI (vs_ai). Friend-invitation limits are enforced in the lobby's CreateInvitation, and
// accepting an incoming invitation is deliberately exempt.
func (s *Server) ensureUnderGameLimit(c *gin.Context, uid uuid.UUID, kind gamelimits.Kind) bool {
atLimit, err := s.games.AtGameLimit(c.Request.Context(), uid, kind)
if err != nil {
s.abortErr(c, err)
return false
@@ -437,7 +429,7 @@ func (s *Server) handleListGames(c *gin.Context) {
s.abortErr(c, err)
return
}
atLimit, err := s.atGameLimit(c.Request.Context(), uid)
atLimit, err := s.games.AtGameLimit(c.Request.Context(), uid, gamelimits.KindRandom)
if err != nil {
s.abortErr(c, err)
return
@@ -133,9 +133,6 @@ func (s *Server) handleCreateInvitation(c *gin.Context) {
}
inviteeIDs = append(inviteeIDs, id)
}
if !s.ensureUnderGameLimit(c, uid) {
return
}
inv, err := s.invitations.CreateInvitation(c.Request.Context(), uid, inviteeIDs, settings)
if err != nil {
s.abortErr(c, err)
+6 -3
View File
@@ -8,6 +8,7 @@ import (
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
)
// 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()) {
return
}
if !s.ensureUnderGameLimit(c, uid) {
return
}
kind := gamelimits.KindRandom
enter := s.matchmaker.Enqueue
if req.VsAI {
kind = gamelimits.KindVsAI
enter = s.matchmaker.StartVsAI
}
if !s.ensureUnderGameLimit(c, uid, kind) {
return
}
res, err := enter(c.Request.Context(), uid, variant, req.MultipleWordsPerTurn)
if err != nil {
s.abortErr(c, err)
+7
View File
@@ -25,6 +25,7 @@ import (
"scrabble/backend/internal/engine"
"scrabble/backend/internal/feedback"
"scrabble/backend/internal/game"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/link"
"scrabble/backend/internal/lobby"
"scrabble/backend/internal/notify"
@@ -100,6 +101,10 @@ type Deps struct {
// console routes are registered when the wallet surface lands. A nil Payments
// omits them.
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
// signal the banner/hint/role console actions emit. A nil Notifier discards
// them (notify.Nop).
@@ -140,6 +145,7 @@ type Server struct {
banview *banview.View
ads *ads.Service
payments *payments.Service
gamelimits *gamelimits.Service
robokassa robokassa.Config
notifier notify.Publisher
console *adminconsole.Renderer
@@ -194,6 +200,7 @@ func New(addr string, deps Deps) *Server {
banview: deps.BanView,
ads: deps.Ads,
payments: deps.Payments,
gamelimits: deps.GameLimits,
robokassa: deps.Robokassa,
notifier: notifier,
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
// 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) {
// 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())
if err != nil {
return uuid.UUID{}, err
+7
View File
@@ -51,6 +51,13 @@ func (svc *Service) SendFriendRequest(ctx context.Context, requesterID, addresse
if requesterID == addresseeID {
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)
if err != nil {
return err
+6
View File
@@ -42,6 +42,12 @@ func (svc *Service) RequestInGame(ctx context.Context, requesterID, addresseeID,
if requesterID == addresseeID {
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)
if err != nil {
return err
+3
View File
@@ -59,6 +59,9 @@ var (
// ErrRequestBlocked is returned when the addressee does not accept friend
// requests (their global toggle) or a block stands between the two accounts.
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 = errors.New("social: no pending friend request")
// 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.*.
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 ------------------------------------------------------
# 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
+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>'`. |
| `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`. |
| `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
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
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)
and `WAL archiving stalled` (`pg_stat_archiver_last_archive_age` over 30 min) — both
absent/NaN-safe, so they stay quiet until archiving is armed.
and `WAL archiving stalled` (last archive over 30 min old **while `pg_wal_size_bytes` is growing**
— 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
`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:
- ""
- config
- certs
- dumps
- 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:
- evaluator: { type: gt, params: [0] }
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
title: WAL archiving stalled
condition: C
@@ -255,11 +261,11 @@ groups:
execErrState: OK
data:
- refId: A
relativeTimeRange: { from: 300, to: 0 }
relativeTimeRange: { from: 2100, to: 0 }
datasourceUid: prometheus
model:
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
- refId: C
datasourceUid: __expr__
@@ -270,4 +276,4 @@ groups:
conditions:
- evaluator: { type: gt, params: [1800] }
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='$TELEGRAM_BOT_TOKEN'
export TELEGRAM_MINIAPP_URL='$TELEGRAM_MINIAPP_URL'
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_ID_REDIRECT_URL='$VITE_VK_ID_REDIRECT_URL'
export GATEWAY_VK_ID_CLIENT_SECRET='$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
(immutable; cached in IndexedDB best-effort) and reused across sessions; any
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
@@ -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
refused (no opponent yet) and the lobby and opponent card show a "searching for
opponent" placeholder.
- **Simultaneous-game cap**: a player may hold at most `game.MaxActiveQuickGames`
(**10**) active quick games. `game.Service.CountActiveQuickGames` counts the games
seating the account in status `active` or `open` **without** a linked
`game_invitations` row — friend games are excluded, and hidden games still occupy a
slot, so it is a dedicated count rather than a filter over the lobby list. The backend
**gate** (`Server.ensureUnderGameLimit`) refuses **both** new-game entry points at the
cap — `POST /lobby/enqueue` and `POST /invitations` — with **409 `game_limit_reached`**;
**accepting** an invitation (`POST /invitations/:id/accept`) is never gated, so friend
games are capped only at initiation. The lobby learns the state from a boolean
**`at_game_limit`** carried on the `games.list` response — the lobby already re-fetches
that on entry and on every game event, so the flag needs no separate request or
per-event payload; while it is set the client disables **New Game** and shows a notice.
- **Active-game caps (per tier, per kind)**: a player's simultaneous unfinished games are
capped per **kind**`vs_ai`, `random` (quick auto-match), `friends` — with independent
**guest** and **durable-account** tiers. The caps live in the single-row `backend.config`
table (`-1` = unlimited), read once at boot into an in-memory cache (`internal/gamelimits`)
and refreshed in place when an operator edits them in the admin (`/_gm/limits`) — so a
login or game-create never queries the table. The seeded defaults are guest **1 vs_ai / 1
random / 0 friends** and durable **10 / 10 / 10** (this replaced the earlier flat
`MaxActiveQuickGames`=10 combined cap). Each game is tagged with `games.game_kind` on
creation (0 = an untagged game, never gated). `game.Service.AtGameLimit` resolves the
account's tier, then counts its `active`/`open` games of the kind (hidden games still
occupy a slot) against the cap. The gate (`Server.ensureUnderGameLimit`) refuses
`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
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
+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
expires after seven days.
**Simultaneous-game cap.** A player may hold at most **10 active quick games** at once
counting both in-progress and still-searching auto-match/AI games, but **not** friend games
created by invitation. At the cap the **New Game** button is disabled (greyed) and a plain,
low-emphasis line under the lists reads *"You've reached the simultaneous games limit."*; both
clear automatically once an active game finishes and the count drops below ten. The cap blocks
**starting** any game (a quick game or a friend invitation, which share the New Game entry), but
**accepting an incoming invitation is never blocked** — so friend games are capped from the other
end (you cannot initiate one while at the cap) while you can always join a game you are invited to.
**Active-game caps (per kind).** A player's simultaneous unfinished games are capped **per kind**
against the AI, in a random match, and by friend invitation — with separate limits for a **guest**
and a signed-in (durable) account, tuned by the operator without a release. A **guest** may hold **1**
game against the AI and **1** random match at once and cannot start friend games at all; a signed-in
account holds up to **10** of each kind. Only in-progress and still-searching games count; a finished
game frees its slot, and games already in progress are never interrupted. On the **New Game** screen a
start whose kind is at its cap shows a **🔒** and, when tapped, opens a short prompt instead of a game:
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
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
tile that extends
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
reports the word(s) a tentative move would form and its score, or that it is not
legal, and the move is offered for submission only once it is confirmed legal. The preview is
against the game's dictionary at submit time and scored; an unlimited preview shows
**on the board itself** whether the tentative move is legal — the staged tiles turn a light
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
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
@@ -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**
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
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
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
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
or the web), their **active benefits** (ads off until a date or forever, and the available hint
count), and a **store**. What is visible and spendable depends on **where the app runs**, by the
store-compliance rules in [`PAYMENTS.md`](PAYMENTS.md): inside a store only that store's chips are
usable; on the open web all attached chips are, drawn web → VK → Telegram; on VK-iOS the balance is
shown but frozen for spending.
none. A compact **balance** leads the screen: the running context's own **chips** (the in-game
currency) first, then any linked other-platform chips behind that platform's logo — VK, Telegram or
the web, split by where they were funded. What is visible and spendable depends on **where the app
runs**, by the store-compliance rules in [`PAYMENTS.md`](PAYMENTS.md): inside a store only that
store's chips are usable; on the open web all attached chips are, drawn web → VK → Telegram; on
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
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
+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
ответа приглашение протухает через семь дней.
**Лимит одновременных партий.** Игрок может держать одновременно не более **10 активных
быстрых партий** — считаются и идущие, и ещё ищущие соперника авто-подбор/AI-партии, но **не**
игры с друзьями, созданные приглашением. На лимите кнопка **«Новая игра»** становится неактивной
(серой), а под списками появляется ненавязчивая строка *«Вы достигли лимита одновременных
партий»*; и кнопка, и надпись снимаются автоматически, как только активная партия завершается и
счётчик опускается ниже десяти. Лимит запрещает **создавать** любую партию (быструю или
приглашение в игру с друзьями — у них общий вход «Новая игра»), но **принимать входящее
приглашение никогда не запрещено** — так игры с друзьями ограничиваются «с другого конца» (на
лимите их нельзя инициировать), а присоединиться к партии по приглашению можно всегда.
**Лимит одновременных партий (по видам).** Число одновременных незавершённых партий игрока
ограничено **по видам**против AI, в случайном подборе и по приглашению друзей — с раздельными
лимитами для **гостя** и для вошедшего (постоянного) аккаунта; оператор настраивает их без релиза.
**Гость** может держать **1** партию против AI и **1** случайную одновременно и вовсе не может
создавать игры с друзьями; вошедший аккаунт — до **10** каждого вида. Считаются только идущие и ещё
ищущие соперника партии; завершённая освобождает слот, а уже идущие партии никогда не прерываются.
На экране **«Новая игра»** старт того вида, что достиг лимита, показывает **🔒** и по нажатию
открывает короткое сообщение вместо партии: **гостю** предлагают войти или создать учётную запись
(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
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
уже лежащее
слово (по столбцу или по строке), принимается. Ход проверяется по словарю партии при
сдаче и считается; безлимитный предпросмотр показывает слово (или слова), которое
образует предполагаемый ход, и его очки — либо что ход недопустим, — и ход можно
отправить только после подтверждения, что он допустим. Предпросмотр считается **на устройстве**
сдаче и считается; безлимитный предпросмотр показывает **прямо на доске**, допустим ли
предполагаемый ход: выложенные фишки становятся светло-зелёными, когда образуют слово
(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
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
@@ -378,7 +385,10 @@ UTC; при создании аккаунта она подставляется
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
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
игры — Эрудит, русский Scrabble и английский Scrabble, показанные **сначала Эрудит**, — в
@@ -538,21 +548,30 @@ high-rate флага. С карточки пользователя операт
### Кошелёк
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,
где она была пополнена — VK, Telegram или веб), **активные блага** (реклама выключена до даты или
навсегда, и число доступных подсказок) и **магазин**. Что видно и что можно потратить, зависит от
того, **где запущено приложение**, по правилам соответствия магазинам из [`PAYMENTS.md`](PAYMENTS.md):
внутри магазина доступны только его фишки; в открытом вебе — все привязанные, списываются в порядке
веб → VK → Telegram; на VK-iOS баланс показан, но трата заморожена.
«О программе»; у гостей его нет. Экран открывает компактный **баланс**: сначала собственные **фишки**
(внутриигровая валюта) текущего контекста, затем привязанные фишки других платформ за их логотипом —
VK, Telegram или веб, разделённые по тому, где они были пополнены. Что видно и что можно потратить,
зависит от того, **где запущено приложение**, по правилам соответствия магазинам из
[`PAYMENTS.md`](PAYMENTS.md): внутри магазина доступны только его фишки; в открытом вебе — все
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),
по фиксированной цене в фишках, одинаковой во всех контекстах, и **наборы фишек**, покупаемые за
настоящие деньги, в валюте текущего контекста (голоса VK, звёзды Telegram или рубли в вебе). Покупка
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
магазинов — и просит подтверждения. 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, блага и магазин.
Под балансом строка **«Активные»** перечисляет, что у игрока есть сейчас — остаток подсказок и, если
куплено, дату окончания «без рекламы» (или «навсегда»); она скрыта, когда активного ничего нет. Далее
**магазин** двухпозиционным переключателем делится на **«Купить фишки»** и **«Потратить фишки»**:
- **Купить фишки** — **наборы фишек** за настоящие деньги, в валюте текущего контекста (голоса VK,
звёзды Telegram или рубли в вебе), а сверху — вариант **«ролик за фишки»**, где он предлагается.
Оплата открывает страницу провайдера (с принятием публичной оферты).
- **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
+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
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
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
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
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
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
hint's placement, not
the top-left.
an **upward swipe** of the then-inert board (below). Taking a **hint** while zoomed in **zooms
out** to the whole board, so the hint's word — highlighted (below) — is never left off-screen.
- **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
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.
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
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
`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
@@ -235,23 +235,32 @@ e2e and the screenshots.
(`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
**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
sticky — no slide-down drawer, no score-bar toggle), the status line (bag · turn · score
preview), the rack (+ the ✅ make control) and, pinned at the bottom, the controls tab bar. Board
bottom: the **turn/result strip**, the score plaques, the **always-open** history (docked and
scrolling with its header sticky and the **bag count** pinned at its foot — no slide-down drawer,
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
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
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
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
than the viewport width so seven tiles never overflow the column.
- **Highlights**: pending tiles use a slightly darker tile background (no outline). The
behaviour and markup stay single-sourced. The rack is a **seven-column grid** filling the tray
width in both layouts, so the tiles are square and as large as the row allows (the confirm ✅ takes
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
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
and the recent-move colour) when it is our turn (their word). While placing, only the
pending tiles are highlighted.
and the recent-move colour) when it is our turn (their word).
- **Bonus-square labels** — a Settings choice (`boardlabels.ts`): `beginner` shows a
split `3×` / `word` (localized слово/буква), `classic` a single `3W` / `3С`, `none`
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
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).
- **MakeMove / Reset**: when ≥1 tile is pending the rack collapses its used slots
and shifts left, a **borderless ✅ icon button** (styled like a tab, not a filled accent
button) beside the rack commits the move — no popover, and disabled while the pending word
is known illegal; the 🔀 Shuffle tab is replaced by a **↩️ Reset** tab.
- **Game tab bar**: 🔄 Exchange/Pass (opens a dialog — pick tiles to **Exchange N**, or pick
- **Confirm / Reset**: while ≥1 tile is pending a **borderless ✅ icon button** (styled like a
tab, not a filled accent button) takes the rack's **fixed 7th slot** and commits the move — no
popover, and disabled while the pending word is known illegal; the 🔀 Shuffle tab is replaced by
a **↩️ Reset** tab.
- **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
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,
no confirm), which
**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
under-board slot shows the **Scores: N** preview. The screen **title** is the variant's
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. A **thin strip
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".
## 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
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`
`at_game_limit`), the lobby's **New Game** tab is **disabled** (greyed via the shared
`.tab:disabled` opacity) and a plain, low-emphasis line — muted, centred, no accent — sits
under the lists with the localized "limit reached" notice. Both follow the flag carried in the
cached lobby snapshot, so they render in their last-known state on entry (the button stays
enabled on the first, uncached load) and flip in place when an event refreshes the lobby.
**Active-game caps.** A player's simultaneous unfinished games are capped per kind (vs AI / random /
friends) against the caller's per-tier limits (`Profile.game_limits`), counted client-side from the
lobby games. The lobby's **New Game** tab is **always enabled** — the lock lives on the per-kind
start, not the tab. On the **New Game** screen a start whose kind is at its cap renders as an
**outline** button with a **🔒** (not the filled accent CTA), so it reads as gated rather than ready;
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
+11
View File
@@ -47,6 +47,16 @@ type ProfileResp struct {
// DictVersions is the current dictionary version per game variant, forwarded verbatim
// into the Profile payload so an offline-capable client preloads the matching dawg.
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
@@ -170,6 +180,7 @@ type GameResp struct {
Seats []SeatResp `json:"seats"`
UnreadChat bool `json:"unread_chat"`
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
+13
View File
@@ -194,6 +194,15 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
fb.AdsInfoAddSuppressed(b, p.Ads.Suppressed)
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.ProfileAddUserId(b, uid)
fb.ProfileAddDisplayName(b, name)
@@ -219,6 +228,9 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
if p.Ads != nil {
fb.ProfileAddAds(b, ads)
}
if p.GameLimits != nil {
fb.ProfileAddGameLimits(b, gameLimits)
}
b.Finish(fb.ProfileEnd(b))
return b.FinishedBytes()
}
@@ -624,6 +636,7 @@ func toWireGame(g backendclient.GameResp) wire.GameView {
LastActivityUnix: g.LastActivityUnix,
UnreadChat: g.UnreadChat,
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")
}
}
+18
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
// badge, unread_chat alone is the softer nudge-only badge.
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).
@@ -267,6 +272,10 @@ table Profile {
// ads carries the post-move interstitial config (cooldowns + suppressed) for the client-mirrored
// gate (added trailing — backward-compatible).
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
@@ -278,6 +287,15 @@ table AdsInfo {
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
// 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
+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)
}
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) {
builder.StartObject(15)
builder.StartObject(16)
}
func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
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) {
builder.PrependBoolSlot(14, unreadMessages, false)
}
func GameViewAddKind(builder *flatbuffers.Builder, kind int32) {
builder.PrependInt32Slot(15, kind, 0)
}
func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+17 -1
View File
@@ -244,8 +244,21 @@ func (rcv *Profile) Ads(obj *AdsInfo) *AdsInfo {
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) {
builder.StartObject(18)
builder.StartObject(19)
}
func ProfileAddUserId(builder *flatbuffers.Builder, userId flatbuffers.UOffsetT) {
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) {
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 {
return builder.EndObject()
}
+4
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
// a nudge), so the badge can be coloured apart from the nudge-only case.
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
@@ -169,6 +172,7 @@ func BuildGameView(b *flatbuffers.Builder, g GameView) flatbuffers.UOffsetT {
fb.GameViewAddVsAi(b, g.VsAI)
fb.GameViewAddUnreadChat(b, g.UnreadChat)
fb.GameViewAddUnreadMessages(b, g.UnreadMessages)
fb.GameViewAddKind(b, int32(g.Kind))
return fb.GameViewEnd(b)
}
+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.getByRole('button', { name: 'Drop game' }).click(); // 🏁 in the history header
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 }) => {
@@ -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.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('.viewport.zoomed')).toHaveCount(0); // board zoomed out
});
+31 -22
View File
@@ -1,31 +1,40 @@
import { expect, test } from './fixtures';
// The simultaneous quick-game cap. When the backend reports the player is at the limit
// (games.list at_game_limit), the lobby disables the "New Game" tab and shows a plain,
// low-emphasis notice under the lists; when it clears, the button re-enables and the
// notice goes. Driven by the mock transport's __mock.setGameLimit seam (no backend), which
// also nudges the lobby to re-fetch (the lobby refreshes on any live event).
// The active-game limit lock on the New Game screen. When a start's kind is at the caller's per-kind
// cap (Profile.game_limits), the start button shows a 🔒 and opens a funnel modal instead of a game;
// when the cap lifts (the profile refetch a guest→durable upgrade would trigger), the lock clears and
// the button starts a game again. Driven by the mock's __mock.setGameLimits seam (no backend). The
// 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.getByRole('button', { name: /guest/i }).click();
// Below the limit: the New Game tab is enabled and no notice is shown.
const newGame = page.getByRole('button', { name: /🎲/ });
await expect(newGame).toBeEnabled();
await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);
// The New Game button always opens the screen now — the per-kind lock lives on the start button.
await page.getByRole('button', { name: /🎲/ }).click();
// Reach the limit: the button greys out (disabled) and the notice appears under the lists.
await page.evaluate(() =>
(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();
const start = page.getByRole('button', { name: /start game/i });
await expect(start).not.toContainText('🔒');
// Drop back below the limit (a game finished): the button re-enables and the notice clears.
await page.evaluate(() =>
(window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(false),
);
await expect(newGame).toBeEnabled();
await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);
// Cap every kind: the AI start (the default opponent) locks.
await page.evaluate(setLimits, { vsAi: 0, random: 0, friends: 0 });
await expect(start).toContainText('🔒');
// Tapping the locked start opens the modal instead of a game, and does not navigate away.
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
View File
@@ -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.getByRole('button', { name: 'Drop game' }).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
// 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 page.locator('[data-cell]:not(.filled)').nth(30).click();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
// The score preview appears where the hints count used to be.
await expect(page.locator('.scores')).toContainText(/\d/);
// The move-score badge appears on the board for the staged play.
await expect(page.locator('.scorebadge')).toContainText(/\d/);
// The contextual MakeMove control (✅) appears once a tile is pending.
await expect(page.locator('.make')).toBeVisible();
+41 -24
View File
@@ -1,9 +1,10 @@
import { expect, test, type Page } from './fixtures';
// 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
// rouble-priced chip pack — see lib/mock/client.ts), so the storefront, the store-compliance
// warning and the Google Play stub are all exercisable without a backend.
// account holding a direct (120) + vk (400) chip segment and a small catalog (two chip-priced values
// and one rouble-priced chip pack — see lib/mock/client.ts), so the compact balance, the split
// 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> {
await page.goto('/');
@@ -22,24 +23,33 @@ async function openWallet(page: Page): Promise<void> {
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 openWallet(page);
// Balances: the seeded direct ("Web") and vk segments.
await expect(page.getByRole('heading', { name: 'Balance' })).toBeVisible();
await expect(page.getByText('Web', { exact: true })).toBeVisible();
await expect(page.getByText('VK', { exact: true })).toBeVisible();
// The compact balance leads with the context's own (direct/"Web") chips, then the linked vk
// segment behind its logo.
const balance = page.getByTestId('balance');
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.
await expect(page.getByRole('heading', { name: 'Benefits' })).toBeVisible();
// The active benefits (the seeded 5 hints) sit above the store.
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.getByTestId('product')).toHaveCount(3);
const pack = page.locator('[data-kind="pack"]');
await expect(pack).toContainText('₽');
// The pack purchase is wired to money intake: an enabled Buy action, with the public-offer link.
await expect(pack.getByTestId('buy-pack')).toBeEnabled();
// Default tab — Buy chips: one rouble-priced pack + the public offer, and no values.
await expect(page.locator('[data-kind="pack"]')).toHaveCount(1);
await expect(page.locator('[data-kind="pack"]')).toContainText('₽');
await expect(page.locator('[data-kind="pack"]').getByTestId('buy-pack')).toBeEnabled();
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 }) => {
@@ -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 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.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();
});
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 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 expect(page.getByTestId('warn')).toBeVisible();
await page.getByTestId('warn-confirm').click();
await expect(page.getByTestId('warn')).toBeHidden();
// The spend applied: the no-ads benefit now shows an end date.
await page.getByTestId('spend-confirm').click();
// The spend applied: the no-ads benefit now shows an end date in the Active section.
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 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 expect(page.getByTestId('spend-body')).toBeVisible();
await expect(page.getByTestId('warn')).toBeHidden();
await page.getByTestId('spend-confirm').click();
// 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
// zoom state does not change, so without an explicit recenter the board stays parked where the
// player was looking (the reported rough edge). The mock hint plays at the centre star (7,7), so
// zooming into the top-left corner first and then hinting must pan the board toward the centre.
test('a hint recentres an already-zoomed board on the played word', async ({ page }) => {
// A hint taken while the board is ALREADY zoomed in now zooms OUT to the whole board, so the played
// word — highlighted while composing — is guaranteed visible rather than parked off-screen under the
// old zoom (the owner changed this from the former recentre-on-the-word behaviour, so the word can
// never be lost off-screen). The mock hint plays at the centre star (7,7).
test('a hint zooms out an already-zoomed board so the played word is visible', async ({ page }) => {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).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();
});
const viewport = page.locator('.viewport.zoomed');
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 }));
await expect(page.locator('.viewport.zoomed')).toBeVisible();
// Take a hint (the control confirms on a second tap), which plays at the centre.
const hint = page.getByRole('button', { name: 'Hint' });
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 panned from the top-left toward the centre word: both offsets grew.
expect(after.left).toBeGreaterThan(before.left + 20);
expect(after.top).toBeGreaterThan(before.top + 20);
// The board zoomed out — no zoomed viewport — with the hint's play staged (the confirm control
// shows). The mock hint plays on the centre star, which the seeded game already occupies, so the
// staged tile hides under the committed one; the confirm control is the reliable "a play is
// 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
// 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
// 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
// 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
// local file (e.g. the Telegram SDK loaded from a CDN) or is missing.
+1
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@@ -55,6 +55,7 @@
locale: lc,
reduceMotion: prefs.reduceMotion ?? false,
boardLabels: prefs.boardLabels ?? 'beginner',
zoomBoard: prefs.zoomBoard ?? true,
});
prefs = { ...prefs, locale: lc };
}
+16
View File
@@ -29,6 +29,14 @@
--tile-edge: #d8c190;
--tile-text: #2a2113;
--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
the lighter tile the perceived contrast needs it, so the two are tuned per theme. */
--tile-recent: #9c5849;
@@ -84,6 +92,10 @@
--tile-edge: #b6a473;
--tile-text: #20190d;
--tile-pending: #d8b75e;
--tile-pending-illegal: #d8a99f;
--tile-pending-legal: #a9cf94;
--tile-formed: #83b571;
--score-badge: #e88f31;
--tile-recent: #8c4a3c;
--prem-tw: #9c3f34; /* 3x word: a touch darker red */
--prem-dw: #a8636b; /* 2x word: softer, pinker */
@@ -115,6 +127,10 @@
--tile-edge: #b6a473;
--tile-text: #20190d;
--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
near-black glyph and the warm tile. The light theme uses a lighter burgundy (tuned per
theme; perceived contrast depends on the surrounding board). */
+70
View File
@@ -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;
$effect(() => {
if (open && !shown && insideTelegram() && telegramDialogsAvailable()) {
shown = true;
const params = guest
? gameLimitGuestPopup(title, body, t('common.cancel'), t('new.limitLogin'))
: gameLimitDurablePopup(title, body, t('common.ok'));
void telegramShowPopup(params).then((id) => (guest && id === LOGIN_BUTTON_ID ? onlogin() : onclose()));
} else if (!open) {
shown = false;
}
});
</script>
{#if open && !(insideTelegram() && telegramDialogsAvailable())}
<Modal {title} onclose={onclose}>
<p class="msg">{body}</p>
<div class="actions">
{#if guest}
<button class="cancel" onclick={onclose}>{t('common.cancel')}</button>
<button class="primary" onclick={onlogin}>{t('new.limitLogin')}</button>
{:else}
<button class="primary" onclick={onclose}>{t('common.ok')}</button>
{/if}
</div>
</Modal>
{/if}
<style>
.msg {
margin: 0 0 16px;
line-height: 1.5;
}
.actions {
display: flex;
gap: 8px;
}
.actions button {
flex: 1;
padding: 10px 12px;
border-radius: var(--radius-sm);
border: 1px solid var(--accent);
}
.cancel {
background: transparent;
color: var(--accent);
}
.primary {
background: var(--accent);
color: var(--accent-text);
}
</style>
+23 -1
View File
@@ -3,12 +3,16 @@
let {
title = '',
titleAside = '',
onclose,
overlayKeyboard = false,
bottomSheet = false,
children,
}: {
title?: string;
/** Optional secondary text pinned to the right of the title row, in a lighter (non-bold)
* muted style — e.g. the bag count beside the "Exchange or pass" title. */
titleAside?: string;
onclose?: () => void;
overlayKeyboard?: boolean;
bottomSheet?: boolean;
@@ -65,7 +69,12 @@
style:--kb={bottomSheet ? `${kb}px` : null}
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?.()}
</div>
</div>
@@ -121,8 +130,21 @@
max-height: 86dvh;
overflow: auto;
}
.titlerow {
display: flex;
justify-content: space-between;
align-items: baseline;
gap: 8px;
}
h2 {
margin: 0 0 10px;
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>
+3 -1
View File
@@ -85,7 +85,9 @@
color: var(--accent-text);
border-radius: 999px;
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;
text-align: center;
}
+68
View File
@@ -23,6 +23,9 @@
focus,
recenter,
dropTarget,
previewLegal,
formed,
scoreBadge,
oncell,
ontogglezoom,
onrecall,
@@ -48,6 +51,15 @@
recenter: number;
/** The cell a dragged tile is currently aimed at, highlighted as a drop target. */
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;
ontogglezoom: (row: number, col: number) => void;
/** 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 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>();
// Genuine layout zoom (the board grows; cqw labels stay constant), so native scroll
@@ -315,6 +341,9 @@
class="cell {premClass[premium[r][c]]}"
class:filled={!!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:flash={!!cell && flash && highlight.has(key(r, c))}
class:dark={premium[r][c] === '' && !cell && !p && (r + c) % 2 === 1}
@@ -342,6 +371,9 @@
</button>
{/each}
{/each}
{#if scoreBadge && badgePos}
<span class="scorebadge" style="left:{badgePos.x}%; top:{badgePos.y}%">{scoreBadge.score}</span>
{/if}
</div>
</div>
</div>
@@ -397,6 +429,8 @@
gap: 0;
background: var(--board-bg);
padding: 0;
/* Anchor for the absolutely-positioned score badge (its percentages resolve against the board). */
position: relative;
}
.cell {
position: relative;
@@ -445,6 +479,19 @@
board) instead of the touch starting a board pan. */
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 {
/* 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. */
@@ -545,4 +592,25 @@
font-weight: 700;
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>
+120 -102
View File
@@ -49,6 +49,7 @@
type Placement,
} from '../lib/placement';
import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
import { badgePlacement, formedGeometry } from '../lib/formed';
let { id }: { id: string } = $props();
@@ -483,6 +484,23 @@
// 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.
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 = $derived(recallOverRack ? null : preview ? preview.legal : null);
let dragPointerId = -1;
function beginDrag(src: DragSrc, e: PointerEvent) {
@@ -610,7 +628,7 @@
? setTimeout(() => {
// Still holding the tile over this cell: magnify into it. Only the first
// (zoom-in) hold centres; once zoomed we never move the board on hover.
if (drag && isCoarse() && !landscape && !zoomed) {
if (drag && isCoarse() && !landscape && !zoomed && app.zoomBoard) {
focus = c;
zoomed = true;
haptic('light');
@@ -729,8 +747,8 @@
if (pendingMap.has(`${row},${col}`)) return;
focus = { row, col };
// Auto-zoom is portrait-only: landscape fits the whole board, magnifying it there
// only hides the rest of the position.
if (isCoarse() && !landscape && !zoomed) zoomed = true;
// only hides the rest of the position. The "Zoom the board" setting can turn it off.
if (isCoarse() && !landscape && !zoomed && app.zoomBoard) zoomed = true;
if (placement.rack[index] === BLANK) {
blankPrompt = { rackIndex: index, row, col };
return;
@@ -1030,23 +1048,11 @@
// 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.
hintUsedThisTurn = true;
// Scroll the (zoomed) board to the hint's placement rather than the top-left:
// focus the centre of the laid tiles' bounding box.
const p = placement.pending;
if (p.length) {
const rows = p.map((tt) => tt.row);
const cols = p.map((tt) => tt.col);
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;
// A hint just landed: if the board was zoomed in, zoom OUT to the whole board so the hint's
// word — highlighted green while composing — is guaranteed visible rather than possibly
// parked off-screen under the old zoom. A full board needs no scroll-to-word, so the former
// focus/recenter step is gone with the zoom-in.
if (zoomed) zoomed = false;
view = { ...view, hintsRemaining: h.hintsRemaining };
syncWallet(h.walletBalance);
// The hint is the engine's own top-ranked, fully scored legal move: reuse it as the
@@ -1486,15 +1492,16 @@
{#if landscape}
<div class="game-land">
<div class="leftpane">
{@render turnStrip()}
{@render scoreboardBlock()}
<div class="history land">{@render historyBody()}</div>
{@render statusBlock()}
{@render rackRow()}
<TabBar>{@render controlButtons()}</TabBar>
</div>
<div class="rightpane">{@render boardBlock()}</div>
</div>
{:else}
{@render turnStrip()}
{@render scoreboardBlock()}
<div class="stage" class:histopen={historyOpen} bind:this={stageEl}>
{#if historyOpen}
@@ -1502,7 +1509,6 @@
{/if}
{@render boardBlock()}
</div>
{@render statusBlock()}
{@render rackRow()}
{/if}
{:else}
@@ -1517,6 +1523,24 @@
<!-- 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). -->
{#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()}
{#if view}
{@const badge = badgeKind(app.chatUnread[id] ?? false, app.messageUnread[id] ?? false)}
@@ -1603,10 +1627,11 @@
{/each}
{/each}
</div>
{#if view.game.endReason === 'aborted'}
<p class="horganizer">{t('game.abortedNote')}</p>
{/if}
</div>
{#if view.game.endReason === 'aborted'}
<p class="horganizer">{t('game.abortedNote')}</p>
{/if}
<div class="hbagfoot">{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</div>
{/if}
{/snippet}
@@ -1639,6 +1664,9 @@
{focus}
{recenter}
{dropTarget}
{previewLegal}
formed={formedCells}
scoreBadge={boardBadge}
oncell={onCell}
ontogglezoom={(r, c) => { focus = { row: r, col: c }; if (!gameOver) zoomed = !zoomed; }}
onrecall={onRecall}
@@ -1647,25 +1675,6 @@
</div>
{/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()}
<!-- 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. -->
@@ -1680,23 +1689,26 @@
slots={rackSlots}
{variant}
{selected}
{landscape}
shuffling={shuffling && !app.reduceMotion}
draggingId={reorderDragId}
dropIndex={reorderTo}
confirm={!gameOver && placement.pending.length > 0 && !recallOverRack ? confirmBtn : undefined}
ondown={onRackDown}
/>
{/if}
</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>
{/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()}
<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>
{#if view?.game.hotseat}
<!-- Hotseat: no hints. The freed slot becomes the host (referee) button — always available
@@ -1757,7 +1769,11 @@
{/if}
{#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">
{#each view.rack as letter, i (i)}
<button class="etile" class:sel={exchangeSel.includes(i)} disabled={!canExchange} onclick={() => toggleExch(i)}>
@@ -1906,6 +1922,25 @@
font-weight: 700;
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 {
position: relative;
/* The board is the only part that scrolls vertically when the game does not fit;
@@ -1924,16 +1959,12 @@
position: absolute;
inset: 0 0 auto 0;
z-index: 2;
/* A fixed-height drawer matching the board's slid offset, so the bottom border
and its shadow pin to the board immediately instead of tracking the table as
moves accumulate. scrollbar-gutter reserves the scrollbar so the centred word
column does not jump left/right when the list overflows. */
/* A fixed-height drawer matching the board's slid offset, so the bottom border and its shadow
pin to the board immediately instead of tracking the table as moves accumulate. It is a flex
column: the header and the pinned bag footer stay put while the grid (.hgridwrap) scrolls. */
height: 62%;
overflow: auto;
/* No iOS rubber-band inside the drawer: 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;
scrollbar-gutter: stable;
display: flex;
flex-direction: column;
background: var(--surface-2);
box-shadow: inset 0 -6px 10px -8px rgba(0, 0, 0, 0.5);
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
plaques. */
.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);
}
/* 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 {
display: grid;
gap: 1px;
@@ -1991,28 +2040,6 @@
.boardwrap.slid :global(.viewport) {
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. */
.oneword-label {
flex: 1;
@@ -2033,40 +2060,31 @@
pointer-events: none;
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 {
flex: 1;
min-width: 0;
}
/* A borderless icon button (like the tab bar), not a filled accent button — and disabled
while the pending word is known to be illegal. It is an overlay, NOT a flex sibling of the
rack: the rack keeps the full row width with a fixed tile size (no reflow or tile resize
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). */
/* The confirm-move control occupies the rack's fixed 7th column while a play is staged (a
borderless icon button, like the tab bar). It is rendered inside the rack grid (see Rack), so it
lines up with the tiles and stays the rightmost slot no matter how many tiles remain. */
.make {
position: absolute;
right: var(--pad);
top: 0;
bottom: 6px;
width: 56px;
grid-column: 7;
align-self: stretch;
display: grid;
place-items: center;
background: none;
color: var(--text);
border: none;
display: grid;
place-items: center end;
font-size: 1.8rem;
}
.make:disabled {
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
right, icon-only. Sticky so it stays atop the scrolling move list. */
.hhead {
+23 -43
View File
@@ -4,15 +4,16 @@
import { valueForLetter } from '../lib/alphabet';
import type { Variant } from '../lib/model';
import { usesStarBlank, BLANK_STAR } from '../lib/variants';
import type { Snippet } from 'svelte';
let {
slots,
variant,
selected,
landscape = false,
shuffling = false,
draggingId = null,
dropIndex = null,
confirm,
ondown,
}: {
// Each slot carries a stable id that travels with its tile through a shuffle, so the
@@ -20,14 +21,14 @@
slots: (RackSlot & { id: number })[];
variant: Variant;
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;
// 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.
draggingId?: 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;
} = $props();
@@ -57,7 +58,7 @@
}
</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)}
<button
class="tile"
@@ -75,21 +76,26 @@
{/if}
</button>
{/each}
{@render confirm?.()}
</div>
<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 {
display: flex;
display: grid;
grid-template-columns: repeat(7, 1fr);
gap: 5px;
align-items: center;
/* Reserve 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. */
align-items: start;
container-type: inline-size;
/* 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);
}
.tile {
position: relative;
flex: 0 0 auto;
width: min(12.5vw, 46px);
aspect-ratio: 1;
background: var(--tile-bg);
color: var(--tile-text);
@@ -97,7 +103,6 @@
border-radius: 5px;
box-shadow: inset 0 -3px 0 var(--tile-edge);
font-weight: 700;
font-size: 1.4rem;
touch-action: none;
user-select: none;
-webkit-user-select: none;
@@ -109,35 +114,6 @@
outline: 3px solid var(--accent);
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
tile width plus the rack gap), so the drop position is visible. */
.rack.reordering .tile {
@@ -150,12 +126,15 @@
position: absolute;
top: 8%;
left: 14%;
font-size: 6vmin; /* cqw fallback for Chrome < 105 approximates the portrait rack viewport width */
font-size: 6cqw;
}
.val {
position: absolute;
right: 4px;
bottom: 1px;
font-size: 0.7rem;
font-size: 3.1vmin; /* cqw fallback for Chrome < 105 */
font-size: 3.1cqw;
font-weight: 600;
}
/* Erudit's blank ("звёздочка") shows its star horizontally centred on the otherwise empty
@@ -167,6 +146,7 @@
left: 0;
right: 0;
text-align: center;
font-size: 1.7rem;
font-size: 7.6vmin; /* cqw fallback for Chrome < 105 */
font-size: 7.6cqw;
}
</style>
+1
View File
@@ -42,6 +42,7 @@ export { FriendCode } from './scrabblefb/friend-code.js';
export { FriendList } from './scrabblefb/friend-list.js';
export { FriendRespondRequest } from './scrabblefb/friend-respond-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 { GameOverEvent } from './scrabblefb/game-over-event.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);
}
}
+12 -2
View File
@@ -113,8 +113,13 @@ unreadMessages():boolean {
return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
}
kind():number {
const offset = this.bb!.__offset(this.bb_pos, 34);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
static startGameView(builder:flatbuffers.Builder) {
builder.startObject(15);
builder.startObject(16);
}
static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
@@ -189,12 +194,16 @@ static addUnreadMessages(builder:flatbuffers.Builder, unreadMessages:boolean) {
builder.addFieldInt8(14, +unreadMessages, +false);
}
static addKind(builder:flatbuffers.Builder, kind:number) {
builder.addFieldInt32(15, kind, 0);
}
static endGameView(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, multipleWordsPerTurn:boolean, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint, vsAi:boolean, unreadChat:boolean, unreadMessages:boolean):flatbuffers.Offset {
static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, multipleWordsPerTurn:boolean, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint, vsAi:boolean, unreadChat:boolean, unreadMessages:boolean, kind:number):flatbuffers.Offset {
GameView.startGameView(builder);
GameView.addId(builder, idOffset);
GameView.addVariant(builder, variantOffset);
@@ -211,6 +220,7 @@ static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset,
GameView.addVsAi(builder, vsAi);
GameView.addUnreadChat(builder, unreadChat);
GameView.addUnreadMessages(builder, unreadMessages);
GameView.addKind(builder, kind);
return GameView.endGameView(builder);
}
}
+11 -1
View File
@@ -5,6 +5,7 @@ import * as flatbuffers from 'flatbuffers';
import { AdsInfo } from '../scrabblefb/ads-info.js';
import { BannerInfo } from '../scrabblefb/banner-info.js';
import { DictVersion } from '../scrabblefb/dict-version.js';
import { GameLimits } from '../scrabblefb/game-limits.js';
export class Profile {
@@ -141,8 +142,13 @@ ads(obj?:AdsInfo):AdsInfo|null {
return offset ? (obj || new AdsInfo()).__init(this.bb!.__indirect(this.bb_pos + offset), this.bb!) : null;
}
gameLimits(obj?:GameLimits):GameLimits|null {
const offset = this.bb!.__offset(this.bb_pos, 40);
return offset ? (obj || new GameLimits()).__init(this.bb!.__indirect(this.bb_pos + offset), this.bb!) : null;
}
static startProfile(builder:flatbuffers.Builder) {
builder.startObject(18);
builder.startObject(19);
}
static addUserId(builder:flatbuffers.Builder, userIdOffset:flatbuffers.Offset) {
@@ -241,6 +247,10 @@ static addAds(builder:flatbuffers.Builder, adsOffset:flatbuffers.Offset) {
builder.addFieldOffset(17, adsOffset, 0);
}
static addGameLimits(builder:flatbuffers.Builder, gameLimitsOffset:flatbuffers.Offset) {
builder.addFieldOffset(18, gameLimitsOffset, 0);
}
static endProfile(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
+11
View File
@@ -118,6 +118,9 @@ export const app = $state<{
locale: Locale;
reduceMotion: boolean;
boardLabels: BoardLabelMode;
/** Auto-zoom the board toward a tile when it is placed (touch/mobile only; the wide desktop and
* landscape layouts already fit the whole board and never auto-zoom). On by default. */
zoomBoard: boolean;
/** Completion flags for the two first-run coachmark series (components/Coachmark.svelte). */
onboarding: OnboardingState;
/** Whether a first-run coachmark overlay is currently on screen. While set, the scrolling promo
@@ -172,6 +175,7 @@ export const app = $state<{
locale: 'en',
reduceMotion: false,
boardLabels: 'beginner',
zoomBoard: true,
onboarding: { lobbyDone: false, gameDone: false },
coachActive: false,
notifications: 0,
@@ -813,6 +817,7 @@ export async function bootstrap(): Promise<void> {
app.theme = prefs.theme ?? 'auto';
app.reduceMotion = prefs.reduceMotion ?? false;
app.boardLabels = prefs.boardLabels ?? 'beginner';
app.zoomBoard = prefs.zoomBoard ?? true;
app.onboarding = await loadOnboarding();
applyTheme(app.theme);
applyReduceMotion(app.reduceMotion);
@@ -1232,6 +1237,7 @@ function persistPrefs(): void {
locale: app.locale,
reduceMotion: app.reduceMotion,
boardLabels: app.boardLabels,
zoomBoard: app.zoomBoard,
});
// Mirror the device-independent display prefs to Telegram CloudStorage so they follow the user
// across devices (no-op outside Telegram / on a client predating it). Locale is excluded — it
@@ -1321,6 +1327,11 @@ export function setBoardLabels(mode: BoardLabelMode): void {
persistPrefs();
}
export function setZoomBoard(on: boolean): void {
app.zoomBoard = on;
persistPrefs();
}
// Background/foreground lifecycle: silence the reconnect banner during a suspend and
// reconnect quietly on return (and refresh the lobby badge for any push missed while
// hidden, §10). Several signals cover the platforms: the page Visibility API, the
+22
View File
@@ -421,6 +421,7 @@ describe('codec', () => {
fb.GameView.addLastActivityUnix(b, BigInt(1717000000));
fb.GameView.addVsAi(b, true);
fb.GameView.addUnreadChat(b, true);
fb.GameView.addKind(b, 2);
const game = fb.GameView.endGameView(b);
const games = fb.GameList.createGamesVector(b, [game]);
fb.GameList.startGameList(b);
@@ -436,6 +437,7 @@ describe('codec', () => {
expect(gl.games[0].lastActivityUnix).toBe(1717000000);
expect(gl.games[0].vsAi).toBe(true);
expect(gl.games[0].unreadChat).toBe(true);
expect(gl.games[0].kind).toBe(2);
expect(gl.atGameLimit).toBe(true);
});
@@ -830,6 +832,26 @@ describe('codec', () => {
});
});
it('decodes the profile active-game limits (guest tier)', () => {
const b = new Builder(64);
const uid = b.createString('u-1');
const limits = fb.GameLimits.createGameLimits(b, 1, 1, 0);
fb.Profile.startProfile(b);
fb.Profile.addUserId(b, uid);
fb.Profile.addGameLimits(b, limits);
b.finish(fb.Profile.endProfile(b));
expect(decodeProfile(b.asUint8Array()).gameLimits).toEqual({ vsAi: 1, random: 1, friends: 0 });
});
it('leaves the profile game limits undefined when absent', () => {
const b = new Builder(64);
const uid = b.createString('u-1');
fb.Profile.startProfile(b);
fb.Profile.addUserId(b, uid);
b.finish(fb.Profile.endProfile(b));
expect(decodeProfile(b.asUint8Array()).gameLimits).toBeUndefined();
});
it('carries the suppressed flag through the ad config', () => {
const b = new Builder(64);
const uid = b.createString('u-1');
+12
View File
@@ -15,6 +15,7 @@ import type {
RobotFriendRequestEntry,
Banner,
AdsConfig,
GameLimits,
BannerCampaign,
BestMove,
BestMoveTile,
@@ -314,6 +315,7 @@ function decodeGameView(g: fb.GameView): GameView {
vsAi: g.vsAi(),
unreadChat: g.unreadChat(),
unreadMessages: g.unreadMessages(),
kind: g.kind(),
seats,
};
}
@@ -467,9 +469,18 @@ export function decodeProfile(buf: Uint8Array): Profile {
telegramLinked: p.telegramLinked(),
vkLinked: p.vkLinked(),
dictVersions: decodeDictVersions(p),
gameLimits: decodeGameLimits(p),
};
}
// decodeGameLimits projects the caller's tier active-game caps (per kind, -1 = unlimited), or
// undefined when absent (an old backend); the New-Game screen then applies no lock.
function decodeGameLimits(p: fb.Profile): GameLimits | undefined {
const g = p.gameLimits();
if (!g) return undefined;
return { vsAi: g.vsAi(), random: g.random(), friends: g.friends() };
}
// decodeDictVersions reads the profile's per-variant current dictionary versions into a
// variant-keyed map, so the offline preloader can look up the version for each enabled
// variant. An entry with an unknown variant or empty version is skipped.
@@ -1137,6 +1148,7 @@ function emptyGame(): GameView {
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 0,
seats: [],
};
}
+129
View File
@@ -0,0 +1,129 @@
import { describe, expect, it } from 'vitest';
import { formedGeometry, badgePlacement } from './formed';
import type { Board } from './board';
const SIZE = 15;
// board builds a 15×15 empty board with the given committed tiles placed.
function board(tiles: Array<[number, number, string]> = []): Board {
const b: Board = [];
for (let r = 0; r < SIZE; r++) {
const row: (Board[number][number])[] = [];
for (let c = 0; c < SIZE; c++) row.push(null);
b.push(row);
}
for (const [r, c, letter] of tiles) b[r][c] = { letter, blank: false };
return b;
}
const cells = (g: ReturnType<typeof formedGeometry>) => [...(g?.cells ?? new Set())].sort();
describe('formedGeometry', () => {
it('returns null with nothing staged', () => {
expect(formedGeometry(board(), [], true)).toBeNull();
});
it('finds a fresh horizontal word with no cross words', () => {
const g = formedGeometry(board(), [
{ row: 7, col: 7 },
{ row: 7, col: 8 },
], true);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['7,7', '7,8']);
});
it('finds a fresh vertical word', () => {
const g = formedGeometry(board(), [
{ row: 7, col: 7 },
{ row: 8, col: 7 },
], true);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'V', len: 2 });
expect(cells(g)).toEqual(['7,7', '8,7']);
});
it('extends a committed tile into the main word (committed cell in the set)', () => {
// A committed A at (7,7); a lone tile to its right forms the two-letter main word.
const g = formedGeometry(board([[7, 7, 'A']]), [{ row: 7, col: 8 }], true);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['7,7', '7,8']);
});
it('collects a cross word through a staged tile, committed cells included', () => {
// Committed X above and Y below (7,8) leave a one-cell gap; a horizontal play through it also
// completes the vertical X-_-Y cross word.
const g = formedGeometry(board([[6, 8, 'X'], [8, 8, 'Y']]), [
{ row: 7, col: 7 },
{ row: 7, col: 8 },
], true);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['6,8', '7,7', '7,8', '8,8']);
});
it('omits cross words under the single-word rule (multipleWords = false)', () => {
// The same board as the cross-word case, but a single-word game: the engine ignores the vertical
// X-_-Y run (and it need not be a real word), so the geometry must highlight only the main
// (horizontal) word — the reported "БО lights up green in a one-word game" bug.
const g = formedGeometry(board([[6, 8, 'X'], [8, 8, 'Y']]), [
{ row: 7, col: 7 },
{ row: 7, col: 8 },
], false);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['7,7', '7,8']);
});
it('takes the longer axis as the main word for a lone connecting tile', () => {
// (7,8) joins a length-3 horizontal (cols 6-8) and a length-4 vertical (rows 5-8): the vertical
// is longer, so it is the main word and the horizontal becomes a cross word.
const g = formedGeometry(
board([
[7, 6, 'A'],
[7, 7, 'B'],
[5, 8, 'C'],
[6, 8, 'D'],
[8, 8, 'E'],
]),
[{ row: 7, col: 8 }],
true,
);
expect(g?.main).toEqual({ row: 5, col: 8, dir: 'V', len: 4 });
expect(cells(g)).toEqual(['5,8', '6,8', '7,6', '7,7', '7,8', '8,8']);
});
});
describe('badgePlacement', () => {
it('anchors a mid-board horizontal word at the last letter, top-right', () => {
expect(badgePlacement({ row: 7, col: 5, dir: 'H', len: 3 })).toEqual({ row: 7, col: 7, corner: 'tr' });
});
it('anchors a right-edge horizontal word at the first letter, bottom-left', () => {
expect(badgePlacement({ row: 7, col: 12, dir: 'H', len: 3 })).toEqual({ row: 7, col: 12, corner: 'bl' });
});
it('anchors a top-edge horizontal word at the first letter, bottom-left', () => {
expect(badgePlacement({ row: 0, col: 5, dir: 'H', len: 3 })).toEqual({ row: 0, col: 5, corner: 'bl' });
});
it('anchors a left-edge horizontal word at the last letter, top-right', () => {
expect(badgePlacement({ row: 7, col: 0, dir: 'H', len: 3 })).toEqual({ row: 7, col: 2, corner: 'tr' });
});
it('anchors a bottom-edge horizontal word at the last letter, top-right', () => {
expect(badgePlacement({ row: 14, col: 5, dir: 'H', len: 3 })).toEqual({ row: 14, col: 7, corner: 'tr' });
});
it('anchors a mid-board vertical word at the first letter, top-right', () => {
expect(badgePlacement({ row: 5, col: 7, dir: 'V', len: 3 })).toEqual({ row: 5, col: 7, corner: 'tr' });
});
it('anchors a top-edge vertical word at the last letter, bottom-left', () => {
expect(badgePlacement({ row: 0, col: 7, dir: 'V', len: 3 })).toEqual({ row: 2, col: 7, corner: 'bl' });
});
it('anchors a right-edge vertical word at the last letter, bottom-left', () => {
expect(badgePlacement({ row: 5, col: 14, dir: 'V', len: 3 })).toEqual({ row: 7, col: 14, corner: 'bl' });
});
it('anchors a full-width horizontal word at the last letter, top-right (clamped by the board)', () => {
expect(badgePlacement({ row: 7, col: 0, dir: 'H', len: 15 })).toEqual({ row: 7, col: 14, corner: 'tr' });
});
});
+174
View File
@@ -0,0 +1,174 @@
// Client-side geometry of the play being composed: which cells the formed word(s) cover, and
// where to anchor the move-score badge. This is deliberately independent of the move evaluator
// (lib/dict/eval.ts) — the network `evaluate` returns legality/score/word strings but no cell
// coordinates, and the board highlight plus the score badge must work even while the local
// dictionary is still warming up. Legality and the score come from the preview; the geometry is
// derived here purely from the board and the staged tiles. Both functions are pure (testable in
// lib/formed.test.ts); the board stays the source of truth for legality.
import type { Board } from './board';
import { BOARD_SIZE } from './premiums';
/** Play axis: horizontal or vertical. */
export type Dir = 'H' | 'V';
/** MainWord locates the play's main word: its start cell, axis and length in cells. */
export interface MainWord {
row: number;
col: number;
dir: Dir;
len: number;
}
/** FormedGeometry is the composed play's shape: the main word plus the set of every cell (as a
* "row,col" key) that the main word and any cross words cover committed tiles included. */
export interface FormedGeometry {
main: MainWord;
cells: Set<string>;
}
/** A minimal cell reference; PendingTile satisfies it structurally. */
interface Cell {
row: number;
col: number;
}
const key = (r: number, c: number): string => `${r},${c}`;
/**
* filledPredicate returns a test for whether a cell holds a tile once the staged play is on the
* board: either a committed tile sits there or a pending tile is being placed there.
*/
function filledPredicate(board: Board, pending: readonly Cell[]): (r: number, c: number) => boolean {
const pend = new Set(pending.map((p) => key(p.row, p.col)));
return (r, c) =>
r >= 0 &&
r < BOARD_SIZE &&
c >= 0 &&
c < BOARD_SIZE &&
(board[r]?.[c] != null || pend.has(key(r, c)));
}
/**
* span walks the maximal contiguous filled run through cell (row, col) along dir and returns the
* run's start index and length on the moving axis (columns for H, rows for V).
*/
function span(
filled: (r: number, c: number) => boolean,
dir: Dir,
row: number,
col: number,
): { start: number; len: number } {
if (dir === 'H') {
let s = col;
while (filled(row, s - 1)) s--;
let e = col;
while (filled(row, e + 1)) e++;
return { start: s, len: e - s + 1 };
}
let s = row;
while (filled(s - 1, col)) s--;
let e = row;
while (filled(e + 1, col)) e++;
return { start: s, len: e - s + 1 };
}
/**
* formedGeometry derives the composed play's word geometry from the board and the staged tiles.
* It returns the main word (the maximal run along the play axis through the staged tiles) and the
* set of every cell the main word and each cross word (a perpendicular run of two or more cells
* through a staged tile) cover. Under the **single-word rule** (multipleWords = false) cross words
* are omitted, matching the engine, which ignores them entirely a perpendicular run there is
* neither validated nor scored (and need not even be a real word), so highlighting it would be
* misleading. It returns null when nothing is staged, or when the staged tiles are not on a single
* line a shape only an illegal play produces, which the caller never asks about (it is invoked
* only for a legal preview). The play axis is fixed by the staged tiles when two or more are
* colinear; a lone tile takes whichever axis forms the longer word.
*/
export function formedGeometry(
board: Board,
pending: readonly Cell[],
multipleWords: boolean,
): FormedGeometry | null {
if (pending.length === 0) return null;
const filled = filledPredicate(board, pending);
const first = pending[0];
let dir: Dir;
if (pending.length === 1) {
const h = span(filled, 'H', first.row, first.col);
const v = span(filled, 'V', first.row, first.col);
dir = h.len >= v.len ? 'H' : 'V';
} else if (pending.every((p) => p.row === first.row)) {
dir = 'H';
} else if (pending.every((p) => p.col === first.col)) {
dir = 'V';
} else {
return null;
}
const cells = new Set<string>();
// Main word: the maximal run along the play axis through the staged tiles (contiguous via any
// committed tiles between them), collected from any one staged tile.
const ms = span(filled, dir, first.row, first.col);
let main: MainWord;
if (dir === 'H') {
main = { row: first.row, col: ms.start, dir, len: ms.len };
for (let c = ms.start; c < ms.start + ms.len; c++) cells.add(key(first.row, c));
} else {
main = { row: ms.start, col: first.col, dir, len: ms.len };
for (let r = ms.start; r < ms.start + ms.len; r++) cells.add(key(r, first.col));
}
// Cross words: the perpendicular run through each staged tile, kept only when it is a real word
// (two or more cells). Skipped under the single-word rule, where the engine ignores cross words,
// so a perpendicular run must not be highlighted as if it were a formed word.
if (multipleWords) {
const cross: Dir = dir === 'H' ? 'V' : 'H';
for (const p of pending) {
const cs = span(filled, cross, p.row, p.col);
if (cs.len < 2) continue;
if (cross === 'H') {
for (let c = cs.start; c < cs.start + cs.len; c++) cells.add(key(p.row, c));
} else {
for (let r = cs.start; r < cs.start + cs.len; r++) cells.add(key(r, p.col));
}
}
}
return { main, cells };
}
/** Where the move-score badge is anchored: a main-word cell and the tile corner it sits on. */
export interface BadgeAnchor {
row: number;
col: number;
corner: 'tr' | 'bl';
}
/**
* badgePlacement chooses the main-word tile and corner for the move-score badge, so the badge
* points into the board and away from the nearest edge (the board clamps the final pill fully
* on-board). The rules: a word touching the right or top edge anchors at a tile's bottom-left
* corner (horizontal its first letter, vertical its last letter); a word touching the left or
* bottom edge and any mid-board word anchors at the top-right corner (horizontal its last
* letter, vertical its first letter). A full-width horizontal word (it touches both side edges)
* anchors at the last letter's top-right, which the board then clamps leftward.
*/
export function badgePlacement(main: MainWord): BadgeAnchor {
const last = BOARD_SIZE - 1;
const h = main.dir === 'H';
const minRow = main.row;
const maxRow = h ? main.row : main.row + main.len - 1;
const minCol = main.col;
const maxCol = h ? main.col + main.len - 1 : main.col;
if (h && main.len === BOARD_SIZE) {
return { row: main.row, col: maxCol, corner: 'tr' };
}
if (maxCol === last || minRow === 0) {
return h ? { row: main.row, col: minCol, corner: 'bl' } : { row: maxRow, col: main.col, corner: 'bl' };
}
return h ? { row: main.row, col: maxCol, corner: 'tr' } : { row: minRow, col: main.col, corner: 'tr' };
}
+1
View File
@@ -10,6 +10,7 @@ function gameView(id: string): GameView {
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 0,
status: 'active',
players: 2,
toMove: 0,
+1
View File
@@ -11,6 +11,7 @@ function gameView(moveCount: number, over = false): GameView {
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 0,
status: over ? 'finished' : 'active',
players: 2,
toMove: 1,
+1
View File
@@ -14,6 +14,7 @@ function game(seats: Seat[], over = true): GameView {
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 0,
status: over ? 'finished' : 'active',
players: seats.length,
toMove: 0,
+85
View File
@@ -0,0 +1,85 @@
import { describe, it, expect } from 'vitest';
import { activeByKind, capFor, isKindLocked } from './gamelimits';
import { GameKind, type GameView, type GameLimits } from './model';
// game builds a minimal GameView for the count: only kind, status and (optionally) hotseat matter.
function game(kind: number, status: string, extra: Partial<GameView> = {}): GameView {
return {
id: 'g',
variant: 'scrabble_en',
dictVersion: '',
status,
players: 2,
toMove: 0,
turnTimeoutSecs: 0,
multipleWordsPerTurn: true,
moveCount: 0,
endReason: '',
lastActivityUnix: 0,
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind,
seats: [],
...extra,
};
}
describe('activeByKind', () => {
it('counts open+active games per kind, skipping finished, hotseat and untagged (kind 0)', () => {
const by = activeByKind([
game(GameKind.vsAi, 'active'),
game(GameKind.random, 'open'),
game(GameKind.random, 'active'),
game(GameKind.random, 'finished'), // finished → not counted
game(GameKind.vsAi, 'active', { hotseat: true }), // local pass-and-play → not counted
game(0, 'active'), // pre-existing / untagged → not counted
]);
expect(by[GameKind.vsAi]).toBe(1);
expect(by[GameKind.random]).toBe(2);
});
});
describe('capFor', () => {
const limits: GameLimits = { vsAi: 1, random: 10, friends: 0 };
it('maps each kind to its tier cap; unknown kind and absent limits are unlimited (-1)', () => {
expect(capFor(limits, GameKind.vsAi)).toBe(1);
expect(capFor(limits, GameKind.random)).toBe(10);
expect(capFor(limits, GameKind.friends)).toBe(0);
expect(capFor(limits, 0)).toBe(-1);
expect(capFor(undefined, GameKind.vsAi)).toBe(-1);
});
});
describe('isKindLocked', () => {
const guest: GameLimits = { vsAi: 1, random: 1, friends: 0 };
const durable: GameLimits = { vsAi: 10, random: 10, friends: 10 };
it('locks a guest at the per-kind cap, not another kind', () => {
const games = [game(GameKind.vsAi, 'active')];
expect(isKindLocked(games, guest, GameKind.vsAi)).toBe(true);
expect(isKindLocked(games, guest, GameKind.random)).toBe(false);
});
it('a cap of 0 always locks (a guest cannot start friend games)', () => {
expect(isKindLocked([], guest, GameKind.friends)).toBe(true);
});
it('an unlimited cap (-1) or absent limits never lock', () => {
const many = [game(GameKind.random, 'active'), game(GameKind.random, 'active')];
expect(isKindLocked(many, { vsAi: -1, random: -1, friends: -1 }, GameKind.random)).toBe(false);
expect(isKindLocked(many, undefined, GameKind.random)).toBe(false);
});
it('a durable account stays well under its higher cap', () => {
expect(isKindLocked([game(GameKind.random, 'active')], durable, GameKind.random)).toBe(false);
});
it('locks only the reached kind: at the vs_ai cap, random with no games stays open', () => {
const limits = { vsAi: 3, random: 2, friends: 1 };
const games = [game(GameKind.vsAi, 'active'), game(GameKind.vsAi, 'active'), game(GameKind.vsAi, 'active')];
expect(isKindLocked(games, limits, GameKind.vsAi)).toBe(true);
expect(isKindLocked(games, limits, GameKind.random)).toBe(false);
expect(isKindLocked(games, limits, GameKind.friends)).toBe(false);
});
});
+50
View File
@@ -0,0 +1,50 @@
// Client-side active-game limit logic: count the caller's active games per kind and test a kind
// against the caller's per-tier cap so the New-Game screen can lock a capped start. The server is
// the source of truth (it refuses a capped create); this only drives the pre-emptive UI lock. Kept
// pure (no DOM / stores) so it unit-tests in the node environment.
import { GameKind, type GameLimits, type GameView } from './model';
/**
* activeByKind counts the caller's active (status open or in-progress) games per kind. Finished
* games, local pass-and-play (hotseat) games and untagged games (kind 0, pre-existing) do not
* count matching the server's per-kind cap, which is keyed on games.game_kind for open/active
* games only.
*/
export function activeByKind(games: GameView[]): Record<number, number> {
const out: Record<number, number> = {};
for (const g of games) {
if (g.hotseat) continue;
if (g.kind === 0) continue;
if (g.status !== 'active' && g.status !== 'open') continue;
out[g.kind] = (out[g.kind] ?? 0) + 1;
}
return out;
}
/** capFor returns the caller's tier cap for a kind (-1 = unlimited), or -1 when the limits are
* absent (an old backend) the lock then never applies. */
export function capFor(limits: GameLimits | undefined, kind: number): number {
if (!limits) return -1;
switch (kind) {
case GameKind.vsAi:
return limits.vsAi;
case GameKind.random:
return limits.random;
case GameKind.friends:
return limits.friends;
default:
return -1;
}
}
/**
* isKindLocked reports whether the caller has reached its cap for kind, so the New-Game start for
* that kind is locked. An unlimited cap (-1) or absent limits never lock; a cap of 0 always locks
* (the kind is disabled for the tier).
*/
export function isKindLocked(games: GameView[], limits: GameLimits | undefined, kind: number): boolean {
const cap = capFor(limits, kind);
if (cap < 0) return false;
return (activeByKind(games)[kind] ?? 0) >= cap;
}
+2 -2
View File
@@ -39,7 +39,7 @@ if (isMock && typeof window !== 'undefined') {
joinOpponent(): void;
joinOpponentSilently(): void;
adminReply(): void;
setGameLimit(v: boolean): void;
setGameLimits(l: { vsAi: number; random: number; friends: number }): void;
clearEmail(): void;
confirmEmailOutOfBand(email: string): void;
setLocalSeed(seed: string): void;
@@ -49,7 +49,7 @@ if (isMock && typeof window !== 'undefined') {
joinOpponent: () => (gateway as MockGateway).joinPendingOpponent(),
joinOpponentSilently: () => (gateway as MockGateway).joinPendingOpponentSilently(),
adminReply: () => (gateway as MockGateway).mockAdminReply(),
setGameLimit: (v: boolean) => (gateway as MockGateway).setGameLimit(v),
setGameLimits: (l: { vsAi: number; random: number; friends: number }) => (gateway as MockGateway).setGameLimits(l),
clearEmail: () => (gateway as MockGateway).mockClearEmail(),
confirmEmailOutOfBand: (email: string) => (gateway as MockGateway).mockConfirmEmailOutOfBand(email),
// Pin the next local game's bag seed, so the offline e2e deals a known rack (a bigint as a
+17 -10
View File
@@ -87,6 +87,7 @@ export const en = {
'onboarding.gameRack': 'Pick a tile and place it on the board', // rack
'game.bag': '{n} in the bag',
'game.bagCount': 'In the bag: {n}',
'game.bagEmpty': 'Bag is empty',
'game.hints': 'Hints {n}',
'game.yourTurn': 'Your turn',
@@ -104,8 +105,6 @@ export const en = {
'game.checkWord': 'Check word',
'game.dictionary': 'Dictionary',
'game.dropGame': 'Drop game',
'game.previewWords': '{words}: {n}',
'game.previewIllegal': 'Not a legal move',
'game.oneWordRule': 'One word per turn',
'game.chooseBlank': 'Choose a letter for the blank',
'game.exchangeTitle': 'Exchange or pass',
@@ -215,6 +214,7 @@ export const en = {
'settings.labelsClassic': 'Classic',
'settings.labelsNone': 'None',
'settings.reduceMotion': 'Reduce motion',
'settings.zoomBoard': 'Zoom the board',
'settings.offlineMode': 'Play mode',
'settings.online': 'Online',
'settings.offline': 'Offline',
@@ -228,20 +228,19 @@ export const en = {
// --- wallet ---
'wallet.title': 'Wallet',
'wallet.tab': 'Wallet',
'wallet.balance': 'Balance',
'wallet.noChips': 'No chips yet',
'wallet.source.vk': 'VK',
'wallet.source.telegram': 'Telegram',
'wallet.source.direct': 'Web',
'wallet.viewOnly': 'view only',
'wallet.benefits': 'Benefits',
'wallet.active': 'Active',
'wallet.activeHints': 'Hints: {n}',
'wallet.noAdsUntil': 'No ads until {date}',
'wallet.noAdsForever': 'No ads forever',
'wallet.adsOn': 'Ads are on',
'wallet.hints': 'Hints {n}',
'wallet.store': 'Store',
'wallet.tabBuy': 'Buy chips',
'wallet.tabSpend': 'Spend chips',
'wallet.empty': 'The store is empty for now',
'wallet.buy': 'Buy',
'wallet.spend': 'Exchange',
'wallet.rewardWatch': 'Watch an ad for {n} 🪙',
'wallet.rewardCta': 'Watch',
'wallet.rewardCredited': '+{n} 🪙 for watching',
@@ -256,10 +255,11 @@ export const en = {
'wallet.cur.RUB': '₽',
'wallet.cur.VOTE': 'votes',
'wallet.cur.XTR': '⭐',
'wallet.warnTitle': 'Web-only purchase',
'wallet.spendTitle': 'Confirm exchange',
'wallet.spendBody': 'Exchange {n} 🪙 for “{title}”?',
'wallet.spendConfirm': 'Exchange',
'wallet.warnBody':
'This spends your VK/Telegram chips, and the benefit will work on the web and in the app only — because of store rules.',
'wallet.warnConfirm': 'Continue',
'wallet.warnCancel': 'Cancel',
'about.title': 'About',
'about.tab': 'Info',
@@ -313,6 +313,8 @@ export const en = {
'error.invalid_email': 'Enter a valid email address.',
'error.invalid_config': 'Invalid game settings.',
'error.not_found': 'Not found.',
'error.insufficient_chips': 'Not enough chips.',
'error.product_not_found': 'This item is no longer available.',
'error.session_invalid': 'Your session expired. Please sign in again.',
'error.unauthenticated': 'Please sign in.',
'error.rate_limited': 'Too many requests, slow down.',
@@ -379,6 +381,11 @@ export const en = {
'new.multipleWordsPerTurn': 'Multiple words per turn',
'new.start': 'Start game',
'new.invited': 'Invitation sent.',
'new.limitGuestTitle': 'More games?',
'new.limitGuestBody': 'Sign in or create an account to use all the game features.',
'new.limitDurableTitle': 'Game limit',
'new.limitDurableBody': 'You have reached the limit. Finish your active games to start a new one.',
'new.limitLogin': 'Sign in',
'new.noFriends': 'Add friends first to invite them.',
'new.opponentAI': 'AI',
'new.opponentRandom': 'Random player',
+17 -10
View File
@@ -87,6 +87,7 @@ export const ru: Record<MessageKey, string> = {
'onboarding.gameRack': 'Выбирайте фишку и ставьте на доску', // rack
'game.bag': '{n} в мешке',
'game.bagCount': 'В мешке: {n}',
'game.bagEmpty': 'Мешок пуст',
'game.hints': 'Подсказки {n}',
'game.yourTurn': 'Ваш ход',
@@ -104,8 +105,6 @@ export const ru: Record<MessageKey, string> = {
'game.checkWord': 'Проверить слово',
'game.dictionary': 'Словарь',
'game.dropGame': 'Покинуть игру',
'game.previewWords': '{words}: {n}',
'game.previewIllegal': 'Недопустимый ход',
'game.oneWordRule': 'Одно слово за ход',
'game.chooseBlank': 'Выберите букву для бланка',
'game.exchangeTitle': 'Обмен или пас',
@@ -215,6 +214,7 @@ export const ru: Record<MessageKey, string> = {
'settings.labelsClassic': 'Классика',
'settings.labelsNone': 'Без текста',
'settings.reduceMotion': 'Меньше анимаций',
'settings.zoomBoard': 'Приближать доску',
'settings.offlineMode': 'Режим игры',
'settings.online': 'Онлайн',
'settings.offline': 'Оффлайн',
@@ -228,20 +228,19 @@ export const ru: Record<MessageKey, string> = {
// --- wallet ---
'wallet.title': 'Кошелёк',
'wallet.tab': 'Кошелёк',
'wallet.balance': 'Баланс',
'wallet.noChips': 'Пока нет фишек',
'wallet.source.vk': 'VK',
'wallet.source.telegram': 'Telegram',
'wallet.source.direct': 'Веб',
'wallet.viewOnly': 'просмотр',
'wallet.benefits': 'Блага',
'wallet.active': 'Активные',
'wallet.activeHints': 'Подсказки: {n}',
'wallet.noAdsUntil': 'Без рекламы до {date}',
'wallet.noAdsForever': 'Без рекламы навсегда',
'wallet.adsOn': 'Реклама включена',
'wallet.hints': 'Подсказки {n}',
'wallet.store': 'Магазин',
'wallet.tabBuy': 'Купить фишки',
'wallet.tabSpend': 'Потратить фишки',
'wallet.empty': 'Магазин пока пуст',
'wallet.buy': 'Купить',
'wallet.spend': 'Обмен',
'wallet.rewardWatch': 'Ролик за {n} 🪙',
'wallet.rewardCta': 'Смотреть',
'wallet.rewardCredited': '+{n} 🪙 за просмотр',
@@ -256,10 +255,11 @@ export const ru: Record<MessageKey, string> = {
'wallet.cur.RUB': '₽',
'wallet.cur.VOTE': 'голосов',
'wallet.cur.XTR': '⭐',
'wallet.warnTitle': 'Покупка только для веба',
'wallet.spendTitle': 'Подтверждение обмена',
'wallet.spendBody': 'Обменять {n} 🪙 на «{title}»?',
'wallet.spendConfirm': 'Обменять',
'wallet.warnBody':
'Оплата спишет фишки VK/Telegram, и благо будет работать только в вебе и приложении — из-за правил магазинов.',
'wallet.warnConfirm': 'Продолжить',
'wallet.warnCancel': 'Отмена',
'about.title': 'О программе',
'about.tab': 'Инфо',
@@ -313,6 +313,8 @@ export const ru: Record<MessageKey, string> = {
'error.invalid_email': 'Введите корректный адрес почты.',
'error.invalid_config': 'Неверные настройки игры.',
'error.not_found': 'Не найдено.',
'error.insufficient_chips': 'Не хватает фишек.',
'error.product_not_found': 'Этого товара больше нет.',
'error.session_invalid': 'Сессия истекла. Войдите снова.',
'error.unauthenticated': 'Пожалуйста, войдите.',
'error.rate_limited': 'Слишком много запросов, помедленнее.',
@@ -379,6 +381,11 @@ export const ru: Record<MessageKey, string> = {
'new.multipleWordsPerTurn': 'Несколько слов за ход',
'new.start': 'Начать игру',
'new.invited': 'Приглашение отправлено.',
'new.limitGuestTitle': 'Больше партий?',
'new.limitGuestBody': 'Войдите или создайте учётную запись, чтобы воспользоваться всеми функциями игры.',
'new.limitDurableTitle': 'Лимит игр',
'new.limitDurableBody': 'Вы достигли лимита. Доиграйте активные партии, чтобы начать новую.',
'new.limitLogin': 'Вход',
'new.noFriends': 'Сначала добавьте друзей, чтобы пригласить их.',
'new.opponentAI': 'ИИ',
'new.opponentRandom': 'Случайный игрок',
+13 -20
View File
@@ -27,6 +27,7 @@ function gameView(id: string, status: GameView['status'] = 'active', toMove = 0)
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 0,
status,
players: 2,
toMove,
@@ -43,7 +44,7 @@ beforeEach(() => clearLobby());
describe('patchLobbyGame', () => {
it('replaces the matching game by id and leaves the others untouched', () => {
setLobby({ games: [gameView('a', 'active', 0), gameView('b', 'active', 0)], invitations: [], incoming: [], atGameLimit: false, offline: false });
setLobby({ games: [gameView('a', 'active', 0), gameView('b', 'active', 0)], invitations: [], incoming: [], offline: false });
// The player's own move flipped game "a" to the opponent's turn.
patchLobbyGame(gameView('a', 'active', 1));
const snap = getLobby(false);
@@ -54,14 +55,14 @@ describe('patchLobbyGame', () => {
it('preserves invitations and incoming when patching a game', () => {
const incoming: AccountRef[] = [{ accountId: 'u9', displayName: 'Nine' }];
setLobby({ games: [gameView('a')], invitations: [], incoming, atGameLimit: false, offline: false });
setLobby({ games: [gameView('a')], invitations: [], incoming, offline: false });
patchLobbyGame(gameView('a', 'finished'));
expect(getLobby(false)?.incoming).toEqual(incoming);
expect(getLobby(false)?.games[0].status).toBe('finished');
});
it('adds the game when it is not yet in the cached lobby (a game started elsewhere)', () => {
setLobby({ games: [gameView('a')], invitations: [], incoming: [], atGameLimit: false, offline: false });
setLobby({ games: [gameView('a')], invitations: [], incoming: [], offline: false });
patchLobbyGame(gameView('z', 'active'));
// Order is irrelevant — the lobby re-groups and re-sorts on render — so assert membership.
expect(getLobby(false)?.games.map((g) => g.id).sort()).toEqual(['a', 'z']);
@@ -74,29 +75,21 @@ describe('patchLobbyGame', () => {
it('does not mutate the previous snapshot array', () => {
const games = [gameView('a', 'active', 0)];
setLobby({ games, invitations: [], incoming: [], atGameLimit: false, offline: false });
setLobby({ games, invitations: [], incoming: [], offline: false });
patchLobbyGame(gameView('a', 'active', 1));
expect(games[0].toMove).toBe(0); // the original array/object is left intact
});
it('preserves the at-game-limit flag across a game patch', () => {
// A finished-game patch arriving while the lobby is unmounted must not drop the flag —
// the lobby renders the "New Game" button from the cached snapshot before the refresh.
setLobby({ games: [gameView('a')], invitations: [], incoming: [], atGameLimit: true, offline: false });
patchLobbyGame(gameView('a', 'finished'));
expect(getLobby(false)?.atGameLimit).toBe(true);
});
});
describe('patchLobbyInvitation', () => {
it('adds a new pending invitation to the cached lobby', () => {
setLobby({ games: [], invitations: [], incoming: [], atGameLimit: false, offline: false });
setLobby({ games: [], invitations: [], incoming: [], offline: false });
patchLobbyInvitation(invitation('i1', 'pending'));
expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i1']);
});
it('replaces a pending invitation already in the list (e.g. an updated response)', () => {
setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], offline: false });
const updated = { ...invitation('i1', 'pending'), turnTimeoutSecs: 999 };
patchLobbyInvitation(updated);
expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i1', 'i2']);
@@ -105,14 +98,14 @@ describe('patchLobbyInvitation', () => {
it('removes an invitation that reached a terminal status', () => {
for (const terminal of ['declined', 'cancelled', 'started', 'expired']) {
setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
setLobby({ games: [], invitations: [invitation('i1', 'pending'), invitation('i2', 'pending')], incoming: [], offline: false });
patchLobbyInvitation(invitation('i1', terminal));
expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i2']);
}
});
it('is a no-op for a terminal invitation that is not in the list', () => {
setLobby({ games: [], invitations: [invitation('i2', 'pending')], incoming: [], atGameLimit: false, offline: false });
setLobby({ games: [], invitations: [invitation('i2', 'pending')], incoming: [], offline: false });
patchLobbyInvitation(invitation('i1', 'declined'));
expect(getLobby(false)?.invitations.map((x) => x.id)).toEqual(['i2']);
});
@@ -124,7 +117,7 @@ describe('patchLobbyInvitation', () => {
it('preserves games and incoming when patching an invitation', () => {
const incoming: AccountRef[] = [{ accountId: 'u9', displayName: 'Nine' }];
setLobby({ games: [gameView('g1')], invitations: [], incoming, atGameLimit: false, offline: false });
setLobby({ games: [gameView('g1')], invitations: [], incoming, offline: false });
patchLobbyInvitation(invitation('i1', 'pending'));
expect(getLobby(false)?.games.map((g) => g.id)).toEqual(['g1']);
expect(getLobby(false)?.incoming).toEqual(incoming);
@@ -133,15 +126,15 @@ describe('patchLobbyInvitation', () => {
describe('getLobby is mode-aware (a mode flip must not render the other modes games)', () => {
it('returns the snapshot only for the mode it was stored under', () => {
setLobby({ games: [gameView('online1')], invitations: [], incoming: [], atGameLimit: false, offline: false });
setLobby({ games: [gameView('online1')], invitations: [], incoming: [], offline: false });
expect(getLobby(false)?.games.map((g) => g.id)).toEqual(['online1']);
// Reading it as the OTHER (offline) mode must not surface the online snapshot.
expect(getLobby(true)).toBeNull();
});
it('replaces the snapshot when the mode changes, so the stale mode is dropped', () => {
setLobby({ games: [gameView('online1')], invitations: [], incoming: [], atGameLimit: false, offline: false });
setLobby({ games: [gameView('local1')], invitations: [], incoming: [], atGameLimit: false, offline: true });
setLobby({ games: [gameView('online1')], invitations: [], incoming: [], offline: false });
setLobby({ games: [gameView('local1')], invitations: [], incoming: [], offline: true });
expect(getLobby(false)).toBeNull();
expect(getLobby(true)?.games.map((g) => g.id)).toEqual(['local1']);
});
-3
View File
@@ -10,9 +10,6 @@ interface LobbySnapshot {
games: GameView[];
invitations: Invitation[];
incoming: AccountRef[];
// atGameLimit rides the snapshot so the lobby renders the "New Game" button in its last
// known enabled/disabled state instantly (no flicker), then refreshes it in the background.
atGameLimit: boolean;
// Which mode the snapshot belongs to (offline = device-local games, online = server games). The
// lobby renders it instantly only when it matches the current mode, so a mode flip never flashes —
// or lets the player open — the other mode's games before the background refresh replaces them.
+1
View File
@@ -20,6 +20,7 @@ function game(id: string, status: GameView['status'], toMove: number, lastActivi
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 0,
status,
players: 2,
toMove,
+1
View File
@@ -481,6 +481,7 @@ export class LocalSource implements GameLoopSource {
hotseat: !!record.hotseat,
unreadChat: false,
unreadMessages: false,
kind: 0,
seats,
};
}
+11 -10
View File
@@ -33,6 +33,7 @@ import type {
MoveResult,
OutgoingList,
Profile,
GameLimits,
ProfileUpdate,
PushEvent,
Session,
@@ -105,8 +106,6 @@ export class MockGateway implements GatewayClient {
private feedbackReplyUnread = false;
// The most recently opened auto-match game still awaiting an opponent, for the e2e join hook.
private openGameId: string | null = null;
// gameLimit forces the lobby's at_game_limit flag for the e2e (window.__mock.setGameLimit).
private gameLimit = false;
private friends: AccountRef[] = MOCK_FRIENDS.map((f) => ({ ...f }));
private incoming: AccountRef[] = MOCK_INCOMING.map((f) => ({ ...f }));
private outgoing: AccountRef[] = [];
@@ -267,7 +266,7 @@ export class MockGateway implements GatewayClient {
async gamesList(): Promise<GameList> {
return {
games: [...this.games.values()].map((g) => structuredClone(g.view)),
atGameLimit: this.gameLimit,
atGameLimit: false,
};
}
@@ -293,6 +292,7 @@ export class MockGateway implements GatewayClient {
vsAi: true,
unreadChat: false,
unreadMessages: false,
kind: 1,
seats: [
{ seat: 0, accountId: ME, displayName: 'You', score: 0, hintsUsed: 0, isWinner: false },
{ seat: 1, accountId: 'robot', displayName: 'Robot', score: 0, hintsUsed: 0, isWinner: false },
@@ -326,6 +326,7 @@ export class MockGateway implements GatewayClient {
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 2,
seats: [
{ seat: 0, accountId: ME, displayName: 'You', score: 0, hintsUsed: 0, isWinner: false },
{ seat: 1, accountId: '', displayName: '', score: 0, hintsUsed: 0, isWinner: false },
@@ -377,13 +378,13 @@ export class MockGateway implements GatewayClient {
if (this.openGameId) this.seatOpponent(this.openGameId);
}
// setGameLimit forces the lobby's at_game_limit flag (the e2e hook
// window.__mock.setGameLimit), then nudges the lobby to re-fetch games.list so the
// "New Game" button and the notice update in place. The lobby refetches on any
// non-heartbeat event; an unrecognised notify sub triggers only that refetch.
setGameLimit(v: boolean): void {
this.gameLimit = v;
this.emit({ kind: 'notify', sub: 'game_limit' });
// setGameLimits overrides the profile's per-kind active-game caps (the e2e hook
// window.__mock.setGameLimits), then emits a profile notify so the app re-fetches the profile and
// the New-Game screen's per-kind lock recomputes in place — the same path a guest→durable upgrade
// takes to lift the lock.
setGameLimits(l: GameLimits): void {
this.profile.gameLimits = { ...l };
this.emit({ kind: 'notify', sub: 'profile' });
}
async lobbyPoll(): Promise<MatchResult> {
+6
View File
@@ -47,6 +47,9 @@ export const PROFILE: Profile = {
dictVersions: { erudit_ru: 'v1.3.0', scrabble_ru: 'v1.3.0', scrabble_en: 'v1.3.0' },
// Post-move interstitial config (short cooldowns so the mock stub is exercisable); not suppressed.
ads: { cooldownGlobalS: 300, cooldownVsAiS: 1800, cooldownHintS: 60, suppressed: false },
// The durable tier's per-kind active-game caps (the seeded defaults); the e2e lowers them through
// window.__mock.setGameLimits to exercise the New-Game lock.
gameLimits: { vsAi: 10, random: 10, friends: 10 },
};
// Seed social/account data for the mock (pnpm start + Playwright). The mock profile
@@ -189,6 +192,7 @@ function activeGame(): MockGame {
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 2,
status: 'active',
players: 2,
toMove: 0,
@@ -227,6 +231,7 @@ function finishedG2(): MockGame {
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 2,
status: 'finished',
players: 2,
toMove: 0,
@@ -266,6 +271,7 @@ function finishedG3(): MockGame {
vsAi: false,
unreadChat: false,
unreadMessages: false,
kind: 2,
status: 'finished',
players: 2,
toMove: 0,
+20
View File
@@ -62,6 +62,11 @@ export interface GameView {
* badge can be coloured apart from the nudge-only case. Same REST-seeded lifecycle as
* unreadChat; the live-event GameView leaves it false. */
unreadMessages: boolean;
/** 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.gameLimits) to lock a capped New-Game start. Local/offline games
* leave it 0 (they never count toward the online limits). */
kind: number;
seats: Seat[];
}
@@ -234,6 +239,21 @@ export interface Profile {
* offline-capable PWA reads it to preload the matching dawg for each enabled variant off
* this cold-start response. Empty only in a degenerate deployment with no resident dictionary. */
dictVersions: Partial<Record<Variant, string>>;
/** The caller's tier active-game caps per kind (-1 = unlimited); the New-Game screen counts the
* player's active games per kind from the lobby and locks a capped start. Absent from an old
* backend (then no lock applies). */
gameLimits?: GameLimits;
}
/** GameKind labels the game_kind wire values for the active-game limits. */
export const GameKind = { vsAi: 1, random: 2, friends: 3 } as const;
/** The caller's tier active-game caps per kind (-1 = unlimited), resolved to the guest or durable
* tier server-side. The New-Game screen locks a start whose kind is at its cap. */
export interface GameLimits {
vsAi: number;
random: number;
friends: number;
}
/** The post-move interstitial-ad config for the client-mirrored gate: the cooldowns (seconds) and

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